Ability Scores and Modifiers in 5e

Ability scores in 5e are six numbers (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma) that describe what your character is good at. Each score, usually 3 to 20 for a player character, gives a modifier equal to the score minus 10, divided by 2 and rounded down. That modifier is added to most d20 rolls.

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What are the six ability scores in 5e?

Every creature in D&D 5e has the same six abilities. Each one is a number, and each number produces a modifier that you add to rolls tied to that ability. If you are making a new character, the stat roller generates all six scores in one click.

AbilityWhat it measuresWhat it affects
Strength (Str)Physical powerMelee weapon attacks and damage, Athletics, carrying capacity, jumping
Dexterity (Dex)Agility, reflexes, balanceArmor Class in light or medium armor, initiative, ranged and finesse weapon attacks, Acrobatics, Stealth, Sleight of Hand
Constitution (Con)Health and staminaHit points at every level, concentration saves, resisting poison and exhaustion
Intelligence (Int)Memory, reasoning, knowledgeWizard spellcasting, Arcana, History, Investigation, Nature, Religion
Wisdom (Wis)Awareness, intuition, willpowerCleric and Druid spellcasting, Perception, Insight, Survival, Medicine, Animal Handling
Charisma (Cha)Force of personalityBard, Sorcerer, Warlock and Paladin spellcasting, Persuasion, Deception, Intimidation, Performance

Ability modifiers show up in three kinds of d20 roll: ability checks (including skills), saving throws and attack rolls. They also feed into numbers you don't roll, like Armor Class, spell save DC and hit points.

What does each ability do?

Physical abilities

  • Strength: the main stat for Barbarians and most Fighters and Paladins who swing heavy weapons. It adds to melee attack and damage rolls with non-finesse weapons and sets how much you can carry (15 pounds per point of Strength).
  • Dexterity: the most widely useful ability. It adds to initiative, to Armor Class unless you wear heavy armor, and to attacks with bows and finesse weapons such as rapiers and daggers. Rogues, Monks and Rangers rely on it.
  • Constitution: no class casts spells or attacks with it, but every class wants it. Your Constitution modifier is added to your hit points at each level, so a +2 means 40 extra hit points by level 20. Spellcasters also roll Constitution saves to keep concentration.

Mental abilities

  • Intelligence: the spellcasting ability for Wizards. Outside of that it covers knowledge skills and Investigation.
  • Wisdom: the spellcasting ability for Clerics and Druids (and Rangers), and the key stat for Monks alongside Dexterity. Perception, the most rolled skill at many tables, uses Wisdom, and many dangerous spells call for Wisdom saves.
  • Charisma: the spellcasting ability for Bards, Sorcerers, Warlocks and Paladins, plus the social skills.

How do you calculate an ability modifier?

Take the score, subtract 10, divide by 2 and round down. A 15 becomes (15 − 10) / 2 = 2.5, which rounds down to +2. An 8 becomes −1. Scores run from 1 to 30, but player characters almost always sit between 8 and 20.

ScoreModifierScoreModifier
1−516–17+3
2–3−418–19+4
4–5−320–21+5
6–7−222–23+6
8–9−124–25+7
10–11+026–27+8
12–13+128–29+9
14–15+230+10

Because the modifier only changes on even numbers, a 13 is no better than a 12 on its own. The odd point still matters, though: the next +1 you get turns that 13 into a 14 and raises the modifier.

How are ability scores generated?

The Player's Handbook offers three methods, and your DM picks which ones the table allows:

  1. Roll 4d6, drop the lowest: do it six times and assign the results. Scores average a little above 12. See how to roll stats in 5e for the odds.
  2. Standard array: assign 15, 14, 13, 12, 10 and 8.
  3. Point buy: start every score at 8 and spend 27 points, with nothing above 15. The point buy guide lists the costs.

After that, you add starting bonuses. In the 2014 rules, those come from your race (for example, +2 to one score and +1 to another). In the 2024 rules, they come from your background instead: +2 to one of its three listed abilities and +1 to another, or +1 to all three. In both versions, a starting score can't go above 20.

How do you increase ability scores?

The main way is the Ability Score Improvement (ASI). It lets you add +2 to one score or +1 to two scores, and no score can go above 20 this way.

ClassASI levels (2014 and 2024)
Most classes4, 8, 12, 16, 19
Fighter4, 6, 8, 12, 14, 16, 19
Rogue4, 8, 10, 12, 16, 19

In the 2014 rules, you can trade an ASI for a feat if your DM uses the optional feat rules. In the 2024 rules, these levels grant a feat, and Ability Score Improvement is one of the feats you can pick. Many 2024 feats also include a +1 to an ability score. At level 19, the 2024 rules give an Epic Boon feat, which adds +1 to a score and can raise it as high as 30.

Can ability scores go above 20?

Only through specific features and items. The Barbarian's level 20 capstone raises Strength and Constitution beyond 20. Some magic items set a score to a fixed value (a Belt of Giant Strength, for example), and rare manuals and tomes raise a score by 2, even past 20. Monsters are not bound by the 20 cap, and the hard ceiling for any creature is 30.

Where do ability modifiers show up in play?

  • Ability checks: d20 + modifier, plus your proficiency bonus if the skill or tool is one you're trained in. See skill checks in 5e.
  • Saving throws: d20 + modifier, plus proficiency if your class grants it for that ability.
  • Attack rolls: d20 + Str or Dex modifier (or your spellcasting modifier for spell attacks) + proficiency bonus.
  • Damage: weapon damage adds the same modifier you used to attack.
  • Spell save DC: 8 + proficiency bonus + spellcasting modifier.

You can test any of these with the d20 roller by typing your modifier into the bonus box.

Which ability scores should you prioritize?

Put your highest score in your class's main ability, since it drives your attacks, spells or both. Constitution is usually second, because hit points and concentration help everyone. Dexterity is a strong third for anyone not in heavy armor. For the "dump stat" that gets your 8, pick an ability your class never uses for attacks or spells and whose saves you can live without. Many martial characters dump Intelligence or Charisma; many casters dump Strength.

FAQ

How do you calculate an ability modifier in 5e?

Subtract 10 from the ability score, divide by 2 and round down. A score of 10 or 11 gives +0, 14 or 15 gives +2, and 20 gives +5.

What is the maximum ability score in 5e?

A player character normally cannot raise a score above 20. A few features and magic items break that cap, and the absolute limit for any creature is 30.

What is a good ability score in 5e?

A 16 (+3) in your main ability at level 1 is a strong start, and 14 or 15 (+2) is solid. A score of 10 or 11 is average for a typical person.

Do odd ability scores matter in 5e?

The modifier only changes on even numbers, so an odd score gives the same modifier as the even number below it. Odd scores still matter because a later +1 increase will push them to the next modifier.

Which ability score is most important in 5e?

Your class's main ability matters most, followed by Constitution for hit points and Dexterity for Armor Class and initiative. Wisdom, Dexterity and Constitution also cover the most common saving throws.

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Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.