Ability Scores and Modifiers
Ability Scores and Modifiers
Score | Modifier | Score | Modifier |
---|---|---|---|
1 | -5 | 16-17 | +3 |
2-3 | -4 | 18-19 | +4 |
4-5 | -3 | 20-21 | +5 |
6-7 | -2 | 22-23 | +6 |
8-9 | -1 | 24-25 | 7 |
10-11 | +0 | 26-27 | +8 |
12-13 | +1 | 28-29 | +9 |
14-15 | +2 | 30 | +10 |
Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
Each ability also has a modifier, derived from the score and ranging from 5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).
Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.