The Six Abilities
All creatures-characters and monsters-have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table.
Ability Descriptions
| Ability | Score Measures ... |
|---|---|
| Strength | Physical might |
| Dexterity | Agility, reflexes, and balance |
| Constitution | Health and stamina |
| Intelligence | Reasoning and memory |
| Wisdom | Perceptiveness and mental fortitude |
| Charisma | Confidence, poise, and charm |
Ability Scores
Each ability has a score from 1 to 20, although some monsters have a score as high as 30 . The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean.
Ability Scores
Score Meaning
| Score Range | Description |
|---|---|
| 1 | This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens. |
| 2-9 | This represents a weak capability. |
| 10-11 | This represents the human average. |
| 12-19 | This represents a strong capability. |
| 20 | This is the highest an adventurer's score can go unless a feature says otherwise. |
| 21-29 | This represents an extraordinary capability. |
| 30 | This is the highest a score can go. |
Ability Modifiers
Each ability has a modifier that you apply whenever you make a D20 Test with that ability (explained in "D20 Tests"). An ability modifier is derived from its score, as shown in the Ability Modifiers table.
Ability 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 |