Secret Lesson 31
Ability Scores: Generating, Assigning, Increasing, and Calculating Modifiers
Your character now has:
-
a Class
-
a Background
-
a Species
-
Languages
Next, you determine the six numbers that describe the character's fundamental capabilities:
ABILITY SCORES
Every character has:
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
You already learned what these six abilities represent in Lesson 3.
Now we will learn how to determine their actual numerical values during:
CHARACTER CREATION
The SRD divides this process into four stages:
1. GENERATE SIX SCORES
2. ASSIGN THEM TO THE SIX ABILITIES
3. ADJUST THEM USING YOUR BACKGROUND
4. DETERMINE THE ABILITY MODIFIERS
PART ONE — GENERATING YOUR ABILITY SCORES
First, create a set of:
SIX NUMBERS
The SRD provides three methods:
STANDARD ARRAY
RANDOM GENERATION
POINT COST
Your GM may prefer that everyone use a particular method.
METHOD 1 — STANDARD ARRAY
The Standard Array is:
15
14
13
12
10
8
You receive exactly those six scores.
You then decide which ability receives each number.
IMPORTANT
The Standard Array does not mean:
Strength = 15
Dexterity = 14
Constitution = 13
Intelligence = 12
Wisdom = 10
Charisma = 8
unless you deliberately assign the numbers that way.
Instead, it gives you:
SIX SCORES TO DISTRIBUTE
among your six abilities.
EXAMPLE
Standard Array:
15, 14, 13, 12, 10, 8
For a Wizard, you might choose:
Strength 8
Dexterity 12
Constitution 13
Intelligence 15
Wisdom 14
Charisma 10
This matches the SRD's suggested Wizard arrangement.
WHY USE STANDARD ARRAY?
The Standard Array gives you:
-
one strong score
-
several useful middle scores
-
one clear weakness
It also ensures that characters using the method begin from the same set of numbers.
METHOD 2 — RANDOM GENERATION
The second method uses dice.
For each Ability Score:
ROLL 4D6
Then:
KEEP THE HIGHEST THREE DICE
Add those three dice together.
Do this:
SIX TIMES
until you have six scores.
RANDOM GENERATION EXAMPLE 1
Roll:
6, 5, 4, 2
Discard the lowest:
2
Add:
6 + 5 + 4
=
15
Your first generated score is:
15
EXAMPLE 2
Roll:
5, 3, 3, 1
Discard:
1
Add:
5 + 3 + 3
=
11
Generated score:
11
EXAMPLE 3
Roll:
6, 6, 6, 5
Discard:
5
Add:
18
Generated score:
18
EXAMPLE 4
Roll:
1, 1, 1, 1
Discard one:
1
Add the other three:
3
So Random Generation can theoretically produce a score as low as:
3
or as high as:
18
before Background adjustments.
DO THIS SIX TIMES
For example, after six rolls you might generate:
16, 14, 13, 12, 10, 7
Those are now your six numbers.
Next, you assign them to the six abilities.
RANDOM GENERATION CREATES MORE VARIATION
Unlike Standard Array or Point Cost, random rolling can generate characters whose starting scores differ significantly from one another.
That is why:
YOUR GM MAY REQUIRE A PARTICULAR METHOD
METHOD 3 — POINT COST
The third option is:
POINT COST
You receive:
27 POINTS
to spend on your six Ability Scores.
Each possible score has a cost.
COMPLETE ABILITY SCORE POINT COST TABLE
| Score | Cost |
|---|---|
| 8 | 0 |
| 9 | 1 |
| 10 | 2 |
| 11 | 3 |
| 12 | 4 |
| 13 | 5 |
| 14 | 7 |
| 15 | 9 |
POINT COST RANGE
Using this method, an individual starting score can be purchased from:
8
to:
15
before Background increases.
You cannot use the table to purchase:
-
7
-
16
-
17
-
18
because those scores do not appear as Point Cost options.
EXAMPLE
A score of:
14
costs:
7 POINTS
This is the SRD's own example.
WHY HIGH SCORES COST MORE
Notice that the cost progression isn't linear.
For example:
13 costs:
5
14 costs:
7
15 costs:
9
The highest available values require a larger portion of your 27-point budget.
POINT COST EXAMPLE BUILD
Suppose you buy:
15 → 9 points
15 → 9 points
13 → 5 points
10 → 2 points
10 → 2 points
8 → 0 points
Total:
9 + 9 + 5 + 2 + 2 + 0
=
27 POINTS
So this is a legal Point Cost set:
15, 15, 13, 10, 10, 8
ANOTHER POINT COST EXAMPLE
14 → 7
14 → 7
14 → 7
10 → 2
10 → 2
10 → 2
Total:
27
So this is also legal:
14, 14, 14, 10, 10, 10
POINT COST GIVES YOU CONTROL
Unlike Random Generation:
YOU CHOOSE WHERE THE POWER GOES
But unlike the Standard Array:
YOU ALSO CHOOSE THE SHAPE OF THE SIX SCORES
as long as the total cost doesn't exceed 27 points and each score uses the table.
COMPARING THE THREE METHODS
| Method | How It Works |
|---|---|
| Standard Array | Use 15, 14, 13, 12, 10, 8 |
| Random Generation | Roll 4d6, keep highest 3, six times |
| Point Cost | Spend 27 points using the cost table |
PART TWO — ASSIGNING ABILITY SCORES
Once you have six numbers:
ASSIGN ONE TO EACH ABILITY
The six abilities are:
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
THINK ABOUT YOUR CLASS'S PRIMARY ABILITY
The SRD specifically tells you to keep your:
CLASS'S PRIMARY ABILITY
in mind when assigning the scores.
This is because your Class often relies heavily on that ability.
EXAMPLE — BARBARIAN
Primary Ability:
STRENGTH
If using Standard Array, putting:
15 IN STRENGTH
is a natural choice.
EXAMPLE — WIZARD
Primary Ability:
INTELLIGENCE
So the Wizard suggestion places:
15 IN INTELLIGENCE
EXAMPLE — ROGUE
Primary Ability:
DEXTERITY
The SRD's Standard Array suggestion places:
15 IN DEXTERITY
STANDARD ARRAY BY CLASS
The SRD gives a complete recommendation table.
| Class | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Barbarian | 15 | 13 | 14 | 10 | 12 | 8 |
| Bard | 8 | 14 | 12 | 13 | 10 | 15 |
| Cleric | 14 | 8 | 13 | 10 | 15 | 12 |
| Druid | 8 | 12 | 14 | 13 | 15 | 10 |
| Fighter | 15 | 14 | 13 | 8 | 10 | 12 |
| Monk | 12 | 15 | 13 | 10 | 14 | 8 |
| Paladin | 15 | 10 | 13 | 8 | 12 | 14 |
| Ranger | 12 | 15 | 13 | 8 | 14 | 10 |
| Rogue | 12 | 15 | 13 | 14 | 10 | 8 |
| Sorcerer | 10 | 13 | 14 | 8 | 12 | 15 |
| Warlock | 8 | 14 | 13 | 12 | 10 | 15 |
| Wizard | 8 | 12 | 13 | 15 | 14 | 10 |
THESE ARE SUGGESTIONS
The table is designed to place the highest numbers in each Class's important abilities.
The SRD specifically presents it as:
GUIDANCE
for Standard Array placement.
You can assign your scores differently.
YOU CAN USE THE TABLE WITH OTHER GENERATION METHODS
The SRD also explains that even if you used:
RANDOM GENERATION
or:
POINT COST
you can still look at the Standard Array by Class table to help decide:
WHERE TO PLACE YOUR HIGHEST AND LOWEST SCORES
CLASS ROLE VS. PERSONAL CHOICE
Imagine two Fighters.
Both use Standard Array.
FIGHTER A — STRENGTH EMPHASIS
Str 15
Dex 14
Con 13
Int 8
Wis 10
Cha 12
This matches the SRD suggestion.
FIGHTER B — DEXTERITY EMPHASIS
You might instead decide to emphasize Dexterity more heavily because Fighter has:
STRENGTH OR DEXTERITY
as its Primary Ability.
Your exact assignment can reflect the kind of Fighter you want to create.
CONSTITUTION IS OFTEN IMPORTANT EVEN WHEN IT ISN'T PRIMARY
Constitution contributes to your:
HIT POINT MAXIMUM
during character creation.
This is one reason the SRD's suggested arrays often give characters a useful Constitution score.
PART THREE — ADJUSTING SCORES WITH YOUR BACKGROUND
After you have assigned the six scores:
YOUR BACKGROUND ADJUSTS THEM
Your chosen Background lists:
THREE ABILITIES
You now choose one of two adjustment patterns.
OPTION A — +2 AND +1
Increase:
ONE LISTED ABILITY BY 2
and:
A DIFFERENT LISTED ABILITY BY 1
YOU CANNOT PUT BOTH INCREASES INTO THE SAME ABILITY
The rule specifically requires:
A DIFFERENT ABILITY
for the +1.
So if the Background lists:
-
Strength
-
Dexterity
-
Constitution
you cannot choose:
Strength +3
Instead, you could choose:
Strength +2
and:
Constitution +1
OPTION B — +1 TO ALL THREE
Instead of +2/+1:
INCREASE EACH OF THE THREE LISTED ABILITIES BY 1
EXAMPLE
Background abilities:
Strength
Dexterity
Constitution
Starting scores:
Str 15
Dex 14
Con 13
Option A:
Str +2
Con +1
Result:
STR 17
DEX 14
CON 14
OPTION B
Instead:
+1 Strength
+1 Dexterity
+1 Constitution
Result:
STR 16
DEX 15
CON 14
WHICH IS BETTER?
The SRD does not declare one pattern universally superior.
It notes that some players prefer to:
INCREASE THEIR CLASS'S PRIMARY ABILITY
while others prefer to:
IMPROVE A LOWER SCORE
Both are valid character-building approaches.
SCORE LIMIT DURING BACKGROUND ADJUSTMENT
None of these Background increases can raise an Ability Score above:
20
EXAMPLE
Current score:
19
The Background would allow:
+2
You cannot raise the score to:
21
because the creation-stage increase is capped at:
20
ANOTHER EXAMPLE
Current score:
20
You cannot use the Background increase to make it:
21
or:
22
The score remains capped at 20 for these increases.
PART FOUR — ABILITY SCORES VS. ABILITY MODIFIERS
This is one of the most important distinctions in the game.
Your:
ABILITY SCORE
is the underlying number.
Your:
ABILITY MODIFIER
is the number normally added to relevant D20 Tests and other calculations.
EXAMPLE
Strength Score:
16
Strength Modifier:
+3
When you make a relevant Strength check, attack, save, or another Strength-based calculation:
the number you commonly add is:
+3
not:
+16
DETERMINE MODIFIERS AFTER FINALIZING SCORES
The SRD tells you to calculate the Ability Modifiers after:
ASSIGNING
and:
ADJUSTING
the Ability Scores.
This matters because Background increases can change the modifier.
ABILITY SCORES AND MODIFIERS TABLE
For the Ability Scores used in this character-creation section:
| Ability Score | Modifier |
|---|---|
| 3 | −4 |
| 4–5 | −3 |
| 6–7 | −2 |
| 8–9 | −1 |
| 10–11 | +0 |
| 12–13 | +1 |
| 14–15 | +2 |
| 16–17 | +3 |
| 18–19 | +4 |
| 20 | +5 |
HOW TO READ THE TABLE
SCORE 8
Modifier:
−1
SCORE 10
Modifier:
+0
SCORE 12
Modifier:
+1
SCORE 14
Modifier:
+2
SCORE 16
Modifier:
+3
SCORE 18
Modifier:
+4
SCORE 20
Modifier:
+5
EVEN SCORES ARE IMPORTANT THRESHOLDS
Notice this pattern:
10–11:
+0
12–13:
+1
14–15:
+2
16–17:
+3
18–19:
+4
So within these ranges, increasing an odd score by 1 often changes the modifier.
EXAMPLE
Score:
15
Modifier:
+2
Increase it to:
16
New modifier:
+3
That one-point increase changes many calculations using that ability.
BUT NOT EVERY +1 CHANGES THE MODIFIER
Score:
14
Modifier:
+2
Increase to:
15
Modifier remains:
+2
The Ability Score improved, but the modifier did not change.
BACKGROUND ADJUSTMENT EXAMPLE
Starting:
Strength 15
Modifier before Background:
+2
Background increases Strength by:
+1
New score:
16
New modifier:
+3
This increase changes your Strength Modifier.
ANOTHER EXAMPLE
Starting Dexterity:
14
Modifier:
+2
Background:
+1
New Dexterity:
15
Modifier:
STILL +2
So a numerical score increase does not always immediately increase the modifier.
NEGATIVE MODIFIERS
Scores below 10 can produce negative modifiers.
For example:
8–9 → −1
6–7 → −2
4–5 → −3
3 → −4
EXAMPLE
Intelligence:
8
Modifier:
−1
An Intelligence check with no relevant proficiency might therefore be:
1D20 − 1
AVERAGE RANGE
Scores:
10–11
have:
+0 MODIFIER
So they neither add nor subtract from a normal ability-based roll.
WHY MODIFIERS MATTER SO MUCH
Ability Modifiers feed directly into many statistics you already know.
For example:
SAVING THROWS
SKILLS
ATTACK ROLLS
DAMAGE
ARMOR CLASS
INITIATIVE
HIT POINTS
SPELL SAVE DC
SPELL ATTACK BONUS
The exact ability involved depends on the rule.
EXAMPLE — DEXTERITY
Dexterity Modifier can contribute to:
-
Initiative
-
many ranged weapon attacks
-
base AC
-
Dexterity Saving Throws
-
Dexterity-based Skills
EXAMPLE — CONSTITUTION
Constitution Modifier contributes to:
LEVEL 1 HIT POINT MAXIMUM
EXAMPLE — SPELLCASTING ABILITY
If your spellcasting ability is Wisdom:
your Wisdom Modifier contributes to:
SPELL SAVE DC
and:
SPELL ATTACK BONUS
using the formulas covered in Lesson 28.
COMPLETE STANDARD ARRAY EXAMPLE — WIZARD
Let's create the Ability Scores of a level 1 Wizard.
Standard Array:
15, 14, 13, 12, 10, 8
The SRD suggests:
Str 8
Dex 12
Con 13
Int 15
Wis 14
Cha 10
BEFORE BACKGROUND
Modifiers:
Str 8 → −1
Dex 12 → +1
Con 13 → +1
Int 15 → +2
Wis 14 → +2
Cha 10 → +0
BACKGROUND ADJUSTMENTS
Suppose the Background allows increases to:
Intelligence
Wisdom
Charisma
Choose:
INTELLIGENCE +2
and:
WISDOM +1
New scores:
Str 8
Dex 12
Con 13
Int 17
Wis 15
Cha 10
FINAL MODIFIERS
Str 8 → −1
Dex 12 → +1
Con 13 → +1
Int 17 → +3
Wis 15 → +2
Cha 10 → +0
The Wizard's Primary Ability improved from:
INT 15 (+2)
to:
INT 17 (+3)
COMPLETE STANDARD ARRAY EXAMPLE — BARBARIAN
SRD suggestion:
Str 15
Dex 13
Con 14
Int 10
Wis 12
Cha 8
Suppose Background increases:
Strength +2
Constitution +1
Final:
Str 17
Dex 13
Con 15
Int 10
Wis 12
Cha 8
Modifiers:
Str +3
Dex +1
Con +2
Int +0
Wis +1
Cha −1
COMPLETE +1/+1/+1 EXAMPLE — MONK
SRD suggestion:
Str 12
Dex 15
Con 13
Int 10
Wis 14
Cha 8
Suppose the Background's three abilities include:
Dexterity
Constitution
Wisdom
Choose:
+1 TO ALL THREE
Final:
Str 12
Dex 16
Con 14
Int 10
Wis 15
Cha 8
Modifiers:
Str +1
Dex +3
Con +2
Int +0
Wis +2
Cha −1
This spread improves several relevant statistics simultaneously.
COMPLETE RANDOM-GENERATION EXAMPLE
Suppose you roll:
17, 15, 13, 12, 10, 8
You are creating a Rogue.
You might assign:
Str 8
Dex 17
Con 13
Int 15
Wis 10
Cha 12
Now suppose the Background allows Dexterity, Intelligence, and Charisma.
Choose:
Dexterity +2
Intelligence +1
Final:
Str 8
Dex 19
Con 13
Int 16
Wis 10
Cha 12
Modifiers:
Str −1
Dex +4
Con +1
Int +3
Wis +0
Cha +1
COMPLETE POINT COST EXAMPLE
Suppose your 27-point purchase is:
15, 15, 13, 10, 10, 8
You are creating a Sorcerer.
You assign:
Str 8
Dex 13
Con 15
Int 10
Wis 10
Cha 15
Background allows:
Constitution
Wisdom
Charisma
Choose:
CHARISMA +2
CONSTITUTION +1
Final:
Str 8
Dex 13
Con 16
Int 10
Wis 10
Cha 17
Final modifiers:
Str −1
Dex +1
Con +3
Int +0
Wis +0
Cha +3
CHARACTER CREATION ABILITY SCORE FLOW
Use this sequence every time.
STEP 1 — CHOOSE THE GENERATION METHOD
With the GM's guidance:
STANDARD ARRAY
RANDOM GENERATION
or:
POINT COST
STEP 2 — GENERATE SIX NUMBERS
Standard Array:
15, 14, 13, 12, 10, 8
Random:
4D6, KEEP HIGHEST 3, SIX TIMES
Point Cost:
27-POINT BUDGET
STEP 3 — CHECK YOUR CLASS
Identify:
PRIMARY ABILITY
or Primary Abilities.
STEP 4 — ASSIGN THE SIX SCORES
One score to each:
STR
DEX
CON
INT
WIS
CHA
STEP 5 — CHECK YOUR BACKGROUND
Identify its:
THREE LISTED ABILITIES
STEP 6 — CHOOSE THE BACKGROUND ADJUSTMENT
Either:
+2 / +1
to two different listed abilities
or:
+1 / +1 / +1
to all three.
STEP 7 — RESPECT THE SCORE LIMIT
The Background increase can't raise a score above:
20
STEP 8 — CALCULATE FINAL MODIFIERS
Use the Ability Scores and Modifiers table.
STEP 9 — WRITE BOTH NUMBERS
Record:
ABILITY SCORE
and:
ABILITY MODIFIER
on the character sheet.
COMMON BEGINNER MISTAKES
MISTAKE 1 — USING ALL FOUR D6 IN RANDOM GENERATION
Roll:
4D6
but total only:
THE HIGHEST THREE
MISTAKE 2 — ROLLING ONLY ONCE
You need:
SIX SCORES
So perform the Random Generation procedure:
SIX TIMES
MISTAKE 3 — THINKING STANDARD ARRAY HAS A FIXED ABILITY ORDER
The numbers:
15, 14, 13, 12, 10, 8
are assigned by you.
The Class table merely provides suggestions.
MISTAKE 4 — SPENDING MORE THAN 27 POINTS
Point Cost gives:
EXACTLY 27 POINTS AVAILABLE
MISTAKE 5 — BUYING A 16 WITH POINT COST
The Point Cost table runs from:
8 TO 15
A 16 isn't one of the available purchased values.
MISTAKE 6 — IGNORING PRIMARY ABILITY
The SRD explicitly tells you to consider your Class's Primary Ability when assigning scores.
MISTAKE 7 — APPLYING BACKGROUND INCREASES BEFORE ASSIGNING SCORES
The SRD sequence is:
GENERATE
then:
ASSIGN
then:
ADJUST ACCORDING TO BACKGROUND
MISTAKE 8 — USING +3 ON ONE ABILITY
The +2/+1 option requires:
TWO DIFFERENT ABILITIES
from the Background's listed three.
MISTAKE 9 — APPLYING THE INCREASES TO ABILITIES NOT LISTED BY THE BACKGROUND
The increases are chosen from:
THE THREE ABILITIES LISTED BY THAT BACKGROUND
MISTAKE 10 — RAISING A SCORE ABOVE 20 WITH THE BACKGROUND INCREASE
The character-creation Background adjustment is capped at:
20
MISTAKE 11 — CONFUSING SCORE WITH MODIFIER
Strength:
16
does not mean:
+16
It means:
+3 MODIFIER
according to the table.
MISTAKE 12 — ASSUMING EVERY +1 SCORE INCREASE CHANGES THE MODIFIER
14 → 15:
+2 → +2
15 → 16:
+2 → +3
Check the actual modifier table.
LESSON 31 — KEY TAKEAWAYS
FIRST GENERATE SIX ABILITY SCORES
Use one of three SRD methods:
STANDARD ARRAY
RANDOM GENERATION
POINT COST
STANDARD ARRAY
15, 14, 13, 12, 10, 8
RANDOM GENERATION
For each score:
ROLL 4D6
KEEP THE HIGHEST THREE
Repeat:
SIX TIMES
POINT COST
27 POINTS
Available purchase range:
8–15
ASSIGN THE SCORES TO
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
Keep your Class's:
PRIMARY ABILITY
in mind.
BACKGROUND ADJUSTMENT
Choose:
+2 TO ONE +1 TO ANOTHER
or:
+1 TO ALL THREE
among the Background's three listed abilities.
No increase can raise a score above:
20
ABILITY MODIFIERS
| Score | Modifier |
|---|---|
| 3 | −4 |
| 4–5 | −3 |
| 6–7 | −2 |
| 8–9 | −1 |
| 10–11 | +0 |
| 12–13 | +1 |
| 14–15 | +2 |
| 16–17 | +3 |
| 18–19 | +4 |
| 20 | +5 |
SCORE ≠ MODIFIER
Example:
DEXTERITY 18
means:
DEXTERITY MODIFIER +4
The modifier is the number that frequently enters game calculations.
NEXT LESSON
LESSON 32 — ALIGNMENT, PERSONALITY, AND CHARACTER DETAILS
Your character now has numerical strengths and weaknesses.
Next we define more of:
WHO THAT CHARACTER IS
In Lesson 32, we will study:
-
what Alignment represents
-
morality and attitudes toward order
-
all nine Alignments
-
Lawful Good
-
Neutral Good
-
Chaotic Good
-
Lawful Neutral
-
Neutral
-
Chaotic Neutral
-
Lawful Evil
-
Neutral Evil
-
Chaotic Evil
-
the SRD's assumption concerning evil player characters
-
Unaligned creatures
-
why Alignment describes typical tendencies rather than forcing every decision
-
using Background and Origin questions to develop personality and motivations
-
personal history
-
relationships
-
organizations
-
reasons for adventuring
-
how narrative character details complement mechanical statistics
This moves character creation from:
NUMBERS
to:
PERSONALITY AND IDENTITY
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.