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.