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Rule

Ability Scores and Skills

Core rules

The six abilities

Every creature has six ability scores. A score usually ranges from 3 to 20, and 10 is the average for a person. When you roll, you add the modifier derived from the score, not the score itself.

If you have proficiency in a skill, you also add your Proficiency Bonus to ability checks made with it. Each ability below lists the skills that use it.

Strength STR

Physical might: lifting, pushing, climbing and striking with melee weapons.

Athletics. Jump farther than normal, stay afloat in rough water, or break something.

Dexterity DEX

Agility and reflexes: dodging, hiding, ranged weapons and finesse weapons.

Acrobatics. Stay on your feet in a tricky situation, or perform an acrobatic stunt.

Sleight of Hand. Pick a pocket, conceal a handheld object, or perform legerdemain.

Stealth. Escape notice by moving quietly and hiding behind things.

Constitution CON

Health and stamina: hit points, resisting poison and fatigue, keeping Concentration.

Intelligence INT

Reasoning and memory: lore, investigation and the spells of wizards.

Arcana. Recall lore about spells, magic items, and the planes of existence.

History. Recall lore about historical events, people, nations, and cultures.

Investigation. Find obscure information in books, or deduce how something works.

Nature. Recall lore about terrain, plants, animals, and weather.

Religion. Recall lore about gods, religious rituals, and holy symbols.

Wisdom WIS

Perception and insight: noticing things, tending wounds and the spells of clerics and druids.

Animal Handling. Calm or train an animal, or get an animal to behave in a certain way.

Insight. Discern a person's mood and intentions.

Medicine. Diagnose an illness, or determine what killed the recently slain.

Perception. Using a combination of senses, notice something that's easy to miss.

Survival. Follow tracks, forage, find a trail, or avoid natural hazards.

Charisma CHA

Force of personality: persuading, deceiving, intimidating and the spells of bards, paladins, sorcerers and warlocks.

Deception. Tell a convincing lie, or wear a disguise convincingly.

Intimidation. Awe or threaten someone into doing what you want.

Performance. Act, tell a story, perform music, or dance.

Persuasion. Honestly and graciously convince someone of something.

Ability Modifiers

The modifier is the score minus 10, divided by 2 and rounded down.

ScoreModifier
1−5
2-3−4
4-5−3
6-7−2
8-9−1
10-11+0
12-13+1
14-15+2
16-17+3
18-19+4
20-21+5
22-23+6
24-25+7
26-27+8
28-29+9
30+10

See the rules at the table

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This page includes material from the System Reference Document 5.2 by Wizards of the Coast LLC, licensed under Creative Commons Attribution 4.0. Adapted and formatted by Ejderha. Ejderha is not affiliated with Wizards of the Coast.