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Ability Modifier GenerationRule
23.11.2021

Ability modifiers describe your character's base physical and mental aptitudes. There are six abilites:

  • Strength is being able to crush a tomato.
  • Dexterity is the aptitude to dodge a tomato.
  • Constitution is being able to eat a bad tomato.
  • Intelligence is knowing a tomato is a fruit.
  • Wisdom is knowing not to put a tomato in a fruit salad.
  • Heroism is the ability to resist putting tomatoes in a fruit salad.

Using Smooth Scores

On your character sheet, you write each ability's base modifier. Skill modifiers are calculated by summing the relevant base modifier + proficiency bonus, if applicable.

If you come across a rare 5e rule that needs your base score, you can find it quickly using this formula: 10 + 2 * ability modifier.

Generating Base Modifiers

There are various ways to create ability modifiers. With each, you generate six different numbers: these will be you base abilites. Note them on a piece of scrap paper.

1d4 Roll

This is a highly random method. Roll 6d4, and each result is one base modifier that you can distribute among your abilities as normal.

Point Buy

This method allows you to create a mathematically "perfectly balanced" modifier array, with each modifier chosen individually by you.

You have 13 or 14 points (DM's discretion) to spend. The cost of each modifier is listed on the table below.

ModifierCost
-10
01
+12
+23
+34
+45

Attributing Ability Scores

Once you have your six scores, you should distribute them among the six abilities.The higher the number, the better your character will be in that ability. Note that your race will modify your abilities, and that your class bases most of its power on one or two scores; make sure you build your abilities for the right class.

On paper, note the scores with a pencil in the respective boxes. Then, move on to choose a race.

Using Modifiers

It is possible to have half modifiers; many subraces will give you a +0.5 bonus to some ability. Always round down when using modifiers, however: a +3.5 modifier on paper always counts as a +3, even when compounding skills and saving throws. These half points only serve to bring you closer to the next increase.

You cannot add anything smaller than a half point to your modifiers; only the .5 fraction exists.