Ability Scores🔗
A character’s score in each ability determines whether they have any bonuses or penalties associated with various actions in the game. The tables below list the modifiers associated with each ability score, with the effects described below.
Strength (STR)🔗
Brawn, muscle power, and physical might.
- Melee: This is applied to attack and damage rolls with melee weapons.
- Open doors: The chance of success with attempts to force open a stuck door (see Dungeon Adventuring).
STR | Melee | Open Doors |
---|---|---|
3 | -3 | 1-in-6 |
4–5 | -2 | 1-in-6 |
6–8 | -1 | 1-in-6 |
9–12 | None | 2-in-6 |
13–15 | +1 | 3-in-6 |
16–17 | +2 | 4-in-6 |
18 | +3 | 5-in-6 |
Intelligence (INT)🔗
Learning, memory, and reasoning.
- Spoken languages: Denotes the number of languages the character can speak.
- Literacy: Indicates the character’s ability to read and write their native languages.
INT | Spoken Languages | Literacy |
---|---|---|
3 | Native (broken speech) | Illiterate |
4–5 | Native | Illiterate |
6–8 | Native | Basic |
9–12 | Native | Literate |
13–15 | Native + 1 additional | Literate |
16–17 | Native + 2 additional | Literate |
18 | Native + 3 additional | Literate |
Wisdom (WIS)🔗
Insight, common sense, and intuition.
- Magic saves: Is applied to saving throws (see Saving Throws) versus magical effects. This does not typically include saves against breath attacks but may apply to any other saving throw category.
WIS | Magic Saves |
---|---|
3 | -3 |
4–5 | -2 |
6–8 | -1 |
9–12 | None |
13–15 | +1 |
16–17 | +2 |
18 | +3 |
Dexterity (DEX)🔗
Agility, reflexes, speed, and balance.
- AC: Modifies the character’s AC (a bonus lowers AC, a penalty raises it).
- Missile: Applied to attack rolls (but not damage rolls) with ranged weapons.
- Initiative: Modifies the character’s initiative roll if the optional rule for individual initiative is used (see Combat).
DEX | AC | Missile | Initiative |
---|---|---|---|
3 | -3 | -3 | -2 |
4–5 | -2 | -2 | -1 |
6–8 | -1 | -1 | -1 |
9–12 | None | None | None |
13–15 | +1 | +1 | +1 |
16–17 | +2 | +2 | +1 |
18 | +3 | +3 | +2 |
Constitution (CON)🔗
Health, stamina, and endurance.
- Hit points: Applies when rolling a character’s hit points (i.e., at 1st level and every time a level is gained thereafter). A character always gains at least 1 hit point per Hit Die, regardless of the CON modifier.
CON | Hit Points |
---|---|
3 | -3 |
4–5 | -2 |
6–8 | -1 |
9–12 | None |
13–15 | +1 |
16–17 | +2 |
18 | +3 |
Charisma (CHA)🔗
Leadership potential, personal magnetism, and physical appearance.
- NPC reactions: Applies when hiring retainers and when interacting with monsters.
- Max # of retainers: Determines the number of retainers a character may have at any time.
- Retainer loyalty: Determines retainers’ loyalty to the character.
Retainers | |||
---|---|---|---|
CHA | NPC Reactions | Max # | Loyalty |
3 | -2 | 1 | 4 |
4–5 | -1 | 2 | 5 |
6–8 | -1 | 3 | 6 |
9–12 | None | 4 | 7 |
13–15 | +1 | 5 | 8 |
16–17 | +1 | 6 | 9 |
18 | +2 | 7 | 10 |
Prime Requisite🔗
Each character class has one or more prime requisites—ability scores of particular importance to that class’ function. A character’s score in their prime requisites affects how quickly they gain XP.
- XP modifier: Applied to all XP awarded to characters with a single prime requisite. The modifiers for classes with multiple prime requisites are noted in the class description.
Prime Requisite | XP Modifier |
---|---|
3–5 | -20% |
6–8 | -10% |
9–12 | None |
13–15 | +5% |
16–18 | +10% |