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D&D Ability Score Ranges: Defined

by theRapkin
I saw an article a while back talking about the meaning and implications of certain ability score ranges. I found this to be very interesting. A great
inspiration for players who want to represent the abilities of their characters accurately and a good guideline for the DM to make calls on what PCs even
have to roll on or might succeed automatically. The only problem I had with it was, that the stats were in the context of 3rd Edition D&D and therefore
at a range of 1 to 25. As 5th Edition caps your natural stat progression at 20 and I couldn't find anything satisfactorily already existing online, I had to
make some adjustments to the list.
This chart isn't intended or all that logical when you use it for creature types that are not player available races. Physical values can probably easily
offset by a few points per size increment but mental stats are way more difficult. So take it with a grain of salt when you apply this chart to other beings.
I hope you find this to be a useful resource and please leave any feedback on possible changes to the descriptions if you feel like something may be
inaccurate.

D&D Ability Score Descriptions


Strength Dexterity
Score Modifier Description Score Modifier Description
Morbidly weak, has significant trouble lifting own 1 (–5) Barely mobile, probably significantly paralyzed
1 (–5)
limbs
2-3 (–4) Incapable of moving without noticeable effort or pain
Needs help to stand, can be knocked over by strong
2-3 (–4) 4-5 (–3) Visible paralysis or physical difficulty
breezes
Visibly weak; might be knocked off balance by 6-7 (–2) Significant klutz or very slow to react
4-5 (–3)
swinging something dense 8-9 (–1) Somewhat slow, occasionally trips over own feet
6-7 (–2) Difficulty pushing an object of their weight 10-
(+0) Capable of usually catching a small tossed object
8-9 (–1) Has trouble lifting heavy objects for a longer time 11
10- Lifts heavy objects for a short time; can perform 12-
(+0) (+1) Able to often hit large targets
11 simple physical labor for a few hours without break 13
Carries heavy objects and throws small objects for 14- Able to often hit small targets; can catch or dodge a
12- (+2)
(+1) medium distances; can perform physical labor for half 15 medium-speed surprise projectile
13
a day without break 16-
(+3) Light on feet, able to often hit small moving targets
Visibly toned; carries heavy objects with one arm for 17
14-
(+2) longer distances. Doesn't get too exhausted by Graceful, able to flow from one action into another
15 18-
physical labor (+4) easily; capable of dodging a small number of thrown
19
Muscular; can break objects like wood with bare hands objects
16-
(+3) and raw strength. Can perform heavy physical labor Moves like water, reacting to all situations with almost
17
for several hours without break 20 (+5) no effort; capable of dodging a large number of
Heavily muscular; able to out-wrestle a work animal thrown objects
18-
(+4) or catch a falling person. Performs the work of
19
multiple people in physical labor
Pinnacle of brawn, able to out-lift several people in
20 (+5)
combined effort.

1 D&D Ability Score Ranges: Defined


Constitution Wisdom
Score Modifier Description Score Modifier Description
Minimal immune system, body reacts violently to 1 (–5) Seemingly incapable of thought, barely aware
1 (–5)
anything foreign Rarely notices important or prominent items, people,
2-3 (–4)
2-3 (–4) Frail, suffers frequent broken bones or occurrences
4-5 (–3) Bruises very easily, knocked out by a light punch 4-5 (–3) Seemingly incapable of forethought
6-7 (–2) Unusually prone to disease and infection 6-7 (–2) Often fails to exert common sense
8-9 (–1) Easily winded, incapable of a full day’s hard labor Forgets or opts not to consider options before taking
8-9 (–1)
10- action
(+0) Occasionally contracts mild sicknesses
11 10-
(+0) Makes reasoned decisions most of the time
12- 11
(+1) Can take a few hits before being knocked unconscious
13 12-
(+1) Able to tell when a person is upset
14- Easily shrugs off most illnesses; able to labor for 13
(+2)
15 twelve hours most days 14- Reads people and situations fairly well; can get
(+2)
16- 15 hunches about a situation that doesn’t feel right
(+3) Able to stay awake for days on end
17 16-
(+3) Often used as a source of wisdom or decider of actions
18- 17
(+4) Very difficult to wear down, almost never feels fatigue
19 18- Reads people and situations very well, almost
(+4)
Tireless paragon of physical endurance; almost never 19 unconsciously
20 (+5)
gets sick, even to the most virulent diseases 20 (+5) Nearly prescient, able to reason far beyond logic

Intelligence Charisma
Score Modifier Description Score Modifier Description
Animalistic, no longer capable of logic or reason; Barely conscious, probably acts very alien; may have a
1 (–5)
1 (–5) behavior is reduced to simple reactions to immediate presence which repels other people.
stimuli Minimal independent thought, relies heavily on
2-3 (–4)
Rather animalistic; acts on instinct but can still resort others to think instead
2-3 (–4)
to simple planning and tactics Has trouble thinking of others as people and how to
4-5 (–3)
Very limited speech and knowledge; often resorts to interact with them
4-5 (–3)
charades to express thoughts 6-7 (–2) Terribly reticent, uninteresting, or rude
Has trouble following trains of thought, forgets most Something of a bore, makes people mildly
6-7 (–2) 8-9 (–1)
unimportant things uncomfortable or simply clumsy in conversation
8-9 (–1) Misuses and mispronounces words; may be forgetful 10-
(+0) Capable of polite conversation
10- 11
(+0) Knows what they need to know to get by
11 12- Mildly interesting; knows what to say to the right
(+1)
12- 13 people
(+1) Knows a bit more than is necessary, fairly logical
13 14- Often popular or infamous; Knows what to say to most
(+2)
Fairly intelligent, able to understand new tasks 15 people and is very confident in debate
14-
(+2) quickly; able to do math or solve logic puzzles Quickly likeable, respected or feared by many people;
15 16-
mentally with reasonable accuracy (+3) may be very eloquent. Good at getting their will when
17
16- Very intelligent, may invent new processes or uses for talking to people
(+3)
17 knowledge Quickly likeable, respected or feared by almost
18- Highly knowledgeable, probably the smartest person 18- everybody; can entertain people easily or knows how
(+4) (+4)
19 many people know 19 to effectively convince them of their own beliefs and
Famous as a sage and genius; able to make Holmesian arguments
20 (+5)
leaps of logic Renowned for wit, personality, and/or looks; may be a
20 (+5)
natural born leader

D&D Ability Score Ranges: Defined 2

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