Every character in Dungeons & Dragons is defined by **six ability scores**.
These represent what your character is naturally good or bad at.
Skills are things your character has **trained in**, and they are always tied to one of these abilities.
#### The Six Ability Scores
Each ability score measures a different kind of strength.
| 💪 Strength (STR) | 🏃 Dexterity (DEX) | ❤️ Constitution (CON) |
| ------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------- |
| **Physical power**<br> | **Speed, reflexes, and coordination** | **Health and endurance** |
| Used for:<br>- Melee weapon attacks<br>- Lifting, pushing, breaking things<br>- Athletics checks | Used for:<br>- Ranged attacks<br>- Dodging attacks (Armour Class)<br>- Stealth and finesse | Used for:<br>- Hit Points<br>- Resisting poison, disease, exhaustion<br>- Concentration on spells |
| Examples:<br>- Kicking down a door<br>- Climbing a cliff<br>- Wrestling an enemy | Examples:<br>- Sneaking past guards<br>- Picking locks<br>- Firing a bow | Examples:<br>- Surviving harsh weather<br>- Holding your breath<br>- Staying standing when wounded |
| 🧠 Intelligence (INT) | 🧭 Wisdom (WIS) | 🗣️ Charisma (CHA) |
| ------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------- |
| **Reasoning, memory, and knowledge** | **Awareness and intuition** | **Force of personality** |
| Used for:<br>- Arcane magic<br>- Recall of lore and facts<br>- Investigation | Used for:<br>- Perception and Insight<br>- Survival instincts<br>- Divine and primal magic | Used for:<br>- Social interaction<br>- Bardic and innate magic<br>- Leadership and presence |
| Examples:<br>- Deciphering runes<br>- Remembering history<br>- Solving puzzles | Examples:<br>- Spotting hidden danger<br>- Reading people’s intentions<br>- Tracking creatures | Examples:<br>- Persuading a crowd<br>- Intimidating a foe<br>- Deception and performance |
#### ➕ Ability Scores & Modifiers
This is how we determine what the Ability Scores are. See below various methods for calculating
- **4d6 Drop Lowest (Manual/Rolled)**: Roll four 6-sided dice (4d6) for each score, discard the lowest die, and add the remaining three. Repeat six times to get your scores.
- **Standard Array**: Use a fixed set of numbers (typically 15, 14, 13, 12, 10, 8) and assign them to your abilities as you wish, ensuring balance.
- **Point Buy**: You get a pool of **27** points to "buy" ability scores, with higher scores costing more points, allowing for detailed customization. All base stats start on 8 and cannot exceed 15 with point buy. See below chart for costs
######### **Point Buy Cost**
|Score|Cost|
|---|---|
|8|0|
|9|1|
|10|2|
|11|3|
|12|4|
|13|5|
|14|7|
|15|9|
##### Modifiers
The Modifiers (mod) is determined by the value of the ability score, See table below
| Score | Modifier |
| ------- | -------- |
| 0 - 1 | -5 |
| 3 - 2 | -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 |
Note: **Higher modifier = better chance to succeed**
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#### 🛠️ Skills (What You’re Trained In)
A **skill** is a specific application of an ability.
Example:
- Dexterity is the ability
- Stealth is the skill
If you are **proficient** in a skill, you add your **Proficiency Bonus** to the roll.
---
#### 📋 Skill List by Ability
##### Strength
- **Athletics** – climbing, jumping, swimming
##### Dexterity
- **Acrobatics** – balance, flips, escaping grapples
- **Sleight of Hand** – pickpocketing, tricks
- **Stealth** – hiding, sneaking
##### Intelligence
- **Arcana** – magic knowledge
- **History** – past events
- **Investigation** – searching carefully
- **Nature** – animals, plants, terrain
- **Religion** – gods, cults, undead
##### Wisdom
- **Animal Handling** – calming or controlling animals
- **Insight** – reading intentions
- **Medicine** – stabilising the dying
- **Perception** – noticing things
- **Survival** – tracking, foraging
##### Charisma
- **Deception** – lying convincingly
- **Intimidation** – threats and pressure
- **Performance** – entertaining
- **Persuasion** – honest influence
#### 🎯 How a Skill Check Works
When the DM asks for a check:
**Roll:**
`d20 + Ability Modifier + Proficiency (if trained)`
Example:
- Dexterity + Stealth
- Wisdom + Perception
- Charisma + Persuasion
The result is compared to a **Difficulty Class (DC)**. See [[Difficulty Classes (DC)]]
#### 🎲 Advantage & Disadvantage (Quick Reminder)
See [[Advantage & Disadvantage]]
- **Advantage**: Roll 2d20, take the higher
- **Disadvantage**: Roll 2d20, take the lower
- They cancel each other out
#### 🧠 Passive Skills (Mostly Perception)
Some skills work **without rolling**.
**Passive Score = 10 + modifiers**
Most common:
- Passive Perception
- Passive Investigation
- Passive Insight
Used when:
- You aren’t actively looking
- The DM doesn’t want to slow the game
#### One Rule to Remember
> **Abilities are what you are naturally good at.
> Skills are what you’ve trained to do.**