The Six Core Ability Scores in Dungeons & Dragons
Every hero in D&D is defined by six core capabilities that govern skill checks, attack rolls, saving throws, and spellcasting.
Strength (STR)
Measures natural athletic power, lifting capacity, and melee force. Governs Athletics checks, melee weapon attacks/damage, jumping distances, and carry weight limits.
Dexterity (DEX)
Measures agility, reflexes, and balance. Governs Acrobatics, Sleight of Hand, Stealth, Armor Class (AC), Initiative bonus, and ranged/finesse weapon attacks.
Constitution (CON)
Measures stamina, health, and vitality. Dictates your Hit Points (HP) added on every level up and saving throws to maintain spell concentration under enemy fire.
Intelligence (INT)
Measures mental acuity, recall, and reasoning. Governs Arcana, History, Investigation, Nature, and Religion, as well as spellcasting for Wizards and Artificers.
Wisdom (WIS)
Measures awareness, intuition, and attunement to surroundings. Governs Perception, Insight, Survival, Medicine, and spellcasting for Clerics, Druids, and Rangers.
Charisma (CHA)
Measures force of personality, confidence, and leadership. Governs Persuasion, Deception, Intimidation, Performance, and spellcasting for Bards, Paladins, Sorcerers, and Warlocks.
D&D 5e Ability Score & Modifier Conversion Table
Every ability score has a derived modifier calculated via: Modifier = Math.floor((Score - 10) / 2)
Official 27-Point Buy Point Cost Matrix
Every player starts with 8 in all six stats and 27 points to distribute.
| Target Base Score | Modifier | Incremental Cost | Total Points Spent from 8 |
|---|---|---|---|
| 8 | -1 | 0 pt | 0 pts |
| 9 | -1 | 1 pt | 1 pts |
| 10 | +0 | 1 pt | 2 pts |
| 11 | +0 | 1 pt | 3 pts |
| 12 | +1 | 1 pt | 4 pts |
| 13 | +1 | 1 pt | 5 pts |
| 14 | +2 | 2 pt | 7 pts |
| 15 | +2 | 2 pt | 9 pts |
D&D 5e Class Ability Score Priority Guide
Optimal allocation guide for all 13 official Dungeons & Dragons classes.
Artificer
Primary: Intelligence
Secondary: Constitution, Dexterity
Dump: Strength
Barbarian
Primary: Strength, Constitution
Secondary: Dexterity
Dump: Intelligence, Charisma
Bard
Primary: Charisma
Secondary: Dexterity, Constitution
Dump: Strength
Cleric
Primary: Wisdom
Secondary: Constitution, Strength
Dump: Intelligence
Druid
Primary: Wisdom
Secondary: Constitution, Dexterity
Dump: Strength, Intelligence
Fighter
Primary: Strength or Dexterity
Secondary: Constitution
Dump: Intelligence, Charisma
Monk
Primary: Dexterity, Wisdom
Secondary: Constitution
Dump: Intelligence, Strength
Paladin
Primary: Strength, Charisma
Secondary: Constitution
Dump: Intelligence, Dexterity
Ranger
Primary: Dexterity, Wisdom
Secondary: Constitution
Dump: Intelligence, Strength
Rogue
Primary: Dexterity
Secondary: Constitution, Intelligence / Charisma
Dump: Strength
Sorcerer
Primary: Charisma
Secondary: Constitution, Dexterity
Dump: Strength
Warlock
Primary: Charisma
Secondary: Constitution, Dexterity
Dump: Strength
Wizard
Primary: Intelligence
Secondary: Constitution, Dexterity
Dump: Strength
Frequently Asked Questions (D&D Stat Roller)
Quick answers for character building, modifier math, and stat generation mechanics.
How does 4d6 Drop Lowest work for D&D ability scores?
You roll four 6-sided dice (4d6), discard the single die showing the lowest value, and add the remaining three dice together. You repeat this 6 times to generate 6 numbers ranging between 3 and 18, with an expected average of 12.24 per attribute.
What is the Standard Array in D&D 5e?
The standard array is an official preset of six scores: 15, 14, 13, 12, 10, and 8. You assign each number to one of your six abilities. This provides a total of 72 points and ensures every character in the party begins with a balanced power level (+2, +2, +1, +1, +0, -1 modifiers before racial bonuses).
How does the 27 Point Buy system work?
Under the 27 Point Buy system, every ability score begins at 8. You have a pool of 27 points to purchase higher scores. Raising a score from 8 to 13 costs 1 point per increase; raising a score from 13 to 14 or 14 to 15 costs 2 points each. The maximum score you can buy before racial increases is 15.
How do you calculate an Ability Score Modifier in D&D 5e?
The formula is: Modifier = Math.floor((Ability Score - 10) / 2). For example, a score of 15 gives (15 - 10) / 2 = 2.5, which rounds down to +2. A score of 8 gives (8 - 10) / 2 = -1.
What is the highest starting ability score possible at Level 1?
If rolling with 4d6 Drop Lowest, the maximum rolled score is 18 (rolling 6-6-6-6). When combined with a standard racial ability score bonus (+2 from Mountain Dwarf, Half-Elf, or custom lineage), your starting ability score can reach 20 (+5 modifier).
What are the primary abilities for each D&D class?
Fighters and Barbarians prioritize Strength/Dexterity and Constitution; Rogues prioritize Dexterity; Wizards and Artificers prioritize Intelligence; Clerics, Druids, and Rangers prioritize Wisdom; Bards, Paladins, Sorcerers, and Warlocks prioritize Charisma; Monks prioritize Dexterity and Wisdom.