Ability Scores

An ability score, sometimes called a stat, is a number indicating how skilled a creature is in a particular area. The higher this number is, the better they are at it. Almost all rolls are based on ability scores. There are six abilities: strength, dexterity, constitution, intelligence, wisdom, and charisma.

Strength
Strength measures physical prowess. How much a character can carry is determined by their strength, and many weapons use strength to determine the force of their strikes. Strength is used in the Athletics skill.

Dexterity
For feats of agility, dexterity is used. This includes the skills Acrobatics, Sleight of Hand, and Stealth. Dexterity is also used for weapons with the finesse property, or any ranged weapon.

Constitution
The hardiness of characters is measured in their constitution. It is used to add hitpoints at Level 1 and at subsequent levels.

Intelligence
Intelligence measures ones ability for deductive reasoning and analytical skills. It is for the Survival, Perception, Insight, and Investigation.

Wisdom
Wisdom measures one's personal knowledge. It is used for the Religion, Medicine, Arcana, History, and Streetwise

Charisma
Best described as the force of a character's personality, charisma involves social skills:Deception, Intimidation, Performance, Persuasion.

Ability Score Modifier
Each ability score comes with a modifier, based on the number the ability score is. This modifier is applied to rolls that use the ability score, such as attack rolls (both with weapons and spells), saving throws, and skill checks. Occasionally, a spellcasting ability modifier is mentioned. This is an ability score modifier, but refers specifically to the ability score used for that character's spellcasting.

The following table lists ability scores and their corresponding modifier.

Ability Score Increase
As characters gain levels, they increase their ability scores to show that they have grown stronger through their adventures. An ability score increase is shortened as ASI. These increases allow a character to increase two stats of their choice by 1 point, or to increase one stat of their choice by 2 points.

Characters gain an ability score increase at level 4, 6, 8, 10,12, 14, and 19

Racial Bonus
Every race is particularly adept in certain areas. This is represented as an ability score increase, applied immediately after starting scores are determined. The bonus is one-time only and can't be changed in any way short of the Reincarnate spell.

Most races will net a total of +3 to ability scores, giving a +2 to one score and a +1 to another. The additional +1 is frequently distributed through subraces, which are different groups within the main race. Characters can only be one race and one subrace within said race unless otherwise noted.

Rolling for Stats
The most common way of determining starting ability scores is to roll dice. To do this, roll a d6 four times. Then, add the numbers together while ignoring the lowest roll, meaning that you add only the highest three. This will produce a number between 3 and 18. Repeat this process until you have 6 numbers for your ability scores, then assign them as desired.Between players, this is often explained as "rolling 4d6 then dropping the lowest number."If you're unhappy with your scores, you may ask your DM if you can try again. Many DMs allow players to roll for stats twice then choose which set the player prefers.

For this campaign, we will be using the method of 3d6, dropping the lowest number, plus 6. This ensures no horrible modifiers and a greater deal of flexibility.