System Reference Document 5.2.1
21
Generate Your Scores
Determine your ability scores by using one of the 
following three methods. Your GM might prefer you 
to use a particular one.
 Standard Array. Use the following six scores for 
your abilities: 15, 14, 13, 12, 10, 8.
 Random Generation. Roll four d6s and record 
the total of the highest three dice. Do this five more 
times, so you have six numbers.
 Point Cost. You have 27 points to spend on your 
ability scores. The cost of each score is shown on 
the Ability Score Point Costs table. For example, a 
score of 14 costs 7 of your 27 points.
Ability Score Point Costs
Score Cost 
8 0
9 1
10 2
11 3
Score Cost 
12 4
13 5
14 7
15 9 
Assign Ability Scores
Once you’ve generated six scores, assign them to 
Strength, Dexterity, Constitution, Intelligence, Wis -
dom, and Charisma, keeping in mind your class’s 
primary ability. Fill in the ability modifiers as well.
 If you’re using the Standard Array option, consult 
the Standard Array by Class table for suggestions 
on where to assign scores for your character’s class. 
The table puts the highest scores in a class’s main 
abilities. If you used a different method to gener -
ate the scores, you may still use this table to guide 
where you place your highest and lowest scores.
Standard Array by Class
Class Str. Dex. Con. Int. Wis. Cha.
Barbarian 15 13 14 10 12 8
Bard 8 14 12 13 10 15
Cleric 14 8 13 10 15 12
Druid 8 12 14 13 15 10
Fighter 15 14 13 8 10 12
Monk 12 15 13 10 14 8
Paladin 15 10 13 8 12 14
Ranger 12 15 13 8 14 10
Rogue 12 15 13 14 10 8
Sorcerer 10 13 14 8 12 15
Warlock 8 14 13 12 10 15
Wizard 8 12 13 15 14 10
Adjust Ability Scores
After assigning your ability scores, adjust them ac -
cording to your background. Your background lists 
three abilities; increase one of those scores by 2 and 
a different one by 1, or increase all three by 1. None 
of these increases can raise a score above 20.
 Some players like to increase their class’s primary 
ability, while others prefer to increase a low score.
Determine Ability Modifiers
Finally, determine your ability modifiers using the 
Ability Scores and Modifiers table. Write the modi -
fier next to each of your scores.
Ability Scores and Modifiers
Score Modifier
3 −4
4–5 −3
6–7 −2
8–9 −1
10 –11 +0
Score Modifier
12–13 +1
14–15 +2
16 –17 +3
18–19 +4
20 +5
Step 4: Alignment
Choose your character’s alignment from the options 
below, and note it on your character sheet.
 The game assumes that player characters aren’t of 
an evil alignment. Check with your GM before mak -
ing an evil character.
The Nine Alignments
A creature’s alignment broadly describes its ethical 
attitudes and ideals. Alignment is a combination of 
two factors: one identifies morality (good, evil, or 
neutral), and the other describes attitudes toward 
order (lawful, chaotic, or neutral).
 The summaries of the alignments below describe 
the typical behavior of a creature with that align -
ment; individuals can vary from that behavior.
 Lawful Good (LG). Lawful Good creatures en -
deavor to do the right thing as expected by society. 
Someone who fights injustice and protects the inno -
cent without hesitation is probably Lawful Good.
 Neutral Good (NG). Neutral Good creatures do the 
best they can, working within rules but not feeling 
bound by them. A kindly person who helps others 
according to their needs is probably Neutral Good.
 Chaotic Good (CG). Chaotic Good creatures act as 
their conscience directs with little regard for what 
others expect. A rebel who waylays a cruel baron’s 
tax collectors and uses the stolen money to help the 
poor is probably Chaotic Good.
 Lawful Neutral (LN). Lawful Neutral individuals 
act in accordance with law, tradition, or personal 
codes. Someone who follows a disciplined rule of 
life—and isn’t swayed either by the demands of 
those in need or by the temptations of evil—is prob -
ably Lawful Neutral.
 Neutral (N). Neutral is the alignment of those who 
prefer to avoid moral questions and don’t take sides, 