These six scores define your character's raw potential in key areas. Are they
mighty (Strength), nimble (Dexterity), tough (Constitution), knowledgeable
(Intelligence), perceptive (Wisdom), or charming (Charisma)? The large
number is the Score itself (typically 3-20).
The small number below is the crucial Modifier. This is what you
add to d20 rolls (like attacks, saves, and skill checks) related to that
ability. It's calculated as (Score - 10) / 2
, rounded down. A score
of 10 gives +0, 12 gives +1, 8 gives -1, etc. Click the '?' next to each ability
for more details on what it influences!
How to get scores? Choose a method below, ask your DM which they
prefer, or enter scores manually:
Inspiration: A special point your DM might award for cool
roleplaying or clever ideas. You can spend it later to gain Advantage (roll
2d20, take higher) on one attack roll, saving throw, or ability check.
Proficiency Bonus: A bonus based on your character level (starts
at +2 for levels 1-4). You add this bonus to any roll you are "proficient" with:
attacks with certain weapons, specific saving throws (granted by class), skills
(from class/background/race), and tool uses. It represents your training and
expertise!