Determine Ability Scores
Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.
Strength, measuring physical power
Dexterity, measuring agility
Constitution, measuring endurance
Intelligence, measuring reasoning and memory
Wisdom, measuring perception and insight
Charisma, measuring force of personality
You use this method to determine your ability scores. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.
Ability Score Point Cost
Score Cost Score Cost
8 0 12 4
9 1 13 5
10 2 14 7
11 3 15 9
Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.
Strength, measuring physical power
Dexterity, measuring agility
Constitution, measuring endurance
Intelligence, measuring reasoning and memory
Wisdom, measuring perception and insight
Charisma, measuring force of personality
You use this method to determine your ability scores. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.
Ability Score Point Cost
Score Cost Score Cost
8 0 12 4
9 1 13 5
10 2 14 7
11 3 15 9
Alignment
A typical creature in the known worlds have an alignment, which broadly describes its moral and personal attitude. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes towards society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might very significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.
Lawful good(LG) creatures can be counted on to do the right thing as expected by society. Gold Dragons, paladins, and most dwarves are lawful good.
Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, and most druids.
Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
Neutral evil (NE) is the alignment of these who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and yugoloths are neutral evil.
Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orces are chaotic evil.
A typical creature in the known worlds have an alignment, which broadly describes its moral and personal attitude. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes towards society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might very significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.
Lawful good(LG) creatures can be counted on to do the right thing as expected by society. Gold Dragons, paladins, and most dwarves are lawful good.
Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, and most druids.
Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
Neutral evil (NE) is the alignment of these who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and yugoloths are neutral evil.
Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orces are chaotic evil.
Languages
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character she
Standard Languages Exotic Languages
Language Typical Speakers Script Language Typical Speakers Script
Common Tieflings Common Abyssal Demons Infernal
Draconic Dragons, Dragonborn Draconic Celestial Celestials Celestial
Dwarvish Dwarves Dwarvish Deep Speech Mind Flayers, Beholders ---
Elvish Elves Elvish Infernal Devils Infernal
Giant Ogres, Giants Dwarvish Primordial Elementals Dwarvish
Gnomish Gnomes Dwarvish Sylvan Fey Creatures Elvish
Goblin Goblinoids Dwarvish
Halfling Halflings Common
Orc Orcs Dwarvish
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character she
Standard Languages Exotic Languages
Language Typical Speakers Script Language Typical Speakers Script
Common Tieflings Common Abyssal Demons Infernal
Draconic Dragons, Dragonborn Draconic Celestial Celestials Celestial
Dwarvish Dwarves Dwarvish Deep Speech Mind Flayers, Beholders ---
Elvish Elves Elvish Infernal Devils Infernal
Giant Ogres, Giants Dwarvish Primordial Elementals Dwarvish
Gnomish Gnomes Dwarvish Sylvan Fey Creatures Elvish
Goblin Goblinoids Dwarvish
Halfling Halflings Common
Orc Orcs Dwarvish