Rules reference
Attributes in Dungeons & Dragons 5th Edition
What attributes mean and how to use them at the table. Dungeons & Dragons 5th Edition is the world's most popular tabletop roleplaying game, where players create heroic adventurers and explore fantastical worlds filled with magic, monsters, and mystery. Using a d20-based system, players roll a twenty-sided die plus modifiers to determine the outcome of attacks, skill checks, and saving throws.
Key points
Attributes describe your broad capability. In play, they usually combine with skills (or directly with a roll mechanic) to resolve actions.
- 12 classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
- 9 races (SRD): Human, Elf, Dwarf, Halfling, Dragonborn, Gnome, Half-Elf, Half-Orc, Tiefling
- 6 ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
- d20 system: Roll d20 + modifier vs. Difficulty Class (DC) or Armor Class (AC)
- Proficiency bonus: Scales from +2 to +6 across levels 1–20
- Advantage/disadvantage: Roll 2d20 and take higher or lower instead of flat modifiers
If you want to solve problems physically, invest in physical attributes; if you want social leverage, invest socially. Your skills make that approach reliable.
Pick 1–2 ‘core’ attribute areas for your concept and accept a weakness to keep choices meaningful.
- Mistake: Spreading points evenly. Fix: Pick 1–2 strengths that match your concept and accept a weakness.
- Mistake: Ignoring how attributes connect to rolls. Fix: Check what combines with skills (or what the system uses most) and build around that.