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- The standard array is a method for determining ability scores for your new D&D character. This method gives you 6 predetermined scores (15, 14, 13, 12, 10, and 8).
- To use this method, assign each standard array number to 1 of 6 ability scores: Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma.
- The standard array method is a balanced and simple way to determine a character’s ability score for new players, but experienced players may find it limiting.
What is the standard array in D&D 5e?
The standard array is a method for giving characters their ability scores. In D&D 5e, ability scores are a key part of character creation. They determine how skilled characters are at doing things (and making saving throws and ability checks). There are several ways to set your new character’s ability scores, and the standard array is one of them. With the standard array, you’ll get 6 predetermined numbers to assign to the 6 different ability scores: Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma. Strength (STR) measures a character’s ability to exert physical force and lift or carry gear. Dexterity (DEX) measures a character’s agility, reflexes, balance, and ability to move swiftly. Constitution (CON) governs a character’s fortitude, vitality, and ability to endure pain. Wisdom (WIS) refers to a character’s practical intelligence, perceptiveness, and cleverness. Intelligence (INT) represents a character’s logic, memory, and analytical thinking skills. Charisma (CHA) measures a character’s charm, eloquence, and force of personality.
How to Use the Standard Array
Assign each standard array number to one of your PC’s ability scores. The 6 standard array numbers are 15, 14, 13, 12, 10, and 8. Simply assign one number to each ability score (one to Strength, one to Dexterity, one to Constitution, and so on). Then, you’ll be able to determine your character’s modifier for each score. Modifiers are equally important because they’re used in skill rolls and saving throws while playing D&D. Higher numbers will give your characters higher modifiers, while lower numbers result in low (or even negative) modifiers. For example: 15 grants a +2 modifier 14 grants a +2 modifier 13 grants a +1 modifier 12 grants a +1 modifier 10 results in a +0 modifier 8 results in a -1 modifier
Consider your PC’s class and background when assigning scores. A high ability score means your character is exceptionally talented in that area, while a low ability score means that stat isn’t one of your character’s strong suits. That’s why it’s important to prioritize the ability scores that’ll fit your character best and assign the higher numbers (14 and 15) to those scores—while leaving the low numbers (8 and 10) to ability scores you’re less likely to need. For example, if you’re building a wizard and want their highest ability score to be Intelligence, assign the highest standard array number (15) to your character’s INT stat. From there, if you want your wizard to have a decent Constitution score (to ensure they have enough hit points), assign the standard array’s 14 to your character’s CON stat. All you need to do to use the standard array is assign each number to each ability score! When you’re done, you can move on to designing the rest of your character.
Use racial ability bonuses strategically. Another part of character creation for D&D 5e is choosing your character’s race (for example, human, elf, dwarf, genasi, tiefling, and so on). Most races also provide a bonus to ability scores (either a +2 and +1 bonus to 2 different scores or a +1 bonus to 3 different scores) based on that race’s predominant traits—and you can choose to assign those bonuses as you see fit. So, use your character’s racial bonus to ensure their most important ability scores get an extra boost. For example, if you want your wizard character to have an INT score even higher than 15, give them a +2 racial bonus. That’ll bring their total INT score to 17 (with a +3 modifier). Alternatively, you might decide that you don’t want your character to have a -1 modifier (from the 8 in the standard array) and assign the +2 racial bonus to your lowest stat.
Recommended Standard Arrays by Class
Barbarian Barbarians are fierce, primal warriors who rely on their resilience and rage to rule the battlefield. A high Strength score is the key to getting the most out of a barbarian’s powerful attacks, while a high Constitution score will make your barbarian more resilient in combat (which is important because they generally don’t wear armor). A solid standard array for a barbarian would be: Strength: 15 Dexterity: 13 Constitution: 14 Wisdom: 12 Intelligence: 10 Charisma: 8
Bard Bards are arcane spellcasters who use music and prose to channel their magic. Charisma is their spellcasting modifier (meaning it affects the strength of their spells), so it’s the most important stat for a bard. Beyond that, either Dexterity (for a bard who’ll be using weapons as well as spells) or Constitution (to improve your bard’s health and concentration saving throws) could be a bard’s secondary stat. Strength: 8 Dexterity: 14 Constitution: 12 Wisdom: 10 Intelligence: 13 Charisma: 15
Cleric Clerics are divine spellcasters whose strength comes from their devotion to a chosen deity. They use Wisdom as a spellcasting modifier, making that their most important stat. Depending on the character build you want, a cleric character may also need a good Constitution score (to make them more resilient) or Strength score (if you want them to wield weapons in combat). Strength: 13 Dexterity: 10 Constitution: 14 Wisdom: 15 Intelligence: 12 Charisma: 8
Druid Druids are divine spellcasters who draw power from nature. They rely on Wisdom to cast their spells, so your druid character will need a strong WIS score. Your druid will also benefit from a good Constitution score to make them more resilient in battle. Thus, a druid’s ideal standard array is: Strength: 10 Dexterity: 12 Constitution: 14 Wisdom: 15 Intelligence: 13 Charisma: 8
Fighter Fighters are warriors with a vast, well-rounded knowledge of different weapons, armor types, and combat styles. Strength is generally the most important stat for Fighters—but you’ll need Dexterity instead if you plan to use ranged weapons (like a bow) or finesse weapons (like a scimitar or rapier) instead. Then, Constitution improves the fighter’s vitality. Strength (or Dexterity): 15 Dexterity (or Strength): 8 Constitution: 14 Wisdom: 12 Intelligence: 13 Charisma: 10
Monk Monks are masters of martial arts; they don’t need weapons to deal damage in combat. The most important stat for Monks is Dexterity since it fuels their powerful attacks. The second most important stat is Wisdom since many of a monk’s class abilities rely on a strong WIS score. Strength: 8 Dexterity: 15 Constitution: 13 Wisdom: 14 Intelligence: 12 Charisma: 10
Paladin Paladins are primarily warriors, but they’re also bound in service to a sacred oath—and their oaths give them some spellcasting abilities. Thus, while paladin characters rely on Strength for powerful attacks, they also rely on Charisma to fuel their spells, making Strength and Charisma the two most important paladin stats. Strength: 15 Dexterity: 8 Constitution: 13 Wisdom: 12 Intelligence: 10 Charisma: 14
Ranger Rangers are warriors who specialize in traversing the wilds and harnessing the power of nature. They’re primarily trackers and archers but also have minor spellcasting abilities. Dexterity is critical for a ranger’s combat skills, while Wisdom is the second-most important stat for a ranger’s spells. Beyond that, Constitution makes rangers more resilient. Strength: 8 Dexterity: 15 Constitution: 13 Wisdom: 14 Intelligence: 12 Charisma: 10
Rogue Rogues are clever and precise, using stealth and guile to excel in battle. They rely on Dexterity first and foremost to navigate the battlefield. Secondarily, Intelligence helps rogues investigate and improve their skills more quickly. However, rogues are versatile—there are benefits to having them specialize in just about any ability score, so long as DEX is still the highest. Strength: 8 Dexterity: 15 Constitution: 13 Wisdom: 12 Intelligence: 14 Charisma: 10
Sorcerer Sorcerers are arcane spellcasters whose power comes innately from their bloodline. Charisma is their spellcasting ability, so your sorcerer character should have a high Charisma score! Since Constitution helps spellcasters maintain concentration on spells, that’s also an important stat. Strength: 8 Dexterity: 13 Constitution: 14 Wisdom: 10 Intelligence: 12 Charisma: 15
Warlock Warlocks are arcane spellcasters who make deals with powerful entities to get their powers. They rely on Charisma as their spellcasting ability and also need Constitution to help them maintain concentration on spells (much like sorcerers). Strength: 8 Dexterity: 13 Constitution: 14 Wisdom: 10 Intelligence: 12 Charisma: 15
Wizard Wizards are arcane spellcasters who learn magic through intense study. Because Intelligence rules a character’s ability to learn new things, it’s also a wizard’s spellcasting ability—and therefore the most important stat for wizards. Then, because wizards tend to have fewer hit points, Constitution helps improve their resiliency. Strength: 8 Dexterity: 13 Constitution: 14 Wisdom: 12 Intelligence: 15 Charisma: 10
Pros & Cons of Standard Array
Pros The standard array makes character creation simpler for new players and DMs. Consider using this method when you (or some of your fellow players) are still learning the ropes of D&D 5e and character creation feels a bit overwhelming. With predetermined numbers, you can easily assign your character’s ability scores and move on to other aspects of character creation quickly. The standard array is also very simple, requiring no extra calculations on your part and no randomness; all ability scores are balanced and standardized. The standard array prevents min-maxing (which is a strategy where players focus on building up one ability as much as possible at the expense of others). This method lets you create more well-rounded characters. Finally, DMs can easily use the standard array to create quick NPCs and enemy characters when they don’t want to worry about rolling for stats or coming up with stats on their own.
Cons Using the standard array has a downside: it’s limiting. The highest ability score you can have with this method is 15 (or 17 with a +2 racial bonus), and it also prevents you from having any other high scores—which may disappoint some players. Furthermore, this method limits your ability to customize your character; ability scores can help define aspects of your character’s personality or background, but preset scores may limit your creative freedom. Basically, the standard array is D&D’s most rigid method for assigning ability scores. Consider using a different method if you’re an experienced player and want to customize your character as much as possible.
Alternatives to the Standard Array
Rolling for Stats Rolling for stats is another classic way to determine your character’s ability scores—and the most hands-on method. This involves rolling a d6 (6-sided dice) for each ability score number. Simply roll 4d6, drop the lowest number you roll, and add the other 3 dice. Write that number down, then repeat the process 5 more times—and from there, you’ll have 6 numbers to assign to your character’s 6 ability scores.
Point Buy The Point Buy method lets you determine your character’s stats by “buying” ability score numbers. With this method, all 6 scores automatically start at 8. Then, you get 27 points and must distribute those points to the different ability scores as you see fit. The more points you buy for an ability, the more expensive raising that ability score becomes. This method is best for advanced D&D players who don’t want to deal with the randomness of the rolling method. Increasing an ability score with this method costs the following: An ability score of 8 costs 0 points to raise. An ability score of 9 costs 1 point to raise. An ability score of 10 costs 2 points to raise. An ability score of 11 costs 3 points to raise An ability score of 12 costs 4 points to raise. An ability score of 13 costs 5 points to raise. An ability score of 14 costs 7 points to raise. An ability score of 15 costs 9 points to raise.
Homebrewed Standard Array Do you like the simplicity of the standard array method but wish the numbers weren’t so limiting? Try using the standard array while implementing your own homebrew changes to it! For example, a common homebrew variation is the “Advanced Standard Array,” which works the same as the standard array but raises the available numbers to 15, 14, 13, 13, 11, and 9—meaning your character will end up with higher ability scores overall. Want to play a super powerful character? Another homebrew adjustment involves changing the standard array numbers to 18, 17, 16, 15, 13, and 11. On the other hand, if you want to explore the concept of a character that has both very high ability scores and very low ones, try an array like 18, 16, 12, 10, 8, and 6.
Can you use multiple ability score methods?
As a DM, you can easily allow both point buy and standard array. Since the point buy method actually lets you recreate the same numbers as the standard array (if you arrange your numbers a certain way), it’s simple enough to let players use either method. Experienced players who want more control can use point buy, while new players (or those who don’t really care about ability scores) can use the standard array. However, mixing the standard array and point buy methods with the rolling method might not be a good idea since the results can be so different. For example, a player who used the rolling method and got multiple low scores might be jealous of players with a more balanced setup using point buy. On the other hand, a player who used the standard array might be jealous of another player who get several high scores with the rolling method. If you’re going to be a Dungeon Master (DM), try talking to players before the start of the campaign and decide on using either point buy/standard array or the rolling method.
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