D&D Ability Score Modifier Comparison (5e)
What modifier does score 18 give? Compare 11 D&D ability score modifiers in 5e, from score 10 plus 0 up to score 30 plus 10. PHB math for all 11 rows.
Visual comparison
All values
Click any row to load it as Entry A.
| Name | Value | Context | Source |
|---|---|---|---|
| Score 10 Plus 0. The baseline row. | 0 modifier | Human average, commoner baseline | D&D 5e Player Handbook p.13 ability modifiers table: score 10-11 gives plus 0 |
| Score 12 Plus 1. 5 percent over average. | 1 modifier | Trained talent tier | D&D 5e Player Handbook p.13: score 12-13 gives plus 1 |
| Score 14 Plus 2. Starting hero level. | 2 modifier | Adventurer standard tier | D&D 5e Player Handbook p.13: score 14-15 gives plus 2 |
| Score 16 Plus 3. Mid campaign peak. | 3 modifier | Elite talent tier | D&D 5e Player Handbook p.13: score 16-17 gives plus 3 |
| Score 18 Plus 4. Best rolled start. | 4 modifier | Peak mortal tier | D&D 5e Player Handbook p.13: score 18-19 gives plus 4 |
| Score 20 Plus 5. Player cap without boons. | 5 modifier | Epic boon tier, manual capped | D&D 5e Player Handbook p.13: score 20-21 gives plus 5 |
| Score 22 Plus 6. Epic tier start. | 6 modifier | Beyond mortal, boons needed | D&D 5e Player Handbook p.13 and Dungeon Master Guide epic boons: score 22-23 gives plus 6 |
| Score 24 Plus 7. Ancient dragon range. | 7 modifier | Dragon tier strength | D&D 5e Player Handbook p.13 table extension and Monster Manual dragon scores: 24 gives plus 7 |
| Score 26 Plus 8. Near the top. | 8 modifier | Tarrasque tier | D&D 5e Player Handbook p.13 table extension: score 26-27 gives plus 8 |
| Score 28 Plus 9. One under the cap. | 9 modifier | God tier edge | D&D 5e Player Handbook p.13 table extension: score 28-29 gives plus 9 |
| Score 30 Plus 10. Top row here. | 10 modifier | Absolute mortal cap | D&D 5e Player Handbook p.13: score 30 gives plus 10 |
About this converter
Ability modifiers follow one rule: divide the score minus 10 by two and round down. Score 10 gives zero, the human average. Scores 12 through 13 give plus 1, 14 through 15 give plus 2, 16 through 17 give plus 3 and 18 through 19 give plus 4. Epic scores climb higher: 20 gives plus 5, 22 gives plus 6, 24 gives plus 7, 26 gives plus 8, 28 gives plus 9 and 30 gives plus 10. Each plus 1 means 5 percent more success on a d20. A score 20 hero beats a score 10 commoner by 5 on every tied roll.
How to use it
Pick two scores and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. Try score 20 against score 10 to see the plus 5 versus zero gap. All rows are Player Handbook page 13 values.
Rows pin even scores from 10 to 30, since each pair shares one modifier. Odd scores ride in notes: 11 matches 10, 13 matches 12 and so on up the table. Scores 8 to 9 give minus 1 and scores down to 1 reach minus 5, which the FAQ covers. Bars start at zero because negative modifiers have no bar length. Monsters use the same table with scores past 30 noted as exceptions.
FAQ
How do you compute a modifier?
Subtract 10, divide by 2 and round down. Score 14 gives (14 minus 10) over 2, which is plus 2.
Do odd scores matter?
They share it. Scores 12 and 13 both give plus 1, 14 and 15 both give plus 2, up the whole table.
What about below average scores?
Minus 1 at scores 8 to 9, falling to minus 5 at score 1. Rows start at 10 because negative bars have no length.
What is the highest score?
20 for players without epic boons. Monsters and gods can reach 30 for plus 10.
Sources
- D&D 5e Player Handbook p.13: ability scores and modifiers table (scores 1-30, modifiers minus 5 to plus 10)
- D&D 5e Systems Reference Document 5.1: abilities table (same score to modifier mapping)
- D&D 5e Dungeon Master Guide epic boons (scores past 20); Monster Manual dragon and tarrasque scores (24-30 range)
Last verified: 2026-10-02 · 11 entries
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