Racial Ability Modifiers

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See also Compiled Character Kits and Classes
See also Racial Level Limits
See also Ability Score Generation
See also Aging effects

Race Stamina Muscle Aim Balance Health Fitness Reason Knowledge Intuition Willpower Leadership Appearance
Human
Dwarf +1 +1 -1
Elf +1 -1 +1
Gnome +1 +1 -1
Halfling -1 +1 +1
Half-Elf +1
Half-Orc +1 +1 -1
Half-Ogre +1 +1 -1
Tiefling -1 +1 +1
Mongrelman 1
Bugbear +1 +1 -1
Satyr +1 +1 -1
Firbolg +2 -1
Gnoll +1 -1 +1
Goblin -1 +1 +1
Hobgoblin +1 +1 -1
Kobold +1 -1 +1
Lizard Man
Minotaur +1 -1 +1
Ogre Mage +1 +1 -1
Orc +1 +1 -1
Kenku +1 -1 +1
Xvart -1 +2
Hengeyokai

† Mongrelmen may take a +1 bonus on any two ability scores of their choice, other than Appearance. A Mongrelman’s Appearance score is always 1.

† Henheyokai ability modifiers vary depending on their choice of Animal form.


Ability Modifiers for Aging

Players may also want to know their characters’ starting ages. Characters can start at any age that is agreeable to both the player and the DM. The default starting ages for each race assumes that the character is a young adult of their species. The listed maximum age assumes that the character lives a quiet and peaceful life, and has ready access to medical treatment. In reality, it is very rare for characters in the Realms to live to see Venerable age.

As a character ages, his ability scores are affected as not only the body, but also the mind begins to fail. Each species has 5 age categories: Child (excluding infants and toddlers), Adult, Middle-aged, Old, and Venerable. Ability score adjustments for Middle, Old, and Venerable ages are cumulative.

Age Category Ability Score Adjustments
Child / Adolescent -2 to Muscle, Fitness, Knowledge, and Intuition.
Upon becoming an adult, these penalties are removed.
Adult Adult characters have the normal starting ability scores.
Middle Age -1 Stamina, -1 Aim, -1 Health, +1 Knowledge
Old Age -2 Stamina, -2 Muscle, -2 Aim, -2 Balance, -3 Health, -3 Fitness, -1 Reason, -2 Appearance
Venerable -4 Stamina, -4 Muscle, -3 Aim, -3 Balance, -4 Health, -3 Fitness, -2 Reason, -2 Knowledge, -2 Intuition, -2 Leadership, -4 Appearance

Racial Ability Modifiers

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