DEX = Dexterity
CON = Constitution
STR = Strength
CHA = Charisma
WIS = Wisdom
INT = Intelligence
1 primary ability stats that must be met:
Fighter - minimum Strength 16
Wizard - minimum Intelligence 16
Cleric - minimum Wisdom 16
Thief - minimum Dexterity 16
How to determine Ability Scores?
Roll 4d6, drop the lowest, roll 6 times, assign as you like.
But if you DN states otherwise, it is their decision.
Each ability influences how you interact with the world -from breaking doors to persuading kings.
Strength breaks chains. Wisdom avoids them.
| Ability | Bonus Applies To | Example of Chances of Success |
|---|---|---|
| STR | Melee weapon damage, Chance rolls | Lifting, breaking, pushing, climbing, etc. |
| DEX | AC, Dex Quick saves, Chance rolls | Sneaking, balancing, etc. |
| CON | Con Tough saves, Chance rolls | Holding breath, resisting poison, etc. |
| WIS | Wis Mind saves, Chance rolls | Noticing danger, common sense, etc. |
| INT | Chance rolls | Investigative, recalling, etc. |
| CHA | Chance rolls | Persuasion, intimidation, performance, social influence, etc |
| Score | Bonus |
|---|---|
| 3 | -3 |
| 4 - 5 | -2 |
| 6 - 8 | -1 |
| 9 - 10 | 0 |
| 11 -12 | +1 |
| 13 - 14 | +2 |
| 15 - 16 | +3 |
| 17 - 18 | +4 |
| 19 | +5 |