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OpenDungeons

Chapter 3 of 8 · 1 min read

Abilities & Hit Points

The six scores, their bonuses, and how much life you have.

Each ability influences how you interact with the world - from breaking doors to persuading kings.

Strength breaks chains. Wisdom avoids them.

  • STRStrength
  • DEXDexterity
  • CONConstitution
  • INTIntelligence
  • WISWisdom
  • CHACharisma
AbilityBonus Applies ToExample Chances of Success
STRMelee weapon damage, Chance rollsLifting, breaking, pushing, climbing, etc.
DEXAC, Dex Quick saves, Chance rollsSneaking, balancing, etc.
CONCon Tough saves, Chance rollsHolding breath, resisting poison, etc.
WISWis Mind saves, Chance rollsNoticing danger, common sense, etc.
INTChance rollsInvestigative, recalling, etc.
CHAChance rollsPersuasion, intimidation, performance, social influence, etc.

How to determine Ability Scores?

Roll 4d6, drop the lowest, roll 6 times, assign as you like. But if your DN states otherwise, it is their decision.

ScoreBonus
3-3
4-5-2
6-8-1
9 - 100
11 - 12+1
13 - 14+2
15 - 16+3
17 - 18+4
19++5

All classes have 1 primary ability stat that must be met:

  • Fighter - minimum Strength 16
  • Cleric - minimum Wisdom 16
  • Wizard - minimum Intelligence 16
  • Thief - minimum Dexterity 16

How Do Bonuses Work?

If you have a + value (i.e. +2), then you would add it to your roll.

Hit Points (HP)#

Character's life points. At 0 HP your character is dead.

See Character Builder page 9 for Resting - Hit Point Recovery.