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    Core Guide

    Ability Scores

    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.

    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