Every hero is defined by six core abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma) that set the foundation for attacks, skill checks and saving throws. Your class and race determine starting values, while leveling and equipment can boost them further. Abilities also interact with class features - for example, the Fighter’s new Tactical Mind lets you spend your Second Wind to add 1d10 to ability checks for one minute. Future tables on this page will list each ability, its modifiers and the skills it governs.