Esoteric Ebb - Abilities

The six abilities of Esoteric Ebb, known in game as Chimes. The system is built on Dungeons and Dragons 5th Edition: character creation spends a 27-point pool across the six scores, and every dialogue check, journal entry and physical action rolls against a DC keyed to one of them. What makes the Ch...
of 6 entries · updated 2026-09-15
Name Type Description Chime Stats Source
Strength Chime (Ability) The Chime of force and posturing. Its lines lean on Urth, the city of Norvik and especially its administration, so a strong Cleric reads situations through who can push whom. Strength Ability: Strength Notable Effect: Higher Strength unlocks additional equipment slots Character creation and level progression
Dexterity Chime (Ability) In the game's own framing, the voice of selfish greed. Dexterity Ability: Dexterity Example Check: Dodge (DC 10) Character creation and level progression
Constitution Chime (Ability) Described on the wiki as arguably the most esoteric Chime, and an odd character among the six. Constitution Ability: Constitution Character creation and level progression
Intelligence Chime (Ability) The scholarly Chime and the one the Arcane Cleric is built around. Intelligence Ability: Intelligence Notable Effect: 20 base Intelligence grants an extra Literature slot Character creation and level progression
Wisdom Chime (Ability) The perceptive Chime, and by the wiki's own admission harder to define in concrete terms than Intelligence. Wisdom Ability: Wisdom Character creation and level progression
Charisma Chime (Ability) The social Chime, covering persuasion, performance and the Cleric's standing as a public religious figure. Charisma Ability: Charisma Character creation and level progression
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