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.

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
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