Classes have 1 primary ability that must be met.
Fighter - minimum Strength 16
Cleric - minimum Wisdom 16
Wizard - minimum Intelligence 16
Thief - minimum Dexterity 16
A Note on Class Restrictions
Each class has its limits for a reason. If a cleric raises a sword, if a wizard straps on heavy armor or hefts a forbidden weapon, or if a thief clanks into battle in plate - the attempt simply fails. The blow glances as though untrained, the spell fizzles beneath the weight of armor, the thief stumbles and loses their edge. Your Dungeon Narrator (DN) may also rule divine powers or class features are withheld when you step outside your bounds.
Stay within your class’s path, and your abilities will serve you well.