A character has six attributes, each with a score and modifier: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Each of the six attributes have a score that range from 1 to 30, a number that defines the magnitude of that attribute. A score of 10 is the normal human average, but characters can go as high as 20, with some more powerful, legendary characters that have a score of 30.
When creating a new character, you roll 3d6 and add them together for each attribute score, choosing which attribute each roll total goes to.
When a character reaches levels 5, 10, 15, and 20, one of its attribute scores increases by 2 or two attributes scores increase by 1.
Each attribute also has a modifier, derived from the score and ranging from −5 (for an attribute score of 1) to +10 (for a score of 30). To determine an attribute modifier, subtract 10 from the attribute score and then divide the total by 2, rounded down.
When a feature requires a target to make a save against your attribute DC, the DC is 8 + your proficiency bonus + your attribute modifier.
Your Strength score represents your physical power and determines the following statistics:
Your carrying capacity is determined by your Strength score and size.
When a maneuver you use requires a target to make a save, you can use your Strength DC.
When you take the Strike action while unarmed or with a melee, thrown, or improvised weapon, you add your Strength modifier to the attack and damage rolls.
Your Dexterity score represents agility and reflexes, and determines the following statistics:
While unarmored, your AC is 10 plus your Dexterity modifier.
When a maneuver you use requires a target to make a save, you can use your Dexterity DC.
When you take the Strike action with a ranged weapon, you add your Dexterity modifier to the attack and damage rolls.
Your Constitution score represents your stamina and resilience, and determines the following statistics:
You can hold your breath for a number of rounds equal to 1 + your Constitution modifier (minimum of 2). Once you run out of breath, you start suffocating.
Your maximum hit points increases by a number equal to your level multiplied by your Constitution modifier (minimum of 0).
When you are reduced to 0 hit points, you start dying for a number of rounds equal to 1 + your Constitution modifier (minimum of 2).
When you drink a number of pints of alcoholic beverage equal to 1 + your Constitution modifier (minimum of + 0) or more, you must succeed on a Constitution save (DC 10) or become intoxicated for 1d4 + 4 hours.
You can go a number of days while hungry or thirsty equal to your Constitution modifier (minimum of 1).
Whenever you finish a rest, you regain a number of hit points equal to your Constitution modifier (minimum of 1).
Your Intelligence score represents your reasoning and memory, and determines the following statistics:
You can understand, speak, read, and write a number of languages equal to 1 + your Intelligence modifier (minimum of 1).
When you take the Spellcast action with a spellcasting feature that uses Intelligence, you add your Intelligence modifier to the attack, and if a target requires a DC to make a save, you use your Intelligence DC.
Your Wisdom score represents your perception and intuition, and determines the following statistics:
You can hear from up to 300 feet times your Wisdom modifier (minimum of 1) away.
You can see up to a number of miles away equal to your Wisdom modifier (minimum of 1).
When you take the Spellcast action with a spellcasting feature that uses Wisdom, you add your Wisdom modifier to the attack, and if a target requires a DC to make a save, you use your Wisdom DC.
Your Charisma score determines your social skills and force of personality, and determines the following statistics:
When you take the Spellcast action with a spellcasting feature that uses Charisma, you add your Charisma modifier to the attack, and if a target requires a DC to make a save, you use your Charisma DC.