Your characters’ ability scores (also known as stats) are the most important part of 5E. They include paper, dice and personality in all forms. They are essential for determining how easy it is to chuck dwarves and avoid falling down steps. Once you’re comfortable with it, you can roll them up.
Six ability scores are available: Strength, Dexterity (Strength), Constitution, Intelligence and Wisdom, as well as Intelligence and Wisdom. Each one of these has a different effect on your character, as I jokedly explained in the previous paragraph.
This is not the way that all DMs do it. The 4d6 Drop Lower method is my favorite. However, your DM may prefer you to use Point Buy, or Standard Array, depending on how they DM. These are the methods and how they can be used.
Standard Array gives you a set of numbers. This is typically 15, 14, 13, 12, 10, 10 and 8. However, your DM may allow you to use a different array.
Rolling is the 4d6 Drop Lowerest. You roll six dice and then subtract the lowest, e.g. 6, 5, 3, 1, or drop the 1 for 14. Record the result and continue to repeat for each ability score.
Point Buy allows you to start with a 8 in all things and 27 points to spend. You can spend 1 point to raise your score by 1; anything higher requires 2 points. However, it is usually limited to 15 in calculators.
No matter which method you use to increase your score, you can choose which one. After you have followed the steps, any racial bonuses are added to your ability scores. Last thing: For every 2 points you earn in ability scores, you get +1 to ability modifier (0 at 10, 1, 12, 2, 4, etc.). This is used for nearly every ability check and savings throw.
Now that you have this knowledge, you can go out and conquer your world with a character you love (a barbarian tossing other barbarians might be fun).