Generating Initial Stats

This homebrew, for that Origins feel, uses the variant Point Buy option from 5e. A helpful calculator exists online here.

You have 27 points to spend on your base ability scores. The cost of each score is shown on the first table below. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than an 8.

Obtain six numbers, for Strength, Constitution, Dexterity, Wisdom, Intelligence and Charisma. You might take a look at your class when choosing where your highest numbers would benefit going, for example, a Circle Mage benefits from a high INT score for spellcasting, a Dalish mage high Wisdom, and so on.

E.g. Giving your preferred abilities the highest possible you may choose 15, 15, 15, 8, 8, 8. Or be an all rounder with 13, 13, 13, 12, 12, 12. Or anywhere in between those ranges. After this, you need to add your modifiers to the character sheet (in the base ability stats modifier section). Look at your stat number in the table below, and add the corresponding modifier. You should do this after choosing your race, which gives you extra base stat bonuses.