D&D 5e Point Buy Calculator

Point buy gives you 27 points to spend across six ability scores.

Point buy calculator

27 / 27 points remaining

Rules edition

Not yet a legal 27-point array

Score, cost, bonus, total, and modifier for each of the six abilities. Every score starts at 8 and the highest you can buy is 15.
Ability Decrease Ability Score Increase Racial Bonus Total Score Ability Modifier Point Cost
STR 8 +0 8 -1 0
DEX 8 +0 8 -1 0
CON 8 +0 8 -1 0
INT 8 +0 8 -1 0
WIS 8 +0 8 -1 0
CHA 8 +0 8 -1 0
Points spent 0
Presets

Keyboard: 16 jump to an ability, + and adjust it, R resets.

How Point Buy Works in D&D 5e

  1. Start every ability at 8

    Point buy is the ability score generation method in the Player’s Handbook. Character creation opens all six abilities at 8.

  2. Spend a budget of 27

    It hands each character 27 points, or whatever budget your Dungeon Master (DM) sets. The calculator validates a legal array as you spend.

  3. Pay more at the top

    Each step costs one point up to 13, then two per step for 14 and 15.

  4. Add your increase last

    A race provides an ability bonus under the 2014 rules; a background grants the increase under 2024. Both apply after the spend, so a bought 15 becomes a 17.

What the Six Ability Scores Do

An ability score determines a modifier, which applies to attack rolls, saving throws, and skill checks before proficiency.

  • STR Strength

    Melee attack rolls, damage, Athletics, carrying capacity, and Strength saving throws.

  • DEX Dexterity

    Ranged attacks, Armor Class in light armor, Stealth, Acrobatics, initiative, and Dexterity saving throws.

  • CON Constitution

    Hit points per level, concentration saves, and Constitution saving throws.

  • INT Intelligence

    Arcana, History, Investigation, and the spell save DC for the Wizard and Artificer.

  • WIS Wisdom

    Perception, Insight, Survival, and the spell save DC for the Cleric, Druid, Ranger, and Monk.

  • CHA Charisma

    Persuasion, Deception, Intimidation, and the spell save DC for the Bard, Sorcerer, Warlock, and Paladin.

The Point Buy Cost Table

A 14 costs 7 and a 15 costs 9, so 15 is the maximum base score: three of them spend the whole budget.

Cost of each buyable score, with the modifier it grants.
Score Cost Modifier Points left of 27
8 0 -1 27
9 1 -1 26
10 2 +0 25
11 3 +0 24
12 4 +1 23
13 5 +1 22
14 7 +2 20
15 9 +2 18

Each modifier is floor((score − 10) / 2), so it climbs one step per two points of score. See every modifier from 1 to 30.

Three Worked Point Buy Examples

The specialist

The specialist
Ability STRDEXCONINTWISCHA Total
Score 81414151010
Cost 077922 27

One 15 for the ability the class runs on, with enough Constitution to survive.

The MAD build

The MAD build
Ability STRDEXCONINTWISCHA Total
Score 81513101510
Cost 095292 27

Two 15s for a class that needs both, such as a monk. Everything else sits near the floor.

The high floor

The high floor
Ability STRDEXCONINTWISCHA Total
Score 131313121212
Cost 555444 27

No dump stat and no standout. Six positive modifiers, and nothing above +1.

A player spends points down the same table every time. Score 15 costs 9 points, so two 15s consume 18 of the 27. A dump stat left at 8 costs 0 points, and that is what pays for them.

2014 vs 2024 Rules

2014 Player’s Handbook

Increase comes from
Your race, as a fixed racial ability score increase: +2 Strength and +1 Constitution, say.
Assignment
Locked to the race you pick, unless your table uses the floating ASI from Tasha’s.
Cost table
Identical to 2024.

2024 Player’s Handbook

Increase comes from
Your background, as +2 and +1, or as +1 three times.
Assignment
Free. You place the increase on any abilities you choose.
Cost table
Identical to 2014.

Recommended Arrays by Class

Each array below is a legal full spend, in STR, DEX, CON, INT, WIS, CHA order. Open a class for the full reasoning.

  • Barbarian

    STR 15 DEX 13 CON 14 INT 8 WIS 12 CHA 10

    Strength drives Rage damage; Constitution feeds both hit points and Unarmored Defense.

    Primary: STR and CON · 27 spent

  • Bard

    STR 8 DEX 14 CON 13 INT 10 WIS 12 CHA 15

    Charisma sets spell save DC; Dexterity covers light armor and initiative.

    Primary: CHA and DEX · 27 spent

  • Cleric

    STR 13 DEX 10 CON 14 INT 10 WIS 15 CHA 10

    Wisdom powers every spell; Strength 13 clears the heavy armor requirement.

    Primary: WIS and CON · 27 spent

  • Druid

    STR 8 DEX 13 CON 14 INT 12 WIS 15 CHA 10

    Wisdom carries spellcasting; Constitution holds Concentration through Wild Shape.

    Primary: WIS and CON · 27 spent

  • Fighter

    STR 15 DEX 13 CON 14 INT 10 WIS 12 CHA 8

    Strength for heavy weapons and plate; swap STR and DEX for an archer build.

    Primary: STR and CON · 27 spent

  • Monk

    STR 10 DEX 15 CON 13 INT 10 WIS 15 CHA 8

    Monks need Dexterity and Wisdom together — both feed Unarmored Defense and Ki DCs.

    Primary: DEX and WIS · 27 spent

  • Paladin

    STR 15 DEX 8 CON 14 INT 8 WIS 12 CHA 14

    Paladins require Strength and Charisma, the most expensive pair of abilities to raise.

    Primary: STR and CHA · 27 spent

  • Ranger

    STR 12 DEX 15 CON 13 INT 10 WIS 14 CHA 8

    Dexterity for archery, Wisdom for Hunter’s Mark and Perception.

    Primary: DEX and WIS · 27 spent

  • Rogue

    STR 8 DEX 15 CON 14 INT 10 WIS 13 CHA 12

    Dexterity does everything; Wisdom and Charisma carry the skill half of the class.

    Primary: DEX and CON · 27 spent

  • Sorcerer

    STR 8 DEX 13 CON 15 INT 10 WIS 10 CHA 15

    Charisma sets the DC; a d6 hit die makes Constitution non-negotiable.

    Primary: CHA and CON · 27 spent

  • Warlock

    STR 8 DEX 14 CON 14 INT 10 WIS 10 CHA 15

    Charisma for Eldritch Blast; Constitution keeps Hex up through a fight.

    Primary: CHA and CON · 27 spent

  • Wizard

    STR 8 DEX 14 CON 14 INT 15 WIS 12 CHA 8

    Wizards prioritize Intelligence, then Constitution to protect Concentration.

    Primary: INT and CON · 27 spent

  • Artificer

    STR 8 DEX 13 CON 14 INT 15 WIS 12 CHA 10

    Intelligence runs infusions and spells; medium armor keeps Dexterity cheap.

    Primary: INT and CON · 27 spent

Point Buy vs Standard Array vs Rolling

These three stat generation methods differ in variance, not in ambition. The Adventurers League allows the first two for organized play and forbids the dice roll method.

How the three score generation methods differ.
  Buying scores Standard array 4d6 drop lowest
What you get Any legal split of the budget 15, 14, 13, 12, 10, 8 Six random totals
Sum of scores 69 at three peaks 72 73.5 on average
Cost 27 exactly 27 equivalent No budget
Variance None None High — an 18 and a 6 are both live
Suits Planned builds, organized play Fast character creation Tables that want the swing

Common Point Buy Mistakes

  • Odd scores waste points

    An odd score costs a point and grants nothing. A 13 and a 12 share the +1 modifier, so that last step buys you a prerequisite, not a bonus.

  • Treating Constitution as optional

    Constitution affects Concentration saves as well as hit points. Dropping it to 8 on a spellcaster loses a spell the first time anything hits you.

  • Trying to buy a 16

    The purchase stops at 15. Higher scores arrive from your race or background now, or from an Ability Score Improvement at level 4.

  • Missing a multiclass prerequisite

    Multiclassing needs 13 in the primary ability of both classes. A fighter/wizard wants 13 Strength and 13 Intelligence, which is two expensive steps you must plan from level one.

  • Assuming the budget is fixed

    Plenty of tables run house rules instead, from a larger budget to a different cap.

Frequently Asked Questions

How does point buy work in D&D 5e?

Every ability starts at 8, and you spend from a budget of 27 to raise them. Scores from 9 to 13 cost one point per step, 14 costs seven in total, and 15 costs nine. Your racial or background increase applies afterwards, on top of what you bought.

How many points do you get with point buy?

You get 27 points, and that figure is the same in the 2014 and 2024 rules. The budget is fixed for a standard first-level character, and all six scores begin at 8. Some tables raise the total as a house rule, but 27 is the published number.

Do you have to spend all 27 points?

No rule forces you to spend everything, but holding points back only weakens the character. Leftovers convert to nothing — you cannot trade them for a feat, extra hit points, or gold. Every preset in the tool above spends the budget down to zero.

What is the highest score you can get with point buy?

The highest base score you can buy is 15, which costs nine of your budget. A +2 racial increase under the 2014 rules, or a +2 from your background under the 2024 rules, raises that to 17. Seventeen is the practical ceiling at first level.

Can 27 point buy get to 16 in 5e?

Not from the purchase alone, because 15 is the hard cap on a bought score. A 16 needs an increase applied on top of it: a +1 gives you 16 and a +2 gives you 17. The human +1 to all six abilities gets there too.

How do you calculate an ability score modifier?

Subtract 10 from the score, halve the result, then round down: floor((score - 10) / 2). A 15 gives +2, a 12 gives +1, and an 8 gives -1. Odd numbers share a modifier with the even number below them, which is what makes them wasteful.

Is the standard array the same as point buy?

No, although the two cost the same. The standard array is one fixed set of six numbers that happens to total the full budget under the cost table. Buying your own scores lets you rearrange that spend; the array trades flexibility for speed.

Is point buy legal in Adventurers League?

Yes. Adventurers League character creation allows the 27-point method or the standard array, and does not permit rolling, so every player at the table starts from an identical total. Check the current season player guide, since that document is revised between seasons.

Does Pathfinder 2e use point buy?

Pathfinder 2e does not; it uses a sequence of ability boosts instead of a budget. Pathfinder 1e did use a purchase table, with its own costs and a budget the GM sets from the campaign power level. The two systems are not interchangeable.

Does Daggerheart use point buy?

No. Daggerheart hands you a fixed spread of trait modifiers — +2, +1, +1, 0, 0 and -1 — which you assign across its six traits: Agility, Strength, Finesse, Instinct, Presence, and Knowledge. There is no budget and no rolling, so placement is the only decision you make.