The specialist
| Ability | STR | DEX | CON | INT | WIS | CHA | Total |
|---|---|---|---|---|---|---|---|
| Score | 8 | 14 | 14 | 15 | 10 | 10 | — |
| Cost | 0 | 7 | 7 | 9 | 2 | 2 | 27 |
One 15 for the ability the class runs on, with enough Constitution to survive.
Point buy gives you 27 points to spend across six ability scores.
Not yet a legal 27-point array
| 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 | ||||||
Keyboard: 1–6 jump to an ability, + and − adjust it, R resets.
Point buy is the ability score generation method in the Player’s Handbook. Character creation opens all six abilities at 8.
It hands each character 27 points, or whatever budget your Dungeon Master (DM) sets. The calculator validates a legal array as you spend.
Each step costs one point up to 13, then two per step for 14 and 15.
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.
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.
A 14 costs 7 and a 15 costs 9, so 15 is the maximum base score: three of them spend the whole budget.
| 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.
| Ability | STR | DEX | CON | INT | WIS | CHA | Total |
|---|---|---|---|---|---|---|---|
| Score | 8 | 14 | 14 | 15 | 10 | 10 | — |
| Cost | 0 | 7 | 7 | 9 | 2 | 2 | 27 |
One 15 for the ability the class runs on, with enough Constitution to survive.
| Ability | STR | DEX | CON | INT | WIS | CHA | Total |
|---|---|---|---|---|---|---|---|
| Score | 8 | 15 | 13 | 10 | 15 | 10 | — |
| Cost | 0 | 9 | 5 | 2 | 9 | 2 | 27 |
Two 15s for a class that needs both, such as a monk. Everything else sits near the floor.
| Ability | STR | DEX | CON | INT | WIS | CHA | Total |
|---|---|---|---|---|---|---|---|
| Score | 13 | 13 | 13 | 12 | 12 | 12 | — |
| Cost | 5 | 5 | 5 | 4 | 4 | 4 | 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.
Each array below is a legal full spend, in STR, DEX, CON, INT, WIS, CHA order. Open a class for the full reasoning.
Strength drives Rage damage; Constitution feeds both hit points and Unarmored Defense.
Charisma sets spell save DC; Dexterity covers light armor and initiative.
Wisdom powers every spell; Strength 13 clears the heavy armor requirement.
Wisdom carries spellcasting; Constitution holds Concentration through Wild Shape.
Strength for heavy weapons and plate; swap STR and DEX for an archer build.
Monks need Dexterity and Wisdom together — both feed Unarmored Defense and Ki DCs.
Paladins require Strength and Charisma, the most expensive pair of abilities to raise.
Dexterity for archery, Wisdom for Hunter’s Mark and Perception.
Dexterity does everything; Wisdom and Charisma carry the skill half of the class.
Charisma sets the DC; a d6 hit die makes Constitution non-negotiable.
Charisma for Eldritch Blast; Constitution keeps Hex up through a fight.
Wizards prioritize Intelligence, then Constitution to protect Concentration.
Intelligence runs infusions and spells; medium armor keeps Dexterity cheap.
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.
| 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 |
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.
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.
The purchase stops at 15. Higher scores arrive from your race or background now, or from an Ability Score Improvement at level 4.
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.
Plenty of tables run house rules instead, from a larger budget to a different cap.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.