Wizard Point Buy: Intelligence and the d6 Problem
Intelligence takes the 15 because the spell save DC and the number of prepared spells both read it. The interesting purchase is the second one: on a d6 hit die with no armour proficiency, Constitution 14 buys six hit points a level instead of four and puts concentration at +2.
The Wizard array, point by point
| Ability | Score | Point cost |
|---|---|---|
| STR | 8 | 0 |
| DEX | 14 | 7 |
| CON | 14 | 7 |
| INT | 15 | 9 |
| WIS | 12 | 4 |
| CHA | 8 | 0 |
| Total spent | 27 | |
Holding concentration at each Constitution
Eight hit points at level 1 on a d6 makes the Wizard the class most likely to be rolling a concentration check in the first place. Constitution 14 buys +2 on that check and two more hit points every level, and no save proficiency adds to it.
| CON | Modifier | Save bonus | DC 10 check | 22 damage (DC 11) |
|---|---|---|---|---|
| 8 | -1 | -1 | 50% | 45% |
| 10 | +0 | +0 | 55% | 50% |
| 12 | +1 | +1 | 60% | 55% |
| 13 | +1 | +1 | 60% | 55% |
| 14 ← | +2 | +2 | 65% | 60% |
| 15 | +2 | +2 | 65% | 60% |
| 16 | +3 | +3 | 70% | 65% |
| 18 | +4 | +4 | 75% | 70% |
Trading the primary score for Constitution
This array has no trade to offer because both ends of it already sit on a modifier boundary. Intelligence 14 prepares one fewer spell than 15 while casting at the same DC 12, and Constitution 15 concentrates at the same +2 as 14, so the only trade that changes anything costs a full point of save DC.
Scores where the next point stops paying
- Intelligence 15
- Spell save DC 12, and three prepared spells at level 1 instead of the two Intelligence 13 allows.
- Constitution 14
- Six hit points a level instead of four on the worst hit die in the game, and +2 on every concentration check.
- Dexterity 14
- Mage Armor puts the Wizard at AC 15, which is the whole defensive plan until Shield is worth a slot.
What this array gives up to afford that
- Strength at 8
- A Wizard rolling Strength has already been grappled by something it should have controlled two rounds earlier.
- Charisma at 8
- Intelligence covers the knowledge skills, Wisdom is the save proficiency, and the party face is never the d6 caster.
Subclasses that change the array
- Bladesinger — STR 8 · DEX 15 · CON 14 · INT 15 · WIS 10 · CHA 8
- Bladesong adds Intelligence to AC and needs Dexterity for the attacks, making this the only Wizard that wants two 15s.
- School of Abjuration — STR 8 · DEX 13 · CON 15 · INT 15 · WIS 12 · CHA 8
- The Arcane Ward absorbs damage that would break concentration, so Constitution 15 compounds the subclass feature.
- School of Divination — STR 8 · DEX 12 · CON 14 · INT 15 · WIS 13 · CHA 10
- Portent replaces rolls outright rather than improving them, which frees points from the physical scores toward Wisdom saves.
Races that fit this spread
| Race | STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| Elf (High) | 8 | 16 | 14 | 16 | 12 | 8 |
| Gnome (Forest) | 8 | 15 | 14 | 17 | 12 | 8 |
| Gnome (Rock) | 8 | 14 | 15 | 17 | 12 | 8 |
- Elf (High). Dexterity +2 and Intelligence +1, plus a cantrip — the default Wizard race for a reason.
- Gnome (Forest). Intelligence +2 with advantage on all three mental saves, which covers the Wizard's worst defensive gap.
- Gnome (Rock). Intelligence +2 and Constitution +1, funding the DC and the concentration in one racial choice.
The mistake this array is built to avoid
Pushing Intelligence to 15 and leaving Constitution at 10. A d6 hit die at Constitution 10 is four hit points a level, and every concentration spell the Wizard casts is one failed save from ending.
Intelligence decides whether Web catches anything at all. Constitution decides whether it is still stretched across the corridor when the second creature walks into it.
Wizard ability score questions
What is the best Wizard array with 27 points?
Intelligence 15, Dexterity 14, Constitution 14 spends exactly 27. Intelligence 15 sets the spell save DC at 12 and allows three prepared spells at level 1; Dexterity 14 with Mage Armor reaches AC 15.
How much Constitution does a Wizard need?
Constitution 14 is the working minimum. On a d6 it gives 8 hit points at level 1 and 6 a level after, against 4 a level at Constitution 10, and it adds +2 to every concentration save the Wizard makes.
Is Intelligence 15 or 14 better for a level 1 Wizard?
Intelligence 15 costs 9 points against 7 for a 14, and it buys one extra prepared spell as well as a DC of 12 instead of 11. With High Elf or Gnome the 15 becomes 16 or 17 and the DC reaches 13.
Does a Bladesinger need a different array?
Yes. Bladesong adds the Intelligence modifier to Armour Class and the attacks use Dexterity, so it is the one Wizard build that wants two 15s: Dexterity 15, Intelligence 15, Constitution 14, with Wisdom at 10.
Where to go next
- Artificer — The other Intelligence caster, with armour proficiency that changes the Dexterity answer.
- Fighter — Eldritch Knight and the Fighter/Wizard dip both turn on the same Intelligence threshold.
- Every array on this page is a plain 27-point spread, so you can see what each point costs and see each step priced as you go.