5e Point Buy Calculator

The most powerful D&D 5e point buy calculator on the internet. 50+ races, all 13 classes, 2014 and 2024 rules.

Free to Use No Sign-Up 2014 & 2024 Rules Shareable Builds Export to PDF
Calculator methodology: Implements the official cost table from the 2014 PHB (p. 13) and 2024 PHB (p. 37). Racial bonuses sourced from official WotC publications. Full methodology →

Point Buy Calculator

Quick Fill

AbilityScoreRaceTotalModCost
STR
-
8
-1
0
DEX
-
8
-1
0
CON
-
8
-1
0
INT
-
8
-1
0
WIS
-
8
-1
0
CHA
-
8
-1
0
0/ 27points
27 Remaining
Shortcuts: 1-6 focus stat · R reset · S save

Build Summary

0/27 pts
StatScoreModSave
STR
8-1
DEX
8-1
CON
8-1
INT
8-1
WIS
8-1
CHA
8-1
Total modifier sum-6 across all stats
Suboptimal
Some stats are lower than recommended for most builds.
Athletic skirmisher — built for finesse martial classes like Fighter or Monk
Key Skills
Perception-1
Stealth-1
Athletics-1
Persuasion-1
Arcana-1
Survival-1

Compare Builds

Load two saved builds and compare them side-by-side.

Save at least 2 builds to compare them side-by-side

Saved Builds

Your builds are saved locally in your browser — no account needed.

Saved Builds

No saved builds yet

Build something and hit Save!

Race Reference

Browse all 50+ official races. Click 'Use This Race' to apply it to your current build.

Human

Standard
PHB
2014: undefined +1, undefined +1, undefined +1, undefined +1, undefined +1, undefined +12024: Flexible

The most versatile and widespread race in the multiverse. Humans are adaptable, ambitious, and found in every corner of every world, making them natural leaders and generalists in any adventuring party.

Extra languageNo darkvisionBonus feat
Good for: Fighter, Rogue, Cleric

Human

Variant
PHB
2014: undefined +1, undefined +12024: Flexible

Variant Humans trade the broad stat increases for a flexible +1/+1 and a free feat at 1st level — making them one of the strongest race options in any min-max build. The free feat opens the door to powerful combos from session one.

Free feat at 1st levelFlexible +1/+1 ASIExtra skill proficiency
Good for: Fighter, Paladin, Rogue

Elf

High Elf
PHB
2014: undefined +2, undefined +12024: Flexible

High elves are graceful, long-lived beings with a deep connection to arcane magic and a keen intellect. Their centuries of learning and natural magical affinity make them exceptional wizards and arcanists.

Darkvision 60ftFey AncestryTrance
Good for: Wizard, Rogue, Fighter

Elf

Wood Elf
PHB
2014: undefined +2, undefined +12024: Flexible

Wood elves are fleet-footed and stealthy hunters of the deep forest. Their enhanced senses and natural camouflage make them exceptional rangers and scouts, blending into natural environments with ease.

Darkvision 60ftFey AncestryTrance
Good for: Ranger, Druid, Rogue

Elf

Drow
PHB
2014: undefined +2, undefined +12024: Flexible

Born in the lightless depths of the Underdark, drow are both feared and fascinating. Their innate magical gifts and superior darkvision come at a steep cost — sunlight sensitivity that can be a serious tactical disadvantage on the surface.

Superior Darkvision 120ftFey AncestrySunlight Sensitivity
Good for: Rogue, Warlock, Ranger

Elf

Sea Elf
MToF
2014: undefined +2, undefined +12024: Flexible

Sea elves have claimed the ocean depths as their home for millennia. Adapted for life underwater, they can breathe both air and water and move effortlessly through aquatic environments that would challenge other races.

Darkvision 60ftFey AncestryChild of the Sea
Good for: Fighter, Ranger, Druid

Elf

Eladrin
MToF
2014: undefined +2, undefined +12024: Flexible

Eladrin are elves with a strong connection to the Feywild and the magic that suffuses that plane. Shifting between four seasonal aspects, each eladrin can teleport short distances using their Fey Step ability — making them elusive combatants.

Darkvision 60ftFey AncestryFey Step
Good for: Wizard, Warlock, Fighter

Dwarf

Hill Dwarf
PHB
2014: undefined +2, undefined +12024: Flexible

Hill dwarves are known throughout the realms for their incredible endurance and stubborn wisdom. Their extra hit points from Dwarven Toughness stack with Constitution bonuses, making them among the heartiest creatures at the table.

Darkvision 60ftDwarven ResilienceDwarven Combat Training
Good for: Cleric, Fighter, Paladin

Dwarf

Mountain Dwarf
PHB
2014: undefined +2, undefined +22024: Flexible

Mountain dwarves are the most physically imposing of their kin, bred in high-altitude fortresses for generations of warfare. Their unusual double ASI to STR and CON makes them exceptional frontline fighters right from level 1.

Darkvision 60ftDwarven ResilienceDwarven Combat Training
Good for: Fighter, Barbarian, Paladin

Dwarf

Duergar
MToF
2014: undefined +2, undefined +12024: Flexible

Duergar are the grim, grey-skinned dwarves of the Underdark, scarred by centuries of enslavement to mind flayers. Their psionic powers — innate enlargement and invisibility — make them surprisingly versatile despite their dour nature.

Superior Darkvision 120ftDuergar MagicPsionic Fortitude
Good for: Fighter, Barbarian, Cleric

Halfling

Lightfoot
PHB
2014: undefined +2, undefined +12024: Flexible

Lightfoot halflings are the quintessential rogues and wanderers — small, naturally lucky, and adept at hiding behind larger companions. Their Naturally Stealthy trait lets them use Medium creatures as cover, a genuinely powerful tactical ability.

LuckyBraveHalfling Nimbleness
Good for: Rogue, Bard, Ranger

Halfling

Stout
PHB
2014: undefined +2, undefined +12024: Flexible

Stout halflings are the hardier branch of their race, showing possible dwarven blood somewhere in the line. Their poison resistance and CON bonus make them surprisingly durable for a Small race, excelling in frontline builds where small size isn't a drawback.

LuckyBraveHalfling Nimbleness
Good for: Rogue, Fighter, Ranger

Halfling

Ghostwise
SCAG
2014: undefined +2, undefined +12024: Flexible

Ghostwise halflings are reclusive and deeply attuned to nature and the whispers of the spiritual world. Unique among halflings, they can communicate telepathically — a rare and valuable trait for coordinating in stealth or bypassing language barriers entirely.

LuckyBraveHalfling Nimbleness
Good for: Ranger, Druid, Rogue

Dragonborn

PHB
2014: undefined +2, undefined +12024: Flexible

Dragonborn are proud, honor-bound warriors who carry draconic power in their very blood. Their breath weapon provides a reliable AoE damage option from level 1, and their damage resistance complements frontline builds throughout the entire campaign.

Breath WeaponDamage ResistanceDraconic Ancestry
Good for: Paladin, Fighter, Barbarian

Gnome

Forest
PHB
2014: undefined +2, undefined +12024: Flexible

Forest gnomes are tiny tricksters who blend curiosity with a natural connection to woodland creatures. Their Minor Illusion cantrip and ability to speak with small animals give them unusual utility and role-play options not found on most other races.

Darkvision 60ftGnome CunningNatural Illusionist
Good for: Ranger, Druid, Wizard

Gnome

Rock
PHB
2014: undefined +2, undefined +12024: Flexible

Rock gnomes are the tinkerers and inventors of the gnome world, obsessed with clockwork contraptions and mechanical curiosities. Their Artificer's Lore and Tinker traits give them reliable utility even before they gain class features.

Darkvision 60ftGnome CunningArtificer's Lore
Good for: Wizard, Artificer, Cleric

Gnome

Deep (Svirfneblin)
MOTM
2014: undefined +2, undefined +12024: Flexible

Deep gnomes are the Underdark cousins of surface gnomes — stealthy, resilient survivors adapted to the darkest depths. Stone Camouflage and superior darkvision make them among the most effective stealth-based builds in the game.

Superior Darkvision 120ftGnome CunningStone Camouflage
Good for: Rogue, Ranger, Wizard

Half-Elf

PHB
2014: undefined +22024: Flexible

Half-elves are the social bridges of the multiverse — charming, adaptable, and welcome in nearly every culture. The unique +2 CHA plus two flexible +1s, combined with two extra skill proficiencies, gives them one of the most versatile stat arrays in 5e.

Darkvision 60ftFey AncestrySkill Versatility
Good for: Bard, Paladin, Warlock

Half-Orc

PHB
2014: undefined +2, undefined +12024: Flexible

Half-orcs are survivors, forged in conflict and hardened by a lifetime of overcoming adversity. Relentless Endurance — dropping to 1 HP instead of 0 once per long rest — is one of the most powerful defensive traits in the entire game.

Darkvision 60ftMenacingRelentless Endurance
Good for: Barbarian, Fighter, Paladin

Tiefling

Standard (Asmodeus)
PHB
2014: undefined +1, undefined +22024: Flexible

The mark of Asmodeus runs through standard tieflings — hellfire in their veins and infernal charm in their smile. Their innate fire spells scale naturally as they level, providing reliable damage options that supplement any caster's spell slots.

Darkvision 60ftHellish ResistanceInfernal Legacy
Good for: Warlock, Sorcerer, Paladin

Tiefling

Bloodline Variants
MToF
2014: undefined +22024: Flexible

Tiefling variants from Mordenkainen's Tome of Foes trace their heritage to different archdevils — Baalzebul, Dispater, Fierna, Glasya, Levistus, Mammon, Mephistopheles, or Zariel — each providing different spell lists and secondary ASIs tailored to specific builds.

Darkvision 60ftHellish ResistanceVariant-specific spellcasting based on archdevil bloodline
Good for: Warlock, Sorcerer, Bard

Aasimar

MOTM
2014: undefined +22024: Flexible

Aasimar are touched by divine radiance, carrying a sliver of celestial power within their mortal forms. Their healing hands, radiant damage options, and transformative forms make them outstanding for any build wanting a mix of support and burst damage.

Darkvision 60ftCelestial ResistanceHealing Hands
Good for: Paladin, Cleric, Warlock

Genasi

Air
MOTM
2014: undefined +2, undefined +12024: Flexible

Air genasi carry the winds of the Elemental Plane of Air within them. Their ability to hold their breath indefinitely and cast Levitate as a free action makes them excellent mobile skirmishers who can bypass ground-based hazards entirely.

Unending BreathMingle with the WindLightning Resistance
Good for: Monk, Ranger, Rogue

Genasi

Earth
MOTM
2014: undefined +2, undefined +12024: Flexible

Earth genasi are ponderous and powerful, their skin sometimes resembling stone or iron ore. Pass Without Trace as a free daily spell is surprisingly strong utility for a typically heavy race, and their strength makes them excellent melee combatants.

Earth WalkMerge with Stone
Good for: Fighter, Barbarian, Paladin

Genasi

Fire
MOTM
2014: undefined +1, undefined +22024: Flexible

Fire genasi crackle with barely-contained elemental energy, their body temperatures running unnaturally hot. Darkvision paired with fire resistance and access to the Produce Flame cantrip makes them strong Druid or Sorcerer options.

Darkvision 60ftFire ResistanceReach to the Blaze
Good for: Sorcerer, Druid, Fighter

Genasi

Water
MOTM
2014: undefined +1, undefined +22024: Flexible

Water genasi flow between two worlds — equally at home on land and beneath the waves. Their swim speed, water breathing, and cold resistance combine to make them exceptional aquatic combatants and Underdark explorers.

Swim speed 30ftAmphibiousAcid Resistance
Good for: Druid, Cleric, Ranger

Goliath

MOTM
2014: undefined +2, undefined +12024: Flexible

Goliaths are towering mountain-born warriors who view life as a constant competition worth mastering. Stone's Endurance — reducing damage by 1d12+CON once per short rest — gives them exceptional durability that makes them among the toughest frontliners in any party.

Stone's EndurancePowerful BuildMountain Born
Good for: Barbarian, Fighter, Paladin

Tabaxi

MOTM
2014: undefined +2, undefined +12024: Flexible

Tabaxi are cat-folk driven by insatiable curiosity and wanderlust. Feline Agility — doubling movement speed for a turn — is one of the most burst-movement abilities in 5e, enabling hit-and-run tactics that few enemies can counter effectively.

Darkvision 60ftFeline AgilityCat's Claws
Good for: Rogue, Ranger, Monk

Firbolg

MOTM
2014: undefined +2, undefined +12024: Flexible

Firbolgs are gentle giant-kin who prefer the company of forests and animals over civilization. Their powerful utility kit — Speech of Beast and Leaf, Disguise Self, Detect Magic, Hidethemselves, and Powerful Build — makes them the most versatile support race available.

Firbolg MagicHidden StepPowerful Build
Good for: Druid, Cleric, Ranger

Kenku

MOTM
2014: undefined +2, undefined +12024: Flexible

Kenku are flightless, cursed corvids who can only communicate through mimicry. What they lack in original speech, they make up for with Expert Forgery and exceptional skill in Deception and Stealth — making them ideal for intrigue-heavy campaigns.

Expert ForgeryKenku RecallMimicry
Good for: Rogue, Ranger, Monk

Triton

MOTM
2014: undefined +1, undefined +1, undefined +12024: Flexible

Tritons are proud guardians of the ocean depths, their civilization ancient and their bearing aristocratic. Their triple +1 ASI in a combat spread, swim speed, and underwater adaptation make them strong across multiple builds, especially in nautical campaigns.

Swim speed 30ftAmphibiousEmissary of the Sea
Good for: Paladin, Fighter, Cleric

Yuan-Ti Pureblood

MOTM
2014: undefined +1, undefined +22024: Flexible

Yuan-ti purebloods appear mostly human while carrying potent serpentine magic within them. Magic Resistance — giving advantage on ALL saving throws against spells — is an extraordinarily powerful defensive trait that remains valuable through every tier of play.

Darkvision 60ftMagic ResistancePoison Immunity
Good for: Warlock, Sorcerer, Bard

Tortle

MOTM
2014: undefined +2, undefined +12024: Flexible

Tortles are nomadic tortoise-folk with natural armor that makes them uniquely suited to classes that normally struggle with AC. A Tortle Monk or Barbarian begins with AC 17 from Shell Defense — without spending a single point on DEX or CON.

Natural ArmorShell DefenseClaws
Good for: Barbarian, Monk, Fighter

Lizardfolk

MOTM
2014: undefined +2, undefined +12024: Flexible

Lizardfolk are cold-blooded reptilians who view existence with a detached, survivalist pragmatism. Their Cunning Artisan trait lets them craft weapons and shields from slain enemies, and their natural armor paired with Bite attacks makes them capable unarmored melee builds.

Natural ArmorBiteCunning Artisan
Good for: Ranger, Druid, Barbarian

Aarakocra

MOTM
2014: undefined +2, undefined +12024: Flexible

Aarakocra are avian sky warriors from the Elemental Plane of Air, granting them the rare ability to fly at 1st level. A flying speed from level 1 is one of the most powerful racial traits in the game — though many DMs restrict this in dungeon-heavy campaigns.

Flight speed 50ftTalons
Good for: Monk, Ranger, Fighter

Bugbear

MOTM
2014: undefined +2, undefined +12024: Flexible

Bugbears are hulking, hairy goblinoids who favor ambush over honorable combat. Surprise Attack — dealing an extra 2d6 damage when hitting a surprised creature — synergizes powerfully with Rogue's Sneak Attack for devastating first-turn opening strikes.

Darkvision 60ftLong-LimbedPowerful Build
Good for: Rogue, Barbarian, Fighter

Goblin

MOTM
2014: undefined +2, undefined +12024: Flexible

Goblins are scrappy, cunning opportunists who survive through speed and trickery. Fury of the Small — once per short rest adding your proficiency bonus to damage against a creature larger than you — offers reliable damage scaling at low cost throughout any campaign.

Darkvision 60ftFury of the SmallNimble Escape
Good for: Rogue, Ranger, Fighter

Hobgoblin

MOTM
2014: undefined +2, undefined +12024: Flexible

Hobgoblins are disciplined, militaristic goblinoids who excel in organized warfare. Fortune from the Many — adding allies adjacent to your target to your damage once per short rest — rewards party-based tactics and makes them exceptional in coordinated groups.

Darkvision 60ftFey AncestryFortune from the Many
Good for: Fighter, Paladin, Artificer

Kobold

MOTM
2014: undefined +2, undefined +12024: Flexible

Kobolds are tiny draconic opportunists who compensate for their small stature with pack tactics and draconic cunning. Draconic Cry gives your whole party advantage on attacks for a round — a powerful action in any group fight situation.

Darkvision 60ftDraconic CryDragon Mind
Good for: Rogue, Fighter, Sorcerer

Orc

MOTM
2014: undefined +2, undefined +12024: Flexible

Orcs in 2021's updated lore are fierce but not evil by nature — powerful warriors shaped by Gruumsh's blessing. Adrenaline Rush lets them Dash as a bonus action and gain temporary HP, making them excellent aggressive frontliners who can close distance and stay healthy.

Darkvision 60ftAdrenaline RushPowerful Build
Good for: Barbarian, Fighter, Paladin

Centaur

MOTM
2014: undefined +2, undefined +12024: Flexible

Centaurs are powerful half-human, half-horse beings who charge into battle with devastating force. Their Charge ability deals extra damage when they move at least 30ft before attacking, and they can carry Medium creatures as mounts — a unique tactical advantage.

Equine BuildChargeHooves
Good for: Barbarian, Paladin, Ranger

Loxodon

GGtR
2014: undefined +2, undefined +12024: Flexible

Loxodons are wise, patient elephant-folk who bring natural armor and remarkable composure to any party. Their powerful trunk provides hands-free utility, and Loxodon Serenity gives them advantage on charm and fear effects — a strong support-caster racial package.

Natural ArmorTrunkKeen Smell
Good for: Cleric, Paladin, Druid

Minotaur

MOTM
2014: undefined +2, undefined +12024: Flexible

Minotaurs are powerful bull-headed warriors with an innate talent for navigation and labyrinthine combat. Their Goring Rush — a bonus action gore attack after dashing — gives them free additional attacks without spending main action resources.

HornsGoring RushHammering Horns
Good for: Barbarian, Fighter, Paladin

Simic Hybrid

GGtR
2014: undefined +2, undefined +12024: Flexible

Simic Hybrids are the result of Ravnica's biomancer experiments, fusing human (or elf/vedalken) forms with animal traits. Their fully customizable Animal Enhancement at levels 1 and 5 makes them perhaps the most adaptable race in the game for optimizing specific builds.

Darkvision 30ftAnimal Enhancement
Good for: Fighter, Ranger, Monk

Vedalken

GGtR
2014: undefined +2, undefined +12024: Flexible

Vedalken are methodical blue-skinned scholars obsessed with the perfection of their craft. Vedalken Dispassion gives them advantage on all INT, WIS, and CHA saving throws — an extraordinarily broad saving throw bonus that includes the most common mental saves in the game.

Vedalken DispassionTireless PrecisionPartially Amphibious
Good for: Wizard, Artificer, Cleric

Warforged

MOTM
2014: undefined +22024: Flexible

Warforged are constructs built for war and struggling to find purpose in peace. Integrated Protection — adding a +1 to any worn armor — means they always have marginally better AC than comparable builds, and their immunity to disease plus advantage on poison saves makes them remarkably resilient.

Integrated ProtectionConstructed ResilienceSentry's Rest
Good for: Fighter, Artificer, Paladin

Changeling

MOTM
2014: undefined +22024: Flexible

Changelings are natural shapeshifters who can alter their physical form at will, making them extraordinary infiltrators and social manipulators. Shapechanger is among the most roleplay-enabling traits in all of 5e — and it has genuine mechanical applications in investigation and intrigue.

ShapechangerChangeling Instincts
Good for: Rogue, Bard, Warlock

Kalashtar

MOTM
2014: undefined +1, undefined +22024: Flexible

Kalashtar are humans merged with quori spirits, granting them psionic abilities and exceptional mental fortitude. Mind Link provides free telepathy with creatures you touch — valuable utility — and Mental Discipline gives advantage on WIS saves, one of the most important defensive saves in the game.

Dual MindMental DisciplineMind Link
Good for: Monk, Cleric, Paladin

Shifter

MOTM
2014: undefined +2, undefined +12024: Flexible

Shifters are the descendants of lycanthropes who can briefly tap into their bestial nature. Each Shifting type (Beasthide, Longtooth, Swiftstride, Wildhunt) provides different combat benefits for 1 minute per short rest, making them excellent burst-damage or survival characters.

Darkvision 60ftShiftingBestial Instincts
Good for: Barbarian, Ranger, Druid

Owlin

SCC
2014: undefined +1, undefined +22024: Flexible

Owlins are owl-humanoids from the Feywild — silent hunters with exceptional senses. Their Flight and Silent Feathers traits combine to create naturally perfect aerial assassins, approaching enemies without sound and launching devastating attacks from above.

Darkvision 120ftFlightSilent Feathers
Good for: Rogue, Ranger, Monk

Harengon

MOTM
2014: undefined +2, undefined +12024: Flexible

Harengon are rabbit-folk from the Feywild, absurdly fast and preternaturally lucky. Rabbit Hop lets them jump as a bonus action, and Lucky Footwork gives them a free d4 on failed DEX saves — a significant defensive boost that doesn't cost any resources.

Lucky FootworkRabbit HopHare-Trigger
Good for: Ranger, Rogue, Monk

Leonin

MOT
2014: undefined +2, undefined +12024: Flexible

Leonin are proud lion-folk from the sun-baked plains of Theros, fierce protectors of their prides. Daunting Roar — frightening all enemies within 10ft as a bonus action — is a powerful crowd-control ability that synergizes well with frontline builds.

Darkvision 60ftClawsHunter's Instincts
Good for: Paladin, Barbarian, Fighter

Satyr

MOTM
2014: undefined +2, undefined +12024: Flexible

Satyrs are merry, hedonistic fey of the forests, reveling in music and mischief. Magic Resistance — advantage on ALL saving throws against spells — combined with Ram unarmed attacks makes them surprisingly capable, and their bard-adjacent flavor makes them an ideal Bard race.

Magic ResistanceRamMirthful Leaps
Good for: Bard, Warlock, Rogue

Fairy

MOTM
2014: undefined +1, undefined +22024: Flexible

Fairies are tiny Feywild spirits with butterfly wings and innate magical gifts. Their flight speed from level 1 (even at Small size) combined with Fairy Magic's Druidcraft, Faerie Fire, and Enlarge/Reduce makes them excellent support casters across a wide range of classes.

Flight speed 30ftFairy MagicSpeak with Beasts and Plants
Good for: Druid, Wizard, Warlock

Hexblood

VRGtR
2014: undefined +1, undefined +22024: Flexible

Hexbloods are mortals who have made a bargain with a hag, gaining fey-touched supernatural gifts at mysterious cost. Hex Magic provides free Disguise Self and Hex without spell slots, while Eerie Token — a detachable body part — can serve as a communication relay.

Darkvision 60ftEerie TokenHex Magic
Good for: Warlock, Sorcerer, Druid

Reborn

VRGtR
2014: undefined +2, undefined +12024: Flexible

Reborn are mortals brought back from death, carrying fragments of their past life and an unnatural resilience. Faded Memories and Knowledge from a Past Life provide extraordinary skill utility, while Deathless Nature grants sleep immunity, disease immunity, and reduced hunger/thirst requirements.

Darkvision 60ftDeathless NatureKnowledge from a Past Life
Good for: Cleric, Paladin, Wizard

Plasmoid

LoX
2014: undefined +2, undefined +12024: Flexible

Plasmoids are amorphous ooze-folk from the Astral Plane, able to reshape their bodies at will. Amorphous lets them squeeze through any space large enough for a Tiny creature — making them effectively immune to grapple-by-enclosure — and they can extend pseudopods for reach attacks.

AmorphousFluidic BodyOoze Resilience
Good for: Rogue, Monk, Ranger

Thri-kreen

LoX
2014: undefined +2, undefined +12024: Flexible

Thri-kreen are insectoid warriors with four arms and natural camouflage abilities. Their Secondary Arms provide extra item-holding capability without using their main hands, and Chameleon Carapace lets them turn invisible as an action once per short rest.

Darkvision 60ftChameleon CarapaceSecondary Arms
Good for: Monk, Fighter, Ranger

Autognome

LoX
2014: undefined +2, undefined +12024: Flexible

Autognomes are clockwork constructs built in gnomish form, granted a spark of sentience. As construct creatures, they have extraordinary resistances: immunity to disease, no need for food/air/sleep, and advantage on death saves. They can also be repaired with the Mending spell.

Constructed ResilienceSentry's RestSpecialized Design
Good for: Artificer, Fighter, Wizard

Class Reference

All 13 classes with stat priorities and ideal point buy arrays. 'Optimize' applies the recommended array.

Barbarian

d12 hit die · STR/CON saves
⚔️
STRCONDEXWISINTCHA

Barbarians are damage-soaking frontliners who rely on raw STR and CON to wade through enemy lines. Unarmored Defense (10 + DEX + CON) means DEX and CON both contribute to AC while raging. Most Barbarians go STR/CON/DEX, leaving INT and CHA as dump stats. Totem/Berserker subclasses have slightly different secondary priorities but STR primary is universal.

Max STR to 15 before racial ASI. CON at 14 minimum (15 with racial for d10+ HP per level). DEX at 13 for AC in Unarmored...
STR
15
DEX
13
CON
14
INT
8
WIS
12
CHA
8

Bard

d8 hit die · DEX/CHA saves
🎵
CHADEXCONWISINTSTR

Bards are the ultimate party face and jack-of-all-trades. CHA drives all their spellcasting and most social skills. DEX determines AC in light armor. CON matters for concentration saves — any serious caster needs at least 14. WIS helps with Perception (often your highest passive skill). INT can safely dump to 8.

CHA to 15 before racial ASI is non-negotiable — your spell save DC depends on it. DEX at 14. CON at 13 for concentration...
STR
8
DEX
14
CON
13
INT
10
WIS
12
CHA
15

Cleric

d8 hit die · WIS/CHA saves
WISCONSTRINTCHADEX

Clerics are divine half-casters (full-casters with martial options) built around WIS for spell DCs and melee clerics want STR for weapon attacks. Heavy armor proficiency from most subclasses removes the need for DEX investment. CON matters greatly for concentration spells and HP longevity. INT and DEX are typically safe dump stats.

WIS at 15 for maximum spell DC. CON at 14. STR at 14 if planning melee (especially with heavy armor). DEX at 8 (wearing ...
STR
14
DEX
8
CON
14
INT
10
WIS
15
CHA
12

Druid

d8 hit die · INT/WIS saves
🌿
WISCONDEXINTSTRCHA

Druids are WIS-primary spellcasters with unique Wild Shape utility. Moon Druids can dump STR entirely since they'll be animals anyway. Spore/Stars Druids care more about their own stats since they stay humanoid. DEX is important in light/medium armor since Druids can't wear metal. CON always matters for concentration.

WIS to 15 (max pre-racial). CON to 13 minimum. DEX to 14 for armor class in medium armor. Moon Druid can dump STR to 8 f...
STR
8
DEX
14
CON
13
INT
12
WIS
15
CHA
10

Fighter

d10 hit die · STR/CON saves
🛡️
STRCONDEXWISINTCHA

Fighters are the most flexible combat class. STR fighters wear heavy armor and use two-handed or sword-and-board. DEX fighters (finesse) dump STR entirely and rely on light armor. CON is critical regardless — Action Surge puts you in danger longer. Battle Masters want INT/WIS slightly higher for flavor but mechanically it barely matters.

STR to 15, CON to 14, DEX to 13 (for medium armor AC). Dump INT and CHA to 8 unless playing Eldritch Knight. Eldritch Kn...
STR
15
DEX
13
CON
14
INT
8
WIS
12
CHA
8

Monk

d8 hit die · STR/DEX saves
👊
DEXWISCONSTRINTCHA

Monks are the most stat-hungry class in 5e — they want DEX, WIS, AND CON all reasonably high. Unarmored Defense (10 + DEX + WIS) means both DEX and WIS contribute to AC. Ki-save DCs scale with WIS. DEX drives attack rolls. CON keeps you alive in your no-armor style. This makes Monks one of the hardest classes to optimize with point buy.

The hard truth: Monks need DEX 15, WIS 15, CON 14. That's expensive at 27 points. Compromise: DEX 15, WIS 14, CON 14 — a...
STR
8
DEX
15
CON
14
INT
8
WIS
14
CHA
10

Paladin

d10 hit die · WIS/CHA saves
STRCHACONWISDEXINT

Paladins are dual-primary characters needing both STR for weapon attacks and CHA for spell DCs, Auras, and Divine Smite decision-making. This is a genuinely stat-hungry class. Heavy armor means DEX can safely dump to 8. INT is a true dump stat. The classic Paladin split puts STR 15, CHA 14, CON 13, which just works with a 27-point buy.

STR to 15 and CHA to 14 is the non-negotiable core. CON to 13 minimum. DEX to 8 (full plate armor). INT to 8. WIS to 12 ...
STR
15
DEX
8
CON
13
INT
8
WIS
12
CHA
14

Ranger

d10 hit die · STR/DEX saves
🏹
DEXWISCONINTSTRCHA

Rangers are DEX-based skirmishers with spell casting from WIS. Two-weapon fighting Rangers want DEX maxed hard. Archery Rangers need DEX for attack but can afford slightly lower WIS. CON matters for concentration on the many Hunter's Mark/Zephyr Strike builds. STR can safely dump to 8 for archery builds.

DEX to 15 pre-racial. WIS to 14. CON to 13. STR to 8 for archery (dump). INT to 10 for Nature checks. Remaining points t...
STR
8
DEX
15
CON
13
INT
10
WIS
14
CHA
10

Rogue

d8 hit die · DEX/INT saves
🗡️
DEXCONINTWISCHASTR

Rogues need DEX above all else — it drives attacks, damage, stealth, and AC. Arcane Tricksters specifically need INT for spells (13+ minimum, 14 recommended). CON provides HP and Uncanny Dodge durability. WIS matters for Perception (Rogues are often scouts). Most Rogues can safely dump STR and CHA to 8.

DEX to 15 is mandatory — this is your primary everything stat. CON to 14 for HP and Constitution saves. INT to 13 (Arcan...
STR
8
DEX
15
CON
14
INT
13
WIS
12
CHA
10

Sorcerer

d6 hit die · CON/CHA saves
CHACONDEXWISINTSTR

Sorcerers are glass-cannon blasters built entirely around CHA for spell attack rolls and save DCs. CON is critical for concentration and survivability (d6 hit die is brutal). DEX at 14 gives decent AC in light armor. INT can safely dump. WIS stays around 12 for Perception. The Sorcerer wants maximum CHA and maximum CON — a genuinely expensive ask in point buy.

CHA to 15, CON to 14, DEX to 14. This uses your entire 27-point budget cleanly. Dump STR to 8, INT to 8. WIS to 12 if yo...
STR
8
DEX
14
CON
14
INT
8
WIS
12
CHA
15

Warlock

d8 hit die · WIS/CHA saves
👁️
CHACONDEXWISINTSTR

Warlocks are CHA-dependent pact casters who recover spell slots on short rests. Nearly identical to Sorcerer in stat priority. CON matters for concentration on Hex and other bread-and-butter spells. DEX provides AC. The Hexblade patron specifically uses CHA for weapon attacks via Hex Warrior, making CHA their only combat stat — allowing complete DEX investment into CON instead.

CHA to 15. CON to 14. DEX to 14 (non-Hexblade). Hexblade: CHA 15, CON 15, DEX 10 — use CHA for weapon attacks and dump D...
STR
8
DEX
14
CON
14
INT
8
WIS
12
CHA
15

Wizard

d6 hit die · INT/WIS saves
📚
INTCONDEXWISCHASTR

Wizards live and die by INT — it powers their attack rolls, save DCs, and most INT skills they'll need. CON matters enormously: concentration on Concentration spells is often the difference between winning and losing encounters. DEX provides AC in light armor. STR and CHA are near-pure dump stats for most Wizard builds across all subclasses.

INT to 15, CON to 14, DEX to 14. Dump STR to 8 and CHA to 8. This is a clean 27-point allocation. WIS to 12 if you have ...
STR
8
DEX
14
CON
14
INT
15
WIS
12
CHA
10

Artificer

d8 hit die · CON/INT saves
⚙️
INTCONDEXWISSTRCHA

Artificers are INT-based half-casters who also serve as healers, buffers, and infusion masters. INT controls infusion and spell DCs. CON matters for concentration. Battle Smith and Armorer sub-specs can use INT for weapon attacks via their level 3 features, making INT the only combat stat. DEX at 14 works with medium armor proficiency for reasonable AC.

INT to 15, CON to 14, DEX to 14. Dump STR, CHA to 8. WIS to 10. Battle Smith and Armorer: can move DEX points to WIS/CON...
STR
8
DEX
14
CON
14
INT
15
WIS
10
CHA
8

What Is 5e Point Buy?

Point buy is one of three official ability score generation methods in D&D 5e — alongside the standard array and rolling dice. Instead of accepting a fixed set of numbers or gambling on random rolls, you receive a budget of 27 points to distribute however you choose across your six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Every score begins at 8. Raising a score costs points, and higher scores cost more per step. Moving a score from 8 to 13 costs 1 point per step — five points total. But pushing from 13 to 14 costs 2 points, and 14 to 15 costs another 2 points. That nonlinear cost is the entire puzzle of point buy optimization: you're deciding whether two 14s are better than one 15 and one 13, and the answer depends entirely on your class.

The maximum base score before racial bonuses is 15. With racial bonuses, you can reach 17 from a single +2 racial bonus on top of a 15 base. Your final score can reach 20 through Ability Score Improvements at levels 4, 8, 12, 16, and 19 — but that starts here, at character creation, with your 27 points.

Point buy is the preferred method for Adventurers League and organized play because it produces deterministic, fair results across all players at the table. Unlike rolling, where one player might get three 18s and another get a highest score of 14, point buy guarantees equal budgets. Your character's power comes from how well you allocate those points — and that's where this calculator comes in.

The D&D community on forums like r/3d6 and r/DnDNext has debated point buy optimization for a decade. The consensus: point buy rewards preparation. A player who understands the cost table, their class's primary stats, and the synergy between racial bonuses and base scores will consistently produce stronger characters than someone who rolls — not because rolling is bad, but because point buy lets you plan exactly what you need.

Official Point Buy Cost Table (2014 & 2024 PHB)

Both the 2014 and 2024 Player's Handbook use the same cost table. The costs are cumulative — a score of 14 costs 7 points total from the baseline of 8, not 7 additional points from 13.

Score89101112131415
Total Cost01234579
Modifier-1-1+0+0+1+1+2+2

Notice that scores 8 and 9 both give a −1 modifier, and scores 10 and 11 both give +0. This means odd scores are usually inefficient — spending 1 point to go from 9 to 10 gives you no modifier improvement, just a psychological round number. The exception is when you have an odd racial bonus coming: a 13 base + racial +1 = 14 total, which gives +2 modifier. In those cases, buying the 13 is exactly right.

The steepest jump is 13→14 (2 points for +1 modifier improvement) and 14→15 (2 more points for no additional modifier gain over 14, but sets up a +2 racial or ASI to reach 16 for +3). A score of 15 costs 9 points — one-third of your entire budget. Most optimized builds put exactly one or two stats at 15.

2014 PHB vs 2024 PHB: What Changed for Point Buy

The point buy mechanics themselves — 27 points, the same cost table, scores from 8 to 15 — are identical in 2014 and 2024. What changed dramatically is how racial bonuses interact with those scores.

In the 2014 Player's Handbook, your race determines your Ability Score Improvements. A Half-Elf gets +2 CHA and +1 to any two other scores — no exceptions. A Hill Dwarf gets +2 CON and +1 WIS. A Half-Orc gets +2 STR and +1 CON. These fixed bonuses mean choosing a race is directly tied to optimizing your class: if you want to play a CHA-primary Warlock, Half-Elf is often the strongest pick because of that guaranteed +2 CHA.

The 2024 Player's Handbook changed this entirely. Racial ASIs were moved to Backgrounds. Every character gets +2 to one ability score and +1 to a different ability score from their background — and you choose which scores to apply those bonuses to freely. Your species (race) no longer gives any ability score bonuses at all. Instead, species now provide traits, features, and resistances only.

This is the same change Tasha's Cauldron of Everything introduced as an optional rule in 2020, now made the default. Many tables — especially home games — adopted the Tasha's floating ASI rule years ago. Our calculator supports both rule sets: toggle "2014 Rules" or "2024 Rules" at the top of the calculator.

For Adventurers League: AL uses the 2014 core rules for legacy campaigns. For the new campaign content using the 2024 PHB, check your specific AL documentation for the current rules set, as AL policy updates with each new season.

Point Buy vs Standard Array — Which Should You Use?

The standard array gives you six fixed values — 15, 14, 13, 12, 10, 8 — assigned to any six stats in any order. Point buy gives you 27 points to build whatever array you want within the constraints. Both are legal in Adventurers League; rolling is not.

The total of the standard array is 72 points worth of stats. A fully optimized 27-point buy array (e.g., 15/15/13/10/8/8 or similar) also sums close to 72 depending on allocation. The difference is flexibility — not raw power.

Use point buy when: your class needs two stats both at 14 or higher (like a Paladin needing STR and CHA, or a Ranger needing DEX and WIS), or when your racial bonuses line up to push two 13-base scores to 14. The standard array gives you one 15 and one 14; point buy lets you have two 15s if you're willing to dump heavily.

Use standard array when: you're new to the game and don't want to spend session zero doing math, or when your class has a clean single primary stat (Wizard INT, Barbarian STR) where the one 15 is enough. It's also faster — drag the numbers to their spots and you're done.

For the optimization-focused player, point buy is strictly superior in flexibility. You can construct arrays the standard array can't produce: two 15s at the cost of two 8s, three 13s across primary stats, or a deliberately high-floor build (nothing below 10) by investing 22 points into six scores of 11/11/11/11/11/11 and pocketing the remaining 5 for one standout stat. None of these are achievable with the standard array.

Point Buy vs Rolling Stats (4d6 Drop Lowest)

Rolling stats (4d6, drop the lowest die, sum the remaining three — for each of six scores) is the most cinematic method. You might roll three 18s and feel like a demigod. You might roll a 6 as your highest stat and question your life choices. That variance is the entire point for tables that choose rolling.

The average roll from 4d6 drop lowest is approximately 12.24 per stat — a total of about 73.5 across six scores. That's slightly better than the standard array's 72. But "average" is the key word. The distribution is wide: some sets come in at 52 total, some at 90+. Point buy produces consistent totals in the 72–78 range depending on allocation.

The optimization argument for point buy: you can guarantee your primary stat is at least 15 before racial bonuses. With rolling, there's a real chance your highest roll is a 13. Point buy removes the floor risk while also removing the ceiling excitement. You'll never have STR 18 at level 1, but you'll never have STR 10 on your Barbarian either.

When rolling makes sense: casual tables where everyone is rolling, because consistency across the party matters more than any individual's results. Rolling becomes problematic when player A rolls 18/16/15/14/13/10 and player B rolls 14/12/11/10/9/8 — they're playing the same game but in fundamentally different power brackets.

Our 4d6 stat roller tool lets you roll stats, compare the result to a comparable point buy array, and see how your rolled stats would perform against the standard array. Most experienced players use it to simulate rolls before committing to the method for a new campaign.

Best Point Buy Arrays by Class (Quick Reference)

These are the most widely used base arrays before racial bonuses. Apply your racial +2 to your primary stat and +1 to secondary (under 2014 rules) or use your background bonuses (under 2024 rules).

Barbarian
STR 15 / CON 14 / DEX 14 / WIS 10 / INT 8 / CHA 8
Pair with Half-Orc or Goliath for STR 17, CON 15 total.
Bard
CHA 15 / CON 14 / DEX 14 / WIS 10 / INT 10 / STR 8
Half-Elf gets CHA to 17. Prioritize CON for concentration.
Cleric
WIS 15 / CON 14 / STR 13 / CHA 10 / DEX 10 / INT 8
Dex-Cleric variant swaps STR and DEX for medium armor.
Druid
WIS 15 / CON 14 / DEX 14 / INT 10 / CHA 8 / STR 8
Cannot wear metal armor — DEX matters for AC.
Fighter
STR 15 / CON 14 / DEX 13 / WIS 12 / INT 10 / CHA 8
DEX 13 enables Fighter/Rogue multiclass. Battle Master needs WIS 12+.
Monk
DEX 15 / WIS 15 / CON 13 / STR 10 / INT 8 / CHA 8
Uses 23 points — 4 left over. Monk is MAD but manageable.
Paladin
STR 15 / CHA 14 / CON 14 / WIS 10 / DEX 8 / INT 8
Hardest class for point buy — needs STR, CHA, and CON all high.
Ranger
DEX 15 / WIS 14 / CON 13 / STR 10 / INT 10 / CHA 8
STR 13 for optional Ranger/Fighter multiclass.
Rogue
DEX 15 / CON 14 / WIS 13 / INT 12 / STR 8 / CHA 10
INT 12 for Arcane Trickster. Swap CHA/INT for Swashbuckler variant.
Sorcerer
CHA 15 / CON 14 / DEX 14 / WIS 10 / INT 8 / STR 8
Same as Bard but you can dump INT harder.
Warlock
CHA 15 / CON 14 / DEX 14 / WIS 10 / INT 8 / STR 8
Hexblade pushes DEX to 15 for medium armor and melee.
Wizard
INT 15 / CON 14 / DEX 14 / WIS 12 / STR 8 / CHA 8
WIS 12 for Perception and Insight — Wizards get spotted a lot.
Artificer
INT 15 / CON 14 / DEX 13 / STR 10 / WIS 10 / CHA 8
Artillerist and Battle Smith share same array. Armorer pushes CON.

Each class page in our navigation goes deep on these arrays — sample builds, subclass adjustments, best race pairings, and the common mistakes specific to that class. Barbarian through Wizard, all 13 classes covered.

Adventurers League and Point Buy

Adventurers League (AL) is the official organized play program for D&D 5e — think of it as competitive/public-table D&D, run at game stores, conventions, and online. AL has its own character creation rules that supersede the standard PHB options in one key area: rolling stats is not allowed.

AL characters must use either point buy (27 points, standard cost table) or the standard array (15/14/13/12/10/8). This policy exists to keep all AL characters on a level playing field — if someone at your table rolled 18/17/16/15/14/13, they're simply a more powerful character than someone who rolled 14/12/11/10/9/8. AL prevents that disparity entirely.

All character options must come from AL-legal sources. Variant Human with a free feat is AL-legal. Custom Lineage from Tasha's is AL-legal. The 2024 PHB backgrounds are AL-legal for newer AL seasons. Our calculator handles all of these — just make sure you're building within the AL rules set for your specific season.

Common Point Buy Mistakes (and How to Avoid Them)

  • Forgetting racial bonuses when setting base scores. If your race gives +2 STR, you don't need to start STR at 17 in point buy — start at 15 (costs 9 pts) and let the racial bonus push to 17. Starting at 16 wastes points buying a score you can't achieve through point buy anyway (max is 15). Plan your final scores first, then subtract racial bonuses to find your base.
  • Buying odd totals that give no modifier gain. STR 13 with no racial bonus gives +1 modifier, same as STR 12. If you're not getting a racial or background bonus to push that 13 to 14, you wasted 1 point. Always check what your final post-racial total will be. Odd base scores are only worth it if a +1 bonus will land you on an even number.
  • Stacking two stats at 15. Two 15s cost 18 points — two-thirds of your entire 27-point budget, leaving only 9 points for four stats. You'd typically end up with 15/15/10/8/8/8 or similar — a setup where half your stats are at the floor. This is correct for some hyper-specialized builds (a min-maxed Barbarian with STR 17 and CON 17 after racials), but most classes need a more balanced spread.
  • Dumping CON below 14. Constitution affects three things simultaneously: your HP per level, your concentration saving throws, and Constitution saving throws (which enemies love to target against spellcasters). A spellcaster with CON 10 has a 50% chance of failing a DC 10 concentration check. CON 14 gives +2, making that same check a success 65% of the time. For casters especially, the 4 extra points for CON 14 over CON 10 is almost always worth it.
  • Ignoring saving throw proficiencies. Your class gives you two saving throw proficiencies. Strength and Constitution saves are common for martials; Wisdom and Charisma saves matter enormously for spellcasters (Wisdom targets Hold Person, Charm, and Fear; Charisma targets Banishment). If your class doesn't give WIS save proficiency, having WIS 8 means you'll fail virtually every WIS save in tier 2+. At minimum, WIS 10 is worth considering even as a "neutral" stat.
  • Not accounting for the multiclassing threshold. If you plan to multiclass, the entry requirement for your secondary class must be met. Barbarian/Rogue multiclass needs DEX 13 for the Rogue dip. Paladin/Warlock needs both STR 13 and CHA 13. Plan your base scores around these minimums — missing a 13 in a key stat blocks the entire multiclass.

Variant Human, Custom Lineage, and the Feat Decision

Variant Human (2014 PHB) and Custom Lineage (Tasha's Cauldron of Everything, 2020) are the two races that provide a free feat at character creation. This is a massive advantage in tier 1 play, where most characters don't get their first feat until level 4.

Variant Human gives +1 to two ability scores of your choice (different scores), one skill proficiency, and one feat. You choose which scores to boost, which means it fits into any class — take INT+1/CON+1 as a Wizard, or STR+1/CHA+1 as a Paladin. The two +1 bonuses are less raw ASI power than Half-Elf's +2/+1/+1, but the feat compensates at most tables.

Custom Lineage (Tasha's) is even simpler: +2 to one ability score of your choice, one feat, one skill proficiency, and either darkvision or a language. It's strictly stronger than Variant Human in stats (+2 vs two +1s) and the darkvision option is genuinely useful for dungeon-heavy campaigns. If your table allows Tasha's, Custom Lineage is worth comparing to Variant Human for any feat-centric build.

High-impact feats for point buy builds:

  • War Caster — Advantage on concentration saves, cast spells as opportunity attacks. Essential for any concentration-reliant caster. Pairs beautifully with a CON 14 base.
  • Sentinel — Stop creatures from leaving your reach, opportunity attack even when they Disengage. Changes the Fighter/Paladin control dynamic entirely in tier 1.
  • Polearm Master — Bonus action attack with the butt of a polearm + reaction attack when something enters reach. Stacks with Sentinel to create a zone of control. Requires STR focus.
  • Sharpshooter — Ignore cover, no disadvantage at long range, +10 damage at -5 to hit. Only effective with high DEX (15+) because the to-hit penalty bites hard at low attack bonuses.
  • Lucky — Three luck points per long rest, each lets you roll an additional d20 and choose which result to use on any attack, ability check, or saving throw. Widely considered one of the strongest feats in the game. Notably useful when you have odd stat totals that miss important modifier breakpoints — Lucky adds reliability without requiring you to buy up those stats.

The Feats vs ASI guide covers when to take a feat over an Ability Score Improvement at level 4 and beyond.

Frequently Asked Questions — D&D 5e Point Buy

What is the maximum stat I can start with in point buy?
15 is the maximum base score in point buy before racial or background bonuses. Adding a +2 racial bonus pushes a 15 to 17. You cannot start above 20, but 15 base + racial bonuses can get you there in some cases.
How many points do I get in 5e point buy?
27 points in both the 2014 and 2024 PHB. Some DMs run custom campaigns with 28 or 32 points for a slightly more powerful feel — our Custom Point Buy tool supports any pool size.
Can I put all 27 points into one stat?
No — the maximum base score is 15, which costs 9 points. You can't exceed 15 in any single stat before racial bonuses.
Is point buy legal in Adventurers League?
Yes — point buy and standard array are the two approved methods for AL character creation. Rolling stats is not allowed in organized play.
What is the best point buy array for a multiclass character?
Multiclass characters need to meet the entry requirement (minimum 13) in both their current class's primary stat and the new class's primary stat. A Barbarian/Rogue needs STR 13 and DEX 13 minimum, which affects how you allocate points. Use our Multiclass Prerequisites tool to check requirements.
What changed in the 2024 PHB for point buy?
The point buy mechanics (27 points, same cost table, scores 8–15) are identical. What changed is that racial ASIs moved to Backgrounds. Your species no longer gives stat bonuses — your background gives +2 to one stat and +1 to another, freely assigned.
Should I use point buy or rolling for my first character?
Point buy is recommended for new players. It removes variance, lets you plan your character deliberately, and ensures you have the stats your class needs. Rolling is more exciting but can produce weak or unbalanced characters.
What is 'dumping' a stat?
Dumping means setting a stat to 8 (the minimum) to free up points for your important stats. Common dump stats: STR for ranged characters, INT for non-Wizards, CHA for melee tanks. Dumping is often required to get two high primary stats within 27 points.
Is point buy the same as the standard array?
Similar but different. The standard array gives fixed values (15/14/13/12/10/8) assigned freely. Point buy gives 27 points to build any array within the constraints. Point buy is more flexible — it can produce arrays the standard array cannot.
Does this calculator support 2024 PHB races?
Yes. Toggle to '2024 Rules' in the calculator to use the background-based ASI system where you assign +2 and +1 freely rather than having fixed racial bonuses.
5e Point Buy CalculatorFree, fast, updated for 2024 D&D PHB.
CalculatorRacesClassesNot affiliated with Wizards of the Coast.