Point Buy Calculator 5e

Points remaining: 27 / 27

Total spent: 0 · Remaining: 27

Racial / background bonuses (optional)
Custom bonus per ability (−2 to +4)

Bonuses are free and are added after point buy. Under the 2024 rules (and Tasha's optional rule) you place +2 and +1 on two different abilities. A base 15 can reach 17 with a +2.

This is a 5e point buy calculator for the standard 27-point system. Pick a score for each ability, add racial or background bonuses, and read the modifiers straight off the table. Below the tool you'll find how the rules work, the full cost table, and example builds you can copy.

How the 5e point buy system works

Point buy is one of three ways the Player's Handbook gives you to set ability scores during character creation. The other two are the standard array and rolling dice. With point buy, each of your six abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma) starts at 8, and you get 27 points to raise them.

Before bonuses, a score can go as high as 15 and no lower than 8. Each step up costs one point until 13. The step from 13 to 14 costs two points, and so does 14 to 15. That's why a 15 costs 9 points in total while a 13 costs only 5. The pricing pushes you toward a couple of high scores and a few middling ones instead of one huge number and a pile of 8s.

Points can't be saved or traded for anything else, and leftover points are simply lost, so most players spend all 27. The calculator shows what's left at the top and won't let you go over.

Point buy cost table

ScorePoint costModifier
80−1
91−1
102+0
113+0
124+1
135+1
147+2
159+2

The modifier is the number that actually goes on your rolls. It's the score minus 10, divided by 2, rounded down. Odd scores give the same modifier as the even score below them: a 13 and a 12 are both +1. A 13 is worth buying when you plan to raise it to 14 with your first Ability Score Improvement, or when a multiclass requirement asks for it.

How to use this calculator

  1. Use + and − next to each ability, or tap the score to pick a number directly. The counter shows how many of your 27 points are left. If a step costs more than you have, the calculator stops you and tells you why.
  2. Open "Racial / background bonuses" and choose where your +2 and +1 go. The Total column and the modifier update right away, and bonuses never cost points.
  3. Press "Copy build" to paste the finished array into your character sheet, a Discord message or a D&D Beyond note. The build also stays saved in this browser.

"Standard Array" fills in 15, 14, 13, 12, 10 and 8 from Strength down. "Random build" spends all 27 points at random if you want something to start from and tweak.

Point buy vs standard array vs rolling

MethodHow it worksTotal of all sixGood for
Point buySpend 27 points on scores from 8 to 1569 to 75Players who want to choose every number
Standard arrayAssign 15, 14, 13, 12, 10, 872Quick setup and new players
Rolling 4d6Roll 4d6 and drop the lowest, six timesAbout 73 on averageTables that enjoy random, swingy characters

The standard array is one of the arrays you can make with point buy; it costs exactly 27 points. Rolling lands on about the same total on average, but the spread is much wider. One player might roll two 17s while the next has nothing above 13. If your group cares about balance, point buy or the array is the safer choice. If you'd rather roll, the stat roller shows every die so nobody has to take your word for it.

Best point buy builds

Each of these arrays costs exactly 27 points. They're listed before bonuses, so add your +2 and +1 on top.

  • Fighter: STR 15, DEX 13, CON 15, INT 8, WIS 12, CHA 8. Strength reaches 17 with a +2, Constitution keeps you standing, and 13 Dexterity is enough for initiative and Dexterity saves.
  • Wizard: STR 8, DEX 14, CON 14, INT 15, WIS 12, CHA 8. Put the +2 on Intelligence for a 17 and your spell save DC starts at 13. The 14s in Dexterity and Constitution cover AC and concentration.
  • Rogue: STR 8, DEX 15, CON 14, INT 12, WIS 13, CHA 10. Dexterity drives your attacks, AC and Stealth. Wisdom helps Perception and Insight, and Intelligence gives Investigation a small boost.
  • Cleric: STR 14, DEX 8, CON 14, INT 8, WIS 15, CHA 12. Built for heavy armor, so Dexterity can be your dump stat. Wisdom powers your spells and Strength lets you wear plate later without a speed penalty.

Other classes follow the same pattern: buy your main ability to 15, put Constitution at 14 or 15, and spread the rest by what the class needs. Paladins want Strength and Charisma, rangers and monks want Dexterity and Wisdom, and warlocks, sorcerers and bards want Charisma. To check what any score gives you, use the ability score calculator.

Common point buy mistakes

  • Leaving points unspent. One or two points left over usually means a 13 that could have been a 14, or an 8 that could have been a 9. Check the counter reads 0 before you finish.
  • Buying odd scores you can't use. A 13 costs a point more than a 12 for the same +1 modifier. Only keep it if a bonus or a later Ability Score Improvement will make it even.
  • Starving Constitution. Every character needs hit points. Even a wizard should rarely go below 12 Constitution.
  • Putting a +1 on an even score. A +1 on a 14 makes 15, which is still a +2 modifier. Put +1 bonuses on odd scores instead, so 13 becomes 14 or 15 becomes 16 and the modifier actually goes up.

Racial bonuses and the 2024 rules

In the 2014 Player's Handbook your race gave fixed bonuses, such as +2 Dexterity for an elf. Tasha's Cauldron of Everything later added an optional rule that lets you move those bonuses to any abilities. The 2024 Player's Handbook goes further: your species no longer changes ability scores at all. Instead, your background gives +2 to one score and +1 to another, or +1 to three scores, chosen from the abilities that background lists.

The calculator handles all of these. For a +2 and +1 split, use the two dropdowns. For +1, +1, +1, type 1 into three of the custom boxes. For an older fixed racial bonus, pick the abilities your race lists. Bonuses are added after point buy, so a 15 can become a 17 at first level.

Once your scores are set, you might want a name for the character (name generator) or, if you're the DM, a first fight to throw at the party (encounter builder).

Frequently asked questions

How many points do you get for point buy in 5e?

You get 27 points in both the 2014 and 2024 rules. Some groups hand out more for higher-powered games, but this calculator uses the standard 27.

Can an ability score start at 15?

Yes. 15 is the highest score you can buy, and it costs 9 of your 27 points. You can afford three 15s, but then your other three scores stay at 8.

Is point buy better than rolling?

Neither is stronger on average. Point buy gives you a guaranteed, balanced character. Rolling can give you higher or lower scores than point buy ever allows. Many groups choose point buy so nobody is stuck with a weak character for the whole campaign.

What is the standard array?

It's the set 15, 14, 13, 12, 10 and 8, which you assign to whichever abilities you like. It costs exactly 27 points, so it's also a valid point buy result.

Can I go over 15 with racial bonuses?

Yes. The 15 limit only applies to buying with points. A +2 bonus takes a 15 to 17, and a +1 takes it to 16. Later, Ability Score Improvements can raise a score as high as 20.

Is point buy official?

Yes. It's in the Player's Handbook as one of the standard ways to make a character. The 2014 book presents it as a variant under customizing ability scores, and the 2024 book lists it next to the standard array and rolling.