How to use the point buy calculator
- Choose the rules. 2024 adds the bonuses from your background, 2014 adds the bonuses from your race, and No bonus shows the plain scores.
- Spend your points with the − and + buttons. Every score starts at 8 and can go up to 15. The counter shows how many points are left and what the next +1 costs.
- Pick your class and press Best build for my class. The calculator finds the scores (and the bonus choices) that give the best modifiers for that class, spending every point.
- Keep it. Copy the build, share it as a link with your group, or save it in this browser.
How point buy works
Point buy is the fair way to make ability scores: every player gets the same number of points, so nobody starts with a much better or worse character than the rest of the table. In the free D&D rules (SRD 5.2) you get 27 points. Each of your six abilities starts at 8, and raising it costs points, more for the higher scores. No score can go above 15 before bonuses.
| Score | Total cost | Modifier |
|---|---|---|
| 8 | 0 | −1 |
| 9 | 1 | −1 |
| 10 | 2 | +0 |
| 11 | 3 | +0 |
| 12 | 4 | +1 |
| 13 | 5 | +1 |
| 14 | 7 | +2 |
| 15 | 9 | +2 |
The last two steps are the expensive ones: 13 to 14 costs 2 points, and 14 to 15 costs 2 more. That is why many builds stop at 14 for a second ability and spend the saving elsewhere. Your modifier is what you add to dice rolls: half the score minus 5, rounded down. A 15 and a 14 give the same +2, so a single extra point only helps when it makes the final score even.
2024 rules or 2014 rules?
In the 2024 rules (SRD 5.2), your background gives the bonuses. Each background lists three abilities. You add +2 to one of them and +1 to another, or +1 to all three, and no score can pass 20. The four backgrounds in the free rules are Acolyte (Intelligence, Wisdom, Charisma), Criminal (Dexterity, Constitution, Intelligence), Sage (Constitution, Intelligence, Wisdom) and Soldier (Strength, Dexterity, Constitution). For any other background, choose Another background and pick the abilities it lists.
In the 2014 rules (SRD 5.1), your race gives the bonuses, such as +2 Strength and +1 Charisma for a dragonborn, or +1 to every ability for a human. Half-elves add +2 Charisma and +1 to two other abilities of your choice. For a race from another book, choose Other race and set its +2 and +1. The point costs are the same in both editions.
The best point buy build for every class
These builds were made by the calculator itself with the 2024 rules and a free choice of background abilities. Each one spends all 27 points. Press Best build for my class to get the same for your exact background or race.
| Class | STR | DEX | CON | INT | WIS | CHA | Why |
|---|---|---|---|---|---|---|---|
| Barbarian | 16 (14) | 14 (14) | 16 (15) | 8 (8) | 12 (12) | 8 (8) | Strength for hits, Constitution for staying power; Dexterity helps your Armor Class without armour. |
| Bard | 8 (8) | 16 (14) | 14 (14) | 8 (8) | 12 (12) | 16 (15) | Charisma powers your spells; Dexterity and Constitution keep you alive in light armour. |
| Cleric | 14 (14) | 8 (8) | 16 (14) | 8 (8) | 16 (15) | 12 (12) | Wisdom powers your spells; Constitution keeps concentration; Strength if you wear heavy armour and fight up close. |
| Druid | 8 (8) | 14 (14) | 16 (14) | 12 (12) | 16 (15) | 8 (8) | Wisdom powers your spells and shapes; Constitution keeps concentration. |
| Fighter | 16 (14) | 14 (14) | 16 (15) | 8 (8) | 12 (12) | 8 (8) | Strength (or Dexterity for an archer) for attacks; Constitution for hit points. |
| Monk | 12 (12) | 16 (14) | 14 (14) | 8 (8) | 16 (15) | 8 (8) | Dexterity and Wisdom both add to your Armor Class and your attacks. |
| Paladin | 16 (14) | 8 (8) | 14 (14) | 8 (8) | 12 (12) | 16 (15) | Strength for attacks, Charisma for spells and auras; Constitution for hit points. |
| Ranger | 12 (12) | 16 (14) | 14 (14) | 8 (8) | 16 (15) | 8 (8) | Dexterity for bows and light weapons; Wisdom for spells. |
| Rogue | 8 (8) | 16 (14) | 16 (15) | 12 (12) | 14 (14) | 8 (8) | Dexterity for attacks, stealth and Armor Class; Constitution so one hit does not drop you. |
| Sorcerer | 8 (8) | 14 (14) | 16 (14) | 8 (8) | 12 (12) | 16 (15) | Charisma powers your spells; Constitution keeps concentration and hit points. |
| Warlock | 8 (8) | 14 (14) | 16 (14) | 8 (8) | 12 (12) | 16 (15) | Charisma powers your spells; Constitution for hit points and concentration. |
| Wizard | 8 (8) | 14 (14) | 16 (14) | 16 (15) | 12 (12) | 8 (8) | Intelligence powers your spells; Constitution and Dexterity keep a fragile caster alive. |
Final score, with the base score you buy in brackets. Highlighted: the class's two key abilities.
Point buy, standard array or rolling?
- Standard array (15, 14, 13, 12, 10, 8) costs exactly 27 points, so it is one of the builds point buy allows. Press Standard array to place it in your class's order.
- Point buy lets you shape the same budget your own way: three 15s and three 8s, or six 12s and 13s for an all-rounder.
- Rolling (4d6, drop the lowest die, six times) is exciting but unfair between players. We rolled 20,000 sets: an average set is worth about 32 points by our estimate, and 62% of sets beat 27 points. The other 38% are worse. Try your luck in Roll or buy? above.
The point value of a rolled set uses the official costs for 8 to 15 and our own estimate for other scores (3 = −9 up to 18 = 19 points). It's for comparison only.
Tips for spending your points
- Aim for an even final score in your main ability. A 15 plus a +1 bonus gives 16 (+3); a 15 plus +2 gives 17, which is still +3. Often a 14 with +2 is just as good and saves 2 points.
- Never skip Constitution. It adds to your hit points every level, so even a wizard wants 14 or more.
- Pick a "dump" ability. Leaving one ability at 8 is normal. Choose the one your class uses least, and enjoy roleplaying it.
- Think about later levels. An odd score now (like 15) becomes a useful even score when a later level-up gives you +1.
- Story first. A strong but clumsy bard is fine. The best build is the one you'll enjoy playing.
Frequently asked questions
How does point buy work in D&D 5e?
You get 27 points to spend. Every ability starts at 8, and raising it costs points: 9 costs 1, 10 costs 2, up to 15 for 9 points in total. No score can go above 15 before you add your bonuses.
How many points do you get for point buy?
27 in the free rules. Some groups use more for heroic games or fewer for gritty ones, so the calculator also offers 20, 24, 30 and 32 points.
Does point buy work with the 2024 rules?
Yes. The 2024 rules keep the same 27 points and costs. The difference is that your background, not your race, gives the +2 and +1 (or +1, +1, +1).
Can I get a 16 or 17 with point buy?
Not before bonuses: the highest you can buy is 15. With a +2 bonus you start at 17, or 16 from a bought 14.
What does a 15 cost in point buy?
9 points in total: 5 points to reach 13, then 2 more for 14 and 2 more for 15.
Is point buy better than rolling?
It's fairer, not always stronger. A lucky roll can beat point buy, but most rolled sets are worse. Point buy also lets you plan your exact build.
What is the standard array?
15, 14, 13, 12, 10 and 8: six ready-made scores you place where you like. They cost exactly 27 points, so the standard array is one possible point buy.
Where do the rules on this page come from?
The point costs, the 2024 background bonuses and the random method are from the free SRD 5.2, and the 2014 race bonuses are from the free SRD 5.1, both under the CC-BY-4.0 licence (see Credits). The class advice and the "best build" maths are our own.
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