D&D 5e Point Buy Calculator (27 Points)

Allocate 27 points across six D&D 5e ability scores from 8 to 15.

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D&D 5e Point Buy

Wizards of the Coast Player's Handbook rules · 27-point budget

Instructions — D&D 5e Point Buy Calculator (27 Points)

1

Plus and minus each ability

Every score starts at 8. Press plus to raise an ability and minus to lower it. The calculator blocks any move that would push you below 8, above 15, or over the 27-point budget. The remaining points counter at the top updates instantly.

2

Plan around the cost jumps

Points cost rises non-linearly. Going from 8 to 13 costs 1 point per step (5 total). Going from 13 to 14 costs 2 points, and 14 to 15 costs another 2 points. Maxing one ability at 15 burns 9 of 27 points by itself.

3

Pick a class preset

Use the preset buttons for a starting balanced spread or a class-flavoured loadout for Fighter and Wizard. After applying a preset you can still adjust individual scores to fit your race and background choices.

Standard Array equivalent: 15, 14, 13, 12, 10, 8 is the Player's Handbook Standard Array, and it costs exactly 27 points in Point Buy. You can replicate it here or trade pieces for a different shape.
Racial bonuses come after: Apply racial ability score increases to the final scores below. A +2 racial bonus can push a 15 to 17 at character creation.

Formulas

The official Point Buy system in the Player's Handbook gives every character 27 points to spend across the six ability scores. Each ability starts at 8 (free) and can be raised up to 15. The cost per score is non-linear: low scores are cheap, high scores are expensive. This forces real trade-offs and keeps every character roughly balanced.

Total Budget
$$ \sum_{i=1}^{6} C(S_i) \leq 27 $$
The sum of the point cost of every ability score must be 27 or less. C is the cost function, S the score for that ability.
Point Cost by Score
$$ C(8)=0,\ C(13)=5,\ C(14)=7,\ C(15)=9 $$
Cost rises by 1 from 8 through 13, then by 2 from 13 to 14 and again from 14 to 15. The two-point jumps are why maxing one score eats a third of the budget.
Ability Modifier
$$ M = \left\lfloor \frac{S - 10}{2} \right\rfloor $$
Score minus 10, divided by 2, rounded down. Score 10 gives +0, 12 gives +1, 14 gives +2. The modifier is what actually applies to rolls, saves, and DCs.
Racial Bonus (Post-Buy)
$$ S_{final} = S_{buy} + B_{race} $$
Most races give +2 to one ability and +1 to another, or +1 to three abilities depending on the rule set used. Bonuses apply after Point Buy and can push a 15 to 17.
Standard Array Equivalent
$$ \{15, 14, 13, 12, 10, 8\} = 27 \text{ pts} $$
The Player's Handbook Standard Array spends exactly 27 points. It is the "starting shape" from which most Point Buy spreads deviate.
Max Single Score
$$ \max(S) = 15 \text{ (before race)} $$
Point Buy caps a single score at 15 before racial bonus. With a +2 racial bonus the final cap at level 1 is 17, leaving room for Ability Score Improvements at higher levels.

Reference

Point Buy Cost Table (D&D 5e official)
ScoreCostModifierNotes
80−1Free starting value
91−1Cheap upgrade
102+0Average score
113+0No mod gain
124+1First +1 mod
135+1Last cheap score
147+2Cost jumps to 2
159+2Max before race

Common Point Buy spreads by class

Most optimised Point Buy distributions cluster around a primary ability at 15, Constitution at 14, and one or two support abilities at 13 or 12. The pattern below uses exactly 27 points. Apply racial bonuses on top.

Martial classes
ClassSTRDEXCONWIS
Barbarian15141510
Fighter (STR)15131512
Rogue10151412
Monk10151414
Ranger13151413
Casters and hybrids
ClassPrimaryCONDEXOther
Wizard (INT)15141410
Cleric (WIS)15141013
Sorcerer (CHA)15141410
Bard (CHA)15131412
Paladin15 STR141013 CHA

Note: every spread above spends 27 points by design. Racial bonuses (typically +2 / +1 or +1 / +1 / +1 depending on rule set) raise the primary score to 17 and a secondary score to 14 or 15 at character creation.

Article — D&D 5e Point Buy Calculator (27 Points)

D&D 5e Point Buy calculator (27 points)

D&D 5e Point Buy gives you 27 points to spend across six ability scores. Each ability starts at 8 (free) and goes up to 15. The cost rises non-linearly: 8 to 13 costs 1 point per step, 13 to 14 costs 2, and 14 to 15 costs another 2. A score of 15 burns 9 of your 27 points, which is why most optimised spreads stop at 14 or 13 outside the primary ability.

What is Point Buy in D&D 5e?

Point Buy is one of three official ways to assign ability scores in fifth edition Dungeons & Dragons, alongside the Standard Array and rolling four six-sided dice and dropping the lowest. Point Buy is the method that produces the most balanced party because every character starts with exactly the same resources. Wizards of the Coast describes it as the recommended method for organised play and most home games.

Every character begins with six ability scores at 8 and a pool of 27 points. You spend points to raise scores up to a maximum of 15 before racial bonuses. The cost per score is published in the Player's Handbook and reproduced in the reference card above.

The Point Buy cost table

The cost climb is gentle at the bottom and steep at the top. Going from 8 (cost 0) to 13 (cost 5) is a straight 1 point per step. The two jumps that matter are 13 to 14 (5 to 7, a 2-point step) and 14 to 15 (7 to 9, another 2-point step). The two-point jumps are exactly where the ability modifier changes: 13 still gives +1, but 14 gives +2.

Point Buy cost cheat sheet
8 = 0 pts 13 = 5 pts
14 = 7 pts (+2 jump) 15 = 9 pts

Spending 9 points on a single score is a third of the budget. That is why a typical optimised spread has only one ability at 15, one or two at 13 or 14, and one or two dump stats at 8.

Did you know

The 2014 Player's Handbook explicitly notes that the Standard Array (15, 14, 13, 12, 10, 8) costs exactly 27 points in Point Buy. Wizards of the Coast designed the two methods to be mathematically equivalent so a table can mix both without imbalance.

Point Buy vs Standard Array vs 4d6

The Standard Array gives you the fixed shape 15, 14, 13, 12, 10, 8 and lets you assign each number to an ability. Point Buy gives you the same 27 points but lets you rearrange the shape. The 4d6 method involves rolling four dice and dropping the lowest, six times. Average totals across the three methods are similar (Standard Array sums to 72, 4d6 averages 73 to 76), but only Point Buy and Standard Array guarantee balance between players.

Point Buy
27 pts
flexible, balanced
4d6 drop lowest
~74 avg
random, swingy

Point Buy optimisation strategy

The most efficient Point Buy strategy follows a simple priority order. First, identify the ability your class needs at +3 modifier (score 16+) by level 1. That ability gets a 15 from Point Buy, then a +2 racial bonus to reach 17, then an Ability Score Improvement at level 4 to round to 18. Second, raise Constitution to 14 for the +2 modifier; it boosts hit points and Concentration saves regardless of class.

Third, raise a secondary ability to 13 or 14 depending on points left. Fourth, dump the unused ability to 8 to free 2 points. A typical optimised spread is 15 primary / 14 CON / 13 secondary / 12 tertiary / 10 average / 8 dump, which sums to exactly 27.

Tip

Read your racial bonuses before spending points. If your race gives +2 to your class primary, you only need a 13 in that ability (cost 5) to reach a 15 after racial bonus. That frees up 4 points to push another ability higher than you could otherwise afford.

Racial bonus stacking on Point Buy

Racial bonuses apply on top of Point Buy and can push a 15 to 17, the practical level-1 cap. The 2014 rules tie bonuses to race: a Mountain Dwarf gets +2 STR and +2 CON. The 2024 rules let players assign +2 / +1 or +1 / +1 / +1 to any abilities at character creation, which makes optimisation easier but the Point Buy math identical.

The cap of 20 applies until certain epic boons at very high level. Point Buy gives 15 max, racial bonuses add up to 2, and Ability Score Improvements add 8 over levels 4 through 19.

Point Buy spreads by class

Every class has a primary ability that drives its main attack rolls or spellcasting. Strength for Barbarian, Fighter, and Paladin. Dexterity for Rogue, Ranger, and Monk. Intelligence for Wizard and Artificer. Wisdom for Cleric and Druid. Charisma for Bard, Sorcerer, Warlock, and Paladin (secondary).

  • 27 points = the Point Buy budget
  • 8 to 15 = the legal score range before racial bonus
  • 9 points = cost of one score at 15
  • 5 points = cost of one score at 13
  • 15 / 14 / 13 / 12 / 10 / 8 = the Standard Array (also 27 points)
  • +2 modifier = what scores 14 and 15 give to rolls and DCs
  • +0 modifier = the average human at scores 10 and 11

Common Point Buy mistakes

Wasting points on odd-numbered scores

Scores 9, 11, 13, and 15 give the same modifier as 8, 10, 12, and 14 respectively. Spending a point to go from 12 to 13 buys nothing at character creation; the +1 modifier is the same. Spend that point on a different ability or save it for a different score that crosses a modifier threshold.

The second classic mistake is ignoring Constitution. Every character benefits from a +1 or +2 CON modifier for hit points, Concentration saves on spells, and avoiding death saves. Dropping CON below 12 to push a primary ability to 15 feels strong at character creation and falls apart at level 3.

The third mistake is forgetting the racial bonus pathway. If you put a 15 into your primary ability and your race gives +2 to that ability, you reach 17 at level 1. Investing those last 2 racial points into the ability you can already buy at 15 wastes them; choosing a race whose +2 lands on your secondary ability is more efficient.

Point Buy and ability modifiers

The modifier formula is identical regardless of which assignment method you use: floor of (score minus 10) divided by 2. Score 8 gives -1, 10 gives 0, 12 gives +1, 14 gives +2, 16 gives +3, 18 gives +4, 20 gives +5. Modifiers go on attack rolls, damage, skill checks, saving throws, and the calculation of spell DCs and bonus spells.

This is why Point Buy stops at 15: a level-1 character with a 15 in their primary ability has a +2 modifier, well above an unmodified peasant. With a +2 racial bonus the character starts at 17 with a +3 modifier, the same as a hero in earlier editions. The cap exists to keep the curve linear: every two points of score equals one point of modifier, and the modifier is what touches every roll.

FAQ

You get 27 points total. Every ability score starts at 8 (free) and can be raised up to 15. The cost climbs as the score rises: 8 to 13 costs one point per step, 13 to 14 costs two points, and 14 to 15 costs another two points.
The Standard Array 15, 14, 13, 12, 10, 8 uses exactly 27 points: 9 + 7 + 5 + 4 + 2 + 0 = 27. It is the most common Point Buy spread because it gives one strong primary ability, one solid secondary, and a backup, with one dump stat at 8.
Wizards of the Coast designed the cost curve to discourage maxing one ability. Going from 13 to 14 jumps the cost from 5 to 7 points, then 15 costs 9. Spending 9 points on a single score is a third of the budget, so most players stop at 14 and put the rest into Constitution or a secondary ability.
No. Racial ability score increases (usually +2 / +1 or +1 / +1 / +1 in newer rules) apply after Point Buy. If you put a 15 into your primary ability and your race adds +2 to that ability, your final score is 17 at level 1.
Point Buy gives every player the same starting resources, so no character is luckier than another at character creation. The 4d6 drop-lowest method averages a slightly higher total (around 73 versus the Standard Array's 72) but has a wide spread, so one player can easily end up much weaker or much stronger than the others.
No. The minimum starting score in Point Buy is 8. The Player's Handbook caps the lower bound to keep characters playable. A score below 8 only occurs through racial penalties in older rule sets or game-master-approved house rules.
Strength is the standard dump stat for wizards. A wizard rarely makes Strength checks, has light or no armour requirements, and gets ranged options for melee threats. Dropping STR to 8 saves enough points to reach a 15 Intelligence and 14 Constitution.
Not always. If your race gives a +2 bonus to that ability, you can stop at 13 (cost 5) and still hit 15 after the racial bonus. That frees up 4 points for Constitution, Dexterity, or a saving-throw ability. Optimised Point Buy is about reading the racial bonuses first, not maxing every ability.