Tally & Table

Point buy calculator

Build your six ability scores three ways: spend 27 points, place the standard array, or roll 4d6 and drop the lowest die. Add your bonuses and the calculator shows each final score and modifier.

Ability score calculator

Points left: 27 of 27

Strength

8
8 -1

Dexterity

8
8 -1

Constitution

8
8 -1

Intelligence

8
8 -1

Wisdom

8
8 -1

Charisma

8
8 -1

The 27-point cost table

Every score starts at 8. Raising it costs points, and the last two steps cost double: going from 13 to 14 or from 14 to 15 costs 2 points each, where every earlier step costs 1. The table comes from SRD 5.2.1, "Generate Your Scores".

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

That doubling is why odd scores are usually a waste before bonuses. A 15 costs 9 points and gives +2, the same modifier as a 14 for 7. If you plan to add a +1 bonus to that ability, buying 15 makes it 16 (+3); if not, buy 14 and spend the 2 saved points elsewhere.

Every way to spend exactly 27 points

We had the calculator count them: there are 65 different sets of six scores that use all 27 points. The order you put them in is up to you. A few worth knowing: 15, 15, 15, 8, 8, 8 is the most lopsided, 13, 13, 13, 12, 12, 12 the most even, and the standard array 15, 14, 13, 12, 10, 8 is on the list too.

Show all 65
  1. 15, 15, 15, 8, 8, 8
  2. 15, 15, 14, 10, 8, 8
  3. 15, 15, 14, 9, 9, 8
  4. 15, 15, 13, 12, 8, 8
  5. 15, 15, 13, 11, 9, 8
  6. 15, 15, 13, 10, 10, 8
  7. 15, 15, 13, 10, 9, 9
  8. 15, 15, 12, 12, 9, 8
  9. 15, 15, 12, 11, 10, 8
  10. 15, 15, 12, 11, 9, 9
  11. 15, 15, 12, 10, 10, 9
  12. 15, 15, 11, 11, 11, 8
  13. 15, 15, 11, 11, 10, 9
  14. 15, 15, 11, 10, 10, 10
  15. 15, 14, 14, 12, 8, 8
  16. 15, 14, 14, 11, 9, 8
  17. 15, 14, 14, 10, 10, 8
  18. 15, 14, 14, 10, 9, 9
  19. 15, 14, 13, 13, 9, 8
  20. 15, 14, 13, 12, 10, 8
  21. 15, 14, 13, 12, 9, 9
  22. 15, 14, 13, 11, 11, 8
  23. 15, 14, 13, 11, 10, 9
  24. 15, 14, 13, 10, 10, 10
  25. 15, 14, 12, 12, 11, 8
  26. 15, 14, 12, 12, 10, 9
  27. 15, 14, 12, 11, 11, 9
  28. 15, 14, 12, 11, 10, 10
  29. 15, 14, 11, 11, 11, 10
  30. 15, 13, 13, 13, 11, 8
  31. 15, 13, 13, 13, 10, 9
  32. 15, 13, 13, 12, 12, 8
  33. 15, 13, 13, 12, 11, 9
  34. 15, 13, 13, 12, 10, 10
  35. 15, 13, 13, 11, 11, 10
  36. 15, 13, 12, 12, 12, 9
  37. 15, 13, 12, 12, 11, 10
  38. 15, 13, 12, 11, 11, 11
  39. 15, 12, 12, 12, 12, 10
  40. 15, 12, 12, 12, 11, 11
  41. 14, 14, 14, 13, 9, 8
  42. 14, 14, 14, 12, 10, 8
  43. 14, 14, 14, 12, 9, 9
  44. 14, 14, 14, 11, 11, 8
  45. 14, 14, 14, 11, 10, 9
  46. 14, 14, 14, 10, 10, 10
  47. 14, 14, 13, 13, 11, 8
  48. 14, 14, 13, 13, 10, 9
  49. 14, 14, 13, 12, 12, 8
  50. 14, 14, 13, 12, 11, 9
  51. 14, 14, 13, 12, 10, 10
  52. 14, 14, 13, 11, 11, 10
  53. 14, 14, 12, 12, 12, 9
  54. 14, 14, 12, 12, 11, 10
  55. 14, 14, 12, 11, 11, 11
  56. 14, 13, 13, 13, 13, 8
  57. 14, 13, 13, 13, 12, 9
  58. 14, 13, 13, 13, 11, 10
  59. 14, 13, 13, 12, 12, 10
  60. 14, 13, 13, 12, 11, 11
  61. 14, 13, 12, 12, 12, 11
  62. 14, 12, 12, 12, 12, 12
  63. 13, 13, 13, 13, 13, 10
  64. 13, 13, 13, 13, 12, 11
  65. 13, 13, 13, 12, 12, 12

Rolling 4d6 drop lowest: the real odds

SRD 5.2.1 lists rolling as one of its three methods: roll four d6s, add the highest three, and do that six times. We counted all 1,296 ways four dice can land to get exact odds:

  • A single rolled score averages 12.24. The standard array averages exactly 12.
  • A full set of six beats the array's total of 72 56.2% of the time, and ties or beats it 61.7% of the time.
  • The chance of at least one 18 in a set is 9.3%. A single roll comes up 18 only 21 times in 1,296 (1.6%).
  • The chance of at least one score below 8 is 29.7%. Point buy never goes below 8.
ScoreChance on one rollScoreChance on one roll
30.1%1111.4%
40.3%1212.9%
50.8%1313.3%
61.6%1412.3%
72.9%1510.1%
84.8%167.3%
97.0%174.2%
109.4%181.6%

So rolling trades a small average gain for a lot more spread. If your table wants characters to feel equal, point buy or the array does that; if it likes surprises, roll, and agree ahead of time on what happens with a very weak set.

Adding bonuses

Which scores get a bonus depends on the rules your table uses. Under SRD 5.1, your race raises one or more scores. Under SRD 5.2.1, your background lets you add +2 to one score and +1 to another, or +1 to three different scores, and none of those increases can take a score above 20. Pick +1 or +2 on each ability above to match your character; the calculator caps final scores at 20.

Score to modifier

Each modifier is the score minus 10, divided by 2 and rounded down (Ability Scores and Modifiers table, SRD 5.1 and 5.2.1).

Score12 to 34 to 56 to 78 to 910 to 1112 to 1314 to 1516 to 1718 to 1920
Modifier-5-4-3-2-1+0+1+2+3+4+5

Point buy questions

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

27. Every ability starts at 8, and raising a score costs points from the table below. No score can go above 15 or below 8 before bonuses are added.

Is the standard array the same as point buy?

It costs exactly 27 points, so it is one of the legal point-buy spreads. Point buy lets you choose a different spread; the array saves you the decision.

Is rolling 4d6 drop lowest better than point buy?

On average a little. A rolled score averages 12.24, against 12 for the standard array, and a full set of six beats the array's total of 72 about 56% of the time. The cost is risk: about 30% of rolled sets include at least one score below 8, which point buy never allows.

Rules checked against SRD 5.1 and 5.2.1 on 2026-10-02. Rolling for something else? Try the dice roller.

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