Introduction
This Point Buy Calculator helps you build ability scores for your D&D 5e character. You start with 27 points and spend them on Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The calculator tracks every point for you, so you never go over budget.
Pick your ancestry (race) and the tool adds the right bonuses on its own. Pick your class and it marks which stats matter most for that class. You then see each final score, its modifier, and how much it cost.
You can also compare your build to the standard array (15, 14, 13, 12, 10, 8) to see which one is better for your character. A radar chart shows your spread at a glance, and a step-by-step section shows the math behind every number.
Playing with house rules? Open the settings panel to change the point pool, the lowest and highest scores you can buy, and the cost of each score. The calculator updates right away.
Once your character sheet is filled in, our DnD Encounter Calculator helps your DM build fights that match the party, and the Dice Probability Calculator is handy when you want to know the odds behind an attack roll or a saving throw.
How to use our D&D Point Buy Calculator
Pick your ancestry and class, then spend your points on the six ability scores. The calculator shows your final scores, ability modifiers, points spent, points left, and a step-by-step breakdown.
Ancestry (Race): Choose your race from the list. The calculator adds that race's ability score increases for you.
Subrace: If your race has subraces, a second menu shows up. Pick one to add its extra bonus.
Class: Choose your class. This highlights the two ability scores that matter most for it. It never changes your numbers.
Base Score (− and + buttons): Click + to raise a score and − to lower it. Buttons turn off when you hit the score limit or run out of points.
Racial Bonus (+1 / +2 buttons): Some races let you pick where the bonus goes. Click +1 or +2 next to the ability you want. Click again to remove it.
Custom bonus boxes: If you pick "Custom" ancestry, type a bonus from −4 to +10 for each ability.
Standard array switch: Leave it on to compare your build with the standard array (15, 14, 13, 12, 10, 8). Turn it off to hide the comparison.
Available Points Pool: Open House Rules and type how many points you get. The default is 27.
Maximum Purchasable Base Score: Type the highest base score players may buy. The default is 15.
Minimum Purchasable Base Score: Type the lowest base score allowed. It must be lower than the maximum. The default is 8.
Custom Point Cost Table: Change the cost of any score from 3 to 18. Use negative numbers to give points back for low scores.
Calculate: Click it to refresh the totals, chart, and steps.
Reset Stats: Click it to drop all six scores to the minimum and clear picked bonuses.
Reset All: Click it twice to clear your scores, ancestry, class, and house rules.
What Is Point Buy in D&D 5e?
Point buy is a way to make your character's six ability scores without rolling dice. You get a pool of points and spend them to raise each score. Everyone at the table starts with the same points, so no one gets a lucky roll and no one gets stuck with a bad one.
How the Standard Rules Work
In D&D 5th Edition you get 27 points. Every ability score starts at 8, and 8 is free. You can buy each score up to 15 before racial bonuses. Scores above 13 cost extra, so a 15 is pricey.
- Score 8 — 0 points
- Score 9 — 1 point
- Score 10 — 2 points
- Score 11 — 3 points
- Score 12 — 4 points
- Score 13 — 5 points
- Score 14 — 7 points
- Score 15 — 9 points
Racial Bonuses Come After
You spend points first, then add your ancestry (race) bonuses. A High Elf gets +2 Dexterity and +1 Intelligence, so a bought 15 DEX becomes a 17. Bonuses are free and can push a score past the 15 cap. Some newer races let you move a +2 and a +1 wherever you want.
Ability Modifiers Are What Matter
Your score is not what you roll with — the modifier is. The math is simple: subtract 10 from the score, divide by 2, and round down. If rounding down trips you up, the Rounding Calculator shows the same floor rule in action. A 16 gives +3. A 17 also gives +3, so odd numbers often waste a point unless you plan to bump them later with an Ability Score Improvement or a feat.
Point Buy vs. Standard Array vs. Rolling
The standard array (15, 14, 13, 12, 10, 8) is point buy already done for you — it costs exactly 27 points. Point buy gives you more control. You could take three 14s and three 10s, or dump one stat to 8 and max out two. Rolling dice can beat both, but it can also leave you far behind the rest of the party — run 4d6-drop-lowest through the Dice Average Calculator to see what an average roll really looks like before you gamble.
Tips for Spending Your Points
- Put your highest score in your class's main ability: Strength for Barbarians and Paladins, Dexterity for Rogues and Rangers, Intelligence for Wizards, Wisdom for Clerics and Druids, Charisma for Bards, Sorcerers and Warlocks.
- Constitution helps every class. It raises your hit points and Concentration saves. Aim for 14 if you can.
- An 8 in a stat you never use is a fine trade. Wizards can dump Strength; Barbarians can dump Intelligence.
- Try to land on even final scores after racial bonuses so nothing is wasted.
- Once your modifiers are locked in, test your damage output with the DPS Calculator to see whether a higher attack stat or a bigger weapon die serves your build better.
House Rules
Many groups change the rules. Some Dungeon Masters give 32 points for a stronger party, let you buy up to 17, or let you drop a score below 8 to get points back. All of these are common table variants, and your DM has the final say.
More Tools for Players and DMs
If you build characters in other systems too, try the Elden Ring Level Calculator and Elden Ring Build Calculator for soulslike stat spreads, the Pokemon Stat Calculator for competitive team building, or the Card Draw Calculator and Yugioh Probability Calculator for deck odds. For general table math, the Probability Calculator and Percentage Calculator cover almost any ruling that comes up mid-session.