Point Buy Calculator
Every D&D character is built on six ability scores — Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma — and point buy is the fairest way to set them. Instead of leaving your hero's potential to dice luck, point buy gives every player the same budget of 27 points to spend, so nobody starts the campaign wildly stronger or weaker than the rest of the table.
This free point buy calculator implements the standard D&D 5th edition rules exactly: all six scores start at 8, you can raise each one to a maximum of 15, and every increase is priced from the official cost table. Nudge scores up and down with the + and − steppers, watch your remaining points update live, and read each ability's modifier instantly. Everything runs 100% in your browser — no sign-up, nothing uploaded.
Official 5e cost table
| Score | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|
| Cost | 0 | 1 | 2 | 3 | 4 | 5 | 7 | 9 |
100% client-side — nothing is uploaded or stored.
How to use it
You start from the default spread — every ability at 8, all 27 points unspent. Build from there:
- Raise a score with the + button. Each step costs points from the cost table above, and the price climbs steeply at the top end: moving from 12 to 13 costs 1 point, but 13 to 14 costs 2 and 14 to 15 costs 2 more.
- Watch the points-remaining counter. The + button automatically disables on any ability when the next step would cost more points than you have left, so overspending is impossible — you will never build an illegal character by accident.
- Read the modifiers. Each ability row shows its modifier next to the score (for example, 14 → +2). The modifier is the number you actually add to attack rolls, saving throws, and skill checks.
- Lower a score with the − button to refund its points. Nothing can drop below 8.
- Reset returns every ability to 8 and refunds all 27 points whenever you want a fresh start.
- Try classic spreads. 15/15/15/8/8/8 builds a razor-sharp specialist, while 14/14/14/10/10/10 gives you a balanced hero with no weaknesses — both spend exactly 27 points, so they make great starting templates to tweak into your own build.
Apply racial ability score increases after point buy — the standard rules cap purchased scores at 15, and bonuses like a +2 to Dexterity go on top of whatever you bought.
What it expects
This calculator implements the standard D&D 5th edition point buy rules, with no house-rule variants:
- A 27-point pool. Every character gets exactly 27 points to distribute — no more, no less.
- A base score of 8. All six abilities start at 8 for free; the counter only tracks what you spend above that.
- A maximum of 15. No ability can be bought above 15; racial bonuses, feats, and ability score improvements apply afterward.
- The official cost table shown above — costs rise faster at the top, which is what forces real trade-offs.
- Standard modifiers — (score − 10) ÷ 2, rounded down, exactly as the rules define them.
What this calculator doesn't do: it prices only the base scores. Racial ability score increases, feats, and the ability score improvements you gain from leveling up all apply afterward and aren't tracked here — apply them to the final numbers on your character sheet. It also doesn't enforce class requirements or judge your build choices; it's a math engine, not a character builder.
A few practical tips for spending wisely:
- A 15 costs a third of your budget. At 9 points each, three 15s spend all 27 points — the classic 15/15/15/8/8/8 spread. It is powerful, but those three 8s (each a −1 modifier) will hurt whenever those abilities get tested.
- Consider the balanced spread. 14/14/14/10/10/10 also spends exactly 27 points (7+7+7+2+2+2) with no negative modifiers anywhere — a solid, forgiving default for most characters.
- Don't dump Constitution. It governs your hit points and concentration saves, so almost every character wants at least a 12 or 14 here regardless of class.
- Build around your class. Put your highest score in the ability your class attacks or casts with — a fighter wants Strength or Dexterity at 15, a wizard wants Intelligence — then shore up the weaknesses that would get you killed.
Frequently asked questions
- What is point buy in D&D?
- Point buy is one of the official methods for generating ability scores in D&D 5th edition. Instead of rolling dice, every player gets the same budget — 27 points — to spend on their six ability scores. It guarantees a fair, balanced party where nobody starts dramatically stronger or weaker because of lucky or unlucky rolls.
- How many points do you get, and where do scores start?
- In the standard 5e rules you get 27 points and all six ability scores start at 8, which costs nothing. Raising a score costs points from the fixed cost table, and you cannot raise any score above 15 or drop one below 8 before applying racial ability score increases.
- What does each ability score cost?
- The official cost table is: 8 costs 0 points, 9 costs 1, 10 costs 2, 11 costs 3, 12 costs 4, 13 costs 5, 14 costs 7, and 15 costs 9. Notice the jump at the top end — moving from 13 to 14 costs 2 points and 14 to 15 costs 2 more, so a single 15 eats 9 of your 27 points: a full third of your budget.
- Why can't I raise a score above 15?
- The 5e point buy rules cap purchased scores at 15; racial bonuses and other increases are applied afterward, so a 15 plus a typical +2 racial bonus still reaches 17. The cap keeps starting characters within the game's intended power range. If your table uses house rules, agree on them with your DM first — this calculator implements the standard rules.
- How are ability modifiers calculated?
- Subtract 10 from the score, divide by 2, and round down: modifier = (score − 10) ÷ 2, rounded down. A score of 14 gives +2, 12 gives +1, 10 gives +0, and 8 gives −1. Modifiers — not the raw scores — are what you add to attack rolls, saving throws, and skill checks, which is why this calculator shows both side by side.
- Is point buy better than rolling dice for stats?
- Neither is objectively better — they serve different tables. Point buy is fair and predictable: everyone builds on equal footing and you always get the character concept you planned. Rolling (usually 4d6, drop the lowest) can produce heroic highs but also punishing lows, and one lucky player can overshadow the rest of the party. Many organized-play groups and balance-conscious DMs prefer point buy; many home games love the chaos of dice. Ask your DM which method your table uses.
- Is my character data uploaded anywhere?
- No. All calculations happen in your browser with JavaScript — your ability scores never leave your device, and there is no account or server involved.