Effortlessly design your Dungeons & Dragons 5th Edition character’s ability scores using the official Point Buy system. Allocate your 27 points and ensure your scores are perfectly compliant with the ruleset.
D&D 5e Point Buy Calculator
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Detailed Point Allocation
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D&D 5e Point Buy Cost Formula
The Point Buy system uses a fixed, non-linear cost curve. The total points spent is the sum of the individual costs for each of the six ability scores (STR, DEX, CON, INT, WIS, CHA).
Formula Sources: Roll20 – Point Buy Rules, Wizards of the Coast – Ability Scores
Variables Explained (Ability Scores)
In the D\&D 5e Point Buy system, you are purchasing six core ability scores, all of which must fall between a minimum of 8 and a maximum of 15.
- Strength (STR): Represents physical power and training.
- Dexterity (DEX): Measures agility, reflexes, and balance.
- Constitution (CON): Reflects health, stamina, and vital force.
- Intelligence (INT): Measures mental acuity, accuracy of recall, and the ability to reason.
- Wisdom (WIS): Reflects how attuned you are to the world around you and represents intuition and perception.
- Charisma (CHA): Measures your ability to interact effectively with others and reflects confidence and leadership.
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- D&D 5e Modifier Table Reference
What is D&D 5e Point Buy?
The Point Buy system is one of three primary methods (along with rolling dice and the Standard Array) for determining a character’s starting ability scores in Dungeons & Dragons 5th Edition. It is favored by players and Dungeon Masters who prioritize balance and predictability, as it ensures all player characters have a mathematically similar distribution of power.
Under the Point Buy system, every player starts with 27 points to spend. These points are used to “buy” the initial scores for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The key distinction of this method is the non-linear cost: scores from 8 to 13 cost one point per increase, but purchasing scores of 14 and 15 is significantly more expensive (a 14 costs 7 points total, and a 15 costs 9 points total). This structure is designed to limit players from starting with multiple exceptionally high scores (like three 15s).
The system provides a clear, transparent, and fair framework, preventing the vast power disparities that can sometimes result from random dice rolling. It is the most common method used in competitive or organized play (such as Adventurers League).
How to Calculate D&D 5e Point Buy (Example)
Follow these steps to determine the total point cost for your desired ability score distribution:
- Determine the Score Costs: For each of your six ability scores, find the corresponding point cost using the official Point Buy table (e.g., Score 13 costs 5 points, Score 15 costs 9 points).
- Sum the Costs: Add up the cost for all six ability scores. For example, if your scores are 15, 14, 13, 10, 8, 8, the calculation would be: $9 (for 15) + 7 (for 14) + 5 (for 13) + 2 (for 10) + 0 (for 8) + 0 (for 8)$.
- Calculate Total Points Spent: The sum in the example is $9 + 7 + 5 + 2 + 0 + 0 = 23$ points.
- Find Remaining Points: Subtract the Total Points Spent from the starting pool of 27 points. In this example, $27 – 23 = 4$ points remaining.
- Verify Compliance: The Total Points Spent must be 27 or less. If the total exceeds 27, you must reduce one or more ability scores.
Frequently Asked Questions (FAQ)
Is there a limit on how high an ability score can be?
Yes, in the Point Buy system, you cannot purchase an ability score higher than 15 before applying racial modifiers. The minimum score you can purchase is 8.
What is the maximum number of points I can spend?
The maximum number of points you have to spend is exactly 27.
Can I use my remaining points to buy other things?
No. Any points remaining after you’ve set all six scores (if the total is less than 27) are simply unspent and cannot be used for gold, equipment, or other character features.
Why does a score of 14 cost so much more than a 13?
The jump in cost (13 is 5 points, 14 is 7 points) is an intentional game design feature to prevent players from easily achieving multiple high scores. It forces players to make meaningful trade-offs and prioritize certain abilities over others.