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Point Buy Calculator 5e

Spend your 27 points across the six D&D ability scores using the official cost table. Every raise, cost, and modifier updates live — overspending is blocked with a clear message, and the show-your-work table proves every point.

Build your scores

27
points left
0
points spent

Show your work

Every score, its point cost, and its ability modifier — updated live as you build.

AbilityScoreCostModifier
Total–0 pts27 left

The official point-buy rules

From the D&D 5e Systems Reference Document (SRD 5.2.1). Each ability starts at 8 and you have 27 points to raise the six scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.

ScoreCostCost to raise one stepModifier
801 → 9−1
911 → 10−1
1021 → 110
1131 → 120
1241 → 13+1
1352 → 14+1
1472 → 15+2
159max+2

Key rules: scores below 8 or above 15 cannot be bought; the SRD's own example is that a score of 14 costs 7 of your 27 points. The modifier formula is (score − 10) ÷ 2, rounded down. Species or background bonuses are applied after point buy (a 15 with +2 becomes 17).

Worked examples

Four class spreads using the SRD's Standard Array by Class table — each spends exactly 27 points — plus one illegal build showing why overspending fails.

Fighter — 27 of 27 points

STR 15 (9) + DEX 14 (7) + CON 13 (5) + INT 8 (0) + WIS 10 (2) + CHA 12 (4) = 9 + 7 + 5 + 0 + 2 + 4 = 27

Modifiers: STR +2, DEX +2, CON +1, INT −1, WIS 0, CHA +1. Frontline classic: peak Strength, solid Constitution.

Rogue — 27 of 27 points

STR 12 (4) + DEX 15 (9) + CON 13 (5) + INT 14 (7) + WIS 10 (2) + CHA 8 (0) = 4 + 9 + 5 + 7 + 2 + 0 = 27

Modifiers: STR +1, DEX +2, CON +1, INT +2, WIS 0, CHA −1. Peak Dexterity with Intelligence 14 for Investigation.

Wizard — 27 of 27 points

STR 8 (0) + DEX 12 (4) + CON 14 (7) + INT 13 (5) + WIS 15 (9) + CHA 10 (2) = 0 + 4 + 7 + 5 + 9 + 2 = 27

Modifiers: STR −1, DEX +1, CON +2, INT +1, WIS +2, CHA 0. Constitution 14 keeps concentration checks alive.

Cleric — 27 of 27 points

STR 14 (7) + DEX 8 (0) + CON 13 (5) + INT 10 (2) + WIS 15 (9) + CHA 12 (4) = 7 + 0 + 5 + 2 + 9 + 4 = 27

Modifiers: STR +2, DEX −1, CON +1, INT 0, WIS +2, CHA +1. Peak Wisdom with Strength 14 for heavy armor and melee.

Illegal build — rejected (29 of 27 points)

STR 15 (9) + DEX 15 (9) + CON 14 (7) + INT 10 (2) + WIS 10 (2) + CHA 8 (0) = 9 + 9 + 7 + 2 + 2 + 0 = 29 — 2 points over budget

Two 15s are legal on their own (9 + 9 = 18, leaving 9 points), but adding a 14 breaks the budget. Drop Constitution to 13 (5) and the build becomes legal at 27.

Frequently asked questions

How does point buy work in D&D 5e?
Each of your six ability scores — Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma — starts at 8. You get 27 points to raise them, and each score has a fixed cost: 8 costs 0, 9 costs 1, 10 costs 2, 11 costs 3, 12 costs 4, 13 costs 5, 14 costs 7, and 15 costs 9 points. You cannot buy a score below 8 or above 15, and you cannot spend more than 27 points total.
Point buy vs. standard array vs. rolling — which is better?
Point buy gives you full control and is always fair: nobody rolls badly. The standard array (15, 14, 13, 12, 10, 8) is simply a fixed point-buy preset — it costs exactly 27 points (9 + 7 + 5 + 4 + 2 + 0). Rolling 4d6 and dropping the lowest die can produce 18s, but also 6s, and one lucky player can outshine the table. Choose point buy when fairness and planning matter; choose rolling when you want randomness.
Can you buy a score above 15 with point buy?
No. 15 is the highest score point buy allows, and it costs 9 points. Scores above 15 come from species or background ability bonuses applied after point buy — for example, a 15 with a +2 bonus becomes 17. Ability scores can never exceed 20.
Can you buy a score below 8?
No. 8 is the lowest buyable score; it costs 0 points and gives a −1 modifier. You cannot sell a score down below 8 to gain extra points.
Can I start with two 15s?
Yes, if the rest of the build is modest. Two 15s cost 9 + 9 = 18 points, leaving 9 for your other four scores — for example, four 8s cost 0. What you cannot do is combine two 15s with a 14: 9 + 9 + 7 + 2 + 2 + 0 = 29 points, which is 2 over the 27-point budget.
What happens to unspent points?
They are wasted — there are no refunds and no banking points for later. Six 10s cost only 12 of your 27 points, and six 12s cost 24, leaving 3 unspent. Try to spend all 27 points.
What is the highest and lowest modifier point buy can give?
Before species or background bonuses, the best is +2 (from a 15) and the worst is −1 (from an 8). The ability modifier formula is (score − 10) ÷ 2, rounded down.
Why do scores of 14 and 15 cost extra?
The cost curve is deliberately non-linear to tax peak stats. Raising 8 → 9, 9 → 10, 10 → 11, 11 → 12, and 12 → 13 costs 1 point each, but 13 → 14 costs 2 points and 14 → 15 costs 2 points. Without the curve, all six 15s would cost far less than the 54 points they actually cost — exactly double the 27-point budget.
Do species (racial) bonuses apply before or after point buy?
After. Finish point buy first — 15 is the max — then add your species or background bonuses. A 15 with a +2 bonus becomes 17, which gives a +3 modifier.
Is point buy official D&D rules?
Yes. Point buy is one of the three official ability-score methods in the Player's Handbook and in the free Systems Reference Document (SRD 5.2.1), alongside the standard array and rolling 4d6 drop lowest. Many organized-play tables require point buy because it is the fairest method.
My DM gave us 32 points instead of 27. Is that a thing?
Yes — high-powered variants of 30 or 32 points are a common house rule. This calculator's custom budget mode supports any budget. At 32 points, a spread of 14, 14, 13, 13, 12, 12 costs 7 + 7 + 5 + 5 + 4 + 4 = 32 points exactly.
What is a good point buy spread for my class?
Put your 15 in your class's key ability and keep Constitution at 12 or higher. The worked examples above show four class spreads — Fighter, Rogue, Wizard, and Cleric — and each spends exactly 27 points with the cost of every score shown.

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