D&D 5e Character Creation Suite4d6 Drop 1 • 27 Point Buy • Standard Array

Roll D&D Stats Online - 4d6 Drop Lowest & Point Buy

Generate full 6-ability score character stat blocks with 3D physics. Switch seamlessly between official rulesets: 4d6 Drop Lowest, Standard Array (15, 14, 13, 12, 10, 8), 27-Point Buy, or Classic 3d6.

D&D 5e Character Ability Score Generator

Roll 6 core ability scores using official 5e rules: 4d6 Drop Lowest, Standard Array, or Point Buy.

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3D Tray: 4d6 Drop Lowest
STR

Strength

MOD+2
Score15
Dice Rolls:
6541
DEX

Dexterity

MOD+2
Score14
Dice Rolls:
5542
CON

Constitution

MOD+1
Score13
Dice Rolls:
5441
INT

Intelligence

MOD+1
Score12
Dice Rolls:
4442
WIS

Wisdom

MOD+0
Score10
Dice Rolls:
4331
CHA

Charisma

MOD-1
Score8
Dice Rolls:
3321

D&D Ability Score & Dice Roll Breakdown Table

Complete tabular breakdown of all 6 attributes, individual rolls, dropped low dice, final scores, and 5e modifiers.

Rule: 4d6 Drop Lowest
Ability ScoreScoreModifierIndividual 4d6 RollsPrimary Class Focus
STR
StrengthPhysical power and athletic ability
15+2
6541(dropped)
Barbarian, Fighter, Paladin
DEX
DexterityAgility, reflexes, balance, and stealth
14+2
5542(dropped)
Rogue, Ranger, Monk, Fighter
CON
ConstitutionHealth, stamina, and vital force
13+1
5441(dropped)
All Classes (Hit Points)
INT
IntelligenceMental acuity, accuracy of recall, and reasoning
12+1
4442(dropped)
Wizard, Artificer
WIS
WisdomAwareness, intuition, and insight
10+0
4331(dropped)
Cleric, Druid, Ranger, Monk
CHA
CharismaConfidence, eloquence, and leadership
8-1
3321(dropped)
Bard, Paladin, Sorcerer, Warlock
Total Score Sum:

72

Net Ability Modifiers:

+5

Rule: 4d6 Drop Lowest

The Six Core Ability Scores in Dungeons & Dragons

Every hero in D&D is defined by six core capabilities that govern skill checks, attack rolls, saving throws, and spellcasting.

Strength (STR)

Measures natural athletic power, lifting capacity, and melee force. Governs Athletics checks, melee weapon attacks/damage, jumping distances, and carry weight limits.

Dexterity (DEX)

Measures agility, reflexes, and balance. Governs Acrobatics, Sleight of Hand, Stealth, Armor Class (AC), Initiative bonus, and ranged/finesse weapon attacks.

Constitution (CON)

Measures stamina, health, and vitality. Dictates your Hit Points (HP) added on every level up and saving throws to maintain spell concentration under enemy fire.

Intelligence (INT)

Measures mental acuity, recall, and reasoning. Governs Arcana, History, Investigation, Nature, and Religion, as well as spellcasting for Wizards and Artificers.

Wisdom (WIS)

Measures awareness, intuition, and attunement to surroundings. Governs Perception, Insight, Survival, Medicine, and spellcasting for Clerics, Druids, and Rangers.

Charisma (CHA)

Measures force of personality, confidence, and leadership. Governs Persuasion, Deception, Intimidation, Performance, and spellcasting for Bards, Paladins, Sorcerers, and Warlocks.

D&D 5e Ability Score & Modifier Conversion Table

Every ability score has a derived modifier calculated via: Modifier = Math.floor((Score - 10) / 2)

Score 1-5
Score 2–3-4
Score 4–5-3
Score 6–7-2
Score 8–9-1
Score 10–11+0
Score 12–13+1
Score 14–15+2
Score 16–17+3
Score 18–19+4
Score 20–21+5
Score 22–23+6
Score 24–25+7
Score 26–27+8
Score 28–29+9
Score 30+10

Official 27-Point Buy Point Cost Matrix

Every player starts with 8 in all six stats and 27 points to distribute.

Target Base ScoreModifierIncremental CostTotal Points Spent from 8
8-10 pt0 pts
9-11 pt1 pts
10+01 pt2 pts
11+01 pt3 pts
12+11 pt4 pts
13+11 pt5 pts
14+22 pt7 pts
15+22 pt9 pts

D&D 5e Class Ability Score Priority Guide

Optimal allocation guide for all 13 official Dungeons & Dragons classes.

Artificer

Primary: Intelligence

Secondary: Constitution, Dexterity

Dump: Strength

Barbarian

Primary: Strength, Constitution

Secondary: Dexterity

Dump: Intelligence, Charisma

Bard

Primary: Charisma

Secondary: Dexterity, Constitution

Dump: Strength

Cleric

Primary: Wisdom

Secondary: Constitution, Strength

Dump: Intelligence

Druid

Primary: Wisdom

Secondary: Constitution, Dexterity

Dump: Strength, Intelligence

Fighter

Primary: Strength or Dexterity

Secondary: Constitution

Dump: Intelligence, Charisma

Monk

Primary: Dexterity, Wisdom

Secondary: Constitution

Dump: Intelligence, Strength

Paladin

Primary: Strength, Charisma

Secondary: Constitution

Dump: Intelligence, Dexterity

Ranger

Primary: Dexterity, Wisdom

Secondary: Constitution

Dump: Intelligence, Strength

Rogue

Primary: Dexterity

Secondary: Constitution, Intelligence / Charisma

Dump: Strength

Sorcerer

Primary: Charisma

Secondary: Constitution, Dexterity

Dump: Strength

Warlock

Primary: Charisma

Secondary: Constitution, Dexterity

Dump: Strength

Wizard

Primary: Intelligence

Secondary: Constitution, Dexterity

Dump: Strength

Frequently Asked Questions (D&D Stat Roller)

Quick answers for character building, modifier math, and stat generation mechanics.

How does 4d6 Drop Lowest work for D&D ability scores?

You roll four 6-sided dice (4d6), discard the single die showing the lowest value, and add the remaining three dice together. You repeat this 6 times to generate 6 numbers ranging between 3 and 18, with an expected average of 12.24 per attribute.

What is the Standard Array in D&D 5e?

The standard array is an official preset of six scores: 15, 14, 13, 12, 10, and 8. You assign each number to one of your six abilities. This provides a total of 72 points and ensures every character in the party begins with a balanced power level (+2, +2, +1, +1, +0, -1 modifiers before racial bonuses).

How does the 27 Point Buy system work?

Under the 27 Point Buy system, every ability score begins at 8. You have a pool of 27 points to purchase higher scores. Raising a score from 8 to 13 costs 1 point per increase; raising a score from 13 to 14 or 14 to 15 costs 2 points each. The maximum score you can buy before racial increases is 15.

How do you calculate an Ability Score Modifier in D&D 5e?

The formula is: Modifier = Math.floor((Ability Score - 10) / 2). For example, a score of 15 gives (15 - 10) / 2 = 2.5, which rounds down to +2. A score of 8 gives (8 - 10) / 2 = -1.

What is the highest starting ability score possible at Level 1?

If rolling with 4d6 Drop Lowest, the maximum rolled score is 18 (rolling 6-6-6-6). When combined with a standard racial ability score bonus (+2 from Mountain Dwarf, Half-Elf, or custom lineage), your starting ability score can reach 20 (+5 modifier).

What are the primary abilities for each D&D class?

Fighters and Barbarians prioritize Strength/Dexterity and Constitution; Rogues prioritize Dexterity; Wizards and Artificers prioritize Intelligence; Clerics, Druids, and Rangers prioritize Wisdom; Bards, Paladins, Sorcerers, and Warlocks prioritize Charisma; Monks prioritize Dexterity and Wisdom.