Generate your Dungeons & Dragons 5th Edition ability scores (STR, DEX, CON, INT, WIS, CHA) using 3D dice rolls, standard array assignment, or the official 27-point buy system.
Roll 6 core ability scores using official 5e rules: 4d6 Drop Lowest, Standard Array, or Point Buy.
Complete tabular breakdown of all 6 attributes, individual rolls, dropped low dice, final scores, and 5e modifiers.
| Ability Score | Score | Modifier | Individual 4d6 Rolls | Primary 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 |
72
+5
Detailed comparison of rolling methods, probability curves, and modifier math.
Roll four 6-sided dice and discard the lowest number. Produces a skewed curve favoring 12–16, with an expected average of 12.24 per stat.
Assign the preset values: 15, 14, 13, 12, 10, 8 across your six stats. Guarantees party balance with a +2, +2, +1, +1, +0, -1 modifier spread.
Spend 27 points to customize your base scores between 8 and 15. Perfect for configuring primary stats without risking low survivability rolls.
You roll four 6-sided dice, discard the die with the lowest number, and add the remaining 3 dice together. This produces an ability score between 3 and 18 with an expected average of 12.24.
The standard array is a fixed set of six numbers: 15, 14, 13, 12, 10, 8. You assign each number to one of the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma).
Each character begins with base scores of 8 in all six abilities and has 27 points to spend. Scores cost 1 point each up to 13 (8->9 costs 1, 12->13 costs 1), and cost 2 points each for 14 and 15 (13->14 costs 2, 14->15 costs 2).
On 4d6 drop lowest, the maximum rolled base score is 18 (rolling 6, 6, 6, 6). With racial ability score increases (+2), your starting score can reach 20.
The average sum of all 6 rolled abilities under 4d6dl1 is approximately 73.44 points, compared to 72 points for the standard array and 63 for straight 3d6.