DnD Stat Roller

Roll or build all six ability scores for your D&D 5e character, then assign them and see your modifiers.

Last updated:

Roll 4d6 six times and drop the lowest die each time.

House rules (optional)

Ability scores

STRStrength
15+2
6542
DEXDexterity
13+1
5531
CONConstitution
13+1
6433
INTIntelligence
11+0
4432
WISWisdom
10+0
6221
CHACharisma
8−1
3322
Ability score bonuses (optional)
Total
70
Modifier sum
+3
Compared with standard array (72)
Below standard array (−2)
Now name your character

Roll history

Your last 10 rolled sets appear here. Tap one to restore it.

How to use this stat roller

  1. Pick a method. 4d6 drop lowest is selected by default. Your DM may ask for 3d6, standard array or point buy instead.
  2. Roll or buy. Press Roll stats (or R) for a fresh set of six, or spend your 27 points with the + and − buttons.
  3. Assign. Use the menu under each ability to swap scores, drag them on a desktop, or let Auto-assign arrange them for your class.
  4. Add bonuses. Open Ability score bonuses to apply your background (2024 rules) or race (2014 rules) increases.
  5. Copy. Copy stats puts all six scores and modifiers on your clipboard, ready to paste into a character sheet or chat.

Your last 10 rolled sets are saved in this browser, so you can go back to an earlier set if you change your mind. Nothing is sent to a server.

How to roll stats in D&D 5e

Most tables roll ability scores with 4d6 drop lowest. For each of the six abilities you roll four six-sided dice, throw out the lowest one and add the rest. The dropped die is what makes it generous: it trims the low results, so a typical score is about 12, with 18 as the ceiling.

Before anyone rolls, check with your DM. The Dungeon Master decides which method the group uses, whether you roll in front of everyone, and whether any rerolls are allowed. Some tables skip rolling altogether and use standard array or point buy so every character starts on equal terms.

Need to roll something other than stats, like hit points or initiative? Use the DnD dice roller.

Stat generation methods compared

MethodAverage scoreRangeTotal (6 scores, approx.)Best for
4d6 drop lowest~12.243–18~73Classic heroic rolling
3d610.53–18~63Gritty / old-school games
3d6 in order10.53–18~63Random, “play what you roll”
2d6+6138–18~78High-powered, no terrible scores
Standard array12 (fixed)8–1572Balanced, fair for every player
Point buy (27)varies8–15 before bonuses69–75Full control, balanced

Rolling gives you variance: one player might get an 18 and another a set of 10s, and that swinginess makes for memorable characters. Standard array and point buy trade surprise for balance, so nobody in the party ends up noticeably stronger or weaker on day one.

Point buy explained

With point buy, every ability starts at 8 and you get 27 points to raise them. No score can go above 15 before bonuses, and higher scores cost more per step, so pushing one ability to 15 costs 9 points while a 12 costs only 4.

Score89101112131415
Cost01234579

Example 27-point spreads

  • 15, 15, 15, 8, 8, 8: 27 points, min-maxed.
  • 15, 14, 13, 12, 10, 8: 27 points, same as the standard array.
  • 14, 14, 14, 12, 10, 8: 27 points, even spread.

Pick Point buy in the roller and it tracks your budget for you: the + button switches off once a score hits 15 or you can't afford the next step.

Ability score modifiers

Your modifier, not the score itself, is what you add to rolls. The formula is: subtract 10 from the score, divide by 2 and round down. A 15 gives +2, a 10 gives +0 and an 8 gives −1. In code that's floor((score − 10) / 2).

Score12–34–56–78–910–1112–1314–1516–1718–1920
Modifier−5−4−3−2−1+0+1+2+3+4+5

Because modifiers only change on even numbers, an odd score is worth the same as the even score below it. A 13 and a 12 both give +1, so an odd score is a good place to put a +1 bonus later.

Which stats matter for your class

Put your highest score in your class's primary ability, then cover Constitution for hit points. These are the same priorities the Auto-assign menu uses.

ClassPrimary abilityGood secondary
ArtificerIntelligenceConstitution, Dexterity
BarbarianStrengthConstitution, Dexterity
BardCharismaDexterity, Constitution
ClericWisdomConstitution, Strength
DruidWisdomConstitution, Dexterity
FighterStrength or DexterityConstitution
MonkDexterityWisdom, Constitution
PaladinStrengthCharisma, Constitution
RangerDexterityWisdom, Constitution
RogueDexterityConstitution, Intelligence
SorcererCharismaConstitution, Dexterity
WarlockCharismaConstitution, Dexterity
WizardIntelligenceConstitution, Dexterity

Adding ability score bonuses (2014 vs 2024 rules)

Under the 2014 rules, your race (species) gives fixed increases to certain abilities, so the bonus depends on what kind of character you play. Under the 2024 rules, the increases come from your background instead: either +2 to one ability and +1 to another, or +1 to three different abilities.

Either way, the bonuses go on top of the scores you rolled or bought, and no ability can go above 20 at character creation. The roller applies the cap for you and flags any score that hits it. Under the 2024 rules it also stops you from stacking both increases on the same ability.

Common house rules for rolling stats

  • Reroll if the total is too low: throw out any set below an agreed total, often 70 or 72.
  • Reroll if there's no 15 or higher: makes sure every character has at least one real strength.
  • Reroll 1s: any die that shows a 1 is rolled again once before you drop the lowest.
  • Roll seven sets, drop the lowest: roll seven scores and keep the best six.
  • Roll in front of the DM: rolls only count if the table sees them.
  • Shared array: one player rolls a set and everyone uses the same six numbers.

This stat roller supports the first three as optional settings. They're all off by default, so turn on only the ones your DM agrees to.

Frequently asked questions

What is the best way to roll stats in D&D 5e?

4d6 drop lowest is the most popular rolling method because it gives heroic but varied scores. If your table cares more about balance than surprise, standard array or point buy keep every character on an even footing. Your DM decides which method the group uses.

What does 4d6 drop lowest mean?

Roll four six-sided dice, set aside the lowest one, and add the other three. You repeat it six times, once per ability score. The average result is about 12.24 per score.

What is a good total for D&D stats?

The standard array adds up to 72, so anything around 72 is a normal, balanced character. Totals in the high 70s are strong, and anything below about 65 will feel weak next to an array-built party.

Is point buy better than rolling?

Neither is better; they do different jobs. Point buy gives you full control and keeps the party balanced, while rolling can produce a standout 18 or a memorable weakness. Many groups use point buy for long campaigns and rolling for one-shots.

What is the standard array in 5e?

The standard array is 15, 14, 13, 12, 10 and 8. You assign each number to one ability, then add your ability bonuses. It costs exactly 27 points in point buy.

Can you reroll bad stats?

Only if your DM allows it. Common house rules let you reroll a set whose total is too low, or one with no score of 15 or higher. This roller supports both, plus rerolling 1s, as optional settings.

What is the highest ability score you can start with?

Rolled scores top out at 18 before bonuses, and point buy caps at 15. After ability score bonuses, no score can go above 20 at character creation.

Does this work for Pathfinder or other d20 games?

Yes. 4d6 drop lowest, 3d6 and the modifier formula work the same in Pathfinder and most d20 games. Point buy budgets and costs differ by system, so use the rolling methods there or check your game's own point-buy table.