D&D 5e Stat Roller
Generate six ability scores for a new character. Pick a method, roll, and assign each score to Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma.
The four ways to set ability scores
4d6 drop lowest. Roll four six sided dice, drop the lowest die and add the other three. Do it six times. This is the rolling method in the 5e rules, and the dropped die is shown struck through above.
3d6 straight. Three d6 per score with nothing dropped. Older editions used it, and some tables still like the swingier results.
Standard array. 15, 14, 13, 12, 10 and 8. No dice, so every player at the table starts on equal footing.
Point buy. Every score starts at 8 and you spend 27 points. Raising a score costs 1 point per step up to 13, then 2 points each for 14 and 15. Scores cap at 15 before racial or background bonuses.
How modifiers work
Each score gives a modifier: subtract 10, divide by 2 and round down. A 10 or 11 gives +0, a 14 gives +2, an 8 gives -1. The modifier is what you add to checks, saves and attacks.
| Score | Modifier |
|---|---|
| 3 | -4 |
| 8 to 9 | -1 |
| 10 to 11 | +0 |
| 12 to 13 | +1 |
| 14 to 15 | +2 |
| 16 to 17 | +3 |
| 18 | +4 |