D&D Stat Roller

Six ability scores in one click, rolled 4d6 with the lowest die dropped. The dropped die stays visible so you can check the maths.

Each score is 4d6 with the lowest die dropped. Press Space to roll again.

Strength
 
Dexterity
 
Constitution
 
Intelligence
 
Wisdom
 
Charisma
 

Total: Average score: Highest: Lowest: Point-buy equivalent:

Assign the six numbers to abilities however you like once they are rolled. The standard array is 15, 14, 13, 12, 10, 8, which costs 27 points.

Roll four d6, drop the lowest die, and add the top three. Do that six times and you have a set of ability scores to hand out across Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The roller above keeps the dropped die visible so you can see what you lost.

Why four dice and not three

The old way was 3d6 straight down the line, which averages 10.5. Dropping the lowest of four pushes that up to 12.24. That’s a meaningful shift across six scores, and it’s the reason 5e uses it: characters come out above average instead of resolutely mediocre.

You still get the occasional 6. The method raises the middle of the range without capping the bottom, so someone at your table will roll a set they want to throw out. Agree in advance what happens then. Plenty of groups allow one full reroll if the total is dire or nothing beats a 13, and it’s better to settle that before anyone rolls than after.

Assign the numbers after you’ve rolled all six. Put your highest in whatever your class swings on.

Standard array and point buy

The alternative is the standard array from the Player’s Handbook: 15, 14, 13, 12, 10, and 8. No dice, no luck, everyone starts equal. If your group cares about balance more than drama, use it.

Point buy is the same idea with more control. You get 27 points, and each score costs more as it climbs, from 0 points for an 8 up to 9 points for a 15. Nothing starts below 8 or above 15 before racial bonuses. The standard array happens to cost exactly 27 points, so it’s one legal point-buy result out of many.

Rolling is the most fun and the least fair. That’s the trade.

Rolling it yourself

Type 4d6d1 to roll one score. The dice notation guide covers the drop syntax if your table uses a different method, like 2d6+6 for a high-power game.

For everything else at the table, the D&D dice roller handles attack rolls and damage. If you want to see how the drop rule reshapes the spread, the dice probability page lays it out.

FAQ

What is the average of 4d6 drop lowest?

It comes out to 12.24, against 10.5 for three dice rolled straight. Across all six abilities that difference adds up to a noticeably stronger character. The most common single result sits in the low teens, and scores of 16 or higher show up often enough that most rolled characters have one.

Is the standard array better than rolling?

It’s more predictable. 15, 14, 13, 12, 10, 8 gives every character at the table the same starting material, which matters if one player rolls hot and another rolls three scores under 10. Rolling produces better stories and worse balance. Both are official 5e options.

How does point buy work in D&D 5e?

You have 27 points to spend. Scores start at 8 and cost more the higher you push them, up to 15 before any racial or background bonuses are applied. Spending everything usually means two strong scores and one deliberate weak spot. It’s the standard choice for organized play.

Can I reroll a bad set of scores?

That’s a table decision, not a rule. Many groups set a threshold in advance, such as rerolling the whole set if nothing reaches 14. Deciding the threshold before the dice come out keeps the argument short. Your DM has the final say.