D&D Standard Array Assigner
Assign the D&D 5e Standard Array (15, 14, 13, 12, 10, 8) to your abilities with our interactive tool. Includes class-specific recommendations and racial bonus calculations.
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Standard Array Assigner
What is the Standard Array?
The Standard Array is a pre-determined set of six ability scores you can use instead of rolling or using Point Buy.
The Standard Array: 15, 14, 13, 12, 10, 8
How to Use It:
1. Assign each of these six numbers to one of your six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma)
2. Each number can only be used once
3. Apply your racial bonuses after assignment
Why Use Standard Array?
- Fast: No decisions about point allocation
- Balanced: Every Standard Array character has the same power level
- Simple: Great for new players
- Fair: No lucky or unlucky rolls
Standard Array is found in the Player's Handbook, Chapter 1, under "Determine Ability Scores."
Recommended Assignments by Class
Melee Martial Classes:
Barbarian: STR 15, CON 14, DEX 13, WIS 12, CHA 10, INT 8
- Strength for attacks and Reckless Attack
- Constitution for HP and Unarmored Defense
- Dexterity for AC and initiative
- Similar to Barbarian
- WIS helps with Perception and saves
- Strength and Charisma are both essential
- Smites key off Charisma for spell slots
Fighter (Dexterity): DEX 15, CON 14, WIS 13, STR 12, CHA 10, INT 8
- Archery or finesse weapons
- WIS for saves and Perception
- Wisdom powers spellcasting
- INT helps with Nature/Survival
- All about Dexterity
- INT for Investigation, WIS for Perception
- DEX and WIS are both crucial
- CON third for ki-powered survival
Wizard: INT 15, DEX 14, CON 13, WIS 12, CHA 10, STR 8
- Intelligence is everything
- DEX for AC (no armor)
- Charisma drives all abilities
- CON for concentration
- Same as Sorcerer
- Very consistent
- Charisma for spells and skills
- DEX for light armor AC
- Wisdom powers everything
- STR for heavy armor clerics
- Wisdom for spells and Wild Shape DCs
- CON for concentration
Standard Array vs Other Methods
Standard Array vs Point Buy:
Standard Array IS Point Buy, frozen at one specific allocation.
Point Buy Equivalent:
The Standard Array (15, 14, 13, 12, 10, 8) costs exactly 27 points:
- 15 = 9 points
- 14 = 7 points
- 13 = 5 points
- 12 = 4 points
- 10 = 2 points
- 8 = 0 points
- Total: 27 points
- You want 15, 15 in two stats (costs 18 points, leaving 9 for others)
- You want to avoid dump stats entirely
- Your build needs a specific unusual array
- You're new to the system
- You want fast character creation
- The DM requires it for simplicity
Standard Array Guarantees:
- No score above 15 (before racials)
- No score below 8
- Total of 72 points (15+14+13+12+10+8)
- Potential for 16, 17, or even 18
- Risk of multiple low scores
- Excitement and randomness
- Average total around 73-74 (slightly higher)
Rolling might give you an 18, but it might also give you multiple scores under 10. Standard Array is safe and predictable.
Racial Bonus Synergy
Maximizing Racial Bonuses:
Your racial bonus determines where to put your 15.
+2 to Primary Stat Races:
Put your 15 in the stat that gets +2 racial. This gives you 17 at level 1.
Examples:
- Mountain Dwarf (+2 STR, +2 CON): 15→17 STR, 14→16 CON. Amazing for martials.
- High Elf (+2 DEX, +1 INT): 15→17 DEX, 13→14 INT. Great for Eldritch Knight or Bladesinger.
- Half-Elf (+2 CHA, +1/+1 choice): 15→17 CHA, then +1 to two other stats. Incredibly versatile.
- Variant Human (+1/+1 choice + feat): Put +1 where it rounds up a score. The feat is the real prize.
+2 anywhere, one feat. Put the +2 on your 15 for a clean 17 in any stat, then take a powerful feat.
Common Race/Class Combos:
| Class | Recommended Race | Result |
|-------|------------------|--------|
| Barbarian | Half-Orc | 17 STR, 15 CON |
| Fighter | Custom Lineage | 17 in main stat + feat |
| Paladin | Half-Elf | 17 CHA, +1 to STR and CON |
| Ranger | Wood Elf | 17 DEX, 14 WIS |
| Rogue | Lightfoot Halfling | 17 DEX |
| Wizard | High Elf | 16 INT, 17 DEX |
| Cleric | Hill Dwarf | 16 WIS, 16 CON |
| Warlock | Tiefling | 17 CHA, 14 INT |
Ability Score Progression
Planning Ahead with Standard Array:
Starting with Standard Array, here's how your abilities progress:
ASI Schedule:
Most classes get Ability Score Improvements at levels 4, 8, 12, 16, and 19.
Getting to 20:
Starting with 15 + 2 racial = 17
- Level 4: +2 = 19
- Level 8: +1 (or +2 and take feat) = 20
You can max your primary stat by level 8, leaving later ASIs for feats.
The Odd Score Strategy:
Standard Array includes 15 and 13 — both odd numbers.
Why This Matters:
- Odd scores "waste" a point (15 gives same +2 modifier as 14)
- BUT odd scores pair perfectly with half-feats
- Resilient (+1 to chosen ability, proficiency in that save)
- Fey Touched (+1 CHA/INT/WIS, free spells)
- Shadow Touched (+1 CHA/INT/WIS, free spells)
- Skill Expert (+1 to any ability, expertise)
- Chef (+1 CON or WIS, healing treats)
- Level 1: 15 STR (17 with +2 racial)
- Level 4: Take Great Weapon Master (feat, STR stays 17)
- Level 6: Fighter Extra ASI → STR 19
- Level 8: STR 20 or take Sentinel
- Level 12+: Pick up feats freely
V. Human gets +1/+1 and a feat at level 1. Consider putting +1 on your 15 for 16, then using your level 4 ASI for +2 to reach 18. Slower to 20, but you get a feat earlier.