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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.

Standard Array Assigner

15, 14, 13, 12, 10, 8
Available Values
15
14
13
12
10
8
STR
Strength
DEX
Dexterity
CON
Constitution
INT
Intelligence
WIS
Wisdom
CHA
Charisma
Standard Array: A balanced set of ability scores (15, 14, 13, 12, 10, 8) for fair, predictable character creation. Assign each value to one ability score.

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
Official Source:
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
Fighter (Strength): STR 15, CON 14, DEX 13, WIS 12, CHA 10, INT 8
  • Similar to Barbarian
  • WIS helps with Perception and saves
Paladin: STR 15, CHA 14, CON 13, WIS 12, DEX 10, INT 8
  • Strength and Charisma are both essential
  • Smites key off Charisma for spell slots
Dexterity Martial Classes:

Fighter (Dexterity): DEX 15, CON 14, WIS 13, STR 12, CHA 10, INT 8

  • Archery or finesse weapons
  • WIS for saves and Perception
Ranger: DEX 15, WIS 14, CON 13, INT 12, STR 10, CHA 8
  • Wisdom powers spellcasting
  • INT helps with Nature/Survival
Rogue: DEX 15, CON 14, WIS 13, INT 12, CHA 10, STR 8
  • All about Dexterity
  • INT for Investigation, WIS for Perception
Monk: DEX 15, WIS 14, CON 13, STR 12, INT 10, CHA 8
  • DEX and WIS are both crucial
  • CON third for ki-powered survival
Spellcasters:

Wizard: INT 15, DEX 14, CON 13, WIS 12, CHA 10, STR 8

  • Intelligence is everything
  • DEX for AC (no armor)
Sorcerer: CHA 15, CON 14, DEX 13, WIS 12, INT 10, STR 8
  • Charisma drives all abilities
  • CON for concentration
Warlock: CHA 15, CON 14, DEX 13, WIS 12, INT 10, STR 8
  • Same as Sorcerer
  • Very consistent
Bard: CHA 15, DEX 14, CON 13, WIS 12, INT 10, STR 8
  • Charisma for spells and skills
  • DEX for light armor AC
Cleric: WIS 15, CON 14, STR 13, DEX 12, CHA 10, INT 8
  • Wisdom powers everything
  • STR for heavy armor clerics
Druid: WIS 15, CON 14, DEX 13, INT 12, CHA 10, STR 8
  • 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
When Point Buy is Better:
  • 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
When Standard Array is Better:
  • You're new to the system
  • You want fast character creation
  • The DM requires it for simplicity
Standard Array vs Rolling:

Standard Array Guarantees:

  • No score above 15 (before racials)
  • No score below 8
  • Total of 72 points (15+14+13+12+10+8)
Rolling Offers:
  • Potential for 16, 17, or even 18
  • Risk of multiple low scores
  • Excitement and randomness
  • Average total around 73-74 (slightly higher)
The Trade-off:
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.
Tasha's Custom Lineage:
+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
Half-Feats to Consider:
  • 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)
Example Progression (Fighter with 15 STR):
  • 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
Variant Human Exception:
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.

Common Mistakes

Common Mistake
Putting 15 in a stat without a racial bonus — always align your highest score with your +2 racial to reach 17
Common Mistake
Ignoring Constitution — never assign 8 to CON unless you have a very specific build reason
Common Mistake
Assigning randomly — Standard Array has exactly enough power for a strong character, so assignment strategy matters
Common Mistake
Forgetting that 13 and 15 are odd — plan to round them up with half-feats or racial bonuses

DM Tips

DM Tip
Standard Array is excellent for new players — it removes decision paralysis while still creating competent characters
DM Tip
For one-shots or drop-in games, require Standard Array for fast, balanced character creation
DM Tip
Consider offering Standard Array as a 'safety net' when players roll poorly

Frequently Asked Questions