This stat roller generates a complete set of six ability scores for a Dungeons & Dragons 5th edition character in one click. Pick your rolling method, and it returns Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma — each with its dice, its ability modifier, and running totals — so you can drop them straight onto a character sheet.
How it works
The roller offers three methods:
- 4d6 drop lowest (standard 5e): roll four six-sided dice, discard the single lowest, sum the other three. Scores range from 3 to 18 and average about 12.
- 3d6 straight: sum three dice for a grittier classic spread with a lower average.
- Heroic: roll 4d6, reroll any 1s once, then drop the lowest — biasing scores higher.
Each score’s ability modifier uses the official 5e formula floor((score − 10) ÷ 2). Every die is drawn from the browser’s Web Crypto API, with modulo bias removed so each face is equally likely.
Example
A 4d6-drop-lowest roll of 6, 5, 4, 2 drops the 2, summing 6 + 5 + 4 = 15. A score of 15 gives a modifier of floor((15 − 10) ÷ 2) = +2.
| Score | Modifier |
|---|---|
| 18 | +4 |
| 16 | +3 |
| 15 | +2 |
| 10–11 | +0 |
| 8 | −1 |
Choosing the right method for your game
4d6 drop lowest is the default in D&D 5e Player’s Handbook and is the most common choice at tables. It pushes scores higher than purely random, making characters feel competent from the start — a typical spread might look like 16, 14, 13, 12, 10, 8, producing several positive modifiers.
3d6 straight is the original AD&D and early D&D method. It produces truly random, sometimes brutal, results: players occasionally roll an 18 but also face the real prospect of three or four scores below 10. Many OSR (Old-School Renaissance) games and retro campaigns prefer this method because it creates a wider, more unpredictable range of characters with genuine weaknesses.
Heroic is best for high-powered campaigns or games where the DM wants every character to feel exceptional from session one. Rerolling 1s before dropping the lowest means a rock-bottom score of 1 almost never appears in the final three dice, and averages creep noticeably upward. Cinematic or story-focused tables often prefer this to avoid characters who are simply bad at most things.
Point buy vs. random rolling
D&D 5e also offers a point-buy system where players spend a budget of 27 points to set scores between 8 and 15. Point buy guarantees a minimum competency floor and lets players tailor every ability precisely — popular for Adventurers League and organised play where balance matters. Random rolling is riskier but more memorable: the character with a 7 Charisma because the dice said so often becomes the most entertaining to roleplay. This tool supports the rolling approach only; the scores it generates are not constrained by a point budget.
What to do with the scores
Once you have six scores, assign them to abilities in any order. Prioritise the ability your class relies on most: Wizards need high Intelligence, Paladins lean on Strength and Charisma, Rangers want Dexterity and Wisdom. If the highest score is 14 or below across all six, many tables allow a reroll of the whole array. Check with your DM before the session.
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