Best Point Buy Arrays for Fighters
Essential guide for optimizing Fighter builds
Fighters are the masters of martial combat in D&D 5e, and their point buy allocation can dramatically affect their effectiveness. Whether you're building a defensive tank or an offensive powerhouse, the right ability score distribution makes all the difference.
The Classic Strength Fighter: 15-8-15-8-13-10
This build prioritizes raw combat power with Strength 15 for attacks and Constitution 15 for survivability. Wisdom 13 helps with Perception, while other abilities remain low. After racial bonuses, this fighter hits hard and takes punishment well.
Best for: Great Weapon Master builds, two-handed weapon specialists
Race synergy: Variant Human (+1 STR, +1 CON), Half-Orc (+2 STR, +1 CON)
The Dexterity Fighter: 8-15-14-8-13-10
Dexterity fighters sacrifice some raw damage for improved AC, initiative, and ranged options. This build works excellently with Archery fighting style and offers more tactical flexibility than strength builds.
Best for: Archery specialists, dual-wielding builds, Eldritch Knights
Race synergy: Wood Elf (+2 DEX, +1 WIS), Halfling (+2 DEX, +1 CON)
The Balanced Fighter: 15-13-14-8-12-8
This spread maintains strong primary and secondary abilities while providing decent Dexterity for initiative and AC. It's the most versatile build, working well for any Fighter subclass.
Best for: New players, versatile builds, uncertain subclass choices
Pro Tip
Always consider your intended subclass when allocating points. Eldritch Knights need Intelligence, while Purple Dragon Knights benefit from Charisma for their social abilities.
Dex vs Con: Where to Spend Points?
The eternal dilemma of character optimization
One of the most common questions in point buy optimization is whether to prioritize Dexterity or Constitution as your secondary ability. Both provide crucial benefits, but understanding when to favor each can optimize your character's performance.
The Case for Constitution
Constitution directly affects your survivability through hit points and concentration saves. Every character benefits from higher Constitution, making it universally valuable.
- Hit Points: Each point of Constitution modifier adds to your hit points at every level
- Concentration: Essential for spellcasters maintaining crucial spells
- Death Saves: Higher Constitution helps you survive unconsciousness
- Poison Resistance: Many monsters use poison attacks
The Case for Dexterity
Dexterity provides active benefits that can prevent damage rather than just absorbing it. It's particularly valuable for characters without heavy armor access.
- AC Bonus: Improves your Armor Class, preventing attacks from hitting
- Initiative: Going first in combat provides tactical advantages
- Stealth and Skills: Many important skills rely on Dexterity
- Reflex Saves: Dexterity saves are common and often prevent major damage
Class-Specific Recommendations
Favor Constitution: Barbarians (Unarmored Defense uses CON), Concentration casters (Wizards, Sorcerers), Frontline fighters
Favor Dexterity: Light armor users, Rogues, Rangers, characters relying on stealth
Balance Both: Most characters benefit from 13-14 in both abilities when possible
Advanced Strategy
Consider your campaign style: combat-heavy games favor Constitution, while exploration and social campaigns benefit more from Dexterity's skill applications.
Point Buy vs Standard Array vs Rolling
Understanding D&D's three ability score methods
D&D 5e offers three official methods for determining ability scores, each with distinct advantages and creating different play experiences. Understanding these methods helps you choose the right approach for your table.
Point Buy: Balanced Customization
Point buy provides 27 points to distribute among six abilities, with scores ranging from 8-15 before racial bonuses. This method ensures balanced characters while allowing customization.
Advantages:
- Perfect balance—no overpowered or underpowered characters
- Complete customization within limits
- Predictable power level for DMs
- Eliminates luck-based disparities
Disadvantages:
- Limited maximum ability scores
- Mathematical optimization can overshadow roleplay
- Less excitement than rolling
Standard Array: Simple Equality
The standard array (15, 14, 13, 12, 10, 8) assigns predetermined scores to abilities. It's essentially point buy with the math done for you.
Best for: New players, quick character creation, one-shots
Rolling: High Risk, High Reward
Rolling 4d6 drop lowest for each ability creates the most variation, potentially producing very powerful or very weak characters.
Advantages:
- Potential for exceptional characters (18s at creation)
- Exciting and unpredictable
- Can inspire unexpected character concepts
- Traditional "old school" feel
Disadvantages:
- Significant power imbalances possible
- Weak characters may feel useless
- Difficult for DMs to balance encounters
- Can encourage character replacement if rolls are poor
Hybrid Methods
Many tables use modified approaches:
- Roll with minimum: Roll 4d6 drop lowest, but treat any result below 8 as 8
- Array choice: Roll a full set, then choose between rolled stats and standard array
- Modified point buy: Increase point pool to 30-32 for more powerful games
Quick Comparison
Method | Balance | Customization | Speed | Excitement |
Point Buy | Perfect | High | Medium | Low |
Standard Array | Perfect | Medium | Fast | Low |
Rolling | Poor | Low | Fast | High |
How Modifiers Work in D&D 5e
Understanding the math behind ability scores
Ability modifiers are the heart of D&D 5e's mechanics, yet many players don't fully understand how they work. Mastering modifiers is crucial for effective character optimization and understanding your character's capabilities.
The Basic Formula
Ability modifiers follow a simple formula: (Ability Score - 10) ÷ 2, rounded down
This means:
- Score 8-9: -1 modifier
- Score 10-11: +0 modifier
- Score 12-13: +1 modifier
- Score 14-15: +2 modifier
- Score 16-17: +3 modifier
- Score 18-19: +4 modifier
- Score 20: +5 modifier
Why Even Numbers Matter
Since modifiers only increase at even ability scores, odd scores represent "wasted" potential in purely mechanical terms. A score of 15 provides the same +2 modifier as 14, making the extra point seem inefficient.
However, odd scores aren't always waste:
- Racial bonuses: +1 racial bonus turns 15 into 16 (+3 modifier)
- Feats: Some feats provide +1 to specific abilities
- Magic items: Items like Belt of Giant Strength set abilities to odd numbers
- Multiclassing: Requirements check raw scores, not modifiers
Modifier Applications
Understanding where modifiers apply helps you prioritize ability scores:
Attack Rolls: Add relevant ability modifier (STR for melee, DEX for ranged/finesse)
Damage Rolls: Add ability modifier to weapon damage
Spell Attacks: Use spellcasting ability modifier
Saving Throws: Add ability modifier + proficiency bonus if proficient
Skill Checks: Add ability modifier + proficiency bonus if proficient
Spell Save DC: 8 + proficiency bonus + spellcasting modifier
The Power of +1
Each +1 modifier improvement affects every roll using that ability. For a character making multiple attacks per round, a +1 attack bonus represents significant damage increase over time.
Optimization Insight
Reaching 20 in your primary ability should be a priority. The jump from +4 to +5 modifier affects every attack, damage roll, and spell save DC—often worth more than most feats.
Beginner Mistakes in Point Buy
Avoid these common character creation pitfalls
Point buy offers incredible flexibility, but that freedom can lead new players into optimization traps. Learning from common mistakes helps you create more effective and enjoyable characters.
Mistake 1: Spreading Points Too Evenly
New players often try to avoid "bad" ability scores by creating arrays like 12, 12, 12, 12, 12, 11. While this seems balanced, it creates a character who's mediocre at everything.
Why it's problematic: D&D rewards specialization. A +1 modifier in everything is less valuable than +3 in your main ability and +2 in secondary abilities.
Better approach: Embrace having 8s in unimportant abilities. A Wizard doesn't need Strength or Charisma—put those points into Intelligence and Constitution instead.
Mistake 2: Ignoring Constitution
Constitution affects every character's survivability, but new players sometimes neglect it for more "interesting" abilities.
The problem: Low Constitution means fewer hit points, failed concentration saves, and poor survivability. Dead characters can't use their high Intelligence or Charisma.
Solution: Aim for at least 13 Constitution on most characters, 14-15 for frontliners and concentration casters.
Mistake 3: Not Planning for Racial Bonuses
Choosing race after allocating ability scores can result in mismatched bonuses and wasted potential.
Example: Building a Wizard with 15 Intelligence, then choosing a race that gives +2 Strength wastes the racial bonus entirely.
Better planning: Choose race and class together, ensuring racial bonuses enhance your primary abilities.
Mistake 4: Stopping at Odd Numbers
Since modifiers only increase at even scores, stopping at 13 instead of 14 provides no mechanical benefit while costing the same points.
When it's okay: If racial bonuses will make the score even, or if you're planning specific feats that provide ability increases.
Mistake 5: Overvaluing Mental Stats for Non-Casters
New players sometimes put too many points into Intelligence, Wisdom, or Charisma for martial characters, thinking these make characters more interesting.
Reality check: While these abilities have uses, a Fighter with 15 Intelligence but 13 Strength will struggle in combat—their primary role.
Mistake 6: Forgetting About Skills and Tools
Point buy affects skill bonuses, but new players sometimes ignore this when optimizing for combat.
Consider: Your party's skill coverage. If no one has good Wisdom, your character might need higher Wisdom for Perception and Insight, even if it's not their primary ability.
Mistake 7: Analysis Paralysis
Some players spend hours optimizing point buy arrays, losing sight of character concept and story.
Remember: The difference between optimized and slightly suboptimal builds is often minimal. Choose arrays that support your character concept while avoiding major weaknesses.
Quick Fix List
- Put 15 in your primary ability
- Don't go below 13 Constitution
- Match race to class synergy
- Prefer even ability scores
- Embrace having 8s in unimportant abilities
Point Buy for Multiclass Characters
Planning ahead for multiclass builds
Multiclassing adds complexity to point buy allocation, as you need to meet multiple ability score requirements while maintaining effectiveness in both classes. Planning your point distribution with multiclassing in mind prevents future frustration.
Understanding Multiclass Requirements
Each class has minimum ability score requirements for multiclassing in or out:
- Strength classes: Barbarian, Fighter, Paladin require 13 Strength
- Dexterity classes: Monk, Ranger, Rogue require 13 Dexterity
- Wisdom classes: Cleric, Druid require 13 Wisdom
- Intelligence classes: Wizard requires 13 Intelligence
- Charisma classes: Bard, Sorcerer, Warlock require 13 Charisma
Popular Multiclass Combinations
Paladin/Warlock (13 STR, 13 CHA)
Array: STR 13, DEX 10, CON 15, INT 8, WIS 12, CHA 15
This combination provides excellent burst damage and short rest recovery. Both classes use Charisma, making the stat requirements synergistic.
Fighter/Wizard (13 STR, 13 INT)
Array: STR 13, DEX 14, CON 15, INT 13, WIS 10, CHA 8
The Eldritch Knight's bigger brother, providing full spellcasting progression alongside martial prowess. Requires careful level planning.
Rogue/Ranger (13 DEX, 13 WIS)
Array: STR 8, DEX 15, CON 14, INT 10, WIS 13, CHA 8
Excellent for scout characters, combining stealth expertise with nature skills and limited spellcasting.
Strategic Considerations
Primary vs Secondary Classes: Decide which class will be your main focus. If you're primarily a Paladin with Warlock levels, prioritize Strength and Constitution over maximizing Charisma.
Spellcasting Synergy: Classes that share spellcasting abilities (like Ranger/Druid or Sorcerer/Warlock) benefit more from multiclassing than mixed caster/martial combinations.
Armor Class Considerations: Multiclass characters often have more AC options. A Barbarian/Monk can choose between Unarmored Defense calculations, for example.
Multiclass Warning
Multiclassing delays your primary class features and spell progression. Consider whether the benefits outweigh staying single-class, especially for new players.