Last month, I made a Twitter thread about racial ability score bonuses. I don’t like the way that races in D&D get numerical bonuses to their ability scores. I think it’s unnecessarily limiting. There are over 1,000 unique race/class combinations in fifth edition D&D, but only a small handful of them are worth playing from a character optimization standpoint. Not everyone feels the need to play optimal characters, and would instead rather play characters for their roleplay potential than their mechanical viability, but I don’t see why we can’t have both.
Halfling rogues are a classic class combination, for example, because they’re an optimal combo for all three pillars of D&D. Ever since The Hobbit, the idea of halflings being small and sneaky has been a staple of fantasy, giving us prime examples of how one might explore, fight, or interact with people as a halfling rogue. And D&D lets you do all that because of supremely synergistic racial ability score increases, racial traits, and the somewhat more ephemeral idea of being fun to roleplay. On the other hand, class combinations like a half-orc wizard have always been a harder sell. In previous additions, a half-orc’s penalty to Intelligence made being a wizard incredibly hard—and even in fifth edition D&D, the fact that the half-orc race doesn’t get a bonus to Intelligence makes it hard to excel as a wizard because you’ll always have a subpar spell attack bonus and saving throw DC.
This is to say nothing of the fact that linking ability score penalties (which are thankfully absent from the fifth edition Player’s Handbook, at least) to your choice of race has distasteful similarities to real-life racist ideology.
But the thing is, it doesn’t have to be this way. Ability score increases don’t have to be tied to which race you chose. They could be tied directly to your class, or more indirectly to your background, to some combination of the two options. Let’s take a look at some character creation house rules that you can use to decouple ability scores from race.
Step One: Remove Racial Ability Score Increases
The first step of this house rule is tremendously easy. Simply remove the Ability Score Increase trait from your character’s race and subrace, if applicable. In the case of the so-called “monstrous races” of orcs and kobolds from Volo’s Guide to Monsters, this removes their ability score reductions, as well.
If you’re worried about this making your character’s race irrelevant, or making the various fantasy races of D&D too homogeneous, don’t worry. Each race still has plenty of traits that help make them unique. For example, tieflings still have the Darkvision, Hellish Resistance, and Infernal Legacy traits, all of which make them unique and fantastical—and more importantly, these traits are interesting in a way that numerical stat bonuses just aren’t. Even without racial ability score increases, half-orcs are still strong and tough by virtue of their Relentless Endurance and Savage Attacks traits, and dwarves are still sturdy and martially adept, thanks to their Dwarven Resilience and Dwarven Combat Training traits.
There are few exceptions to this houserule for races and subraces that are highly impacted by their ability score increases. These are:
Human. The variant human presented in the Player’s Handbook is the default example of the human race while using this house rule.
Mountain Dwarf. Since the mountain dwarf subrace gains a +2 bonus to Strength in place of another trait, they gain a new trait in its place: Martial Aptitude. When you hit with a martial melee weapon, you roll an additional 1d4 and add it to the damage.
This trait originally appeared in a different form, which many commenters rightfully pointed out was much stronger than a +2 bonus to Strength. The older version is presented here for consistency.
Martial Aptitude. When using a martial weapon, you roll one additional damage die. For instance, when you hit with a greatsword, you roll 3d6 to determine the attack’s damage, instead of 2d6.
Half Elf. Since half elves gain more ability score increases than most other races, they gain a new trait in its place: Knowledge of the Elves. You possess one of the following traits: Cantrip (as the high elf trait), Elf Weapon Training (as the high elf or wood elf trait), Mask of the Wild (as the wood elf trait), Superior Darkvision (as the drow trait), or Drow Weapon Training (as the drow trait). Other traits, such as those from elves not in the Player's Handbook, can be used at the DM's discretion.
Half-elves originally had a different trait in an earlier version of this article, which several commenters pointed out had unpleasant social implications. The older version is presented here for consistency. Supernatural Charm. You know the friends cantrip. Starting at 3rd level, you can cast charm person once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Step Two: Reassign Ability Score Increases
Now that you’ve severed ability score increases from races, it’s time to relink them somewhere else in the system. Since almost every race in D&D gains a +2 bonus to one ability score and a +1 bonus to another, a total bonus of +3 should be assigned to all characters. My preferred option is for characters to gain access to improving their ability scores based on the training they undergo to become a member of a certain class. However, while discussing this option with other D&D fans, I found a not-insignificant number of people who felt that this would make all characters of a certain class feel too homogenous, regardless of racial traits.
While I disagree with this take, I’ve nevertheless presented three different ways to reassign ability score increases. Take your pick!
Option One: Class
You gain the Ability Score Increase feature when you choose your class at 1st level. If you gain levels in another class using the optional Multiclassing rules, you don’t gain this feature again.
Ability Score Increase (Barbarian). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, or Constitution.
Ability Score Increase (Bard). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. You can increase any ability score using this feature.
Ability Score Increase (Cleric). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, or Wisdom.
Ability Score Increase (Druid). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Wisdom, or Charisma.
Ability Score Increase (Fighter). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Intelligence.
Ability Score Increase (Monk). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Wisdom.
Ability Score Increase (Paladin). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Charisma.
Ability Score Increase (Ranger). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Wisdom.
Ability Score Increase (Rogue). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. You can increase any ability score using this feature.
Ability Score Increase (Sorcerer). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Dexterity, Constitution, or Charisma.
Ability Score Increase (Warlock). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Charisma.
Ability Score Increase (Wizard). You can increase one of your ability scores by 2 and another ability score by 1. Alternatively, you can increase three of your ability scores by 1. The ability scores you can increase using this feature are Dexterity, Constitution, or Intelligence.
Option Two: Background
You gain the Ability Score Increase feature based on your background. This list includes the backgrounds from the Player’s Handbook. If you choose a background from a different book, consult with your Dungeon Master to determine one ability score to gain a +2 bonus in, and another ability score to gain a +1 bonus in.
Ability Score Increase (Acolyte). Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Charlatan). Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Criminal). Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Entertainer). Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Folk Hero). Your Strength or Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Guild Artisan). Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Hermit). Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Noble). Your Intelligence or Charisma score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Outlander). Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Sage). Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Sailor). Your Strength or Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Soldier). Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Ability Score Increase (Urchin). Your Dexterity or Constitution score increases by 2, and one other ability score of your choice increases by 1.
Option Three: Class and Background
The third and final option is a combination of the two above. When you choose your class, assign a +2 to one ability score available to your class in Option One (or two +1s to two ability scores available to your class). Then when you choose your background, assign a +1 to the ability score specified by your background in Option Two. Since some backgrounds in Option Two let you choose between two ability scores to increase, you can choose either of them.
Would you use this house rule in your home D&D game? Which option is your favorite, or do you have a fourth option that you would use instead?
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist and the Critical Role Tal'Dorei Campaign Setting, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his partner Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
"Martial Aptitude. When using a martial weapon, you roll one additional damage die. For instance, when you hit with a greatsword, you roll 3d6 to determine the attack’s damage, instead of 2d6."
WHAT? That is undoubtedly the most unbalanced racial ability I have ever seen. Fundamentally you're making everything a critical hit (with the exception of greatswords, which you conveniently used in the example, most weapons only get 1 damage die), and any real critical hit a QUADRUPLE critical. You've taken away what would give a fighter a +1 to damage and given them between a +2 and a +6 average.
Here's a graph of what that change does to level 1 damage with a Greataxe https://imgur.com/a/sB5vnm5
That's right, a 25% chance to do 34 damage at level 1 in a single hit.
I actually really like this idea!!!! I hate the classic half-orc barbarian, halfling rogue, tiefling warlock!!!! BOOOO
And I 100% agree with n0ose. The extra +1 to Strength the mountain dwarf gets equals to a static +0 or +1 to your damage die. Adding an extra die to each weapon attack, adds a minimum +1 to damage, average +3 and at most +6 per attack. That is ridiculously overpowered and now the most common fighter or barbarian race will be mountain dwarf. I hope that gets edited to not be so overpowered. MAYBE it can be like archery where any two handed weapon gets +2, but even then that seems overpowered too. I'm not sure what the solution is, but it is not Martial Aptitude at all.
Dude it is just a brewing idea. These are not full alternative rules just a bunch of ideas to help other DMs solve what may be seen as a problem
I would give them either a fixed, extra 1d4 damage die, or make that ability more limited; perhaps you can use it once and regain it when your roll initiative.
Personally, I think if your going to do this you might as well just say every character can get 3 ability points to put wherever they want. Let them explain through backstory why they are better at something than another. I had always liked the 3.5 give and take of ability scores since being an extremely strong halfling should be something that's difficult to obtain realistically.
Aye. This particular example ability is mechanically broken, but I like the general idea as a whole, as it'd make races even more interesting, and would result in some more varied groups. And don't get me wrong, I know that not everybody creates a character with only its ability scores in mind, and that there's been plenty "suboptimal" characters, but then again - the approach described above is a good way of unshackling the potential of all those dwarven wizards or gnomish barbarians to come.
I like option 3 a lot.
But honestly, maybe even this is all more complicated than it needs to be. I am thinking our next campaign I will just give the players 3 points to invest however they like, with the option of any race spending 2 points for a feat. For Mountain Dwarves, perhaps give them an extra 1d4 damage die.
The houserule that I use is just have the racial ability scores be assigned freely, the amount doesn't change so Mountain Dwarf still gets two +2s but it's to any stats of their choice.
I like the system you presented but it seems like it's changing some of the core balance and thus can easily break the balance of the game. Mountain Dwarf's martial aptitude especially seems a bit unbalanced and kind of overpowered.
Lol, that mountain dwarf ability. But how would you rebalance orcs and kobolds, take off a damage die for all weapon hits?
Thanks for the feedback! Some other options could include:
Applying the extra die only once per long rest; instead making this a flat +2 bonus to damage to all attacks; or adding a 1d4 of damage to all attacks.
Agreed. Just give them an extra ability score increase
What Demo said
As others have said, martial aptitude is overpowered. I like the idea of divorcing ability scores from race but why tie it to class or background? If you want to encourage role-playing unusual combinations, why not just let people pick the bonuses most appropriate to their character? Using background in particular encourages people to pick the background that gives them the ability bonuses they need, which is the opposite of what you want to do.
Option Four: assign a +2 to one ability score of your choice, and a +1 to another ability of your choice. Or assign a +1 to three different abilities of your choice. If this is linked to your Background, or choice of race or class, great.
Martial Aptitude. When using a martial weapon, you roll one additional damage die, then drop the lowest. For instance, when you hit with a greatsword, you roll 3d6 to determine the attack's damage instead of 2d6, then take the two highest dice. If the result was 4,6 and 2, for example, you'd do ten damage.
I really like this idea, however I’m curious why the druid gets ability score increases to Strength, Wisdom, and Charisma. What is the thought process behind this, why not Dexterity, Intelligence, and Wisdom?
Similarly, why does a criminal get a Constitution bonus and not a Dexterity bonus, and vice versa for the Outlander?
I understand this instinct, but it's not in line with the rest of this idea. Even if the ability score is mutable in where it cam be placed, it's still giving a race a static ability score modifier. The guiding idea behind this house rule is to make racial traits unrelated to ability scores.
I do appreciate this; the pressure to play an optimized character can be distorting to the game at times. I've played a dwarf wizard who was fun as heck, but a lot of people would scoff at the idea of not starting with a 16 in your casting stat.
One game I encountered a few years ago was Beyond the Wall, which had a system for integrating your stat scores with your background. There was a list of little narrative vignettes that correlated to some particular increase in an ability score, skill proficiency, or some other aspect of character building. It was a neat way of building out your story in a setting appropriate way that made your character feel a little more organic, and not as if you sprang from the ground fully formed.
I like the overall ideas in the article, even if I agree that Martial Aptitude (and maybe Supernatural Charm) feel overpowered as a replacement for a +1 to a stat more than the average character. I'd say the other options listed below make a lot more sense.
Normally I don't comment much on these, I just read and enjoy. But this time, not so much. Races being innately better at certain things is normal in fantasy worlds. We use "race" only because "species" is more sci-fi sounding. But each are a distinct different species. Their cultures and customs vary even more than their biology, the combination of which is what creates these stat bonuses. Elves are agile because their biology makes it easier to train, and training it something their culture does. Nothing in orc society rewards intelligence, so they see no bonus for it in their template.
I really feel like this is reaching. While it's all well and good to encourage people to break the norm (please break the norm, please please please) instead of eliminating or shifting the bonuses in this way, work with the DM and maybe find a roleplay reason for your orc to be smarter than normal, your elf less nimble, or your dwarf less stout. Maybe your dwarf was sickly as a child and spent more time with books, your elf as a youth developed a crush on a human and opted to impress them with physical strength, the orc was sold to a shaman after being born and raised in the arcane. Don't radically alter the whole system, just be creative with your DM.
This is a neat idea which I like, but decoupling stats from race just to tie them to background seems self-defeating. You go from "half-orc wizards are weak" to "non-sage wizards are weak" and then instead of a racial bias when picking classes you have a background bias.
IMO everyone of a certain class being the same background is just as restrictive to roleplay as everyone being the same race. I need my street urchin druid who uses stone and earth and poison from the gutters, my charlatan paladin, my sage barbarian who threw away years of study when he learned a horrific and forgotten secret...
Better to just give players three points to spend as they see fit, if the goal is to allow more flexible RP choices while still encouraging optimization.