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.
In option one instead of charisma as a druid increase I think it should probably be Constitution. I think Constitution is a important ability for druids but I have never used charisma before when playing a druid.
FFS. I just lost a ton of respect for these posts.
I disagree. Most of the ability score modifiers are based on the physical/genetic differences of the races… I don’t like the comparison to real world racism because unlike the real world where all humans are basically Homo sapiens and have more less the same genetic code, races in dungeons and dragons are vastly different from each other physically genetically mentally etc. I mean racism is one of the core components of the game… It’s right in the tiefling background story. They are viewed as fiend demon spawn from hell and the vast majority of people hate them. It’s in fact a core role playing element of the game that creates conflict between the races and “good “and “evil”. Without racial differences the game would not make logical sense. Besides you have plenty of equalizing factors to make a Half orc wizard work with how you roll abilities. The great part about dungeons and dragons is you can simply build some reason in your backstory why your half-orc wizard is more intelligent then normal and see if you can get it approved by your DM… “Rondorig The half – orc used to not be as dim witted and brutish as his breathren, but as a sat up on the wizard’s table he started to realize and grasp his new mental faculties and see the world in a completely different light “... see… eccentric wizard experiments on half forks to see if he can create the ideal combination of brains and brawn... Problem solved. Took me less than 30 seconds to think up .
You can also change how you roll your stats instead of the point buy system You can use the old fashion method of rolling three 6 sided die at the same time and picking the best roll from each group. We also have the ability to raise our core ability stats significantly as we level which used to not be in the game back in the day. Back then you were stuck with what you rolled and you had to make it work. The only way to increase your abilities was supplementing them with magical items or using a wish spell… And you know what it arguably made the game better and more interesting. So there are more than enough mechanics to make any race work well.
You’re also robbing the Player of the challenging of accomplishing something in the face of adversity or with the cards stacked against them. Part of the fun challenge of being a half-orc wizard is the challenge of finding a way to make it work which is quite easy to do nowadays with level based ability score increases. Not only that but a race’s weaknesses in something gives you all the more motivation find some magical artifact or wish spell to change that! And if you feel that is not good enough then simply change the rules for your home games or the people you play with. That’s The great part about dungeons and dragons… It’s not set in stone. It’s a GAME we can change and customize the however we like with our own homebrew content even bending the rules a little to make character races work slightly differently… The only limitation is our imagination. If you can’t make the class work then either you or your dungeon master needs to work your imagination muscle little more to find a solution that works in the context of the game. But the core rules should remain the same. Believe it or not racism in dungeons and dragons is actually good. It is what creates variety, challege and conflict all of which are necessary elements in any great story or video game. It’s a fantasy world we create with our own minds and without conflict and differences it’s simply would not work or it would cease to be a good game.
Honestly the bit about it relating to real world racism smacks of virtue signaling and racial/gender politics and I humbly ask that you please don’t bring those into this game or this site. You say right in your rules of conduct when creating homebrew content to not bring in Real world politics or religion etc. So I think it’s a bit hypocritical you are breaking your own rule of conduct in your articles and I ask that you please follow the same rules.
And yet here you are :)
I love this house rule, although I wonder how to implement it in D&D Beyond in it's current state. It usually calculates racial modifiers for you. Anyone have any ideas?
I love this I hope this is something they incorporate It makes races so much more versatility and wow!
I think it would be interesting to see a combination between the options, getting a class-based ASI and a background-based ASI that changes your natural strengths from what race you were born as to how your life has shaped you into an adventurer.
However, new racial features would need to be a little less overpowered than a free 1d4! You would essentially be giving a player a permanent enlarge spell, there are definitely more thematic options that could be used to add flavor without unbalancing things.
I really like the idea of a point buy system where both traits and ability score increases have a cost and all characters have a set number of points to spend during character creation. In order to maintain racial distinction (races are more like species in D&D), certain races would not be able to select certain traits. Kobold and Halfling characters, for example, might be unable to select the "Powerful Build" trait while Orc and Goliath characters would be unable to select "Nimbleness Trait." Traits considered overpowered, like "Martial Aptitude," would be available to all races at a higher cost.
I really like the idea behind this article. D&D's use of the term "race" and its mechanical effects are problematic, and I think that the separation of Ability Score Increases (and Penalties in the case of Orc and Kobold) from that is a step in the right direction. I think that it slightly misses what I think is the core problem though, which is the idea that Races in D&D have strengths and weaknesses primarily as a result of their genetics ("nature"). I think that it would be more effective to explicitly state that the mechanical differences between a dwarf and an elf are primarily due to cultural factors and how they were raised ("nurture"). What I'd like to see is a system that shows the mechanical effects of a person being raised in a culture different from the one that their default statistics are meant to reflect. (eg Replacing Dwarf Weapon Training with Elf Weapon Training)
Additionally, I'm not sure that there is a significant difference between giving a Mountain Dwarf a +2 to Strength and giving them a bonus to damage with melee weapon attacks. They both suggest that Mountain Dwarves are very strong, and both suggest an optimal build of character which you would be wise to conform to.
Somewhat counter to what I just said, I think that you can take a different approach. For my own setting, I've chosen to rename character "Race" to "Species". I think that the term "Species" is more accurate to describe the separation of a dwarf and a human or an orc and an elf. By making it clear that these differences are differences between magical creatures which diverge biologically, it carries less of the real-world racist baggage (which argues that within a species, there are races that are genetically superior). I then specify that the difference between a "Mountain Dwarf" and a "Hill Dwarf" isn't on hard biological lines, but it can reflect a local culture or particular family. A family of "Hill Dwarves" can easily have a child who's a "Mountain Dwarf" due to them hanging out with dwarves who value strength and armor training more than their family does.
I'm rambling, so I'll cut this off. I generally think that WotC need to seriously think about what they're trying to say with the mechanical differences between character races.
I don't get why people are going on about this. It's like we're taking real world gender and racial politics and bringing them to DnD and I HATE that.
Racial or more accurately SPECIES differences are one of the core aspects of the game that make things happen. It's what creates the concept of "good and evil" Orcs, Kobolds etc. come from less intelligent monsterous races. Their DNA makes them less intelligent just like Monkeys are less intelligent than humans but to a much lesser degree. It makes sense that a "Half-Orc" wizard struggles to overcome their primal genetics to become a great wizard. A prodigal Half-Orc wizard should be an extreme rarity, an anomaly or the exception to the rule. We shouldn't rewrite core game mechanics to homogenize all of the races and remove their racial ability differences only to make the exception to the rule more viable. But honestly I don't even know why you need that. I was literally able to create a level 8 half-orc wizard with 19 intelligence using the simple standard array feature. That's a GREAT score for a wizard considering it maxes out at 20 and that still gives you 2 opportunities to have feats. So what exactly is the problem? What it sounds like is people are complaining about not being able to min/max their characters so they can have a Legendary OP multiclass demigod. Flaws and weaknesses and overcoming them are what makes the game interesting... not being handed everything in a trust fund.
This isn't real life folks. If you create equality in a GAME, then you inherently start removing mechanics that create interesting social interactions, points of conflict etc. Guys you have to remember this is a fictional fantasy world game. If you're super heart set on having an OP half-orc wizard then simply build some reason for it in your backstory. Or Better yet! talk with your DM. Be like "Hey I have a half orc wizard that really wants to become the next Elminster but due to his racial traits he struggles a bit... is there any way we can work something into the campaign that could help him with that?" most DMs would be like "Ooh nice! something I can build into the story and maybe even poke or play with a bit until he gets the thing he needs to overcome that"
In short PLEASE STAWP WITH TRYING TO HOMOGENIZE THE GAME! This also isn't a PvP mmo that requires balancing so you can min/max every class on every race so you can compete with others. Species differences and their advantages/disadvantages are one of the things that creates variety and makes the DnD and roleplaying interesting. Next thing you know people will start complaining why their vampire warlock can't get a suntan while drinking holy water! This just reeks of entitlement. Use your imagination folks. or Create homebrew content FOR YOUR OWN PERSONAL GAMES. Don't try to change core game mechanics that make the game interesting.
I like this idea a lot, might tamper with it in the future.
Really sad that you dont give druids and clerics the option to boost constitutuon seeing as every other class has access to it and they 're both casters as well.
I did something Similar to this with a set of races that I'm building for a home game, however, instead of tying it to class, I still had it tied to race (easier to work with D&D Beyond's existing system and existing classes), every race from this home-built world has the following trait:
Regimented Training - through years of study you have honed your mind, body, or both: Choose 1 ability score to raise by 2 points, and 1 ability score to raise by 1.
By doing this the players can play whatever race they want to from a thematic PoV, and choose based on the other bonuses (30ft swim speed, or 30ft climb speed, for example) and still get the benefit of a +2 for whatever ability score best benefits them. Now my players don't feel like they are purposely hurting their character for not being a Tiefling Warlock.
And there it is: literally arguing that for a half-dragon humanoid and a magical forest imp to have any differences primarily as a result of genetics is "problematic." Not that I didn't expect it to crop up in this context, but still.... wow.
My DM just uses an array of 16 16 14 12 10 8 for all characters and no racial stats. Orc wizard, baby!
Hi, Person of Color here, which, by the by, I find insulting, but apparently it's the only way to have a valid opinion on the subject. You traded "colored people" for "People of color" which is just...terrible, and on top of that, it sets up the weirdly racist "people that aren't white are all the same" vs white thing. Racist ideologies are racist, no matter how "well intentioned."
I think most people, creators included, will have something that you find objectionable if you dig deep enough. That doesn't mean that what they make is bad or unworthy. For instance, you can complain about Lovecraft being a racist, but if you can't see how his xenophobia played into and developed his fear of the other and the unknown and shaped modern day horror, then you are delusional.
What flaws will people find in you in 100 years? Probably a lot. That's the nature of change. Understanding that allows you to say, "I don't agree with what this person said or through, but I won't rob their contributions of value because I can't let an idea go."
I mean, Nature v Nurture is a prominent theme in a lot of fantasy, but not in this way. We have humans running around with all these other races to reflect on human nature, not because all the other races are thinly veiled analogies to real world groups. It's a lot of the reason why humans are so "boring" in fantasy settings. They can live anywhere, be anything, do whatever they want; other races, by and large, are beholden to their nature and break out of those molds at great cost. This is very prominent in Dresden Files, for example, where embracing supernatural power can result in the loss of one's humanity.
Thus why homogenizing the fantasy races such that orcs, for example, become merely humans with tusks and green skin, can result in the loss of what made those distinctions worth dwelling on in the first place.
The moment "has distasteful similarities to real-life racist ideology" is spoken about fantasy worlds I stop reading.
It sounds like the Martial Aptitude went through a change before I read this but I have to say that will increase the number of mountain dwarf melee wizards/sorcerers even further.
I honestly don't see the problem here. I was able to just create a level 8 half-orc wizard with 19 intelligence using standard array attributes. That's literally 1 away from max ability score leaving you 2 opportunities to. If you don't like that just go old school and roll 3d6 and take the best number from each roll and add it together. Fastest way to make an "above average" character with still an element of chance.
Maybe I'm old fashioned but I'm just coming back to DnD after a long hiatus and back in the 1e - 2e days you didn't even have ability score scaling like you do now and "feats" weren't even in the game. Standard humanoid races couldn't even get above 18 without some kind of magical intervention. We had the old 18+ system where you could go up to 18:100 in a score and that was considered supernatural for a normal humaniod race.
I know times have changed & now scores max out at 20 but you get 4 opportunities to increase an ability score by 2. That's HUGE. That makes me feel spoiled. 10 is the average folks So anything above 15 is pretty damn good. We had clerics and wizards and thieves that were considered legendary heros with 15, 16, 17 and 18 as their main ability stats. To get higher than that we crafted, bought or found magical items which could compensate for our weaknesses and buff our strengths. Or use wish spells to increase our ability scores. I had a thief character with 17 dexterity and I think like 13 or 14 strength and only 15 or 16 constitution at level 12. But I also had a belt of cloud giant's strength and a ring of regeneration so I could fight aggressively like a fighter and still be survivable even though I was a thief. After several long campaigns, getting to very high level, looting some nifty artifacts and the help of a couple of wish spells boosting his stats, he was slaying Demon princes and gods.
Does everyone want max stats for everything now? You guys really can't find a way to creatively overcome the challenges of having relatively normal stats? You can't use your imagination to find creative ways to overcome your species, class or racial shortcomings to achieve goals in the game? Is everyone set on being a multi-class demigod or something? This article and many of the responses just sound entitled to me. Long story short... Quit whining and work your imagination muscle a little harder.
At the end of the day your ability scores are only one set of numbers in a multitude of factors and at the end of the day your DM can make all of those precious stats completely meaningless. When I DM I'm always routing for the underdog so if a player showed up at my table with an interesting character with average stats or really strong stats in one area but incredibly weak ones in others I would genuinely have more respect for that player and find ways to make him shine. On the other hand when someone shows up to a game with an OP multiclass character with a god complex... well... Let's just say he's gonna have a rough time lol or I'll find some way to nerf him down to the rest of the party's level so he isn't so OP.
The point of DnD is to have interesting situations you have to find creative solutions to get out of. If everyone has OP max stat characters then it's not really fun or you have to ramp things up to ridiculous proportions in order to create interesting challenges for them.
I 100% agree with this. Homogenizing fantasy races is bad. Turns them all into humans with different features and removes any challenges or interesting role playing opportunities which arise from having flaws, weaknesses or shortcomings to overcome. Basically it kills character development which is one of the core aspects of DnD which people play for.