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.
Ironically, comparing the ability score penalties of monstrous races to REAL LIFE racism makes you more of a racist than anyone who designed the D&D races in the first place.
I quite like these house rules - to give my players more flexibility with character creation, I would definitely encourage this. I would probably stick with the racial revision over the class revision, as players often seek backgrounds outside of the standard list.
I find it interesting that most of the responses reflexively say things along the lines of “they aren’t different races, they’re different species,” presumably from people who don’t know the definition of what a species is. Elves, humans and Orcs are, for example, all the same species. That is they can mate and produce fertile offspring. Half-elves and half-orcs can mate again with each other or any combination therein with humans, orcs, and elves and their children will still be fertile. This is mentioned in the PHB, that many humans can show traces of ancestry of elves or orcs. This meets the definition of species.
Of course, this is all magic anyway. 50% elf, 50% human and 100% not actually how genetics works. But the ideas rooted therein between elves, humans and orcs are from racist ideologies of Tolkien’s time, it’s mentioned (with citations) right there in the article linked at the beginning. I’m assuming the people shouting their condemnation didn’t bother to read it.
As for “the spirit of D&D as it was intended,” things have changed since the good Lord Gygax’s time. Elves don’t have a penalty to Constitution, Dwarves lack a penalty Charisma. If the monstrous races, so inferior to the normal ones have their physical shortcomings built into their penalties, which did 5e move away from keeping those prior penalties on “default” races? Could it be that changing gameplay in service to making the player feel better playing their character was a factor? If we were willing to make that change, perhaps divorcing ability scores from race (which really should be called something else, given the inaccuracies) wouldn’t be so terrible. Maybe it would be okay if more people felt comfortable coming to the table. Just saying.
Yeah @SkullMonkey, been there, done that back in AD&D. That has nothing to do with rewarding low stat gameplay in some way, to encourage it's use without feeling like the total unheroic penalty it is still these days. Rolling stats in order and keeping them is all risk, no reward.
It's 'cute' to have a single low score that isn't relevant to your class in the long run. Everyone has a good laugh, and it can be lighthearted. It's a nightmare though, when it's the ones that are relevant or are half of them altogether. So, it needs a mechanical incentive...just like adventurer's need motivations to adventure. (Rewards of some kind). Don't use a stick, use the carrot. This is a group game, and not feeling like a useful group member leads to some out of character and in character troubles.
This looks like a fun change to ability scores and I like it a lot. I think I”m going to try it in the next game I DM
Will the DnDBeyond character-builder offer these options further down the line?
I absolutely love this! I hated playing with people who chose thes races and classes everytime because of bonuses. Finally a fun way to mitigate that, thank you!
I love the idea of this especially using option 2 background for stats
I like it. It smells Numenera. Where you get ability score bonuses from your three components. Base Scores from Class and bonuses from descriptor and focus.
Very useful for my table.
Will implement this option in the next campaign and report the feedback from DM and PC.
Thanks for the work.
Out of the 3 that is the best option. They would need to have archetypal backgrounds to represent the traditional cultures of each race.
For example Orc raised in a warring tribe will have the standard brutish STR & CON bonuses. But one raised in a city surrounded by scholars would be one that favors INT and WIS.
However one could argue that you could do the same thing with branching sub races. I.E. Wilderness Orc, Vs Civilized Orc. That kind of thing.
If people want to power-game, they will power game. Instead of getting stereo-typical race-class combinations, you will get instead repeated class-background combination that will be stereotypical over time. This was asked in twitter before, and I said that this takes the enjoyment OUT of playing atypical characters. When I play a halfling barbarian, its no longer a surprise. Its no longer the challenge I wanted it to be.
100% agree. People will simply min/max backgrounds and pair it with the best racial Traits/skills. Then people will ask for more homogenization to change that to try to break those metas. There will always be "Meta" builds not matter how you change the system or options you add to it.
James, not sure if anyone asked this. But is there a chance this will get an Unearthed Arcana write-up?
This is embarassing
I still think the +d4 damage is still too much. Either +2 to melee damage or powerful build. Other than that, I like it. It’s my favorite bit about PF2. The problem with house rules like this is they’re hard to implement without support from the character builder. Similarly, I’d prefer to use the players roll everything from the DMG, but it just complicates it too much to remind the PCs to roll instead of what it says in the PHB.
Just give every race the variant human rule problem solved
Good grief, hon, you certainly missed the boat. First, while racism can, and in some instances does, intersect with both religious and political beliefs and systems, it is not-in-and of-itself either a political or religious ideology. Also, this content is part of a series of thought-piece articles about game theory, and neither part of a forum or homebrew section. Second, DNDBeyond owns this site, they can do whatever they want, including changing the terms of services at any time, for any reason, and expanding or limiting the application. So, get over yourself. If you don't like the article or what it has to say, don't read it. It has zero impact on you if you are not interested in it. So, conserve your energy and move on with your life.
How does doing away with racial bonuses homogenize race if the races maintain different cultures, different histories and different features and feats? Is an Elf really only just a +2 dexterity bonus? If so, then you could say an Elf is just some version of a Tabaxi, and vice versa.
Also, tying abilities to race, aside perhaps from true size and structural based abilities makes no sense. Why should one race have a higher charisma than another or be more or less wise? Or, why should there be any differences in intelligence? It makes little sense to automatically have intelligence differences when you are talking about groups of sentient civilization building creatures. Differences in intelligence between civilization building beings and wild beasts makes sense, but not differences in intelligence when you are referring to other civilization building beings, unless you are comparing mere mortals to deities or demi-deities.
Most character abilities are aspects of individuals shaped by their background and personal development, not their race. Again, I can understand some very limited racial ability differences, such as a difference in strength between very large beings and very small beings, but that is about it.
Also, as others have pointed out, some of the groups referred to as "races" are actually different species, so even using the term "race" is inaccurate (and reinforces the idea of racial stereotyping in the real world). A species can have different phenotypes, which in humans we often refer to (incorrectly) as "races" (The term "race" is often used incorrectly in such cases because typically what is deemed a "race" is nothing more than a social construct that is no based on any true genetic variation. E.g. Irish people were once considered a different "race" when they immigrated to other countries when in reality they were simply people from a culture different from the the majority culture of the countries to which they immigrated). In any case, in fantasy worlds, "race" is also often used incorrectly. For example, a tabaxi is not a different "race" from a human, it is a completely different species.
Neat concept! I like it! :3