If you play in Adventures League or your DM tells you to use the standard array, the new features in Tasha can certainly help you optimize it.
So the standard array lets you assign a 15,14,13,12,10,8 on character creation to your ability scores.
Now with the standard array the dream start is having 17 in your primary ability, a 14 in Con, and a 14 in your secondary ability. For spell casters and strength characters without heavy armor that secondary ability is almost always Dex for more AC, for strength characters in heavy armor or dex characters it is usually the ability that governs a group of skills they are interested in taking proficiency in, whatever that might be.
Why is this the "dream start"? Well the idea is at level 4 you take a feat that adds 1 to your primary ability for a total of 18 while still gaining other useful benefits from the feat. Now at lvl 8 you can cap out at 20. Meanwhile you maintain healthy +2 Con and +2 Dex for AC, or otherwise if you have heavy armor for AC or are maining Dex already get + 2 from your ability to a group of skills you like and are proficient in. Lastly, you get a +1 to your dump stat, a 0 to your dump dump stat, and a -1 to your triple dump. This is as good as it gets with a standard array.
How does Tasha help? Well good old Tasha made this "dream start" MUCH easier pull off. MUCH EASIER. Besides adding a host of new feats to pick from at lvl 4, the race limited Xanathar feats are much easier to line up too. In the past, you were limited to races that specifically give +2 to your primary ability, converting the 15 from the array to a 17 and +1 to either Con or the Secondary stat in question to convert the 13 in the array to a 14. You would have to decide your class then think about what highly limited number of races could make that work.
But now, literally any race will work! Just swap your racial +2 to your primary ability and +1 to con for 13+1 Con. Bingo.
You can even go a step further and convert your language to a more campaign appropriate one, or simply cover a language the group doesn't speak already. Also if your class is going to give you martial weapon proficiency or armor proficiency you can exchange those in your race for useful tools proficiency and the like.
Interesting. Alternatively, go custom lineage and stack a +1 stat feat to start 18/14/13...
Yea. I like that too. With the custom lineage the plan would be to cap out at lvl 4 then take a +1 feat at 8 to move either your Con or Secondary Ability (whichever is the 13) to the +2 bracket. In fact this would give you some extra firepower before lvl 8 being a step ahead of the curve on your primary ability.
Only downside is the custom lineage is a bit sparse compared to a standard race, unless the benefits from that initial feat really hit home.
It is also worth mentioning the Human as it relates to this. Originally the king of optimizing the standard array, Human is still perfectly viable, just now every race is equally good for any class. I really like that!
With the Human put your racial bumps into primary ability and con to bump the numbers to 16 primary and 14 con. Now as your feat take a +1 primary bump, where you then take another +1 primary bump feat at level 4 to stay on curve at 18 primary ability or take a stronger feat that gives no ability score bump and simply go +2 +2 primary at level 4 & 8.
With the Human put your racial bumps into primary ability and con to bump the numbers to 16 primary and 14 con. Now as your feat take a +1 primary bump, where you then take another +1 primary bump feat at level 4 to stay on curve at 18 primary ability or take a stronger feat that gives no ability score bump and simply go +2 +2 primary at level 4 & 8.
Regular humans cannot reassign their ability scores. Humans already have a +1 in everything, and the rules says you cannot stack two +1s to create a +2.
" Whatever D&D race you choose for your character, you get a trait called Ability Score Increase. This increase reflects an archetypal bit of excellence in the adventurers of this kind in D&D’s past. For example, if you’re a dwarf, your Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn’t apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it’s unhelpful if your character doesn’t conform to the archetype.
If you’d like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here’s how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20.
For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1. "
I would like to point out that standard array isn't the only adventures league option. You can use point buy as well. I once tried to make a "m.a.d." build and tried to get as many 14 scores as possible. Rangers in particular might be better off that way.
I would like to point out that standard array isn't the only adventures league option. You can use point buy as well. I once tried to make a "m.a.d." build and tried to get as many 14 scores as possible. Rangers in particular might be better off that way.
Interesting. I didn't know Adventurers League allowed point buy as there is nothing on it in the PHB.
One thing I wanted to show you though is how these same principles can be applied to optimize even when you are rolling for stats. The important thing to remember is highest ability score = primary ability and your second and third highest rolls are either constitution or secondary ability, whichever is more important to you.
There are some subtleties to it however, such as if one of those aforementioned rolls is even or odd. If odd, it is a prime candidate for a +1 ability bump feat to get to the next bracket while still benefiting from the feat.
I'll do some mock rolls for a couple characters to show you what I mean.
So with the wizard the +2 racial bump goes to the 15 for 17 total intelligence, and the +1 racial bumps the 13 to a 14 for 14 dex (+2 AC). First ASI is a +1 int bump feat to get +4 modifier, second is +2 int to cap out. Now you can take a no bump feat, or bump up con or dex after that is said and done.
For paladin the +2 racial boosts the 15 to 17 for 17 strength, the +1 racial bumps a 14 to a 15 for 15 con, then another 14 for charisma as a secondary ability score. The ASI plan is +1 strength bump feat, then +2 strength, then a +1 Con feat, then finally a no bump feat or a con or charisma bump.
Ranger gets 15+2 dex for 17, 13+1 for 14 con, and let's say wisdom is the Secondary I want for perception and survival skills so 13 wisdom. ASI plan is +1 dex bump feat, +2 dex, +1 wisdom bump feat, then bump con or wisdom or take a no bump feat.
I wouldn't say a 17 start is always the best. Some builds get more out of their secondary stat than others, and some builds can make better use of +1 feats than others.
A 16/16 start is also very strong. For example, your wizard could start with 16 INT and 16 DEX for an additional +1 to AC, DEX saves, initiative, and relevant checks. Then first two ASIs are both +2 INT and it hits 20 at the same time.
I wouldn't say a 17 start is always the best. Some builds get more out of their secondary stat than others, and some builds can make better use of +1 feats than others.
A 16/16 start is also very strong. For example, your wizard could start with 16 INT and 16 DEX for an additional +1 to AC, DEX saves, initiative, and relevant checks. Then first two ASIs are both +2 INT and it hits 20 at the same time.
That is definitely an option. With the 16/16 start you will need to take the 13 on the chin for either Con or Secondary stat, leaving it in the +1 bracket.
Compared to my recommendation you would be trading +1 HP per level and the non stat related benefits of a +1 intelligence feat for +1 AC and initiative.
If you were to go that route I highly recommend a +1 con bump feat for the 3rd ASI.
I agreee that 16/16 makes a good build scatterbraind though I think his example is probably not the best. The OP's point was that it is optimal for all characters to have at least +2 to con, and you could make an equally good wizard who starts with 16 Int and 16 Con for the concentration checks and hit points, I think a wizard having +3 Dex / +1 Con, +2 Dex / +2 Con and +1 Dex / +3 Con are all equally viable, of the "half feat" options observent might be good if the DM makes a lot of passive investigation and peception checks, fade away could be of some use to a gnome and eleven accuracy some use to an elf (though in tthe later case a lot less so than many other classes as will often attack with save spells and have less options for advantage that say a rogue) though there is nothing to make the 16/14/14 allocation clearly superior..
I think a more clear case where 16/16 shines are the characters you attack with Dex and Heavy Armor Characters who attack with strength. A fighter in Heavy Armor and attacking with a strength based weapon only Strength and Con for combat, and while he may want a decent score in another ability for role play reasons he can let the cleric will be better at perception checks and the bard / warlock / sorcerer will always be better as a face. You could argue that if there is an ability that everyone else has dumped it is optimal for the fighter to miss out on a couple of points in Con in order to be a bit better at Arcana and history checks burt the difference between +1 and +2 for such things is small. In this case unless there is a particular half feat that strengthens the character the 16/16 option is more powerful.
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If you play in Adventures League or your DM tells you to use the standard array, the new features in Tasha can certainly help you optimize it.
So the standard array lets you assign a 15,14,13,12,10,8 on character creation to your ability scores.
Now with the standard array the dream start is having 17 in your primary ability, a 14 in Con, and a 14 in your secondary ability. For spell casters and strength characters without heavy armor that secondary ability is almost always Dex for more AC, for strength characters in heavy armor or dex characters it is usually the ability that governs a group of skills they are interested in taking proficiency in, whatever that might be.
Why is this the "dream start"? Well the idea is at level 4 you take a feat that adds 1 to your primary ability for a total of 18 while still gaining other useful benefits from the feat. Now at lvl 8 you can cap out at 20. Meanwhile you maintain healthy +2 Con and +2 Dex for AC, or otherwise if you have heavy armor for AC or are maining Dex already get + 2 from your ability to a group of skills you like and are proficient in. Lastly, you get a +1 to your dump stat, a 0 to your dump dump stat, and a -1 to your triple dump. This is as good as it gets with a standard array.
How does Tasha help? Well good old Tasha made this "dream start" MUCH easier pull off. MUCH EASIER. Besides adding a host of new feats to pick from at lvl 4, the race limited Xanathar feats are much easier to line up too. In the past, you were limited to races that specifically give +2 to your primary ability, converting the 15 from the array to a 17 and +1 to either Con or the Secondary stat in question to convert the 13 in the array to a 14. You would have to decide your class then think about what highly limited number of races could make that work.
But now, literally any race will work! Just swap your racial +2 to your primary ability and +1 to con for 13+1 Con. Bingo.
You can even go a step further and convert your language to a more campaign appropriate one, or simply cover a language the group doesn't speak already. Also if your class is going to give you martial weapon proficiency or armor proficiency you can exchange those in your race for useful tools proficiency and the like.
THANKS TASHA!
Interesting. Alternatively, go custom lineage and stack a +1 stat feat to start 18/14/13...
Yea. I like that too. With the custom lineage the plan would be to cap out at lvl 4 then take a +1 feat at 8 to move either your Con or Secondary Ability (whichever is the 13) to the +2 bracket. In fact this would give you some extra firepower before lvl 8 being a step ahead of the curve on your primary ability.
Only downside is the custom lineage is a bit sparse compared to a standard race, unless the benefits from that initial feat really hit home.
It is also worth mentioning the Human as it relates to this. Originally the king of optimizing the standard array, Human is still perfectly viable, just now every race is equally good for any class. I really like that!
With the Human put your racial bumps into primary ability and con to bump the numbers to 16 primary and 14 con. Now as your feat take a +1 primary bump, where you then take another +1 primary bump feat at level 4 to stay on curve at 18 primary ability or take a stronger feat that gives no ability score bump and simply go +2 +2 primary at level 4 & 8.
Regular humans cannot reassign their ability scores. Humans already have a +1 in everything, and the rules says you cannot stack two +1s to create a +2.
From TCOE on ASIs:
"
Whatever D&D race you choose for your character, you get a trait called Ability Score Increase. This increase reflects an archetypal bit of excellence in the adventurers of this kind in D&D’s past. For example, if you’re a dwarf, your Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn’t apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it’s unhelpful if your character doesn’t conform to the archetype.
If you’d like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here’s how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20.
For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1.
"
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I would like to point out that standard array isn't the only adventures league option. You can use point buy as well. I once tried to make a "m.a.d." build and tried to get as many 14 scores as possible. Rangers in particular might be better off that way.
Interesting. I didn't know Adventurers League allowed point buy as there is nothing on it in the PHB.
One thing I wanted to show you though is how these same principles can be applied to optimize even when you are rolling for stats. The important thing to remember is highest ability score = primary ability and your second and third highest rolls are either constitution or secondary ability, whichever is more important to you.
There are some subtleties to it however, such as if one of those aforementioned rolls is even or odd. If odd, it is a prime candidate for a +1 ability bump feat to get to the next bracket while still benefiting from the feat.
I'll do some mock rolls for a couple characters to show you what I mean.
Ok so a wizard with these rolls:
Ability scores: 14 12 15 17 13 12
A heavily armored paladin with
Ability scores: 12 15 11 9 8 7
And a dex ranger with
Ability scores: 11 14 15 10 6 6
So with the wizard the +2 racial bump goes to the 15 for 17 total intelligence, and the +1 racial bumps the 13 to a 14 for 14 dex (+2 AC). First ASI is a +1 int bump feat to get +4 modifier, second is +2 int to cap out. Now you can take a no bump feat, or bump up con or dex after that is said and done.
For paladin the +2 racial boosts the 15 to 17 for 17 strength, the +1 racial bumps a 14 to a 15 for 15 con, then another 14 for charisma as a secondary ability score. The ASI plan is +1 strength bump feat, then +2 strength, then a +1 Con feat, then finally a no bump feat or a con or charisma bump.
Ranger gets 15+2 dex for 17, 13+1 for 14 con, and let's say wisdom is the Secondary I want for perception and survival skills so 13 wisdom. ASI plan is +1 dex bump feat, +2 dex, +1 wisdom bump feat, then bump con or wisdom or take a no bump feat.
Point buy is in the PHB as a variant rule https://www.dndbeyond.com/sources/phb/step-by-step-characters#3DetermineAbilityScores
I wouldn't say a 17 start is always the best. Some builds get more out of their secondary stat than others, and some builds can make better use of +1 feats than others.
A 16/16 start is also very strong. For example, your wizard could start with 16 INT and 16 DEX for an additional +1 to AC, DEX saves, initiative, and relevant checks. Then first two ASIs are both +2 INT and it hits 20 at the same time.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
That is definitely an option. With the 16/16 start you will need to take the 13 on the chin for either Con or Secondary stat, leaving it in the +1 bracket.
Compared to my recommendation you would be trading +1 HP per level and the non stat related benefits of a +1 intelligence feat for +1 AC and initiative.
If you were to go that route I highly recommend a +1 con bump feat for the 3rd ASI.
I agreee that 16/16 makes a good build scatterbraind though I think his example is probably not the best. The OP's point was that it is optimal for all characters to have at least +2 to con, and you could make an equally good wizard who starts with 16 Int and 16 Con for the concentration checks and hit points, I think a wizard having +3 Dex / +1 Con, +2 Dex / +2 Con and +1 Dex / +3 Con are all equally viable, of the "half feat" options observent might be good if the DM makes a lot of passive investigation and peception checks, fade away could be of some use to a gnome and eleven accuracy some use to an elf (though in tthe later case a lot less so than many other classes as will often attack with save spells and have less options for advantage that say a rogue) though there is nothing to make the 16/14/14 allocation clearly superior..
I think a more clear case where 16/16 shines are the characters you attack with Dex and Heavy Armor Characters who attack with strength. A fighter in Heavy Armor and attacking with a strength based weapon only Strength and Con for combat, and while he may want a decent score in another ability for role play reasons he can let the cleric will be better at perception checks and the bard / warlock / sorcerer will always be better as a face. You could argue that if there is an ability that everyone else has dumped it is optimal for the fighter to miss out on a couple of points in Con in order to be a bit better at Arcana and history checks burt the difference between +1 and +2 for such things is small. In this case unless there is a particular half feat that strengthens the character the 16/16 option is more powerful.