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.
Nowhere in the article did the author say if you use racial penalties in an RPG game that you are a racist. What the author is doing is simply challenging traditional views about D&D rules and offering completely optional alternatives (which NO ONE is holding a gun to your head to use--again, these are simply unofficial, optional rules, you could use if you wanted to do so).
If you are getting defensive over a thought-piece article that was not personally addressed to you, then you need to take a step back and ask yourself why? If it feels like the article is hitting close to home, then perhaps it is. And, the discomfort you feel may well have little to do with the article and whole lot more to do with some of your own personal biases and prejudices.
I liked how Planeshift: Innistrad handled the race then. The only payer race was human, which was a bit of a downside, but your Ability Score improvements were based on the region you hailed from instead of your race. So maybe try something like this?
New category called Region. Gives +2 to one ability score, plus an ability that makes sense for the region. Example, if you're from a forest region, you get a +2 to Wisdom (due to its link to survival) and, once per a day, advantage on a survival or nature check while in forest.
Backgrounds: Have backgrounds give +1 to one ability score that makes sense for that background. Example, Entertainers get +1 to CHA in addition to their other benefits.
Classes: Have classes give a +2 to one ability score (maybe make it a choice between two scores) and a -2 to another ability score. Example, Barbarians get +2 to STR or CON and a -2 to INT.
So you're a bit more powerful where it counts (+5 to attributes all together) but get a -2 penalty to balance out the additional +2. If you want it to remain +3 with no penalties, have the Region, Background and Class give +1 each and remove the -2 from Classes.
" 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. "
Ya know with 'Standard Array' you can use the race score improvement as a way to get around that 8 scores -1 to that stat.. It makes for a different way of playing. I did a Hill Dwarf Cleric with a high Crisma and Intelligence. Stranght is a 10 because that was my dump sat same with Dexterity. All in all he's a fun guy to play too.
The more I read, the more I think that those of you in favor of change should switch to a system that supports your views.
There are GREAT games out there in which everything is point buy and you can customize everything on your character to your heart's content. Go play that.
I'm not trying to sound like a wangrod, there is a place for D&D and a place for customize everything. You can do both, and enjoy both. Don't try to hammer D&D into something else.
I love this idea. It definitely gives the player more freedom to customize there characters.
I like this. I like this a LOT. I am *totally* stealing this.
There are sickly orcs who study all the time. There are swolbolds who work out a lot. This makes sense. Wotc has been playing with this idea in Saltmarsh. Sauriv is an intelligent Lizard folk. The lizardfolk dont hate Intelligence or technology. There are other examples of NPCs having stats against species' norms. It makes more sense for backgrounds to have stat increases because that is what you have been practicing. Does that mean a sage wizard is optimal? Of course. But that makes total sense! A wizard who studies all the time will be better than a fisherman wizard who doesn't. I'm definitely using this at my table from now on.
No one is hammer anything, these are clearly alternative options. This is what makes 5e so good is the ability to alter something as simple as a +2\+1 bonus and eliminate the concerns of making a less optimized character. It's just what the author presented it as, an alternative. Not the "best", not the only way, but hey check it out. Which honestly I like. I have had a lot of players who dont consider the bonuses and just play what they want. But I have also had the p!ayers compromising the race they want for one with more favorable stats. Which can be sad. But over all mate this is still dnd even if it doesn't hold to what the game to you should be. It's just another form of dnd.
Same. Only thing I can think of is an extra fighting style? Which I get is a.class feature but the bonus is meant to benifit martial archetypes.
I love the idea of using character backgrounds to determine the ability score increases rather than their character race. It fits thematically and allows the PC to craft an interesting backstory which allows them full rein to go nuts, but intelligently.
You suggest the Druid class increase options should be Strength, Wisdom and Charisma. I would propose either adding Constitution as a fourth option like several other classes or replacing Charisma. Druids have an extremely high number of concentration spells and circle of the moon druids often end up "tanking" (in my experience) and higher HP and better con saves seem more useful than social skills.
Overall though I like the idea of linking your ability score increases to your class rather than race as it better represents your training.
Nice. I might develop this idea for an upcoming campaign, maybe slightly linking physical ability scores, like +1 DEX for elves, as that makes sense in terms of the biology of races, but the mental ability adjustments really make no sense and does have some unfortunate racist connotations, as you say. If an orc was raised by firbolgs, they’d learn the ways of the forest. They might still be relatively strong (firbolgs are, despite not having to use it much) but they would also have increased Wisdom, and likely would be taught about nature and have no negatives to Intelligence.
Why Strength and Charisma for druid, though? Strength makes a slight bit of sense, increasing physical strength like animals, but surely Dexterity and/or Constitution are more druid-y?
Someone I was talking to the other day mentioned the idea of “upbringing” rules - what your childhood was like, which could shape your abilities more than race or background. It could also replace “weapon training” features and the like, that rely on culture. I might develop that idea.
I personally think the ability scores should then be you have three +1 to assign. They have to be assigned to differnt stats. Done
Really enjoy these ideas and might even implement them myself in future games. I think it makes character building much more flexible and opens up a world of opportunity without sacrificing optimization for those that enjoy that aspect of play. I also think its nice to let the races rely on their traits and not on some kind of stat increase that might not be applicable to every single member of that race (especially if you build a character who was not raised in a culture it may have been born into). Simply put: Really excited about these ideas and will definitely be looking to use them.
I'm all for giving players full agency and control over their characters, but re-tweaking the system like this feels like an awful slippery slope.
And while I don't 100% agree with all of the current racial stats or abilities (I'm looking at you, Dragonborn), I don't know if some of these alternate options are well-balanced.
Good ideas, though, but I'd hesitate to use them in my own campaigns. Extra damage on attacks, for instance, is one of the well-known powercreeps in 5e.
The way the races are designed in D&D is not solely a representation of their biological traits, but also an indicator of their typical cultural traits. Dwarves aren't innately expert at fighting with axes and hammers and making weapons or brewing beer and knowing about stone-related facts. Elves aren't innately good with bows and spells. Those are things that they learn as they grow up and they learn those because that's what their cultures teach as a priority. On the other hand, the heightened senses and lack of need for sleep for elves and the greater resistance to poison for dwarves are part of their physiology.
What this means is, if you're looking to get rid of ability boosts on races because a member of that race raised in a different culture would be better at different abilities, you'd also have to go through the racial traits of the races and cut out the ones that aren't a biology thing.
I think these are interesting ideas. They're trying to fix a "problem" that was invented for the premise to this article though. Others have said, and I agree, racial abilities, including ability score boosts, represent biology and culture. Dwarves are hardy and experts in mining/stonework. Their stats represent that. Mountain dwarves are more martial and their stats represent that. 5e has already simplified the game, why do this? The game is so rubber-banded now that smart choices will give you a character that competes well even with an optimized one. The difference is often only a point or two.
Genetics determine aptitudes in real life and you don't get to change that. You work with what you get. DnD lets you choose the race you get.
If you want to be a Mountain Dwarf wizard, the combination I play most by the way, then enjoy your armor and axes and spells as you are racially a natural gish. I can promise that a Dwarven Wizard is far from sub-optimal if you take care in your spell selection. And care in spell selection is the most optimizing step in building a spellcaster. Just as choosing your maneuvers is the single most optimizing step for a battlemaster.
Ultimately, it seems to me, overcoming your racial stats to be what you want is the best way to add subtext to your character. You can have a 20 in your primary ability score by level 12 regardless of race. Even if you choose a feat for one ASI. As long as you choose a feat that nets you a point in that ability score.
Great work James. This is great. This is a phenomenal option for groups that want flavor over mechanics but provides them with the tools to support that flavor. One simple house rule I've done is essentially allowing anyone to play a "variant" of their base rase and really just re-skin the variant human, but I love this in its place cause it still allows for the other racial traits I was tossing out in favor of a feat and flexible stats.
Any thoughts on how this would be done here on DnD Beyond if a player wanted to use these rules? Possibly just do it on paper, and override or input manual stats?