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.
If you want to put a real world evolutionary view into this (which doesn't actually work seeing as some 'races' were either created by their gods or directly effected/controlled by them)
Humans cover a vast area, with multiple environments and levels of separation and cultures. They are also one of the most populous 'races'. This will mean they would have a great level of genetic variance due to the varied natural and cultural selection processes
Dwarfs/halflings/gnomes/elves - all exist as far smaller populations and often live in insular communities this will lead to a decreased genetic variance and a vary normalised set of traits
Orcs/Goblinoids - all exist in a brutalist culture where specific traits lead to power and lack of those traits lead to death, this leads to decreased genetic variance and a very normalised set of traits.
It is interesting that the article perports to say that common stat sets for 'races' is problematic but racial traits are not, when they both represent the same thing.
I love this! My level-20 campaign is wrapping up soon, and I seriously think I’ll use this framework in my next campaign. So happy to have this.
At the end of the day, the question you need to answer is: if character A is a gnome wizard with the sage background and character B is a half-orc paladin with the soldier background, what are all the reasons (magic items notwithstanding) why character A should find it easier to eventually reach 20 intelligence and character B should find it easier to eventually reach 20 strength?
By RAW, the answer to that question is simply "one's a gnome and the other's a half-orc". If that's your answer too, then just don't change anything and stick with the book.
This article presents three alternatives that give different answers to that question: "one's a wizard and the other's a paladin", "one's a sage and the other's a soldier", and "one's a wizard and a sage and the other's a paladin and a soldier". If you like one of those answers, you can either use an alternative method from this article, with or without a few changes, or come up with your own rules.
Your answer may be "one's a gnome and a wizard and the other's a half-orc and a paladin". Your answer may be "one's a gnome and a sage and the other's a half-orc and a soldier". Your answer may be "one's a gnome, a wizard and a sage and the other's a half-orc, a paladin and a soldier". Your answer may be "there is no reason why one of those characters should find it easier to reach 20 intelligence and the other should find it easier to reach 20 strength". Your answer may even involve reasons outside of race, class and background. If it is any of those, then you'll either have to check the comments section of this article to see what rules other people have come up with, or make up your own ability score bonus rules entirely.
I love this idea! I always found Tabaxi to be a great race for monks, but their +1 to Charisma doesn't help as much as a +1 to wisdom.
I would simply like to, respectfully, down-vote this idea.
Simpler and better, IMO, anyone can take a +2 to any score and a +1 to any other score. Simple.
As for homogeneity, this lets player taste influence the choices which will mitigate that issue.
A counterpoint to this is that with the trait increases applied to classes, you have more viable races to choose from, which would erase the homogeneity increase. Besides, people who train for the same job tend to become more similar in ways that count. So who cares? First option is pretty much the best.
Hi James, I like the idea of removing the ability score adjustments from races for as mentioned, allows for more a more unique character and moves us away from typical tropes...I like both options but offer up a possible 3rd. A class defines what the characters can do, what they are good at, a background is where they come from and makes up a large part of who they are, how they got to where they are, etc. Given this, I think a spit of the scores is important in that given the class is your job, you do it every day, it will be weighted heavier than your background.
So option 3 is character creation you add 2 to one ability score or 1 to two different ability scores and from your background you add one to the ability scores. I would still keep the restriction to which abilities get can get the bump based on class.
A Paladin or fighter etc. could put +2 into str, but grew up as an acolyte and thus can put the +1 from it into int for instance. Having the restrictions on background to ability adjustments is also good. This example shows a person that grew up in the church, studied at night but had martial training during the day.
As for the racial abilities mentioned I can see some unbalanced cases come out of this as others mentioned already, but maybe a solution is to offset with, either one or the other type of choice, you do not get an ability modifier for your class and background, but instead optionally take a racial bonus - as long as the racial bonus is balanced across all races. With that said, I think the racial abilities are indicative to the race and where an elf may do something much better than any others, the others can do things the elf could never do, so in that way it makes for iconic race abilities...this borders on the line of tropes, but maybe not in so much a genitive way if abilities are done right.
This is actually pretty interesting stuff. Worth keeping around to spice up the next campaign.
Agree or not, I think this is an interesting conversation to have. And with 13 pages of comments as I write this, I guess others find it interesting!
For home games, various ideas I've kicked around are:
(1) Just let the players move scores around if they can justify it and it seems balanced. (For that one rare exception who wants to play the unusually bookish half-orc, or Chad The Angry Graceless Elf.)
(2) Offering some kind of balancing "award" (like the Lucky feat for free) for players who purposely choose interesting but suboptimal characters.
(3) Emphasizing that balance is dynamic, and making sure they understand that the more they minmax, the tougher the challenges they will face. (Requires a group that all have the same priorities.)
None of these actually fully decouple the idea of racial stereotypes, though. And although I'd like to take my game in a vacuum where "race" really means "species" and it's all okay and good and not at all problematic, reading the articles you linked (by James Mendez Hodes) has given me a lot to think about. I don't have answers, but I hope we keep talking about this until we find ways to make this game comfortable and fun for as many people as possible.
Hi Sipian,
I'm sorry if I came off sounding angry or defensive. I know that the author was not calling anyone here racists. The part I took issue with was him using real world racism to justify the removal of race based attributes as well as it sounding a little.... preachy/social justice warrior -like for lack of a better term. Here is the line in the article I am referencing:
" 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. " At which point he links to a fairly cringey article trying to compare real life racism to Orcs in lord of the rings.
To me this is simply a very inappropriate place to bring that up as we are discussing game theory and not irl and while yes DnDBeyond owns this site and can do whatever they want that still doesn't make it not hypocritical or inappropriate for the author to say. I only really responded to this once but then several other people in the community also started jumping in and citing real life racism as justification to make the change and I wanted to explain to people why that simply has no place or bearing in DnD.
Thing is this is a fantasy world and a game. I think we can all agree that in real life racism is bad right? Murder is bad right? Stealing and manipulating others is bad right?
Of course! Those are all incredibly horrible things. But all of those same things are the sources of conflict that make great stories in any Genre. I mean we as players commit these evil deeds all the time! People role play evil warlocks or assassins or thief characters all the time and if not we're fighting against evil people or creatures. Heroes need something to fight after all right? Otherwise we might as well be playing table top sims or farmville. Heck the racism most of the other races have against Tieflings are what make the race interesting and dynamic to play. But even if people don't play evil characters there needs to be evil NPCs and various other inequalities and conflicts to drive the narrative story.
I mean look at Game of Thrones... loads of murder, racism, prejudice, murder, manipulation, betrayals and backstabbings you name it! ...And it was the most popular show on HBO for 8 seasons straight. Those conflicts are what made the story great and engaged us and had us respond to it on an emotional level. All of those things are motivational conflicts that drive a story narrative further and DnD at it's core is an interactive story narrative where we get to play the main characters. It's meant to be a world of conflict, inequality and racial tensions. Hence why discussions of real world racism have no place here and why those things are (for good reason) against the terms of service because it is just WAY out of context and doesn't help the conversation.
It's also a bit of a slippery slope. If we start policing racism in stories and games then by that logic we have to start policing, manipulation, murder and stealing or anything else someone might find personally offensive or bad.
The thing is because James made the comparison to IRL racism it turned a lot of people off from reading his full article and derailed the conversation a bit
As for the article itself I feel that the background story solution is the one that makes the most sense and even in some instances pairing with the player's class... It's a great way to adjust/augment for the game you are playing but not to replace or do away with racial attributes entirely. Sadly a lot of people didn't get to that part of his article because of the earlier comment.
Well see I personally feel that the dexterity bonus is something that is just one of many important things that defines an elf. Find an elf in any fantasy story and they universally are quick, nimble and move very fast. They also have darkvision, what if someone doesn't feel it's fair for elves to have darkvision when they live mostly in daylight. Are we going to take away that as well? And what about humans? why does every other race only have 2 ability traits that get some kind of bonus yet humans get +1 to ALL 6?
You can't say that an elf's dexterity isn't an important racial trait. In fact one could argue they need that extra 1 point of Dex in addition to their other racial traits to pull people away from rolling human all the time.
I do agree with you about the Intelligence though... and to some degree the wisdom and charisma as well. Those get a little squirrely when you look at their justifications... but in some cases they are justified. For instance I could understand why an Orc got a -1 INT penalty because they were a dim witted monster race for a very long time similar to basically a cave man or native living in the wild. One could argue their brains are/were not developed as much. Or a race with natural psyionic powers might have a wisdom bonus as those two relate. Tieflings I'm not sure about. I know that a succubus for instance has subtle telepathic and seduction/charm abilities that are supernatural in nature so those I can understand why they have extremely high Charisma... but not sure why Tiefling gets the same bonuses unless it is also somehow magical in origin due to their lineage... but the INT is still a little squirrely in their case. So I agree the INT buff is kinda hard to swallow especially for humans... why should an illiterate gutter dwelling drunk get +1 int and +1 everything else for that matter? If anything I feel humans should get a nerf and they simply get +1 to 3 attributes of their choice vs across the board.
However this is where Jame's background story solution could come in to adjust/correct/augment as needed. Take for instance the Orc sited earlier. You could craft a backstory where say the orc was found left for dead at a destroyed orc settlement and raised by a scholar or mage in waterdeep. Now you have full justification to give that orc a bonus to his INT score. Instead of being raised in a battle ready world his STR bonus is reduced to only +1 but his INT bonus goes up to +1 or +2. Problem solved.
But I feel that the default racial attributes should still be the base to work off of and you use the backstory do adjust/tweak/modify from there. That way you're not changing the entire ruleset for a minority of players who want to min/max ability stats in order to run niche Race/Class combinations.
I personally like the racial differences in ability bonuses.... what I don't agree with is Humans getting +1 to stats across the board. I feel your solution would be a great correction for that: three +1 to assign like you said and they have to be applied to different stats.
By far, it would be easiest to just to manually input stats.
However, if you wanted to automate it to help players, the most thorough way I can think of would be:
You would have to rely on players to only select the feat at 1st level and only for the appropriate class/background, of course, but that's pretty obvious if they don't do that.
This is probably overkill, however, since it only impacts 1st level, and manually entered stats is an option. However, you would still need to homebrew something if you want to use the dwarf and half-elf variant abilities, but for most races, manually entering the level 1 ability scores works fine.
Is the variant human intentionally buffed by 1 ability score using these rules? Also, are orcs and kobolds straight up buffed as well by nullifying their negative ability scores?
Hey, this is a pretty nifty house rule. I like it! Would definitely go with the class-based version over background.
I would tweak specific races:
What a great idea, needlessly overworked into a complicated mess.
How about this house rule: You can choose what stats your racial ability scores go to, instead of being confined to the specific stats the racial profile gives.
No rebalance necessary, and it removes the "only INT boosted races can be wizards" effect perfectly. No overworked class/background relation needed. Puts creativity back into things, and mountain dwarves keep their two +2s.
I LOVE this idea!
For the Dwarven Racial instead of:
"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."
I would use:
"Martial Aptitude. When using a martial weapon, you have advantage on damage. For instance, when you hit with a greatsword, you roll 2d6 twice and take the better of the 2 rolls to determine the attack’s damage."
Advantage on damage is a personal house rule I use to provide extra bonuses and uses for inspiration and the like. It's a nice middle ground between an extra damage die and just rolling a d4. It also feels better to roll additional dice of the same size vs the pyramid, as well as being an easily understood extension of the advantage on attack rolls mechanic.
I prefer the third option and will probably use that. The background is important, enough that you would have to improve yourself to survive in that background, which leads to the stat increase. While I like the inherent challenges, I had to make a teifling cleric before Mordenkainen's came out, so I now have an 11th level healer with a wisdom of 15. (adept for a cool mix of Blessed Healer and Goodberry (DM allowed each would heal 4 rather than 1 from my ability) and infernal resistance because I died once to a cold breath weapon and it fit story wise). Being able to increase my character's wisdom at the beginning would have fit my character better.
An interesting take on backgrounds.
I always liked how the Neverwinter game for PC gives you choices for specific stats based on your race, and I used something similar in homebrew games. Ex: