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.
Friends and I have discussed this topic a bit (and I really hope 6e includes a complete rethink of "races", including the term itself). If you're using point-buy, would giving players an extra few points do the trick?
How about giving mountain dwarves the Powerful Build ability?
Love the idea.
Probably the best solution.
I could not disagree more. Ability scores reflect the cultural and biological characteristics of fantasy races. Gnomes aren't strong; they are creative. Elves aren't hearty; they are agile. These types of limitations and advantages should inform the player's choice of character class. Half-orcs are not given the opportunity to learn arcane magic in most published fantasy worlds. Sure, you can make a half-orc wizard, but it shouldn't be easy. They have to work harder at it.
I've been playing since 2nd edition. In those days, races had ability score negatives and limits to what classes they could excel in. Over the years of updated editions, those race/class advantages and disadvantages disappeared. However, the spirit of why those facets existed did not disappear from the game worlds. For instance, elven culture is still intertwined with the arcane arts and orc tribes are still barbaric and uneducated. I find it very difficult for new players to understand the classic themes of a race/culture when there are no consequences for creating an uncommon combination. Fantasy worlds are not politically correct nor all-inclusive because that's intrinsic to the conflicts presented in the storyline. Elves fight Orcs. Dwarves don't trust Elves. Goblins fight with everyone.
Creating a gnome barbarian or half-orc wizard should be as foreign as a human cleric that follows Moradin. Ability score adjustments serve as a way to justify a race's thematic place in the fantasy world.
This is another strong option!
@PlanewalkerVA
I once agreed with you, but imo the current system (and old system) has little effect once play has started. In the current game with ability score improvements, anyone can play anything. The character creation bonus/penalty doesn’t have any mechanical difference once play starts, especially if you’re creative making your character.
It doesn’t take much effort to look at Humans and see amazing variation, people that are 4’11” and 7’2” with all manner of weights and strengths. If you want to add size restrictions fine, but to say all are smart or healthy is rather silly. Why do only humans have this variability?
In the end, choose what is best for your game and have fun.
I have to say that I like this alternative option. While balance can be an issue, an inventive GM can use these to their own benefit when building NPCs.
I already run a homebrew that is heavily in the players favour, but I care more about the story and fun for the players versus my own joy.
I will use the crap out of these.
While I respect your opinion and I am not suggesting that you are incorrect, I feel that a background-specific bias is less problematic than a race-specific bias.
@Malfarian13
Why do only humans have this variability?
I believe that's because humans are the consumers of the game.
In the end, choose what is best for your game and have fun.
I absolutely agree!
Powerful Build ability is what I was going to suggest. Or if you really want to focus on their martial ability, maybe something like Fury of the Small from the Goblin.
Interesting, now please update dndbeyond to let us use home rules like this. Turn off specific things per campaign, etc.
What if i want all my races in my campaign to function LIKE human variant (everyone gets a +1 to two different stats and they get a feat)
A half-orc "Medicine Man" still fits in with the Barbaric idea of Orcs, yet they could be just as skilled in the Arcane as any Elf. Player Characters are already not typical of their species...the majority of the population do not go out "Adventuring"...so making them conform to "Racial Standards" don't necessarily make sense. While, in general, Elves are more lithe and agile, the Elf Paladin PC is strong and hardy (Increase to Str/Con).
As far as this adjustment, I agree that just giving +3 ability points to all characters with a max of +2 to any 1 Attribute is a better version. The half-orc "Medicine Man (Wizard)" is atypical of their species and spent his youth studying so receives a +2 to Int and +1 to Wis. The halfling Barbarian (I've played one of these who had a hyper-aggressive "little-man syndrome") took the time to train up his Str (+1) and Con(+2). I also like the idea of using 2 of those points for a FEAT.
This adjustment allows the race to have a more Narrative purpose in Character creation rather than Mechanical one.
I am experimenting with a similar system that doesn't remove racial abilities. It works as the following:
1. Flatten out all racial bonuses. If it gave a +2 and a +1, it instead gives 2 +1s. If it gave 3 +1s, choose 2 of the +1s to keep. Humans get 5 +1s instead of 6, and variant humans get 1 +1. Mountain dwarves are tricky, but I would imagine all dwarves get +1 str, +1 con, and +1 wis. Half elves get a +1 cha and 2 +1s.
2. You now get a +1 from your class. You can put the +1 into a stat important to that class (dex or str for fighter, str or cha for paladin, int for wizard, etc.)
That Mountain Dwarf racial is ridiculously OP. Oh... reading back I see it's been edited since my first viewing on mobile. I switched to PC so I can comment and it's been edited. 1d4 is better, but still too powerful in my opinion. It is still an auto crit with any d4 martial weapon, such as a whip. I'd change it to adding an additional half proficiency (rounded down) to hit with any martial weapon. It doesn't add to the damage, and doesn't make the attacks magical if they aren't already, just increases your chance to hit slightly when using a martial weapon and does scale as you level, capping at an additional +3. I feel like that adheres to the theme you had in mind, Dwarves focusing on martial training as a society, without being so powerful that people would feel compelled to play them.
I use the point buy system, and get around the "half orc wizards will always suck" by letting everyone choose a free feat at first level. That way, even without a racial bonus, you can always get to that sweet 16 in your main stat by choosing a feat that gives you a +1 in it.
Despite often not liking the way fantasy lore uses Evil humanoids as default low-tier enemies in much of fantasy lore, I don't find myself liking this idea much. While it reduces the negatives to playing particular race-class combinations, it just pushes people to optimize via class or background while also decreasing the distinctiveness of particular races.
I should also say that using "race" in the first place is rather silly since the way the lore is currently written, dwarves cannot have children with orcs anyway and goblin-gnoll children never come up. I agree with another poster, if WotC makes 6th edition, just change "race" to "species" and get rid of half-elves, which were always an outlier in the first place. That or make it lore-appropriate for a lot of different "races" to have children with each other. Halfling-kobolds? Sure. Dragonborn-gnomes. Why not? Elven-lizard folk? Paaarty time!
The elephant in the room that the OP tiptoes around is that D&D 5th edition is still essentially a war game RPG. To simplify ethics and motivations of characters in a war game, the lore writers have created fantasy worlds where humanoids of a certain form and build are usually Evil (goblinoids or orcs in this case) and humanoids of a different form and build are usually Good (halflings, elves, gnomes). This reflects IRL war time propaganda. It justifies killing and looting with abandon, which is what some gamers enjoy. See "Grand Theft Auto."
So if you really want to get rid of racial modifiers and (as another official D&D OP earlier suggested) alignments tied to those "races" while having it all make sense from a narrative standpoint, then you would need to rewrite most of the lore from scratch. War and lesser instances of violent conflict would still exist; they would just need to be explained through more complicated narratives than this team is Good, this team is Evil.
I think cutting ability score modifiers out entirely is a bit much, but some more flexibility would be nice.
I like the way stats are handled in 13th Age. There, most races get a +2 to one of two stats, and so do most classes (humans are more flexible than most so they can pick any stat, and IIRC wizards are limited to +Int). The kicker is that you can't put these two bonuses in the same stat. The effect is that you will still have high elves that are nimble of body and/or mind (bonus to Dex or Int), but anyone can make a decent wizard because you can get the Int bonus from your class instead. So an elf wizard will likely have a bonus to Dex (from race) and Int (from class), and a dwarf wizard will have a bonus to Constitution (or maybe Wisdom) for being a dwarf and Intelligence for being a wizard. A system like this could easily be adapted to D&D.
I was thinking something similar. I find that in homebrew, it is best when done as simply as possible.
I don't know. I like this idea because I have been wanting to play a dolphin thief and now I can. Who cares that a dolphin is useless on land, my dolphin is a thief and so gets attributes based on it's thief class and background of being beached (outlander).
Seriously, I don't post much but I agree. This seems to undermine so much of the fantasy world and more importantly, it negates consequences and limits in character creation. I actually like playing flawed characters. Choosing a race that doesn't align with class does that and I find it to be more interesting I. That tension then the rainbow and bunny solution of everyone can be a great sorcerer.
But hey. You run your game your way. There is no right way. I just don't like this idea at all