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.
How very racist of you. Typical racist trope with hate against social justice. When did justice become a bad word? Or virtues (another racist trope virtue signaling).
As opposed to ignoring the concept of unique individuals in each. #facepalm
The concept has grown on me I like the idea of exceptions to the race standard of the core rules. Although ability score rolls could already create those exceptions. ,
Although I've always liked penalties for some races for RP purposes. I miss the old rules though also, where there were maximum ability scores for each so that a Halfling couldn't get the same STR as an Ogre without going through magical means. I'm actually tempted to incorporate more flexibility with bonus placement and maximums. Will have to break out the old 1st ed books and take a look again.
There is a brazilian DM known as Pedrok that used a character creation system without ability scores and let the players choose which traits their characters would have between a large selection, just like selection of spells. He also streamed the gameplay here: https://www.youtube.com/watch?v=N6b4da5LWjE
I like this idea but as stated by others you should just give everyone +3 to stats to put where they want, but the flaw i see with this is nobody can have a feat at first level.
I like the newer options but like some races that tend to force you to pick the best race. I'd also be hesitant to apply the racial bonuses to backgrounds. The same things starts to occur where now you are forcing a background on someone that might not fit their story but felt they had to take it because of the racial bonus.
Which leaves me thinking either Option one is the way to go if you still want to keep some kind of limitation in choice of where to put the score bonus.
However, I do think there should be a forth option every class gets:
Ability Score Increase . 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.
No forced race to make an optimized class and no forced background. I can't see a reason to limit where scores are put as maybe I still want to be that Half-orc barbarian thats really strong but I also want him to have exceptional Willpower and thus boost his Wis instead of Con. To me it allows a bit more character building.
Something to think about as well when considering what Variant humans can do. There should be an option to give up most if not all racial bonuses that are left of races for the choice of a feat. However that would start getting into rating races features and only certain ones or a combination of a few that would allow you to give them up for a feat.
I think that would work but only if you allowed scores to go above the normal cap of 15.
Justice is good. Your SJW mentality is not. Because you don't seek justice. You seek REVENGE and CONTROL. You opted to open your statement with calling someone a racist, when they said nothing of the sort. YOU are the reason people fight so hard against the "SJW" movement.
I really wish you didn't put the link to James Mendez Hodes's blog. His blog on real racism in fantasy is nothing but self serving tripe. The research is faulty and his "facts" do nothing except support his point of view. It's a complete OPINION article (distasteful at that) poorly formatted as "research".
In my opinion, You sir should be boycotted for including it in a professional gaming article. There is no call for real racism around the gaming table or for those create a personal fantasy ( better term delusion) that any real life ethnic group is the "inspiration" for the monsters in the game/ stories.
There is no such thing as just social justice unless you are thinking with the mindset of a totalitarian. Individual justice is the only thing that is fair.
You dont seem to understand what virtue signalling means either.
YES YES YES
Please see my Forum post: Does D&D Beyond support James Haeck's View?
I'm very upset that it has not been removed from the article. It's very hard to boycott the whole site. Who/How do I contact his supervisor?
Not to sound condescending but I think a good way to disincentivize the creation of this garbage on the site is not to click/comment on it, as (I assume) if no one reads it then he'll be fired.
Hopefully anyway, this gives D&D a really bad name to newcomers that may get the impression that the community is simply whiny progressives looking for things to be outraged about.
If done by background would you require that the secondary Ability Score increase be in a category unrelated to the primary category for balance purposes? For example in your Noble example, would you require that if 2 points were added to CHA, that you could not add the 1 to INT, only STR, CON, WIS, DEX. Or as long as you are not stacking all the bonus points into one Ability it is all fair game? Urchin with +2DEX *and* +1CON?
Ability Score Increase (Noble). Your Intelligence or Charisma score increases by 2, and one other ability score of your choice increases by 1.
I really like the concept of option #3, where your "main stat" (+2) is determined by your class, and the secondary stat is determined by background, with the restriction that class/background must be different stats to avoid someone starting with an 18 in point-buy.
I do think that it might make some characters a bit more overpowered, (ie. variant human normally gets only +1/+1, and now they'd get +2/+1. So I would probably remove the free skill they get). For the mountain dwarf, I'd probably give them a defensive trait on a short rest (something like a reaction to get +2 AC until end of next round, or a smaller version of the fighter's second wind), rather than an extra damage die on every melee attack.
25% chance after you have gotten a critical hit.
So a 1.25% chance to do 34 damage at level 1.
Also why are the two middle lines different?
While these ideas are interesting and I’d like to try them out, if like to bring up a point I saw in another DDB article. Not all racial ability scores are a result of simply being a member of that race. Some may reflect cultural values rather than physiology. For example, orc culture values brute strength and durability over wit and cunning, so a half or raised by their orc parent would have been raised to be stronger, but if you wanted to play a half-orc raised by their human parent, they may have different ability increases.
https://www.dndbeyond.com/posts/523-not-half-bad-playing-mixed-race-characters
There’s The link to the article. I’d recommend checking it out it’s really interesting and offers some cool homebrew ideas for characters raised in a different culture than that of their race (an elf raised by is one example it gives).