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.
But that shoehorns those classic Tolkein-esque views of the races on *ALL* D&D games. People who don't want another world that's Middle-Earth with the numbers filed off have those "classic themes" built right into the rules whether they want them there or not.
I don't want elves that fight orcs, and dwarves that don't trust elves, and goblins that fight everyone. Myself and many of the people I know tired of that a decade or two ago. :) Plus many new gamers aren't interested in that at all and have much broader views of fantasy inspired by a lot of other great fantasy literature. If you want it in your game, that's great. But a whole lot of us would prefer more flexibility to not be constrained by one narrow view of these races. A system like this is great for that!
While I understand and agree to a point with your criticism, his specific goal with this homebrew was to remove any negative associations that race influences your abilities. Your background is in reality much more likely to influence your ability. Ex- If you are a soldier and spend most of your time marching and fighting, your going to have a relatively hardy body hence the +2 Constitution score. I find this to be much more realistic than just a flat- Orc race = Strong & dumb, Elves = Dextrous & Charming type of system.
I don't like it. If anything, I think ability scores need expanded to allow more variance and to include more penalties.
This isn't the real world where groups are discriminated based on skin color. DND takes place in a fantasy world where each race has legitimate biological differences between them.
No, there is nothing wrong with playing a half-orc wizard, but the fun in that is knowing that it's not optimal, that it's an uphill battle. Likewise, I don't believe a gnome should be just as strong as a Goliath because you want to be a fighter.
The problem is that game is designed that only certain things are optimal. Dump stats exist for every class without issue save for usually, a failed arcana check or something.
And the hunt for the elusive 18/20 ability score really simplifies everything overdramatically. A punch from a guy with a 20str will deal more damage than a dagger is able able to do.
But the 5th edition trend is simplification, so really, they might as well give everything flat 18s and 20s so no one has.a deficit.
Good idea, but one thing to keep in mind is the point-buy caps. Right now it only goes up to 15 and presumes PCs can get 16 or 17 using their racial bonuses. However, just extending the chart to include 16 and 17 raises the possibility of PCs starting with multiple scores that high. Depending on how many points you add, it might not be an issue at all, and the imbalance isn't too outrageous considering the minimum of 8.
More points in point buy is definitely a viable solution, but how to handle max scores should at least be thought about.
The racist ideology remark seems a bit of a push when looking at stats of a race in DnD.
The idea that some races in a fantasy world have different stats and physical traits seems correct as there culture and race value those traits removing those stats which are traits diminish's that of a races culture and values in a fantasy world. That being said certainly a half orc wizard could be created and if the stats are against them then the overcoming of that adversity would make them more fun to play for me but from an optimization point they could speak with the DM and ask to have different racial stats and tie the reason to the back story like an old wizard found an abandoned half orc child on the road took him in and the child had a natural gift for the arcana and acedamia with the now being raise in an environment to suited to these natural gifts Bork the half orc grew different from other fellows of his race still toned of muscle but skinnier and smarter (+1 strength +2 intelligence) . Giving classes a bonus's for picking them is a odd choice but i can see the training of that class happening for them to gain it, a better option would be a bonus for your first class selection after a certain level say level 3 once you have become that class this makes you weaker earlier and requires some effort to achieve. Tieing stat bonus's to backgrounds makes sense right away as that is in essence how they were raised and makes backgrounds feel more important.
But if you are wanting to make every race feel the same for stats do as Technoskald suggested and move to point buy option.
This is a great article and one I am going to look into very closely. I personally like the Class option, as it demonstrates a character choice of career path.
I like it, i think the class option is far better then the background but both tare still much better the race version we have now
The simple narratives of "this team is good and the other team is evil" allow children to play the game without having to make real-world moral decisions. Don't bog the game down with making a young gamer question "why are we killing this tribe of demon-worshipping goblins?" The answer is because the adventure requires an adversary.
Most worlds have "evil" races because they are the smartest adversary. The antithesis of a "good" race society.
If we are going to apply real-world racism to our fantasy worlds, then we should seriously question why dark elves are the antithesis of light-skinned elves. Not, why are orcs and goblins the bad guys?
There are good points and bad to this idea.
First, unlike the real world, there are actual true origin difference in the DnD races and other fantasy races. These are not different flavors of a single species but drastically different creatures. Any "real world" issues are, to me, gone when you see "human" as one racial type. I would no more expect elves sing into existence by their fey gods and dwarves forged by Moradin to be "the same" as I would a fork and a spoon, or a Martian and a kryptonian. To me, removing the numerical differences is moving closer to a sort of Star Trek "alien with head piece" sameness. To me the limitation may be the perception that having your core class stat maximized is **needed* and that not getting a "free +1 or +2" to it is not possible or acceptable.
Second, right now .backgtounds are, to me, a gold mine for character definition because, like ideal, bonds and flaws - they dont get drug into the optimization number crunching. To give them the shackled yo optimization leash is a non-starter for me.
If I were going to change the system, it would be as follows...
Races get a +1 ability score to assign. It can be to one of three abilities two defined by race one by sub-race. Elves choose betwee dex and charisma- wood adds wisdom, high adds Int as options. But only a single +1 with three options.
Classes give you two +1s that can ho yo the class favored save stats. You can double up if you wish but you cannot combine both +1s with a racial +1.
For the races with four bonuses now, honestly, my first pass would be to try that with no replacements and only feel a need to add in more if it playtests out to be a problem.
But that's me.
However, I am one who feels divorcing numerical bonuses from related choices does not loosen the optimizing shackles, it just removes part of the package- changing the optimizer math but not loosening up anything. So, divorcing or orphaning stats is not imo going to result in "more variety" for those who already felt the need to limit themselves by the numbers.
I definitely like the idea of separating racials from ability scores, so I would suggest the following:
Point Buy: Base 8. Cost 1 per point up to 14, then 2 up to 17. Raise the total to 30 points to spend.
Standard Array would be 16 15 14 12 10 8
As for Martial Aptitude I would consider the following instead:
Stand Firm: You have advantage on ability checks and saving throws to avoid being moved or knocked prone.
For Half Elves, I'm not keen on the spell-like abilities so I would rather see the following:
Born of two worlds: When you make an untrained skill check you may add your proficiency bonus to it. Once per long rest. (since it could apply to initiative, best not to make it per short rest)
When I DM i use the variant human(abiliti scores and feat) for all races.
I really like this idea. I think I'm going to start using it in my campaigns. I think may favorite option is option 3. I would like to make backgrounds even more relevant thank they are in the PHB. Backgrounds are one of my favorite additions to 5E.
I've had a product on replacing Race-based ability scores on DMsGuild for some time, if anyone is interested in an alternative (it's PWYW).
A few random points:
There are competing imperatives here. Balance is one, stereotype-busting is another, plausibility a third, and the intrusion of real-life politics a fourth. I understand this is difficult. What needs to be explicitly considered is whether D&D is first and foremost a storytelling platform, a simulation engine or social change tool. I hope people don't believe it's the latter, as that inevitably leads to "the designers of the game steering people toward their own biases". D&D can be all of the above, but that's a decision that each table should decide for themselves, and more repugnant than any of the previous points is "if you're not using our game as a social indoctrination tool you're doing it wrong".
How did Tolkien put it... “I cordially dislike allegory in all its manifestations, and always have done so since I grew old and wary enough to detect its presence. I much prefer history – true or feigned– with its varied applicability to the thought and experience of readers. I think that many confuse applicability with allegory, but the one resides in the freedom of the reader, and the other in the purposed domination of the author.”
I like this.
When I DM, I offer my players a general variant rule for every race: forgo the traditional attribute bonuses (and negatives) of your race for +2 to any one attribute, or +1 to any two attributes, and also gain an extra skill proficiency. This is modeled on the Variant Human, which gets +1 to any two attributes, a skill, and a feat (which often adds +1 to an attribute and a useful ability). My hope is that orc wizards or gnome barbarians will be mechanically viable, but not so optimized that they become as common as orc barbarians or gnome wizards. Ultimately a variant human is +1 +1, a feat that makes them stand out, and a bonus skill proficiency. A variant of any race will be a +2/+1 +1, an array of racial features, and a bonus skill proficiency.
Unfortunately this variant rule doesn't really benefit certain races, particularly half-elves and mountain dwarves. While I don't love the idea that every half-elf is inherently super charismatic, or that mountain dwarves will always be incredibly strong, I've found that these two don't really suffer much from the traditional attribute bonuses. Half-elves are arguably the second most versatile race, able to succeed as any class. Mountain dwarves' amazing attribute bonuses and armor training allow for them to succeed in their stereotypical classes (barbarian, fighter, etc), but also make them viable armored casters. And if a variant mountain dwarf feels under-powered, then there is always the option to play a variant hill dwarf or grey dwarf.
This variant rule really benefits those races that get pigeon-holed into certain classes over and over. Dragonborn are all too often paladins because of their awkward attribute bonuses. Gnomes are the default wizards because intelligent races are so rare and intelligence isn't integral to other classes. Half-orcs, orcs, and goliaths are difficult to make into full casters because of their purely physical attributes. Hobgoblins are tailor-made to be war-wizards and feel a bit lacking in other roles. The dexterity races are not nearly as restricted to certain classes, but it's a shame how difficult it is to make a strong elf, halfling, tiefling, goblin, etc. Kobolds benefit the most from this variant rule, but they retain Sunlight Sensitivity, a more thematic weakness than -2 Strength.
A traditional half-orc barbarian could start the game with 16 Str, 14 Dex, 14 Con, 8 Int, 12 Wis, 12 Cha.
A variant gnome barbarian could start the game with 16 Str, 14 Dex, 14 Con, 8 Int, 12 Wis, 10 Cha and a bonus skill proficiency.
The gnome barbarian, being small and atypical, had to increase their strength through great effort and training. That increased focus on one attribute likely took time away from honing their intelligence. But that same focus and training results in a bonus skill proficiency (perhaps athletics). The emphasize here is on the individual and their training course, not on some inherent racial aptitude.
My hope is that any race can viably become any class, but that not every race is optimized for every class. Players should be able to make the wizard or barbarian hero they imagine without having to consider racial bonuses.
I like the concept a lot, but it needs refining. Some traits are incredibly broken this new way.
Goblin wizard or goblin berserker would be fun
I love all of this already. Nice one, mate.
This is complicated by reproductive issues. That is, it's a simplification, but you can generally differentiate species by whether they can procreate or not.
So you could argue that humans, orcs, and elves are not different species; after all, they interbreed to a degree. But this opens up all kinds of weird things you have to deal with: Which races can interbreed, what does the prominence of racial alignments mean for interbreeding with that race, if these are all the same species then why are they so different, etc.
Great, this could be implemented in DND Beyond as an alternate method to create a character.