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.
No more unfair strength advantage for cavebears over goblins during armwrestling matches. My 6 year old also always wins, so huge muscles doesn't count for anything. Jokes aside, I do like option 3 on top of normal rules. I hope they make stats matter more like the good old days of 1st and 3rd edition instead of making an ancient dragons or terrasque str. dmg bonus 2x that of a cave bear/12th level goblin. Remember when Cavebears in 3.5 were realistically a lot stronger than a bodybuilder? Good times. One of the few flaws in 5e though, great system otherwise with a few updates like option 3.
Orcs and the other Tolkien races are rightly the focus of this discussion since they are so widespread and entrenched in the genre, but what about the others? Dragonborn are a newer addition to the game and they don't possess any clear real-world racial stereotypes that I can identify. They aren't ingrained in the culture and their aspect is explicitly based on dragons, so I have no real uneasiness about their attribute bonuses or racial description. I've noticed that DM's (myself included) tend to use Dragonborn NPC's rarely and play them as high-status and inherently noble. I imagine that we are channeling dragon stereotypes when we do this, but as they are entirely fictional beasts I don't see much harm in this other than repetition. The trouble begins when every dragonborn PC or NPC fits the same mold and is perceived as wrong or inaccurate when they deviate from the norm.
For me, the animal-based races fall into a similar camp. Like dragonborn, these races tend to be newer additions to the canon and so lack the expectation of form and behavior that the Tolkien races face. They are also directly modeled after real world animals, so their racial features and bonuses seem tied to those creatures. Aarakocra, lizardfolk, and tortles all possess a tribal or traditionalist feel, but don't always have clear aesthetics that references a real world culture or racial group. Many of us fall into the trap of making all aarakocra, lizardfolk, and tortles wise and primal, unintentionally casting them as noble savages. But because they are based on birds, turtles, and lizards it seems fitting that they would have attributes and behaviors that remind us of their real world inspirations. Once again, the problem arises when all lizardfolk become stand-ins for jungle tribesmen and do not exist outside that framework. Any sentient race that is one thing and one thing only lacks nuance and depth, and cannot help but become a stereotype.
I've never seen the appeal of this sort of houserule. If someone wants that much greater flexibility in character design, or thinks D&D races are "problematic" (*sigh*) then why not just be done with the pre-assigned Ability bonuses altogether? As Winglessavian pointed out, even moving them to classes and/or backgrounds doesn't really solve the problem of similar characters, it just moves it around. So why not just let players add +3 to two or three abilities, let them pick 3 traits from among all of the racial features, and let the race just be complete 100% fluff? "Problem" solved!
Personally, I find the differences in the D&D races, Ability bonuses included, to be immersive and realistic, as well as simply interesting; especially when it leads both to combinations that work well, and ones that are sub-optimal. Sometimes you WANT sub-optimal, and want a challenge to overcome, and IMO allowing for that (and for iconic combinations being advantaged) is better than effectively making races more mechanically interchangeable.
As always though, if it suits your table, more power to you.
As a DM, I love the idea of divorcing stats from race in most cases. Tortle could be problematic Unless you changed their armor, you’d be an idiot not to pick Tortle for all future non armor proficient classes.
I viscerally dislike these house rules: I think vanilla 5E found the perfect balance here, especially given BA and the standard random stat generation meaning that a Half-Orc Wizard can easily have an Int of 18 and not suffer a bit.
I like these ideas, and I think it would be great if we could do that not just on paper but on DnDBeyond without making it too complicated from a user standpoint.
On the Abilities page, right after asking whether they want to use Standard Array, Point Buy, or Manual ability scores, ask players to choose how they get their bonuses.
- Racial Bonuses (everything stays like it currently is);
- Class Bonuses (3 points to distribute as described above);
- Background Bonuses (3 points to distribute as described above);
- Custom Bonuses (3 points to distribute as they choose)
Code-wise, this shouldn't be any more difficult than the choice of Standard Array, Point Buy, and Manual ability scores, or the choice between Sage, Urchin, and Folk Hero.
I do like option 3 -- and it would make the choice of background rather more meaningful, as opposed to now, when -- OP Ravnica options aside -- backgrounds are mostly flavor.
OTOH, I don't like the idea of losing the racial bonuses? Maybe I'm set in my ways after 35 years of playing the game, but it seems to me demihumans lose something important if, for example, a 350 pound dragon-like biped is no stronger, on average, than a 40-pound off-brand Hobbit.
Here's a radical suggestion: keep racial bonuses, add option #1, AND option #2 -- but go back to 3d6 (any order). Average rolled score goes from 12-13 to 10-11 -- a loss of 12 overall -- but the addition +6 you get over and above baseline can be stacked on particular attributes, steered away from dump stats, etc. I suspect the net would be close to a wash.
This would reduce racial determinism because with two-thirds of your stat boosts tied to class and background, it would be easier to create a (relatively) optimized half-orc wizard or dwarven sorcerer. Yet the traditional combos -- your elven rangers and halfling rogues -- would still hold a bit of the traditional edge, which I think is, on the whole, desirable. Much as flexibility is nice, how significant is the choice of a race if it has NO impact on your attributes or your career choices?
I feel like a lot of people are commenting here without really realizing the degree to which fantasy races were racialized from the outset. Tolkien's portrayal of all of these races was, even if unintentionally, clearly informed by the racial beliefs of his day. Orcs as barbaric, warring people; dwarves as cunning, greedy, treacherous people; and elves as lithe, fair, and *good* are all examples of this. Working to move beyond these - again, possibly unintentional! - is a good thing, and it's one of the benefits of the fandom becoming more diverse in its modern renaissance.
Or we totally get that, but at the same time are able to enjoy fantasy games without subscribing to the flaws of their creators.
I support people to homebrew as they wish but I prefer politics out of my games.
Sorry, but no. Why erase differences? embrace them.
just to be clear, with the background option, the ability score increase substitutes the other benefits that the background gives?
Racial bonuses do make sense. Dwarves are hardy (thus the +2 Con), Elves are agile (+2 Dex), Gnomes are creative (+2 Int). But it doesn't take into account any training they may have had to achieve their class.
Alternate rule is they can take one of their bonuses to go towards their Class ability. A Half-Orc (normally +2 Str/+1 Con) spent his youth studying to be a druid for his tribe, so he loses 1 of his Str bonuses, but gains 1 to his Wis (+1 Str/+1 Con/+1 Wis). The Gnome (+2 Int) Ranger practices with the bow instead of studying his books so loses 1 from his Int bonus and get 1 to his Dex (+1 Int/+1 Dex). A Human (+1 to all) Fighter does extra strength training so doesn't work on their social skills loses the +1 to Cha, but gets an additional +1 to Str (+2 Str/+0 Cha/+1 to all others)
This allows the benefits for training, but still takes into account the natural tendencies for the Race.
a house rule i had when i was DMing 4e is a combination of race and class, by default races had +2 to two scores, so instead of both being from race, you select a +2 from race and +2 from an ability score relevant to the class and that doesnt overlap for what you selected from race
These are some interesting ideas.
You could also just give every race the the same starting bonuses as Variant Human. 2 ASI, 1 language, 1 skill proficiency, and 1 feat. That might be a little simpler, if you are not the type to add anything extra to your game.
They changed it.
Solid article. I'd love to see the replacement traits for the races fleshed out, and a mix of class and race for starting ability score increases feels right to me.
And that's why I switched to Pathfinder 2e and am not going back to 5e! So many more customization options!
Really nice! I would totally allow my players to use any of the options, or just keep their racial bonus. Also, I appreciate how you handled responding to the comments regarding the dwarf and elf traits.