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.
I like this idea, but I am going to try a fourth option. I am going to take the ability scores away from Races, but give them a bonus racial feat. I am going to give them 3 points to spend however they like as long as no starting stat over 17. Balanced, easy to do, and still gives more variation and flavor to the base races. Yes it starts players at a little higher power than normal at L1 due to the racial feat, but it is even more flavor as a result and everyone gets it so still balanced imho.
I love the 3rd option since I prefer RP over min/maxing. Right now working on an Earth Genasi Forge Cleric and a Scourge Aasimar Light Cleric/Sun Soul Monk, and on both I'm spending most of the ASI/feat bonus on just the ASI. RPing them is still great, but I'm missing out on feats to improve the builds.
I'd actually still prefer that the race granted a bonus somewhere, I like having racial archetypes so that you know that, on average a half-orc is stronger than a halfling who is in turn more nimble than the half-orc so I think the +2 bonus should still apply to a single stat. For the other +1, I think it could either be a floating bonus able to be applied anywhere or a class bonus which applies it to a stat relevant to the class. Some races would still need adjustment since races like humans or tritons gain +1 bonuses to their stats instead of a +2/+1.
It is very possible to design an RPG in which adversaries are not Evil by default. Whether or not we as DMs and as purchasers of modules support that with our time and our money is a matter left to individuals.
Look, I'm not saying it should be completely off the table, but why is killing goblins or orcs the go-to solution? As I acknowledged in my earlier post, the fact that D&D's roots come from wargaming and that the game design largely rewards martial prowess over any kind of diplomacy or peace-making help create a kind of tunnel vision towards the confines of conquest, killing, and pillage. This is precisely the larger question which this and other articles in this vein are tip toeing around and which the mechanics in question therefore simply reinforce via a slightly different angle.
Of course the fact that "dark elves" are the Evil goddess worshippers is not a coincidence! Heck, I remember the early publication of Salvatore's Drizzt trilogy. The publishers made Drizzt as light-skinned as possible on the book covers even though there was nothing in the narrative supporting that visualized assumption that lighter-skinned Drow are less evil. That this was standard operating procedure in the 90s does not make it less wrong and does not detract from the ways that Tolkien and those who followed in his footsteps always paint Orcs as evil as well.
I think I'd compromise a bit and just give +1 to the primary stat and +1 to any two stats of your choice, including the primary stat if so desired.
You are tackling an irrelevant issue with an inelegant solution.
Simple Fix: Each character gets a +2 and a +1...easy and done
I like the ability scores increases and decreases. it makes the game feel more unique. and fantasy races should be naturally better and worse at things based on their anatomy. I would certainly be a little annoyed if the gnome barbarian was easily as strong as the dragonborn fighter. it just wouldn't make sense.
This just overcomplicates things, and now instead of having to be a certain race to be "optimal" for the first few levels (everyone is even once they get to 20) you have to be a certain background. The class bonuses are better, but some don't make sense. Druids get Charisma? Have you seen Keyleth?
I think the heart is in the right place. The need for optimization annoys me, and I don't like feeling I have to do XYZ to have a solid character. That being said, I do think the average dwarf is hardier than the average human. Half-orcs are stronger than gnomes, etc. Ability scores are so small that a +2 or +1 can appear to make a huge difference. Maybe that's partly because of the d20 system. Maybe we should just get rid of ability scores altogether lmao.
I would love to see this as an option in D&D Beyond character generation.
I enjoyed this article, and will be using these as guidelines for integrating non-racial ability score increases into my games.
Excellent concept, and very good execution. Thumbs up.
I'm a fan of this idea. I feel it allows more thinking outside the box without compromising the heart of fantasy. Making the racial selection less about ability scores and more about the flavor of your character can only add to any gammer's experience. If this option was added to the builder, I would incorporate it into my campaigns.
Personally, I've never had a problem with racial stats in Fifth Edition. It seems to me to be quite enlightened when you think about it—everybody has the same hard cap for all their abilities: 20. Half-orcs can be as smart as elves, halflings as strong as dwarves, and so on. If the rules imposed reduced caps for certain stats to different races, then I'd be more likely to accept the parallels with real-life racism. But they don't, and so I look at it as a balancing tool to let people make the fantasy archetypes like the elven wizard and the half-orc barbarian more effectively—simply because they're the fantasy archetypes to which people will gravitate.
That said, I have actually been meaning to put together something similar to this for quite some time, and I think James did a fantastic job with it. I think Step Two is desperately in need of a chart to make it more approachable, but I don't have any issue with the content (other than the ridiculously overpowered racial ability to roll an extra damage die all the time... yikes). Basing ability scores on training and experience is infinitely more sensible given how abstract ability scores are (really, a 3’ halfling with Strength 20 being as strong as an 8’ goliath with Strength 20 must involve some sort of fantasy shenanigans that are lost in the process of reducing it down to a number), and this is the kind of robust system that appeals to me as a former Third Edition player.
Well done, James. Thank you very much for posting this!
One of the more interesting modifications to the rules for character creation I've seen. I have to say it would see some different races emerge onto the playing field especially if this was an AL approved rule.
I think that this might only be able to be done w/ paper and pencil unless D&D Beyond does this officially... Which also puts people off from doing this as then they lose the use of the online character sheet that D&D Beyond...
13th Age, which is heavily inspired by 3.x and 4th edition, does something like this. Each race and class has two attributes associated with it, and the player picks one from each to add a +2 bonus to, with the limitation that the same attribute cannot receive both bonuses. Humans can, as usual, pick any one attribute to apply their bonus to.
Honestly, if I was going to use any of these options it would probably be both the Class Reassign and the Background Reassign, along with the standard Point Buy generation method. I mean, you might get a PC with a 19 out of all that, but they would probably be pretty one-dimensional in many cases. Like I tell people, character development should be looked at a marathon, not a sprint.
Of course, humans still seem, to me, anyway, to still get the short end of the stick with regard to racial abilities, while half-elves get a pretty big boost. I mean, who doesn't want superior darkvision and all their normal abilities if that's an option? But then, this is like my mind throwing "spaghetti at the wall", so to speak. Nothing is likely to really stick, but sometimes its fun to do it. I'll be sure to clean up my mess behind me.
D&D Beyond does allow you to go in and add/subtract modifiers manually to your character sheet. So if the Racial bonus adds +1 to Str and you want it to go into Int, go in and modify -1 to Str and +1 to Int.
This is a very interesting concept that mirrors some more recent approaches in other systems.
I like the +2 class/+1 background concept, but could also see it working just as well as a flat +3.
The only thing I would recommend is capping all ability scores to 18 at first level. This includes humans post feat stat adjustment. That way all characters are on a level playing field and there is room for growth.
We all understand that race isnt race as it is in real life, right? Each "Race" in Dungeons and dragons are different species. All of them created in different ways for different purposes. So to equate that all species are equal is absurd. Comparing a human and a elf is no differentd in comparing a human to a dolphin. They are both separate and developed differently, they are not equal across the board because of it.
Hm, good mostly! I like this! I don't think it hits the mark for every situation, but I think it's pretty good.
Personally, I think every Race could get a Physical ability score bonus of some kind and every Background get a Mental bonus, though only if we're restricting ourselves to 5e's basic framework. That way, Genasi still have their defining "more part of the physical world" constitution bonus and Orcs get to be naturally of stronger stuff, biologically speaking, than more nimble Halflings, but there's none of that horrible stuff with the Orcs being inherently less intelligent or a Half-Elf having a natural ability to manipulate others (which should really be of a psionic nature if at all, and be dealt with intelligently like with the Kalashtar).
Then, of course, you get that nice Mental boost from a Background, the life you've chosen to lead, because there's no such thing as inherent intelligence. We can measure your strength and some people will naturally be better at resisting toxins, but at no point in human history have we ever actually been able to scale intelligence or indicate that anyone can be said to be naturally more or less smart or wise or charismatic (with very rare potential exceptions that we still do not understand, such as particularly severe mutations). However, it's absolutely clear that someone who lives in the wild will have better survival instincts, more attuned senses and a generally better connection with intuition, or "wisdom", than someone who spends their life in a laboratory pushing the boundaries of their brain's capacity to learn and apply knowledge, thus increasing the game's idea of "intelligence."
After all that, you get one bonus to put anywhere you like, because Player Characters Are Unique and can excel in any area they dashed well please. Sure, you might be an Elf (Dex) Scholar (Int) who's spent the first two hundred years of life as apprentice under a horrible (and annoyingly long-lived) master, but now you've snapped, used some of that alchemical know-how to construct an arcane steroid with accompanying mood swings, and boom bam Barbarian with a Strength bonus. Or perhaps you're a Goliath (Str) Outlander (Wis) who's spent their life exploring the wilderness in their wanderlust, never quite fitting in with the tribe, though well-liked enough... but you've always had a way with animals and the strange peoples of the world below, and now you've wandered into civilisation, and you don't think you'll ever leave. So you've just become a Bard, aided by that natural Charisma that never did you much good in the mountains, but you don't quite have that Entertainer reputation just yet (though might gain it during the campaign). Or you could double down, and your Water Genasi (Con) Charlatan (Cha) has always been drawn to the alluring mists of the sea-nymphs, becoming an especially Charismatic Warlock of the Archfey who draws people in like a siren before revealing their Eldritch nature, eyeing up that sweet Actor feat for level 4.
I think it works, anyway, haha. I'd prefer for some races who don't have much beyond racial scores to justify their physique still having some form of bonus, but the idea of mental stats being tied to race has always rubbed me the wrong way. My system does cause issues with, say, Githzerai and Vedalken, but personally I think both of those could do with a Con bonus anyway to aid with their concentration checks.
This rebalance is spectacular! I would propose this next time my dm or I prepare a new campaign! I’ll probably request/offer players to pick whichever option (class, background, or hybrid) they’d like.
Even my traditionalist-min/maxers would take the opportunity to optimize in a new way. My storytellers/roleplayers just love new options! Thank you!