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.
houserule your way.
Are any of these options going to be implemented here on DNDBeyond for use? It would be a boon to those of us that want to give these a spin!
What I'm getting here is that this project is motivated by two fundamental goals:
I'm not sure that the proposed solution accomplishes either goal. If you shift ability score increases onto backgrounds, the people who wouldn't consider creating a fighter who wasn't a mountain dwarf or a goliath will just switch to exclusively creating fighters who are folk heroes, soldiers or sailors. As long as you have any feature that creates a mechanical advantage, min-maxers are going to min-max it. As for Martial Aptitude, just try changing that to, oh, I don't know, "Athletic Aptitude," and it becomes apparent that it's just as problematic as numerical ability score modifiers, if not more so.
Maybe I'm old-school in my thinking, but I still think of ability scores as preceding class choice rather than the other way around: You grow up strong, therefore you become a fighter. And while I appreciate the desire not to perpetuate real-life racist stereotypes, when your definition of "people" includes both gnomes and goliaths, it becomes downright absurd to say their physical attributes ought to map onto the same bell curve.
That being said, there are ways to link traits to race at a remove, by always justifying them by something other than race alone. For instance: Give "Medium-Large" PCs (goliaths, firbolgs, minotaurs) +2 Strength and −2 Dexterity; give Small PCs (halflings, gnomes) −2 Strength and +2 Dex. These aren't race-specific -- they're size-specific, which is logical.
Another approach is to establish yet another character creation variable, in addition to and distinct from race, class and background: culture. For instance, at character creation, choose one of the following:
Traditional Culture. Constitution +2, Wisdom +1.
Honor Culture. Strength +2, Constitution +1.
Pious Culture. Wisdom +2, Constitution +1.
Erudite Culture. Intelligence +2, Wisdom +1.
Mercantile Culture. Charisma +2, Intelligence +1.
Artisanal Culture. Dexterity +2, Wisdom +1.
Inventive Culture. Intelligence +2, Dexterity +1.
Cosmopolitan Culture. Intelligence +2, Charisma +1.
Gallant Culture. Strength +2, Charisma +1.
And so forth.
A few things:
-backgrounds are explicitly customizable in the PHB, so the tied ability scores for that options are really more like suggestions. Unless you explicitly chose to change the customization rule (which would seem like an odd choice to me) you could make a "custom background" with the feature and proficiencies of the Outlander with the ability score improvements of the Noble. This basically turns this into a floating few points to drop however you like, which actually makes me like the options more. Let the player explain why their character is the way they are.
-I've been doing this with a modified point buy calculator for years in my games, it works great! And over time I've found that my players who were originally dubious have come to like it. I just give half-elves advantage against fear, and allow hill dwarf to kinda be the default. Hasn't been much of an issue. I still let my players roll too if they prefer! In that scenario they just get a couple floating points to allocate.
-Conceptually I think the average orc in this world can still be stronger and the average gnome smarter than usual under these rules. As the 5e designers have said before, the rules for making a player character member of a race need not decree how it works for every member of that race in the world. Player characters are explicitly special, let 'em be special in statistically atypical ways.
Love the article James!
-kreimnat
Mechanically, this is really interesting, but it'd be kind of strange to actually implement with dndbeyond's character creator.
To James,
Hello sir, I appreciate the effort and you're clearly a very smart man however I feel like this was made in bad faith.
Races in DND have always been objectively different from each and changes to existing systems adds nothing to the game nor solve any problems.
Regards,
Lyndon.
Nice post James! I've been thinking along these lines for a while. Especially when I want to create a unique character (via Point Buy or Standard Array) and want to get my primary ability up from 15 to a 16 for the +3. For a spellcaster, and many classes, that can be big for setting a character as a little more powerful in their main ability. And one ability at 16 is not going to break the game.
For instance, a Half-Orc Wizard would only get to 15 with PB or SA. That leads often to class & race combos that can get you to a 16, thus creating a perpetual amount of stereotypes. Not the most creative options for a game about being creative. :/
Now you can (potentially) bypass this by going with the creation process of rolling 4d6 and dropping the lowest, 6 times. I seem to get better stats rolling this way than using SA or PB. However, that can lead to some unbalanced characters in the party. So I usually like SA or PB for the ability as it creates more "balanced" characters. Except for the previously mentioned lack of getting a 16 in your main ability for many class/race combos.
The situation, at least to me, comes down to:
If you break it down, most races get +2 and +1 (total of +3). That gives you a baseline Value for how to proceed with the starting points regardless of race. If you want to, just remove the 3 points of mandatory from your characters and allow them to be put anywhere. So that Mountain Dwarf might still get an additional mandatory point of +1 to Str or Con, then the other 3 points are allowed to be placed anywhere else.
Also, if you take the optional Feats rule at certain (4th, 8th, etc) level increases that allow you to take a Feat in exchange for 2 points of ability increase, then you've got the baseline Value for a mechanic for another "ability point exchange" to customize a character even further. This could allow you to exchange 2 of your initial 3 "Race" points for a Feat of your choice and still give you a +1 to any ability you want. Thus ensuring that you get a 15 for a PB/SA character and a Feat that fits your theme.
Now, some Feats are stronger and others are weaker. This is probably why some also come with a +1 in a related ability score. This could be addressed by making "Standard" and "Advanced" Feats. For Example:
You could also use your +1's to exchange them for other Race abilities like the Half-Elf "Knowledge of the Elves" scenario you listed above. I personally like that option.
Also, I've run into issues where using the Variant Human option does not do enough for me compared to other races or the standard Humans because giving up 6 +1's in exchange for 2 +1's and a Feat does not seem worth it. Now if you used a Standard/Advanced Feat option or one where you could exchange your 6 +1's for say 2 Feats and 2 +1's, then we might be able to come up with some cool builds. You'd also probably need to consider a cap of no more than +2 or +3 in a single ability if you are going to exchange these as you wouldn't what a Level 1 PC via PB or SA with a 20 in their main ability and an additional +1 somewhere else. They are not gods after all.
Anyway, good discussion.
The example that keeps being brought up is a gnome and half-orc having the same strength, and how absurd that might feel. The system already allows for that, but the gnome will take longer to reach the cap of 20. At level 8, a gnome fighter can be just as strong as a half-orc fighter, but the gnome has to commit 3 ability score improvements to strength to reach that goal. The half-orc could already reach 20 strength at level 6. Even though the gnome needs more time and training, eventually they'll be as strong as their half-orc colleague. So why does it bother us that a gnome and a half-orc might both start at 17 strength if racial bonuses were changed or loosened? Be it at level 1 or level 8, the absurd scene of a gnome matching a half-orc in arm-wrestling is possible. Perhaps the idea of a newly-made level 1 gnome performing such a feat would strain credulity in a distracting way? But then again, level 1 characters need not be novices, in fact they often make more sense when they're well trained combatants ready for deadly adventure.
The rules already have ways of limiting the abilities of small races: they can't grapple or shove creatures larger than medium, they wield heavy weapons with disadvantage, and their short stature limits their jump height. Should more medium races have Powerful Build, and should some small races have an inherent Weak Build feature?
This is a fantastic house rule! It allows more choice in customization while rewarding players for those choices. I am going to strongly consider these options for my next campaign! Thanks for writing and sharing this awesome idea!
This is a great idea! It’s be sweet if they brought this into dndbeyond as an option when creating a character.
@AmbroseHoneysuckle That's another way to do it that seems easier to grasp and not as race dependent. I think the controversy would emerge, though, that some players would argue for being part of two different cultures (with some justification perhaps as having two parents isn't at all unusual) and therefore getting the stat bonuses of two of those Cultures, which could easily drive a desire stat to 18 or higher at level 1.
Looks like he took your advice, it's been edited to reflect a static +1d4
Having worked as a laborer for 2 decades, racial characteristics have as much influence on abilities as training and background. My game will stay the same. These are interesting ideas but I think this article is just a reaction to all the praise P2 is getting for it's varied and impressive character creation system.
I've been entertaining this thought for a while now too, and my approach would be to just let the players take the stats from the race and place them wherever they want, possibly with some adjustments to abnormal races like Triton and Mountain Dwarf. The only hitch would be that if my players want to do this then they'd have to use the point-buy system; if we roll then those stats stay. Just another pitiful attempt on my part to try and preach the balance of point-buy but oh well.
Great idea, this is the direction D&D should be moving in, but this is also an overcomplicated hack. The simpler solution is to just let players take any one of the racial ASIs and reassign it to whatever Ability Score they want. Playing a Half-Orc and you like +1 to Constitution, but would rather have a +2 in Intelligence instead of Strength? Go for it. You want the +2 Strength, but would rather put the +1 into Charisma instead of Constitution? That's fine too. This keeps the suggested flavor of the various races, but offers malleability. That's not enough? OK, just give players three points they can apply to whatever Ability Scores they want.
No need to make up new racial traits for races that have more than +3 ASIs. Mountain Dwarves get +2 to whatever two scores they want. Half-Elves get +2, +1, and +1 to whatever three scores they want. It doesn't unbalance the game. The whole point of this is to let players make whatever character they want and have them feel optimal.
Personally I'm of the notion that the issue isn't race at all in this situation, the issue is class. Specifically that classes are tied inherently to one or two ability scores to be considered 'good'. (this is presuming you ignore that it is only generally a minor +1/5% difference)
For example a highly intelligent fighter with moderate strength is arguably worse at melee combat than that dim-witted brute with very high strength. This trope doesn't really make much sense on the whole, even for a cinematic style game as the smart fighter with the pool of tactics would be better off even in melee combat.
A very wise wizard with moderate intelligence yet high wisdom, is arguably worse (as a wizard) than a genius with little wisdom.
Then you even have the warlock, which has a section in their description about them seeking knowledge (a trait of intelligence) being a cornerstone feature, yet have no ties at all to being Intelligent over being charismatic (a traditional stat for them).
While a larger task it would be to decouple that inherent link between certain attributes and classes as it would require other initiated links.
This would likely require the individual classes to have the ability modifiers (as suggested, though locked to those key class attributes).
Alternatively some inherent bonus the classes have to show that benefit. Perhaps something like expertise (or a flat bonus) to the key class trait, so spell casters would get double proficiency with magic/spells while melee would get double proficiency to hit with attacks (while ability scores only offer the damage bonus aspect).
Personally for me though, I have modifiers for race as is, then add additional bonuses for class (+2 in the core class ability score and a +1 in a limited choice) to represent a characters 'basic training', and a +1 modifier (usually with 2 options) from background. However I do use the standard array for the scores to begin with and have the more concept orientated players than min-maxer types too.
I don't have time to read all the comments so this might (and probably) has been mentioned already. I love the idea of option 1 and 2, as they show how you are affected by your upbringing, or even with the class could be seen as you went into that class because you were naturally more talented at it than others in your race. But option 3 feels like it could be abused to give +3 in ability scores. If a druid picked Wisdom for a +2 but also picked Acolyte, they end up with +3 wisdom.
Agreed!
Folks, adventurers are already the bleeding edge of the margin of their respective races/cultures/civilizations: they are unlike 99% of the population. It is ridiculous to lament that with these house rules, adventurers would all of a sudden no longer be stereotypical of their race, because with or without these house rules, the average member of their race is a farmer or a craftsman or a shopkeep or a huntsman or a shepherd or maybe a scholar, priest, or soldier, not a freaking Warlock.
It need not change the macro-level cultures in your world. Elves and Dwarves can still mistrust each other, Orcs and Dwarves can go way back, everyone can avoid Tieflings (none of which are in any way a result of ability score bonuses, mind you). Heck, Elves can generally be graceful, Dwarves hardy, and Orcs strong without requiring that every single individual, up to and including the PCs, is also.
When you create a Half-Orc PC, you are not randomly selecting a member of the Half-Orc race and giving them class levels. You are creating an individual Half-Orc, and no amount of genetic or other predisposition could realistically eliminate the possibility, however small, of even a single Half-Orc with a slight frame but a genius intellect. So why can't I just make that character?
/rant
I have been running it where you get a +2 to the Primary Ability of your class from this chart (choosing one if there are two), and a +1 to another of your choice. Anything else is just too complicated. There're already many ways to tailor your ability scores to express your char's uniqueness, I don't feel that there also needs to be a wide range of ASBs for every class; just give the one that will make them most competent and get to playing.
If you want to increase character diversity (mechanically) just remove all racial bonuses (including things like Fey Ancestry) from the base races. This way a “race” is more fluidly defined without making certain races powerful or weak across the board.
A half Orc character under your system is still going to be a better choice for melee strength combat due to their racials, and as such will still be picked up by barbs and fighters. Just remove this from the base race and you will massively increase character diversity. As such, the race starts out as a purely aesthetic/lore option.
Then use your ability score system to allow for more ability score diversity. Your system seems great.
You could then give different classes racial specific bonuses - a halfling rogue, for example, might have that extra bit of luck while a human rogue is resourceful, able to pick locks or disarm traps with makeshift implements. You then have a class/race identity, and flexibility in character creation.
The stat bonuses reflect an actual physiological and cultural difference between PC races. Please respect the original content, as modifying it in this way damages the immersive qualities of the game world.