Starting Abilities Variant
This variant rule ensures that the Primary Ability of any Class is not tied down to lineage choices. These rules assume that players shouldn't limit their character choices based on pre-assigned Ability Score Increases, but rather be given a chance to play any lineage as any Class. A player character is an exceptional being that goes against the bulk assumptions of a lineage and it's people.
The rules are focused on not differing from the main assumptions of Dungeons & Dragons - 5th edition. Those assumptions are that every lineage gets a +2 bonus in one Ability Score, and a +1 bonus to another Ability Score.
To replicate that assumption without tying it to a lineage, every Class grants a +2 bonus to their Primary Ability as well as a character's Background now providing a +1 bonus to an Ability Score associated with that Background. This completely replaces the Ability Score Increase feature associated with every lineage, meaning a character only gains an increase to their Ability Scores based on their chosen Class and Background, not what people they came from.
Class & Primary Ability
Every Class has a Primary Ability as determined by the Player's Handbook. The chosen ability is focused on the main attributes of that Class, though it doesn't take into account possible subclasses that might rely on a different ability, like Eldritch Knight or Arcane Trickster. See Variant Rules for more information.
When creating a character, your selected Class provides a +2 bonus to your Ability Score that corresponds with the Primary Ability of the Class. If there are multiple options, you choose one.
Background Bonus
Every character must select a Background when creating their character. Based on what Background is chosen, a player has three Ability Scores to choose from to gain a +1 bonus to. This bonus can NOT be the same as your chosen Primary Ability unless your lineage allows it, see the section on Odd Lineages below.
Oddities Among a Lineage
Certain lineages may provide an additional bonus or penalty to your Ability Scores. If you are given a bonus to an Ability Score, it can not be for the same Ability Score as selected for your Primary Ability or your Background Ability Score Increase, see the section on Odd Lineages below.
Using These Rules
- Remove the Ability Score Increase feature pre-assigned by lineage.
- Your Class provides a +2 bonus to its Primary Ability.
- Your Background provides a +1 bonus to one of the three Ability Scores linked to it, choose one.
- If you have an Odd Lineage, see the section below for more information.
Classes & Primary Ability
Class | Primary Ability |
---|---|
Artificer | Intelligence |
Barbarian | Strength |
Bard | Charisma |
Cleric | Wisdom |
Druid | Wisdom |
Fighter | Strength, Dexterity (Choose 1) |
Monk | Dexterity, Wisdom (Choose 1) |
Paladin | Strength, Charisma (Choose 1) |
Ranger | Dexterity, Wisdom (Choose 1) |
Rogue | Dexterity |
Sorcerer | Charisma |
Warlock | Charisma |
Wizard | Intelligence |
Odd Lineage
The following lineages function slightly differently within the confines of these rules. An Odd Lineage that grants a bonus can not be applied to a character's Primary Ability or their Ability Score they choose from their Background.
- Mountain Dwarf. You gain a +1 bonus to Strength, if your Primary Ability is Strength, increase your Background Ability Score Increase bonus from +1 to +2.
- Half Elf. You gain a +1 bonus to be placed into any Ability Score that is not your Primary Ability or your Background Ability Increase.
- Human. You gain a +1 bonus to every Ability Score, you do not gain increases from your Primary Ability or your Background Ability Score Increase.
- Variant Human. You only gain a +1 bonus to your Class' Primary Ability.
- Kobold. You suffer a -2 to your Strength Ability Score and do not gain the bonus from your background.
- Volo's Orc. You suffer a -2 to your Intelligence Ability Score. (Does not apply to Exandria's Orc).
- Triton. You only gain a +1 bonus to your Class' Primary Ability. In addition, you gain a bonus +1 increase to one Ability Score that doesn't correspond with your Primary Ability or your Background Ability Score Increase.
- Changeling. You are not restricted by your Background as to what your Background Ability Score Increase is in and the bonus can be applied to your Class' Primary Ability.
- Warforged. You are not restricted by your Background as to what your Background Ability Score Increase is in except it can not be applied to your Primary Ability Score.
- Simic Hybrid. You are not restricted by your Background as to what your Background Ability Score Increase is in except it can not be applied to your Primary Ability Score.
Background | Ability Score Increase (Choose One) | Associated Skill Proficiencies |
---|---|---|
Acolyte | Intelligence, Wisdom, Charisma | Insight, Religion |
Anthropologist | Intelligence, Wisdom, Charisma | Insight, Religion |
Archaeologist | Constitution, Intelligence, Wisdom | History, Survival |
Athlete | Strength, Dexterity, Constitution | Athletics, Acrobatics |
Azorius Functionary | Intelligence, Wisdom, Charisma | Insight, Intimidation |
Boros Legionnaire | Strength, Constitution, Charisma | Athletics, Intimidation |
Charlatan | Dexterity, Wisdom, Charisma | Deception, Sleight of Hand |
City Watch / Investigator | Strength, Intelligence, Wisdom | Athletics, Investigation, Insight |
Clan Crafter | Intelligence, Wisdom, Charisma | History, Insight |
Cloistered Scholar | Dexterity, Intelligence, Wisdom | History, Arcana, Nature, Religion |
Courtier | Dexterity, Wisdom, Charisma | Insight, Persuasion |
Criminal / Spy | Dexterity, Wisdom, Charisma | Deception, Stealth |
Dimir Operative | Dexterity, Wisdom, Charisma | Deception, Stealth |
Entertainer | Dexterity, Constitution, Charisma | Acrobatics, Performance |
Faceless | Dexterity, Wisdom, Charisma | Deception, Intimidation |
Faction Agent | Intelligence, Wisdom, Charisma | Any Intelligence, Wisdom, or Charisma |
Far Traveler | Intelligence, Wisdom, Charisma | Insight, Perception |
Fisher | Dexterity, Intelligence, Wisdom | History, Survival |
Folk Hero | Strength, Wisdom, Charisma | Animal Handling, Survival |
Gladiator | Strength, Dexterity, Charisma | Acrobatics, Performance |
Golgari Agent | Dexterity, Intelligence, Wisdom | Nature, Survival |
Gruul Anarch | Strength, Constitution, Wisdom | Animal Handling, Athletics |
Guild Artisan / Guild Merchant | Intelligence, Wisdom, Charisma | Insight, Persuasion |
Haunted One | Constitution, Intelligence, Wisdom | Any Intelligence or Wisdom |
Hermit | Constitution, Intelligence, Wisdom | Medicine, Religion |
House Agent | Dexterity, Intelligence, Charisma | Investigation, Persuasion |
Inheritor | Constitution, Intelligence, Wisdom | Survival, Arcana, History, Religion |
Izzet Engineer | Dexterity, Constitution, Intelligence | Arcana, Investigation |
Knight | Strength, Intelligence, Charisma | History, Persuasion |
Marine | Strength, Dexterity, Wisdom | Athletics, Survival |
Noble | Constitution, Intelligence, Charisma | History, Persuasion |
Orzhov Representative | Strength, Intelligence, Charisma | Intimidation, Religion |
Outlander | Strength, Constitution, Wisdom | Athletics, Survival |
Rakdos Cultist | Dexterity, Constitution, Charisma | Acrobatics, Performance |
Sage | Dexterity, Intelligence, Wisdom | Arcana, History |
Sailor / Pirate | Strength, Dexterity, Wisdom | Athletics, Perception |
Selesnya Initiate | Intelligence, Wisdom, Charisma | Nature, Persuasion |
Shipwright | Strength, Intelligence, Wisdom | History, Perception |
Simic Scientist | Constitution, Intelligence, Wisdom | Arcana, Medicine |
Smuggler | Strength, Dexterity, Charisma | Athletics, Deception |
Soldier | Strength, Constitution, Charisma | Athletics, Intimidation |
Urban Bounty Hunter | Dexterity, Wisdom, Charisma | Stealth, Insight, Deception, Persuasion |
Urchin | Dexterity, Constitution, Wisdom | Sleight of Hand, Stealth |
Variant Rules
Variant: Split Primary Ability
You can instead choose to not gain the +2 bonus to your Class' Primary Ability but rather take two +1 Ability Increases instead. The bonuses can not be to the same Ability Score as each other but can be applied to the same Background Ability Score Increase or with an Odd Lineage's bonus. The DM may decide that one of the Ability Score Increases must be applied to your Primary Ability.
Variant: Subclass
If you know what subclass you'd like to take when creating your character, your Primary Ability options that you can choose from extend to include the Primary Ability of that subclass. For example, Eldritch Knights and Arcane Tricksters would add Intelligence as a Primary Ability choice to their respective Classes. The DM has final say on which subclasses grant additional choices for the Primary Ability options.
Variant: Background Abilities
The Backgrounds provided are from the Player's Handbook, Sword Coast Adventurer's Guide, Guildmaster's Guide to Ravnica, and others. All Background Ability Score Increases are based on the Skill Proficiencies offered by that Background, as well as taking into account it's Background Feature. The DM may decide to allow different Ability Scores to be linked to different Backgrounds, though that does make certain lineages less unique, see the section on Odd Lineages for examples.
Variant: Custom Backgrounds
If you make a custom background, work with your DM to determine what Ability Score Increase it might provide. The options should be closely tied to what Skill Proficiencies and Background Feature is provided.