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Detect Balance 2022

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0% found this document useful (0 votes)
18 views114 pages

Detect Balance 2022

Uploaded by

scott.da.hall
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODS, PDF, TXT or read online on Scribd
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Feature Integer Explanation

Point Value

Generic Scale
A ribbon, not likely to make much
difference 1
A sometimes useful feature 2

A frequently useful, or powerful feature 4


An unusually powerful feature. 8
Of course a feature could be worth any
other values

Synergy
Some features don't work effectively
together. When two features won't be
beneficial to the same build, deduct half
the score from the cheaper feature. The
Mountain Dwarf is a good example.
Builds that want +2 STR already have
armor proficiencies. Builds that want
armor training won't get much out of
more STR.

-
Ability Score Increases
ASI -2 -4
ASI -1 -2
ASI +1 4
Choice of ASI +1 5
ASI +2 8
ASI +3 12 +2/+1 or +1/+1/+1
ASI +3, Tasha's-Style 14
ASI +4 16 +2/+2 or +2/+1/+1
All ASI +1 16

Language
Common & 1 languages 0
Common & 2 or 3 languages 1
Choice of Language 1
Speak with small beasts 2

30 foot Telepathy with language barrier 6 Can communicate without speaking.


120 foot Telepathy with no barrier 10
Skills
Tool (or choice thereof) proficiency 1
Skill proficiency 2
Choice of Skill Proficiency 3
Choice of Two Skill Proficiencies 5
Expertise on rare subset of a skill 1
Expertise on subset of a skill 2
Skill Proficiency and Expertise 6 This gives the skill and doubles the proficiency bonus
Common Bonus to skill checks 4
Reassign one skill proficiency 4
Reassign two skill proficiencies 8

Magic
Cantrip 2
Choice of Cantrip 3
L1 spell at 3rd, 1/day 2
L2 spell at 3rd, 1/day 3
L2 spell at 5th, 1/day 2
L3 spell at 5th, 1/day 3
L1 spell 1/day 3
L2 spell 1/day 4
One of three spells 1/day 4
Standard Delayed Magic 6 A cantrip, level 1 spell at 3rd level, and a level 2 spell at 5th le
Standard delayed magic, no cantrip 5

Resistances
One Rare Resistance 2 Radiant, Force, Psychic or Thunder
One Medium Resistance 3 Cold, Lightning, Necrotic, or Acid
One Common Resistance 4 Fire or Poison
One Nonmagical Physical Resistance 10 Slashing or Piercing. Bludgeoning is 12.
One Medium Immunity 16

Vulnerabilities
One Rare Vulnerability -8 Radiant, Force, Psychic or Thunder
One Medium Vulnerability -16 Cold, Lightning, Necrotic, or Acid
One Common Vulnerability -20 Fire or Poison
One Physical Vulnerability -40 Bludgeoning, Piercing, or Slashing

Movement
20 ft speed -3
25 ft speed -2
30 ft speed 0
35 ft speed 2
40 ft speed 5
30 ft climb speed 2
Spider Climb 4
30 ft swim speed 2
Feline Agility 4
Aggressive 3 Bonus action move your speed toward enemy
Not Slowed by Armor 2
Ignore Rare type of Rough Terrain 1
Ignore Common type of Rough Terrain 2
Ignore non-magical Rough Terrain 3
Squeeze Small 2
Squeeze 1 inch 6

Flight
Standard Fly 30 16 no med or heavy armor, no hover
Hover 18 doesn't fall when knocked prone or speed reduced
Plus 5 ft fly speed 3
Plus 10 ft fly speed 6
Always On Feather Fall 3
Must land at End of Turn -12
Unrestricted Fly 30 24 Flight even with armor.

Senses
Sunlight Sensitivity -3
Darkvision 30 2
Darkvision +60 1
Darkvision 60 3
Darkvision 120 4
Blindsight to 30ft 8
Blindsight to 30ft, blind beyond 4

Advantage
Advantage on a rare roll 1
Advantage on a situational roll 2
Advantage on a common roll 4
Advantage on a very common roll or set
of rolls 8

Weapons
Weapon Training 2 for 3 or 4 weapons
2 Simple Weapons of Choice 2
2 Martial Weapons of Choice 3
Reassign one weapon proficiency 2
Unarmed Strikes
1d4 unarmed strike 1
1d6 unarmed strike 2
1d8 unarmed strike 6

Natural Weapons
1d4 natural weapon 1
1d6 natural weapon 2
1d8 natural weapon 3
1d10 natural weapon 4
A natural weapon better than 1d4, that
doesn't require a free hand, or that is
classified as "Finesse" can add +1
A natural weapon that does something
besides poison, physical, fire or cold
would be worth slightly more, on the +1
territory

Special Weapons
Vampiric Bite 6

Breathing
Hold Breath 15 mins 1
Hold Breath 1 hour 2
Amphibious 2 can breathe air and water
Unending Breath 3 can breathe in even in vacuum and poison, etc. while not inca
Doesn't breath 4

Natural Armor
11+Dex armor 0
12+Dex armor 1
13+Dex armor 3
12+Con armor 2
AC+1 8
AC 17 9

Size
Small 0 Disadvantage with Heavy Weapons
Powerful Build 2 1 size larger for carry, lift, push, drag
Equine Build 1 Powerful build, but -1 for climbing penalty.

Assorted Racial Features


A Type other than Humanoid 2 does not include “Fey Ancestry bonus” or ot
Doesn't need to Eat 1
Tinker 1
Acclimatized 1 Ignores penalties from a certain type of harsh environment
Healing Hands 2 Cure hitpoints equal to level 1/day as an action
Fey Ancestry 2 Adv vs charm, can't sleep
Nimbleness 2 move through space of larger
Trance 2 reduces norm sleep time in LR from 6 hr to 4
Mimicry 2
Fury of the Small 3 Add lvl to damage 1/short on bigger creatur
Humanoid + Type -1
Mask of the Wild 3
Savage Attacks 3 Extra Crit Damage Die
Reach 6 Extra 5 ft of reach
Armor Training (Light) 1
Armor Training (Light and Medium) 4
Poison Resistance and Advantage 5
Naturally Stealthy 4 hide behind larger
Relentless Endurance 4 drop to 0, drop to 1 instead 1/long rest
Lucky 5
Toughness 5 One more HP per Level
Stone's Endurance 7 1 per rest, reduce damage by 1d12+Con
Breath Weapon 6
Nimble Escape 8 Disengage or Hide as Bonus Action
Gnome Cunning 7 Adv vs Int, Wis, Cha saves vs magic
Aasimar Transformation 8
Pack Tactics 8
Choice of Feat 20 Because the choice of feat is so powerful at 1st level, I'm valu
Advantage against diseases 1
Magic Resistance 19 Gnome Cunning + Con, Str, and Dex, all decently common sav
Magic Resistance (spells) 16 MotM Magic Resistance is only against spells
Fills rests with light activity instead of sle 3 Instead of sleeping 6 hours in LR, can watch
Yuan-ti Standard Delayed Magic 6
Eerie Token 6 Effectively replicates 1 of 2 L3 spells, 1/day
Celestial Revelation 10 Generally stronger than Aasimar transformation; the effects
Charge 6
Gnomish Magic Resistance 5 Slightly weaker than Gnome Cunning, as it's only spells now a
Psionic Fortitude 3 Advantage to end charm or frightened condi
Fey Step 9 Changed from 1/SR to prof/LR.
Shapechanger 6
Mental Discipline 3 Advantage to end charm or frightened condi
Fury of the Small v2 2 Add prof to damage prof/day
Hidden Step 7
Hare-Trigger 6 Add prof to initiative
Lucky Footwork 6
Rabbit Hop 6 Jump 5xprof feet
Fey Gift 8 Help as bonus action, with buffs after 3rd le
Fortune from the Many 6 add ally count (max +3) to a roll you would
Grovel, Cower and Beg 4
Draconic Roar 8 Grovel, Cower, and Beg as a bonus action
Kobold Legacy 3 1 skill prof, 1 cantrip, or advantage against
Hungry Jaws 3
Goring Rush 2
Hammering Horns 3
Adrenaline Rush 4
Blessing of the Raven Queen 6
Shell Defense 2
Breath Weapon (v2) 9 Replaces an attack, has line AoE and cantrip
Chromatic Warding 12 As an action, get immunity for 1 minute.
Gem Flight 12 1-minute duration hover, 1/LR
Metallic Breath Weapon 5 At 5th level, multi-target control 1/LR
Starlight Step 7 prof/day Misty Steps. a little weaker than Fey Step
Built for Success 8 Universally useful bonus to skill checks
Sentry's Rest 3 You replace sleep with 6 hours of stillness, but can still see an
Healing Machine -4 Spend hit dice as an action, immunity to mu
Astral Spark 2 functionally identical to Fury of the Small v2
Firearms Mastery 4 Similar to half a feat (Gunner), but mostly QoL fixes
Dexterous Feet 1 tbh this is a free action anytime there's not a Hadozee in the g
Hadozee Dodge 10 Better than Stone's Endurance in almost all circumstances
Secondary Arms (Thri-Kreen) 10 Enables TWF with a shield, lets gish builds skip war caster. T
Fearless (Kender) 4 Advantage on a situational roll + one free success.
Taunt (Kender) 4 Disadvantage against all other targets.
Blessing of the Raven Queen (v2) 12 Changed from 1/LR to prof/LR. Grants resistance to all dama
Commentary

Negative ASIs are not in the PHB and should be avoided.

The ability score you want is always likely to be better, because of optimization.

You shouldn't get a +3 or higher to a single stat.


Free-floating +2/+1 or +1/+1/+1 enables many builds that defined +2/+1 does not
Four separate +1's is less valuable (13), few builds use more than 3 stats.
Bonuses to your dump stats aren't as useful as bonuses to your core abilities.

Languages in most games do not matter. You or someone in your party speaks a relevant language, or (intentionally via

gives you access to a lot of common creatures. Any other language either gives you communication with rare creatures,

Quite a potentially impactful ability.


Breaks some social situations wide open
Can vary if it is from a limited list depending on how limited it is.

the proficiency bonus

vel, and a level 2 spell at 5th level. Can vary a point based on the spells.

Monsters that do Fire or Poison damage are about twice as common as those that do any other type of non-physical dam
Bludgeoning includes fall damage. Overall resistance (including magical) can add 6 more.

Vulnerabilities that aren't to the rarest of types should not be in play - any semicompetent enemy will abuse it to no end

Don't. Just don't.


this allows you to double your speed for a turn, without using an action. You then have to spend a turn not moving to ref
toward enemy
a character with heavy armor is unlikely to not have the minimum strength-- unless they have the dwarf armor training

just eliminates occasional squeezing penalties


breaks a lot of encounter design

Basically flight should really not be on a species, or have minimal additions to it, as in non-enclosed spaces (which there

e or speed reduced

Darkvision means that specieslooking into the dark with darkvision see it as dim light, having disadvantage on percepti
Species has 60' darkvision, subrace upgrades to 120 (drow, duergar).

Allows sight through darkness, grants benefits of darkvision without the penalty of dark to dim light, and can see invisib

Other tools, INT saves


Animal Handling, Intimidation, Medicine, Nature, Performance, Religion, Survival, Thieves' tools, CHA saves, STR saves,
Acrobatics, Arcana, Deception, History, Insight, Investigation, Sleight of Hand, WIS saves

Athletics, Perception, Persuasion, Stealth, DEX saves, CON saves


Unarmed Strikes greater than 1d6 notably increase the power of monks at lower levels.

and poison, etc. while not incapacitated

Only the most obscure builds don't have some form of base AC above 11.

Does not make a difference normally for classes with higher than light armor, and is equivalent to mage armor.
Similar to 12+Dex, but +1 as Con is always useful for any build.
A static bonus which is generally avoided in 5e.

Slower move speeds also have a cost. Disadvantage with heavy weapons is balanced by medium mount opportunities, a
This is somewhat often interpreted as also giving the ability to grapple+shove Huge sized creatures. In that case, it is a 3
Same as above, if affecting grapple+shove, this is a 2.
Takes away humanoid-targetting effects, and at later levels allows to be the target of certain others (hold monster, palad

n type of harsh environment


day as an action

rom 6 hr to 4

Enough damage not to be a ribbon, and on a short rest.


Follows UA centaur - much more negative if includes undead or construct.

A feature that is normally not too powerful, but can become so with the right combination of feats.

Nearly everything you do involves a d20 roll. Mathematically it adds +0.475 to a d20 roll.
Much of the value of a +2 to CON, but not all.

powerful at 1st level, I'm valuing it at higher than 2 ASIs


Diseases are about as common as rainbows. A pure ribbon ability.
Dex, all decently common saving throws.
Still extremely strong.
A notable but more flavorfully impactful than power impact.
Nearly standard, and effectively very similar.
Stronger because it's a choice, and stronger because it's L3 spells available from level 1
r transformation; the effects are a bit weaker but being on a bonus action is a big buff
Bonus action attacks are always good
nning, as it's only spells now and not all magic
Advantage on an uncommon roll, but an important one

Advantage on an uncommon roll, but an important one


In terms of raw damage, comparable to the original. But in smaller chunks it's less tactically useful.

a +2-6 bonus on extremely common and quite important rolls


a +2.5 bonus on common and important rolls
This is something weaker than a bonus action dash+disengage, but can break some height puzzles
Granting an ally advantage prof times/LR is strong, and the buffs range from "somewhat useful" to "potentially key".
Not quite as strong as advantage, but you know you've failed the roll, so it's always helpful

options are each 2 points, +1 because it's a choice

Strictly better than Aggressive, as it also grants temp HP

Rarely better than the dodge action


Effectively replaces one attack with a cantrip that can hit up to 6 targets and will usually hit 2-3. Prof/LR and you can do
Immunity on demand is huge, though situational.

Sounds very strong, but because it's 1/LR it's basically equivalent to a L3 spell.
eaker than Fey Step

of stillness, but can still see and hear so you can keep watch.
I think the immunity to most healing spells is still pretty nasty on net
the Small v2
but mostly QoL fixes
there's not a Hadozee in the game
n almost all circumstances
gish builds skip war caster. The TWF usage is +2 to AC, which is crazy good, but on a suboptimal build.
+ one free success.

Grants resistance to all damage for 1 turn.


ntentionally via DM) no one does.

rare creatures, or creatures that likely know Common.


on-physical damage.

buse it to no end.
ot moving to refresh the ability.

armor training

es (which there are many), you have immunity to melee attacks.

age on perception checks, and thus -5 to their passive perception. Sight that ignores this is about twice as strong

d can see invisible enemies. Not inherently broken, but can sometimes be story breaking. Use with caution.

ves, STR saves, uncommon subsets of skills


opportunities, and ability to fit in small spaces
hat case, it is a 3.
d monster, paladin finding fiends and celestials).
ntially key".

R and you can do it twice/turn if you want.


Detect Balance: a 5e Homebrew Race
Guide
by Eleazzaar
Contributors: Swordmeow, Zagorath, IzzetTime, somanyrobots
Current maintainer: somanyrobots

The purpose of this guide is twofold:


1) To help you make your own custom balanced species.
2) To help you evaluate the power of species made by someone else.

James Musicus has a scale to try to measure the power of 5e species.


http://zappyman2.wixsite.com/musicushomebrew

It has been immensely helpful to the community, but I believe it can be


improved. The main problem is that it is not more granular than 1/2 an
ASI. Circumstantial ribbons, like an extra language, or tool proficiency
are rated equally with extremely useful abilities like Darkvision.
Additionally I've provided guidelines for evaluating new features.

Balancing speciesis still a combination of art and science-- no system of


numbers will tell the whole story. But a better system can be devised.

The average score for PHB and EE races by this scale is about 25.
The recommended score for new homebrew species is 25 to 30.
Species should generally not exceed 30 or fall below 20.
Note that Tasha's/MotM-style ASIs (+2/+1 anywhere) are rated 2 points
higher than fixed +2/+1; if you grant them retroactively to older species,
add two points to every result.

Values are approximate. If a species is a few points higher than another


that's not statistically significant. It doesn't mean it is better.
Depending on circumstances it may not perform as well. Every
campaign is different, what turns out to be useful will vary a lot.

The scoring unit is in quarters of ASIs, or Ability Score Increases. In


other words a feature worth 4 is approximately equal in value as being
able to raise an attribute by 1.
I'm using this scale instead of Musicus's 1 point = 1 ASI, 1) To
differentiate it from Musicus's scale, because his medium balance point
is 5, and this scales is 6 (if converted to his scale), 2) Because I think it is
easier for most people to add whole numbers rather than decimal
fractions.

Please help to improve this guide with your feedback.


Decimal Scale
A ribbon, not likely to make much
difference 0.25
A sometimes useful feature 0.5
A frequently useful, or powerful
feature 1
An unusually powerful feature. 2
Of course a feature could be worth
any other values

Synergy
Some features don't work effectively
together. When two features won't be
beneficial to the same build, deduct
half the score from the cheaper
feature. The Mountain Dwarf is a
good example. Builds that want +2
STR already have armor
proficiencies. Builds that want armor
training won't get much out of more
STR.

Ability Score Increases


ASI -2 -1
ASI -1 -0.5
ASI +1 1
Choice of ASI +1 1.25
ASI +2 2
ASI +3 3
ASI +4 4
All ASI +1 4

Language #VALUE!
Common & 1 languages 0
Common & 2 or 3 languages 0.25
Choice of Language 0.25
Speak with small beasts 0.5
30 foot Telepathy with language
barrier 1.5

Skills #VALUE!
Tool (or choice thereof) proficiency 0.25
Skill proficiency 0.5
Choice of Skill Proficiency 0.75
Choice of Two Skill Proficiencies 1.25
Expertise on rare subset of a skill 0.25
Expertise on subset of a skill 0.5
Skill Proficiency and Expertise 1.5

Magic #VALUE!
Cantrip 0.5
Choice of Cantrip 0.75
L1 spell at 3rd, 1/day 0.5
L2 spell at 3rd, 1/day 0.75
L2 spell at 5th, 1/day 0.5
L3 spell at 5th, 1/day 0.75
L1 spell 1/day 0.75
L2 spell 1/day 1
One of three spells 1/day 1
Standard Delayed Magic 1.5

Resistances #VALUE!
One Rare Resistance 0.5
One Medium Resistance 0.75
One Common Resistance 1

One Nonmagical Physical Resistance 2.5

Vulnerabilities #VALUE!
One Rare Vulnerability -2
One Medium Vulnerability -4
One Common Vulnerability -5
One Physical Vulnerability -10

Movement #VALUE!
20 ft speed -1
25 ft speed -0.5
30 ft speed 0
35 ft speed 0.5
40 ft speed 1
30 ft climb speed 0.5
30 ft swim speed 0.5
Feline Agility 0.75
Aggressive 0.75
Not Slowed by Armor 0.5
Ignore Rare type of Rough Terrain 0.25
Ignore Common type of Rough
Terrain 0.5
Ignore non-magical Rough Terrain 0.75

Flight #VALUE!
Standard Fly 30 2
Hover 2
Plus 5 ft fly speed 0.75
Plus 10 ft fly speed 1.5
Always On Feather Fall 0.75
Must land at End of Turn -0.75
Unrestricted Fly 30 3.5

Senses #VALUE!
Sunlight Sensitivity -0.75
Darkvision 30 0.5
Darkvision 60 0.75
Darkvision 120 1
Blindsight to 30ft 2

Advantage #VALUE!
Advantage on a rare roll 0.25
Advantage on a situational roll 0.5
Advantage on a common roll 1
Advantage on a very common roll or
set of rolls 2

Weapons #VALUE!
Weapon Training 0.5
2 Martial Weapons of Choice 0.75

Unarmed Strikes #VALUE!


1d4 unarmed strike 0.25
1d6 unarmed strike 0.5
1d8 unarmed strike 1.5

Natural Weapons #VALUE!


1d4 natural weapon 0.25
1d6 natural weapon 0.5
1d8 natural weapon 1
1d10 natural weapon 1.5
A natural weapon better than 1d4,
that doesn't require a free hand, or
that is classified as "Finesse" is likely
more valuable, #VALUE!
A natural weapon that does
something besides poison, physical,
fire or cold is also probably worth
more #VALUE!

Breathing #VALUE!
Hold Breath 15 mins 0.25
Amphibious 0.5
Unending Breath 0.75
Doesn't breath 1

Natural Armor #VALUE!


11+Dex armor 0
12+Dex armor 0.25
13+Dex armor 0.75
AC+1 2

Size #VALUE!
Small 0
Powerful Build 0.75

Assorted Racial Features #VALUE!


A Type other than Humanoid 0.5
Doesn't need to Eat 0.25
Tinker 0.25
Acclimatized 0.25
Healing Hands 0.5
Fey Ancestry 0.5
Nimbleness 0.5
Trance 0.5
Mimicry 0.5
Fury of the Small 0.75

Mask of the Wild 0.75


Savage Attacks 0.75
Reach 2
Armor Training (Light) 0.5
Armor Training (Light and Medium) 1
Poison Resistance and Advantage 1.25
Naturally Stealthy 1
Relentless Endurance 1
Lucky 1
Toughness 1.25
Stone's Endurance 1.5
Breath Weapon 1.5
Nimble Escape 1.5
Gnome Cunning 1.75
Aasimar Transformation 2
Pack Tactics 2
Choice of Feat 5
Advantage against diseases. 0.25
Magic Resistance 4.75
Fills rests with light activity instead of 0.75
Yuan-ti Standard Delayed Magic 1.5

Still Needed
Bonus Actions
Extra limbs
Shapeshifting
Large size
+2/+1 or +1/+1/+1
+2/+2 or +2/+1/+1

Can communicate without speaking.


This gives the skill and doubles the proficiency bonus

A cantrip, level 1 spell at 3rd level, and a level 2 spell at 5th level. Can vary a point based on the spells.

Radiant, Force, Psychic or Thunder


Cold, Lightning, Necrotic, or Acid
Fire or Poison

Slashing or Piercing. Bludgeoning is 12.

Radiant, Force, Psychic or Thunder


Cold, Lightning, Necrotic, or Acid
Fire or Poison
Bludgeoning, Piercing, or Slashing

Bonus action move your speed toward enemy


no med or heavy armor, no hover
doesn't fall when knocked prone or speed reduced

Flight even with armor.

for 3 or 4 weapons
can breath air and water
can breath in even in vacuum and poison, etc. while not incapacitated

Disadvantage with Heavy Weapons


1 size larger for carry, lift, push, drag

does not include “Fey Ancestry bonus” or other

Ignores penalties from a certain type of harsh environment


Cure hitpoints equal to level 1/day as an action
Adv vs charm, can't sleep
move through space of larger

Add lvl to damage 1/short on bigger creature.

Extra Crit Damage Die


Extra 5 ft of reach

hide behind larger


drop to 0, drop to 1 instead 1/long rest

One more HP per Level


1 per rest, reduce damage by 1d12+Con
Disengage or Hide as Bonus Action
Adv vs Int, Wis, Cha saves vs magic

Because the choice of feat is so powerful at 1st level, I'm valuing it at higher than 2 ASIs

Gnome Cunning + Con, Str, and Dex, all decently common saving throws.
Instead of sleeping 6 hours in LR, can watch.
The decimal point value is scaled such than a simple ASI of +1 is worth, on the scale, +1. This system is used because it is
more similar to the Musicus scale, grant ease of use to certain people.

Negative ASIs are not in the PHB and should generally be avoided.

The ability score you want is always likely to be better, besides choice feels good.

You shouldn't get a +3 or higher to a single stat.


Four separate +1's is less valuable (13), few builds use more than 3 stats.
Bonuses to your dump stats aren't as useful as bonuses to your core abilities.

Languages in most games do not matter. You or someone in your party speaks a relevant language, or (intentionally via

gives you access to a lot of common creatures. Any other language either gives you communication with rare creatures,

Quite a potentially impactful ability.


Can vary if it is from a limited list depending on how limited it is.

proficiency bonus

nd a level 2 spell at 5th level. Can vary a point based on the spells.

Monsters that do Fire or Poison damage are about twice as common as those that do any other type of non-physical dam

Bludgeoning includes fall damage. Overall resistance (including magical) can add 6.

Vulnerabilities that aren't to the rarest of types should not be in play - any semicompetent enemy will abuse it to no end

Don't. Just don't.

a character with heavy armor is unlikely to not have the minimum strength-- unless they have the dwarf armor training
Here's an attempt to break things down

speed reduced

This puts the variant wings tieflings of SCAG at 31.

Darkvision means that species looking into the dark with darkvision see it as dim light, having disadvantage on percepti

Allows sight through darkness, grants benefits of darkvision without the penalty of dark to dim light, and can see invisib

Unarmed Strikes greater than 1d6 notably increase the power of monks at lower levels.
oison, etc. while not incapacitated

Only the most obscure builds don't have some form of base AC above 11.

Does not make a difference normally for classes with higher than light armor, and is equivalent to mage armor.
A static bonus which is generally avoided in 5e.

Slower move speeds also have a cost. Disadvantage with heavy weapons is balanced by medium mount opportunities, a
This is somewhat often interpreted as also giving the ability to grapple+shove Huge sized creatures. In that case, it is a 4

Takes away humanoid-targetting effects, and at later levels allows to be the target of certain others (hold monster, palad

e of harsh environment

Enough damage not to be a ribbon, and on a short rest.

A feature that is normally not too powerful, but can become so with the right combination of feats.

Nearly everything you do involves a d20 roll.


Much of the value of a +8 to CON, but not all.
werful at 1st level, I'm valuing it at higher than 2 ASIs
Diseases are about as common as rainbows. A pure ribbon ability.
x, all decently common saving throws.
A notable but more flavorfully impactful than power impact.
Nearly standard, and effectively very similar.
intentionally via DM) no one does.

h rare creatures, or creatures that likely know Common.


non-physical damage.

buse it to no end.

rf armor training
ntage on perception checks, and thus -5 to their passive perception. Sight that ignores this is about 50% stronger.

d can see invisible enemies. Not inherently broken, but can sometimes be story breaking. Use with caution.
t opportunities, and ability to fit in small spaces
that case, it is a 4.

ld monster, paladin finding fiends and celestials).


tg
Integer Decimal Feature
Value Value
These are the Official species released by WotC This column is for the chart

0.9

0.8

0.7

0.6

0.5

0.4

0.3

0.2

0.1

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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Fo

Fa
Hu
Mo

Pro

21 5.25 Dragonborn ###


12 3 ASI +3 ###
6 1.5 Breath Weapon ###
3 0.75 Damage Resistance ###
###
###
Dwarf ###
8 2 ASI +2 ###
-2 -0.5 25 ft Speed ###
2 0.5 Not Slowed by Armor ###
3 0.75 Darkvision 60 ###
5 1.25 Poison Resistance and Advantage ###
2 0.5 Weapon Training ###
1 0.25 Tool (or choice thereof) Proficiency ###
1 0.25 Expertise on rare subset of a skill ###
20 5 base total ###
###
29 7.25 Hill Dwarf ###
4 1 ASI +1 ###
5 1.25 Toughness ###
###
30 7.5 Mountain Dwarf ###
8 2 ASI +2 ###
4 1 Armor Training (Light and Medium) ###
-2 -0.5 Redundancy of Options ###
###
30 Duergar ###
4 1 ASI +1 ###
1 0.25 Darkvision +60 ###
-3 -0.75 Sunlight Sensitivity ###
4 Duergar Magic ###
4 1 Duergar Resilience ###
###
Elf ###
8 2 ASI +2 ###
3 0.75 Darkvision 60 ###
2 0.5 Skill Proficiency ###
2 0.5 Fey Ancestry ###
2 0.5 Trance ###
17 4.25 base total ###
###
27 6.75 High Elf ###
4 1 ASI +1 ###
2 0.5 Weapon Training ###
3 0.75 Choice of Cantrip ###
1 0.25 Choice of Language ###
###
28 7 Wood Elf ###
4 1 ASI +1 ###
2 0.5 Weapon Training ###
2 0.5 35 ft speed ###
3 0.75 Mask of the Wild ###
###
27 6.75 Drow ###
4 1 ASI +1 ###
1 0.25 Darkvision +60 ###
-3 -0.75 Sunlight Sensitivity ###
6 1.5 Standard Delayed Magic ###
2 0.5 Weapon Training ###
###
###
Gnome ###
8 2 ASI +2 ###
-2 -0.5 25 ft Speed ###
3 0.75 Darkvision 60 ###
7 1.75 Gnome Cunning ###
16 4 base total ###
###
23 5.75 Rock Gnome ###
4 1 ASI +1 ###
2 0.5 Expertise on subset of a skill ###
1 0.25 Tinker ###
###
24 6 Forest Gnome ###
4 1 ASI +1 ###
2 0.5 Cantrip ###
2 0.5 Speak with Small Beasts ###
###
###
29 7.25 Half Elf ###
8 2 ASI +2 ###
5 1.25 Choice of ASI +1 ###
5 1.25 Choice of ASI +1 ###
3 0.75 Darkvision 60 ###
2 0.5 Fey Ancestry ###
3 0.75 Choice of Skill Proficiency ###
2 0.5 Choice of Skill Proficiency ###
1 0.25 Choice of language ###
###
###
24 6 Half-Orc ###
12 3 ASI +3 ###
3 0.75 Darkvision 60 ###
2 0.5 Skill Proficiency ###
4 1 Relentless Endurance ###
3 0.75 Savage Attacks ###
###
###
Halfling ###
8 2 ASI +2 ###
-2 -0.5 25 ft Speed ###
5 1.25 Lucky ###
2 0.5 Advantage on a situational roll ###
2 0.5 Nimbleness ###
15 3.75 base total ###
###
23 5.75 Lightfoot Halfling ###
4 1 ASI +1 ###
4 1 Naturally Stealthy ###
###
24 6 Stout Halfling ###
4 1 ASI +1 ###
5 1.25 Poison Resistance and Advantage ###
###
###
17 4.25 Human ###
16 4 All ASI +1 ###
1 0.25 Choice of language ###
###
34 8.5 Human, Variant ###
5 1.25 Choice of ASI +1 ###
5 1.25 Choice of ASI +1 ###
3 0.75 Choice of Skill Proficiency ###
20 5 Choice of Feat ###
1 0.25 Choice of language ###
###
###
23 5.75 Tiefling ###
12 3 ASI +3 ###
3 0.75 Darkvision 60 ###
4 1 One Common Resistance ###
6 1.5 Standard Delayed Magic ###
-2 -0.5 Poor Synergy: Unhelpful stat combo ###
###

Elemental Evil Player's Companion


###
41 10.25 Aarakocra ###
12 3 ASI +3 ###
-1 -0.25 25 ft speed ###
16 4 Standard Fly 30 ###
6 1.5 Plus 10 ft fly speed ###
6 1.5 Plus 10 ft fly speed ###
1 0.25 1d4 natural weapon ###
1 0.25 Common + 2 language ###
###
###
Genasi ###
8 2 ASI +2 ###
8 2 base total ###

19 4.75 Air Genasi ###


4 1 ASI +1 ###
3 0.75 Unending Breath ###
4 1 L2 spell 1/day ###
###
18 4.5 Earth Genasi ###
4 1 ASI +1 ###
2 0.5 Ignore Common type of Rough Terrain ###
4 1 L2 spell 1/day ###
###
19 4.75 Fire Genasi ###
4 1 ASI +1 ###
3 0.75 Darkvision 60 ###
4 1 One Common Resistance ###
2 0.5 Cantrip ###
2 0.5 L1 spell at 3rd, 1/day ###
###
17 4.25 Water Genasi ###
4 1 ASI +1 ###
3 0.75 One Medium Resistance ###
2 0.5 Amphibious ###
2 0.5 30 ft swim speed ###
2 0.5 Cantrip ###
3 0.75 L2 spell at 3rd, 1/day ###
###
###
24 6 Goliath ###
12 3 ASI +3 ###
2 0.5 Skill Proficiency ###
7 1.75 Stone's Endurance ###
2 0.5 Powerful Build ###
1 0.25 Acclimatized ###
24 6 Deep Gnome ###
4 1 ASI +1 ###
1 0.25 Darkvision upgraded to 120 ###
2 0.5 Advantage on a Situational Roll ###
1 0.25 Choice of Language ###

Sword Coast Adventurers' Guide


27 6.75 Half Wood Elf ###
-5 -1.25 Loses Skill Proficiencies ###
3 0.75 Mask of the Wild ###
###
27 6.75 Half High Elf ###
-5 -1.25 Loses Skill Proficiencies ###
3 0.75 Choice of Cantrip ###
###
30 7.5 Half Drow ###
-5 -1.25 Loses Skill Proficiencies ###
6 1.5 Standard Delayed Magic ###
###
26 6.5 Half Sea Elf ###
-5 -1.25 Loses Skill Proficiencies
2 0.5 30 ft swim speed ###

25 6.25 Ghostwise Halfling ###


4 1 ASI +1 ###
6 1.5 30 foot Telepathy with language barrier ###

25 6.25 Feral Tiefling ###


2 0.5 Loses Poor Synergy ###
###
41 10.25 Winged Tiefling ###
-6 -1.5 Loses Standard Delayed Magic ###
24 6 Standard Fly 30 ###

Supplements
###
28 7 Tortle ###
12 3 ASI +3 ###
1 0.25 1d4 natural weapon ###
2 0.5 Hold Breath ###
9 2.25 AC 17 ###
2 0.5 Shell Defense ###
2 0.5 Skill Proficiency ###

33 8.25 Grung ###


12 3 ASI +3 ###
0 0 Small ###
-2 -0.5 25 ft speed ###
2 0.5 25 ft climb speed ###
8 2 Poison immunity ###
2 0.5 Skill Proficiency ###
2 0.5 Amphibious ###
2 0.5 Standing leap ###
12 3 Poison skin ###
-1 -0.25 Don't know common ###
-4 -1 Water Dependancy ###

30 7.5 Locathah ###


12 3 ASI +3 ###
1 0.25 12+DEX armor ###
-1 -0.25 Limited Amphibiousness ###
2 0.5 30 ft swim speed ###
2 0.5 Skill Proficiency ###
2 0.5 Skill Proficiency ###
12 3 Leviathan Will ###
###
###
25 6.25 Dankwood Goblin ###
12 3 ASI +3 ###
3 0.75 Darkvision 60 ###
2 0.5 Speak with Small Beasts ###
8 2 Nimble Escape ###
###
Volo's Guide to Monsters ###
###
Aasimar ###
8 2 ASI +2 ###
3 0.75 Darkvision 60 ###
2 0.5 One Rare Resistance ###
3 0.75 One Medium Resistance ###
2 0.5 Healing Hands ###
2 0.5 Cantrip ###
20 5 base total ###
###
31 7.75 Protector Aasimar ###
4 1 ASI +1 ###
-1 -0.25 Poor Synergy: Unhelpful stat combo ###
8 2 Aasimar Transformation ###
###
32 8 Scourge Aasimar ###
4 1 ASI +1 ###
8 2 Aasimar Transformation ###
###
32 8 Fallen Aasimar ###
4 1 ASI +1 ###
8 2 Aasimar Transformation ###
###
###
26 6.5 Firbolg ###
12 3 ASI +3 ###
4 1 Firbolg magic ###
6 1.5 Hidden Step ###
2 0.5 Powerful Build ###
2 0.5 Advantage on a situational roll ###
###
###
21 5.25 Kenku ###
12 3 ASI +3 ###
2 0.5 Advantage on a situational roll ###
5 1.25 Choice of Two Skill Proficiencies ###
2 0.5 Mimicry ###
###
###
29 7.25 Lizardfolk ###
12 3 ASI +3 ###
2 0.5 30 ft swim speed ###
2 0.5 1d6 unarmed strike ###
1 0.25 Cunning artisan ###
1 0.25 Hold Breath 15 mins ###
5 1.25 Choice of Two Skill Proficiencies ###
3 0.75 13+Dex armor ###
3 0.75 Hungry Jaws ###
###
###
25 6.25 Tabaxi ###
12 3 ASI +3 ###
3 0.75 Darkvision 60 ###
4 1 Feline Agility ###
1 0.25 Climbing Speed 20ft ###
1 0.25 1d4 natural weapon ###
2 0.5 Skill proficiency ###
2 0.5 Skill proficiency ###
###
###
31 7.75 Triton ###
12 3 ASI +3 ###
2 0.5 30 ft swim speed ###
3 0.75 Darkvision 60 ###
2 0.5 Amphibious ###
6 1.5 Three spells 1/day each ###
2 0.5 Speak with small beasts ###
3 0.75 One Medium Resistance ###
1 0.25 Acclimatized ###
###
###
(Monstrous) ###
May be more or less powerful than normal PC species ###
###
30 7.5 Bugbear ###
12 3 ASI +3 ###
3 0.75 Darkvision 60 ###
6 1.5 Reach ###
2 0.5 Powerful Build ###
2 0.5 Skill Proficiency ###
5 1.25 Surprise Attack ###
###
###
26 6.5 Goblin ###
12 3 ASI +3 ###
3 0.75 Darkvision 60 ###
3 0.75 Fury of the Small ###
8 2 Nimble Escape ###
###
###
25 6.25 Hobgoblin ###
12 3 ASI +3 ###
3 0.75 Darkvision 60 ###
3 0.75 2 Martial Weapons of Choice ###
2 0.5 Armor Training (Light) ###
5 1.25 Saving Face ###
###
###
20 5 Kobold ###
8 2 ASI +2 ###
0 0 N/A ###
3 0.75 Darkvision 60 ###
4 1 Grovel, Cower and Beg ###
8 2 Pack Tactics ###
-3 -0.75 Sunlight Sensitivity ###
###
###
18 4.5 Orc ###
12 3 ASI +3 ###
-4 -1 ASI -2 ###
3 0.75 Darkvision 60 ###
3 0.75 Aggressive ###
2 0.5 Skill Proficiency ###
2 0.5 Powerful Build ###
###
###
47 11.75 Yuan-ti Pureblood ###
11 2.75 ASI +3, antisynergy. ###
3 0.75 Darkvision 60 ###
6 1.5 Yuan-ti Standard Delayed Magic ###
19 4.75 Magic Resistance ###
8 2 Poison Immunity ###
###
###
Mordenkainen's Tome of Foes ###
###
###
30 7.5 Eladrin ###
4 1 ASI +1 ###
9 2.25 Fey Step ###
###
30 7.5 Sea Elf ###
4 1 ASI +1 ###
2 0.5 Weapon Training ###
4 1 Child of the Sea ###
2 0.5 Friend of the Sea ###
1 0.25 Aquan ###
###
30 7.5 Shadar-Kai ###
4 1 ASI +1 ###
3 0.75 one medium resistance ###
6 1.5 Blessing of the Raven Queen ###
###
###
Gith ###
4 1 ASI +1 ###
4 1 base total ###
###
27 6.75 Githyanki ###
8 2 ASI +2 ###
4 1 Decadent Mastery ###
7 1.75 Martial Prodigy ###
-2 -0.5 Antisynergous Combo ###
6 1.5 Githyanki Psionics ###
###
21 5.25 Githzerai ###
8 2 ASI +2 ###
-1 -0.25 Antisynergous Combo ###
4 1 Mental Discipline ###
6 1.5 Githzerai Psionics ###
###
Guildmaster's Guide to Ravnica ###
###
27 6.75 Centaur ###
12 3 ASI +3 ###
5 1.25 40 ft speed ###
-1 -0.25 Humanoid + Type ###
6 1.5 Charge ###
1 0.25 1d4 natural weapon ###
1 0.25 Equine Build ###
3 0.75 Choice of skill proficiency ###
###
###
27 6.75 Loxodon ###
12 3 ASI +3 ###
2 0.5 Powerful Build ###
3 0.75 Choice of skill proficiency ###
2 0.5 Advantage on a situational roll ###
2 0.5 Advantage on a situational roll ###
2 0.5 12+Con armor ###
1 0.25 Trunk ###
3 0.75 Advantage on a set of situational rolls ###
0 0 ###
0 0 ###
22 5.5 Minotaur ###
12 3 ASI +3 ###
2 0.5 1d6 natural weapon ###
2 0.5 Goring rush ###
3 0.75 Hammering horns ###
3 0.75 Choice of skill proficiency ###
0 0 ###
0 0 ###
27 6.75 Simic Hybrid ###
8 2 ASI +2 ###
5 1.25 Choice of ASI +1 ###
3 0.75 Darkvision 60 ###
1 0.25 Choice of language ###
5 1.25 Animal Enhancement (level 1) ###
5 1.25 Animal Enhancement (level 5) ###

0 0 ###
###
29 7.25 Vedalken ###
12 3 ASI +3 ###
7 1.75 Vedalken Dispassion ###
3 0.75 Choice of skill proficiency ###
1 0.25 Tool (or choice thereof) proficiency ###
3 0.75 Bonus d4 to chosen skill and tool ###
2 0.5 Amphibious ###
1 0.25 Common + 2 languages ###
###
Acquisitions Incorporated ###
###
31 7.75 Verdan ###
12 3 ASI +3 ###
1 0.25 Choice of language ###
0 0 Small ###
4 1 Black Blood Healing ###
6 1.5 Limited 30 foot telepathy without language barrier ###
2 0.5 Skill proficiency ###
4 1 Advantage on a common roll ###
2 0.5 Advantage on a situational roll ###
###
Eberron: Rising from the Last War###
###
26 6.5 Changeling ###
8 2 ASI +2 ###
6 1.5 Choice of ASI +1 ###
6 1.5 Shapechanger ###
5 1.25 Choice of two skill proficiencies ###
1 0.25 Choice of language ###
###
###
29 7.25 Kalashtar ###
12 3 ASI +3 ###
-1 -0.25 Poor Synergy: Unhelpful stat combo ###
4 1 Advantage on a common roll ###
2 0.5 One rare resistance ###
10 2.5 Mind link ###
1 0.25 Severed from dreams ###
1 0.25 Choice of language ###
###
###
25 6.25 Eberron Orc ###
12 3 ASI +3 ###
3 0.75 Darkvision 60 ###
3 0.75 Aggressive ###
5 1.25 Choice of two skill proficiencies ###
2 0.5 Powerful Build ###
###
###
Shifter ###
3 0.75 Darkvision 60 ###
3 0.75 base total ###
###
22 5.5 Beasthide Shifter ###
12 3 ASI +3 ###
2 0.5 Skill proficiency ###
8 2 Shifting ###
###
21 5.25 Longtooth Shifter ###
12 3 ASI +3 ###
2 0.5 Skill proficiency ###
7 1.75 Shifting ###
###
22 5.5 Swiftstride Shifter ###
12 3 ASI +3 ###
2 0.5 Skill proficiency ###
8 2 Shifting ###
###
23 5.75 Wildhunt Shifter ###
12 3 ASI +3 ###
2 0.5 Skill proficiency ###
9 2.25 Shifting ###
###
###
34 8.5 Warforged ###
8 2 ASI +2 ###
5 1.25 Choice of ASI +1 ###
0 0 Immune to magical aging ###
6 1.5 Constructed Resilience ###
3 0.75 Sentry's rest ###
8 2 AC+1 ###
-1 -0.25 Hour to don or doff armor ###
3 0.75 Choice of skill proficiency ###
1 0.25 Tool (or choice thereof) proficiency ###
1 0.25 Choice of language ###
###
Eberron: Dragonmarks ###
###
###
32 8 Mark of Detection Half Elf ###
8 2 ASI +2 ###
5 1.25 Choice of ASI +1 ###
4 1 Add 1d4 to a common roll ###
4 1 Add 1d4 to a common roll ###
3 0.75 L1 spell 1/day ###
3 0.75 L1 spell 1/day ###
3 0.75 L2 spell at 3rd, 1/day ###
2 0.5 Expanded Spell List ###
###
33 8.25 Mark of Finding Half Orc/Human ###
12 3 ASI +3 ###
3 0.75 Darkvision 60 ###
8 2 Add 1d4 to a very common roll ###
2 0.5 Add 1d4 to a situational roll ###
3 0.75 L1 spell 1/day ###
3 0.75 L2 spell at 3rd, 1/day ###
2 0.5 Expanded Spell List ###
###
30 7.5 Mark of Handling Human ###
8 2 ASI +2 ###
5 1.25 Choice of ASI +1 ###
3 0.75 Darkvision 60 ###
2 0.5 Add 1d4 to a situational roll ###
2 0.5 Add 1d4 to a situational roll ###
3 0.75 L1 spell 1/rest ###
3 0.75 L1 spell 1/rest ###
2 0.5 Augmented spells ###
2 0.5 Expanded Spell List ###
###
29 7.25 Mark of Healing Halfling ###
4 1 ASI +1 ###
2 0.5 Add 1d4 to a situational roll ###
3 0.75 L1 spell 1/day ###
3 0.75 L2 spell at 3rd, 1/day ###
2 0.5 Expanded Spell List ###
###
34 8.5 Mark of Hospitality Halfling ###
4 1 ASI +1 ###
4 1 Add 1d4 to a common roll ###
1 0.25 Add 1d4 to a rare roll ###
2 0.5 Cantrip ###
3 0.75 L1 spell 1/day ###
3 0.75 L1 spell 1/day ###
2 0.5 Expanded Spell List ###
###
27 6.75 Mark of Making Human ###
8 2 ASI +2 ###
5 1.25 Choice of ASI +1 ###
2 0.5 Add 1d4 to a situational roll ###
2 0.5 Add 1d4 to a situational roll ###
1 0.25 Tool (or choice thereof) proficiency ###
2 0.5 Cantrip ###
4 1 L2 spell 1/day ###
1 0.25 Augmented spell ###
2 0.5 Expanded Spell List ###
###
26 6.5 Mark of Passage Human ###
8 2 ASI +2 ###
5 1.25 Choice of ASI +1 ###
2 0.5 35 ft speed ###
4 1 Add 1d4 to a common roll ###
1 0.25 Add 1d4 to a rare roll ###
4 1 L2 spell 1/day ###
2 0.5 Expanded Spell List ###
###
34 8.5 Mark of Scribing Gnome ###
4 1 ASI +1 ###
-1 -0.25 Poor synergy ###
4 1 Add 1d4 to a common roll ###
1 0.25 Add 1d4 to a rare roll ###
2 0.5 Cantrip ###
3 0.75 L1 spell 1/rest ###
3 0.75 L2 spell at 3rd, 1/day ###
2 0.5 Expanded Spell List ###
###
31 7.75 Mark of Sentinel Human ###
12 3 ASI +3 ###
4 1 Add 1d4 to a common roll ###
8 2 Add 1d4 to a very common roll ###
3 0.75 L1 spell 1/day ###
2 0.5 Vigilant Guardian ###
2 0.5 Expanded Spell List ###
###
38 9.5 Mark of Shadow Elf ###
4 1 ASI +1 ###
2 0.5 Add 1d4 to a situational roll ###
8 2 Add 1d4 to a very common roll ###
2 0.5 Cantrip ###
3 0.75 L2 spell at 3rd, 1/day ###
2 0.5 Expanded Spell List ###
###
34 8.5 Mark of Storm Half Elf ###
12 3 ASI +3 ###
4 1 Add 1d4 to a common roll ###
8 2 Add 1d4 to a rare roll ###
3 0.75 One medium resistance ###
2 0.5 Cantrip ###
3 0.75 L2 spell at 3rd, 1/day ###
2 0.5 Expanded Spell List ###
###
41 10.25 Mark of Warding Dwarf ###
4 1 ASI +1 ###
4 1 Add 1d4 to a common roll ###
2 0.5 Add 1d4 to a situational roll ###
3 0.75 L1 spell 1/day ###
3 0.75 L1 spell 1/day ###
3 0.75 L2 spell at 3rd, 1/day ###
2 0.5 Expanded Spell List ###
###
Explorer's Guide to Wildemount ###
###
25 6.25 Draconblood Dragonborn ###
12 3 ASI +3 ###
6 1.5 Breath Weapon ###
3 0.75 Darkvision 60 ###
4 1 Forceful Presence ###
###
###
25 6.25 Ravenite Dragonborn ###
12 3 ASI +3 ###
6 1.5 Breath Weapon ###
3 0.75 Darkvision 60 ###
4 1 Vengeful Assault ###
###
###
35 8.75 Pallid Elf ###
4 1 ASI +1 ###
4 1 Advantage on a common roll ###
4 1 Advantage on a common roll ###
6 1.5 Standard Delayed Magic ###
###
###
25 6.25 Lotusden Halfling ###
4 1 ASI +1 ###
6 1.5 Standard Delayed Magic ###
2 0.5 Ignore common type of rough terrain ###
2 0.5 Advantage on a situational roll ###
###
Mythic Odysseys of Theros ###
###
23 5.75 Leonin ###
12 3 ASI +3 ###
3 0.75 Darkvision 60 ###
2 0.5 35 ft speed ###
1 0.25 1d4 natural weapon ###
3 0.75 Choice of skill proficiency ###
2 0.5 Daunting Roar ###
###
###
43 10.75 Satyr ###
12 3 ASI +3 ###
2 0.5 35 ft speed ###
2 0.5 A type other than humanoid ###
1 0.25 1d4 natural weapon ###
19 4.75 Magic Resistance ###
2 0.5 Skill proficiency ###
2 0.5 Skill proficiency ###
1 0.25 Tool (or choice thereof) proficiency ###
2 0.5 Mirthful Leaps ###
###
Van Richten's Guide to Ravenloft ###
###
34 8.5 Dhampir ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 35 ft speed ###
3 0.75 Darkvision 60 ###
1 0.25 Unarmed strike that uses Con ###
4 1 Doesn't breath ###
4 1 Spider climb ###
6 1.5 Vampiric Bite ###
###
31 7.75 Hexblood ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 A type other than humanoid ###
3 0.75 Darkvision 60 ###
6 1.5 Eerie Token ###
3 0.75 L1 spell 1/day ###
3 0.75 L1 spell 1/day ###
###
32 8 Reborn ###
14 3.5 ASI +3, Tasha's-Style ###
5 1.25 Poison resistance and advantage ###
2 0.5 Advantage on death saving throws ###
7 1.75 Deathless Nature ###
4 1 Common bonus to skill checks ###
###
Strixhaven: CoC ###
###
34 8.5 Owlin ###
14 3.5 ASI +3, Tasha's-Style ###
16 4 Standard fly 30 ###
3 0.75 Darkvision 60 ###
1 0.25 Skill proficiency ###
###
Fizban's ###
###
38 9.5 Chromatic Dragonborn ###
14 3.5 ASI +3, Tasha's-Style ###
9 2.25 Breath Weapon (v2) ###
3 0.75 One medium resistance ###
12 3 Chromatic Warding ###
###
43 10.75 Gem Dragonborn ###
14 3.5 ASI +3, Tasha's-Style ###
9 2.25 Breath Weapon (v2) ###
2 0.5 One rare resistance ###
6 1.5 Telepathy 30ft ###
12 3 Gem Flight ###
###
31 7.75 Metallic Dragonborn ###
14 3.5 ASI +3, Tasha's-Style ###
9 2.25 Breath Weapon (v2) ###
3 0.75 One medium resistance ###
5 1.25 Metallic Breath Weapon ###

Monsters of the Multiverse ###


###
35 8.75 Aarakocra ###
14 3.5 ASI +3, Tasha's-Style ###
16 4 Standard fly 30 ###
2 0.5 1d6 natural weapon ###
3 0.75 L2 spell at 3rd, 1/day ###
###
35 8.75 Aasimar ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 One rare resistance ###
2 0.5 One rare resistance ###
2 0.5 Healing Hands ###
3 0.75 Darkvision 60 ###
2 0.5 Cantrip ###
10 2.5 Celestial Revelation ###
###
32 8 Air Genasi ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 35 ft speed ###
3 0.75 One Medium Resistance ###
3 0.75 Darkvision 60 ###
3 0.75 Unending Breath ###
6 1.5 Standard Delayed Magic ###
1 0.25 Strong spells for standard delayed magic ###
###
39 9.75 Bugbear ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
2 0.5 Fey Ancestry ###
6 1.5 Reach ###
2 0.5 Powerful Build ###
2 0.5 Skill proficiency ###
2 0.5 Squeeze small ###
8 2 Surprise Attack (MotM) ###
###
33 8.25 Centaur ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 A type other than humanoid ###
5 1.25 40 ft speed ###
2 0.5 1d6 natural weapon ###
3 0.75 Choice of skill proficiency ###
1 0.25 Equine build ###
6 1.5 Charge ###
###
27 6.75 Changeling ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 A type other than humanoid ###
5 1.25 Choice of two skill proficiencies ###
6 1.5 Shapechanger ###
###
38 9.5 Deep Gnome ###
14 3.5 ASI +3, Tasha's-Style ###
4 1 Darkvision 120 ###
5 1.25 Standard delayed magic, no cantrip ###
7 1.75 Gnome Cunning ###
8 2 Advantage on a very common roll or set of rolls ###
###
32 8 Duergar ###
14 3.5 ASI +3, Tasha's-Style ###
4 1 Darkvision 120 ###
6 1.5 Standard Delayed Magic ###
5 1.25 Poison resistance and advantage ###
3 0.75 Psionic Fortitude ###
###
29 7.25 Earth Genasi ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
8 2 Bonus Action Blade Ward ###
2 0.5 Ignore Common type of Rough Terrain ###
2 0.5 L2 spell at 5th, 1/day ###
###
40 10 Eladrin ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
2 0.5 Fey Ancestry ###
9 2.25 Fey Step ###
2 0.5 Skill proficiency ###
2 0.5 Trance ###
8 2 Reassign two skill proficiencies ###
###
38 9.5 Fairy ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 A type other than Humanoid ###
6 1.5 Standard delayed magic ###
16 4 Standard fly 30 ###
###
30 7.5 Firbolg ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 L1 spell 1/day ###
3 0.75 L1 spell 1/day ###
7 1.75 Hidden Step ###
2 0.5 Powerful Build ###
1 0.25 Advantage on a rare roll ###

###
26 6.5 Fire Genasi ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
2 0.5 Cantrip ###
3 0.75 L1 spell 1/day ###
4 1 One common resistance ###
###
28 7 Githyanki ###
14 3.5 ASI +3, Tasha's-Style ###
4 1 Reassign one skill proficiency ###
2 0.5 Reassign one weapon proficiency ###
6 1.5 Standard delayed magic ###
2 0.5 One rare resistance ###
###
30 7.5 Githzerai ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
6 1.5 Standard delayed magic ###
2 0.5 One of those spells is shield ###
3 0.75 Psionic Fortitude ###
2 0.5 One rare resistance ###
###
29 7.25 Goblin ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
2 0.5 Fey Ancestry ###
2 0.5 Fury of the Small v2 ###
8 2 Nimble Escape ###
###
28 7 Goliath ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 Skill proficiency ###
2 0.5 Powerful build ###
3 0.75 One medium resistance ###
7 1.75 Stone's Endurance ###
###
34 8.5 Harengon ###
14 3.5 ASI +3, Tasha's-Style ###
6 1.5 Hare-Trigger ###
2 0.5 Skill proficiency ###
6 1.5 Lucky Footwork ###
6 1.5 Rabbit Hop ###
###
33 8.25 Hobgoblin ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
2 0.5 Fey Ancestry ###
8 2 Fey Gift ###
6 1.5 Fortune from the Many ###
###
27 6.75 Kenku ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 Advantage on a situational roll ###
5 1.25 Choice of two skill proficiencies ###
4 1 Advantage on a common roll ###
2 0.5 Mimicry ###
###
32 8 Kobold ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
8 2 Draconic Roar ###
4 1 Advantage on a common roll ###
3 0.75 Kobold Legacy ###
###
30 7.5 Lizardfolk ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 30 ft swim speed ###
2 0.5 1d6 natural weapon ###
1 0.25 Hold breath 15 mins ###
3 0.75 13+Dex armor ###
5 1.25 Choice of two skill proficiencies ###
3 0.75 Hungry Jaws ###
###
25 6.25 Minotaur ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 30 ft swim speed ###
2 0.5 1d6 natural weapon ###
2 0.5 Goring Rush ###
3 0.75 Hammering Horns ###
2 0.5 Advantage on a situational roll ###
###
27 6.75 Orc ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
4 1 Adrenaline Rush ###
2 0.5 Powerful Build ###
4 1 Relentless Endurance ###
###
37 9.25 Satyr ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 1d6 natural weapon ###
16 4 Magic Resistance (spells) ###
1 0.25 Mirthful Leaps ###
2 0.5 Skill proficiency ###
2 0.5 Skill proficiency ###
###
30 7.5 Sea Elf ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
2 0.5 30 ft swim speed ###
1 0.25 Amphibious ###
2 0.5 Fey Ancestry ###
1 0.25 Friend of the Sea ###
2 0.5 Skill proficiency ###
2 0.5 Trance ###
3 0.75 One medium resistance ###
###
44 11 Shadar-Kai ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
2 0.5 Fey Ancestry ###
1 0.25 Skill proficiency ###
3 0.75 One medium resistance ###
1 0.25 Trance ###
12 3 Blessing of the Raven Queen (v2) ###
8 2 Reassign two skill proficiencies
###
29 7.25 Shifter ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
9 2.25 Shifting ###
1 0.25 Choice of Skill Proficiency ###
2 0.5 One rare resistance ###
###
27 6.75 Tabaxi ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 30 ft climb speed ###
2 0.5 1d6 natural weapon ###
1 0.25 Darkvision 60 ###
4 1 Feline Agility ###
2 0.5 Skill Proficiency
2 0.5 Skill Proficiency
###
32 8 Tortle ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 1d6 natural weapon ###
2 0.5 Hold breath 1 hour ###
9 2.25 AC 17 ###
3 0.75 Choice of Skill Proficiency ###
2 0.5 Shell Defense ###
###
34 8.5 Triton ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 30 ft swim speed ###
2 0.5 Amphibious ###
3 0.75 L1 spell 1/day ###
3 0.75 L2 spell at 3rd, 1/day ###
3 0.75 L3 spell at 5th, 1/day ###
3 0.75 Darkvision 60 ###
1 0.25 Emissary of the Sea ###
3 0.75 One medium resistance ###
###
27 6.75 Water Genasi ###
14 3.5 ASI +3, Tasha's-Style ###
2 0.5 30 ft swim speed ###
2 0.5 Amphibious ###
6 1.5 Standard delayed magic ###
3 0.75 Darkvision 60 ###
3 0.75 One medium resistance ###

44 11 Yuan-ti ###
14 3.5 ASI +3, Tasha's-Style ###
3 0.75 Darkvision 60 ###
16 4 Magic Resistance (spells) ###
5 1.25 Poison resistance and advantage ###
2 0.5 Cantrip ###
1 0.25 L1 spell 1/day (weak) ###
3 0.75 L2 spell at 3rd, 1/day

Spelljammer
37 9.25 Astral Elf ###
14 3.5 ASI +3, Tasha's-Style
3 0.75 Darkvision 60
2 0.5 Fey Ancestry
2 0.5 Skill Proficiency
3 0.75 Choice of Cantrip
7 1.75 Starlight Step
2 0.5 Trance
4 1 Reassign one skill proficiency

36 9 Autognome ###
14 3.5 ASI +3, Tasha's-Style
2 0.5 A type other than humanoid
3 0.75 13+Dex armor
8 2 Built for Success
-4 -1 Healing Machine
4 1 One common resistance
1 0.25 Immunity to disease
3 0.75 Sentry's rest
5 1.25 Choice of Two Skill Proficiencies `

32 8 Giff ###
14 3.5 ASI +3, Tasha's-Style
2 0.5 30 ft swim speed
2 0.5 Astral Spark
4 1 Firearms Mastery
2 0.5 Powerful Build
8 2 Advantage on all Strength rolls

30 7.5 Hadozee ###


14 3.5 ASI +3, Tasha's-Style
2 0.5 30 ft climb speed
1 0.25 Dexterous Feet
3 0.75 Always On Feather Fall
10 2.5 Hadozee Dodge

39 9.75 Plasmoid ###


14 3.5 ASI +3, Tasha's-Style
2 0.5 A type other than humanoid
3 0.75 Darkvision 60
5 1.25 Poison resistance and advantage
3 0.75 One medium resistance
1 0.25 Shape self
6 1.5 Squeeze 1 inch
3 0.75 Advantage on grapples
2 0.5 Hold Breath 1 hour

42 10.5 Thri-Kreen ###


14 3.5 ASI +3, Tasha's-Style
2 0.5 A type other than humanoid
3 0.75 Darkvision 60
3 0.75 13+Dex armor
10 2.5 Secondary Arms (Thri-Kreen)
3 0.75 Fills rests with light activity instead of sleep.
4 1 Chameleon Carapace
3 0.75 Telepathy

Dragonlance
25 6.25 Kender ###
14 3.5 ASI +3, Tasha's-Style
0 0 Small
4 1 Fearless (Kender)
3 0.75 Choice of Skill Proficiency
4 1 Taunt (Kender)
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The breath weapon and resistance are nicely balanced-- If you pick rarely resisted damage for your breath weapon, you
Few builds that want STR don't already have that armor training.

Standard delayed magic, except has no cantrip or 1st level.


2 skills of choice isn't twice as good as one-- only so many useful choice for any build
Because the choice of feat is so powerful at 1st level, I'm valuing higher, YMMV, but most agree this is the strongest racia

Devil's Tongue and Hellfire varients are the same point value as phb, as are Tome varients.

Few builds need high INT and CHA

EE
(half value because they will rarely need to walk)
Again, commonly disallowed because the combat applications of flight like this are insanely good, and the exploration as

EE

EE

EE

EE

EE

EE

Mountain Born
EE

SCAG

Can also choose Weapon Training or 35ft speed, 1 point lower each but the choice compensates for that.

SCAG

Can also choose Weapon Training, 1 point lower but the choice compensates for that.

SCAG

SCAG

SCAG

SCAG
CHA bonus replaced by DEX

SCAG

Higher value since medium armour does not restrict.


Tortle Package

Certainly respectable guaranteed AC.


Only rarely is better to use than the Dodge action.
Survival.

One Grung Above

Perception

Locathah Rising

Amphibious (2), but must submerge every 4 hours (-3)

Advantage vs charmed, frightened, paralyzed, poisoned, stunned, sleep

Adventures with Muk

Volo
Volo

Few builds need high WIS and CHA

Volo

Volo

Volo

2 L1 spells one casting per short rest


Turn invisible as a bonus action 1/rest

Speech of Beast and Leaf

Volo

Expert Forgery

Volo
Yes you get to choose 2 skills, but from a limited list, I think halving the choice bonus is appropriate here.

Bite as a bonus get CON mod temp HP 1/short rest.

Volo

Perception
Stealth

Volo

Added in Theros

Emissary of the Sea


Cold Resistance

Volo

It isn't actual reach, since it only applies to attacks on your turn - thus not working with polearm master / sentinel comb

Adds an average of 7 damage on some fights. Equivalent to a single crit with a greatsword every other fight or so.

Volo
Volo

Can be saved for critical moments, about as mathematically powerful as advantage (4 person party, +3).

Volo

was formerly ASI -2 but got errata'd away

Volo

Volo

It isn't really standard, but is equivalent enough in value.


Magic Resistance. Easily the most common Yuan-Ti houserule is simply removing this, bringing the score to 28.
The tiefling subspecies are all the same point value as phb.

Tome

Tome

Tome

Tome
The base species is very empty.

Tome

Light + Medium armor 4 (see dwarf), then very optimal weapons (4).
STR asi with medium armor is less good

Tome

Few builds use Wisdom and Intelligence.


Advantage against charm and frighten.

Ravnica
Ravnica

vs charmed
vs frightened

At most, this lets you grapple or interact with items with both hands full.
Perception, Survival, or Investigation that rely on smell. None likely to matter by themselves, but together they could ev

Ravnica

Ravnica

Common + Elvish or Vedalken


Choice of Amphibious + swim speed (4), climb speed (2), or slow fall/glide (3) at 1st level.
Choice of 1d6 natural weapon + bonus action grapple + two extra grapple arms (3), AC+1 out of heavy armor (4), or Aci

Ravnica
Amphibious for 1 hour per long rest, functionally identical.

AcInc

Becomes medium at 5th level

WIS saves
CHA saves

Eberron

The +1 can go into CHA for a total +3, allowing an 18 at level one, rated higher for that reason.
Somewhere between Disguise Self and Alter Self, but no limit on uses.

Common + 2 of choice

Eberron

Few builds need high Wis and Cha


Wisdom saves
Psychic
Telepathy that's range scales with level + no language barrier
Immunity to dream spell

Eberron
Eberron
All get THP equal to Level + CON when shifting

Eberron

Extra 1d6 THP and +1 AC

Eberron

1d6 natural weapon

Eberron

Extra 10 movement and reaction move 10 ft when enemy approaches

Eberron

Advantage on Wisdom checks and no advantage on attack rolls against you

Eberron

How often does this reallt happen? Not even a ribbon.


Poison resistance and advantage (5) + Don't need to eat, drink, or breathe + Immune to disease + Immune to magical sle
You replace sleep with 6 hours of stillness, but can still see and hear so you can keep watch.
Some of these act as subspecies, others act like full species

Eberron

Investigation
Insight
Detect Magic
Detect Poison and Disease
Invisibility

Eberron

Perception
Survival
Hunter's Mark
Locate Object

Eberron

Animal Handling
Nature
Animal Friendship
Speak with Animals
Work on monstrosities with INT <3

Eberron

Medicine
Cure Wounds
Lesser Restoration

Eberron
Persuasion
Brewer's supplies or cook's utensils
Prestidigitation
Purify Food and Drink
Unseen Servant

Eberron

Arcana
Artisan's tools

Mending
Magic Weapon
Lasts 1 hr without concentration

Eberron

Acrobatics
Land vehicle interaction
Misty Step

Eberron

Few builds need Int and Cha


History
Calligrapher's supplies
Message
Comprehend Languages
Magic Mouth

Eberron

Insight
Perception
Shield

Eberron

Performance
Stealth
Minor Illusion
Invisibility

Eberron

Acrobatics
Navigator's tools

Gust
Gust of Wind

Eberron

Investigation
Theives' tools
Alarm
Mage Armor
Arcane Lock

Wildemount

Advantage on Intimidation or Persuasion 1/rest

Wildemount
Reaction attack when damaged 1/rest

Wildemount

Wildemount

Disadvantage to be tracked, mathmatically identical to you having advantage to not be tracked

Theros

Theros

Fey

Performance
Persuasion
Choice of musical instrument
Poison resistance and advantage (5) + Don't need to eat, drink, or breathe + Advantage against disease + immune to ma

Value of the resistance varies depending on color, but self-balances a bit since the breath weapon's the same damage typ
Massive buff over the original; depends on build, but is easier to use and can get up to 28 bonus damage every fight on m
L2 spell, prof/day, as a bonus action

Speech of Beast and Leaf

We are ignoring flame blade because it is an absolute trash-tier spell


"Little Giant" is just Athletics + Powerful Build

Expert Duplication
Draconic Cry is identical to Grovel, Cower, and Beg except it's a bonus action
Individual options are 7,8,8,9
Animal Friendship only on snakes; not technically 1/day but I'd be shocked if you need to cast it more than 1/day.
Breaking Astral Trance out into its two parts

in practical terms, identical to Hadozee's Dexterous Feet

advantage on a situational-but-important roll, and you can build around it easily


depends heavily on how much mileage you get out of Secondary Arms, but for TWF builds it's a free +2 to AC.

advantage on a common roll


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-1 as it comes on late.
Book Median Minimum Maximum Average
PHB 27 21 34 26.4 40
EEPC 19 17 41 23.14285714
35
SCAG 27 25 41 28.71428571
Supplements 29 25 33 29 30
VGtM 27.5 18 47 28.071428571 25
MtoF 30 21 21 27.6
20
Ravnica 27 22 29 26.4
AcqInc 31 31 31 31 15
Eberron 24 21 34 25.25 10
Eberron (Drag 32.5 26 41 32.416666667
5
Wildemount 25 25 35 27.5
Theros 33 23 43 33 0
Van Richten's 32 31 34 32.333333333
Strixhaven 34 34 34 34
Fizban's 38 31 43 37.333333333
MotM 32 25 44 32.151515152
Spelljammer 36.5 30 42 36
Dragonlance 25 25 25 25
Median Score
Overall Score
Score Calculator - Download to Use
Use the score calculator to easily check the power of custom species.
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5) Generally, a homebrew race should aim to score between 25 & 30
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### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
Section 2: Custom Abilities
0 0
0 0
0 0
0 0
0 0

### ### TOTAL SCORE Name ### ###


Section 1: Existing Abilities
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
### ### - ### ###
Section 2: Custom Abilities
0 0
0 0
0 0
0 0
0 0
e

TOTAL SCORE
Section 1: Existing Abilities

-
-
Section 2: Custom Abilities

TOTAL SCORE
Section 1: Existing Abilities
-
-
-
Section 2: Custom Abilities

TOTAL SCORE Name


Section 1: Existing Abilities
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Section 2: Custom Abilities

TOTAL SCORE Name


Section 1: Existing Abilities
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Section 2: Custom Abilities

TOTAL SCORE Name


Section 1: Existing Abilities
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Section 2: Custom Abilities

TOTAL SCORE Name


Section 1: Existing Abilities
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Section 2: Custom Abilities

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