Detect Balance 2022
Detect Balance 2022
Point Value
Generic Scale
A ribbon, not likely to make much
difference 1
A sometimes useful feature 2
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
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.
The ability score you want is always likely to be better, because of optimization.
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,
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
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
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
rom 6 hr to 4
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.
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.
buse it to no end.
ot moving to refresh the ability.
armor training
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.
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.
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.
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
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
Breathing #VALUE!
Hold Breath 15 mins 0.25
Amphibious 0.5
Unending Breath 0.75
Doesn't breath 1
Size #VALUE!
Small 0
Powerful Build 0.75
Still Needed
Bonus Actions
Extra limbs
Shapeshifting
Large size
+2/+1 or +1/+1/+1
+2/+2 or +2/+1/+1
A cantrip, level 1 spell at 3rd level, and a level 2 spell at 5th level. Can vary a point based on the spells.
for 3 or 4 weapons
can breath air and water
can breath in even in vacuum and poison, etc. while not incapacitated
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.
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,
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
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
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
A feature that is normally not too powerful, but can become so with the right combination of feats.
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.
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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 ###
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 ###
###
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
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.
Devil's Tongue and Hellfire varients are the same point value as phb, as are Tome varients.
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
Perception
Locathah Rising
Volo
Volo
Volo
Volo
Volo
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.
Volo
Perception
Stealth
Volo
Added in Theros
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
Volo
Volo
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
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
Ravnica
Amphibious for 1 hour per long rest, functionally identical.
AcInc
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
Eberron
Eberron
All get THP equal to Level + CON when shifting
Eberron
Eberron
Eberron
Eberron
Eberron
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
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
Wildemount
Reaction attack when damaged 1/rest
Wildemount
Wildemount
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
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
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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.
1) Enter a name for the species in the yellow box at the top of the stat block.
2) Select existing abilities from the yellow dropdowns in Section 1.
3) Enter a score for the abilities in the small yellow boxes in Section 2.
4) Enter new abilities in the large yellow boxes in Section 2.
5) Generally, a homebrew race should aim to score between 25 & 30
points.
TOTAL SCORE
Section 1: Existing Abilities
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Section 2: Custom Abilities
TOTAL SCORE
Section 1: Existing Abilities
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Section 2: Custom Abilities