Races, Post-Tasha’s
Ratings Scale
Superior*****
Good****
Average***
Poor**
Inferior*
Superior***** Races
Aarakocra
Dwarf - Mountain
Goblin
Satyr
Tiefling - Winged
Yuan-Ti
Good**** Races
Custom Race + Variant Human
Dwarf - Hill, Duergar, Mark of Warding
Gnome - Svirfneblin, Mark of Scribing
Halfling - Marks of Healing & Hospitality, Stout
Kobold
Simic Hybrid
Warforged
Average*** Races
Aasimar - Protector
Bugbear
Elves
Githyanki
Gnome - Forest, Rock
Half-Elf
Halfling - Ghostwise, Lightfoot, Lotusden
Hobgoblin
Human - Marks of Handling, Passage, Sentinel
Locathah
Loxodon
Minotaur
Shifter - Beasthide, Swiftstride, Wildhunt
Tabaxi
Tiefling - all the others besides Winged
Tortle
Vedalken
Poor** Races
Aasimar - Fallen & Scourge
Centaur
Changeling
Dragonborn
Genasi - Fire
Githzerai
Goliath
Half-Orc
Human - Marks of Finding, Making
Kalashtar
Leonin
Lizardfolk
Orc
Shifter - Longtooth
Triton
Inferior* Races
Firbolg
Genasi - Air, Earth, Water
Human, Standard
Kenku
Custom Race
Stats: +2
Darkvision: 60’ (option for extra skill proficiency instead)
Feat of choice
Rating: Good****
Variant Human
Stats: +1/+1
Darkvision: No
Extra Skill Proficiency
Feat of choice
Rating: Good****
Notes: Sub-par stat bumps sneaky bad
Half-feat below par of +2/+1
Custom Race adding to only one stat problematic for Tier 1 Point Buy
Starting Feat, in isolation, is excellent and a high bar for Racial Abilities
IMO starting Feat is 4th strongest Racial Ability
Some builds depend on Feat for Tier 1
However, sub-par stats large opportunity cost
Feats are available through play while Racial Abilities are not
Would personally consider for certain builds but not too often
Check with DM to see if Custom Race is eligible for appropriate Racial Feats
Aarakocra
Stats: +2/+1
Darkvision: No
Base Speed: 25’
Flight 50’
Talons: d4 unarmed strikes, no stat modifier added
Rating: Superior*****
Notes: Always on 50’ Flight offers elite maneuverability
Consider Flight to be 3rd strongest Racial Ability
Excellent option for casters and ranged attackers
Would personally consider for any non-melee build
Aasimar
Stats: +2/+1
Darkvision: 60’
Resistance to Necrotic and Radiant
Cantrip: Light
Healing Hands: touch to heal 1 HP/level 1x/day
Transformation at 3rd level for 1 minute 1x/day
Fallen: Cha Save vs. Fear for 1 turn; extra damage (1 per level per turn)
Protector: 30’ Fly; extra damage (1 per level per turn)
Scourge: damage (? level) to self and 10’ radius; extra damage (1 per level per turn)
Rating: Average*** - Protector
Poor** - Fallen & Scourge
Notes: Extra damage of Aura solid at Tier 2+
But only during 1x battle/day inferior to always on abilities
30’ Fly is excellent
But only 1x battle/day inferior to always on abilities
Damaging yourself is just weird and annoying
Will create concentration issues
Bugbear
Stats: +2/+1
Darkvision: 60’
Extra Proficiency
+5’ Reach
Powerful build: extra carrying capacity
Surprise attack: extra damage (2d6 1x/combat) when imposing surprise
Rating: Average***
Notes: Added reach fantastic for melee builds for avoiding OA and using Booming Blade
Centaur
Stats: +2/+1
Darkvision: No
Base Speed: 40’
Extra Proficiency
Hooves: d6 + Str unarmed strikes
Charge: Bonus action Hooves attack when moving 30’ and using Attack action
Equine Build: extra carrying capacity; reduced climbing capacity
Rating: Poor**
Notes: Some flavor in that PC can act as a mount
Intriguing for Cavaliers and Mounted Combatant Feat
Melee buffs unimpressive but can stack nicely with Feats (e.g. Mobile)
Changeling
Stats: +2/+1
Darkvision: No
2x Extra Proficiency
Change Appearance at will using action
Unsettling Visage (UA version): reaction to impose disadvantage when attacked 1x/short rest
Rating: Poor**
Notes: Always on “Disguise Self” is flavorful but easily replaceable so unimpressive
Good for RP build but offers no combat benefits
Dragonborn
Stats: +2/+1
Darkvision: No
Breath Weapon: Action to create 30’ line or 15’ cone
# of uses = Con bonus per short rest
2d6 damage (3d6 at level 6; 4d6 at level 11; 5d6 at level 16)
Extra Abilities:
Standard: Damage Resistance
Draconblood: Darkvision 60’ + Intimidation/Persuasion at advantage 1x/day
Ravenite: Darkvision 60’ + Reaction to attack when damaged 1x/short rest
Rating: Poor**
Notes: Great RP flavor but otherwise unimpressive
Breath Weapon consumes action for unimpressive damage
Damage Resistance can be solid if Fire or Poison
Dwarf
Stats: +2/+1
Darkvision: 60’
Base Speed: 25’
Extra Proficiency
Stone Cunning: free expertise on History checks about stonework
1x Martial Weapon Proficiency
Advantage on Saves vs. Poison; Poison Resistance
Powerful build: extra carrying capacity
Extra Abilities:
Duergar: Darkvision 120’ + Spells 1x/day (Enlarge at 3rd level; Invisibility at 5th level)
Hill: +1 HP per level
Mark of Warding: +d4 w/ Thieves’ Tools + Spells 1x/day (Alarm, Mage Armor, Arcane
Lock at 3rd level) + expanded spell list
Mountain: +2/+2 stat bumps + Medium Armor Proficiency
Rating: Superior***** - Mountain
Good**** - Hill, Duergar, MoW
Notes:nothing elite (except Mountain) but many solid abilities that add up
Duergar suffer from Sunlight Sensitivity
Martial Weapon Proficiency enables Fighting Initiate Feat without dipping
Mountain Dwarf good for armor without dipping (but no shield is disappointing)
Can take Dwarven Fortitude which combos with Bloodwell Vial if sorcerer
Would personally consider Mountain Dwarf for sorcerer build
Elf
Stats: +2/+1
Darkvision: 60’
Advantage on Saves vs. Charm; Immune to Sleep
4-hour long rests
Extra Proficiency
Extra Abilities:
Drow: Darkvision 120’ + 3x Martial Weapon Proficiency + Spells 1x/day (Dancing Lights,
Faerie Fire at 3rd level, Darkness at 5th level)
Eladrin: Bonus action 30’ Teleport 1x/short rest + Spell Effect w/Teleport at 3rd level
High: Extra wizard cantrip + 4x Martial Weapon Proficiency
Mark of Shadow: +d4 to Stealth/Performance + Spells 1x/day (Minor Illusion, Invisibility
at 3rd level) + expanded spell list
Pallid: Advantage to Insight & Investigation + Spells 1x/day (Light, Sleep at 3rd level,
Invisibility (self) at 5th level)
Sea: Swim 30’ + water breathing + 4x Martial Weapon Proficiency + Speak w/Fish
Shadar-Kai: Necrotic Resistance + Bonus action 30’ Teleport 1x/day + Damage
Resistance for 1 round w/Teleport at 3rd level
Wood: 35’ move + hide in natural Light Obscurement + 4x Martial Weapon Proficiency
Rating: Average***
Notes: Access to Elven Accuracy
Drow suffer from Sunlight Sensitivity
Martial Weapon Proficiency enables Fighting Initiate Feat without dipping
Free wizard cantrip nice for martials to pick up Booming Blade
Firbolg
Stats: +2/+1
Darkvision: No
Powerful build: extra carrying capacity
Speak to animals and plants; interactions at advantage
Spells 1x/short rest (Detect Magic, Disguise Self)
Bonus action Invisibility for 1 round 1x/short rest
Rating: Inferior*
Notes: unimpressive abilities that have very limited uses
Genasi
Stats: +2/+1
Darkvision: No
Extra Abilities:
Air: Hold breath indefinitely + Levitate 1x/day
Earth: Unaffected by difficult terrain of earth/stone + Pass w/o Trace 1x/day
Fire: Darkvision 60’ + Fire Resistance + Produce Flame + Burning Hands 1x/day
Water: Acid Resistance + water breathing + 30’ Swim + Shape Water +
Create/Destroy Water 1x/day
Rating: Poor** - Fire
Inferior* - Air, Earth, Water
Notes: unimpressive abilities that have very limited uses (except for Fire)
Gith
Stats: +2/+1
Darkvision: No
Extra Abilities:
Githyanki: Extra proficiency + 3x Weapon proficiency + Medium Armor proficiency +
invisible Mage Hand + Spells 1x/day (Jump at 3rd level, Misty Step at 5th)
Githzerai: Advantage on Saves vs. Charmed & Frightened + invisible Mage Hand +
Spells 1x/day (Shield at 3rd level, Detect Thoughts at 5th level)
Rating: Average*** - Githyanki
Poor** - Githzerai
Notes: unimpressive abilities that have very limited uses
except Medium Armor proficiency which is fantastic for casters
Martial Weapon Proficiency enables Fighting Initiate Feat without dipping
Gnome
Stats: +2/+1
Darkvision: 60’
Advantage on Int/Wis/Cha Saves vs. Magic
Extra Abilities:
Forest: Minor Illusion + speak with small beasts
Mark of Scribing: +d4 to History/Calligraphy + Message + Spells 1x/day (Comprehend
Languages, Magic Mouth at 3rd level) + expanded spell list
Rock: Free expertise on History of magical/alchemical/tech items + Tinker Toys
Svirfneblin (Deep): Darkvision 120’, Advantage on Stealth in rocky terrain
Rating: Good**** - Svirfneblin, Mark of Scribing
Average*** - Forest, Rock
Notes: Gnome Cunning is elite and on par with “starting Feat” as 4th best Racial Ability IMO
Svirfneblin excellent in Underdark campaign
Would personally consider for Underdark campaign
Bilbron Bafflestone is Svirfneblin
Goblin
Stats: +2/+1
Darkvision: 60’
Bonus action Hide/Disengage every round
Extra damage 1x/short rest (1 per level)
Can replace with Speak with Small Beasts
Rating: Superior*****
Notes: Bonus action Hide/Disengage is strongest Racial Ability in the game, IMO
Fury of the Small is sneaky good
My favorite race that will feature heavily in many of my builds
Would change Bilbron Bafflestone to Goblin in a second, if I had the chance
Goliath
Stats: +2/+1
Darkvision: No
Extra proficiency
Powerful build: extra carrying capacity
Cold Resistance
Reaction to reduce damage taken by d12 +Con 1x/short rest
Rating: Poor**
Notes: Cold Resistance is decent
Stone’s Endurance synergizes with Armor of Agathys
Stone’s Endurance excellent for casters to retain concentration
Half-Elf
Stats: +2/+1/+1
Darkvision: 60’
Extra proficiency
Advantage on Saves vs. Charm; Immune to Sleep
Versatility: Choice of 2x Extra proficiency; 4x Martial proficiencies; wizard cantrip; +5’ Move;
Hide in natural Light Obscurement; 30’ Swim; or Spells 1x/day (Dancing Lights,
Faerie Fire at 3rd level, Darkness at 5th level)
Mark of Detection variant: +2/+1 stat bumps + +d4 to Insight/Investigation + Spells 1x/day
(Detect Magic, Detect Poison/Disease, See Invisible at 3rd level)
+ expanded spell list
Mark of Storm variant: +2/+1 stat bumps + +d4 to Acrobatics/Navigation + Lightning Resistance
+ Gust + Spells 1x/day (Gust of Wind at 3rd level) + expanded spell list
Rating: Average***
Notes: Extra stat bump is nice but otherwise unimpressive
MoS variant is best but not so much better as to bump its rating
Free wizard cantrip nice for martials to pick up Booming Blade
Martial Weapon Proficiency enables Fighting Initiate Feat without dipping
Half-Orc
Stats: +2/+1
Darkvision: 60’
Extra proficiency
Drop to 1 hp instead of 0 1x/day
+1dX damage on critical
Mark of Finding Variant: +2/+1 stat bumps + Darkvision + +d4 to Perception/Survival + Spells
1x/day (Hunter’s Mark, Locate Object at 3rd level) + expanded spell list
Rating: Poor**
Notes: Quasi-Death Ward is nice ability but otherwise unimpressive
Some synergy with crit-fishing builds
Halfling
Stats: +2/+1
Darkvision: No
Base Speed: 25’
Reroll 1’s on attack/save/check
Advantage on Saves vs. Frightened
Can move through larger creature’s space
Extra Abilities:
Ghostwise: Limited Telepathy within 30’
Lightfoot: can Hide if obscured by larger creature
Lotusden: Unaffected by vegetal difficult terrain + Druidcraft + Spells 1x/day (Entangle at
3rd level, Spike Growth at 5th level)
Mark of Healing: +d4 to Healing/Herbalism + Spells 1x/day (Cure Wounds, Lesser
Restoration at 3rd level) + expanded spell list
Mark of Hospitality: +d4 to Persuasion/Cooking/Brewing + Prestidigitation + Spells
1x/day (Purify Food/Drink, Unseen Servant) + expanded spell list
Stout: Advantage on Saves vs. Poison; Poison Resistance
Rating: Good**** - Marks of Healing & Hospitality, Stout
Average*** - Ghostwise, Lightfoot, Lotusden
Notes: Mark of Healing elite option to confer Healing spells to certain spell lists
Rerolling 1’s is intriguing if stacked with Lucky Feat and Chronal Shift
Portent not good combo as must be applied before roll
Hobgoblin
Stats: +2/+1
Darkvision: 60’
2x Martial Weapon proficiencies
Light Armor proficiency
Save Face 1x/short rest (+1 on attack/save/check per ally within 30’, max of +5)
Rating: Average***
Notes: Saving Face is sneaky good, albeit limited use
Light Armor enables Medium Armor proficiency
Martial Weapon Proficiency enables Fighting Initiate Feat without dipping
Human
Stats: +1/+1/+1/+1/+1/+1
Darkvision: No
Mark of Finding Variant: +2/+1 stat bumps + Darkvision + +d4 to Perception/Survival + Spells
1x/day (Hunter’s Mark, Locate Object at 3rd level) + expanded spell list
if caster
Mark of Handling Variant: +2/+1 stat bumps + +d4 to Animal Handling/Nature + Spells 1x/day
(Animal Friendship, Speak with Animals, both can target monstrosities
at 3rd level) + expanded spell list
Mark of Making Variant: +2/+1 stat bumps + +d4 to Arcana/Tools + Mending + Spells 1x/day
(Magic Weapon) + expanded spell list
Mark of Passage Variant: +2/+1 stat bumps + +5’ Move + +d4 to Acrobatics/Driving + Spells
1x/day (Misty Step) + expanded spell list
Mark of Sentinel Variant: +2/+1 stat bumps + +d4 to Perception/Insight + reaction to swap
places with ally next to you and take their hit + Spells 1x/day (Shield)
+ expanded spell list
Rating: Average*** - Marks of Passage, Sentinel
Poor** - Marks of Finding, Handling, Making
Inferior* - Standard
Notes: Standard Human almost as bad as Kenku
Kalashtar
Stats: +2/+1
Darkvision: No
Advantage on Wis Saves
Psychic damage Resistance
Immune to Dream attacks
Telepathy within 10’ per level
Rating: Poor**
Notes: Nice flavor but niche abilities
Kenku
Stats: +2/+1
Darkvision: No
Advantage on Forgery
2x Extra proficiencies
Imitate sounds on successful Deception check
Rating: Inferior*
Notes: this is the worst race
Kobold
Stats: +2
Darkvision: 60’
Action to grant allies attacks at advantage vs. enemies within 10’ for 1 round
Advantage to attacks when ally within 5’ of target
Rating: Good****
Notes: Suffer from Sunlight Sensitivity
Pack Tactics surprisingly strong as consistent advantage fairly rare
Good synergy with Battlesmith Artificer and Summoners
Leonin
Stats: +2/+1
Darkvision: 60’
Base Speed: 35’
Extra proficiency
Unarmed attacks at d4 +Str
Roar 1x/short rest to force Wis Save vs. Frightened for 1 turn within 10’
Rating: Poor**
Notes: Almost Inferior but +5’ move speed not horrible
Lizardfolk
Stats: +2/+1
Darkvision: No
30’ Swim
2x Extra proficiencies
Short rest to create shield, club, javelin, darts, or blowgun needles
Unarmed attacks at d6 +Str
Unarmored AC of 13 + Dex
Bonus Action 1x/short rest to bite attack and gain temporary HP equal to Con modifier
Rating: Poor**
Notes: Lots of abilities but none of them good
Locathah
Stats: +2/+1
Darkvision: No
2x Extra proficiencies
Water Breathing
Unarmored AC of 12 + Dex
Advantage on Saves vs. Charmed, Frightened, Paralyzed, Poisoned, Stunned, and Sleep
Rating: Average***
Notes: Not bad for an aquatic race
Loxodon
Stats: +2/+1
Darkvision: No
Powerful build: extra carrying capacity
Advantage vs. Charmed & Frightened
Unarmored AC of 12 + Con
Advantage to Perception, Investigation, and Survival that involve smell
Trunk can grapple, bludgeon, and crudely manipulate objects
Rating: Average***
Notes: Some appeal to grapple builds as trunk allows for 2-handed weapons or sword & board
Minotaur
Stats: +2/+1
Darkvision: No
Unarmed attacks at d6 +Str
Bonus action melee attack if taking Dash action and moving 20’
Bonus action imposition of Str Save to adjacent target vs. 10’ push
Rating: Average***
Notes: Some appeal to grapple builds with melee buffs
Push has some appeal if combined with persistent AOE abilities
Orc
Stats: +2/+1
Darkvision: 60’
Bonus Action Dash, must end up closer to enemies
Powerful build: extra carrying capacity
Rating: Poor**
Notes: unimpressive abilities
Satyr
Stats: +2/+1
Darkvision: No
Base Speed: 35’
2x Extra Proficiencies
Tool proficiency
Unarmed attacks at d4 +Str
+d8’ to high/long jumps
Magic Resistance
Rating: Superior*****
Notes: Magic Resistance is the 2nd best Racial Ability IMO
Shifter
Stats: +2/+1
Darkvision: 60’
2x Extra proficiencies
Action to transform 1x/short rest for 1 minute
Gain temporary HP equal to level +Con
Gain extra ability as per variant
Variants:
Beasthide: Shift Ability (+1 AC, +d6 temporary HP)
Longtooth: Shift Ability (unarmed attack at d6 +Str)
Swiftstride: Shift Ability (+10’ Move, Reaction to Disengage +10’ move)
Wildhunt: Shift Ability (advantage on Wis checks, can’t be attacked at advantage
within 30’)
Rating: Average**** - Beasthide, Swiftstride, Wildhunt
Poor** - Longtooth
Notes: strong Shifting abilities but only 1x/short rest
Wildhunt great synergy with Barbarian Reckless Attack
Simic Hybrid
Stats: +2/+1
Darkvision: 60’
Starting Enhancement: 1x of your choice
Glide
30’ Climb
30’ Swim + water breathing
Second Enhancement at 5th level: 1x of your choice
Unarmed attack at d6 +Str + bonus action Grapple
+1 AC if not wearing heavy armor
Acid Spit action vs. 1 target within 30’ to impose Dex Save vs. 2d10 damage
Damage increases to 3d10 at 11th level and 4d10 at 17th level
Use Con modifier timer per day
Rating: Good****
Notes: Excellent for Grapple builds
Tabaxi
Stats: +2/+1
Darkvision: 60’
20’ Climb
2x Extra proficiencies
Double Move at will for one turn, recharge by not moving for one turn
Unarmed attacks at d4 +Str
Rating: Average***
Notes: Intriguing for some speed builds
Movement bump affects base rate, so can stack with Dash or other move bumps
e.g. Fly/Haste + Dash = 240’ per round
Excellent for “cheese grater” tactic with Spike Growth
Tiefling
Stats: +2/+1
Darkvision: 60’
Fire Resistance
Bloodlines:
Asmodeus: Thaumaturgy + Spells 1x/day (Hellish Rebuke at 3rd level, Darkness at 5th)
Baalzebul: Thaumaturgy + Spells 1x/day (Ray of Sickness at 3rd level, Crown of
Madness at 5th)
Dispater: Thaumaturgy + Spells 1x/day (Disguise Self at 3rd level, Detect Thoughts at
5th)
Fierna: Friends + Spells 1x/day (Charm Person at 3rd level, Suggestion at 5th)
Glasya: Minor Illusion + Spells 1x/day (Disguise Self at 3rd level, Invisibility at 5th)
Levistus: Ray of Frost + Spells 1x/day (Armor of Agathys at 3rd level, Darkness at 5th)
Mammon: Mage Hand + Spells 1x/day (Floating Disc at 3rd level, Arcane Lock at 5th)
Mephistopheles: Mage Hand + Spells 1x/day (Burning Hands at 3rd level, Flame Blade
at 5th)
Zariel: Thaumaturgy + Spells 1x/day (Searing Smite at 3rd level, Branding Smite at 5th)
Devil’s Tongue: Vicious Mockery + Spells 1x/day (Charm Person at 3rd level, Enthrall
at 5th)
Hellfire: Spells 1x/day (Burning Hands at 3rd level, Darkness at 5th)
Winged: 30’ Flight
Rating: Superior***** - Winged
Average**** - All the others besides Winged
Notes: Nice flavor and Fire Resistance is solid, but Flight is elite
Tortle
Stats: +2/+1
Darkvision: No
Extra Proficiency
Hold breath for 1 hour
Unarmed attacks at d4 +Str
Unarmored AC of 17 (cannot wear armor)
Action to enter shell for +4 AC but can’t move or take action or reactions
Rating: Average***
Notes: High base AC is excellent in lower Tiers but inferior to magic armor at higher tiers
High AC very good for casters
Not technically official but included due to popularity
Triton
Stats: +1/+1/+1
Darkvision: 60’
30’ Swim
Extra Proficiency
Water breathing
Cold Resistance
Spells 1x/day (Fog Cloud, Gust of Wind at 3rd level, Wall of Water at 5th level)
Talk to fish
Rating: Poor**
Notes: Stat bump distribution is interesting, but I prefer Locathah for aquatic race
Vedalken
Stats: +2/+1
Darkvision: No
Extra Proficiency + tool proficiency, also add +d4 to both
Advantage on Int, Wis, Cha Saves
Water breathing, 1x/day for 1 hour
Rating: Average***
Notes: Great saves almost got them to Good**** but otherwise lackluster
Warforged
Stats: +2/+1
Darkvision: No
Extra Proficiency + tool proficiency
Advantage on Saves vs. Poison; Poison Resistance
Immune to Disease and Sleep
Alert during long rest
+1 AC but takes one hour to don or remove
Rating: Good****
Notes: AC bump and Poison defenses create strong resilience
Yuan-Ti
Stats: +2/+1
Darkvision: 60’
Immune to Poisoned and poison damage
Magic Resistance
Poison Spray & Animal Friendship (snakes only) at will
Spells 1x/day (Suggestion)
Rating: Superior*****
Notes: Insane defenses, almost overpowered, rivals Goblin as strongest Race
RP drawbacks due to appearance
Top 5 Racial Abilities
1: Bonus action Hide/Disengage
2: Magic Resistance
3: Flight
4 (tie): Starting Feat / Gnome Cunning
u/honeybadger