This assessment was in 2017.
At the time, the Tiefling appeared to be a moderately powerful race.
The ranking is as follows from most to least:
Half Elf, Wood Elf, Drow Elf, Half Orc, Tiefling, High Elf, Mountain Dwarf, Hill Dwarf, Forest Gnome, Rock Gnome, Variant Human, Dragonborn, Stout Halfling, Lightfoot Halfling.
Note, the slow speed and loss of weapon access detract from the total ranking of the Halfling. The slowness cancels one of the half feats. The smallness cancels one of the proficiencies.
Note, some of the rankings differ only by a single proficiency, so one wouldnt really feel the difference in gameplay. But the distance between the Half Elf and the Halfling is over a feat.
The ranking of the variant human assumes hypothetically that all feats are created equal. Since some feats are strictly much more powerful than other feats, gaining one of the near-broken feats at level 1, can make certain human character builds way more powerful. But the problem is the feats themselves, not the human per se.
I assume players will optimize their options according to their build. I like this, because min-maxing helps create a concept with a salient flavor. Nevertheless, any combo is 100% DMs discretion and players understand that the result is a judgment call. And they know I care about balance, so they dont even bother with wonky overpowered combos.
Not a bad list, I don't think I would disagree to much maybe with the Tiefling. I made a kickass halfling fighter but it used some 3pp feats.
Anyway some of my microfeats and explanations
Some are 5E ones cut into pieces.
Alert
You can’t be surprised while conscious
Other creatures do not gain advantage to hit you if they are hidden from you.
Actor
You have advantage on any deception or performance checks made to pass yourself off as a different person.
You can mimic the sounds made by another person or creature. You must have heard the person or creature talking or making those sounds for at least a minute. A successful charisma (deception) check opposed by a wisdom (insight) check indicates success.
Healer
When using a healing kit you may restore hit points to a being. You gain the following benefits.
When you stabilize a dying character you restore them to 0 hit points.
As an action you can restore 1d6+4+ your level hit points to a creature. A creature cannot regain hit points from this feat again until it completes a long rest.
Some are based on 3.5, updated to more modern mechanics.
Cleave [martial]
Once per round when you reduce an opponent to 0 hit points or less with a melee attack you can make an additional attack against an opponent within reach as a bonus action.
Combat Expertise You gain disadvantage on your attack rolls. Your opponents gain disadvantage on attack rolls against you. You can only use this feat while making melee attacks.
THe odd mechanical one.
Dagger Master [martial]
You gain gains a +2 bonus to initiative and +2 bonus to hit when using daggers.
Some bad 3.X feats got merged.
Divine Boon
The gods favor you and have blessed you with a portion of their power. You gain a +2 bonus on all saving throws.
or tweaked
Great Fortitude
You gain advantage on fortitude saves.
And others are based on 4E or ported from 4E.
Dwarven Resilience
As a reaction you gain resistance to an incoming source of damage. This ability can be used one per short rest.
Dwarven Weapon Training [Dwarf, Martial)]
Requirement: Dwarf
Benefit: You gain proficiency and a +2 bonus to damage rolls with axes and hammers.
Power Attack
You may take a -2 penalty to hit with a weapon that is does not have the light or finesse property. You gain a +3 bonus to all melee attacks.
Not I use 5E terms and round stucture, these are copy and pastes from my personal D&D I am playing with. I've done over 50 of them drawing on 3.5, Pathfinder, 4E, 5E and Star Wars Saga Edition.
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