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Lets Read/Review the Midgard Heroes Handbook.
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<blockquote data-quote="Zardnaar" data-source="post: 7496665" data-attributes="member: 6716779"><p>Races</p><p>Generally I consider races such as the Dwarf, Wood Elf, Half Elf, variant Human to be towards the top of the heap with the Dragonborn and Drow towards the bottom of the PHB races with most of the rest somewhere in the middle. I will use this comparison to rate the MHH races.</p><p></p><p></p><p>Bearfolk</p><p></p><p> The Bearfolk are basically just that- a anthropomorphic bear person. They get +2 strength and have 2 subraces the Grizzleback and Purifer (+1 con and +1 wisdom). The base race is quite goodIMHO with natural AC (13+dex), natural weapons, 2 predetermined bonus skills, and a bit extra from each subraces (hug attack or druid cantrip+ skill boost ability). If this race was in the PHB it would probably be one of the better ones. Overall I like it mechanically and if you like honey and picnic baskets this is a great race. </p><p></p><p>Centaurs</p><p> The Centaur is a large race which would be semi unique in 5E but it is limited to medium sized armor and weapons which balances it out I suppose. It has some natural weapons (hooves), gets +2 stre, +1 wisdom, prof with pike and longbow and a pike charge ability. Overall a decent package probably not as good as the bear folk but better than several of the PHB races without screaming OP. Well designed race especially for a large one. You could make a decent charge build out of this race as a cleric or warrior type IMHO.</p><p></p><p></p><p>Dhampir (Vampire blooded)</p><p></p><p> Think Blade, your mom was bitten by a Vampire. +2 cha and +1 dex with darkvision this race gets a charm effect and a bite attack that can heal you along with advantage and saves vs disease and resistance vs necrotic damage. There is an area of Midgard dominated by Vampires. Mechanically this race seems fine, its better than some of the PJHB races but it doesn;'t get that much really but necrotic damage is fairly common, the racial stats are decent and you can regain hit dice by feeding which at low level could be very useful as its tied to your constitution modifier as to how many times you can use it. 14 con+ feeding basically triples your low level hit dice. Not a great race but not bad and potentially popular with a lot of players who like things like Tieflings, emo and nu metal music. </p><p></p><p>Dragonborn</p><p></p><p> The Dragonborn have their own empire but are otherwise the same as the PHB. You can replace them with the Dragonkin which are in the Midgard Heroes book. Some of the Dragonkin suck less than the Dragonborn so I would recommend that if you have the earlier Midgard Heroesbook (as opposed to the Midgard Heroes handbook). </p><p> </p><p>Dwarves</p><p></p><p> This basically explains where the hill and mountain Dwarves are located but also introduces a new sub type along with hill Dwarves get airships and gunpowder (Warcraft 2 influence?). Southland Dwarves are engineers in Nuria Natal (fantasy Egypt) and are engineers for the Pharoahs and get +1 intelligence, a tool proficiency and a choice of resistance or guidance cantrips. Nuria Natal also has a titanic leyline running through it so this race in its homelands would also make a great wizard and you're still a Dwarf. I liike the Egyptian Dwarf basically as a new subrace and even outside Midgard its a great addition IMHO. </p><p></p><p>Elves</p><p></p><p> Only hihg Elves seem to exist on Midgard and there are no large elven kingdoms or much in the way of Elves at all in most of the lands. They are almost extinct and with with Midgard World book there seems to be only a few thousand left (5k or so). </p><p></p><p>Gearforged</p><p></p><p> The gearforged are a living construct similar in practice I suppose to the Warforged. Most of yuor racial abilites are just generic living construct type ones so you are immune to a lot of things that living creatures have to deal with (hunger, breathing etc) but a lot of that is conditional and I prefer an always on or always available racial abilities. Overall probably one of the weaker races comparable to perhaps a Dragonborn or even the Drow as they do have some downsides with nothing really significant upsides outside of some situational abilities. </p><p></p><p>Gnolls</p><p></p><p> WotC doesn't seem to want to have Gnolls as a playable race. The Kobolds have a different opinion and the Gnolls even have 2 subraces- civilised and savage. The default Gnoll gets +2 strength and has disadvantage on fear saves but is proficient and expertise in intimidation. They also get advantage on perception checks involving smells, and some racial weapons. The subraces get +1 con or wisdom and another skill/expertise ability depending on what subrace you pick. Overall the Gnoll is actually a great package and is competitive with the Half Elf for a skill monkey character but leans more towards the brawling side of things. Mechanically I like the race- weapons and proficiency+ expertise in two skills, decent ability score modifiers+ some other minor benefits. </p><p></p><p>Gnomes</p><p></p><p> The PHB Gnoomes don't seem to exist but Midgard has a new Gnomish subrace. The Gnomes of Midgard cut a deal with devils to exist. They are basically PHB Gnomes that get subrace +1 charisma and advantage on charisma checks along with the infernal tongue and proficiency in arcane. Its a Gnome how much do you like them but it seems decent enough from a mechanical PoV. </p><p></p><p></p><p>Humans: Elfmarked (half elves)</p><p> The Elfmarked are PHB half elves but culturally they are popular on Midgard (along with the few remaining elves) and they drastically outnumber the actual elves. They are a remnant of the Elven Empire.</p><p></p><p>Humans: Kariv Wanderers</p><p>The Kariv Human is a variant human that picks up +1 in 3 stats, +2 skills and has a mild drawback if they rest close to the same spot. They are basically steppe nomads. </p><p></p><p>Kobolds: Midgard</p><p>Paizo has their goblins and Kobold Press has their Kobolds. Kobolds get +2 dex and +1 int, a nerfed version of NPC pack tactics (1 attack/round), too proficiency and sunlight sensitivity a'la Drow but with 60' range. Overall this race is kind of meh, they might actually be worse than the actual Drow who at least get some spell like abilites and there is another race in the MHH that gets pack tactics and no drawback. Mechanically kind of pointless.</p><p></p><p>Minotaurs</p><p> The Minotaurs hail from basically fantasy Crete that is getting invaded by the Dragon Empire which is basically fantasy Ottomans at least in the geopolitical threat sense. </p><p> You are strong (+2 str, +1 con) and get dark vision, horns, and a limited use charge attack + bonus action shove. You don't get much and once you run out of the charge atacks all you really have is horns and darkvision. You are also good in labyrinths which is situational at best. I would rate this race towards the lower end of the PHB races comnparable perhaps to a Dragonborn.</p><p></p><p> </p><p>Ratfolk</p><p> The downside is you're a rat. The upside is mechanically this race is great. +2 dex, +1 int, -2 strength, swim speed, darkvision, nimbleness (move through a larger beings square a'la halfling), and the best part? You get pack tactics (advantage to hit with allies a'la MM Kobolds). This race more or less obsoletes the Kobold, and the PHB small races are a little weak perhaps. I like this race a lot at least mechanically you are still a rat. </p><p></p><p></p><p>Ravenfolk</p><p> This race gets +2 dex, +1 charisma and can mimic the sounds that they hear. They also get advantage vs surpised foes and +2 skills (deception+ stealth). Not as lopsided as an Elf in terms of stats or +2 any skills they like but they do get the advantage on attacks with surprise so yeah I think this race is playable if not good. </p><p></p><p>Shadowfey</p><p> The Shadowfey are basically Elves who fled to the shadow plane and have the same issues with bright light as the Drow but without the kill on sight reputation. Stat wise they get +2 dex and +1 cha, some racial weapons, They can also misty step in shadows and have advantage on checks involving shadow roads which are mystical pathways that can get you around Midgard faster than walking. Otherwise they are similar to the Eladrin in the DMG but I think the Eladrin are slightly better due to a lack of sunlight sensitivity and they can misty step whenever they want. The Drow are also better but they are not a major race on Midgard and seem to be similar to the elves as they got wrecked in the under dark. </p><p></p><p>Trollkin</p><p></p><p>The Trollkin are exactly that and have some troll blood in them. They have 2 subraces and get darkvision and +2 con and can use a bonus action to spend hit dice (2/long rest lvl 6, 3 lvl 12 etc) but they can't use this ability if they take fire or acid damage until they complete a short or long rest. . They also get some natural weapons and the intimidate skill. The two subraces are Night Whisper and Stone hide (+1 wis or str). The Night Whisper can get advantage on a skill check 1/long rest while the stonehide one gets +1 AC. I think both of them are quite good with the Stonehide one being a top tier race (+2 con, +1 str, bonus action hit dice and +1 AC + skill + darkvision and natural weapons), </p><p></p><p>Winterfolk Halflings</p><p> Not sure if normal halflings exist but Midgard gets the winterfolk subraces. Basically a PHB halfling they get +1 con and recover all levels of exhaustion after a long rest and can use wisdom instead of intelligence on some skill checks. Overall probably weaker than the PHB stout I think the PHB halflings are good though so this one is still playable. </p><p></p><p></p><p> Overall the races are an interesting and varied lot with much of the same issues of the PHB races where some are just out right better than others. None of them are drastically overpowered although the best ones here are competitive with some of the best PHB races so in that regard my theory is you may as well let PCs use them.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7496665, member: 6716779"] Races Generally I consider races such as the Dwarf, Wood Elf, Half Elf, variant Human to be towards the top of the heap with the Dragonborn and Drow towards the bottom of the PHB races with most of the rest somewhere in the middle. I will use this comparison to rate the MHH races. Bearfolk The Bearfolk are basically just that- a anthropomorphic bear person. They get +2 strength and have 2 subraces the Grizzleback and Purifer (+1 con and +1 wisdom). The base race is quite goodIMHO with natural AC (13+dex), natural weapons, 2 predetermined bonus skills, and a bit extra from each subraces (hug attack or druid cantrip+ skill boost ability). If this race was in the PHB it would probably be one of the better ones. Overall I like it mechanically and if you like honey and picnic baskets this is a great race. Centaurs The Centaur is a large race which would be semi unique in 5E but it is limited to medium sized armor and weapons which balances it out I suppose. It has some natural weapons (hooves), gets +2 stre, +1 wisdom, prof with pike and longbow and a pike charge ability. Overall a decent package probably not as good as the bear folk but better than several of the PHB races without screaming OP. Well designed race especially for a large one. You could make a decent charge build out of this race as a cleric or warrior type IMHO. Dhampir (Vampire blooded) Think Blade, your mom was bitten by a Vampire. +2 cha and +1 dex with darkvision this race gets a charm effect and a bite attack that can heal you along with advantage and saves vs disease and resistance vs necrotic damage. There is an area of Midgard dominated by Vampires. Mechanically this race seems fine, its better than some of the PJHB races but it doesn;'t get that much really but necrotic damage is fairly common, the racial stats are decent and you can regain hit dice by feeding which at low level could be very useful as its tied to your constitution modifier as to how many times you can use it. 14 con+ feeding basically triples your low level hit dice. Not a great race but not bad and potentially popular with a lot of players who like things like Tieflings, emo and nu metal music. Dragonborn The Dragonborn have their own empire but are otherwise the same as the PHB. You can replace them with the Dragonkin which are in the Midgard Heroes book. Some of the Dragonkin suck less than the Dragonborn so I would recommend that if you have the earlier Midgard Heroesbook (as opposed to the Midgard Heroes handbook). Dwarves This basically explains where the hill and mountain Dwarves are located but also introduces a new sub type along with hill Dwarves get airships and gunpowder (Warcraft 2 influence?). Southland Dwarves are engineers in Nuria Natal (fantasy Egypt) and are engineers for the Pharoahs and get +1 intelligence, a tool proficiency and a choice of resistance or guidance cantrips. Nuria Natal also has a titanic leyline running through it so this race in its homelands would also make a great wizard and you're still a Dwarf. I liike the Egyptian Dwarf basically as a new subrace and even outside Midgard its a great addition IMHO. Elves Only hihg Elves seem to exist on Midgard and there are no large elven kingdoms or much in the way of Elves at all in most of the lands. They are almost extinct and with with Midgard World book there seems to be only a few thousand left (5k or so). Gearforged The gearforged are a living construct similar in practice I suppose to the Warforged. Most of yuor racial abilites are just generic living construct type ones so you are immune to a lot of things that living creatures have to deal with (hunger, breathing etc) but a lot of that is conditional and I prefer an always on or always available racial abilities. Overall probably one of the weaker races comparable to perhaps a Dragonborn or even the Drow as they do have some downsides with nothing really significant upsides outside of some situational abilities. Gnolls WotC doesn't seem to want to have Gnolls as a playable race. The Kobolds have a different opinion and the Gnolls even have 2 subraces- civilised and savage. The default Gnoll gets +2 strength and has disadvantage on fear saves but is proficient and expertise in intimidation. They also get advantage on perception checks involving smells, and some racial weapons. The subraces get +1 con or wisdom and another skill/expertise ability depending on what subrace you pick. Overall the Gnoll is actually a great package and is competitive with the Half Elf for a skill monkey character but leans more towards the brawling side of things. Mechanically I like the race- weapons and proficiency+ expertise in two skills, decent ability score modifiers+ some other minor benefits. Gnomes The PHB Gnoomes don't seem to exist but Midgard has a new Gnomish subrace. The Gnomes of Midgard cut a deal with devils to exist. They are basically PHB Gnomes that get subrace +1 charisma and advantage on charisma checks along with the infernal tongue and proficiency in arcane. Its a Gnome how much do you like them but it seems decent enough from a mechanical PoV. Humans: Elfmarked (half elves) The Elfmarked are PHB half elves but culturally they are popular on Midgard (along with the few remaining elves) and they drastically outnumber the actual elves. They are a remnant of the Elven Empire. Humans: Kariv Wanderers The Kariv Human is a variant human that picks up +1 in 3 stats, +2 skills and has a mild drawback if they rest close to the same spot. They are basically steppe nomads. Kobolds: Midgard Paizo has their goblins and Kobold Press has their Kobolds. Kobolds get +2 dex and +1 int, a nerfed version of NPC pack tactics (1 attack/round), too proficiency and sunlight sensitivity a'la Drow but with 60' range. Overall this race is kind of meh, they might actually be worse than the actual Drow who at least get some spell like abilites and there is another race in the MHH that gets pack tactics and no drawback. Mechanically kind of pointless. Minotaurs The Minotaurs hail from basically fantasy Crete that is getting invaded by the Dragon Empire which is basically fantasy Ottomans at least in the geopolitical threat sense. You are strong (+2 str, +1 con) and get dark vision, horns, and a limited use charge attack + bonus action shove. You don't get much and once you run out of the charge atacks all you really have is horns and darkvision. You are also good in labyrinths which is situational at best. I would rate this race towards the lower end of the PHB races comnparable perhaps to a Dragonborn. Ratfolk The downside is you're a rat. The upside is mechanically this race is great. +2 dex, +1 int, -2 strength, swim speed, darkvision, nimbleness (move through a larger beings square a'la halfling), and the best part? You get pack tactics (advantage to hit with allies a'la MM Kobolds). This race more or less obsoletes the Kobold, and the PHB small races are a little weak perhaps. I like this race a lot at least mechanically you are still a rat. Ravenfolk This race gets +2 dex, +1 charisma and can mimic the sounds that they hear. They also get advantage vs surpised foes and +2 skills (deception+ stealth). Not as lopsided as an Elf in terms of stats or +2 any skills they like but they do get the advantage on attacks with surprise so yeah I think this race is playable if not good. Shadowfey The Shadowfey are basically Elves who fled to the shadow plane and have the same issues with bright light as the Drow but without the kill on sight reputation. Stat wise they get +2 dex and +1 cha, some racial weapons, They can also misty step in shadows and have advantage on checks involving shadow roads which are mystical pathways that can get you around Midgard faster than walking. Otherwise they are similar to the Eladrin in the DMG but I think the Eladrin are slightly better due to a lack of sunlight sensitivity and they can misty step whenever they want. The Drow are also better but they are not a major race on Midgard and seem to be similar to the elves as they got wrecked in the under dark. Trollkin The Trollkin are exactly that and have some troll blood in them. They have 2 subraces and get darkvision and +2 con and can use a bonus action to spend hit dice (2/long rest lvl 6, 3 lvl 12 etc) but they can't use this ability if they take fire or acid damage until they complete a short or long rest. . They also get some natural weapons and the intimidate skill. The two subraces are Night Whisper and Stone hide (+1 wis or str). The Night Whisper can get advantage on a skill check 1/long rest while the stonehide one gets +1 AC. I think both of them are quite good with the Stonehide one being a top tier race (+2 con, +1 str, bonus action hit dice and +1 AC + skill + darkvision and natural weapons), Winterfolk Halflings Not sure if normal halflings exist but Midgard gets the winterfolk subraces. Basically a PHB halfling they get +1 con and recover all levels of exhaustion after a long rest and can use wisdom instead of intelligence on some skill checks. Overall probably weaker than the PHB stout I think the PHB halflings are good though so this one is still playable. Overall the races are an interesting and varied lot with much of the same issues of the PHB races where some are just out right better than others. None of them are drastically overpowered although the best ones here are competitive with some of the best PHB races so in that regard my theory is you may as well let PCs use them. [/QUOTE]
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