D&D 5E List of All 33 Races in Mordenkainen's Monsters of the Multiverse

Mordenkainen Presents Monsters of the Multiverse contains 33 races compiled from previous Dungeons & Dragons books. Aarackocra Assimar Bugbear Centaur Changeling Deep Gnome Duergar Eladrin Fairy Firbolg Genasi, Air Genasi, Earth Genasi, Fire Gennasi, Water Githyanki Githzerai Goblin Goliath Harengon Hobgoblin Kenku Kobold Lizardfolk Minotaur Orc Satyr Sea Elf Shadar Kai Shifter Tabaxi...

Mordenkainen Presents Monsters of the Multiverse contains 33 races compiled from previous Dungeons & Dragons books.

greg-rutkowski-monsters-of-the-multiverse-1920.jpg

  • Aarackocra
  • Assimar
  • Bugbear
  • Centaur
  • Changeling
  • Deep Gnome
  • Duergar
  • Eladrin
  • Fairy
  • Firbolg
  • Genasi, Air
  • Genasi, Earth
  • Genasi, Fire
  • Gennasi, Water
  • Githyanki
  • Githzerai
  • Goblin
  • Goliath
  • Harengon
  • Hobgoblin
  • Kenku
  • Kobold
  • Lizardfolk
  • Minotaur
  • Orc
  • Satyr
  • Sea Elf
  • Shadar Kai
  • Shifter
  • Tabaxi
  • Turtle
  • Triton
  • Yuan-ti

While reprinted, these races have all been updated to the current standard used by WotC for D&D races used in Tasha's Cauldron of Everything, including a free choice of ability score increases (increase one by 2 points and another by 1 point; or increase three by 1 point), and small races not suffering a movement speed penalty.

The video below from Nerd Immersion delves into the races in more detail.

 

log in or register to remove this ad


log in or register to remove this ad


HammerMan

Legend
You have advantage vs bull's eyes. So it is just 1/400. Elves with elven accuracy have only a 1/800 chance to miss.
1 forget elf because I said human as the base... and 2 how does a human get advantage on a non living target regularly? (I think a rogue/fighter multi class is best here to give archery fighting style +2 and steady aim bonus action but not sure what you are thinking of)
 

HammerMan

Legend
Neutral I could see, but in 2e in a city ruled by evil Drow priestesses with Know Alignment spells, being good is just a front row invitation to the evening sacrifice.
yes and no... it wasn't at will and it still took some effort. I am sure they didn't use it on every merchant every soldier.
 


HammerMan

Legend
I wonder what the world record is for heaviest backpack worn for various physical activities (climbing walls, extended hikes, swimming (?) etc...) -- RAW is 300 pounds at 20 STR with no penalty for any activities, right? (Different if it's wearing armor and not a backpack; the optional rule changes it a lot).
good quastion... If we have any infinity or marine's they could give us a good base line even if not worlds best

edit: remember 10-11 is average if I say most soldiers are above average that would work but I wouldn't put any on par with worlds strongest... so lets google (I know the numbers on google are low from experence but I don't have better ones)
Google:Soldiers and Marines in Iraq and Afghanistan routinely carry between 60 and 100 pounds of gear including body armor, weapons and batteries.

so at least a slightly above average person in stress and hard work is expected to be able to carry 100lbs of gear. 300 still seems low for a non magic 20th level fighter it is only 3x average.
 

DEFCON 1

Legend
Supporter
No. I disagree, at least in part. While the mechanics do merge together, where something comes from does not. It's not okay for the race of halflings to get spellcasting ability just because there are wizard and cleric halflings. The same applies to the fast speed granted by other classes. Class abilities are never racial abilities and vice versa, even if some stack.
Heh... well, that's when we get into a whole other kettle of bees, when we start examining game features and where and whether they being assigned as certain "types" by the books actually matter in the grand scheme of things. I mean... can't we just see the halfling Lucky trait as merely a "Reaction cantrip" except for the fact the game doesn't call it a "spell" and that in theory could be used more than once a turn? Is there really a difference between Lucky as a feature and Lucky as a cantrip? Me? I certainly say 'no'-- the differences mechanically are so inconsequential that the only reason I'd ever distinguish the two is via the narrative, the "roleplaying" part. If I felt it was important to distinguish Lucky as a natural inclination of the halfling character and not a magical effect the halfling could accomplish... for me that would entirely come out of the roleplaying part. But in actuality... I never even bother with that either. I've never concerned myself about making sure to indicate that this thing I'm doing is because its a natural feature or it's magic or it's a spell or whatnot.
 

HammerMan

Legend
Heh... well, that's when we get into a whole other kettle of bees, when we start examining game features and where and whether they being assigned as certain "types" by the books actually matter in the grand scheme of things. I mean... can't we just see the halfling Lucky trait as merely a "Reaction cantrip" except for the fact the game doesn't call it a "spell" and that in theory could be used more than once a turn? Is there really a difference between Lucky as a feature and Lucky as a cantrip? Me? I certainly say 'no'-- the differences mechanically are so inconsequential that the only reason I'd ever distinguish the two is via the narrative, the "roleplaying" part. If I felt it was important to distinguish Lucky as a natural inclination of the halfling character and not a magical effect the halfling could accomplish... for me that would entirely come out of the roleplaying part. But in actuality... I never even bother with that either. I've never concerned myself about making sure to indicate that this thing I'm doing is because its a natural feature or it's magic or it's a spell or whatnot.
my halfling diviner with shield and the precog rolls would not like it if lucky used a reaction.
 



Remove ads

Remove ads

Top