D&D (2024) Scoring abilities of 2024 Species (and looking back to MotM)

Kobold Stew

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Not all species are created equal, and scoring where the imbalances exist offers one way to assess and quantify these differences. In my judgement, the ten PHB 2024 species score between 7 and 12 points. That’s a fair range, and suggests that the designers value some of these features differently than I do, but the ranking that emerges does feel mostly accurate to me.

When more than one species has the same point total, relative position is determined by the value of the highest-scoring feature (so Dragonborn and Aasimar both have 12 points and a 5-point feature, but Dragonborn also has a 4-point feature, which puts it above Aasimar whose second-best feature scores 3).

Here are my rankings of the PHB species (with working hidden in the spoiler; see next post for explanations). From weakest to strongest:

WEAK: Tiefling (7), Orc (9)

AVERAGE: Gnome (9.5), Dwarf (10), Halfling (10), Goliath (10.5)

STRONG: Elf (11), Human (11.5), Aasimar (12), Dragonborn (12)

There’s a clustering between 9.5 and 10.5 points which includes 4/10 of the species. I know this is all subjective, but for me it helps establish a baseline by which to assess homebrewed options and (as in post 3 of this thread) weigh up races published under the previous rules.

Dragonborn (12)
  • Darkvision 1
  • Resistance to chosen type 2
  • Breathweapon pb/long 4
  • Flight 10 min/long (gated at 5) 5
Aasimar (12)
  • Resistance to Necrotic and Radiant 3
  • Darkvision and Light cantrip 1
  • Healing 1/long 3
  • Revelation: 1 min of flight/pb per long 5
Human (11.5)
  • Skill 1.5
  • Feat 7
  • Resourceful (1/Long) 3
Elf (11)
  • Darkvision 1
  • Fey ancestry (saves vs charm) 2.5
  • Trance 0.5
  • Skill 1.5
  • Cantrip and spells 4
  • +5’ speed or superdark or flex cantrip 1.5
Goliath (10.5)
  • Speed bonus 1
  • Powerful build .5
  • Giant ancestry pb/long 4
  • Growth 10 min/long (gated at 5) 5
Dwarf (10)
  • Superdarkvision 1.5
  • Resistance to poison and save bonus 2.5
  • Toughness (1/level) 4
  • Tremorsense 10 min pb/long on stone 2
Halfling (10)
  • Must be small 0
  • Brave (Adv on fear saves) 3
  • Luck 5
  • Nimbleness and stealthy 2
Gnome (9.5)
  • Darkvision 1
  • Cunning (adv on three saves) 7
  • Cantrip, minor magic 1.5
  • Must be small 0
Orc (9)
  • Powerful build .5
  • Super darkvision 1.5
  • Adrenaline rush – dash PB/short or long 4
  • Relentless Endurance 3
Tiefling (7)
  • Darkvision 1
  • Resistance 2
  • cantrip, spells 4
  • Thaumaturgy 0

Major edits since initial post:
superdarkvision adjusted down to 1.5.
For MotM species, amphibious and swim speed adjusted down to 1.5.
Shifter shifting reckoned as 2 abilities, THP and other effect.
 
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How did I arrive at these scores?

There are many recurrent features or classes of features, and by definition they should have comparable point values. At the same time, and totally subjectively, there has to be some variation for synergies, and this means a familiar feature has to fall within a restricted range.

The weight I give them now is within the framework of the 2024 PHB, and is often different than how I rated them in 2014. (Some explanations make reference to species discussed in the next post, from MotM).

I’m happy to hear thoughts on any of these weightings.

Minor Features (0-3 points).​
Darkvision. Worth 1 point. Superdarkvision (120’) is worth 1.5 points. Darkvision and the ability to cast the Light cantrip is slightly more flexible but ultimately both abilities accomplish the same outcome; 1 point.

Skill. Proficiency in a skill is worth 1 point, 1.5 if you have free choice or if Perception and/or Stealth is available. Halfling Nimbleness and ability to hide enhance the stealth skill in combat, whether you are proficient or not, and are worth 2 points.

Movement. Climb or Swim speed equal to base move, 1 point. An associated ability can make it 1.5 (hold breath or amphibious). Flight is discussed below. Fast movement has a cumulative effect: +5’ speed is worth 1 point, +10’ speed is worth 3 points (in assessing older species, 25’ movement would be worth -1 point).

Powerful build. Worth 0.5 points, can be enhanced (I assign 1 point for Equine Build of the Centaur, since it also allows you to carry a companion with some tactical effects, with no compensation for difficulty climbing (which is already generous; you’ve chosen this form). While there are exploits, the main consequence is just that you are not worrying about encumbrance.

Fey. Being Fey gives you 1 point, because you are immune to certain powerful spells (e.g. Hold Person). Fey Ancestry, which also gives you advantage vs. Charm effects is worth 2.5 (see next point).

Resistances and Save advantage. Bonus to saves vs. charm or fear otherwise don’t come online before mid-tier 2, so they are worth 2.5 or 3 (Fear is more debilitating). Normal resistances for common types are worth 2; rare types are worth 1. An associated ability for the same type (like the dwarven save bonus) gives an extra .5. Harengon’s +d4 to dex saves is worth 3.

Natural Weapons. No PHB 2024 race has them, but always being armed with a d6 weapon keying off of Strength is worth 2 points. Plus 1 if there is an associated effect PB times per long rest (Lizardfolk hungry jaws); plus 2 if there is an associated effect without restriction (Centaur’s trample).

Cantrip. The value of a cantrip is highly variable. The ability to cast Thaumaturgy, Prestidigitation, or Druidcraft, by itself, is worth .5. An attack cantrip on its own might be worth 1.5, 2 if there’s choice or it becomes flexible, or 2.5 if the new True Strike is allowed. Most would be worth 1.

Other minor features.
  • Trance. The Elven Trance ability reduces sleep time and gives immunity to sleep, but for most characters, it is purely flavour. .5 points. Some MotM species additionally give a rotating choice of skill and tool proficiency: that’s worth 2 points.
  • Small Size. In 2014 rules, being small had some penalties, but now it is basically a wash. I note when a character must be small, but give it no value.
Major Abilities (3-5 points).​
These are the toughest to assess. They fall into a few major categories, however:

Spellcasting. Single casting of a specific level 1 and/or 2 spell, with or without a cantrip. 4 points (Elf, Tiefling). Gnome’s minor magics only worth 2. Assimar’s healing is a variation of this—3 points. Fairy spellcasting only has one spell plus Druidcraft, but it allows the PC to become Tiny; I’ve pegged it at 3.5)

Fun effect PB times per long rest. None of these is changing the tide of a combat, but they are real options that can be employed regularly. 4 points (Giant Ancestry for Goliath, Breathweapon for Dragonborn), but 5 for Aasimar Revelation (choice, includes flight). Dwarven Tremorsense is here, but the benefit is halved because of the restriction for stone (2 points). Kobold’s Draconic Cry gives a combat benefit exploitable by the whole party (5 points). I put the Orc’s adrenaline rush here, even though it is on short or long rest, because the effect is small. Harengon’s hopping Is purely defensive (3.5 points). Goblin’s Fury of the Small has such a minor effect, half value (2 points – not fun).

Major effect once per long rest, for 10 minutes. There are major effects, lasting potentially more than one combat, which will change the shape of an encounter. 5 points. (Goliath’s growth, and Dragonborn flight, though both gated at level 5, fit here.)

Within this framework, other abilities in this category can be identified. Not every character will weigh these benefits the same, but they all seem to fall in this range.

Dwarven Toughness is half of an origin feat (see below), is useful, and the player does not get choice, but it is additive to regular toughness. 4 points.

Human Resourcefulness is a free re-roll after you see the result (the way Lucky worked in 2014). Normally 4 points, but since it doesn’t stack if you already have Heroic Advantage, only 3 points.

Halfling Luck. Even without critical failures, the ability to reroll a 1 on a d20, every d20, represents an edge players will enjoy at all levels. I’ve seen the effect pined at a 3% bonus, which seems about right. 5 points.

Orc’s Relentless Endurance won’t come up often, but when it does it feels great. 3 points.

Harengon’s +PB to initiative. For those that want to go first, this is important; but anyone benefits. 3 points.

Lizardfolk’s natural armor is flavorful but under-optimized in most cases, replicating a level 1 spell (Mage Armor). 4 points. The Tortle's AC is worth more because it does not require investment in Dexterity to keep up with regular armor options.

Tabaxi’s Feline Agility is powerful and can be used regularly, with a reset condition. 4 points.

Kobold Draconic Legacy realistically represents a choice between three common abilities: either a skill (normally 1.5 points), a Sorcerer cantrip, which can include an attack cantrip but not the 2024 True Strike (2 points), or a bonus on Fear Saves (3 points). Though each of these is a minor ability, the fact that players can choose which one, means that the choice will always benefit the character. 3 points.

Build-defining abilities (5+ points).​
These are abilities that a character could be using all the time, with major tactical implications. Decisions need to be made ad hoc, but generally these are worth 7 points.

Origin Feat. Assuming the strict rules of backgrounds, the Human ability to choose any origin feat in addition to the one from backgrounds is very significant, and allows clear optimization. 7 points (5 if custom backgrounds are allowed).

Magical Cunning. I rate a benefit to a single save on par with saves vs. charm or fear (which gave 2.5 and 3). Gnomes get three of these, two minor saves (2 points each) and one major save (3 points), and these are additive to save proficiency. Total: 7 points.

Flight. The Fairy’s and Aarakocra's flight speed is worth 7 points.

Nimble Escape. The Goblin’s Nimble Escape gives a bonus action choice for every round. While slightly less powerful than a Rogue’s Cunning, this provides a great degree of flexibility for anyone who wants it. 6 points.
 
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How do these results map onto the PC species in Monsters of the Multiverse? (Are these species balanced in light of the new rules?). For each of these, I am ignoring the ASI and Languages rules, and scoring the rest, as detailed above.

The range is wider than the new PHB races (7-14), with a much bigger spread: of the 30 species that aren’t updated in the PHB, only four fall within the 9.5-10.5 cluster.

While there are two 12-point species in the PHB, I myself would not automatically allow those that score 12 and above: I’ve labeled these as “overpowered”; YMMV. I would have no problems with a player choosing any of the weak, average, or strong species as is, and while there are differences, I think they all correspond to the range in the PHB, and effective builds could emerge from all of them.

Weak: (11 species, scoring 7-9): Minotaur (7), Earth Genasi (7), Fire Genasi (7), Air Genasi (7.5), Githyanki (7.5), Kenku (8), Water Genasi (8), Firbolg (8.5), Githzerai (9), Kobold (9), Changeling (9)

Average (4 species, scoring 9.5-10.5): Triton (9.5), Shifter (9.5), Centaur (10), Hobgoblin (10.5)

Strong (7 species, scoring 11-11.5): Sea Elf (11),Harengon (11), Tabaxi (11), Lizardfolk (11.5), Duergar (11.5), Goblin (11.5), Fairy (11.5)

Overpowered (8 species, scoring 12-14): Eleadrin (12), Tortle (12), Aarakocra (12), Yuan-ti (12.5), Satyr (12.5), Shadar-Kai (13), Deep Gnome (13.5), Bugbear (14)

Aarakocra (12)
  • Flight 7
  • Natural weapons 2
  • Gust of wind 1/long 3
Bugbear (14)
  • Darkvision 1
  • Fey Ancestry 2.5
  • Long-limbed 4
  • Powerful Build 0.5
  • Stealth+squeeze 2
  • Surprise attack 4
Centaur (10)
  • Fey 1
  • +10’ speed 3
  • equine build 1
  • Natural weapon/Charge 4
  • Skill 1
Changeling (9)
  • 2 skills 2
  • Shapechanger 7
Deep Gnome (13.5)
  • Superdarkvision 1.5
  • Spellcasting 4
  • resistance vs spells (weaker than 2024) 5
  • advantage on hiding pb/long 3
  • must be small 0
Duergar (11.5)
  • superdarkvision 1.5
  • spellcasting 4
  • Resistance to poison and save bonus 2.5
  • Advantage vs. charm or stun 3.5
Eladrin (12)
  • Darkvision 1
  • Fey Ancestry 2.5
  • Skill 1.5
  • Trance and flexible proficiencies 2
  • Fey Step and bonus effect 5
Fairy (11.5)
  • Must be small 0
  • Fey 1
  • Fairy Magic (druid and 1 spell/long) 3.5
  • Flight 7
Firbolg (8.5)
  • Spellcasting 3
  • Invisibility PB/long 4
  • Powerful build .5
  • Speak to animals and plants 1
Genasi (air) (7.5)
  • Darkvision 1
  • 35’ speed 1
  • Hold breath .5
  • Lightning resistance 1
  • Spellcasting 4
Genasi (earth) (7)
  • Darkvision 1
  • Avoid difficult terrain 2
  • Spellcasting 4
Genasi (fire) (7)
  • Darkvision 1
  • Fire resistance 2
  • Spellcasting 4
Genasi (water) (8)
  • Darkvision 1
  • swim speed/amphibious 2
  • Acid resistance 1
  • Spellcasting 4
Githyanki (7.5)
  • Flexible skill and tool proficiency 2.5
  • Spellcasting 4
  • Resistance to psychic 1
Githzerai (9)
  • Advantage to saves vs. charm or fear 4
  • Spellcasting 4
  • Resistance to psychic 1
Goblin (11.5)
  • Must be small 0
  • Fey Ancestry 2.5
  • Darkvision 1
  • Fury of the Small (Damage pb/long) 2
  • Nimble Escape 6
Harengon (11)
  • +pb to init 3
  • Perception 1.5
  • +d4 to failed dex saves 3
  • Hop pb/long 3.5
Hobgoblin (10.5)
  • Darkvision 1
  • Fey Ancestry 2.5
  • Help as bonus, pb/long with effect 3
  • Teamwork bonus to rolls, pb/long 4
Kenku (8)
  • Duplication 1
  • Two skills 3
  • Advantage on skill pb/long 3
  • Mimicry 1
Kobold (9)
  • Darkvision 1
  • Must be small 0
  • Draconic cry pb/long 5
  • Kobold Legacy 3
Lizardfolk (11.5)
  • Natural weapon/Hungry jaws pb/long 3
  • Swim/Hold breath 1.5
  • Two useful Skills 3
  • Natural Armor 4
Minotaur (7)
  • Natural weapon+ goring 4
  • Bonus horn attack to push 2
  • Advantage on some survival rolls 1
Satyr (12.5)
  • Fey 1
  • 35’ move 1
  • Natural weapons 2
  • Resistance vs spells 5
  • Improved jumps 1.5
  • Proficiency in two specific skills
Sea Elf (11)
  • Swim speed and amphibious 1.5
  • Cold resistance 2
  • Darkvision 1
  • Fey Ancestry 2.5
  • Talk to sea beasts .5
  • Perception 1.5
  • Trance and flexible proficiencies 2
Shadar-kai (13)
  • Darkvision 1
  • Fey Step and bonus effect 5
  • Fey Ancestry 2.5
  • Perception 1.5
  • Trance and flexible proficiencies 2
  • Necrotic resistance 1
Shifter (9.5)
  • Skill 1.5
  • Darkvision 1
  • Shifting THP 3
  • Shifting pb/long effect 4
Tabaxi (11)
  • Climb speed 1
  • Natural weapons 2
  • 2 useful skills 3
  • Darkvision 1
  • Feline Agility 4
Tortle (12)
  • Natural weapons 2
  • Hold breath .5
  • Skill 1.5
  • AC 17 shell 5
  • Shell defense 3
Triton (9.5)
  • Swim speed/amphibious 1.5
  • Spellcasting 4
  • Darkvision 1
  • Talk to sea monsters 1
  • Cold resistance 2
Yuan-Ti (12.5)
  • Darkvision 1
  • Advantage vs spells 5
  • Poison resistance (enhanced) 2.5
  • Spellcasting 4
As a design tool, I hope this is helpful. I am not saying that the weak species need enhancements (they might benefit from them, sure, but I think all are viable). Small shifts to any of these will have ripple effects across the board.

Let’s do one more: I would have thought Warforged would end up in the Strong or even Overpowered group, but according to my own reckoning, they’re average.

Warforged (Eberron) (10.5)
  • Poison resistance (enhanced) 2.5
  • Don’t eat, drink, breath 2
  • No disease .5
  • Trance, no sleep .5
  • +1 AC 4
  • Special armor rules 0
  • Skill and tool 2
Thoughts welcome.
 
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While I appreciate the obvious amount of thought and work you put into this, we would rate different features very differently (as it is subjective like you mentioned). Just skimming it I see you overrate (IMO) certain features and undervalue others.

It is an interesting thought exercise, however.
Suggest changes -- convince me!: I've laid out my reasoning. I am interested in where you thin I am mis-judging things.

(But yes, this is something I did for myself, in the first instance to assess "backwards compatibility" of MotM. It won't be of use to everyone. I know I rate things very differently than Treantmonk, for example; I find his rankings (of 2014-23 species, when he has done them) of no real use; this is meant as my own improvement on what I felt was unhelpful in his approach, which did not resonate with me, perhaps because I am less of an optimizer).
 
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I appreciate the work put into this. I quite enjoy exercises like these. That said, I think you should play the game for a bit (or maybe a bit more).

The human heroic inspiration is rated 3 for example but musician is likely in the party and will be providing many more points. It is not as flexible as it seems since you get it at the end of a long rest.

I would rate it a 1.

I also think getting a 2nd origin feat is not very strong. You rate 3 skills at 4.5 and spellcasting traits at 4. I would give this ability 5.
 

Suggest changes -- convince me!: I've laid out my reasoning. I am interested in where you thin I am mis-judging things.
Natural Weapons. No PHB 2024 race has them, but always being armed with a d6 weapon keying off of Strength is worth 2 points. Plus 1 if there is an associated effect PB times per long rest (Lizardfolk hungry jaws); plus 2 if there is an associated effect without restriction (Centaur’s trample).
personally i've always considered having natural weapons to be very vastly overrated for what they're actually capable of, on average dealing d6 nonmagical damage, 99% of the time if you're built to use weapons your actual weapons will be far superior gaining extra bonuses and magic damage later on and if you're not built to use them (or are a DEX build) then they wont have the bonuses to be worth using in the first place, plus i feel like having your weapons taken is such an infrequent scenario that natural weapons typically don't see enough use to amount to more than a flavourful ribbon feature.

i wouldn't rate them more than a single point's worth, 1.5 if they've got a useful PB uses effect.
 

Great list! It's obviously all subjective and I don't find anything you wrote to be way off. Here's what I would change for the 2024 PHB races:
  • Dragonborn are way overrated, definitely not the best race in 2024. 5 points is way too much for 10 minutes of flight once per day, only usable once casters already get the Fly spell.
  • Aasimar maybe overrated but they're definitely strong. I'd say both necrotic and radiant are "rare" which would drop them 1 point by your metrics and seems about right
  • Elf seems like one of the weakest races now. I think you're overrating spells, but it depends on the build, they can sometimes be VERY strong due to not taking a spellslot. Also I think 2.5 for resistance to Charm is too much. I could see adding 1 point (or even more) though for qualifying for Elven Accuracy. So maybe your number is about right I dunno
  • Goliath is way underrated, it's likely the best race in 2024 PHB. I'd put Giant Ancestry at 7 points, it's build-defining good. I'd say Large Form should only be ~3 though, it's good but not great
  • Halfling also way underrated, it's the other potential choice for best race in 2024 PHB. Luck is 7 points easily. Best single species-feature in the book.
  • Gnome I would say 9.5 is too high. Adv on 3 saves is huge but that's literally all they have. Weakest species in the game by far
  • Dwarf, Human, Orc, and Tiefling all look spot on, no comments

Great list thanks for pulling this together!
 

personally i've always considered having natural weapons to be very vastly overrated for what they're actually capable of, on average dealing d6 nonmagical damage, 99% of the time if you're built to use weapons your actual weapons will be far superior gaining extra bonuses and magic damage later on and if you're not built to use them (or are a DEX build) then they wont have the bonuses to be worth using in the first place, plus i feel like having your weapons taken is such an infrequent scenario that natural weapons typically don't see enough use to amount to more than a flavourful ribbon feature.

i wouldn't rate them more than a single point's worth, 1.5 if they've got a useful PB uses effect.

Yeah, I would rate them a 0.

If I were to choose a species based on the strength of their abilities then I would not consider natural weapons at all.
 

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