Volo's Guide to Monsters: Which playable Race Should You Play Flowchart



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Cool chart.
one of the players in our group is going to try his hand at DMing, and said we can use the races in volo's.
I'm going Lizardfolk Light Domain Cleric, and two others are thinking of playing as Triton and Fallen Aasimar.
 


The person who wrote this is well... VERY bad at designing characters. You've got to be a bit dense to advise someone to play using Volo's inept Hobgoblin write-up as literally anything but a Wizard. If you go for a Martial melee Class, you are way better off going for well... anything out of the PHB except Gnomes or maybe Tieflings and virtually everything else in this book.

Seriously-- just how dumb do you have to be to look t something that boost your intelligence and gives you martial weapon proficiencies and otherwise.. a once per short rest ability to turn a near-miss into a hit so long as you stick close to the rest of the party (that isn't a 'combat bonus' much less plural) and conclude that you should play a class that nullifies the weapon proficiencies and for whom intelligence is a dump stat?

While if they had been completely ineptly designed in a way to just "fill a gap", then I am sure they would make a decent character if matched with a melee martial class. But they weren't. So this advice is the worst that could have been given.
 


The person who wrote this is well... VERY bad at designing characters. You've got to be a bit dense to advise someone to play using Volo's inept Hobgoblin write-up as literally anything but a Wizard. If you go for a Martial melee Class, you are way better off going for well... anything out of the PHB except Gnomes or maybe Tieflings and virtually everything else in this book.

Seriously-- just how dumb do you have to be to look t something that boost your intelligence and gives you martial weapon proficiencies and otherwise.. a once per short rest ability to turn a near-miss into a hit so long as you stick close to the rest of the party (that isn't a 'combat bonus' much less plural) and conclude that you should play a class that nullifies the weapon proficiencies and for whom intelligence is a dump stat?

While if they had been completely ineptly designed in a way to just "fill a gap", then I am sure they would make a decent character if matched with a melee martial class. But they weren't. So this advice is the worst that could have been given.

Hobgoblins also make good Arcane Tricksters, partly for the same reasons as the Wizard, but also because you can use the 2 free martial profiencies to get range or finesse weapons that Rogues normally don't access too, like a longbow.

Hobgoblins Monks aren't bad either.
 

I think he's too hard on Kobolds, they're good for more then comic relief. Darkvision is good if common, and the 1/short rest ability is really nice, but Pack Tactics is amazing.

It helps them get sneak attack if rogues, they can get it easily as Rangers or Paladins.

Picture a Kobold Paladin riding on a Celestial Mastiff mounts back, armed with a shield and a lance, he'll have advantage all the time, his mount will be small enough that it can be taken anywhere, so he's laughing at his -2 strength at low levels and by high levels its basically gone, -2 strength effect your starting score, not your maxium.
 

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