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The question of race part 8 – revised ratings and conclusions

In The question of Race, or nature versus nurture I looked at races in Dungeons and Dragons, starting with BECMI and AD&D, and then moving onto 5e, with a view to developing cultural traits which could be swapped about for a character with a certain genetics raised by a different race.

It quickly became clear the races weren’t balanced enough for this, so I switched my attention to working through all the playable races to come up with ratings for each. This led to the following posts:

The question of race part 7 – looking back reviewed how I came up with the ratings, and looked at some other similar attempts. As I have worked through it, my ideas have shifted a bit, so this post is an update to my ratings and a comparison of the results.

However precise the numbers are, this is all very subjective, so this is my interpretation of the impact the different features will have on the game. I appreciate this is may differ from your opinions, and does in some places definitely differ from some other ratings.

Rating weightings

I will list all the different features, along with my original weighting and my revised rating, with comments where I feel it appropriate. I will continue to separate these into genetic and cultural.

This is a more comprehensive listing of my weightings than before, which will make my fudging explicit and so help me review it.

Ultimately, however objective I try to be there’s going to be a degree of subjectivity…

Updated ratings

So how does that affect the ratings? Here’s the full list with my updated ratings. I follow each breakdown with the original rating, the revised rating and (where available) the Detect Balance rating, along with the same rating scaled against the maximum in the scale (20 in my original ratings, 17 in my revised ratings and 47 for Detect Balance).

Aarakocra

Source(s): Elemental Evil, Explorer’s Guide to Wildemount

Aarakocra are bird-like humanoids who roost on isolated mountaintops

Original: genetic +4-1, cultural +5 = total +8/20 (4.0)

Revised: genetic +5-1, cultural +4 = total +8/17 (4.7)

Detect Balance: 41/47 (8.7)

Notes: The major feature of the Aarakocra is the 50’ flying speed, which Detect Balance rates at a massive +28/47. I’m not so convinced – yes it’s great where it’s applicable, such as combat in the open, but I can see it getting in the way indoors and underground so I’ve gone for a more measured 4/17. Now arguably you wouldn’t use an Aarakocra in such a campaign, but if the flight doesn’t come into play it’s quite underpowered. I’ve rated the two languages together as +1 since they’re both quite rare.

Aasimar

Source(s): Volo’s Guide to Monsters, Eberron: Rising from the Last War, Explorer’s Guide to Wildemount

Aasimar are humanoids with an angelic spark.

Original: genetic +5, cultural +4, subrace +3-4 = total +12-13/20 (6.0-6.5)

Revised: genetic +6, cultural +4, subrace +2-4 = total +12-14/17 (6.5-8.2)

Detect Balance: 31-32/47 (6.6-6.8)

Notes: Being resistant to both necrotic and radiant damage is powerful. Detect balance rates all the Aasimar transformations as equivalent, but I think radiant soul is more powerful because of the 30’ flying speed, and radiant consumption is given a -1 penalty as well as a +2 bonus because of the damage to self.

Bugbear

Source(s): Volo’s Guide to Monsters, Eberron: Rising from the Last War, Explorer’s Guide to Wildemount

Original: genetic +4, cultural +8 = total +12/20 (6.0)

Revised: genetic +4, cultural +8 = total +12/17 (7.1)

Detect Balance: 30/47 (6.4)

Notes: same result, but a lowered maximum gives a higher relative rating. Detect Balance falls similar.

Centaur

Source(s): Guildmasters’s Guide to Ravnica, Mythic Odysseys of Theros

Centaurs are the quintessential merging of human and horse.

Original: genetic +6-1, cultural +6 = total +11/20 (5.5)

Revised: genetic +6-2, cultural +6 = total +10/17 (5.3)

Detect Balance: 27/47 (5.7)

Notes: Very similar ratings across all three.

Changeling

Source(s): Eberron: Rising from the Last War

Changelings are shapeshifters who can disguise themselves as other people.

Original: genetic +2, cultural +9 = total +11/20 (5.5)

Revised: genetic +3, cultural +9 = total +12/17 (7.1)

Detect Balance: 28/47 (6.0)

Notes: Detect Balance doesn’t rate the two skills or languages as highly, but still in a similar ballpark.

Dhampir

Source(s): Van Richten’s Guide to Ravenloft

Original: genetic +10-2, cultural +4 = total +12/20 (6.0)

Revised: genetic +10-2, cultural +4 = total +12/17 (7.1)

Detect Balance: not rated

Notes: The big feature here is not breathing, and hence immune to all airborne attacks. Also spider climb. Downside is the hunger.

Dragonborn

Source(s): Basic Rules/Player’s Handbook

Original: genetic +4, cultural +4 = total +8/20 (4.0)

Revised: genetic +4, cultural +4 = total +8/17 (4.7)

Detect Balance: 21/47 (4.5)

Dragonborn – Draconblood

Source(s): Explorer’s Guide to Wildemount

Original: genetic +4, cultural +5 = total +9/20 (4.5)

Revised: genetic +3, cultural +5 = total +8/17 (4.7)

Detect Balance: not rated

Notes: downgrade of darkvision to +1 makes this equivalent to normal Dragonborn

Dragonborn – Ravenite

Source(s): Explorer’s Guide to Wildemount

Original: genetic +4, cultural +5 = total +9/20 (4.5)

Revised: genetic +3, cultural +5 = total +8/17 (4.7)

Detect Balance: not rated

Notes: downgrade of darkvision to +1 makes this equivalent to normal Dragonborn

Dwarf

Source(s): Basic Rules/Player’s Handbook

Original: genetic +5-1, cultural +8, subrace +3 = total +15/20 (7.5)

Revised: genetic +4-1, cultural +7, subrace +3 = total +13/17 (7.6)

Detect Balance: 29-30/47 (6.2-6.4)

Notes: Detect Balance rates the weapon proficiency, tool proficiency and expertise relatively lower.

Elf

Source(s): Basic Rules/Player’s Handbook

Original: genetic +6, cultural +5, subrace +5 = total +16/20 (8.0)

Revised: genetic +4, cultural +5, subrace +5 (drow +6-2) = total +13-14/17 (8.2)  

Detect Balance: 27-28/47 (5.7-6.0)

Notes: This is one of the largest differences between my ratings and Detect Balance. Detect Balance rates the fey ancestry in particular (advantage on saving throws against charm and immune to magical sleep) lower than I do, along with the weapon training and the skill proficiency.

Source(s): Explorer’s Guide to Wildemount

Original: genetic +6, cultural +5, subrace +7-9 = total +18-20/20 (9.0-10.0)

Revised: genetic +4, cultural +5, subrace +7-8 = total +16-17/17 (9.4-10.0)

Notes: these additional subraces of elves feel overpowered. They are the only two races which go above 16 in my old system, and they are again the highest ratings in the new system (although they share the 17 with Warforged).

Firbolg

Source(s): Volo’s Guide to Monsters, Explorer’s Guide to Wildemount

Firbolgs are forest guardians.

Original: genetic +2, cultural +7 = total +9/20 (4.5)

Revised: genetic +2, cultural +7 = total +9/17 (5.3)

Detect Balance: 26/47 (5.5)

Genasi

Source(s): Elemental evil, Explorer’s Guide to Wildemount

Genasi are humanoids imbued with elemental power as a result of their birth.

Original: genetic +0, cultural +3, subrace +3–7 = total +6-10/20 (3.0-5.0)

Revised: genetic +0, cultural +3, subrace +3–7 = total +6-10/17 (4.7-5.9)

Detect Balance: 19-25/47 (4.0-5.3)

Notes: the Genasi have the widest swing per subrace. The Earth Genasi seem distinctly underpowered compared to the Water Genasi. But they are all pretty underpowered.

Gnome

Source(s): Basic Rules/Player’s Handbook

Original: genetic +4-1, cultural +3, subrace +3–5 = total +9-11/20 (4.5-5.5)

Revised: genetic +4-1, cultural +3, subrace +3–4 = total +9-10/17 (5.3-5.9)

Detect Balance: 23-24/47 (4.9-5.1)

Notes: I originally missed the Intelligence +2 until comparing against Detect Balance, so my previous posts undervalued the gnomes. Now I’ve added that back in it’s in the same ballpark as Detect Balance.

Goblin

Source(s): Volo’s Guide to Monsters, Guildmasters’s Guide to Ravnica, Eberron: Rising from the Last War, Explorer’s Guide to Wildemount

Original: genetic +5, cultural +4 = total +9/20 (4.5)

Revised: genetic +5, cultural +4 = total +9/17 (5.3)

Detect Balance: 26/47 (5.5)

Notes: Fairly similar relative ratings.

Goliath

Source(s): Volo’s Guide to Monsters, Elemental Evil, Explorer’s Guide to Wildemount

Goliaths are hulking wanderers from the mountains.

Original: genetic +4, cultural +6 = total +10/20 (5.0)

Revised: genetic +4, cultural +6 = total +10/17 (5.9)

Detect Balance: 24/47 (5.1)

Notes: Fairly similar relative ratings.

Half-elf

Source(s): Basic Rules/Player’s Handbook

Original: genetic +6, cultural +10 = total +16/20 (8.0)

Revised: genetic +3, cultural +10 = total +13/17 (7.6)

Detect Balance: 29/47 (6.2)

Notes: Like the elf, this is another place where I rate significantly higher, mainly because I reckon the fey ancestry (advantage on saving throws against charm and immune to magical sleep) has more impact, and also rate the proficiencies higher.

Halfling

Source(s): Basic Rules/Player’s Handbook

Original: genetic +4-1, cultural +3, subrace +2–3 = total +8-9/20 (4.0-4.5)

Revised: genetic +3-1, cultural +3, subrace +2–3 = total +7-8/17 (4.1-4.7)

Detect Balance: 23-24/47 (4.9-5.1)

Source(s): Explorer’s Guide to Wildemount

Original: genetic +4-1, cultural +3, subrace +5 = total +11/20 (5.5)

Revised: genetic +3-1, cultural +3, subrace +5 = total +10/17 (5.9)

Notes: not as overpowered as the new Wildemount elves, but the Lotusden halflings are definitely more featured than the originals.

Half-orc

Source(s): Basic Rules/Player’s Handbook

Original: genetic +6, cultural +6 = total +12/20 (6.0)

Revised: genetic +4, cultural +6 = total +10/17 (5.9)

Detect Balance: 24/47 (5.1)

Notes: a fair difference here as well. Again mainly the proficiency and the language.

Hexblood

Source(s): Van Richten’s Guide to Ravenloft

Original: genetic +4, cultural +6 = total +10/20 (5.0)

Revised: genetic +3, cultural +6 = total +9/17 (5.3)

Detect Balance: not rated

Hobgoblin

Source(s): Volo’s Guide to Monsters, Eberron: Rising from the Last War, Explorer’s Guide to Wildemount

Original: genetic +2, cultural +7 = total +9/20 (4.5)

Revised: genetic +1, cultural +7 = total +8/17 (4.7)

Detect Balance: 25/47 (5.3)

Human

Source(s): Basic Rules/Player’s Handbook

Original: genetic +0, cultural +7 = total +7/20 (3.5)

Revised: genetic +0, cultural +7 = total +7/17 (4.1)

Detect Balance: 17/47 (3.6)

Human (Variant)

Source(s): Basic Rules/Player’s Handbook

Original: genetic +0, cultural +7 = total +7/20 (3.5)

Revised: genetic +0, cultural +9 = total +9/17 (5.3)

Detect Balance: 33/47 (7.0)

Notes: This is where I disagree most with Detect Balance. The bulk of the score here is a massive +20 for the feat. As discussed above, while I agree they are better than a proficiency, I really don’t see any of them having that massive an impact on a campaign viewed as a whole. If it rated the feat as +8 (major feature) rather than making it a huge exception, it would come in at a total of 21/47 (4.5) which is more in line with my rating.

Kalashtar

Source(s): Eberron: Rising from the Last War

Kalashtar are humanoids bound to spirits from the plane of dreams, imbued with wisdom and telepathic talent.

Original: genetic +8, cultural +5 = total +13/20 (6.5)

Revised: genetic +6, cultural +4 = total +10/17 (5.9)

Detect Balance: 28/47 (6.0)

Notes: I’ve counted Quori + 1 as only +1 because (at least in my experience) Quori is rare. I’ve also downgraded the psychic resistance because of its rarity (as does Detect Balance).

Kenku

Source(s): Volo’s Guide to Monsters, Explorer’s Guide to Wildemount

Kenku are cursed birdfolk.

Original: genetic +2-2, cultural +9 = total +9/20 (4.5)

Revised: genetic +2-4, cultural +9 = total +7/17 (4.1)

Detect Balance: 21/47 (4.5)

Notes: only being able to communicate through mimicry seems a very severe handicap to me. Only create a character with this race if you really want that challenge, and make sure your GM is happy to work with it!

Kobold

Source(s): Volo’s Guide to Monsters

Original: genetic +2-4, cultural +7 = total +5/20 (2.5)

Revised: genetic +1-4, cultural +7 = total +4/17 (2.4)

Detect Balance: 16/47 (3.4)

Notes: Detect Balance rates the Pack Tactics as major (+8); I’m not convinced. Significant, yes, but not by that much.

Leonin

Source(s): Mythic Odysseys of Theros

Leonin are proud lion-like hunters.

Original: genetic +6, cultural +6 = total +12/20 (6.0)

Revised: genetic +5, cultural +6 = total +11/17 (6.5)

Detect Balance: not rated

Lizardfolk

Source(s): Volo’s Guide to Monsters

Lizardfolk live in swamps.

Original: genetic +7, cultural +9 = total +16/20 (8.0)

Revised: genetic +7, cultural +9 = total +16/17 (9.4)

Detect Balance: 29/47 (6.2)

Notes: by my ratings these come out as very overpowered, with the swimming speed, being able to hold their breath, natural armour, a bonus attack and two proficiencies. Detect Balance considers the swimming, holding breath and proficiencies of less impact than I do. Your choice…

The text does describe them as constitutionally unemotional, so beware of that if thinking of playing one.

Loxodon

Source(s): Guildmasters’s Guide to Ravnica

Loxodons resemble humanoid elephants.

Original: genetic +5, cultural +6 = total +11/20 (5.5)

Revised: genetic +5, cultural +6 = total +11/17 (6.5)

Detect Balance: not rated

Notes: the rating hasn’t changed, but the maximum has so it has a higher relative rating in the revised system.

Minotaur

Source(s): Guildmasters’s Guide to Ravnica, Mythic Odysseys of Theros

Original: genetic +4, cultural +6 = total +10/20 (5.0)

Revised: genetic +3, cultural +6 = total +9/17 (5.3)

Detect Balance: 20/47 (4.3)

Notes: Detect Balance doesn’t value the skill proficiency, and gives a penalty for “Hybrid Nature” (whatever that is).

Orc

Source(s): Volo’s Guide to Monsters

Original: genetic +4, cultural +6-2 = total +8/20 (4.0)

Revised: genetic +3, cultural +6-2 = total +7/17 (4.1)

Detect Balance: 18/47 (3.8)

Orc (Eberron/Wildemount)

Source(s): Eberron: Rising from the Last War, Explorer’s Guide to Wildemount

Orcs, along with their half-orc kin, are a fierce people who have fought world-threatening evils for centuries. Eberron/Wildemount orcs have different skill proficiencies, and lose the Intelligence penalty.

Original: genetic +4, cultural +8 = total +12/20 (6.0)

Revised: genetic +3, cultural +8 = total +11/17 (6.5)

Detect Balance: not rated

Notes: Interesting that they came up with this revised Orc which doesn’t have the innate evil nature and loses the Intelligence penalty, so it’s a less politically charged race.

Reborn

Source(s): Van Richten’s Guide to Ravenloft

Original: genetic +10, cultural +4 = total +14/20 (7.0)

Revised: genetic +12, cultural +4 = total +16/17 (9.4)

Detect Balance: not rated

Notes: this is a very powerful race given the lack of breathing, immunity to magical sleep, resistance to poison and advantage on death saving throws, and this is one race which has gone up in the revised ratings. The back story has a tortured lack of knowledge, but that is for role-playing rather than having an impact on mechanics.

Satyr

Source(s): Mythic Odysseys of Theros

Similar to humans with goatlike horns, pointed ear and furred lower bodies.

Original: genetic +7, cultural +9 = total +16/20 (8.0)

Revised: genetic +6, cultural +9 = total +15/17 (8.8)

Detect Balance: not rated

Notes: another very powerful class, particularly with the magic resistance. No doubt Detect Balance would rate the proficiencies lower…

Shifter

Source(s): Eberron: Rising from the Last War

Shifters draw on their distant lycanthropic heritage to manifest bestial traits for short periods of time.

Original: genetic +4, cultural +0, subrace +5 = total +9/20 (4.5)

Revised: genetic +3, cultural +0, subrace +5 = total +8/17 (4.7)

Detect Balance: not rated

Simic Hybrid

Source(s): Guildmasters’s Guide to Ravnica

Simic hybrids merge the qualities of certain animal species with human, elf or vedalken.

Original: genetic +6, cultural +4 = total +10/20 (5.0)

Revised: genetic +5, cultural +4 = total +9/17 (5.3)

Detect Balance: not rated

Tabaxi

Source(s): Volo’s Guide to Monsters, Explorer’s Guide to Wildemount

Tabaxi are curious cat-folk.

Original: genetic +6, cultural +8 = total +14/20 (7.0)

Revised: genetic +5, cultural +8 = total +13/17 (7.6)

Detect Balance: 25/47 (5.3)

Notes: again Detect Balance doesn’t value the proficiencies, and considers the climbing speed trivial rather than minor.

Tasha custom

Source(s): Tasha’s Cauldron of Everything

Original: genetic +0, cultural +7 = total +7/20 (3.5)

Revised: genetic +0, cultural +9 = total +9/17 (5.3)

Detect Balance: not rated

Tiefling

Source(s): Basic Rules/Player’s Handbook

Original: genetic +6, cultural +1 = total +7/20 (3.5)

Revised: genetic +5, cultural +1 = total +6/17 (3.5)

Detect Balance: 23/47 (4.9)

Notes: Detect Balance gives the Tiefling a +6 for “Standard Delayed Magic”. I don’t know what this refers to – I certainly don’t see it in my sources.  Without it, the rating would be 17/47 (3.6).

Tortle

Source(s): The Tortle Package, Explorer’s Guide to Wildemount

Tortles are tortoise-like humanoids with an innate connection to the sea

Original: genetic +6, cultural +6 = total +12/20 (6.0)

Revised: genetic +6, cultural +6 = total +12/17 (7.1)

Detect Balance: 28/47 (6.0)

Triton

Source(s): Volo’s Guide to Monsters, Mythic Odysseys of Theros

Tritons are guardians of the ocean depths.

Original: genetic +6, cultural +7 = total +13/20 (6.5)

Revised: genetic +8, cultural +7 = total +15/17 (8.8)

Detect Balance: 28/47 (6.0)

Notes: Detect Balance doesn’t particularly rate the swimming speed or amphibious. Darkvision was explicitly added in Mythic Odysseys of Theros (it was previously implicit in the Guardians of the Depths, but not obvious and many didn’t use it) – so it wasn’t explicit when the Detect Balance rating was calculated. This is another race which has actually gone up in the new ratings.

Vedalken

Source(s): Guildmasters’s Guide to Ravnica

Vedalken are tall, blue-skinned and ingenious.

Original: genetic +2, cultural +12 = total +14/20 (7.0)

Revised: genetic +2, cultural +10 = total +12/17 (7.1)

Detect Balance: not rated

Warforged

Source(s): Eberron: Rising from the Last War

Warforged are artificial lifeforms built to fight in the Last War. Created as tools of battle, they now seek a place and purpose beyond war.

Original: genetic +8, cultural +8 = total +16/20 (8.0)

Revised: genetic +10, cultural +7 = total +17/17 (10.0)

Detect Balance: 39/47 (8.3)

Notes: with all its immunities, this is another very powerful race, and (ignoring the two Wildemount elven subraces) has always been the highest rated.

Yuan-Ti Pureblood

Source(s): Volo’s Guide to Monsters

Original: genetic +8, cultural +8 = total +16/20 (8.0)

Revised: genetic +6, cultural +7 = total +13/17 (7.6)

Detect Balance: 47/47 (10.0)

Notes: This is the highest Detect Balance race, mainly due to giving Magic Resistance a massive +19, and again a +6 for “Delayed Magic” which I can’t find the source for. However, event without those its resistances and immunities make it pretty powerful. Remember the emotionless description in the text, though – quite tricky to role-play.

Overall ratings

So here are the updated ratings:

RaceGeneticCulturalSubraceTotal
Aarakocra+5-1+4+10-1 = +9
Aasimar+6+4+2-4+12-14
Bugbear+4+8+12
Centaur+6-2+6+12-2 = +10
Changeling+3+9+12
Dhampir+10-2+4+14-2 = +12
Dragonborn+4+4+8
Dragonborn – Draconblood+3+5+8
Dragonborn – Ravenite+3+5+8
Dwarf+4-1+7+3+14-1 = +13
Elf+4+5+5+14
Elf (Wildemount)+4+5+7-8+16-17
Firbolg+2+7+9
Genasi+0+3+3-7+6-10
Gnome+4-1+3+3–4+10–11 – 1 = +9–10
Goblin+2+7+9
Goliath+4+6+10
Half-elf+3+10+13
Halfling+3-1+3+2–3+8–9 – 1 = +7–8
Halfling (Wildemount)+3-1+3+5+11-1 = +10
Half-orc+4+6+10
Hexblood+3+6+9
Hobgoblin+1+7+8
Human+0+7+7
Human (Variant)+0+9+9
Kalashtar+6+4+10
Kenku+2-4+9+11-4 =  +7
Kobold+1-4+7+8-4 = +4
Leonin+5+6+12
Lizardfolk+7+9+16
Loxodon+5+6+11
Minotaur+3+6+9
Orc+3+6-2+9-2 = +7
Extended Orc+3+8+11
Reborn+12+4+16
Satyr+6+9+15
Shifter3+0+5+8
Simic Hybrid+5+4+9
Tabaxi+5+8+13
Tasha custom+0+9+9
Tiefling+5+1+6
Tortle+6+6+12
Triton+8+7+15
Vedalken+2+10+12
Warforged+10+7+17
Yuan-Ti Pureblood+6+7+13

Comparison tables

Here are the comparisons in alphabetical order:

RaceOriginalRelativeRevisedRelativeDetect
Balance
DB Relative
Aarakocra84.084.7418.7
Aasimar – Protector136.5148.2316.6
Aasimar – Scourge126.0116.5326.8
Aasimar – Fallen136.5137.6326.8
Bugbear126.0127.1306.4
Centaur105.095.3275.7
Changeling115.5127.1286.0
Dhampir126.0127.1 
Dragonborn84.084.7214.5
Dragonborn – Draconblood94.584.7  
Dragonborn – Ravenite94.584.7  
Dwarf – Hill dwarf157.5137.6296.2
Dwarf – Mountain dwarf157.5137.6306.4
Elf – High elf168.0148.2275.7
Elf – Wood elf168.0148.2286.0
Elf – Drow147.0137.6275.7
Elf – Pallid elf189.0169.4 
Elf – Sea elf2010.01710.0306.4
Firbolg94.595.3265.5
Genasi – Air73.584.7204.3
Genasi – Earth63.063.5194.0
Genasi – Fire94.584.7245.1
Genasi – Water105.0105.9255.3
Gnome – Forest gnome94.595.3245.1
Gnome – Rock gnome115.5105.9234.9
Goblin94.595.3265.5
Goliath105.0105.9245.1
Half-elf168.0137.6296.2
Halfling – Lightfoot84.074.1234.9
Halfling – Stout94.584.7245.1
Halfling – Lotusden115.5105.9 
Half-orc126.0105.9245.1
Hexblood105.095.3 
Hobgoblin94.584.7255.3
Human73.574.1173.6
Human (Variant)73.595.3337.0
Kalashtar136.5105.9286.0
Kenku94.574.1214.5
Kobold52.542.4163.4
Leonin126.0116.5 
Lizardfolk168.0169.4296.2
Loxodon115.5116.5 
Minotaur105.095.3204.3
Orc84.074.1183.8
Extended Orc126.0116.5  
Reborn147.0169.4  
Satyr168.0158.8  
Shifter – Besthide115.584.7  
Shifter – Longtooth115.584.7  
Shifter – Swiftstride115.584.7  
Shifter – Wildhunt115.584.7  
Simic Hybrid105.095.3  
Tabaxi147.0137.6255.3
Tasha custom73.595.3 
Tiefling73.563.5234.9
Tortle126.0127.1286.0
Triton136.5158.8286.0
Vedalken147.0127.1 
Warforged168.01710.0398.3
Yuan-Ti Pureblood168.0137.64710.0

Ordered by revised rating

Here are the comparisons ordered by revised rating (smallest to largest):

RaceOriginalRelativeRevisedRelativeDetect
Balance
DB Relative
Kobold52.542.4163.4
Genasi – Earth63.063.5194.0
Tiefling73.563.5234.9
Human73.574.1173.6
Halfling – Lightfoot84.074.1234.9
Orc84.074.1183.8
Kenku94.574.1214.5
Genasi – Air73.584.7204.3
Aarakocra84.084.7418.7
Dragonborn84.084.7214.5
Dragonborn – Draconblood94.584.7 
Dragonborn – Ravenite94.584.7 
Genasi – Fire94.584.7245.1
Halfling – Stout94.584.7245.1
Hobgoblin94.584.7255.3
Shifter – Besthide115.584.7 
Shifter – Longtooth115.584.7 
Shifter – Swiftstride115.584.7 
Shifter – Wildhunt115.584.7 
Human (Variant)73.595.3337.0
Tasha custom73.595.3 
Firbolg94.595.3265.5
Gnome – Forest gnome94.595.3245.1
Goblin94.595.3265.5
Centaur105.095.3275.7
Hexblood105.095.3 
Minotaur105.095.3204.3
Simic Hybrid105.095.3 
Genasi – Water105.0105.9255.3
Goliath105.0105.9245.1
Gnome – Rock gnome115.5105.9234.9
Halfling – Lotusden115.5105.9 
Half-orc126.0105.9245.1
Kalashtar136.5105.9286.0
Loxodon115.5116.5 
Aasimar – Scourge126.0116.5326.8
Leonin126.0116.5 
Extended Orc126.0116.5 
Changeling115.5127.1286.0
Bugbear126.0127.1306.4
Dhampir126.0127.1 
Tortle126.0127.1286.0
Vedalken147.0127.1 
Aasimar – Fallen136.5137.6326.8
Elf – Drow147.0137.6275.7
Tabaxi147.0137.6255.3
Dwarf – Hill dwarf157.5137.6296.2
Dwarf – Mountain dwarf157.5137.6306.4
Half-elf168.0137.6296.2
Yuan-Ti Pureblood168.0137.64710.0
Aasimar – Protector136.5148.2316.6
Elf – High elf168.0148.2275.7
Elf – Wood elf168.0148.2286.0
Triton136.5158.8286.0
Satyr168.0158.8 
Reborn147.0169.4 
Lizardfolk168.0169.4296.2
Elf – Pallid elf189.0169.4 
Warforged168.01710.0398.3
Elf – Sea elf2010.01710.0306.4

Ordered by Detect Balance rating

And here are the comparisons ordered by the Detect Balance rating (note there are fewer here because not all of the races have a rating in Detect Balance at time of writing):

RaceOriginalRelativeRevisedRelativeDetect
Balance
DB Relative
Kobold52.542.4163.4
Human73.574.1173.6
Orc84.074.1183.8
Genasi – Earth63.063.5194.0
Genasi – Air73.584.7204.3
Minotaur105.095.3204.3
Kenku94.574.1214.5
Dragonborn84.084.7214.5
Tiefling73.563.5234.9
Halfling – Lightfoot84.074.1234.9
Gnome – Rock gnome115.5105.9234.9
Genasi – Fire94.584.7245.1
Halfling – Stout94.584.7245.1
Gnome – Forest gnome94.595.3245.1
Goliath105.0105.9245.1
Half-orc126.0105.9245.1
Hobgoblin94.584.7255.3
Genasi – Water105.0105.9255.3
Tabaxi147.0137.6255.3
Firbolg94.595.3265.5
Goblin94.595.3265.5
Centaur105.095.3275.7
Elf – Drow147.0137.6275.7
Elf – High elf168.0148.2275.7
Kalashtar136.5105.9286.0
Changeling115.5127.1286.0
Tortle126.0127.1286.0
Elf – Wood elf168.0148.2286.0
Triton136.5158.8286.0
Dwarf – Hill dwarf157.5137.6296.2
Half-elf168.0137.6296.2
Lizardfolk168.0169.4296.2
Bugbear126.0127.1306.4
Dwarf – Mountain dwarf157.5137.6306.4
Elf – Sea elf2010.01710.0306.4
Aasimar – Protector136.5148.2316.6
Aasimar – Scourge126.0116.5326.8
Aasimar – Fallen136.5137.6326.8
Human (Variant)73.595.3337.0
Warforged168.01710.0398.3
Aarakocra84.084.7418.7
Yuan-Ti Pureblood168.0137.64710.0

Conclusions

There isn’t as much difference (in relative rating) between my ratings and the Detect Balance ratings as I originally thought. There are a few major discrepancies, in particular the feats, but I have already covered that quite comprehensively…

And with that I’ve had enough of looking at the races. In the process of compiling these final tables I noticed a few other sources which I haven’t yet included – the Feral Tiefling from the Sword Coast Adventurer’s Guide, the Gith from Mordenkainen’s Tome of Foes, the Verdan from Acquisitions Inc, the Locathah from Locathah Rising and the Grung from One Grung Above, plus some Unearthed Arcana races, but I’m going to take a break from this series before I go back and look at them. You can see them on the races page on D&D Beyond.

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