I may be drunk now, but in the morning I'll be sober, and *L'arsene's* *Ledger* *of* *Treasures* *and* *Trinkets* will still be freaking *AMAZING!* www.kickstarter.com/projects/saltybot/larsenes-ledger-of-treasures-and-trinkets?ref=d96x04
Remember everyone that the best race ALWAYS is the one that you want to play, dont get discouraged by tierlist and powerrankings! (Though getting inspiration for mechanics that synergize with oneanother and such can lead to great characters)
6:50 - not mentioning that that dwarves all have no reduction in speed when wearing heavy armor is doing them dirty. Dwarf clerics can rock a -2 in strength and still be moving just fine in full plate armor. and also those short wizards and sorcerers can pick up heavy armor proficiency through a feat/multiclassing and become bricks. in other words ROCK AND STONE BROTHER
"more like dnd LONGS" - predicted 95% of the comments Remember this is part 2! Part 1 is here (covering the 34 races in Monsters of the Multiverse): th-cam.com/video/b4E5OGyyX3Q/w-d-xo.html Somehow I forgot Locathah and Grung, I guess proving my point when I put them both in my underrated races videos lel. They would both go in A-tier if your GM is chill and gives you reliable access to water for their Water Dependancy.
Astral elves also get a choice between 3 cantrips: sacred flame, dancing lights, and light. So if that makes them better, just thought the people should know.
You forgot one strong and important feature for the dwarfs. Although only 25 movement speed, they dont require the strenght requirements to wear heavy armor. This makes for some viable hill dwarf cleric builds where you dump str and dex and focus on con and wisdom while rocking 20 ac. This is very strong and makes hill dwarfs upper a tier for me.
If thats a selling point for you you could just play a satyr with 35 base move speed and magic resistance who also have 25 speed in heavy armor and 8 strength
@@Anthony-wt3zv i feel like the stat spread would be wasted in dex, if your wearing heavy armor to begin with there is no need for dex. but they might make better dex paladins with their charisma.
@@mortaljokes There is still need for Dex - for Saving Throws, Ability Checks, and attacks with ranged weapons and finesse weapons. With heavy armor on, the only bonus from Dex you'd lose is the AC improvement - which you kind of don't lose, because the heavy armor just has a baseline better AC. And obviously you'll lose access to any features that are blocked by wearing heavy armor. Your investment on Dex is only wasted if you take a role in the party that keeps you away from situations that require Dex. A Hill Dwarf makes a cool (Tasha's) Ranger with heavy armor, especially if your DM lets you train armor proficiency instead of requiring you to take a feat for it. Alternatively, as the above, you could easily justify a 3-level-dip in Armorer Artificer just for the infiltrator armor, without having to invest a ton on Intelligence. Predator, ho!
18:00 might be worth noting that Emerald Dragonborn from Fizban's also get resistance to psychic damage and are probably better for Barbarians with their other features Also 21:40 Aasimar resist Necrotic and Radiant damage
Yep, and Aasimar are solid S tier as well, though if I recall he for some reason ranked them lower. Celestial resistance, healing hands, dark vision, flight, and stacking radiant damage? Yeah, S tier.
I have the idea of a Plasmoid Soulknife/Bear Totem build. Take mobile as a feat. You reckless to hit with your blade, then you use the amorphous ability to squeeze through a small space where you cannot be hit. Because of mobile, you don’t get hit with an opportunity attack. And you don’t have to carry anything on you at all because your soul knives are your mind, not a physical weapon.
You could just run Path of the Beast Barbarian, and that gives you natural weapons when you rage. You won't need to multi-class at all, and still get the benefits you describe - except the extra beefiness the bear gives you, but do more damage, as the Beast weapons are better than the soulknife blades.
Except soul knives suck. They were much better as a Mystic subclass than as a thief's. You make the blade only ONCE per attack action, so even if you multiclass, its just a d6 and a d4 bonus action blade. The soulknife NEVER improves as a weapon, nor its damage die, nor as a plus to hit or damage weapon. Essentially, you get a makeshift weapon that looks good and will never be disarmed. A main subclass feature to an aternal secondary or tertiary weapon.
Base Humans do have one benefit: if I were playing with a group that rolls for Ability Scores and all of mine came up odd, I'd be tempted to take Human to bump them up to even, thereby boosting _all_ of my Ability Score modifiers by one. I mean, I'd most likely still choose a different race, but still.
Yeah, the only benefit of Vanilla human is that it's easy to reach the ability score requirements of multiclassing some bonkers combos. Bonkers as in "why would you ever", not as in "this is OP". As in "I want to be *every class".*
I had a character I made base human for reasons like that. Rolled really high on pretty much all stats (15 was the lowest and all the others were 17, 18 or 19) so I figured why not? Got to spend pretty much every ASI level I earned on feats to make the guy more interesting instead. (Normally I prefer the more animal-esc races because I love having to account for non human sensibilities and mannerisms while still making them fun and interesting people beyond that but making my guy some sort of eldritch 'afterlife protector/guide' having a living vacation as 'a totally normal human grave cleric' made for a ton of fun, especially with how difficult it was for him to account for the weirdness of fragile human existence -smart enough to understand those things once prompted but well. The rest of the party certainly never ran out of useful things to do in or out of combat around the guy, that's for sure~ XD)
Also human might be good depending on the setting. Usually its a lot of humans and humans are filthy racists so you probably have a better time being a human.
I just wanted to add the amount of cool role play the Kalahtar has with the psychic connections. For example, I played a blind Kalashtar, but instead of just gaining blind vision, me and the DM worked out that while they couldn’t see out of their own eyes, they could instead see out of the eyes of the people around them, which made an interesting character because I could gain info I wouldn’t have otherwise, but I was reliant on my party or someone else being close enough.
One thing you're missing about the Rock Dwarf tinker ability - I once used it to create a little marching band trio so that I could invent ska music in the game world. I don't think I've ever seen another race quite so able to roll intimidation against the DM directly
Drow become suddenly S-tier in any campaign where sunlight isn't present, such as one set in an "Underdark" region or the Shadowfell. Also, if your party is going to be conducting their business in the dark, such as at night because you are a party of dirty thieves, they get to A-tier because you get to ignore their massive drawback. High Elves can only learn cantrips from the Wizard spell list, so no Guidance, unfortunately. You can still get Mage Hand or Minor Illusion, though! According to Sage Advice, Mask of the Wild works in any sort of naturally-occurring dim light, such as a shadow or twilight. It also lets you -- rules as written -- literally hide in plain sight using these phenomena, which isn't usually possible. An example of dim light you CANNOT hide in is the dim light from a torch or the spell Light, but anything else is pretty much fair game. This is every bit as insane for a Rogue as it sounds, as you can step into a shadow in PLAIN VIEW of the enemies and, with a successful Stealth check, hide from them. The hiding in plain sight does still work against darkvision as well as long as the darkness is full darkness (since it treats it as dim light, i.e. lightly obscured). This combined with the ability to use Longbows and the additional movement speed really seem to make them tailor-made for the Rogue class.
@@Guille2033 The entire Out of the Abyss adventure takes place in the Underdark. I've run a campaign in Lankhmar where the party was a group of criminals running jobs for a powerful organized crime syndicate. They did things during the day, of course, but all the important action happened at night. Like so many other things in D&D, it all depends on the circumstances.
@@Josh-99 that's correct. A very small and limited number of campaigns are set in mostly darkness. That's why OVERALL Drow are C tier, which is what the C tier is about
@@Guille2033 I don't know if you ACTUALLY read my post before hammering away at your keyboard, but I clearly stated that Drow can be considered of higher rank in specific circumstances. So... What the hell are you even talking about? I never even disputed the general rating. Did you stop reading 5 words into my post and proceed to frenetically reply?
Fun fact drow are both only called drow and have their sunlight sensitivity in the forgotten realms setting where they're a race that's been cursed so say you're in a homebrew setting for example you'd be called a dark elf and you'd be perfectly fine in the sun
Aasimar also get 2 resistanta. Necrotic and Radiant. But you're more likely then not to get hit Necrotic damage, you'll almost never have to deal with Radiant damage.
My 2 personal favorite races are Eladrin and kenku. Being able to basically misty step with additional benefits based on your season a number of times equal to your proficiency bonus is really strong and fun, and the fact you can choose to have your appearance and personality change based on what season you choose that day gives so much rp potential. And kenku are fun because birb.
You missed the most important part of the Giff; "you ignore the loading property of firearms". In any setting pre-modern firearms, that's ASTOUNDINGLY powerful, especially for Fighters.
If your dm allows a plasmoid to keep their amorphous qualities while wearing molten bronze skin armor, you can get into shenanigans with your metal slime character. I personally also have a portable hole for mine character to hold all other gear while squeezing through things
...You know I always wondered 'what would I do with a slime character if I made one' but thanks to you I am now 100% gonna make a metal slime at some point. Seriously thank you
@@FaisLittleWhiteRavenI like the idea of a plasmoid draconic sorcerer. 2 levels in tempest cleric meta Magix all your spells to lightning and be a little ecectro slime 😊
Really wish all the "best races for X class" websites would change their guides since now you're basically choosing a race based on the feature it gives you.
One thing I love about Simic Hybrid is that the Acid ranged attack scales with Constitution. Therefore, it's a pretty solid ranged option for Barbarians, and it does pretty good damage too.
The first level mutations can be downright OP in the right campaign to be honest. You can have a cheap always on version of spider climb, a cheap always-on version of feather fall/fly or always on water breathing which also grants swim speed (objectively better than the spell being cast on you as the spell doesn't grant a swim speed and while 24hrs is a long time, forever is longer). For the level five mutations, I love Carapace because who doesn't like +1AC, great for people using no armour through to medium which is most classes. Acid Spit is admittedly better than I originally gave it credit for. 11 damage on average, half on a successful save but at least that number goes up over time (16.5 @ 11 level > 22 @ 17 level), it's not spectacular damage at high levels but it's more than I can say about Grappling Appendages. This is the only mutation I don't think I would ever take, even if I was building a brawler who likes to grapple. You can't use the appendages to hold/use items, but that might be slightly OP if they could. You have to hit with an attack using them before you can use your bonus action to try to grapple the same target. Probably would've been better if the condition for trying to grapple wasn't reliant on your attack with them hitting first and or if the damage at least increased as you levelled up (bigger die, like Monks - your attacks aren't magical though so Monks still have that going for them).
Great video, but just a couple of things I noticed were errors: @9:18 Wizards can get guidance? When did this happen? @21:47 Aasimar resist Radiant and Necrotic too.
Resisting Radiant damage is almost entirely irrelevant unless you have a cool DM that specifically goes out of their way to give enemies radiant damage, but resisting Necrotic damage is amazing for nearly every level.
Kalashtar aren't just half-spirit half- human, they can also be half-spirit half-elf, half-spirit half-dwarf, etc. You also aren't like Yugi/Atem since you aren't two people in one body. You are a spirit from the plane of dreams (or another plane/universe/timeline/etc. if your DM allows it) that reincarnated into the body of someone from the material plane, isekai-style, replacing or fusing with the body's original spirit. It can make for some good roleplay moments when that person's friends and family want to know why they're suddenly acting different. Also, 25:32 it would be 8 hours, not 12, and since the growing is probably somewhat magical, like a permanent Enlarge effect, I don't think it would be painful, though it can be if your DM says it can. Finally, I would love to hear you discuss and rank the Dragonmark races. There are some subraces that don't seem like a viable choice outside of a roleplay-heavy campaign. For example, the Mark of Hospitality halfling just doesn't seem useful for anything other than running a business or making traveling and camping easier. How would you use it differently?
Mark of Hospitality Halflings can be busted with the right class, such as Life cleric, now you have a +3 to all your healing spells and an expanded spell list that gives you goodberry giving you for the low cost of 1 1st level spell slot 40 points of healing, preferably out of combat but it can neutralize the need for short tests for martials entirely. There’s also Aid so if you play a class that don’t get access to it you can eventually just cast it for those sweet extra HP to your party. They’re not just good for role play and businesses, they’re quite effective as supports, another combo is to play a sorcerer with this subclass and before you end the day burn all but your 1st level spell slots and then generate more 1st level spell slots to spam goodberry into a bag of holding since they last for 24 hours giving you massive amounts of healing the next day.
It is nice to see a gauge of the races in DnD. Of the characters I have created it is mostly in A tier and a few in S and B but none in C. I think my favorites are: Tortle, Kenku, and Lizardfolk so many great ideas of how I want to play them.
I would say they are more than likely A if not S. Natural armor that gives you an insane AC without needing to wear anything and also gives you a bonus on Stealth checks. The built-in telepathy for stealthy plays. Not to mention the main feature which is all the silly and powerful combos and builds you can pull off with 4 arms. You could wear two pairs of living gloves, cast spells without putting away your shield or weapon, grapple someone and then use your baby arms to apply a contact-based poison, play an artificer artillerist and you can hold your tiny cannon in your extra set of arms, use the extra arms to activate cloak of the bat and glide while still having access to your weapons. Just saying the utility is pretty OP when you think about how much two extra arms having to manipulate objects or items can be. I mean technically RAW a Thri-Kreen artificer armor wearing their arcane armor has two sets of gloves as they have 4 arms and thereby baby arms get thunder gloves and big arms can wield other things and you can use both as the baby arms wouldn't technically be wielding anything.
Too bad it’s because they can inherit a flying speed. Kinda wish he made a seperate entry for each of the lineages accounting for if you started off as one or didn’t have any special traits that carried over. But they are really cool nonetheless.
With Mountain Dwarf, I actually thought about doing a Rogue that is Strength based rather than heavily invested in Dex. The fun thing about Finesse weapons is that you can still chose to use Strength instead of Dex and they still work for Sneak Attack. Two must take feats for it though are Dwarven Fortitude (to be able to heal mid combat) and Medium Armor Master (for up to an 18 AC in Half plate while ignoring the disadvantage you would take to Stealth)
@Alexander Lea Certainly not all that likely, no. The main advantage would be not having disadvantage of Stealth, with possibly getting to a +3 Dex more dependant on how long the game goes and if there is anything the DM is going that can be used yo that goal. But one cannot quite rely on those things.
this gave me the idea to make a warforged druid (i know probably been done before i should go look it up) having the ability to reshape your robot form into becoming mechanical animals. that'd be sick roleplay
4th edition dragonborn was my fave because you had the supplemental book that gave you the feats to add damage types to your breath i.e. admixture and alchemical breath
There's a pretty amazing use for the Wood Elf that wasn't mentioned: they make for fantastic monks. With their weapon proficiencies and the optional monk feature Dedicated Weapon, you can built any monk subclass with the ability to use a longsword as a monk weapon (and also the longbow). That is really, really good. Also the increased walking speed, the perception proficiency and the enhanced ability to hide mix really well with basically any monk. ANd with their high age and their meditation it's just such a good monk flavour ...
I don't think I saw all the Plane Shift races in there... (Siren, Khenra, Aetherborn, Aven, Vampire, Naga, Merfolk, Kor and a few more options for Human, Goblin, & Elf) The Plane Shift pdfs were released by WotC and made freely available, so that's a possibility if you ever want to do another one of these.
I would like to submit the Plasmoid from my party as the perfect use of race, class and even background feature synergy. Path of the Beast Plasmoid Barbarian with the wildspacer background, their close encounter from wildspacer is a cosmic horror, cosmic horrors are infinitely different. As path of the beast, they grow claws, fangs and a tail. But they are a Plasmoid, haunted but empowered by the vision of a cosmic horror, meaning the flavour that the player brings to it, is truly horrifying and the greatest thing ever. One mouth form was a giant worm with mouths all over, that wrapped itself around an enemy, grappled them, and then ate them, literally. Not to mention, wildspacer gives a path of the beast barbarian the Tough feat for free. The coolest synergy ever, and my favourite player to watch at my table during combat.
Kobolds, they do what they love and love what they do. They love working in mines, and they do. When they die they go to their heaven, which is an endless mine. Kobolds have won at life.
regarding hexbloods, I will add that they are a key component of what I think is one of the more fun builds I have ever made. Hexblood ex-rock gnome (no carryover traits - the gnome is just size and flavor), with squat nimbleness. At Soulknife 3/Armorer 5, he’s got a +11 to Stealth rolled at advantage, a homunculus AND a familiar through a spell wrought tattoo, so many proficiencies, and can attack three times per turn w Hex on: Lightning launcher, psi blade, bonus psi blade. Pumping Dex to 20. that’s like 8d6 +d4+15 damage at the cost of a Hex. Every round. In three different damage types in case someone’s resistant. You could do it just w homunculus and a different Arty subclass (Battle Smith), but infiltrator armor gives you the sick Stealth. AND, eerie token allows you to cover more ppl (sort of) w your psi whispers
@@MayHugger So? It’s an infusion. Use it again the next day. Nothing says you can’t keep your homunculus day after day. It’s a familiar, basically. It’ll cost your infusion slot. As for the familiar, that lasts till it dies, whether or not you keep your spellwrought tattoo up. I don’t know what the tinkering feature from rock gnome figures here - I did rock gnome as I state for flavor and S size (for Squat Nimbleness) and nothing else.
@@alejandrogomezdelmoralguer3502 My mistake, I couldn’t understand what the rock gnome part was for, so I assumed it was for the Tinkerer feature, but if you want that feat, Hexblood can just be small size.
I would argue that Half Elves should be in S, for one reason: Being part Elf gives them access to Elven Accuracy on top of the +4 they can get as is. It's funny how the half-bloods of Elvenkind are better their their pureblood relatives.
Tbh, that's how genes work. Beneficial genes are passed down because it improves your survival chance while those traits that give disadvantage slowly get pushed out. Now add an elf living for 750 years rocking plenty of good traits.
I feel like with that Goliath update with the sub-races it deserves a pretty major bump up. I mean the Hill Giant Goliath is so strong I probably wouldn’t let it be played at my table (once per turn; no save prone on hit).
Fun list! I agree that the best race is the one you want to play. There are mechanical advantages and RP advantages to some races (VARIANT HUMAN FOR LIFE!) so this list helps take a look at those. I would say, though, that the Armor proficiency of the Mountain dwarves isn't that broken. A spellcaster with mage armor (or dragon blooded sorcerer) with a high dex can get an AC that is equal to or better then the AC you get from half-plate, without the downside of actually wearing the armor.
….Y’know, that’s a cute little message you’re trying to spread, but it’s a little hard to take seriously when you say that the best race is the one people want to play, and then follow up with mentioning your favourite being objectively one the best.
I feel like Halflings are the most underestimated race because they can be very fun to play as.They can go with any class and their roleplay is fun because of how joyful their race seems to be.
You did forget dwarfs and the ability to move in any armour even if they don't meet the strength requirement. That is extremely powerful pushing them to A tier alone for that ability
8:55 fun fact drow only have their mechanical downside if they're from the forgotten realms setting because those drow are cursed and in other settings they're just called dark elves and don't have the sunlight sensitivity
I have an amazing idea for the insult thing if the dm allows it 1. Pick a class with invisibility and cast it 2. Sneak behind enemy 3. For a skill check (not sure which one) insult the enemy hidden behind the other one and trick it into thinking it was the enemy
There are no skill checks in 5e. The "skill check" would be a Charisma Check, to which you might get to add your proficiency bonus if you have a relevant proficiency. Maybe performance? iunno.
Hearing the "unless your dm allows you to wear sunglasses to bypass it" in reference to drow I smiled because the first campaign I ran was a very linear one and my way of making it linear was making them all pirates and making a Captain NPC to tell them what to do, my captain NPC was a drow with a magical pair of sunglasses
Plasmoid isn't the only one with multiple resistances. Aasimar (which you didn't put in your list for some reason) gets radiant and necrotic damage resistances.
I remember being a Verdan and tricking low intelligence creatures into making them think that the voice in their head is their consciousness and made them usually do what we wanted. It was very fun.
This list is missing a lot of races; aarokocra, bugbear, goblin, hobgoblin, kobold, tabaxi, triton, satyrs, centaurs, minotaurs, and probably some others I'm forgetting.
The mountain dwarf used to be even more busted during the 5e playtest. I made a mountain dwarf wizard. Auto proficiency in all armours, weapons, and shields. +2 CON and STR. Evocation wizard for spell sculpting. Take plate armour, a shield, and walk into the middle of a large group and drop fireball on myself.
As someone who’s playing a topaz Dragonborn, I also have wings for a minute and telepathy which I think majorly buffs the class. And resistance to force damage
fun fact: there is nothing stopping you from playing a Tabaxi wizard and polymorphing all your foes into Creepers. yes, the exploding green things from minecraft. if anybody complains or tries to stop you, turn them into a Creeper too.
I LOVE playing as Warforged. My favorite one I played was one called Box (he is even my youtube pic). He was a foot and a half tall Bard. He wasn't a full Warforged. He was a prototype. Once the test was completed his creator repurposed him to be a 'toy' for a rich family's daughter. Thanks to the DM, instead of 6 hours he only needed 4, but would shut down 100% so he was pretty much dead sleep (thanks to him being a prototype). One time when he was in sleep mode he was fully turned off. He woke up (in his box) to find the mansion rotting to the ground. He now looks for his owner. He is in a group and plays off as a super cute creature everyone needs to protect (one player even said if anything happened to him he would destroy the world and everyone agreed). Sadly he never got a chance to find his owner since the campaign ended only a few sessions in. So technically he is still trying to find Matilda hoping to find her.
I think you missed the part where Owlins have a flying speed equal to their walking speed, so Dhampirs get a 35-foot flying speed, as opposed to a 30-foot walking speed. Also; you can use it with heavy armor, since you’re only getting the Owlin’s speed, not its flying trait.
@@AwesomeWookiee not really, since if you start your character as a dhampir, you explicitly cannot get the flying speed. You have to start as an Owlin then convince your DM to let you become a Dhampir.
I could be wrong about this, but I don’t believe it gives you access to heavy armor, ancestral legacy states “Ancestral Legacy: If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.” So to me you gain a flying speed from the flight trait, meaning any restrictions that came with it remain, although I could be incorrect and you just pick up the speed
@@t-mango2491 It specifically says “Any flying speed you gained” It does not say “Any trait that gives you a flying speed” Though, as always with fifth edition, that’s quite vague and up to interpretation. However, I think a literal interpretation leads to what I mentioned.
21:48 aasimar resist radiant and necrotic damage Also 24:21 aasimar and gem dragonborns can fly in heavy armor, using their flying abilities Although the flight isn’t always active, I still think it’s worth mentioning
2 things plasmoids are good at adv. on grapple, niche but helpful that pseudopod? it can touch things, meaning spells with range of touch can now be cast at reach, meaning shocking grasp and no opportunity attacks. the description says the pseudopod can't *attack* not can't *cast a spell*
When you realize he left out the most broken one on purpose.. thri kreen 4 arms Telepathy Natural AC of 13 + dex Advantage on stealth (conditionally) Sleepless Considered as monstrosity Dark vision A +2 and a +1 30 ft movement.
You forgot nearly uncounterable spellcasters. Counterspell requires "1 reaction, which you take when you see a creature within 60 feet of you casting a spell" But, Thri-Kreen language itself is not fully Verbal, they have different body structure, and their extra arms can be doing the material components behind their backs or under cloaks and other things... Thri-Kreen can exploit a myriad of tricks to either make their spells invalid targets for Counterspell, or force a Spellcaster to risk every gesture and action is a spell that they might need to cast Counterspell to stop.
This was so cool to listen to, but I really wish you would also say how you would improve them as you rank them. Your input carries weight with so many of us.
I will say autognome battlesmith artificer: your steel defender gets the action called "repair" which heals itself or another *construct* within 5 feet for 2d8+pb. it can do this 3x per day. The best part of this is autognomes can ride on steel defenders, meaning as a bonus action 3x per day you can heal yourself for 2d8+pb health, which is amazing
I went from 5'6" to 6'1" in the summer before my 15th birthday, I lost both my jobs and almost got kicked out of my apartment because I spent the whole summer on the couch in pain whining and moaning (luckily my roommate let me. I paid him back the next couple years) I can't even imagine doing that in 1 DAY!?!
I... have questions. Why were you living with a roommate instead of like... with a family member? How could your jobs legally fire you? Did you not seek medical attention? If I was growing so quickly it caused physical agony, I would probably seek medical attention because I'd be worried I had a brain tumor or something. How were you working, legally, at 14 anyway?
@@Mr.Monacle None of it was legal. I moved out of my mom's house very young, hospitals kinda creeped me out back then, and mostly, I was an idiot, I was 14.
I made a Goliath who is 6'5" 1800Lbs. Yes, I did roll for the weight. Session 0 I plowed through a tree with ease (max strength, 18 con at that time) and it was hilarious because I was running through a forest. Was told to make a save (don't remember) but I'm pretty sure I passed due to DEMOLISHING that poor tree
now i wanna play the worst race with the worst class. and optimize it as poorly as possible. but i also want to synergize it as much as possible. im curious as to how effective that would be.
Fun fact: In some older printings of the Sword Coast Adventure Guide, Winged Tieflings can even fly with heavy armor, which makes them even more broken
Loxodon has a big bonus that I think gets overlooked. Many items that increase spell DCs or to-hit rolls mearly need to be held, not actively used. Loxodons can carry those in their trunk, cast with a free hand AND use a shield without needing the warcaster feat.
@@KneGros-nc1ss actually you'd need to hold the staff or wand in the trunk and cast with the free hand most of the time. Loxodons specifically can't cast with theor trunk. The rules around casting and free hands are both complex and basically insane. But generally, you only need to be holding a staff or wand to get whatever benefit they provide you (+1 to hit or to DC's, etc) and the trunk does that job just fine.
Dhampirs are not whole Vampires but half Vampires or hybrid of Vampire and living being, so they don`t have the full power of a Vampire but neither their weaknesses
I love all the races unless I'm playing a wizard, usually I go white human, because INT is their main stat, rather than a dump stat and there is some great feats that go with INT, bringing you to 18 INT at level 1
Every beneficial spell with a range of touch has a 10 ft range with Plasmoid’s. If you assume “spell attacks” are different than “attacks” classic that spell list expands a lot. Or you could just have a familiar.
Elves dont get 4hr Long Rest, They have the same 8 hours but only spend 4 hours "Sleeping" instead of 6. Same with Warforged. Their sleep is replaced with being in a conscious motionless state
*The truth is with this recent economy Everyone needs more than there salary to be financially stable. The the best thing to do with your money is to lnvest it rightly because money left for saving always end up used with no returns*..
I dunno why people think Flying is broken. I allow it freely but with guild lines, I'll list them here and you are free to use these. 1: Having wings you can use them to assist in (self) jumping for the extra distance it will be a 5ft.+ str modifier for a possible +10ft. from standing still jump up. You only need 5ft. of movement to perform a running jump, and you can add the extra distance 5ft.+ str modifier to your movement. This requires you to use your Bonus Action. 2: To archive flight/gliding you need at least 30 feet of height or running takeoff movement with no ceiling. This requires an Action. While in the air you can add half your Athletics Skill or Acrobatics Skill (rounded down) to your AC while flying. Changing directions while in the air cost 20ft. of movement. (You're not a helicopter or tiny bird) 3: While in the air if you are hit you must roll a DEX SAVE DC:16 if your HP is above 50% you can roll at Advantage. If your HP is below 50% you roll at Disadvantage. With each hit receive you lose 5ft. of altitude. If you are Critically Hit you are knocked out of the sky and you proceed to crash to the ground. You can use your Reaction if available to reduce your fall damage height by 5ft.+ Str Modifier. 4: You can wear Light Armor to fly but at the cost of -5 ft. of Flight speed and you can wear Medium Armor at the cost of -15ft. to Flight speed. Also you can only use your str modifier while wearing these armors to your standing jump and no longer able to running jump from only 5ft. of movement. This penalty is added to your hits received as well. 5: Saving Grace: With a Reaction and have movement left. You can fly to save a falling ally within movement range to catch them and slowly gliding down to the ground again. If the creature size is tiny or small compared to you. You can use your Action or Bonus Actions during your Reaction: Saving Grace uses your momentum to swoop back up into the air freely equal to half your flying speed. After performing this maneuver you both are gliding back down the ground and can not land in an already occupied space.
I may be drunk now, but in the morning I'll be sober, and *L'arsene's* *Ledger* *of* *Treasures* *and* *Trinkets* will still be freaking *AMAZING!* www.kickstarter.com/projects/saltybot/larsenes-ledger-of-treasures-and-trinkets?ref=d96x04
Heh, i‘m backer number 178. kickstarter launched like half an hour ago and it‘s already funded 200%
Those Praying Mantis arms are Cyberpunk’s Mantis Arms in D&D and I love it
firbolgs?
You forgot about the Thri-Kreen.
@@Qualman701 And Aasima
r
Remember everyone that the best race ALWAYS is the one that you want to play, dont get discouraged by tierlist and powerrankings! (Though getting inspiration for mechanics that synergize with oneanother and such can lead to great characters)
Didn't most PHB Dragonborns eventually hate being a dragonborn?
True
"When everyone is a super, no one will be."
Nah, it's elf breh 😂
No it's Grung. Grung are just the best race. 😊
6:50 - not mentioning that that dwarves all have no reduction in speed when wearing heavy armor is doing them dirty. Dwarf clerics can rock a -2 in strength and still be moving just fine in full plate armor. and also those short wizards and sorcerers can pick up heavy armor proficiency through a feat/multiclassing and become bricks.
in other words
ROCK AND STONE BROTHER
The only way to get heavy armor proficiency by multiclassing is multiclassing into Cleric, specifically.
We're rich!
Replying to myself, certain Artificer subclasses have it as well, I just forgot about Artificer for a sec
@@Mr.Monacle Or by starting with a level in Fighter (which also then gives you proficiency in CON saves) or Paladin.
IF YOU DONT ROCK AND STONE, YOU AINT COMING HOME!
"more like dnd LONGS" - predicted 95% of the comments
Remember this is part 2! Part 1 is here (covering the 34 races in Monsters of the Multiverse): th-cam.com/video/b4E5OGyyX3Q/w-d-xo.html
Somehow I forgot Locathah and Grung, I guess proving my point when I put them both in my underrated races videos lel. They would both go in A-tier if your GM is chill and gives you reliable access to water for their Water Dependancy.
More like dnd LONGS
More like DND lo-... Oh
more like dnd LONGS
More like D&D LONGS
Remove space between words & remove L from its right, then we'll talk
Astral elves also get a choice between 3 cantrips: sacred flame, dancing lights, and light. So if that makes them better, just thought the people should know.
Honestly confused how every elf isn't S if they can trance to switch proficiencies and have double advantage with Elven Accuracy.
@@Dazen101cause that requires you to take a feat so doesn’t count when you’re rating species
It can’t be elves, fuck the knife ears
@@Barely_Edited I feel it should be factored if it's a race exclusive feat but each their own.
@@Dazen101 I thought that for half orcs. orcish fury allows for decent at will burst when getting a crit
You forgot one strong and important feature for the dwarfs. Although only 25 movement speed, they dont require the strenght requirements to wear heavy armor. This makes for some viable hill dwarf cleric builds where you dump str and dex and focus on con and wisdom while rocking 20 ac. This is very strong and makes hill dwarfs upper a tier for me.
Would you keep those abilities with a Damphir, because Bite Cleric would be a concept!
If thats a selling point for you you could just play a satyr with 35 base move speed and magic resistance who also have 25 speed in heavy armor and 8 strength
@@Anthony-wt3zv i feel like the stat spread would be wasted in dex, if your wearing heavy armor to begin with there is no need for dex. but they might make better dex paladins with their charisma.
@@mortaljokes There is still need for Dex - for Saving Throws, Ability Checks, and attacks with ranged weapons and finesse weapons.
With heavy armor on, the only bonus from Dex you'd lose is the AC improvement - which you kind of don't lose, because the heavy armor just has a baseline better AC.
And obviously you'll lose access to any features that are blocked by wearing heavy armor.
Your investment on Dex is only wasted if you take a role in the party that keeps you away from situations that require Dex. A Hill Dwarf makes a cool (Tasha's) Ranger with heavy armor, especially if your DM lets you train armor proficiency instead of requiring you to take a feat for it.
Alternatively, as the above, you could easily justify a 3-level-dip in Armorer Artificer just for the infiltrator armor, without having to invest a ton on Intelligence.
Predator, ho!
@@mortaljokes With the Tasha's alternate rules you can just move the dex bonus to another stat.
18:00 might be worth noting that Emerald Dragonborn from Fizban's also get resistance to psychic damage and are probably better for Barbarians with their other features
Also 21:40 Aasimar resist Necrotic and Radiant damage
Flying psychic "scream" barbarians. Mother of goat!
Absolutely, my friend plays an emerald totem barbarian and he is an absolute menace to put down☠
Yep, and Aasimar are solid S tier as well, though if I recall he for some reason ranked them lower. Celestial resistance, healing hands, dark vision, flight, and stacking radiant damage? Yeah, S tier.
I have the idea of a Plasmoid Soulknife/Bear Totem build. Take mobile as a feat. You reckless to hit with your blade, then you use the amorphous ability to squeeze through a small space where you cannot be hit. Because of mobile, you don’t get hit with an opportunity attack. And you don’t have to carry anything on you at all because your soul knives are your mind, not a physical weapon.
You could just run Path of the Beast Barbarian, and that gives you natural weapons when you rage. You won't need to multi-class at all, and still get the benefits you describe - except the extra beefiness the bear gives you, but do more damage, as the Beast weapons are better than the soulknife blades.
@@bskec2177 or just play a monk
@@sev1120 BAHAAHAHAHAHAHAHAH
Reckless sneak Attack...
My favorite combo!
Except soul knives suck. They were much better as a Mystic subclass than as a thief's.
You make the blade only ONCE per attack action, so even if you multiclass, its just a d6 and a d4 bonus action blade.
The soulknife NEVER improves as a weapon, nor its damage die, nor as a plus to hit or damage weapon.
Essentially, you get a makeshift weapon that looks good and will never be disarmed. A main subclass feature to an aternal secondary or tertiary weapon.
Base Humans do have one benefit: if I were playing with a group that rolls for Ability Scores and all of mine came up odd, I'd be tempted to take Human to bump them up to even, thereby boosting _all_ of my Ability Score modifiers by one.
I mean, I'd most likely still choose a different race, but still.
Yeah, the only benefit of Vanilla human is that it's easy to reach the ability score requirements of multiclassing some bonkers combos.
Bonkers as in "why would you ever", not as in "this is OP".
As in "I want to be *every class".*
I had a character I made base human for reasons like that. Rolled really high on pretty much all stats (15 was the lowest and all the others were 17, 18 or 19) so I figured why not? Got to spend pretty much every ASI level I earned on feats to make the guy more interesting instead.
(Normally I prefer the more animal-esc races because I love having to account for non human sensibilities and mannerisms while still making them fun and interesting people beyond that but making my guy some sort of eldritch 'afterlife protector/guide' having a living vacation as 'a totally normal human grave cleric' made for a ton of fun, especially with how difficult it was for him to account for the weirdness of fragile human existence -smart enough to understand those things once prompted but well. The rest of the party certainly never ran out of useful things to do in or out of combat around the guy, that's for sure~ XD)
Also human might be good depending on the setting. Usually its a lot of humans and humans are filthy racists so you probably have a better time being a human.
This is pretty good for point buy as well if you go with 5 13s... It's not remotely meta but sometimes above average Joe is fun to play.
I just wanted to add the amount of cool role play the Kalahtar has with the psychic connections. For example, I played a blind Kalashtar, but instead of just gaining blind vision, me and the DM worked out that while they couldn’t see out of their own eyes, they could instead see out of the eyes of the people around them, which made an interesting character because I could gain info I wouldn’t have otherwise, but I was reliant on my party or someone else being close enough.
One thing you're missing about the Rock Dwarf tinker ability - I once used it to create a little marching band trio so that I could invent ska music in the game world. I don't think I've ever seen another race quite so able to roll intimidation against the DM directly
Rock Gnome.
As a Dwarf I feel disrespected for being confused with a gnome
@@TheDwarvenHeart my apologies, Int is my dumpstat
yeah you’re right Plus I didn’t see the under dark Dwarves nor thri kreen
@@nicholasesquivel6827 Because they're in the MotM video.
Drow become suddenly S-tier in any campaign where sunlight isn't present, such as one set in an "Underdark" region or the Shadowfell. Also, if your party is going to be conducting their business in the dark, such as at night because you are a party of dirty thieves, they get to A-tier because you get to ignore their massive drawback.
High Elves can only learn cantrips from the Wizard spell list, so no Guidance, unfortunately. You can still get Mage Hand or Minor Illusion, though!
According to Sage Advice, Mask of the Wild works in any sort of naturally-occurring dim light, such as a shadow or twilight. It also lets you -- rules as written -- literally hide in plain sight using these phenomena, which isn't usually possible. An example of dim light you CANNOT hide in is the dim light from a torch or the spell Light, but anything else is pretty much fair game. This is every bit as insane for a Rogue as it sounds, as you can step into a shadow in PLAIN VIEW of the enemies and, with a successful Stealth check, hide from them. The hiding in plain sight does still work against darkvision as well as long as the darkness is full darkness (since it treats it as dim light, i.e. lightly obscured). This combined with the ability to use Longbows and the additional movement speed really seem to make them tailor-made for the Rogue class.
let's be honest, how many campaigns are set for the most part in darkness? that's why they are C tier
@@Guille2033 The entire Out of the Abyss adventure takes place in the Underdark.
I've run a campaign in Lankhmar where the party was a group of criminals running jobs for a powerful organized crime syndicate. They did things during the day, of course, but all the important action happened at night.
Like so many other things in D&D, it all depends on the circumstances.
@@Josh-99 that's correct. A very small and limited number of campaigns are set in mostly darkness. That's why OVERALL Drow are C tier, which is what the C tier is about
@@Guille2033 I don't know if you ACTUALLY read my post before hammering away at your keyboard, but I clearly stated that Drow can be considered of higher rank in specific circumstances.
So... What the hell are you even talking about? I never even disputed the general rating. Did you stop reading 5 words into my post and proceed to frenetically reply?
Fun fact drow are both only called drow and have their sunlight sensitivity in the forgotten realms setting where they're a race that's been cursed so say you're in a homebrew setting for example you'd be called a dark elf and you'd be perfectly fine in the sun
Aasimar also get 2 resistanta. Necrotic and Radiant. But you're more likely then not to get hit Necrotic damage, you'll almost never have to deal with Radiant damage.
If you are a WarForged druid and shape shift into a T-Rex, do you become MechaGodzilla?
No you become Grimlock
A wood elf disappearing behind a handful of scattered flower petals is a fun move
if you play (or splash) twilight cleric you can generate an aura of low light in 30' radius. Low light counts as a lightly obscured, so...
Minor illusion + woodelf + prestitigation= Free invisibility spell.
My 2 personal favorite races are Eladrin and kenku. Being able to basically misty step with additional benefits based on your season a number of times equal to your proficiency bonus is really strong and fun, and the fact you can choose to have your appearance and personality change based on what season you choose that day gives so much rp potential. And kenku are fun because birb.
You missed the most important part of the Giff; "you ignore the loading property of firearms". In any setting pre-modern firearms, that's ASTOUNDINGLY powerful, especially for Fighters.
If your dm allows a plasmoid to keep their amorphous qualities while wearing molten bronze skin armor, you can get into shenanigans with your metal slime character. I personally also have a portable hole for mine character to hold all other gear while squeezing through things
...You know I always wondered 'what would I do with a slime character if I made one' but thanks to you I am now 100% gonna make a metal slime at some point. Seriously thank you
@@FaisLittleWhiteRavenI like the idea of a plasmoid draconic sorcerer. 2 levels in tempest cleric meta Magix all your spells to lightning and be a little ecectro slime 😊
Please note that with Tasha's, you can split those ability score bonuses as long as you don't give +3 to one stat.
Really wish all the "best races for X class" websites would change their guides since now you're basically choosing a race based on the feature it gives you.
We should really get an update on the human race, what would be the best? Im guessing white
Black
Asian
White
Mexican
Latino
One thing I love about Simic Hybrid is that the Acid ranged attack scales with Constitution. Therefore, it's a pretty solid ranged option for Barbarians, and it does pretty good damage too.
The first level mutations can be downright OP in the right campaign to be honest. You can have a cheap always on version of spider climb, a cheap always-on version of feather fall/fly or always on water breathing which also grants swim speed (objectively better than the spell being cast on you as the spell doesn't grant a swim speed and while 24hrs is a long time, forever is longer).
For the level five mutations, I love Carapace because who doesn't like +1AC, great for people using no armour through to medium which is most classes.
Acid Spit is admittedly better than I originally gave it credit for. 11 damage on average, half on a successful save but at least that number goes up over time (16.5 @ 11 level > 22 @ 17 level), it's not spectacular damage at high levels but it's more than I can say about Grappling Appendages.
This is the only mutation I don't think I would ever take, even if I was building a brawler who likes to grapple. You can't use the appendages to hold/use items, but that might be slightly OP if they could. You have to hit with an attack using them before you can use your bonus action to try to grapple the same target. Probably would've been better if the condition for trying to grapple wasn't reliant on your attack with them hitting first and or if the damage at least increased as you levelled up (bigger die, like Monks - your attacks aren't magical though so Monks still have that going for them).
Great video, but just a couple of things I noticed were errors:
@9:18 Wizards can get guidance? When did this happen?
@21:47 Aasimar resist Radiant and Necrotic too.
Did you even rate the aasimar?
@@CristianStOnge it’s in the other video since it got a update in Mordenkainen.
Resisting Radiant damage is almost entirely irrelevant unless you have a cool DM that specifically goes out of their way to give enemies radiant damage, but resisting Necrotic damage is amazing for nearly every level.
Kalashtar aren't just half-spirit half- human, they can also be half-spirit half-elf, half-spirit half-dwarf, etc. You also aren't like Yugi/Atem since you aren't two people in one body. You are a spirit from the plane of dreams (or another plane/universe/timeline/etc. if your DM allows it) that reincarnated into the body of someone from the material plane, isekai-style, replacing or fusing with the body's original spirit. It can make for some good roleplay moments when that person's friends and family want to know why they're suddenly acting different.
Also, 25:32 it would be 8 hours, not 12, and since the growing is probably somewhat magical, like a permanent Enlarge effect, I don't think it would be painful, though it can be if your DM says it can.
Finally, I would love to hear you discuss and rank the Dragonmark races. There are some subraces that don't seem like a viable choice outside of a roleplay-heavy campaign. For example, the Mark of Hospitality halfling just doesn't seem useful for anything other than running a business or making traveling and camping easier. How would you use it differently?
Mark of Hospitality Halflings can be busted with the right class, such as Life cleric, now you have a +3 to all your healing spells and an expanded spell list that gives you goodberry giving you for the low cost of 1 1st level spell slot 40 points of healing, preferably out of combat but it can neutralize the need for short tests for martials entirely. There’s also Aid so if you play a class that don’t get access to it you can eventually just cast it for those sweet extra HP to your party. They’re not just good for role play and businesses, they’re quite effective as supports, another combo is to play a sorcerer with this subclass and before you end the day burn all but your 1st level spell slots and then generate more 1st level spell slots to spam goodberry into a bag of holding since they last for 24 hours giving you massive amounts of healing the next day.
It is nice to see a gauge of the races in DnD. Of the characters I have created it is mostly in A tier and a few in S and B but none in C. I think my favorites are: Tortle, Kenku, and Lizardfolk so many great ideas of how I want to play them.
Unless I'm insane...Poor Thri-kreen getting left out :(
Same goes for Lizardfolk.. really sad
Kenku =(
@@thebotanist7145lizard folk was in the previos video
Theres another race you forgot to add to the listings. The Thri-Kreen. How would you rank the insect bois?
Probably B tier, they're very meh
I would say they are more than likely A if not S. Natural armor that gives you an insane AC without needing to wear anything and also gives you a bonus on Stealth checks. The built-in telepathy for stealthy plays.
Not to mention the main feature which is all the silly and powerful combos and builds you can pull off with 4 arms. You could wear two pairs of living gloves, cast spells without putting away your shield or weapon, grapple someone and then use your baby arms to apply a contact-based poison, play an artificer artillerist and you can hold your tiny cannon in your extra set of arms, use the extra arms to activate cloak of the bat and glide while still having access to your weapons.
Just saying the utility is pretty OP when you think about how much two extra arms having to manipulate objects or items can be. I mean technically RAW a Thri-Kreen artificer armor wearing their arcane armor has two sets of gloves as they have 4 arms and thereby baby arms get thunder gloves and big arms can wield other things and you can use both as the baby arms wouldn't technically be wielding anything.
S without question
@@joshdimaggio5764 good one
He also forgot the grung and the locathah
21:49 plasmoids arnt the only race to resist two damage types, aasimar resist necrotic and radiant
They aren't on DnD Beyond, but a rank list for Planeshift races. They are official WotC at least.
I'm also sad Grung and Locath are left out.
i noticed that too wheres my froggy boys
My first character was a Hexblood ranger.
Seeing them so high on this list fills me with pride.
Too bad it’s because they can inherit a flying speed. Kinda wish he made a seperate entry for each of the lineages accounting for if you started off as one or didn’t have any special traits that carried over. But they are really cool nonetheless.
With Mountain Dwarf, I actually thought about doing a Rogue that is Strength based rather than heavily invested in Dex. The fun thing about Finesse weapons is that you can still chose to use Strength instead of Dex and they still work for Sneak Attack. Two must take feats for it though are Dwarven Fortitude (to be able to heal mid combat) and Medium Armor Master (for up to an 18 AC in Half plate while ignoring the disadvantage you would take to Stealth)
If you're strength based then you won't have the +3 Dex required to make medium armour master useful
@Alexander Lea Certainly not all that likely, no. The main advantage would be not having disadvantage of Stealth, with possibly getting to a +3 Dex more dependant on how long the game goes and if there is anything the DM is going that can be used yo that goal. But one cannot quite rely on those things.
this gave me the idea to make a warforged druid (i know probably been done before i should go look it up) having the ability to reshape your robot form into becoming mechanical animals. that'd be sick roleplay
I love the references to other games in this video like ag 2:46 to Noita with the perks or in the intro with Deep Rock Galactic dwarves
4th edition dragonborn was my fave because you had the supplemental book that gave you the feats to add damage types to your breath i.e. admixture and alchemical breath
There's a pretty amazing use for the Wood Elf that wasn't mentioned: they make for fantastic monks. With their weapon proficiencies and the optional monk feature Dedicated Weapon, you can built any monk subclass with the ability to use a longsword as a monk weapon (and also the longbow). That is really, really good.
Also the increased walking speed, the perception proficiency and the enhanced ability to hide mix really well with basically any monk. ANd with their high age and their meditation it's just such a good monk flavour ...
"Humans suck, ok" a few moments later "Humans are AMAZING, ok" love it!!!
I don't think I saw all the Plane Shift races in there... (Siren, Khenra, Aetherborn, Aven, Vampire, Naga, Merfolk, Kor and a few more options for Human, Goblin, & Elf)
The Plane Shift pdfs were released by WotC and made freely available, so that's a possibility if you ever want to do another one of these.
I really like the aven too
I would like to submit the Plasmoid from my party as the perfect use of race, class and even background feature synergy.
Path of the Beast Plasmoid Barbarian with the wildspacer background, their close encounter from wildspacer is a cosmic horror, cosmic horrors are infinitely different. As path of the beast, they grow claws, fangs and a tail. But they are a Plasmoid, haunted but empowered by the vision of a cosmic horror, meaning the flavour that the player brings to it, is truly horrifying and the greatest thing ever. One mouth form was a giant worm with mouths all over, that wrapped itself around an enemy, grappled them, and then ate them, literally. Not to mention, wildspacer gives a path of the beast barbarian the Tough feat for free.
The coolest synergy ever, and my favourite player to watch at my table during combat.
Kobolds, they do what they love and love what they do. They love working in mines, and they do. When they die they go to their heaven, which is an endless mine.
Kobolds have won at life.
Fr bro kobolds are amazing
regarding hexbloods, I will add that they are a key component of what I think is one of the more fun builds I have ever made. Hexblood ex-rock gnome (no carryover traits - the gnome is just size and flavor), with squat nimbleness. At Soulknife 3/Armorer 5, he’s got a +11 to Stealth rolled at advantage, a homunculus AND a familiar through a spell wrought tattoo, so many proficiencies, and can attack three times per turn w Hex on: Lightning launcher, psi blade, bonus psi blade. Pumping Dex to 20. that’s like 8d6 +d4+15 damage at the cost of a Hex. Every round. In three different damage types in case someone’s resistant. You could do it just w homunculus and a different Arty subclass (Battle Smith), but infiltrator armor gives you the sick Stealth. AND, eerie token allows you to cover more ppl (sort of) w your psi whispers
@@MayHugger So? It’s an infusion. Use it again the next day. Nothing says you can’t keep your homunculus day after day. It’s a familiar, basically. It’ll cost your infusion slot. As for the familiar, that lasts till it dies, whether or not you keep your spellwrought tattoo up. I don’t know what the tinkering feature from rock gnome figures here - I did rock gnome as I state for flavor and S size (for Squat Nimbleness) and nothing else.
@@alejandrogomezdelmoralguer3502 My mistake, I couldn’t understand what the rock gnome part was for, so I assumed it was for the Tinkerer feature, but if you want that feat, Hexblood can just be small size.
I would argue that Half Elves should be in S, for one reason: Being part Elf gives them access to Elven Accuracy on top of the +4 they can get as is. It's funny how the half-bloods of Elvenkind are better their their pureblood relatives.
Tbh, that's how genes work. Beneficial genes are passed down because it improves your survival chance while those traits that give disadvantage slowly get pushed out. Now add an elf living for 750 years rocking plenty of good traits.
Just like Saiyans!
The Fact that they changed something because of your video is awesome.
I feel like with that Goliath update with the sub-races it deserves a pretty major bump up. I mean the Hill Giant Goliath is so strong I probably wouldn’t let it be played at my table (once per turn; no save prone on hit).
My good sir you have forgotten the Thri-Kreen. You will now pay for your actions by responding with your rating.
Fun list! I agree that the best race is the one you want to play. There are mechanical advantages and RP advantages to some races (VARIANT HUMAN FOR LIFE!) so this list helps take a look at those. I would say, though, that the Armor proficiency of the Mountain dwarves isn't that broken. A spellcaster with mage armor (or dragon blooded sorcerer) with a high dex can get an AC that is equal to or better then the AC you get from half-plate, without the downside of actually wearing the armor.
….Y’know, that’s a cute little message you’re trying to spread, but it’s a little hard to take seriously when you say that the best race is the one people want to play, and then follow up with mentioning your favourite being objectively one the best.
@@MayHugger No, my favourite race is preferentially the best choice, because it's the one I like playing.
I feel like Halflings are the most underestimated race because they can be very fun to play as.They can go with any class and their roleplay is fun because of how joyful their race seems to be.
You did forget dwarfs and the ability to move in any armour even if they don't meet the strength requirement. That is extremely powerful pushing them to A tier alone for that ability
Especialy casters
Bro random thing I noticed the editing on this video is really good, noticeably better
8:55 fun fact drow only have their mechanical downside if they're from the forgotten realms setting because those drow are cursed and in other settings they're just called dark elves and don't have the sunlight sensitivity
Those would also not have the superior darkvision, because they were not forced to live underground.
As someone who plays a Drow Rogue, sunlight sensitivity is best summed up as "Do I get to play D&D or is it daytime"
I have an amazing idea for the insult thing if the dm allows it
1. Pick a class with invisibility and cast it
2. Sneak behind enemy
3. For a skill check (not sure which one) insult the enemy hidden behind the other one and trick it into thinking it was the enemy
There are no skill checks in 5e. The "skill check" would be a Charisma Check, to which you might get to add your proficiency bonus if you have a relevant proficiency. Maybe performance? iunno.
@@TheRawrnstuff oh. Didn’t realise skill checks weren’t a thing in 5e lmao
This used to be the Bluff skill (Charisma based)
I’d say performance.
@@MsKeylas oh I was going to say, have I been playing wrong this whole time
Hearing the "unless your dm allows you to wear sunglasses to bypass it" in reference to drow I smiled because the first campaign I ran was a very linear one and my way of making it linear was making them all pirates and making a Captain NPC to tell them what to do, my captain NPC was a drow with a magical pair of sunglasses
Plasmoid isn't the only one with multiple resistances. Aasimar (which you didn't put in your list for some reason) gets radiant and necrotic damage resistances.
I remember being a Verdan and tricking low intelligence creatures into making them think that the voice in their head is their consciousness and made them usually do what we wanted. It was very fun.
This list is missing a lot of races; aarokocra, bugbear, goblin, hobgoblin, kobold, tabaxi, triton, satyrs, centaurs, minotaurs, and probably some others I'm forgetting.
One more would be Goliath
@@dragonhunter3300 You're right, I can't believe I forgot goliaths.
Did you not see the start or the end of the video?
Specifically, he has a separate video for races from Mordenkainen's Monsters of the Multiverse.
thri-kreen is missing too :(
The mountain dwarf used to be even more busted during the 5e playtest. I made a mountain dwarf wizard. Auto proficiency in all armours, weapons, and shields. +2 CON and STR. Evocation wizard for spell sculpting. Take plate armour, a shield, and walk into the middle of a large group and drop fireball on myself.
As someone who’s playing a topaz Dragonborn, I also have wings for a minute and telepathy which I think majorly buffs the class. And resistance to force damage
Kalashtar is also Nice ocnsidering the MASSIVE telepathy ability. And their twin mind ability.
@@KneGros-nc1ss psychic powers are very useful if you actually think about how to use them
Okay that Drake Sprite reference for the warforged is criminally under appreciated. Had me laughing for a good minute.
fun fact: there is nothing stopping you from playing a Tabaxi wizard and polymorphing all your foes into Creepers. yes, the exploding green things from minecraft.
if anybody complains or tries to stop you, turn them into a Creeper too.
I LOVE playing as Warforged. My favorite one I played was one called Box (he is even my youtube pic). He was a foot and a half tall Bard. He wasn't a full Warforged. He was a prototype. Once the test was completed his creator repurposed him to be a 'toy' for a rich family's daughter. Thanks to the DM, instead of 6 hours he only needed 4, but would shut down 100% so he was pretty much dead sleep (thanks to him being a prototype). One time when he was in sleep mode he was fully turned off. He woke up (in his box) to find the mansion rotting to the ground. He now looks for his owner. He is in a group and plays off as a super cute creature everyone needs to protect (one player even said if anything happened to him he would destroy the world and everyone agreed). Sadly he never got a chance to find his owner since the campaign ended only a few sessions in. So technically he is still trying to find Matilda hoping to find her.
One thing that is nice about warforged over autognome is that warforged can be resurrected.
21:43 Aasimars "Am I a joke for you?"
I think you missed the part where Owlins have a flying speed equal to their walking speed, so Dhampirs get a 35-foot flying speed, as opposed to a 30-foot walking speed. Also; you can use it with heavy armor, since you’re only getting the Owlin’s speed, not its flying trait.
What a disgusting exploit. 10/10
@@AwesomeWookiee ;)
@@AwesomeWookiee not really, since if you start your character as a dhampir, you explicitly cannot get the flying speed. You have to start as an Owlin then convince your DM to let you become a Dhampir.
I could be wrong about this, but I don’t believe it gives you access to heavy armor, ancestral legacy states “Ancestral Legacy: If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.” So to me you gain a flying speed from the flight trait, meaning any restrictions that came with it remain, although I could be incorrect and you just pick up the speed
@@t-mango2491 It specifically says “Any flying speed you gained”
It does not say “Any trait that gives you a flying speed”
Though, as always with fifth edition, that’s quite vague and up to interpretation. However, I think a literal interpretation leads to what I mentioned.
21:48 aasimar resist radiant and necrotic damage
Also 24:21 aasimar and gem dragonborns can fly in heavy armor, using their flying abilities
Although the flight isn’t always active, I still think it’s worth mentioning
Nice, he used the hard r clanker
Woah! Calm the hell down man!
2 things plasmoids are good at
adv. on grapple, niche but helpful
that pseudopod? it can touch things, meaning spells with range of touch can now be cast at reach, meaning shocking grasp and no opportunity attacks. the description says the pseudopod can't *attack* not can't *cast a spell*
Artificers Steel Defenders and Homunculus Servants also heal from the Mending spell, but for 2d6.
Those aren't player species.
They are constructs. Autognome can count as a construct. Thats a captrip AS a HEAL. A Free god damn heal!
15:05 During a campaign I grew to really like the ghostwise halfling, especially for a monk.
(V)Humans are the best race. Very nice and customizable, good roleplay opportunities. I love playing humans, and wish they were real.
Me too, I've always loved them and kinda have a thing for them ngl
00:02 There's your winner on the left.
ROCK ÄND STONE BROTHERS!
Any plans on ranking the Locathah, Grung, and Dankwood Goblin? Or the races from the Planeshift pdfs?
I enjoy that you used the perks from Noita in this video
When you realize he left out the most broken one on purpose.. thri kreen
4 arms
Telepathy
Natural AC of 13 + dex
Advantage on stealth (conditionally)
Sleepless
Considered as monstrosity
Dark vision
A +2 and a +1
30 ft movement.
You forgot nearly uncounterable spellcasters.
Counterspell requires "1 reaction, which you take when you see a creature within 60 feet of you casting a spell"
But, Thri-Kreen language itself is not fully Verbal, they have different body structure, and their extra arms can be doing the material components behind their backs or under cloaks and other things...
Thri-Kreen can exploit a myriad of tricks to either make their spells invalid targets for Counterspell, or force a Spellcaster to risk every gesture and action is a spell that they might need to cast Counterspell to stop.
@@TxSonofLiberty 💀💀💀
This was so cool to listen to, but I really wish you would also say how you would improve them as you rank them. Your input carries weight with so many of us.
Can you upload a video about how create a paladin from the beggining please
I will say autognome battlesmith artificer:
your steel defender gets the action called "repair" which heals itself or another *construct* within 5 feet for 2d8+pb. it can do this 3x per day. The best part of this is autognomes can ride on steel defenders, meaning as a bonus action 3x per day you can heal yourself for 2d8+pb health, which is amazing
A tad too powerful early on
I went from 5'6" to 6'1" in the summer before my 15th birthday, I lost both my jobs and almost got kicked out of my apartment because I spent the whole summer on the couch in pain whining and moaning (luckily my roommate let me. I paid him back the next couple years) I can't even imagine doing that in 1 DAY!?!
I... have questions. Why were you living with a roommate instead of like... with a family member? How could your jobs legally fire you? Did you not seek medical attention? If I was growing so quickly it caused physical agony, I would probably seek medical attention because I'd be worried I had a brain tumor or something. How were you working, legally, at 14 anyway?
@@Mr.Monacle None of it was legal. I moved out of my mom's house very young, hospitals kinda creeped me out back then, and mostly, I was an idiot, I was 14.
@@andyspillum3588 I see...
Kalashtars make amazing Druids. They can speak to others in Wildshape and their telepathy increases each level
Yuan ti bros where you at?
I would *love* to see this channel take on the Dragonmarked Subraces.
No grungs?? Sad frog noises
I made a Goliath who is 6'5" 1800Lbs. Yes, I did roll for the weight. Session 0 I plowed through a tree with ease (max strength, 18 con at that time) and it was hilarious because I was running through a forest. Was told to make a save (don't remember) but I'm pretty sure I passed due to DEMOLISHING that poor tree
If you were a monk with dash and speed boots. You would be a living meteor.
now i wanna play the worst race with the worst class. and optimize it as poorly as possible. but i also want to synergize it as much as possible. im curious as to how effective that would be.
Based on having played it for over twenty years... can't recommend it. It's a fantasy game for a reason.
Vanilla Human Banneret (aka Purple Dragon Knight).
It's pretty good compared to a standard Human Commoner.
19:40 what is this clip from?? The cinematics and characters look awesome!
Fun fact: In some older printings of the Sword Coast Adventure Guide, Winged Tieflings can even fly with heavy armor, which makes them even more broken
Loxodon has a big bonus that I think gets overlooked. Many items that increase spell DCs or to-hit rolls mearly need to be held, not actively used. Loxodons can carry those in their trunk, cast with a free hand AND use a shield without needing the warcaster feat.
Magical staff or wand in 1 hand, shield in another, high con wizard for AC14-15, and casts with their semi-hand trunk
Oh sorry AC16-17 with the shield
@@KneGros-nc1ss actually you'd need to hold the staff or wand in the trunk and cast with the free hand most of the time. Loxodons specifically can't cast with theor trunk. The rules around casting and free hands are both complex and basically insane.
But generally, you only need to be holding a staff or wand to get whatever benefit they provide you (+1 to hit or to DC's, etc) and the trunk does that job just fine.
Why don't Dhampirs have the Vampire weaknesses?
Vampire weakness is all in the e. Dhampirs got rid of theirs 😉
Dhampirs are not whole Vampires but half Vampires or hybrid of Vampire and living being, so they don`t have the full power of a Vampire but neither their weaknesses
They’re half-vampire
In Slavic mythology dhampirs don't have any weakness but are a little bit weaker then vampires
I love Tritons! Between their design and their awesome lore, they're probably my favorite race in the game!
plasmoid: "only race to resist 2 damage types"
aasimar: hold my beer
reborn aasimar: *HI*
When i started my last campaign with alert, my dm would always forget it. "You get surprised by an ambush." "No I dont."
I love all the races unless I'm playing a wizard, usually I go white human, because INT is their main stat, rather than a dump stat and there is some great feats that go with INT, bringing you to 18 INT at level 1
Every beneficial spell with a range of touch has a 10 ft range with Plasmoid’s. If you assume “spell attacks” are different than “attacks” classic that spell list expands a lot. Or you could just have a familiar.
The best race is all the races as it’s up to you what suits you as a role player.
Originally pressed on vid because I didn't notice the "in DnD" part but glad I stayed, I like DND now.❤
you missed so many races :(
Elves dont get 4hr Long Rest, They have the same 8 hours but only spend 4 hours "Sleeping" instead of 6. Same with Warforged. Their sleep is replaced with being in a conscious motionless state
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"Gnomes are criminally underappreciated!"
Thank you. Yes we are.
I love how "drunk" Will, despite being drunk is still the smartest dressed Will we've seen. ;-)
I dunno why people think Flying is broken. I allow it freely but with guild lines, I'll list them here and you are free to use these.
1: Having wings you can use them to assist in (self) jumping for the extra distance it will be a 5ft.+ str modifier for a possible +10ft. from standing still jump up. You only need 5ft. of movement to perform a running jump, and you can add the extra distance 5ft.+ str modifier to your movement. This requires you to use your Bonus Action.
2: To archive flight/gliding you need at least 30 feet of height or running takeoff movement with no ceiling. This requires an Action. While in the air you can add half your Athletics Skill or Acrobatics Skill (rounded down) to your AC while flying. Changing directions while in the air cost 20ft. of movement. (You're not a helicopter or tiny bird)
3: While in the air if you are hit you must roll a DEX SAVE DC:16 if your HP is above 50% you can roll at Advantage. If your HP is below 50% you roll at Disadvantage. With each hit receive you lose 5ft. of altitude. If you are Critically Hit you are knocked out of the sky and you proceed to crash to the ground. You can use your Reaction if available to reduce your fall damage height by 5ft.+ Str Modifier.
4: You can wear Light Armor to fly but at the cost of -5 ft. of Flight speed and you can wear Medium Armor at the cost of -15ft. to Flight speed. Also you can only use your str modifier while wearing these armors to your standing jump and no longer able to running jump from only 5ft. of movement. This penalty is added to your hits received as well.
5: Saving Grace: With a Reaction and have movement left. You can fly to save a falling ally within movement range to catch them and slowly gliding down to the ground again. If the creature size is tiny or small compared to you. You can use your Action or Bonus Actions during your Reaction: Saving Grace uses your momentum to swoop back up into the air freely equal to half your flying speed. After performing this maneuver you both are gliding back down the ground and can not land in an already occupied space.
“Did you fall from heaven… because it hurts to look at you”
I made a simic hybrid grappling wizard with a tattooed spellbook and a fun homebrew background feature that is based on being an experiment.