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The biggest contributor is probably racial size but even that is mostly diminished because outside of some odd RP fetish there's little reason to play short races. Mechanically they're almost always worse. Another thing is movement speed where wood elves get more of that and it could be noticeable at early levels - but then items + spells flatten that out.
I guess it's an artifact of them being afraid of making anything race-based look "too different" so the "let's make everyone equal-kumbaya" prevailed. So, bottom line - you could pretty much have any race do anything on equal footing.
Even between early and mid-game this extra bonus won't matter as much. There are a lot of things which will flatten the difference out. Stuff like items with + movement speed. Or spells. Misty step on some classes or races. Barbarian's aura and things like moving for only a bonus action and then momentum stacks and probably stuff I forgot. It's one thing to have a difference of 9 vs 10.5 (i.e. about 17%), it's another to have it at 18 vs 19.5 (i.e. about 8%).
If it is nothing "too OP" then the builds mentioned here might be what you are looking for
https://steamcommunity.com/sharedfiles/filedetails/?id=3124459563
Racewise I always recommend to ignore th features, unless, well, you do you. Personally I see the race boni not that important that it is worth to build around them nor vice versa, and the best experience you can have is in fact with a character you can identify with most. Even if it means playing a human.
Especially strong I consider Wood Elf for their universally useful extra movement speed. Either as pure or half version it becomes a matter of which starting weapon proficiencies you prefer.
The universally strongest character throughout the game I consider the Githyanki with their free Mage Hand, Misty Step, and Astral Knowledge. Especially Astral Knowledge is incredible powerful in pretty much every situation where you need skill proficiency.
Beware of some red herring choices like half orc. It is reasonable to consider their Savage Attacks somewhat useful, but it is a faulty mindset to take them just for Relentless Endurance. A bonus which only triggers when your character goes down, something you practically never want to happen. And if it happens it is doubtful that the passive gives you the edge you expect from it.
Similar with Halflings vs. Gnomes. Mechanically you are better with Rock Gnomes, but for flavour/role play it does not matter and it is quite charming to have a brave Halfling as character.
Tieflings are tricky because their passives are very nice. But each subclass is better for a certain build than the other.
Ask me again when you play with the PHB Racial ASI revert mod
How so? My first Tav was a tiefling and I just went with a Ranger because I wanted to be an archery-focused character. I went with the Mephistopheles tiefling and found myself using Burning Hands often.
i don't play male characters so that's kind of irrelevant for me but good to know lol
Except Halfling is the best race in the game. It reduces your critical fail rolls by 95%.
Mephitophles make better Sorcerers/Warlocks/Bards
Zariel are better for Paladin/Fighter/Barbarian
Asmodeus work greatly with Monks/Rogues
As a result, I'm able to use clubs and staffs to do appreciable melee damage; I've a good range of useful combat and utility spells; and wildshape can help solve other specific problems.
So that's my take?