Racial feature | Feat Cost | Comments |
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Ability +1 | +0.50 | |
Ability +2 | +1.00 | |
AC 13 + Dexterity | +0.50 | All classes get access to at least light armor AC 12 equivalent. |
AC 14 + Dexterity with Disadvantage on Stealth checks | +0.50 | |
Armor proficiency, medium + light | +0.50 | Compare to Moderately Armored feat. |
Armor proficiency, heavy + medium + light | +1.00 | Compare to Heavily Armored feat. |
Breath Weapon | +1.00 | The Dragonborn racial ability (5e PHB page 34). |
Burrow, speed 5' | +0.25 | |
Cannot use shields or weapons | -0.50 | This penalty is mitigated by Monk and spellcasting classes. |
Cantrip | +0.25 | Compare to Magic Initiate feat. |
Cantrip + 1st level spell at 3rd level + 2nd level spell at 5th level | +0.80 | Compare to Magic Initiate feat. |
Change shape ala Aranea, Hengeyokai | +1.00 | Not sure on this pricing, offset by suspicious penalty and cold iron susceptibility |
Climb speed and natural climber | +0.25 | |
Darkvision, 30' | +0.20 | |
Darkvision, 60' | +0.33 | This is a very common racial ability. Poor humans. |
Darkvision, 90' | +0.40 | Sneaky Shadow Elves! |
Darkvision, 120' | +0.45 | Damn Dark Elves! |
Darkvision, 120' | +0.50 | |
Fey ancestry | +0.10 | Advantage on save vs. charm; immunity to sleep magic |
Flight with disadvantage on attacks | +0.50 | e.g. Enduk, Pegataur |
Flight | +1.50 | e.g. Aarakocra |
Flying dash bonus attack | +0.25 | e.g. Enduk |
Gills: can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules). | -0.50 | e.g. Aquatic Elf |
Gnome cunning: advantage on CHA/INT/WIS saves vs. magic | +1.00 | |
Heightened sense of smell: Advantage on Perception checks using smell, and on Wisdom (Survival) checks to track by scent. When tracking by smell, they may add their proficiency bonus to the survival roll. | +0.30 | e.g. Lupin |
Hit points +1/level | +0.50 | Compare to the Tough feat. |
Ignore difficult earth/stone terrain | +0.25 | Earth Genasi ability. |
Language proficiency | +0.10 | Flavor with very minor benefit. |
Lucky - reroll 1s | +0.50 | If roll 1 on attack/ability check/save reroll and must use the new roll. Compare to the Lucky feat. |
Mask of the wild, hide when you (small) only obscured by one size larger | +0.10 | Hide when only lightly obscured by natural phenomena. Compare to Skulker. |
Mountain born | +0.10 | Acclimated to cold climates and high altitude, including elevations above 20,000 feet |
Nimbleness - move through square of creature one size larger | +0.10 | |
Pounce - if move at least 20' in a straight line towards target creature and hit it with a claw attack on the same turn, that target must succeed on a Strength save vs. DC 8 + proficiency + Strength bonus or be knocked prone. If the target is prone, can make one bite attack against it as a bonus action. | +0.50 | Should this be treated as shove, so opposed strength athletics / dex acrobatics check, or strength saving throw? |
Improved pounce, as pounce but get two bite attacks as a bonus action. | +0.30 | |
Powerful build | +0.10 | Rarely of significant benefit |
Relentless Endurance - when reduced to 0HP, if not killed, it is 1HP | +0.50 | Compare to +1 HP/level |
Resist acid, disease immunity, breathe water | +0.10 | Resistance to something uncommon |
Resist fire, resist poison + advantage on poison saves, advantage vs. fear, etc. | +0.25 | Resistance to something that occurs moderately often |
Savage attacks - roll extra critical die | +0.25 | |
Sense the unseen | +0.15 | Know which square an invisible creature is in if it is within 5 feet, but still have disadvantage.
Relevant thread: Scent vs Invisible creature. |
Size small | -0.10 | Disadvantage on attack with heavy weapon, cannot grapple size large creatures |
Size tiny | -0.25 | Unable to wield heavy weapons. Disadvantage with weapons that are not light. Cannot grapple size large or medium creatures. Halve carrying capacity. |
Skill check advantage | +0.33 | Average benefit of +3.325 on the skill roll. Similar benefit to a proficiency. |
Skill check expertise | +0.25 | +d4 to a skill roll |
Skill proficiency | +0.33 | Compare to the Skilled feat. |
Skill specialty | +0.10 | +d4 per skill specialty |
Speed -10' | -0.50 | |
Speed -5' | -0.25 | |
Speed +10' | +0.50 | Compare to the Mobile feat. |
Speed + 20' | +1.00 | |
Stonecunning, artificer's lore | +0.05 | Double proficiency bonus on Intelligence (History) related to something, e.g. stonework, magic items, etc. |
Stone's endurance | +0.25 | Goliath ability to use reaction to roll d12+CON modifier to reduce damage. Compare to +1HP/level. |
Sunlight sensitivity | -0.50 | |
Swim speed and natural swimmer | +0.25 | |
Tinker | +0.10 | Rock Gnome racial ability (see 5e PHB page 37) |
Tool check advantage | +0.10 | |
Tool proficiency, artisan/gaming/musical | +0.10 | |
Unarmed attack doing d3 damage or less, light and finesse | +0.00 | Flavor with very minor benefit. All classes get access to simple weapons doing at least this much damage. |
Unarmed attack doing d6 damage with light, or d4 damage with finesse/light | +0.05 | Compare to the Weapon Master and Dual Wielder feats. At lower damage, the only significant benefits are always being armed and not needing to draw second weapon to make off-hand attack. |
Unarmed attack doing d8 damage with finesse, or d8 damage with light, or d6 damage with finesse/light | +0.12 | |
Unarmed two-handed attack doing d10 damage with heavy | +0.08 | |
Unarmed two-handed attack doing d12 damage with heavy, or d10 damage with heavy/reach | +0.12 | Compare to the Weapon Master feat. |
Underwater vision, superior | +0.25 |
- Can see in clear water with bright light to a distance of 120'.
- Can see in clear water with dim light to a distance of 60' as if it were bright light.
- Can see in murky water or darkness as if it were dim light to a range of 30'. Cannot discern color in darkness, only shades of gray.
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Vulnerability, uncommon, e.g. cold Iron, wolf's bane | -0.25 | |
Vulnerability, common, e.g. fire | -0.50 | |
Weapon proficiency in up to four weapons | +0.50 | Compare to the Weapon Master feat. |