It's like having a Wood Elf paladin - there might not be tons of them, and they'll never be as "optimal" as some of the other races (like Half-Elf or Dragonborn), but they can absolutely work and really aren't hamstrung THAT much as long as you get over the minutiae of -1s and +1s. The halfling barbarian in my one game delighted in darting between an enemy's legs (using his "Halfling Nimbleness") and hacking at its knees. They shouldn't necessarily be as strong at it as a half-orc - instead they should have their own special way of going about things. This is where you get interesting stories for those halflings and gnomes who choose (or get chosen) to be paladins, barbarians, or rangers. When you say that most halflings and gnomes are casters and rogues, that's for a reason - that's literally what most folk of those races would choose to be as adventurers. It's less than it used to be (where ALL weapons were dropped by a damage die for shorties) and hardly counts as crippling. While the damage die thing is a bit of a bummer, it needs to be remembered that it amounts to about a -1 on damage relative to tall folk - and only on two-handed weapons. ![]() The -5 to movement speed most small races get and the inability to wield heavy weapons is completely appropriate since the small races have probably the best racial abilities of any race in the game. They also get fury of the small which is a nice bump to damage. Bonus actions are severely lacking for a lot of classes, and being able to disengage is great for survivability and kiting. ![]() Goblins: they get probably the strongest of the 3 rogue options for a bonus action without having to dip 2 levels into rogue to get it. Probably the best balance for any class other than generic human whose balance is a complete lack of anything that particularly stands out. Gnomes are probably the weakest racially of the small races, but the bonus to saving throws against magic is really strong if they go with a martial class that would normally have low wis/int/cha. Their ability stat bump is for a shit ability if they're anything but a wizard unless they're going EK or AT. Gnomes: half of subrace options are shit, but the other racial bonuses are really great. Halflings: strong racial abilities regardless of class and diverse bonuses based on subrace. Sunlight sensitivity is a *****, but packtics will usually counter it if you're in sunlight, and you have to be in direct sunlight anyway, so if you're in a cave, forest, town with buildings that cast shadows, etc. There's a barbarian path built around exactly this, but even that is only to enemies within 5 feet of you, not 10. The ability to give all of your party advantage on attacks against all the enemies within 10 feet of you is really strong. Kobolds: a minus ability to a stat they're most likely dumping to begin with. Free proficiency in perception is very good and probably the best thing elves get. having prestidigitation or minor illusion could be very useful if you use it well, but hardly makes high elves particularly strong. An extra cantrip is nice, but it's a wizard cantrip so it'll be int-based which means that you'll either already have access to it from being a wizard, or it's probably an extra cantrip in your dump stat since only wizards use int as their main stat. ![]() ![]() Trance isn't particularly good since you still need to spend the whole 8 hours resting to complete the long rest, even if you only "slept" for 4 hours instead of 6-8. Extra weapon proficiencies are nice, but most classes you'll be playing that care about these weapons will already give you proficiency in these weapons. It's nice, but nothing particularly strong. They get fey ancestry but you won't be subjected to sleep or charm effects very often in a standard session, maybe once. Monstrous Compendium Vol 3: Minecraft CreaturesĮlves get darkvision which is actually pretty shit since you still need bright light to avoid the negative to your perception checks and it's only slightly more vision than you'd get from a torch anyway.
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