Are the Volo’s Guide Character Races Overpowered?

I recently got the excellent Volo’s Guide to Monsters, a new sourcebook for fifth edition D&D. This includes an incredible set of resources for DMs and players, including extensive information on several popular monsters (like Beholders and goblinoids), an expanded bestiary for the Forgotten Realms, and rules for playing expanded character races. These include some familiar to fifth edition fans (including the Aasimar from the DMG and Goliaths from Princes of the Apocalypse) and some that are new (like the Kenku, previously presented in the Monster’s Manual). There are even rules for playing monster characters.

This is all very cool, and I for one have always loved Aasimar (first encountering them as playable races in the “Neverwinter Nights 2” PC game). But as I read through the rules for creating characters based on these races, I began to notice something: they all seemed really overpowered.

First, they get multiple ability score increases. For example, Aasimar have an increase in charisma of 2 and a 1 point increase in either wisdom, constitution or strength depending on the sub-race you pick. Similarly, Firbolgs get an increase to Wisdom of 2, and an increase to strength of 1.

But they get other benefits as well. Most get some sort of extra skill or innate power. Goliaths, for example, gain proficiency in Athletics, count as one size larger for carrying capacity, and can reduce the damage they take from hits. Others gain spell abilities. Tritons can cast fog cloud—which they later upgrade to gust of wind—and can talk with aquatic creatures.

PHB Non-human races get some of these benefits, although (and here’s a debatable point) I think the Volo’s Guide races get a bit more. For example, Gnomes get a 2 point increase to Intelligence and a 1 point increase in either Dexterity or Constitution (depending on the sub-race). They also get a few other minor benefits, like “gnome cunning” or the forest gnome’s nature-related powers. But these seem less significant than the myriad benefits a player gets from playing one of the new Volo’s Guide races.

Granted, as I said, this is debatable. Non-human PHB races get the same attribute bonus, and it’s hard to weigh the other benefits. But even if the PHB non-human races can kind of compete with the Volo’s Guide races, humans can’t. Humans are designed to be flexible and adaptable. As a result, they get a 1 point increase in every attribute.. Or—if the DM allows it—they get a 1 point increase in 2 attributes, a feat and a skill. These are both great features, and make human a potent choice for character race if you’re not interested in maxing out attribute points early on. But even getting a feat—which can be very fun for low-level characters—can’t compete with a total of 3 attribute point increases and other magical benefits you’d get from one of the Volo’s Guide races.

So if we use the Volo’s Guide races, why would anyone ever play a human?

The only downside I can think of relates to role-playing. Humans are usually the standard race in campaigns, with other PHB races rarities of different levels depending on the specifics of the campaign. Volo’s Guide races, by contrast, would be spectacles in most settings. This should make them kind of difficult to play if—for example—there’s a 10% chance villagers will run and scream when a Firbolg character tries to talk to them. Also, each of these races has rather strict alignment requirements, and personality traits that could make some social interactions difficult.

This does kind of make sense—you get more power by playing these exotic races but it can make your life (and the lives of your party) more difficult in other ways. A lot of this will depend on the DM, however, and it’s possible a DM won’t really handicap players using the Volo’s Guide races via roleplaying. This will lead to a situation of “power gamers” always gravitating towards a Volo’s Guide race, making it difficult for players to justify using a standard race. Absent some mechanism of rewarding flawed characters (such as…maybe this one…), this can effectively limit the variation in gameplay.

I get that D&D isn’t interested in lowering attributes for different races; always getting an increase of some sort is more fun. But I worry that they went a bit too far with the Volo’s Guide races.

Am I being unfair?


2 thoughts on “Are the Volo’s Guide Character Races Overpowered?

  1. Cali

    Mm, I’d argue that getting a Feat actually is better than 3 stat increases.

    Feats are insanely powerful and scale very well. Some builds are even designed around getting a certain amount. Polearm Master/Great Weapon Master/Sentinel is an insanely powerful combo, and if you can get an extra one for free, it basically is an additional ASI.

    I’m of the opinion that Variant Human is the most overpowered race in the game, even including Volo’s characters, however.

    Liked by 1 person

    1. thanks, yeah, I was struggling with how to compare Variant human to the new Volo’s classes. Maybe it comes down to flexibility (Variant Human) versus specialized powers in all the non-human races.

      Or at the least it doubles down on the weakness of standard human- besides ease of creation, it’s hard to see why anyone would choose that route.


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