Define ‘better’. The simple truth is that the races have been brought closer together in power levels, creep has basically been removed, and almost all abilities have gone from once per short rest to proficiency bonus times per long rest. This removes the randomness where some tables might have 3 or 4 encounters per short rest and other tables might only have one encounter per.
There are a lot of people that have complained that their favourite race has been nerfed but honestly I think the only ones that got powered down actually needed to be, such as the Yuan-Ti, the Goblin, and a couple others. Personally I like it, weaker races got slight boosts, inconsistencies got fixed. There are a few surprising changes like the Kobold and the Hobgoblin but overall it was worth buying.
Of your list, the Aarakokra flying speed was changed to be equal to their walking speed but now any spell or ability that buffs walking speed will also buff flying speed. So it’s a neutral change. They also got a once per day spell and increased the talon damage.
Lizardfolk lost that ability to make primitive shields etc but their bite damage increased and they got 2 skill proficiencies.
Changelings didn’t really get changed noticeably, and all genasi got dark vision and some minor spell use.
Tritons lost the ability to cast Wall of Water and instead got Water Walk on account of not using any spells from outside the PHB. Wall of Water was useful as a defensive option in a variety of situations, but Water Walk is honestly something that a character who can breath and move around freely underwater would almost never have a use for.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
From a mechanical game design perspective I'd say the revised ones are slightly better. If you want lore and related material for worldbuilding around the races look elsewhere because they've very specifically stripped just about all of that away. The new versions don't even have general height and weight ranges because apparently telling us how tall a fairy is or how much a centaur typically weighs is restricting our creativity (it also conveniently lets the writers clock out early).
From a mechanical game design perspective I'd say the revised ones are slightly better. If you want lore and related material for worldbuilding around the races look elsewhere because they've very specifically stripped just about all of that away. The new versions don't even have general height and weight ranges because apparently telling us how tall a fairy is or how much a centaur typically weighs is restricting our creativity (it also conveniently lets the writers clock out early).
"Setting agnostic" taken to the extreme means "Here are some stats that could be a new type of gnome or maybe nine foot tall ant people. You figure it out because we're not actually going to write anything."
"Setting agnostic" taken to the extreme means "Here are some stats that could be a new type of gnome or maybe nine foot tall ant people. You figure it out because we're not actually going to write anything."
But in reality that is not what has happened in MMoM.
Changelings didn’t really get changed noticeably, and all genasi got dark vision and some minor spell use.
They became fey and able to change size and got their ability to size lock removed. New gimick, small mammoth with same stats, as a moon druid.
Which isn’t a noticeable change. They got the option to start as small or medium size at character creation and change between sizes as part of their shape hanging ability which is neat but the usefulness of it will vary massively between games. When a druid wildshapes they take on the standard stat block of a creature so they would become a normal sized mammoth irrespective of whether the druid itself was a small or medium creature. Becoming fey also is a little niche, a small number of spells no longer work on them but they become valid targets for a small number of different ones. Again it is very campaign dependent so may not make any meaningful difference.
Personally, I have both the legacy and modern versions and am fine with it - some of the races got better, some got worse, some basically stayed the same, some move laterally. Frankly, I think the idea of balancing party members is a bit of a fruitless, silly affair to begin with, so I am just going to let folks choose if they want to play the legacy version or the modern version, without decreeing one must be used over the other.
Whether giving players that flexibility is to your taste or sufficiently to your taste to be worth it is a matter between you, your players, and your wallet.
I will let my players use either, and I will use either as well. My only issue with the new races is Minotaur. I would have preferred powerful build over the labrythian whatever the heck it is. But DnDbeyond has given us homebrew options, so I am good with it.
Changelings didn’t really get changed noticeably, and all genasi got dark vision and some minor spell use.
They became fey and able to change size and got their ability to size lock removed. New gimick, small mammoth with same stats, as a moon druid.
Which isn’t a noticeable change. They got the option to start as small or medium size at character creation and change between sizes as part of their shape hanging ability which is neat but the usefulness of it will vary massively between games. When a druid wildshapes they take on the standard stat block of a creature so they would become a normal sized mammoth irrespective of whether the druid itself was a small or medium creature. Becoming fey also is a little niche, a small number of spells no longer work on them but they become valid targets for a small number of different ones. Again it is very campaign dependent so may not make any meaningful difference.
wildshape keeps racial abilities including shapechange, which goes to small or medium
Changelings didn’t really get changed noticeably, and all genasi got dark vision and some minor spell use.
They became fey and able to change size and got their ability to size lock removed. New gimick, small mammoth with same stats, as a moon druid.
Which isn’t a noticeable change. They got the option to start as small or medium size at character creation and change between sizes as part of their shape hanging ability which is neat but the usefulness of it will vary massively between games. When a druid wildshapes they take on the standard stat block of a creature so they would become a normal sized mammoth irrespective of whether the druid itself was a small or medium creature. Becoming fey also is a little niche, a small number of spells no longer work on them but they become valid targets for a small number of different ones. Again it is very campaign dependent so may not make any meaningful difference.
wildshape keeps racial abilities including shapechange, which goes to small or medium
Given that the reason for shapechanging allowing small or medium is because Humanoids can be small or medium, the more interesting way to play a wildshaped changeling would be allowing them to shapechange into a different variety of the same type of beast as a reflavoring (like a black bear now appearing as a brown bear or panda bear), and they'd otherwise keep the statblock of the original wildshape. Your poisonous snake could go from coral snake to cobra. Your giant rat could become a rat for easier sneaking.
Some races were significantly buffed. Some got small tweaks. Some were streamlined or given new options that doesn’t change the overall power of the race too much, like size options. Some got specific nerfs like the goblins extra damage or the Yuan-Ti going from poison immunity to poison resistance.
Overall it’s an interesting mix bag and I used the revised and legacy race abilities to create my own racial traits for the PC options of my world.
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Mechanically, the Mordenkainen races are generally (though not exclusively) an improvement. However, the watered down/stripped out lore is very sad; for me, reading the "legacy" lore on for example Goliaths (EEPC) or Yuan-Ti (VGtM) made them massively more appealing to play.
You can use DDB's customisations to make some of the legacy races mechanically quite close to the updated versions if you so wish.
If you put your mind to it, you can also do a lot with a basic race and a little bit of backstory.
"...wrecked the Kenku's most unique traits..." Kenku mimickry was a reason to ban kenku characters from the table at Session 0 with no appeal, not a reason to celebrate kenku. The whole "you can only speak by making foley noises and/or repeating stuff the other players have said!" thing sounded unique and fun and different on paper and was absolutely infuriating in practice. Kenku can still have a preference/predilection for mimickry without requiring the player to be a master actor with a lightning-fast Soundboard trigger finger to "play the species right." While yes, the M3 changes objectively "reduced the uniqueness" of kenku as a playable species, there are times when a decision made to give a species a unique niche is an unequivocable bad one.
"...made fun of aarakocra..." Aarakocra's overbearing fifty-foot flight speed was reigned in, but it was also allowed to benefit from increases and reductions to base movement speed, of which the birbmen got an extra five feet. The aarakocra monks everybody always made anyways come out ahead in the end, and while other species are generally nerfed, it's also the case that species with boosted mobility in D&D generally have either serious drawbacks (centaurs' nigh-complete inability to climb) or very limited mobility increases (wood elves). Beyond that, birbs gained five extra feet of speed, a useful native spell, and improved talon damage. Not sure how they're awful now, really.
"...gave us a weird arrangement of bird people..." Volo's did that by introducing the kenku in the first place, which, hot take: nobody needed. You had aarakocra, you did not need an entire separate race specifically for Corvid People. Especially one with as polarizing and inhibitive a trait as the original Kenku Mimicry. M3 was simply working with what it had.
"...scrapped the simplicity and intuitiveness of sub-lineages..." While this was a 'necessity is the mother of invention' thing, I'm not actually sure it's a terrible idea. Yeah, "subrace" seems easy and neat, but each species also has wildly different stuff its various subraces altered. And the difference between "subrace" and "variant race" has always been precisely as clear as radioactive mud, and a constant tripping point for new players. Subspecies means your base species is incomplete and you have to pick a sub before you're a real person; variant species means you have a complete species to start with but can hack-job that species with different traits if you want to, and occasionally a species might have both variants and subs (******* eladrin)...it's a mess. Getting rid of the whole thing and just having each species be its own contained, complete block frankly makes more sense to me. You can have grouped species, a'la the "you count as an [X] for the purposes of species feats/attunements/whatever-elses" line, or even just trust the DM to not be a stooge.
"...took half its art from Magic and older D&D books..." Yeah, not sure where the art direction was going with M3. Some choices are heckin' lit, some choices are super weird, and some choices weren't changed at all. Not that the older art in Tome of Foes or Volo's Guide to DM Headaches was generally any better, but eh.
"...took lore that was just a tad out of date and threw it away..." Holy hell I am so sick of people being upset about that. Like, okay. I get it. I can even sympathize to a degree. But friggin' mooselicking Shatnerblasting murderhell, NOT EVERYBODY PLAYS IN FAERUN!!! I don't give a spit about the Blood War, drow have been a racist Problem since inception and have needed fixing, and even you yourself acknowledged that Volo's Guide to DM Headaches was a misstep. Everyone who wanted that lore has it already, and anyone playing in any of the game's increasing myriad of other settings couldn't use those books until they spent many, many hours going at them with a chainsaw to try and prize out the useable bits from amidst all the Faerunian-exclusive lore that makes absolutely no sense at all outside Faerun. UGH.
Anyways...
"ruined the satyr, gnome, and all magic resistance..." Good. Completely free always-on Magic resistance is ridiculous. Even in its current form in M3 it's overbearing and effectively removes the DM's ability to run traditional spellcasters against a party of critters that never fail saving throws. I can guarantee that freely accessible PC Magic Resistance was a factor in the M3 decision to pivot the essential make-up of spellcasting enemies. Everybody complaining that NPC/enemy mages are boring and don't feel mage-y anymore because they all have a Mage Laser attack action and a handful of noncombat spells now instead of a giant PC-style list of spells? Satyrs and gnomes are a part of why.
"...smacked the Barbarian in the face..." What? Do you mean the shift to larger/more dangerous critters tending to inexplicably deal force damage rather than physical damage? If so, then yeah, that's a little weird. Not sure why that was a thing, but I mean heck. Barbarians still get a d12 hit die and generally more Brawnstitution than any other class. They'll manage.
"...served as 'paid errata' for the books it supercedes..." That one's y'all's fault. People went thermonuclear over "DON'T CHANGE MUH OLD BOOKS I WANT MUH OLD LORE DON'T YOU TOUCH WHAT I ALREADY BOUGHT YOU CORPORATE DEVILS! DX" and so Wizards decided to make M3 opt-in. Opting in, unsurprisingly, requires paying for the book. People got exactly what they wanted - the old bad books are untouched, and furthermore will now be completely and utterly untouched forever because Wizards isn't going to waste time adjusting, fixing, errata-ing, or otherwise correcting dead books. Tome of Foes and the Guide to DM Headaches are now stable and eternal as only dead products can be.
"...insulted the players by only being available as part of a giant bundle for a quarter of a year..." Yeah, no arguments from me. That was deeply annoying and unpleasant, and here's hoping Wizards learned its lesson about requiring customers to buy additional copies of books they already own to access new content. However you want to classify 'new'. Whatever their justification for that call was, it was a bad one.
"...serves as the culling blade of 5e..." If not M3, it would've been something else. This is what happens when the game does a mid-edition pivot because the market looks completely different eight years after the product was launched. For the first time in the game's entire history, salty grognards that've been playing since Red Box aren't the primary driving engine behind game sales anymore. For the first time in nearly fifty years, people are flocking to D&D in droves without going through the "A Friend Who Plays" pipeline. Popular celebrities are enthusiastically endorsing the game, live play has exploded ever since Critical Role proofed out the concept. Eight years ago when 5e went live, Wizards could not possibly have foreseen these market conditions. People want different stuff than they did back during D&D Next, and Wizards has two choices - awkwardly shoehorn those things into 5e somehow, or pull the trigger on 6e and hope their lovely new Money Chicken survives. We can all, clearly, see what decision they made. People profess to prefer that decision to an Edition Changeover, but then ceaselessly complain about changes to 5e. Typical, really. Ah well.
Size - the continuing watering down of size. Mostly for small but also for creatures that should be large. Apparently all small characters are now Olympic sprinters.
Lore - making all races have no bad traits makes them all vanilla. Choices basically don't matter and apparently there are no bad guys anymore. The happy hobgoblin? Seriously?
No short rest - I really enjoy the short rest mechanic. Rather than abandon it I wish WOTC would update it. I mean, it makes a TON more sense for the party to take a short rest in the middle of an adventure rather than a long rest and all proficiency/long rest does is make it easier for PCs to nuke every encounter and then take a long rest after. Heck, let's make a short rest take 10 minutes and just limit it to 3/day or something.
I'm considering on getting the book with the revised races but I don't want to buy the book only to find out the legacy races are better.
For those who bought the book with these new, revised races, is it worth it or should I stick with the legacy races?
I'm mainly interested in the new Aarakocra, Lizardfolk, Gensai, and Changling races but am interested in the others as well.
Thx for the help.
DruidVSAdventure
Check out my Homebrew Class The Evoker
If I remember correctly most revised are more powerful with some specific exceptions like yuan tee
Define ‘better’. The simple truth is that the races have been brought closer together in power levels, creep has basically been removed, and almost all abilities have gone from once per short rest to proficiency bonus times per long rest. This removes the randomness where some tables might have 3 or 4 encounters per short rest and other tables might only have one encounter per.
There are a lot of people that have complained that their favourite race has been nerfed but honestly I think the only ones that got powered down actually needed to be, such as the Yuan-Ti, the Goblin, and a couple others. Personally I like it, weaker races got slight boosts, inconsistencies got fixed. There are a few surprising changes like the Kobold and the Hobgoblin but overall it was worth buying.
Of your list, the Aarakokra flying speed was changed to be equal to their walking speed but now any spell or ability that buffs walking speed will also buff flying speed. So it’s a neutral change. They also got a once per day spell and increased the talon damage.
Lizardfolk lost that ability to make primitive shields etc but their bite damage increased and they got 2 skill proficiencies.
Changelings didn’t really get changed noticeably, and all genasi got dark vision and some minor spell use.
Tritons lost the ability to cast Wall of Water and instead got Water Walk on account of not using any spells from outside the PHB. Wall of Water was useful as a defensive option in a variety of situations, but Water Walk is honestly something that a character who can breath and move around freely underwater would almost never have a use for.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
From a mechanical game design perspective I'd say the revised ones are slightly better. If you want lore and related material for worldbuilding around the races look elsewhere because they've very specifically stripped just about all of that away. The new versions don't even have general height and weight ranges because apparently telling us how tall a fairy is or how much a centaur typically weighs is restricting our creativity (it also conveniently lets the writers clock out early).
That and it's specifically setting agnostic
"Setting agnostic" taken to the extreme means "Here are some stats that could be a new type of gnome or maybe nine foot tall ant people. You figure it out because we're not actually going to write anything."
But in reality that is not what has happened in MMoM.
She/Her Player and Dungeon Master
They became fey and able to change size and got their ability to size lock removed. New gimick, small mammoth with same stats, as a moon druid.
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
Which isn’t a noticeable change. They got the option to start as small or medium size at character creation and change between sizes as part of their shape hanging ability which is neat but the usefulness of it will vary massively between games. When a druid wildshapes they take on the standard stat block of a creature so they would become a normal sized mammoth irrespective of whether the druid itself was a small or medium creature. Becoming fey also is a little niche, a small number of spells no longer work on them but they become valid targets for a small number of different ones. Again it is very campaign dependent so may not make any meaningful difference.
Personally, I have both the legacy and modern versions and am fine with it - some of the races got better, some got worse, some basically stayed the same, some move laterally. Frankly, I think the idea of balancing party members is a bit of a fruitless, silly affair to begin with, so I am just going to let folks choose if they want to play the legacy version or the modern version, without decreeing one must be used over the other.
Whether giving players that flexibility is to your taste or sufficiently to your taste to be worth it is a matter between you, your players, and your wallet.
I will let my players use either, and I will use either as well. My only issue with the new races is Minotaur. I would have preferred powerful build over the labrythian whatever the heck it is. But DnDbeyond has given us homebrew options, so I am good with it.
wildshape keeps racial abilities including shapechange, which goes to small or medium
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
Given that the reason for shapechanging allowing small or medium is because Humanoids can be small or medium, the more interesting way to play a wildshaped changeling would be allowing them to shapechange into a different variety of the same type of beast as a reflavoring (like a black bear now appearing as a brown bear or panda bear), and they'd otherwise keep the statblock of the original wildshape. Your poisonous snake could go from coral snake to cobra. Your giant rat could become a rat for easier sneaking.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I think Bugbear got a significant boost with the surprise attack damage an every single damage roll as long as the target hasn’t taken a turn yet.
Would not be surprised (pun intended) to see that errata’d to only once.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Some races were significantly buffed. Some got small tweaks. Some were streamlined or given new options that doesn’t change the overall power of the race too much, like size options. Some got specific nerfs like the goblins extra damage or the Yuan-Ti going from poison immunity to poison resistance.
Overall it’s an interesting mix bag and I used the revised and legacy race abilities to create my own racial traits for the PC options of my world.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Mechanically, the Mordenkainen races are generally (though not exclusively) an improvement. However, the watered down/stripped out lore is very sad; for me, reading the "legacy" lore on for example Goliaths (EEPC) or Yuan-Ti (VGtM) made them massively more appealing to play.
You can use DDB's customisations to make some of the legacy races mechanically quite close to the updated versions if you so wish.
If you put your mind to it, you can also do a lot with a basic race and a little bit of backstory.
"...wrecked the Kenku's most unique traits..."
Kenku mimickry was a reason to ban kenku characters from the table at Session 0 with no appeal, not a reason to celebrate kenku. The whole "you can only speak by making foley noises and/or repeating stuff the other players have said!" thing sounded unique and fun and different on paper and was absolutely infuriating in practice. Kenku can still have a preference/predilection for mimickry without requiring the player to be a master actor with a lightning-fast Soundboard trigger finger to "play the species right." While yes, the M3 changes objectively "reduced the uniqueness" of kenku as a playable species, there are times when a decision made to give a species a unique niche is an unequivocable bad one.
"...made fun of aarakocra..."
Aarakocra's overbearing fifty-foot flight speed was reigned in, but it was also allowed to benefit from increases and reductions to base movement speed, of which the birbmen got an extra five feet. The aarakocra monks everybody always made anyways come out ahead in the end, and while other species are generally nerfed, it's also the case that species with boosted mobility in D&D generally have either serious drawbacks (centaurs' nigh-complete inability to climb) or very limited mobility increases (wood elves). Beyond that, birbs gained five extra feet of speed, a useful native spell, and improved talon damage. Not sure how they're awful now, really.
"...gave us a weird arrangement of bird people..."
Volo's did that by introducing the kenku in the first place, which, hot take: nobody needed. You had aarakocra, you did not need an entire separate race specifically for Corvid People. Especially one with as polarizing and inhibitive a trait as the original Kenku Mimicry. M3 was simply working with what it had.
"...scrapped the simplicity and intuitiveness of sub-lineages..."
While this was a 'necessity is the mother of invention' thing, I'm not actually sure it's a terrible idea. Yeah, "subrace" seems easy and neat, but each species also has wildly different stuff its various subraces altered. And the difference between "subrace" and "variant race" has always been precisely as clear as radioactive mud, and a constant tripping point for new players. Subspecies means your base species is incomplete and you have to pick a sub before you're a real person; variant species means you have a complete species to start with but can hack-job that species with different traits if you want to, and occasionally a species might have both variants and subs (******* eladrin)...it's a mess. Getting rid of the whole thing and just having each species be its own contained, complete block frankly makes more sense to me. You can have grouped species, a'la the "you count as an [X] for the purposes of species feats/attunements/whatever-elses" line, or even just trust the DM to not be a stooge.
"...took half its art from Magic and older D&D books..."
Yeah, not sure where the art direction was going with M3. Some choices are heckin' lit, some choices are super weird, and some choices weren't changed at all. Not that the older art in Tome of Foes or Volo's Guide to DM Headaches was generally any better, but eh.
"...took lore that was just a tad out of date and threw it away..."
Holy hell I am so sick of people being upset about that. Like, okay. I get it. I can even sympathize to a degree. But friggin' mooselicking Shatnerblasting murderhell, NOT EVERYBODY PLAYS IN FAERUN!!! I don't give a spit about the Blood War, drow have been a racist Problem since inception and have needed fixing, and even you yourself acknowledged that Volo's Guide to DM Headaches was a misstep. Everyone who wanted that lore has it already, and anyone playing in any of the game's increasing myriad of other settings couldn't use those books until they spent many, many hours going at them with a chainsaw to try and prize out the useable bits from amidst all the Faerunian-exclusive lore that makes absolutely no sense at all outside Faerun. UGH.
Anyways...
"ruined the satyr, gnome, and all magic resistance..."
Good. Completely free always-on Magic resistance is ridiculous. Even in its current form in M3 it's overbearing and effectively removes the DM's ability to run traditional spellcasters against a party of critters that never fail saving throws. I can guarantee that freely accessible PC Magic Resistance was a factor in the M3 decision to pivot the essential make-up of spellcasting enemies. Everybody complaining that NPC/enemy mages are boring and don't feel mage-y anymore because they all have a Mage Laser attack action and a handful of noncombat spells now instead of a giant PC-style list of spells? Satyrs and gnomes are a part of why.
"...smacked the Barbarian in the face..."
What? Do you mean the shift to larger/more dangerous critters tending to inexplicably deal force damage rather than physical damage? If so, then yeah, that's a little weird. Not sure why that was a thing, but I mean heck. Barbarians still get a d12 hit die and generally more Brawnstitution than any other class. They'll manage.
"...served as 'paid errata' for the books it supercedes..."
That one's y'all's fault. People went thermonuclear over "DON'T CHANGE MUH OLD BOOKS I WANT MUH OLD LORE DON'T YOU TOUCH WHAT I ALREADY BOUGHT YOU CORPORATE DEVILS! DX" and so Wizards decided to make M3 opt-in. Opting in, unsurprisingly, requires paying for the book. People got exactly what they wanted - the old bad books are untouched, and furthermore will now be completely and utterly untouched forever because Wizards isn't going to waste time adjusting, fixing, errata-ing, or otherwise correcting dead books. Tome of Foes and the Guide to DM Headaches are now stable and eternal as only dead products can be.
"...insulted the players by only being available as part of a giant bundle for a quarter of a year..."
Yeah, no arguments from me. That was deeply annoying and unpleasant, and here's hoping Wizards learned its lesson about requiring customers to buy additional copies of books they already own to access new content. However you want to classify 'new'. Whatever their justification for that call was, it was a bad one.
"...serves as the culling blade of 5e..."
If not M3, it would've been something else. This is what happens when the game does a mid-edition pivot because the market looks completely different eight years after the product was launched. For the first time in the game's entire history, salty grognards that've been playing since Red Box aren't the primary driving engine behind game sales anymore. For the first time in nearly fifty years, people are flocking to D&D in droves without going through the "A Friend Who Plays" pipeline. Popular celebrities are enthusiastically endorsing the game, live play has exploded ever since Critical Role proofed out the concept. Eight years ago when 5e went live, Wizards could not possibly have foreseen these market conditions. People want different stuff than they did back during D&D Next, and Wizards has two choices - awkwardly shoehorn those things into 5e somehow, or pull the trigger on 6e and hope their lovely new Money Chicken survives. We can all, clearly, see what decision they made. People profess to prefer that decision to an Edition Changeover, but then ceaselessly complain about changes to 5e. Typical, really. Ah well.
Please do not contact or message me.
I will say that if you are interested in Genasi, the revised versions are significantly better. The legacy genasi are just straight-up bad.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I vote Legacy but its close. The main issues?
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats