DnD races represent the different species found in the world of Dungeons and Dragons. Your choice of DnD species (as they’re also called) decides your character’s size, speed, and some unique abilities based on their ancestry. The 2014 version of fifth edition also features Dungeons and Dragons races that grant a character certain ability score increases. This guide explains each of the 5e races, from the core Player’s Handbook options to the rarer species found in supplementary books.
After choosing your DnD classes, picking a race is the most important decision you’ll make during character creation. At least, that was true until 2024. Now DnD 2024 backgrounds are responsible for deciding a character’s ability score increase, we’d say that species are the tertiary choice for DnD character builds.
How many DnD races are there?
There are 10 DnD races in the 2024 Player’s Handbook, while the 2014 Player’s Handbook features nine. Many of the 2024 species are updated versions of those found in the 2014 rules, but some options were swapped. The Half-Elf and Half-Orc from 2014 were replaced with the Orc, Goliath, and the Aasimar.
Beyond the core DnD books, there are an additional 42 ‘fantastical’ DnD races. This does not include lineages (rules designed to modify an existing species), options from third-party Dungeons and Dragons books, or species found in non-book supplements.
The core DnD races found in the Player’s Handbook are:
The rarer DnD races include:
Aasimar
Size | Medium or small |
Speed | 30ft |
Ability scores | +2 and +1 two different stats, or +1 any three (2014 rules only) |
Best classes | Cleric, Warlock, Paladin |
The Aasimar descend from celestials of the Upper Planes, and they share many physical features and powers with their ancestors. All Aasimar are resistant to necrotic and radiant damage, and they have 60 feet of Darkvision. The Healing Hands ability means they can roll d4s equal to their proficiency modifier and heal a creature by that many points.
Additionally, an Aasimar can cast the Light cantrip, using Charisma as their spellcasting modifier. This implies that a fully optimized Aasimar should have a strong Charisma stat, so casters in that category will get the most out of the species. However, if you’re happy to sacrifice the potency of your cantrip, an Aasimar can excel in any D&D class.
The Aasimar’s most explosive feature is Celestial Revelation. When activated, this can give your Aasimar a fly speed, create a ten-foot emanation of light that deals radiant damage, or force enemies to make a Charisma save or become frightened. All of these options also mean the Aasimar can deal additional radiant or necrotic damage when they attack.
Learn more in our full Aasimar species guide.
Dragonborn
Size | Medium |
Speed | 30ft |
Ability scores | +2 Strength, +1 Charisma (2014 rules only) |
Best classes | Paladin, Barbarian, Warlock |
Dragonborn resemble humanoid dragons, though D&D lore flip-flops on exactly how this species got their draconic features. However it happened, the Dragonborn’s scaly, wing-less appearance makes them one of the most recognizable species.
Their signature Breath Weapon helps in that department, too. Able to exhale a force of destructive energy that deals 1d10 damage (or 2d6 in the 2014 rules) on a failed Constitution saving throw, they’ve got an ace in the hole straight out of the gate. Its damage and difficulty class will increase as you level, and your chosen Draconic Ancestry will determine its damage type, as well as your character’s resistances.
The 2024 Dragonborn also benefits from Darkvision. More excitingly, once they reach level five, they can grow wings as a bonus action to gain a fly speed.
Learn more in our DnD Dragonborn species guide.
Dwarf
Size | Medium |
Speed | 25ft (2014) or 30ft (2024) |
Ability scores | +2 Constitution (2014 rules only) |
Best classes | Cleric, Fighter, Barbarian, Druid |
Like those found in Tolkien’s Middle-Earth, the DnD Dwarf originated from cave-dwelling clans. Now, they can be found across the multiverse, and they’ve a reputation for durability.
The 2014 Dwarf species starts with a +2 Constitution buff, and they choose a subrace that determines their second stat boost. Hill Dwarfs favor Wisdom, for example, while Mountain Dwarves have great Strength. Each type of Dwarf also gains an ability that’s unique to them.
The 2024 rules have done away with subraces and stat boosts, but many of the Dwarf’s other features have survived. They still have Darkvision (though the more recent rules give them 120ft rather than the standard 60ft). All Dwarf characters are resistant to poison damage, and they have advantage on saving throws against being poisoned.
2024 Dwarfs also have the Dwarven Toughness feature, which was previously only available to Hill Dwarfs. This automatically increases their maximum hit points by one, and it does so again with every DnD level up. They also have an upgraded version of the 2014 Stonecunning feature, which now gives your Dwarf tremorsense for 60 feet instead of enhanced History rolls.
Learn more in our complete DnD Dwarf guide.
Elf
Size | Medium |
Speed | 30ft |
Ability scores | +2 Dexterity (2014 rules only) |
Best classes | Rogue, Ranger, Wizard, Warlock |
Tall, sleek, and pointy-eared, The DnD Elf is a graceful being, most at home in ethereal forests and magical realms. Their Darkvision and proficiency in either Insight, Perception, or Survival make them excellent stealthy scouts. Elves also have advantage on saving throws against being charmed, and they enter trances instead of going to sleep at night.
They also have some natural magical abilities, decided by their Elven Lineage. In the 2014 rules, these were distinct subraces that offered additional ability score increases and features. The stats have been removed, but you can still decide your Elf’s extra spells and powers based on whether they are a Drow, High Elf, or Wood Elf.
Drow have enhanced Darkvision, and they can cast Dancing Lights, Faerie Fire, and Darkness. High Elves know Prestidigitation, Detect Magic, and Misty Step – though they can swap the cantrip with another from the Wizard spell list each day. Wood Elves have a speed of 35 feet, as well as the ability to cast Druidcraft, Longstrider, and Pass Without Trace.
Learn more in our DnD Elf species guide.
Gnome
Size | Small |
Speed | 25ft (2014) or 30 feet (2024) |
Ability scores | +2 Intelligence (2014 rules only) |
Best classes | Wizard, Rogue, Artificer |
Vibrant and expressive, DnD Gnomes hail from small burrows in forests and hillsides. They’re often styled as a curious and cunning race that enjoys the thrill of adventure. Gnomes have Darkvision, plus advantage on all Intelligence, Wisdom, and Charisma saving throws.
The 2014 version of the species chooses a subclass that determines their second ability score increase, plus some extra benefits. Forest Gnomes are Dexterous illusionists who can speak to small beasts, while Rock Gnomes have increased Constitution and the ability to craft small devices with artisan’s tools.
The 2024 Gnome still chooses one of these lineages. Minus the stat increases, their abilities are very similar. Forest Gnomes can cast Minor Illusion and Speak With Animals (often without a spell slot). Meanwhile, Rock Gnomes can cast Mending and Prestidigitation, and they can still tinker with tools to create a small mechanical device.
Learn more about this species in our DnD Gnome guide.
Goliath
Size | Medium |
Speed | 30 feet (2014) or 35 feet (2024) |
Ability scores | +2 and +1 two different stats, or +1 any three (2014 rules only) |
Best classes | Barbarian, Fighter |
Mountain-dwelling recluses, DnD Goliath characters are essentially human-sized giants. They’re as durable as granite, and they make for great martial characters.
The 2014 Goliath is proficient in Athletics and has an increased carrying capacity. Their mountainous origins make them resistant to cold damage, and they can spend a reaction to reduce incoming damage by 1d12 plus their Constitution modifier.
The 2024 Goliath feels like an entirely new species. They have advantage on checks the grappled condition, and from level five onwards, they can become Large for 10 minutes, which gives them advantage on Strength checks and increases their speed by 10 feet.
Additionally, the Goliath chooses one ability that’s unique to their Giant Ancestry. This might allow them to teleport as a bonus action, deal extra damage, slow or knock enemies prone, or even reduce the damage the Goliath takes. The D&D community has already pointed out just how powerful the Goliath feels for martial classes.
Learn more in our DnD Goliath guide.
Halfling
Size | Small |
Speed | 25ft (2014) or 30ft (2024) |
Ability scores | +2 Dexterity (2014 rules only) |
Best classes | Rogue, Ranger, Bard |
Halflings are almost identical to the Hobbits of Tolkien’s Middle-earth, though without thick foot hair and round front doors. Living in peaceful, bucolic communities usually hidden from the conflicts of the world, they’re cheerful and curious.
Halflings are extra nimble, able to move through any creature’s space as long as they’re one DnD size larger than them. They’re also brave, with advantage on saves against the frightened condition, and lucky, meaning they’re able to reroll any one on a d20. As well as luck and courage, Halflings have stealth to fall back on, as they can Hide as long as they’re obscured by a creature at least one size larger than them.
This natural stealth was only available to one subrace of Halfling in the 2014 rules. Like many other species, the earlier rules for the Halfling allowed you to choose from several subraces, which decided whether you’d boost Wisdom or Charisma along with Dexterity. 2014 Halflings could also gain telepathy or Druid spells, depending on their subrace.
For a full description, check out our DnD Halfling guide.
Half-Elf
Size | Medium |
Speed | 30ft |
Ability scores | +2 Charisma, +1 any other stat (2014 rules only) |
Best classes | Bard, Sorcerer |
Born of Human and Elf parents, DnD Half-Elf characters take bits from both of their ancestral lines. Thanks to their Elf lineage, they have Darkvision and are immune to being put to sleep. They also have the versatility of Humans, which gives them proficiency in two extra DnD skills.
Like Elves, Half-Elves have a subrace that can give them further powers. If you want to take the optional features of a Drow, High, or Wood Half-Elf, you must sacrifice your extra skill proficiencies. However, in their place you can learn additional spells, become trained in additional weapons, or gain a swimming speed.
Species of dual nationality like the Half-Elf and the Half-Orc (who we’ll discuss in a moment) weren’t included in the 2024 Player’s Handbook, so you’ll only have the 2014 version to work with. Still, their flexible stats and skills make them strong Charisma casters – the Bard and their Skill Monkey reputation being the top pick.
Want to learn more? Here’s our full DnD Half-Elf species guide.
Half-Orc
Size | Medium |
Speed | 30ft |
Ability scores | +2 Strength, +1 Constitution (2014 rules only) |
Best classes | Barbarian, Fighter |
With Orc and Human blood running through their veins, Half-Orcs partially resemble the classic Tolkien-esque creatures. They’re physically mighty, and they may have visible teeth and green-ish skin.
Relentless Endurance gives them an extra one HP upon dropping to zero health, and is useful insurance for reckless players. Savage Attack, meanwhile, lets them roll an additional attack die whenever they land a critical hit – perfect for massive bursts of damage.
Like the Half-Elf, the Half-Orc was left out of the 2024 rules update. However, you can still shoehorn them into your games thanks to backwards compatibility. Whether you use their associated ability score increase or not, Half-Orcs are best-suited to melee-based martial classes.
Here’s a complete guide to the DnD Half-Orc that can tell you more.
Human
Size | Medium or small |
Speed | 30ft |
Ability scores | +1 in all stats, or +1 in two stats plus a feat and skill (2014 rules only) |
Best classes | All |
This lot should be pretty familiar. DnD Human characters are variable, versatile, and adaptable folks, who ambitiously explore the land for both personal gain and altruistic devotion. Their lives are short, but their empires are enormous.
Humans are by far the most versatile of the common species. The 2014 version gives you complete control over your ability score increases, and the popular Variant Human gains a feat for free straight out of the gate.
In the 2024 rules, every character gains a free DnD 2024 feat at level one, but the Human can choose a second feat. They also start with an extra skill proficiency, and they gain Inspiration whenever they finish a long rest. Whichever version of the Human you’re planning to use, they’re an excellent choice for basically any class.
Learn more in our DnD Human species guide.
Orc
Size | Medium |
Speed | 30ft |
Ability scores | +1 and +2 any two stats or +1 any three (2014 rules only) |
Best classes | Paladin, Cleric, Fighter |
While they’re stereotyped as villains in a lot of fantasy media (including past editions of D&D), the Orc can be a playable hero in your games. The large teeth, green skin, and imposing form of the Half-Orc comes from this particular species.
Orcs have Darkvision (120ft in 2024, 60ft in 2014) and the tank-y Relentless Endurance ability, which lets them drop to one hit point instead of zero, should they be downed in combat. Adrenaline Rush lets them dash as a bonus action, Rogue-style, and it gives the Orc temporary HP equal to their proficiency bonus.
2014 Orcs also have a Powerful Build feature that increases their carrying capacity, though this is absent from the 2024 version of the species. This doesn’t reduce the newer Orc’s prowess as a martial fighter – though always going for Strength-based builds might start to feel a bit same-y after a while.
Tiefling
Size | Medium or Small |
Speed | 30ft |
Ability scores | +2 Charisma, +1 Intelligence (2014 rules only) |
Best classes | Warlock, Sorcerer, Wizard |
Imbued with an infernal heritage, Tieflings have a devil, demon, or yugoloth somewhere in their ancestry. Horns protrude from their forehead, a tail from their back, and sharp teeth fill their mouths.
At one point, the 2014 Tiefling had a heap of subrace options, but most of these were axed in favor of a simpler species. The standard Tiefling most fans know from 2014 has Darkvision, resistance to fire damage, and the ability to cast Thaumaturgy, Hellish Rebuke, and Darkness.
The DnD 2024 Tiefling brings variety back, but you only have three options to choose from. Every Tiefling still has Darkvision and knows Thaumaturgy. However, Abyssal Tieflings are resistant to poison damage, and they learn Poison Spray, Ray of Sickness, and Hold Person. Chthonic Tieflings are resistant to necrotic damage, and they learn Chill Touch, False Life, and Ray of Enfeeblement. Finally, Infernal Tieflings have the standard fire resistance, and they’ll learn Fire Bolt, Hellish Rebuke, and Darkness.
Our Tiefling 5e can tell you more abo ut the 2014 version of the species. Head to our DnD 2024 Tiefling guide for more info on the newer rules.
Aarakocra
Ability scores | +2 Dex, +1 Wis |
Traits | Flight, Talons |
Subraces | – |
Suggested classes | Ranger, Rogue, Fighter |
Size | Medium |
Speed | 25ft (walking); 50ft (flying while not wearing medium or heavy armor) |
Anthropomorphic birds, Aarakocra are big, beaked, and come from beyond the Material Plane. Originating in the limitless Elemental Plane of Air, they feel most at home soaring through the open sky or displaying their avian mannerisms, whether that’s showing off their tribal plumage, interspersing their speech with lyrical chirps, or picking up shiny treasures to decorate their settlements.
The standout feature of Aarakocra is their Flight ability. With a large pair of feathered wings sprouting from their back, they were the first playable D&D race that could fly, letting them soar above enemies to pick them off from afar. They also sport a pair of talons that let you deal damage equal to 1d4 + your Str modifier damage, and get +2 Dex and +1 Wis.
Given their natural Dex increase, Aaarakocra can make a brilliant Ranger 5e, especially if paired with the Archery fighting style to make use of their mobility. The Rogue 5e is also a good choice, as Flight lets you hop about hiding places with even more ease.
If you want a more martial build, go for a Fighter specializing in Finesse weapons. Flight will help you traverse the battlefield.
For a full run-through of the best Aarakocra names, classes, and builds, check out our full Aarakocra 5e species guide.
Astral Elf 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Astral Fire, Darkvision, Fey Ancestry, Keen Senses, Starlight Step, Astral Trance |
Subraces | – |
Suggested classes | Bard |
Size | Medium |
Speed | 30ft |
The Astral Elf 5e comes from the Astral Plane (and the Spelljammer: Adventures in Space sourcebook). They have many of the standard Elf’s abilities, including Darkvision, advantage on saving throws against being charmed, and the ability to go into a trance rather than sleep. Starlight Step also lets them teleport 30 feet as a bonus action, and they’re naturally proficient in Perception.
The Astral Trance is a bit different from the respite that other Elves get. Whenever you finish a trance, you gain proficiency with one skill and weapon/tool from the Player’s Handbook. You can switch these every time you take a DnD long rest – perfect for the party Skill Monkey.
Autognome 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Armored Casing, Built for Success, Healing Machine, Mechanical Nature, Sentry’s Rest, Specialized Design |
Subraces | – |
Suggested classes | All |
Size | Small |
Speed | 30ft |
The fifth edition Spelljammer books gave us the Autognome 5e, and these pint-sized automatons have a variety of abilities to offer. Thanks to your metal body, you have a base armor class of 13 + your Dexterity modifier, even without armor. And while you can benefit from a certain number of healing spells, your Construct creature type means you can spend a Hit Die any time someone casts Mending on you.
Built for Success lets you add a d4 to any attack roll, ability check, or saving throw you make, and you can use it multiple times per long rest. Sentry’s Rest means you can remain conscious during those rests, and Specialized Design grants you two extra tool proficiencies.
The Artificer is an obvious choice of class here, but the Autognome’s abilities are a great buff for pretty much everyone. Who doesn’t love a beefy armor class and the chance to boost any roll they like? Keep that Dex score high, and you’re golden.
Bugbear 5e
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Fey Ancestry, Long-Limbed, Powerful Build, Sneaky, Surprise Attack |
Subraces | – |
Classes | Barbarian, Monk, Warlock |
Size | Medium |
Speed | 30ft |
Once one of the most recognizable DnD monsters, members of the Bugbear 5e race can also be a playable character. They’re the hairy, stocky cousins of goblins, and they’ve a little bit of Feywild magic to help them with skills like stealth.
This isn’t a race with spellcasting abilities, though; Fey Ancestry simply gives Bugbears advantage on saving throws against being charmed. They are Sneaky, though. As well as being proficient in stealth, they can deal a Surprise Attack (and an extra 2d6 damage) to any creature that hasn’t taken a turn yet in combat.
While a Rogue might seem like an obvious choice for a Bugbear, that Surprise Attack is useful for pretty much any class that wants to be useful in combat. We recommend building a Bugbear Barbarian or Monk – or, if you prefer magical damage to melee, a Bugbear Warlock is also a solid choice.
For full details on how you can become a big ol’ Bugbear, check out our complete Bugbear 5e species guide.
Centuar 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Equine Build, Hooves, Natural Affinity |
Subraces | – |
Classes | Barbarian, Fighter |
Size | Medium |
Speed | 40ft |
If you’re a lover of Greek mythology (or just horses in general), consider playing the Centaur 5e race. These half-humanoid, half-horse Fey creatures have an affinity with nature – and a powerful hind kick.
As a Centaur, you’ll often be charging into battle – literally. Charge lets you storm 30ft into melee range, hit with your weapons, and then get a Hooves attack with your bonus action. Your hooves are pretty hefty, dealing 1d6 plus your Strength modifier as an unarmed attack.
Centaurs can also choose a proficiency in Animal Handling, Nature, Medicine, or Survival thanks to their Fey ties. They’ve got a superior carrying capacity to other creatures of their size, but please don’t ask them to climb anything. The hooves make it very difficult.
While there are multiple sourcebooks you could use to build a Centaur character, one thing remains consistent: this race plays best with frontline martial characters. Your Hooves attack relies on having a high Strength modifier, and the Charge feature allows you to attack with your hooves as a bonus action after running into melee combat. This means the Barbarian and the Fighter are the optimum class choices.
Changeling 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Changeling Instincts, Shapechanger |
Subraces | – |
Classes | Rogue, Bard |
Size | Medium or small |
Speed | 30ft |
The Changeling 5e has the power to completely change their appearance, shifting to appear as someone else. Their Shapechanger ability works a little like Disguise Self – only with guaranteed success. As an action, the Changeling can transform (visually at least) into a person of any gender or race that they’ve seen before.
Changelings are also naturally adept in social situations. Changeling Instincts lets you pick two proficiencies from the following:
- Deception
- Insight
- Intimidation
- Performance
- Persuasion
Their mastery of disguise, extra proficiencies, and preference for Charisma-based skills makes the Changeling ideal for two classes in particular: the sneaky Rogue and the performative Bard.
Deep Gnome 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Gift of the Svirfneblin, Gnomish Magic Resistance, Svirfneblin Camouflage |
Subraces | – |
Classes | Ranger, Rogue |
Size | Small |
Speed | 30ft |
While they were once a subrace of the core Gnome species, there’s now a complete Deep Gnome 5e race. Now separated from their surface-dwelling siblings, Deep Gnomes use the custom origin stats of all races in Monsters of the Multiverse.
Gift of the Svirfneblin allows a Deep Gnome to cast Disguise Self from level three and Nondetection from level five. Deep Gnomes gain advantage on Intelligence, Wisdom, and Charisma saving throws against spells thanks to their Gnomish Magic Resistance. Plus, Svirfneblin Camouflage gives them advantage on Stealth checks a certain number of times per long rest.
The Deep Gnome’s features complement almost any class in D&D. We’d recommend playing whichever strikes your fancy – though, if you’re looking to optimize at every possible turn, we’d recommend the Ranger and the Rogue. These classes are naturally a bit more agile and more likely to use the Deep Gnome’s stealth benefits.
Duergar 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Darkvision, Duergar Magic, Dwarven Resilience, Psionic Fortitude |
Subraces | – |
Classes | Ranger, Paladin |
Size | Medium |
Speed | 30ft |
Like the Deep Gnome, the Duergar 5e is both a race and a subrace. It was the DnD book Monsters of the Multiverse that turned these dwarves into their own separate species.
Many of the Duergar’s racial features remain (though with a few quality-of-life tweaks). They still have Dwarven Resilience, which gives them resistance to poison damage and advantage on saving throws against poison. They also still have 120ft of Darkvision and the ability to cast Invisibility and Enlarge/Reduce using their Duergar Magic.
The Duergar’s sunlight sensitivity is (thankfully) gone, so they’re not disadvantaged when adventuring during the day. They also have advantage on saving throws against being charmed or stunned.
While flexible stats mean a Duergar is playable for pretty much any class, those that use magic to enhance their combat and stealth skills will maximize the Duergar’s potential. We suggest the Ranger and Paladin as the optimal choices.
Eladrin 5e
Ability scores | +1 and +2 any two, or +1 any three ability scores |
Traits | Darkvision, Fey Ancestry, Fey Step, Keen Senses, Trance |
Subraces | – |
Suggested classes | Druid, Cleric |
Size | Medium |
Speed | 30ft |
The Eladrin 5e are Elves that specifically come from the Feywild. They’re best-known for their tie to the seasons that define the Fey Courts. An Eladrin might change seasons over their life or always remain the same -this detail can be up to you.
As well as advantage on saving throws against the charmed condition, an Eladrin can teleport 30ft as a bonus action and immediately gain a particular benefit granted by their season. (We’re particularly keen on Spring, which lets you teleport another creature instead of yourself.) Eladrin also have proficiency in Perception, and they can enter a chance instead of sleeping, finishing a long rest in just four hours.
Being able to teleport is an excellent ability for any character that can’t do so already. Since Eladrin also have a natural lean towards Wisdom-based skills, we recommend playing a Druid or Cleric. However, thanks to their custom ability skills, an Eladrin is suitable for any class you like.
Fairy 5e
Ability scores | +1 and +2 any two, or +1 any three ability scores |
Traits | Fairy Magic, Flight |
Subraces | – |
Suggested classes | Rogue, Druid |
Size | Small |
Speed | 30ft |
When people think of a Fey creature, a Fairy 5e usually comes to mind first. Agile, mystical, and tricksy, these creatures are gifted with additional spellcasting and the ability to take to the skies any time they like, with a flying speed equal to their walking speed.
Specifically, Fairy Magic means you automatically know the Druidcraft cantrip. Once you reach level three, you’ll be able to cast Faerie Fire, and then you’ll pick up Enlarge / Reduce at level five. Both spells can only be cast once per long rest.
You can choose whether Wisdom, Intelligence, or Charisma as your spellcasting modifier for these extra spells. Because of this and their flexible ability score increases, Fairies make a suitable species for just about any class. We’d recommend one that’ll really benefit from flight – like the agile Rogue or a Druid armed with ranged area-of-effect spells.
Firbolg 5e
Ability scores | +1 and +2 any two, or +1 any three ability scores |
Traits | Firbolg Magic, Hidden Step, Powerful Build, Speech of Beast and Leaf |
Subraces | – |
Suggested classes | Rogue |
Size | Medium |
Speed | 30ft |
The Firbolg 5e is a distant relation of the Giants. Despite this, there’s not much about them that’s particularly Giant-y. They may bear some physical resemblance to their ancestors (and they do count as a size larger when determining how much they can push, drag, lift, or carry), but they’re the same size as most other humanoids. And they seem to have more expertise in magic rather than brute strength.
This isn’t too much of a surprise – plenty of Giants are magical in the world of D&D. But Firbolg Magic is tied to the race’s affinity for sneaking about in forests.
They innately know how to Detect Magic 5e and Disguise Self, with fewer restrictions than the average spellcaster. As a bonus action, a Firbolg can turn invisible until their next turn or attack begins. And their ties to the woods mean they have limited influence over beasts, plants, and other vegetation.
While all this forest flavor may draw you to the Druid or Ranger classes, we argue that the Rogue is a far better option for Firbolg players. Invisibility, disguises, and advantage on beast-based Charisma checks all play into what a Rogue does best. You can expand the magical capabilities of your Arcane Trickster, or you can grant some magical benefits to any of the other Rogue subclasses 5e.
Genasi
Ability scores | +1 and +2 any two, or +1 any three ability scores |
Traits | Dependent on subrace |
Subraces | Air, Earth, Fire, and Water |
Suggested classes | Cleric, Fighter |
Size | Medium |
Speed | 30ft |
The offspring of genies and mortals, Genasi are elemental beings that manifest the power of planar magic within their blood. Although they closely resemble humans, their elemental heritage is clearly visible in their psychological attributes – such as their unusual skin tones, or hair made of fire. Said to be self-assured and driven, Genasi are often portrayed as perfectionists.
Their gameplay abilities are almost entirely defined by their subraces. Air Genasi can naturally cast the Levitate spell and are resistant to lightning damage; Earth Genasi get a free cast of Pass Without Trace every long rest, and can walk across rough terrain for no penalty; Fire Genasi are resistant to fire and know the Produce Flame cantrip from level one; while Water Genasi gives you acid resistance, makes you amphibious, and lets you cast the Shape Water cantrip.
While each subrace has differences, none of them are significant enough that they’re particularly suited to a certain class. The Cleric 5e has subclasses that work with the Air Genasi and Fire Genasi, while the Earth Genasi offers minor benefits to martial classes like the Fighter. However, any class will work with the Genasi race.
You’ll find a more complete look at the ways of the Genasi in our dedicated DnD Genasi 5e species guide.
Giff 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Astral Spark, Firearms Mastery, Hippo Build |
Subraces | – |
Suggested classes | Fighter |
Size | Medium |
Speed | Walking 30ft, swimming speed equal to walking |
The Giff are stocky hippo humanoids who are most commonly found traversing Wildspace. They’ve been part of the Spelljammer setting for decades, but the most recent Giff 5e stats came from this edition’s adaptation of the old material.
These Giff can use their Astral Spark to add extra force damage to their simple or martial weapon attacks (equal to their proficiency bonus). They can also ignore the loading property on firearms, and they have advantage on Strength-based ability checks and saving throws.
These features sound like perfect design for a combat-focused character. In truth, they’re all at odds with each other – the Giff’s Strength focus clashes with its specialization in Dex-based firearm fighting. It’s not the class we’d recommend for optimal builds, but if you’re keen to play a big hippo, go for a Fighter. Or perhaps a very combat-focused Artificer.
Githyanki
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Astral Knowledge, Githyanki Psionics, Psychic Resilience |
Subraces | – |
Best classes | Fighter, Bard |
Size | Medium |
Speed | 30ft |
The Githyanki and their cousins, the Githzerai, were once trapped in servitude to the Mind Flayer 5e. The two groups eventually escaped their masters and went their separate ways, but not before picking up some psionic abilities. Currently, you’ll find the Githyanki living as immortals in the Astral Plane.
Githyanki have a natural resistance to psychic damage, and all that time travelling the Astral Plane has given them profound Astral Knowledge. This means, during a long rest, a Githyanki gets proficiency in any skill, weapon, or tool from the Player’s Handbook until their next long rest. Skill-heavy classes like the Bard can get a lot of mileage out of this.
Githyanki Psionics also gives this race some spellcasting perks. Githyanki automatically know the Mage Hand 5e spell, and they pick up Jump and Misty Step as they level up. These spells can be a big help for classes that spend a lot of time in melee combat but might not have the best mobility.
You can learn more in our full Githyanki race guide.
Githzerai
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Mental Discipline, Githzerai Psionics, Psychic Resilience |
Subraces | – |
Best classes | Sorcerer |
Size | Medium |
Speed | 30ft |
The Githzerai share their origins with the Githyanki – as discussed above, both gained psionic abilities while trapped in subservience to Mind Flayers. While their cousins fled to the Astral Plane, Githzerai are now found in the Ever-Changing Chaos of Limbo.
Githzerai Psionics means a Githzerai automatically knows the Mage Hand cantrip, and they learn to cast Shield and Detect Thoughts once per long rest as they level up. Their Chaotic homeworld means Githzerai are also pretty mentally sturdy – with Psychic Resilience giving them resistance to psychic damage and Mental Discipline granting advantage on saving throws to end the charmed or frightened condition.
One example of an ideal class for this race is the Sorcerer. They’re a squishy spellcaster that benefits from Shield, and a few extra spellcasting options definitely won’t hurt.
Goblin 5e
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Darkvision, Fey Ancestry, Fury of the Small, Nimble Escape |
Subraces | – |
Best classes | Fighter, Ranger, Wizard |
Size | Small |
Speed | 30ft |
Most D&D players will have fought a Goblin 5e at some point, but you can also choose to play as one. While Goblins can be found all over the multiverse, they have an ancient tie to the Feywild which means they still possess certain Fey gifts. This includes 60 feet of Darkvision, as well as the advantage against the charmed condition.
While Goblins have a little Fey touch, it’s their small size they use to their advantage most. Nimble Escape means they can Disengage or Hide as a bonus action, and Fury of the Small allows them to deal extra damage equal to their proficiency bonus when they successfully hit a creature of a larger DnD size.
Most DnD classes could benefit from these abilities (except maybe the Rogue, who’s able to do similar things all by themselves). We recommend choosing a Fighter or Ranger if you prefer a martial playstyle, or a Wizard for spellcasters. All benefit from the ability to dip in and out of combat, avoiding opportunity attacks and adding a nice scalable bonus to their attacks.
You can learn more about this race in our dedicated Goblin 5e guide.
Hadozee 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Dexterous Feet, Glide, Hadozee Dodge |
Subraces | – |
Suggested classes | Any |
Size | Medium or small |
Speed | 30ft walking, 30ft climbing |
The Hadozee 5e are humanoids that share the physical features of monkeys, and they have wing-like skin flaps that let them glide in the air. They’re one of fifth edition’s most recent races – and one of its most controversial, as Wizards of the Coast had to retcon a backstory for the Hadozee that had racist undertones.
Part of this update also included a nerf to the Hadozee abilities. The original, printed version of Glide lets a Hadozee move five feet horizontally for every one foot they descend in the air – all with no movement cost. Digital versions and later printings of the Spelljammer books changed this to let you glide horizontally up to your walking speed if you’re falling at least ten feet above ground.
Hadozee can also use their Dexterous Feet to manipulate objects, pick up Tiny objects, or interact with doors – all using their feet. Hadozee Dodge lets you spend a reaction when you take damage. Roll a d6, add your proficiency bonus, and subtract the sum from the damage you would take.
Given how difficult the Glide feature is to trigger, and how limited your Dexterous Feet are, the only feature with much utility is Hadozee Dodge. The ability to reduce incoming damage works for many classes, from beefy frontline fighters to squishy spellcasters looking to stay alive.
Harengon
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Hare-Trigger, Leporine Senses, Lucky Footwork, Rabbit Hop |
Subraces | – |
Suggested classes | Bard, Rogue, Ranger |
Size | Medium or Small – choose when you select this race |
Speed | 30ft |
DnD’s Harengon are a race of rabbit folk gifted with the ability to look and leap. They originate in the Feywild, so they’ve always got a little Fey luck on their side.
Leporine Senses gives Harengon proficiency in Perception, while Hare-Trigger allows them to add their proficiency bonus to initiative rolls. Thanks to Lucky Footwork, Harengon can also make a last-ditch effort to recover on a failed Dexterity saving throw – a d4 can be rolled and added to the save, potentially changing that failure into a success.
The Harengon can also jump a number of feet equal to five times your proficiency bonus as a bonus action. This won’t trigger opportunity attacks either.
The Harengon’s hare-like agility lends itself to a wide variety of DnD classes. Supporting classes like the Bard will find it very useful to get ahead in the initiative order, as they can cast their buff spells early.
Combat-focused classes benefit from this too, but the Harengon’s ability to move around the battlefield easily and without provoking opportunity attacks helps you set up a strong offense. Plus, there are plenty of classes, like the Rogue and Ranger, that can get a lot of use out of the extra Wisdom Perception proficiency.
For even more bunny bits, hop along to the full Harengon 5e guide.
Hobgoblin 5e
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Darkvision, Fey Ancestry, Fey Gift, Fortune from the Many |
Subraces | – |
Best classes | Paladin, Fighter |
Size | Medium |
Speed | 30ft |
Like their Goblin cousins, each Hobgoblin 5e has an ancestral tie to the Feywild. This mainly manifests as 60 feet of Darkvision and an advantage against being charmed, but Hobgoblins also have one extra gift – quite literally called Fey Gift.
Fey Gift lets a Hobgoblin use Help as a bonus action. Once they reach third level, this ability comes with extra benefits. Every time a Hobgoblin helps an ally, they get one of the following benefits:
- Give themselves and the helped creature temporary hit points equal to 1d6 plus the Hobgoblin’s proficiency bonus
- Increase their and the helped creature’s walking speed by ten feet until the start of the Hobgoblin’s next turn
- Until the start of the Hobgoblin’s next turn, the helped creature gives the first target they successfully attack disadvantage on their next attack roll made within the next minute
Hobgoblins also have the Fortune from the Many feature, which lets them add a bonus to a failed roll that gets bigger depending on how many allies they have. The Hobgoblin’s best features are all designed to be used on the frontlines of battle, so we recommend choosing classes like the Paladin or the Fighter to maximize their usefulness.
You can learn more about the Hobgoblin 5e in our dedicated guide.
Kalashtar 5e
Ability scores | +2 Wisdom, +1 Charisma |
Traits | Dual Mind, Mental Discipline, Mind Link, Severed from Dreams |
Subraces | – |
Suggested classes | Cleric, Druid |
Size | Medium |
Speed | 30ft |
The Kalashtar 5e hail from the Eberron setting and sourcebook. They mostly look like humans, but they’ve got psychic abilities that make them stand out.
Dual Mind means a Kalashtar character has advantage on all Wisdom saving throws, and Mental Discipline gives them resistance to psychic damage. Mind Link allows you to speak telepathically with a creature you can see, and its range increases with each DnD level up. Finally, Severed from Dreams protects you from effects that force you to enter a dream state.
The set stats for the Kalashtar limits them to Wisdom-based classes (or maybe Charisma, if you really want to play a Bard). However, if you use the custom origins rules from Tasha’s Cauldron of Everything, you can give a Kalashtar any stat buffs you want. If you do this, we’d recommend picking a martial class like the Fighter or the Barbarian – they’re famously weak to psychic attacks.
Kender 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Fearless, Kender Aptitude, Taunt |
Subraces | – |
Suggested classes | Druid, Paladin, Ranger |
Size | Small |
Speed | 30ft |
Dragonlance: Shadow of the Dragon Queen brought the Kender 5e back to D&D. These Gnome-like people are best known for their curiosity and bravery. In older editions, they were also known for kleptomania, but the newest version of the species has moved away from this stereotype.
Kender have advantage on saving throws to avoid being frightened, and they can choose to automatically pass one of these saves once per long rest. As a Kender, you’re naturally proficient in Insight, Investigation, Sleight of Hand, Stealth, or Survival.
Perhaps their most impressive ability is Taunt. This bonus action forces a target within 60 feet to make a Wisdom saving throw, and they have disadvantage on attack rolls against everyone except you if they fail. Taunt is a pretty great defensive tactic, but you’ll need high Intelligence, Wisdom, or Charisma to use it. Oh, and you’ll need to be able to speak – so Druids should avoid it while using their DnD Wild Shape.
Kenku 5e
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Expert Duplication, Kenku Recall, Mimicry |
Subraces | – |
Suggested classes | Bard |
Size | Medium |
Speed | 30ft |
Not even the Kenku truly know where this unique raven-people race came from. While they’re not gifted with a raven’s wings, they do have incredible memories and the ability to perfectly mimic sounds – much of a Kenku’s vocabulary is often built from sounds and phrases it heard elsewhere.
This talent for mimicry is replicated in the Kenku’s traits. Expert Duplication gives your Kenku advantage on ability checks when copying someone else’s writing or craftwork, and Mimicry means creatures that hear you mimic a voice must pass a Wisdom (Insight) to tell it’s not the real deal – this has a difficulty class (DC) of eight plus your proficiency bonus and Charisma modifier.
Finally, there’s Kenku Recall. Thanks to their exceptionally good memories, a Kenku 5e character has proficiency in two skills of your choice. You also get to give yourself advantage before rolling on a check for one of these skills, and you can do this a number of times equal to your proficiency bonus per long rest.
Thanks to Kenku Recall giving you extra proficiency in pretty much anything – plus the recent changes to ability scores for fantastical races in Monsters of the Multiverse – Kenku are an optimal choice for almost any DnD class. We’d suggest Bard is perhaps the best choice of all – this class gets the most thematically out of the Mimicry trait, and Bardic Expertise combined with Kenku Recall make for some powerful skill checks.
Read our full Kenku 5e species guide for more information.
Kobold
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Darkvision, Draconic Cry, Kobold Legacy |
Subraces | – |
Suggested classes | Fighter, Rogue |
Size | Small |
Speed | 30ft |
DnD Kobolds are rascally reptilian humanoids who are best known for trapping, tunneling, and treasure-hunting. At least, they were back when you could only find them in a copy of the Monster Manual.
The new-and-improved playable Kobold is, in fact, a highly versatile race that makes a capable character whatever calling they set their minds to. Just don’t ask them to hold any particularly heavy weapons 5e.
Kobolds are best suited to classes that mix melee fighting with a little bit of spellcasting – hence our choice of Fighter or Rogue. This is due to their Draconic Cry, a powerful shout that can grant you advantage against enemies within ten feet, and the Kobold Legacy trait, which offers several different skills.
Want to try some sorcery? Want to avoid being frightened? Want proficiency in Arcana, Medicine, Investigation, Survival, or Sleight of Hand? All of these are possible choices in Kobold Legacy.
For a more detailed look at the Kobold race, be sure to take a peek at our Kobold 5e species guide.
Leonin 5e
Ability scores | +2 Constitution, +1 Strength |
Traits | Darkvision, Claws, Hunter’s Instincts, Daunting Roar |
Subraces | – |
Suggested classes | Barbarian, Fighter, Paladin |
Size | Medium |
Speed | 35 feet |
Found in Mythic Odysseys of Theros, the Leonin 5e gives your character the looks and powers of a lion. Kind of, at least – we’ve never met a lion wielding a sword.
Standard Darkvision and an extra proficiency (Athletics, Intimidation, Perception, or Survival) are always nice. You’re not likely to use your Claws attack often, given that it only does 1d4 + your Strength modifier in slashing damage. But Daunting Roar is a great ability.
It’s a bonus action that lets you roar, frightening creatures within ten feet that fail a Wisdom saving throw. Having a high Constitution modifier makes this save harder to beat, so we’d recommend pairing the Leonin race with a tank-y fighting class. The ability score increases will help, too.
Lizardfolk 5e
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Bite, Hold Breath, Hungry Jaws, Natural Armor, Nature’s Intuition |
Subraces | – |
Suggested classes | Druid |
Size | Small |
Speed | 30ft |
If the Dragonborn doesn’t take your fancy, the Lizardfolk 5e race might help fulfill your scaly fantasies. Rather than breath weapons and draconic backgrounds, the Lizardfolk rely on their connection with nature and super-sharp teeth to get by.
Lizardfolk have a bite that deals 1d6 plus their Strength modifier in damage, and the Hungry Jaws feature lets them use it as a bonus action – and gives them hit points equal to the damage they deal. The Lizardfolk also have a base armor class of 13 plus their Dexterity modifier when they aren’t wearing DnD armor, as well as proficiency in two skills from the following:
- Animal Handling
- Medicine
- Nature
- Perception
- Stealth
- Survival
It’s challenging to recommend an optimal class for the Lizardfolk. Their racial features rely on a range of different stats – Strength, Dexterity, and Wisdom – which are hard to balance and don’t naturally lend themselves to one particular playstyle.
In our opinion, the Druid is your best bet. You’ll benefit from the natural armor and the extra proficiencies, and if you do find yourself keen to bite someone, your abilities should still work while you’re in Wild Shape form.
Loxodon 5e
Ability scores | +2 Constitution, +1 Wisdom |
Traits | Powerful Build, Loxodon Serenity, Natural Armor, Trunk, Keen Smell |
Subraces | – |
Suggested classes | Druid, Cleric |
Size | Medium |
SpeedSpeed | 30 feet |
The Loxodon 5e are humanoid elephants that hail from the MTG plane of Ravnica. Despite appearing in a Magic: The Gathering themed book, Loxodon proved popular enough that they crop up in campaigns with a variety of settings.
Loxodon have a powerful build that ups their carrying capacity and natural armor class of 12 + their Constitution modifier. Combine this with advantage on Perception, Survival, and Investigation checks, and you’ve got a hardy Wisdom caster who doubles up as a Scout. Druid is our top pick here, but Cleric and Ranger make just as much sense.
A Loxodon can use their trunk to lift and interact with objects, as well as make unarmed strikes. They can’t wield weapons or complex items, but the trunk is a surprisingly useful extra limb.
Minotaur 5e
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Horns, Goring Rush, Hammering Horns, Labyrinthine Recall |
Subraces | – |
Suggested classes | Barbarian, Fighter |
Size | Medium |
Speed | 30ft |
Divorced from their real-world mythology origins, the Minotaur 5e race is said to hail from the deadly mazes of the Planescape setting. Supposedly tasked with patrolling the magical mazes of the Lady of Pain, Minotaurs have developed an excellent sense of direction – as well as some handy combat skills.
Their physical features give them many advantages on the battlefield. A Minotaur can use their horns to make unarmed strikes that deal 1d6 plus their Strength modifier in piercing damage. Plus, Goring Rush allows you to make a Horns attack as a bonus action if you Dash for at least 20 feet.
Alternatively, your Minotaur could use Hammering Horns. After a successful melee attack, this ability lets you push the target with your horns as a bonus action. As long as they’re within five feet, aren’t more than one size larger than you, and don’t succeed on a Strength saving throw, your target is pushed ten feet away.
We did mention the intellectual strengths of a Minotaur too, of course. Labyrinthine Recall gives your character advantage on any Survival check when navigating or tracking.
While Wizards has made some effort to make the Minotaur less of a stereotypical ‘all brawn and no brains’ character, these efforts haven’t gone quite far enough. One advantage on a Wisdom-based skill isn’t enough to make a competent Druid or a Ranger. If you want to make the most of the Minotaur’s unique abilities, you’re better off sticking with a Strength-based Fighter or Barbarian.
Owlin 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Darkvision (120ft), Flight, Silent Feathers |
Subraces | – |
Classes | Rogue, Ranger |
Size | Medium or small |
Speed | 30ft |
Maybe you want to take to the skies like a bird, or you want to play a fantasy race that looks wise and adorable. Either way, the Owlin 5e species is a solid option.
Owlins have double the Darkvision range many species get, and they’re also automatically proficient in stealth thanks to the Silent Feathers trait. Combine this with a flight speed equal to your walking speed (provided you’re not wearing anything heavier than light armor), and you’ve got a character that can swoop in silence, swiftly taking out foes.
Unsurprisingly, these traits make the Owlin a great pick for a Ranger or a Rogue. Their flexible ability scores mean you could choose Owlins for any build, but we don’t think a Barbarian will have quite the same amount of fun with those racial traits.
If you’re ready to take flight, check out our full Owlin 5e guide.
Plasmoid 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Amorphous, Darkvision, Hold Breath, Natural Resilience, Shape Self |
Subraces | – |
Suggested classes | Monk |
Size | Medium or Small |
Speed | 30ft |
The Plasmoid 5e is as close as an official race gets to a Gelatinous Cube. This Spelljammer character option lets you play a sentient pile of goo, meaning you can shift your shape with ease.
Amorphous lets you squeeze through any space that’s at least one inch wide (though you can’t wear or carry anything). You’ve got advantage on grapple checks, Darkvision, the ability to hold your breath for an hour, and the Shape Self ability.
As an action, this lets you reshape your body to have extra appendages. Alternatively, you can spend a bonus action excreting a tiny pseudopod. This can operate independently from you, so you can manipulate objects, doors, and containers from a distance.
If you want to take full advantage of your Amorphous state, you’ll need to pick a class that can get by without weapons and armor. We think the Monk is the best bet for Plasmoid players.
Satyr 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Ram, Magic Resistance, Mirthful Leaps, Reveler |
Subraces | – |
Classes | Bard, Paladin |
Size | Medium |
Speed | 35ft |
Unlike most D&D races, the Satyr 5e are Fey rather than humanoids. This has the odd obscure mechanical effect, but it also tells you a lot about your character’s origins. Satyr are predominantly found in the Feywild, where they are raised in a world of trickery, whimsy, and revelry.
Their natural proficiency with Performance, Persuasion, and a musical instrument may make them seem like natural Bards. However, the Satyr’s other abilities would suit a range of builds. Magic Resistance grants advantage on saving throws against spells, so a Satyr is a suitable candidate for any Charisma-based caster.
The Satyr’s Ram and Mirthful Leap abilities rely heavily on Strength, though. The first lets you deal 1d6 plus your Strength modifier in bludgeoning damage, while the second extends the distance you can jump. Neither of these are game-breaking abilities, but if you want to make use of them, a Paladin might be your best bet.
Sea Elf 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Child of the Sea, Darkvision, Fey Ancestry, Friend of the Sea, Keen Senses, Trance |
Subraces | – |
Classes | Ranger, Cleric |
Size | Medium |
Speed | 30ft (swimming and walking) |
This DnD race answers the question: “What if Elves, but underwater”? A Sea Elf 5e has many of the same traits as their land-based brethren, including 60 feet of Darkvision, advantage on rolls against being charmed, and the option to go into a trance rather than sleep. However, they have many water-based proficiencies, too.
Sea Elves can swim as fast as they walk, and they can breathe both water and air. Their ancestry makes them resistant to cold damage, and they can communicate simple ideas to any Beast with a swim speed. Additionally, a Sea Elf has proficiency in Perception, and they can swap tool and weapon proficiencies during a long rest.
The only major mechanical benefit of the Sea Elf is their water-breathing abilities and affinity for aquatic animals. Because of this, we’d recommend choosing a class that fits the flavor of the race. For example, a Ranger makes sense for an Elf that can speak to sea Beasts, and a Tempest Cleric can take full advantage of stormy waters.
Shadar-kai 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Blessing of the Raven Queen, Darkvision, Fey Ancestry, Keen Senses, Necrotic Resistance, Trance |
Subraces | – |
Classes | Any |
Size | Medium |
Speed | 30ft |
The Shadar-kai 5e are a species of Elf that is native to the Shadowfell, a grim and dark D&D plane. Their physical appearance and abilities have been altered by their homeland, and many of them pledge service to a powerful Shadowfell deity, The Raven Queen.
This tie gives the Shadar-kai their first racial ability: Blessing of the Raven Queen, which allows your character to teleport 30 feet as a bonus action. From level three, this feature also gives you resistance to all DnD damage types for one turn after you teleport.
Shadar-kai also have 60 feet of Darkvision and permanent resistance to necrotic damage. They’re also still Elves at the end of the day, so they benefit from the usual Trance resting, Fey Ancestry, and Keen Senses.
Fully customizable ability score increases, plus several free teleports per long rest, mean that the Shadar-kai is an excellent option for any DnD class. If you want to fully optimize, aim for a class that can’t already cast Misty Step but would benefit from hopping in and out of melee range. Our personal favorite examples are the Cleric and the Barbarian.
Shifter 5e
Ability scores | – |
Traits | Darkvision, Bestial Instincts, Shifting |
Subraces | – |
Suggested classes | Barbarian, Fighter |
Size | Medium |
Speed | 30ft |
The Shifter 5e race is often called the ‘weretouched’ thanks to their lycanthrope ancestors. Though not full were-beasts, and very different to the Werewolf 5e, Shifters are gifted with some transformation abilities – most of which make them pretty formidable in battle.
We’ve not included the Shifter’s ability scores here as these can be quite flexible. If your Shifter comes from a family of humans but has a lycanthrope parent, they’d have a human’s ability scores. Likewise, you could also be a member of one of the Fantastical Races and end up using these stats instead.
Bestial Instincts means Shifters have a natural proficiency in Acrobatics, Athletics, Intimidation, or Survival. The fun really starts with Shifting, though – this allows you to become a more beastly version of yourself for up to a minute. This grants you temporary hit points and one of four additional benefits:
- Beasthide – +1d6 temporary hit points and +1 AC.
- Longtooth – You can make unarmed strikes with your fangs that deal 1D6 + Strength modifier piercing damage.
- Swiftstride – +10 speed, and you can move 10ft as a reaction if a creature ends its turn five feet in front of you without triggering opportunity attacks.
- Wildhunt – Advantage on Wisdom checks and no creature within 30ft can attack with advantage against you.
Simic Hybrid 5e
Ability scores | +2 Constitution, +1 any other stat |
Traits | Darkvision, Animal Enhancement |
Subraces | – |
Suggested classes | Barbarian, Monk |
Size | Medium |
Speed | 30 feet |
A Simic Hybrid 5e is a humanoid of a different origin who has been infused with the traits of animals, transforming them into a unique species. Apart from Darkvision, Simic Hybrids only gain one species feature, but they manage to do a lot with it.
At level one, you can choose one of three options. Gain a climbing speed, learn to breathe underwater and gain a swim speed, or sprout fins that allow you to glide and reduce fall damage.
At fifth level, you get three more options (though you can still pick a first-level option, if you like). The simplest gives you a +1 armor class bonus when you’re not wearing armor. Another lets you spray acid as an action, with 2d10 acid damage that scales as you level. Finally, you can grow two extra appendages that let you make unarmed strikes and grapple as a bonus action. While Simic Hybrids have flexible stats, we think these abilities pair best with a melee-focused martial class.
Tabaxi
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Darkvision, Cat’s Claws, Cat’s Talent, Feline Agility |
Subraces | – |
Suggested classes | Rogue |
Size | Medium |
Speed | 30ft |
Though all Tabaxi were created by the Cat Lord, two of these humanoid felines are rarely alike. Their appearances are as varied as any real cat, and you can vary their backgrounds even further with a highly customizable set of ability scores. Despite this variation, there are a few things all Tabaxi excel in – agility and stealth.
The Feline Agility trait allows your Tabaxi to move at double its speed (though you’ll need to spend a turn moving zero feet to regain this power). Cat’s Claws give your character an unarmed melee attack that deals 1d6 plus your Strength modifier in damage, and Cat’s Talent provides proficiency in Perception and Stealth. There’s also that 30ft climb stat to consider, too.
The Tabaxi’s Darkvision and Cat’s Talent trait make Rogue the obvious choice when it comes to choosing a class. However, a Monk is also a solid choice given the Tabaxi’s agile movement and unarmed fighting style options.
There are multiple sourcebooks for Tabaxi race rules in 5e, offering a lot of ways to build your character – check out our Tabaxi 5e species guide for more details.
Thri-kreen 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Chameleon Carapace, Darkvision, Secondary Arms, Sleepless, Thri-kreen Telepathy |
Subraces | – |
Suggested classes | Ranger, Rogue, Fighter |
Size | Medium or Small |
Speed | 30ft |
Spelljammer’s Thri-kreen 5e race is a giant space bug with four arms. The flavor alone is intriguing, but this character option comes with plenty of funky mechanics too. In short, more arms means more fun.
The exact rules for your Secondary Arms let you use your two smaller arms to manipulate objects, interact with doors and containers, pick up tiny objects, or wield light weapons. That last one is key – you can now wield weapons and shields with hands left over for spellcasting, extra weapons, and so on.
Thri-kreen also have standard Darkvision, and they require rest but not sleep. They can’t speak any DnD language other than Thri-kreen, but they can use telepathy to communicate in other languages they know. As far as lore goes, this is one of the most interesting character options out there.
Tortle 5e
Ability scores | +1 and +2 any two, or +1 any three |
Traits | Claws, Hold Breath, Natural Armor, Nature’s Intuition, Shell Defense |
Subraces | – |
Suggested classes | Druid, Ranger |
Size | Medium |
Speed | 30ft |
DnD Tortle characters carry their homes on their back, so the world is theirs to explore and admire as they see fit. Naturally, this makes them a pretty good fit for a life of adventuring – and they have plenty of other skills that make them even more suitable for the fantasy hero lifestyle.
The Tortle 5e race may look like a tortoise, but there’s nothing slow or dull about them. They’re able to deal unarmed slashing damage with their claws, and they can hold their breath for an hour. Their Shell Defense allows them to gain advantage on Strength and Constitution rolls (though at the cost of their Dexterity and movement, as they retreat into their shell to do so).
Their natural armor gives them an AC of 17, and Nature’s Intuition gives them proficiency in Animal Handling, Medicine, Nature, Perception, Stealth, or Survival. All-in-all, this is one hardy race – and one that makes a solid choice regardless of what class you have in mind for your character.
To learn more, be sure to check out our DnD Tortle 5e guide.
Triton 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Amphibious, Control Air and Water, Darkvision, Emissary of the Sea, Guardian of the Depths |
Subraces | – |
Suggested classes | Any |
Size | Medium |
Speed | 30ft walking, 30ft swimming |
If you’re playing a sea-faring campaign, the Triton 5e is a handy ally to have. Their Amphibious nature means they can breathe air and water, and Emissary of the Sea lets them share basic ideas with creatures that have a swimming speed.
Most of the Triton’s unique features offer basic utility. Darkvision is always nice to have, and Guardian of the Depths grants resistance to cold damage. Plus, thanks to Control Air and Water, you can cast Fog Cloud, Gust of Wind, and Water Walk (spell slots optional).
These spells aren’t going to break any DnD character builds, and they don’t push the Triton towards any particular class. If you’re planning to play a Triton, you’re probably not planning to power-build anyway – so pick the class that calls to your water-loving heart.
Vedalken 5e
Ability scores | +2 Intelligence, +1 Wisdom |
Traits | Vedalken Dispassion, Tireless Precision, Partially Amphibious |
Subraces | – |
Suggested classes | Wizard, Artificer |
Size | Medium |
Speed | 30 feet |
Vedalken 5e are partially amphibious humanoids who, apart from their blue skin and black of hair, closely resemble tall humans. They can breathe underwater for up to one hour (though they’ll need a long rest after doing so). They also have advantage on all Intelligence, Wisdom, and Charisma saving throws. Plus, they get an extra tool and skill proficiency, though they can only choose from Arcana, History, Investigation, Medicine, Performance, and Sleight of Hand.
Breathing underwater is a pretty situational ability, but permanent advantage on all mental saving throws is a major buff for any character. We’d lean towards Intelligence-based casters, but Wisdom-focused characters can get in on the action too.
Verdan 5e
Ability scores | +2 Charisma, +1 Constitution |
Traits | Black Blood Healing, Limited Telepathy, Persuasive, Telepathic Insight |
Subraces | – |
Suggested classes | Sorcerer, Warlock, Bard |
Size | Small or Medium |
Speed | 30 feet |
Introduced in the Acquisitions Incorporated sourcebook, the Verdan 5e evolved from goblinoids, though they’re often confused for Half-Elves. Whatever their origin, they’re best known for their ability to speak telepathically with any creature they can see within 30 feet. Verdan are also proficient in persuasion, as well as Wisdom and Charisma saving throws. Basically, they’re a perfect choice for Charisma casters.
On top of these features, Verdan also gain Black Blood Healing. This allows them to reroll a one or a two on a rolled Hit Dice.
Warforged 5e
Ability scores | +2 Constitution, +1 one other score |
Traits | Constructed Resilience, Sentry’s Rest, Integrated Protection, Specialized Design |
Subraces | – |
Classes | Artificer, Barbarian, Cleric |
Size | Medium |
Speed | 30ft |
Members of the Warforged 5e race were once mindless automaton soldiers in the DnD setting of Eberron, but at some point they gained sentience. Now they’re ready to join an adventuring party, armed with their newfound emotions and an artificial body that’s ideal for soaking up damage.
Warforged don’t need to do pesky mortal things like eat, drink, breathe, or sleep, but they do require rest and healing like any other humanoid. Being made of wood and metal, they’re less affected by poisons and they’re blessed with a boosted armor class. They can also meld their DnD armor of choice to their body so enemies can’t remove it.
Any D&D class will feel the benefit of boosted Constitution and Armor Class, and classes that focus on frontline fighting can make the most of this. We recommend the Barbarian, the Cleric, and the Artificer for a wide range of Warforged play styles.
To learn more about the Warforged 5e, here’s our full guide to the species.
Yuan-ti 5e
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Darkvision, Magic Resistance, Poison Resilience, Serpentine Spellcasting |
Subraces | – |
Suggested classes | Any |
Size | Medium or Small |
Speed | 30ft |
Part human and part snake, the Yuan-ti 5e can often be distinguished by their serpent eyes, noses, or tongues. As well as the standard Darkvision, Yuan-ti get advantage on saving throws against all spells – and to end the poisoned condition on themselves. Plus, they’re resistant to poison damage.
Serpentine spellcasting allows you to cast Poison Spray, Suggestion, and Animal Friendship (but only on snakes). These options are a little underwhelming, and they don’t lend themselves to any particular class build. Any adventurer can benefit from the Yuan-ti’s handy resistances, after all. If we were going purely on flavor, we’d make a Swarmkeeper Ranger who can summon an army of slithering friends.
Got a D&D character in mind already? Here are the best DnD campaigns and DnD one shots you could play them in. We can also recommend some other tabletop RPGs to try if you want to go beyond D&D.
Source: Wargamer