Wizards of the Coast’s Dungeons and Dragons fantasy universe spans an impressive array of fantastical DnD races (or species, as they’re now being called). Some conform to familiar fantasy tropes, while others are unique, with few comparisons outside of D&D books. This guide profiles all the ‘common’ D&D races from the Player’s Handbook – plus many extras added in supplements over the years – pointing out their disparities and highlighting their gameplay differences.
After choosing your DnD classes, picking a race is the most important decision you’ll make during character creation. Aside from their appearances, each of the 5e races boasts unique traits that can greatly influence your character’s DnD skills, capabilities, and team roles. Some races have different DnD sizes, too.
To round out your character, we’d also recommend our guides to DnD backgrounds, the best DnD character sheets to use, and the best free DnD character creator tools online. We can even suggest some novel new DnD character builds to try. For now, though…
The DnD 5e races are:
- Dwarf 5e
- DnD Elf
- Halfling 5e
- Human 5e
- Dragonborn
- Gnome 5e
- Half-elf 5e
- Half-orc 5e
- Tiefling
- Aarakocra
- Genasi
- Goliath 5e
- Tabaxi
- Kobold
- Kenku 5e
- Tortle 5e
- Harengon
- Shifter 5e
- Githyanki
- Githzerai
- Bugbear 5e
- Warforged 5e
- Owlin 5e
- Aasimar 5e
Dwarf 5e
Stat | Value |
Ability scores | +2 Con |
Traits | Darkvision, Dwarven Resilience, Dwarven Combat, Training, Stonecutting |
Subraces | Hill Dwarf, Mountain Dwarf |
Suggested classes | Cleric, Fighter, Barbarian, Druid |
Size | Medium |
Speed | 25ft |
D&D Dwarf 5e characters, in the main, closely match their traditional, Tolkien-esque representation across modern fantasy media. Stout cave dwellers, with a penchant for gold and all things shiny, they live long but can be slow to form amicable bonds with non-dwarven folk. Tending to stick within their clan, they’re hardy folk that rarely loosen their grip on a grudge.
On the tabletop, the DnD Dwarf race is one of the most durable character species options. Their natural +2 Con provides a lovely HP boost, and their Dwarven Resilience ability (granting resistance against poison damage) will prove useful time and again. Similarly, Hill Dwarves’ +1 HP per level, and Mountain Dwarves’ proficiency with light and medium armor, help withstand blow after blow.
When it comes to classes, Dwarves pair nicely with several options. The +2 Str of the Mountain Dwarf suits them to martial builds, such as the Barbarian or Fighter 5e, while the +2 Wis of Hill Dwarves makes them a great option for the Cleric 5e and Druid.
Ultimately, their toughness provides a malleability, and Dwarves can appropriately be built for any class, bar Bard 5e, Warlock 5e, and Sorcerer 5e, which rely on high Cha.
Learn more about this deep-delving DnD species by mining our dedicated Dwarf 5e guide.
DnD Elf
Stat | Value |
Ability scores | +2 Dex |
Traits | Darkvision, Keen Senses, Fey Ancestry |
Subraces | High Elf, Wood Elf, Dark Elf |
Suggested classes | Rogue, Ranger, Wizard, Warlock |
Size | Medium |
Speed | 30ft |
Tall, sleek, and pointy-eared, The DnD Elf is a graceful being, most at home in ethereal forests and magical realms. Generally presented as virtuous beings that love all the good things in life (art, poetry, music), they’re often carefree spirits that are just as likely to show skill with a sword as they are with a spellbook.
Elves’ +2 Dex makes them perfectly suited to the sly and speedy activities of a Rogue or Ranger, while their natural proficiency in Perception, combined with Darkvision, accustoms them to stealth. Their Fey Ancestry, granting saving throws against being charmed and preventing them from being put to sleep, also comes in handy against manipulative foes.
But their subraces make them a suitable pick for virtually any class. Wood Elves, with their +1 Wis and already high Dex, make effective Monks, and are an obvious choice for the nature-loving, spellcasting Druid. Similarly, a High Elf Wizard has become a staple.
The +1 Int supports spellcasting, while proficiency with bows lets you keep your frail Wizard body out of harm’s way. The Cha-focused Drow (or Dark Elf) make effective Warlocks, given their race-based DnD cantrips circumvent the problem of limited spell slots.
Our complete DnD Elf 5e guide can tell you even more about this species.
Halfling 5e
Stat | Value |
Ability scores | +2 Dex |
Traits | Lucky, Brave, Nimbleness |
Subraces | Lightfoot, Stout |
Suggested classes | Rogue, Ranger, Bard |
Size | Small |
Speed | 25ft |
Halflings are small humanoids almost identical to the hobbits of JRR 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. Most comfortable in the wide outdoors, the Halfling 5e race usually has a strong grasp of tradition and a firm understanding of the importance of community.
Like Elves, Halflings’ +2 Dex makes them particularly adept Rogues and Rangers, while their small size lets them squeeze through tight spots, and move through any area occupied by a larger creature. But it’s their saving throws that really stand out. As well as possessing advantage against being frightened, their Lucky trait lets them reroll any ability check, saving throw, or attack roll that lands on a one, preventing catastrophes.
Halflings’ high Dex can be successfully paired with numerous classes. While stealthy builds are firm favorites, a Dex-based Fighter 5e can deal high ranged damage, and leap about the battlefield to evade enemies.
Be sure to pick a Stout Halfling for +1 Con, so you can really hold your own. The +1 Cha of Lightfoot Halflings makes them brilliant Bards, too, especially since their Lucky trait lets you reroll any daring, and probably ill-considered, roleplaying fumbles.
For a full description, check out our DnD Halfling 5e guide.
Human 5e
Stat | Value |
Ability scores | +1 in all ability scores (or +1 in two ability scores, one feat, and one skill proficiency) |
Traits | – |
Subraces | – |
Suggested classes | Wizard, Cleric, Paladin |
Size | Medium |
Speed | 30ft |
This lot should be pretty familiar. DnD Human 5e characters are variable, versatile, and adaptable folks, who ambitiously explore the land for both personal gain and altruistic devotion. Their lives are short, and their empires enormous, built upon trade and war.
Humans are by far the most versatile of the common races, granting +1 to all ability scores. They also come in a second form – the Variant Human – providing +1 in only two ability scores, alongside a free feat and proficiency in one skill.
Given this is the only way to get a feat at first level, and doesn’t sacrifice an ability improvement, you’ll definitely want to use the Variant Human if you’re basing your character around 5e feats.
As for classes, Humans are highly malleable. Choosing two ability scores to focus on is particularly useful for classes that use spellcasting alongside martial attacks, such as battle Wizards, Clerics, or the Paladin 5e. But, really, you can use a Human for anything. They’re sticks of clay, ready to be molded into whatever form you choose.
For more info on our good friend the human, check out our full Human 5e guide.
Dragonborn
Stat | Value |
Ability scores | +2 Str, +1 Cha |
Traits | Breath Weapon, Damage Resistance |
Subraces | Draconic Ancestry |
Suggested classes | Paladin, Barbarian, Warlock |
Size | Medium |
Speed | 30ft |
Humanoid dragons, the Dragonborn are an aged race split into devoted clans. Imbued with the blood of dragons, they aren’t commonly seen across the worlds of D&D, and are generally forthright, holding the honor of their clan in high esteem.
Their +2 Str and +1 Cha make a nicely balanced ability score range, but it’s their natural Breath Weapon that makes the Dragonborn stand out. Able to exhale a force of destructive energy that deals 2d6 damage 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.
When picking a class, choose any that leverages Str or Cha. Barbarian is a good choice if you fancy rushing into the heat of battle, wielding a big ax, and crushing skulls. Equally, The Charisma-focused spellcasting of Warlocks is well suited to Dragonborn, and their Breath Weapon provides a nice compliment to the class’s limited spell slots. But if you want to leverage both ability specialties, Paladin is the way to go: you’ll be dishing out high melee damage while channeling your deity’s magic.
Good news! We have even more to tell you about the Dragonborn 5e species in our full guide.
Gnome 5e
Stat | Value |
Ability scores | +2 Int |
Traits | Small, Darkvision, Gnome Cunning |
Subraces | Forest Gnome, Rock Gnome |
Suggested classes | Wizard, Rogue |
Size | Small |
Speed | 25ft |
Vibrant and expressive, DnD Gnomes are the game’s happiest race. Living within small burrows in forests and hillsides, they’re often styled as a curious race that enjoys the thrill of adventure, and the prospect of a reward. Not cave-loving Dwarves, nor pastoral Halflings, the Gnome 5e race is more similar to the fairies of folklore.
When it comes to adventuring, they’re astute and cunning, with +2 Intelligence and advantage on all Int, Wis, and Cha saving throws against magic. Alone, these aren’t hugely beneficial (especially compared with the Variant Human), but can be combined with the Gnome subraces for a few effective builds.
The Forest Gnome’s +1 Dex gives the opportunity to create a magically-inclined Rogue, and its Speak With Small Beasts trait is always fun to mess around with. The Rock Gnome’s +1 Con, on the other hand, makes it a great choice if you’re creating a classic Gnome Wizard, but want to add some muscles under their robes. Although their effective class options are few compared to other races, when Gnomes excel, they really excel.
We have a guide all about the Gnome 5e species for anyone who wants to play one.
Half-elf 5e
Stat | Value |
Ability scores | +2 Cha, +1 any ability score |
Traits | Darkvision, Fey Ancestry, Skill Versatility |
Subraces | – |
Suggested classes | Warlock, Sorcerer, Monk |
Size | Medium |
Speed | 30ft |
Born of Human and Elf parents, DnD Half-elf characters take bits from both of their ancestral lines; sometimes the good, sometimes the bad. Fast outgrowing their slow-to-age Elf kin, and often more emotionally mature than their Human compadres, they’re often solitary beings, with no society to call home.
And their stats are equally divergent. With +2 Cha and +1 in two other Abilities of your choice, the Half-elf 5e race is flexible and suited to eclectic builds from the off. Add to that proficiency in two skills, Darkvision, and Fey Ancestry (preventing you from being put to sleep), and you have a powerful foundation to flexibly mold to whatever you envision.
Given this, Half-elves pair nicely with any class. Their natural Cha, alongside a boost to Con and Dex, works brilliantly with a Warlock or Sorcerer. You’ll be casting offensive 5e spells, without fear of retribution. Bard is the next obvious choice, with the two skill proficiencies expanding the class’s utility even further.
Plus, Monk, Ranger, or even Fighter can be good options. Although your Cha will be wasted in combat, Half-elves’ breadth of ability scores and proficiencies makes for a versatile base.
Want to learn more? Here’s our full Half-elf 5e species guide.
Half-Orc 5e
Stat | Value |
Ability scores | +2 Str, +1 Con |
Traits | Darkvision, Menacing, Relentless Endurance, Savage Attacks |
Subraces | – |
Suggested classes | Barbarian, Fighter |
Size | Medium |
Speed | 30ft |
With Orc and Human blood running through their veins, Half-Orcs are D&D’s way of letting you play as the classic fantasy creature, and probably the most racially problematic player race in the game. Mixing natural Orcish strength and superior Human intelligence, they’re often rejected by other races, and live within Orc tribes.
Physical might is the calling card of the Half-Orc 5e. Boasting +2 Str and +1 Con, they’re best suited to ax-toting martial builds, in which they rush into the heart of a fight, swing wildly in all directions, and come away with only a few scratches to show for it.
Relentless Endurance, which gives them an extra one HP upon dropping to zero health, is useful insurance for reckless players (or new adventurers). Savage Attack, meanwhile, lets them roll an additional attack die whenever they land a critical hit – perfect for massive bursts of damage.
Barbarian Half-Orcs are the staple, given their ability scores and racial traits suit them perfectly to Barbarian’s rage-fueled, close-combat fighting. However, Half-Orcs also work nicely as Str-focused Fighters, having more opportunity to take the role of a tank within their party. Avoid any spellcasting class, but do consider a martial Paladin build, improving Cha as you level up.
Tiefling
Stat | Value |
Ability scores | +2 Cha, +1 Int |
Traits | Darkvision, Hellish Resistance, Infernal Legacy |
Subraces | – |
Suggested classes | Warlock, Sorcerer, Wizard |
Size | Medium |
Speed | 30ft |
Imbued with an infernal heritage, DnD Tiefling characters are best thought of as humans crossed with devils. Horns protrude from their forehead, a tail from their back, and sharp teeth fill their mouths. Often treated with suspicion, they usually gather in small communities, victim to the whispers and ignorance of others.
With +1 Int and +2 Cha, Tieflings aren’t the most diverse race, but they are well-suited to spellcasting and scrutinizing. Darkvision and resistance to fire damage keep them functioning in difficult combat encounters, while Infernal Legacy (granting them the ability to cast Hellish Rebuke at third level), provides an easy means of dealing 2d10 fire damage when you’re in a bind.
Their natural ability scores pair wonderfully with any Cha-focused class, such as Sorcerer or Bard, and Hellish Rebuke is particularly useful for spell slot-strapped Warlocks.
If you’d prefer something a little more unusual, test out a tanky Paladin build, and focus on gaining feats for more damage resistance.
For anyone looking to play a Tiefling, we have a full, comprehensive Tiefling 5e species guide right here on Wargamer.
Aarakocra
Stat | Value |
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. Fight 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.
Genasi
Stat | Value |
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.
Goliath 5e
Stat | Value |
Ability scores | +2 Str, +1 Con |
Traits | Natural Athlete, Stone’s Endurance, Powerful Build, Mountain Born |
Subraces | – |
Suggested classes | Barbarian, Fighter |
Size | Medium (counts as Large for carrying capacity) |
Speed | 30ft |
Mountain-dwelling recluses, DnD Goliath characters are essentially human-sized giants. They wander mountain peaks, living a nomadic lifestyle that has made them accustomed to harsh environments and oppressive lifestyles. Those who can’t fend for themselves are cast out to the wilderness, but other races admire them for their incredible physical power.
Stats-wise, a Goliath is a meaty martial option that’s as durable as granite. Their Stone’s Endurance feature lets you reduce the damage of incoming attacks and scales well as your level, while proficiency in Athletics and the Powerful Build trait (which increases your carry capacity and lifting weight) makes you something of the party security guard.
With +2 Str and +1 Con, Goliaths work brilliantly for any class that places Str front and center. The Barbarian 5e is the obvious pick, as is Fighter, although melee-focused Paladins also work well. If you want to hit lots of things in close combat and come out the other side without a scratch, this is the race for you. It’s worth noting that the original Goliath Mountain Born trait was updated in Icewind Dale: Rime of the Frostmaiden to include resistance to cold damage, adding a nice additional perk.
Our gargantuan Goliath 5e guide has everything you need for your next DnD character.
Tabaxi
Stat | Value |
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.
Kobold
Stat | Value |
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.
Kenku 5e
Stat | Value |
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.
Tortle 5e
Stat | Value |
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.
Harengon
Stat | Value |
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.
Shifter 5e
Stat | Value |
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
Githyanki
Stat | Value |
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 Mage Hand 5e, 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.
Githzerai
Stat | Value |
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.
Bugbear 5e
Stat | Value |
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.
Warforged 5e
Stat | Value |
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.
Owlin 5e
Stat | Value |
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.
Aasimar 5e
Stat | Value |
Ability scores | +2 and +1 two different stats, or +1 any three |
Traits | Darkvision (60ft), Celestial Resistance, Healing Hands, Light Bearer, Celestial Revelation |
Subraces | – |
Classes | Cleric, Warlock, Paladin |
Size | Medium or small |
Speed | 30ft |
The Aasimar 5e is a mortal race, but some strange occurrence or inheritance has given them a slither of celestial power. They have many of the physical features of a creature from the Upper Planes, and they’re often gifted with the magic of radiant light, healing, and flight. Of course, they’re not limited to these angelic feats – plenty of Aasimar turn to more necromantic pursuits, too.
Celestial Resistance means all Aasimar are resistant to necrotic and radiant damage, and they can innately cast Light using their Charisma modifier. Healing Hands also gives an Aasimar a free healing ability – they can touch a creature and roll d4s equal to their proficiency modifier to restore that much HP. And then there’s Celestial Revelation, which lets you unleash your true power. You get to choose what that celestial power is:
- Gaining flying speed equal to your walking speed and dealing radiant damage along with regular attack/spell damage.
- Giving creatures the frightened condition on a failed Charisma saving throw and dealing extra necrotic damage along with attack/spell damage.
- Dealing radiant damage with a ten-foot light, and then dealing extra radiant damage along with regular attack/spell damage.
Theme-wise, the DnD Paladin makes sense for an Aasimar – they’re holy smiters who make great use of their Charisma modifier. However, we think the DnD Cleric and DnD Warlock make even better choices. The Cleric will appreciate a free heal, and any squishy spellcaster will need options for dodging out of close combat.
Race and ‘species’ in D&D
Do keep in mind that D&D’s representation of race shouldn’t be treated without scrutiny. The tabletop roleplaying game’s penchant for pre-determining in-game stats based on characters’ genetic categories (i.e. their race) has received increasing criticism over the last few years. Many have pointed out the problematic real-world implications that come with homogenizing the psychological conditions, moral leanings, intelligence, and cultural attributes of entire species of people, as well as poorly distinguishing between psychological features and learned behaviors.
Wizards of the Coast has better acknowledged these problems in recent years. Tasha’s Cauldron of Everything, released in 2020, provided optional rules to bypass racial traits, and the lineage options introduced in 2021’s Van Richten’s Guide to Ravenloft explored character heritage as an alternative to race.
More recently, Wizards of the Coast has removed alignments from all player and monster races, in another step towards removing racial determinism from Dungeons and Dragons entirely. Most recently, the phrase ‘race’ was removed from future DnD books entirely – and One D&D, the upcoming new version of Dungeons and Dragons, will reportedly do away with the term completely, opting for ‘species’ instead. Problems still persist, though, so be careful you don’t unintentionally build your character as a harmful stereotype.