All official Dungeons & Dragons 5th edition
races and subraces

D&D 5E Races and subraces: A very quick and dirty overview

This is a list of all 182 of the official playable races and subraces for Dungeons and Dragons 5th edition. Or 183, if you count the two very subtly different versions of the triton as different, but I feel like that’s stretching things a bit, so I am calling it 182 and suggesting you combine the features from both, since it makes sense, but you do you. Since Wizards of the Coast are now focusing their time on producing content for their new version (D&D 5E 2024, D&D 2024, ONE D&D, 6E, or whatever it ends up being called), this is a final and complete list. This is not meant to be an in-depth explanation of all of the rules for each race. As with my list of classes and subclasses, this list of races and subraces is here to put all of the potential options (check with your DM, as not all options will likely be available in your campaign) together in one place for ease of review, along with details about where you can find the original details for each of the 182 races/subraces.

I have given a rough overview of what each race/subrace provides. It should be noted that Chapter 1 of Tasha’s Cauldron of Everything discusses customisation rules which you can use to alter any race which you choose. If your DM allows those alternate rules, they will obviously dramatically change the starting conditions which I have written here for each race. They allow for changes in ability scores, known languages, and proficiencies. As usual, check with your DM before assuming that you can use those alternate rules. Later books sometimes follow Tasha’s alternate rules by not suggesting ability score bonuses for races/subraces. That will be noted where applicable. Otherwise, I have stated the ability scores from the references.

As a slight aside, the two Eberron books (Wayfinder’s Guide to Eberron and Eberron: Rising From the Last War) introduce dragonmarks, which are essentially more subraces, but which appear to be Eberron specific. I have noted this on the specific subraces- whether your DM allows these for non-Eberron settings is up to them. In addition, I only have put the relevant page numbers to the subclasses for Eberron: Rising From the Last War, since 1) the Wayfinder’s Guide to Eberron information is fully included within this newer book, and 2) I have the older copy of the Wayfinder’s Guide to Eberron (it was apparently updated after release of Eberron: Rising From the Last War, so the page numbers will be different from my copy, but I’m not purchasing it again since the new book has all that content plus more apparently). The one exception to this is the Aerani & Valenar elf subraces, which doesn’t seem to have been included in the newer book, so I’m including the page numbers from the original edition of the Wayfinder’s Guide to Eberron. Just be warned with these subraces that you will probably have to buy your DM something really really nice to convince them to let you play one.

Please note that I am not including vampires, dhampirs, hexbloods, reborn, or lycanthropes (werewolves, wererats, etc.) here. Those are essentially conditions which are superimposed upon your race, and which change your race dramatically but which are not really your race (even though some of those can be played by starting characters). As such, I gave them all their own page.

Also note that all character races and subraces know Common. I am not adding that language to each race here, since that is the case. Your DM may choose to create a campaign where Common is not so common, but official D&D 5E lists all races as knowing it. Apart from kenku, but only kind of, and that’s a weird kenku language thing which extends to all languages which kenku “know”.

Most of the rules are found in official books which are for sale at most game shops, but a few are available for free download from the Wizards of the Coast website or are short supplements for sale on another site. I will link those all here now. I haven’t included any races from Unearthed Arcana, as those are options being playtested; the successful ones end up being included in future books, while the failures are dropped. At this point, any not already added never will be.

I was extremely unsure about including the Plane Shift supplements, since they often don’t seem to mesh well with the established canon, but ended up deciding to include them and let you decide what to do with them. Your DM may not want these (or any other races listed here, for that matter) in their campaign, so always ask first. Some races, like the Aerani & Valenar elves, are only found in certain settings, and some may simply be races which your DM doesn’t want in their setting for whatever reason. If you find that to be the case, don’t fret- there are around 180 other subraces still available to pick from. My list includes different versions of the same race from different sources. Most of the time this is because the Plane Shift versions are weird and different. Occasionally it is because the ‘proper’ publications made several subtle changes to each publication (see orcs as an example of both). In those cases I made a different listing for each so you can choose which you want to follow, and count these as different races/subraces. It’s annoying, but what can you do? Enjoy perusing the list and hopefully it will spark some ideas for your next character!

Free downloads:

Elemental Evil Player’s Companion 

Plane Shift: Amonkhet 

Plane Shift: Ixalan 

Plane Shift: Kaladesh 

Plane Shift: Zendikar 

Cheap (but not free) supplements, with the proceeds going to the wonderful charity Extra Life:

Locathah Rising 

One Grung Above 

The Tortle Package 

That’s enough background information- now let’s get into the different races and subraces of Dungeons and Dragons 5E!

Aarakocra (Elemental Evil Player’s Companion p.3, Explorer’s Guide to Wildemount p.165) Aarakocra are bird people which spend most of their time flying, living on mountaintops or high in forest canopies. Aarakocra gain DEX +2 and WIS +1, are short-lived (30 years), walk slowly (25 feet) but fly fast (50 feet), can’t wear medium or heavy armor and fly, know Aarakocra and Auran, and can attack with their talons (1d4+STR modifier slashing damage).

Aasimar (Volo’s Guide to Monsters p.104, Explorer’s Guide to Wildemount p.166) Aasimar are humans infused with some essence of the divine (good divine, not evil divine). They have a guide in the form of a celestial being to lead them through their lives. They all gain CHA +2, are long-lived (160 years), walking speed is 30 feet, have 60 feet of darkvision, can heal a person for their level’s worth of hit points once per long rest, are resistant to necrotic and radiant damage, know Celestial, and can cast the light cantrip.

  • Fallen aasimar (Volo’s Guide to Monsters p.105, Explorer’s Guide to Wildemount p.168) Fallen aasimar are aasimar which have turned to evil, becoming the opposite of what most aasimar strive to be. They gain STR +1 and once per long rest at 3rd level they can frighten people for a turn and deal extra necrotic damage (your level’s worth) when damaging foes when in a creepy skeletal winged form.

  • Protector aasimar (Volo’s Guide to Monsters p.105, Explorer’s Guide to Wildemount p.167) Protector aasimar protect the weak and attack evil wherever they find it. They gain WIS +1 and can pop out wings to fly at 3rd level once per long rest, during which time they get a flight speed of 30 feet and also deal extra radiant damage when they hit (your level’s worth).

  • Scourge aasimar (Volo’s Guide to Monsters p.105, Explorer’s Guide to Wildemount p.167) Scourge aasimar have a furious energy burning within which is trying to get out and destroy evil. They gain CON +1 and once per long rest starting at 3rd level they can glow with a radiant aura which damages all creatures (including you) within 10 feet (1/2 your level rounded up) and which adds radiant damage (your level’s worth) to your attacks while the radiant aura is active.

  • Variant aasimar (Dungeon Master’s Guide p.286) This variant is listed in the Dungeon Master’s Guide as an example of how to create a new race. These aasimar gain WIS +1, CHA +2, live as long as humans, have 60 feet of darkvision, are resistant to necrotic & radiant damage, knows the Light cantrip, at 3rd level can cast Lesser Restoration once per long rest, at 5th level can cast Daylight once per long rest, and can speak Celestial. The protector aasimar is the same but with extra cool stuff, so I can’t see anyone using this, but I have included it in the interests of being complete.

Aetherborn (Plane Shift: Kaladesh p.16) Aetherborn are creatures born of the aether, which live only for a few years. Aetherborn gain CHA +2 and two other ability scores +1, have 60 feet of darkvision, have a walking speed of 30 feet, are resistant to necrotic damage, are proficient in Intimidation, and know two additional languages.

Autognome (Astral Adventurer’s Guide p. 11) Autognomes are rock gnome built robots that have their own consciousnesses and who don’t need their creators to get by in life. They are small constructs who can speak gnomish, have a 30 feet walking speed, get a bit of an armor class boost (AC is 13+ their DEX modifier), get to add 1d4 to several (their proficiency bonus) d20 rolls they make each long rest, can be healed by the mending cantrip (heals a hit die plus CON modifier) as well as many (but not all) healing spells (Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare The Dying), are resistant to poison damage, immune to disease, have advantage on poison and paralysis saving throws, don’t need to eat, drink, or breathe, rest like elves do, and get two tool proficiencies.

Aven (Plane Shift: Amonkhet p.15) Aven are human-like with bird-like heads and wings. All aven gain DEX +2, have a walking speed of 25 and flying speed of 30 (without medium or heavy armor), live into their 80’s, and know Aven.

  • Hawk-headed/Dominaria aven (Plane Shift: Amonkhet p.16, Plane Shift: Dominaria p.6) Hawk-headed aven gain WIS +2, are proficient in Perception, and when attacking at long range don’t roll with disadvantage.

  • Ibis-headed aven (Plane Shift: Amonkhet p.16) Ibis-headed aven gain INT +1 and can add half their proficiency bonus to INT skill checks which they aren’t proficient in.

Bugbear (Volo’s Guide to Monsters p.119, Eberron: Rising From the Last War p.25, Explorer’s Guide to Wildemount p.174) Bugbears are tall, stocky, furry goblinoids. Bugbears gain STR +2 and DEX +1, live for 80 years, have a 30 foot walking speed, have 60 feet of darkvision, have a 5 foot longer reach with melee weapons, count as one size larger for carrying capacity and weight you can move, are proficient in Stealth, know Goblin, and can do extra 2d6 damage if you surprise a creature on your first attack in a combat.

Centaur (Guildmaster’s Guide to Ravnica p.15, Mythic Odysseys of Theros p.19) These half horse/half human fey creatures are a pretty interesting and unique option. Centaurs gain STR +2 and WIS +1, has a walking speed of 40 feet, lives a standard human lifetime, have a charge attack that lets them make a bonus action hoof attack  (1d4+STR modifier bludgeoning damage) if they charge at least 30 feet in a straight line and then hit them with a melee weapon, count as a size larger for carrying capacity and the weight they can push or drag, get an extra skill (from either Animal Handling, Medicine, Nature, or Survival), speak Sylvan, and are absolutely terrible at climbing (each foot costs 4 extra feet of movement). Because hooves. They are classified as fey, instead of humanoid, which presents some interesting differences. Apart from the satyr, fairy, autognome, plasmoid, and thri-kreen, all other PC races appear to be humanoids. There is an issue with the centaur, however (as well as the minotaur): in the Monster Manual the centaur’s stats place it as large, yet the player character version is medium, which is odd. Especially for a horse person. A medium centaur would be more of a miniature pony person. It better matches the size of ancient horses, but does not match the size of other horses in Dungeons and Dragons. I don’t let my players use this race because it’s so weird, unless I were to play either a Ravnica or Theros campaign, which I don’t plan to be doing.

Changeling (Eberron: Rising From the Last War p.17) Changelings are able to change their appearance at will, allowing them to blend in with any group or mimic a particular creature. Changelings gain CHA +2 and another ability +1, live as long as humans, have a 30 feet walking speed, can use an action to change their appearance and voice, gain extra skills to assist them when mimicking others, know two additional languages, and are proficient in two of the following skills: Deception, Insight, Intimidation, and Persuasion.

Dragonborn (Player’s Handbook p.32) There are currently three sources of information for the many dragonborn subraces: the Player’s Handbook, the Explorer’s Guide to Wildemount, and Fizban’s Treasury of Dragons. There are a lot of subraces in each book, and they are substantially different between those books. To make listing them easier, I will first discuss and list the Player’s Handbook subraces, then will follow that up with a discussion and list of the Explorer’s Guide to Wildemount subraces, and then end with a discussion and list of the subraces from Fizban’s Treasury of Dragons.

The big difference between all of the dragonborn subraces in the Player’s Handbook are their breath weapons and associated damage resistances- otherwise they all share the same stats. There are 10 subraces of dragonborn in the Player’s Handbook, one for each type of the base metallic and chromatic dragons, and all are found in the Player’s Handbook, pages 32-34. All dragonborn in the Player’s Handbook get STR +2 and CHA +1, live to 80 years old, have a 30 feet walking speed, are resistant to the type of damage their breath weapon does, know Draconic, and have some sort of draconic ancestry in their background somehow. Following is a list of the breath weapon types (CON save or 2d6 damage which increases by 1d6 at 6th, 11th, and 16th levels; half damage for save) for each dragonborn subrace:

  • Black dragonborn shoot acid in a 5 foot wide, 30 foot long line.

  • Blue dragonborn shoot lightning in a 5 foot by 30 foot line.

  • Brass dragonborn shoot fire in a 5 foot by 30 foot line.

  • Bronze dragonborn shoot lightning in a 5 foot by 30 foot line.

  • Copper dragonborn shoot acid in a 5 foot by 30 foot line.

  • Gold dragonborn shoot fire in a 15 foot cone.

  • Green dragonborn shoot poison in a 15 foot cone.

  • Red dragonborn shoot fire in a 15 foot cone.

  • Silver dragonborn shoot cold in a 15 foot cone.

  • White dragonborn shoot cold in a 15 foot cone.

in the Explorer’s Guide to Wildemount, there are two main subtypes of dragonborn: draconblood and ravenites. Both have breath weapons which do the same damage as the Player’s Handbook versions.

Draconblood dragonborn (Explorer’s Guide to Wildemount p.168) Draconblood dragonborn have long tails, gain INT +2 and CHA +1 instead of the Player’s Handbook STR +2 and CHA +1, have 60 feet of darkvision, once per long rest can roll with advantage on an Intimidation or Persuasion check, know Draconic, and are not resistant to the damage type of their breath weapon.

  • Black draconblood dragonborn shoot acid in a 5 foot wide, 30 foot long line.

  • Blue draconblood dragonborn shoot lightning in a 5 foot by 30 foot line.

  • Brass draconblood dragonborn shoot fire in a 5 foot by 30 foot line.

  • Bronze draconblood dragonborn shoot lightning in a 5 foot by 30 foot line.

  • Copper draconblood dragonborn shoot acid in a 5 foot by 30 foot line.

  • Gold draconblood dragonborn shoot fire in a 15 foot cone.

  • Green draconblood dragonborn shoot poison in a 15 foot cone.

  • Red draconblood dragonborn shoot fire in a 15 foot cone.

  • Silver draconblood dragonborn shoot cold in a 15 foot cone.

  • White draconblood dragonborn shoot cold in a 15 foot cone.

Ravenite dragonborn (Explorer’s Guide to Wildemount p.168) Ravenite dragonborn have no tails, gain STR +2 and CON +1 instead of the Player’s Handbook STR +2 and CHA +1, have 60 feet of darkvision, Once per long rest can hit a creature back which has damaged you, know Draconic, and are not resistant to the damage type of their breath weapon.

  • Black ravenite dragonborn shoot acid in a 5 foot wide, 30 foot long line.

  • Blue ravenite dragonborn shoot lightning in a 5 foot by 30 foot line.

  • Brass ravenite dragonborn shoot fire in a 5 foot by 30 foot line.

  • Bronze ravenite dragonborn shoot lightning in a 5 foot by 30 foot line.

  • Copper ravenite dragonborn shoot acid in a 5 foot by 30 foot line.

  • Gold ravenite dragonborn shoot fire in a 15 foot cone.

  • Green ravenite dragonborn shoot poison in a 15 foot cone.

  • Red ravenite dragonborn shoot fire in a 15 foot cone.

  • Silver ravenite dragonborn shoot cold in a 15 foot cone.

  • White ravenite dragonborn shoot cold in a 15 foot cone.

Fizban’s Treasury of Dragons introduces gem dragons to 5th edition, as well as introducing gem dragonborn options. In addition, there are new options for all of the metallic and chromatic dragons. In total this book adds 15 new subraces to the options for dragonborn. As with all of their newer books, no set ability score boosts are listed for any races or subraces in Fizban’s Treasury of Dragons. Instead, you can raise any three scores by 1, or raise one score by 2 and another score by 1.
 

Chromatic dragonborn (Fizban’s Treasury of Dragons p.10) Chromatic dragonborn in Fizban’s Treasury of Dragons all have breath weapons which shoot a damage type specific to the colour of dragon in a straight line for 30 feet (DEX save or suffer 1d10 damage, increasing by 1d10 at 5th, 11th, and 17th level; save for half damage). In addition, they are resistant to the type of damage produced by their breath weapon, and after 5th level once per long rest they can become temporarily immune to their own damage type.

  • Black chromatic dragonborn shoot acid in a 30 foot line
  • Blue chromatic dragonborn shoot lightning in a 30 foot line
  • Green chromatic dragonborn shoot poison in a 30 foot line
  • Red chromatic dragonborn shoot fire in a 30 foot line
  • White chromatic dragonborn shoot cold in a 30 foot line

Gem dragonborn (Fizban’s Treasury of Dragons p.11) Gem dragonborn all have breath weapons which shoot a damage type in a 15 foot cone specific to the type of gem dragon they are descended from, and which do similar damage to Fizban’s chromatic dragonborn. In addition, they are resistant to the type of damage produced by their breath weapon, can communicate telepathically with nearby creatures, and at 5th level will be able to fly for a minute once per long rest.

  • Amethyst gem dragonborn shoot force damage in a 15 foot cone
  • Crystal gem dragonborn shoot radiant damage in a 15 foot cone
  • Emerald gem dragonborn shoot psychic damage in a 15 foot cone
  • Sapphire gem dragonborn shoot thunder damage in a 15 foot cone
  • Topaz gem dragonborn shoot necrotic damage in a 15 foot cone

Metallic dragonborn (Fizban’s Treasury of Dragons p.12) Metallic dragonborn all have breath weapons which shoot a damage type in a 15 foot cone specific to their color. In addition, they are resistant to the type of damage which their breath weapon causes, and when they reach 5th level they get an additional breath weapon. This additional breath weapon can be either one which pushes away creatures in the cone, or one which incapacitates anyone in the cone for a round.

  • Brass metallic dragonborn shoot fire in a 15 foot cone
  • Bronze metallic dragonborn shoot lightning in a 15 foot cone
  • Copper metallic dragonborn shoot acid in a 15 foot cone
  • Gold metallic dragonborn shoot fire in a 15 foot cone
  • Silver metallic dragonborn shoot cold in a 15 foot cone

Dwarf (Player’s Handbook p.18) Dwarves are short and stocky, renowned for their underground dwellings and mines as well as their superior craftsmanship skills. Dwarves gain CON +2, are long-lived (350 years), slow-moving (25 feet), have darkvision to 60 feet, have advantage on poison saves and are resistant to poison damage, are proficient with battleaxes, handaxes, light hammers, and warhammers, are proficient with either smith’s tools, brewer’s supplies, or mason’s tools, when making History checks about the origin of stonework get double your proficiency bonus added to the check if you’re not proficient, and speak Dwarvish.

  • Duergar (Mordenkainen’s Tome of Foes p.81, Sword Coast Adventurer’s Guide p.104) Duergar (sometimes also called gray dwarves) are the deepest living dwarves, living in the Underdark. and are also the grimmest and gothiest of the dwarves. They rarely play well with other dwarves. They gain STR +1, have darkvision to 120 feet, have advantage on saving throws against being charmed, illusions, and paralysis, are susceptible to sunlight and have disadvantage on attack rolls and Perception checks when in direct sunlight, once per long rest can cast the following spells if not in direct sunlight after reaching the following levels: Enlarge/Reduce at 3rd level and Invisibility at 5th level, and can speak Undercommon.

  • Hill dwarf (Player’s Handbook p.20) Hill dwarves (sometimes also called gold dwarves) get WIS +1 and gets an additional hit point at each level.

  • Kaladesh dwarf (Plane Shift: Kaladesh p.18) Kaladesh dwarves gain WIS +1, gain expertise with two artisan’s tools for which the proficiency bonus is doubled, and gain an additional hit point at each level.

  • Mark of Warding dwarf (Eberron: Rising From the Last War p.51) Warning- this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace. These dwarves are specialists in protection. Mark of Warding dwarves gain INT +1, add 1d4 to Investigation checks and any ability checks using thieves’ tools, and once per long rest can cast alarm and Mage Armor, and at 3rd level can also cast Arcane Lock. If these dwarves also have Spellcasting or Pact Magic class features they also gain access to a number of additional spells (1st level spells, Alarm & Armor of Agathys; 2nd level Arcane Lock & Knock; 3rd level Glyph of Warding & Magic Circle; 4th level Leomund’s secret chest & Mordenkainen’s Faithful Hound; 5th level Antilife shell).

  • Mountain dwarf (Player’s Handbook p.20) Mountain dwarves (sometimes also called shield dwarves) get STR +2 and are proficient with light and medium armor.

Elf (Players Handbook p.21) Elves are a slender race, usually associated with forests, although there are some notable exceptions to this. They are all extremely dextrous (DEX +2), long-lived (750 years), have a 30 feet speed, darkvision to 60 feet, are proficient in Perception, need 4 hours of trancing instead of sleep each night, speak Elvish, can’t be magically put to sleep, and have advantage on saving throws against being charmed.

  • Aereni high elf (Wayfinder’s Guide to Eberron p. 73) Aereni high elves come in a variety of flavours, and are also sometimes called sun elves, gold elves, sunrise elves, or moon elves, depending upon where they come from. Aereni high elves choose a skill or tool proficiency which they gain expertise in, gain INT +1, learn a wizard cantrip, and know an extra language.

  • Aereni wood elf (Wayfinder’s Guide to Eberron p. 73) Aereni wood elves gain WIS +1, have 35 feet speed, can try to hide even if only lightly obscured by natural causes, and choose either a skill or tool proficiency which they gain expertise in.

  • Astral elf (Astral Adventurer’s Guide p.10) Astral elves increase 1 ability score by 2 and 1 ability score by 1, or else 3 ability scores increase by 1. They get a free cantrip (Dancing Lights, Light, or Sacred Flame), can teleport up to 30 feet their proficiency bonus number of times per long rest, and gets a free skill and a free weapon or tool proficiency for the day after each long rest.

  • Drow (Dark elf) (Players Handbook p.24) Drow are elves which left the forest to follow the evil spider goddess Lolth and descended into the Underdark deep below the surface of the world. They are sensitive to sunlight which gives them disadvantage to attack rolls and Perception checks if the target is in direct sunlight, gain CHA +1, have darkvision to 120 feet, are proficient with shortswords, rapiers, and hand crossbows, and know the Dancing Lights cantrip as well as picking up a few more spells which they can cast once per long rest at higher levels: Faerie Fire at 3rd level and Darkness at 5th level. Totally goth.

  • Eladrin (Mordenkainen’s Tome of Foes p.61) Eladrin are fey elves whose colours and personalities can change with the seasons, or even more frequently. They gain CHA +1 and can teleport as a bonus action once per long rest up to 30 feet. In addition, when they teleport after reaching 3rd level, they are able to spin some magic when they teleport; the type of magic is determined by the current season of the eladrin (Autumn lets you charm up to 2 creatures within 10 feet that you can see; Winter makes a creature within 5 feet of you be frightened of you; Spring lets you touch another creature within 5 feet and teleport it instead of you; Summer lets you give a creature within 5 feet of you where you teleport to fire damage worth your CHA modifier). 

  • Eladrin variant (Dungeon Master’s Guide p.286) This eladrin variant is published in the Dungeon Master’s Guide as an example of how to make a new subrace. This version of the eladrin gains INT +1, is proficient in longswords, longbows, shortswords, and shortbows, and can Misty Step once per short or long rest. I personally prefer the Mordenkainen version for its style, but this one is listed here in the interest of completion.

  • High elf (Player’s Handbook p.23) High elves come in a variety of flavours, and are also sometimes called sun elves, gold elves, sunrise elves, or moon elves, depending upon where they come from. They are proficient with longswords, longbows, shortswords, and shortbows, gain INT +1, learn a wizard cantrip, and know an extra language.

  • Vahadar Kaladesh elf (Plane Shift: Kaladesh p.20) Vahadar Kaladesh elves gain WIS +1, know a druid cantrip, know an extra language, and are proficient with longswords, longbows, shortswords, and shortbows. 

  • Mark of Shadow elf (Eberron: Rising From the Last War p.49) Warning– this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace.  These elves are masters of illusion. Mark of Shadow elves gain CHA +1, add 1d4 to Performance and Stealth checks, gain the Minor Illusion cantrip, can cast Invisibility once per long rest after 3rd level, and if they have the Spellcasting or Pact Magic class feature can cast the following spells: 1st level spells Disguise Self & Silent Image; 2nd level Darkness & Pass WIthout Trace; 3rd level Claivoyance & Major Image; 4th level Greater Invisibility & Hallucinatory Terrain; 5th level Mislead..

  • Pallid elf (Explorer’s Guide to Wildemount p.163) Pallid elves gain WIS +1, have advantage on Investigation and Insight checks, knows the Light cantrip, and once per long rest after 3rd level can cast Sleep and after 5th level can cast Invisibility.

  • Sea elf (Mordenkainen’s Tome of Foes p.62, Explorer’s Guide to Wildemount p.163) Sea elves (sometimes called aquatic elves) live below the surface of the seas (and can breathe both water and air). They gain CON +1, have a swimming speed of 30 feet, can talk in a rudimentary way to swimming beasts, is proficient with spears, tridents, nets, and light crossbows, and knows Aquan.

  • Shadar-kai (Mordenkainen’s Tome of Foes p.62) The shadar-kai are elves which follow the Raven Queen in the Shadowfell. These are incredibly goth elves; the most goth elves in Dungeons & Dragons 5th edition by far. They gain CON +1, are resistant to necrotic damage, and can teleport up to 30 feet as a bonus action once per long rest. After 3rd level, when they teleport they gain resistance to all damage for a round as well.

  • Valenar high elf (Wayfinder’s Guide to Eberron p. 73) Valenar high elves come in a variety of flavours, and are also sometimes called sun elves, gold elves, sunrise elves, or moon elves, depending upon where they come from. Valenar high elves gain INT +1, learn a wizard cantrip, know an extra language, and are proficient with scimitars, double scimitars, longbows, and shortbows.

  • Valenar wood elf (Wayfinder’s Guide to Eberron p. 73) Valenar wood elves gain WIS +1, have 35 feet speed, can try to hide even if only lightly obscured by natural causes, and are proficient with scimitars, double scimitars, longbows, and shortbows.

  • Wood elf or Bishtahar or Tirahar Kaladesh elf (Player’s Handbook p.24, Plane Shift: Kaladesh p.20) Wood elves (or Bishtahar or Tirahar elves) gain WIS +1, have 35 feet speed, can try to hide even if only lightly obscured by natural causes, and are proficient with longswords, longbows, shortswords, and shortbows.

  • Joranga Nation Zendikar elf (Plane Shift: Zendikar p.18) Joranga Nation Zendikar elves gain WIS +2 instead of DEX +2, have DEX +1, have a 35 feet speed, are proficient with longswords, longbows, shortswords, and shortbows, and can try to hide even if only lightly obscured by natural causes.

  • Mul Daya Nation Zendikar elf (Plane Shift: Zendikar p.18) Zendikar elves gain WIS +2 instead of DEX +2, gain STR +1, have darkvision to 120 feet, are proficient with longswords, longbows, shortswords, and shortbows, have disadvantage to attack rolls and Perception checks if the target is in direct sunlight, knows the Chill Touch cantrip, and once per long rest after 3rd level can cast Hex and after 5th level can cast Darkness.

  • Tajuru Nation Zendikar elf (Plane Shift: Zendikar p.18) Zendikar elves gain WIS +2 instead of DEX +2, gain CHA +1, and gains two skills and/or tool proficiencies of your choice.

Fairy (The Wild Beyond the Witchlight p.12) Fairies are small flying fey from the Feywild with the inherent ability to cast a few spells. Interestingly, your creature type is fey, and not humanoid like most player characters. As is apparently the new normal for new races, new characters get a choice of either boosting 1 ability score by 2 and 1 ability score by 1, or else boosting 3 ability scores by 1. New characters also all know Common and one other language of your choice. In addition all character races will have the same size stats, as either medium or small characters. I understand why they have decided to go down this route, in the interests of diversity, but I also think that it is a bit of a shame that they did not choose to continue with some base stats for the “average” of the race, for size and age ranges at least, and then allow you to branch out from that using the excellent guide from Tasha’s Cauldron of Everything. It feels a bit like they are stripping away some of what makes each race different by starting each character the same way regardless of race, which loses some of the flavour. Ah well, such is life. Don’t get me wrong though; I agree with much of the reasoning behind it. INT, WIS, and CHA in particular are nearly entirely a cultural artefact, and most of the strongest cultural impact comes from close family and friends, not even the country or city you are raised in, so the variance between individuals would be huge. This is the same to a slightly lesser degree for the other three stats as well. That is why gyms are so successful. Anyhow, back to the point: Fairies have a walking speed of 30 feet, and a flying speed of 30 feet as well as long as they’re not wearing medium or heavy armor, know the Druidcraft cantrip, and once per long rest can cast Faerie Fire after 3rd level and Enlarge/Reduce after 5th level.

Firbolg (Volo’s Guide to Monsters p.106, Explorer’s Guide to Wildemount p.169) Firbolgs are forest guardians who are little for giant kin (medium in size), but large for humans. They are humanoids who gain WIS +2 and STR +1, are long-lived (500 years), have a 30 feet speed, count as a size larger when deciding carrying capacity and how much they can move, can turn invisible for one round once per each short or long rest, can speak to (but not understand) plants and beasts and have advantage on CHA checks to influence them, can cast Detect Magic and Disguise Self once per short or long rest, and know both Elvish and Giant.

Genasi (Elemental Evil Player’s Companion p.7, Explorer’s Guide to Wildemount p.170) Genasi are either the offspring of genies and humanoids or are humanoids which somehow got an infusion of elemental energy flooding their body. All genasi gain CON +2, live 120 years, have 30 feet speed, and speak Primordial.

  • Air genasi (Elemental Evil Player’s Companion p.9, Explorer’s Guide to Wildemount p.171) Air genasi are light blue and are always followed by a gentle breeze. Air genasi gain DEX +1, can hold their breath indefinitely, and can cast Levitate once per long rest.

  • Earth genasi (Elemental Evil Player’s Companion p.9, Explorer’s Guide to Wildemount p.172) Earth genasi gain STR +1, are not slowed by difficult terrain on ground, and can cast Pass Without Trace once per long rest.

  • Fire genasi (Elemental Evil Player’s Companion p.9, Explorer’s Guide to Wildemount p.172) Fire genasi are red, black, or grey. Fire genasi gain INT +1, have darkvision to 60 feet, are resistant to fire damage, knows the Produce Flame cantrip, and once per long rest can cast Burning Hands after reaching 3rd level.

  • Water genasi (Elemental Evil Player’s Companion p.10, Explorer’s Guide to Wildemount p.172) Water genasi have blue or green skin, gain WIS +1, are resistant to acid damage, have a swimming speed of 30 feet, can breathe both air and water, knows the Shape Water cantrip, and once per long rest can cast Create Or Destroy Water.

Giff (Astral Adventurer’s Guide p.12) Giff are big ol’ space hippos. Giff get a swimming speed and walking speed of 30 feet, can pump extra force damage (your proficiency bonus’ worth) into weapon damage your proficiency bonus number of times per long rest, and are good with firearms (assuming your DM allows firearms in your campaign) as they can ignore loading properties of weapons, don’t attack at disadvantage at long range, and are proficient in all firearms. They also get advantage on strength saves and strength-based ability checks, and count as a size larger to determine how much you can carry, push, drag, or lift.

Gith (Mordenkainen’s Tome of Foes p.85) The gith race have a long history in Dungeons and Dragons where they have dedicated themselves to fighting mind flayers, who formerly had enslaved them. After defeating the mind flayers and freeing themselves, they split into two factions, which now war against each other regularly in addition to warring against mind flayers. All gith are tall and slender, gain INT +1, live 100 years, have 30 feet speed, and can speak Gith.

  • Githyanki (Mordenkainen’s Tome of Foes p.96) Githyanki gain STR +2, are proficient with light and medium armor, longswords, shortswords, greatswords, and with an additional skill or tool of their choice, gain an additional language, know the Mage Hand cantrip (and the hand is invisible), and once per long rest can cast Jump after 3rd level and Misty Step after 5th level.

  • Githzerai (Mordenkainen’s Tome of Foes p.96) Githzerai gain WIS +2, have advantage on saves versus being charmed or frightened, know the Mage Hand cantrip (and the hand is invisible), and once per long rest can cast Shield after 3rd level and Detect Thoughts after 5th level. 

Gnome (Player’s Handbook p.35) Gnomes are a small race, live in burrows, and are known to be tinkerers and craftspeople with a mischievous bent. Gnomes are all long-lived, gain INT +2, are slow (25 feet), live for 350-500 years, have advantage on INT, WIS, and CHA saves to magic, speak Gnomish, and have darkvision to 60 feet

  • Deep gnome (Svirfneblin) (Mordenkainen’s Tome of Foes p. 113, Elemental Evil Player’s Companion p.7, Sword Coast Adventurer’s Guide p.115) Deep gnomes live in the Underdark to mine the precious gems and metals found there. Unlike the duergar and the drow, deep gnomes aren’t leaning into the goth lifestyle, despite living in the Underdark. Deep gnomes are still chirpy and bubbly despite living in the deepest, darkest parts of the Dungeons & Dragons world. Deep gnomes gain gain DEX +1, live 200-250 years, have darkvision to 120 feet, can speak Undercommon, and get advantage to Stealth checks when trying to hide underground or in rocky areas.

  • Forest gnome (Player’s Handbook p.37) Forest gnomes live in forests, can speak to small animals, gain DEX +1, and knows the Minor Illusion cantrip.

  • Mark of Scribing gnome (Eberron: Rising From the Last War p.47) Warning– this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace.  These gnomes are communication specialists. The Mark of Scribing gnomes gain CHA +1, add 1d4 to History checks or other ability checks while using callgrapher’s supplies, knows the Message cantrip, once per short or long rest can cast Comprehend Languages, and after reaching 3rd level can cast Magic Mouth once per long rest. In addition, if the gnome has the Spellcasting or Pact Magic class features they can cast additional spells: 1st level spells Comprehend Languages & Illusory Script; 2nd level Animal Messenger & Silence; 3rd level Sending & Tongues; 4th level Arcane Eye & Confusion; 5th level Dream.

  • Rock gnome (Player’s Handbook p.37) Rock gnomes are miners, known for their inventors. They gain gain CON +1, get twice their proficiency bonus for History checks about magic items, alchemical objects, and technological devices, and are able to build a variety of tiny clockwork devices.

Goblin (Volo’s Guide to Monsters p.119, Eberron: Rising From the Last War p.26, Guildmaster’s Guide to Ravnica p.16, Explorer’s Guide to Wildemount p.174) Goblins are small goblinoids which typically congregate in large numbers. Goblins gain DEX +2 and CON +1, live 60 years, have 30 feet speed, have darkvision to 60 feet, once per short or long rest can do extra damage (your level’s worth) against a larger creature you hit, know Goblin, and can take the disengage and hide actions as bonus actions instead.

Goblin (Ixalan) (Plane Shift: Ixalan p.16) Goblins are small goblinoids which typically congregate in large numbers. Goblins gain DEX +2 and CON +1, live 50 years, have 25 feet speed and have a climbing speed of 25 feet as long as they’re not wearing medium or heavy armor, and have darkvision to 60 feet.

Goblin (Zendikar) (Plane Shift: Zendikar p.16) Goblins are small goblinoids which typically congregate in large numbers. Goblins gain CON +2, live 50 years, have darkvision to 60 feet, have a speed of 25 feet, are resistant to fire and psychic damage, when wearing no armor your AC equals 11+your DEX modifier, and know Goblin.

  • Grotag Tribe goblin (Plane Shift: Zendikar p.16) Grotag Tribe goblins are proficient in Animal Handling.

  • Lavastep Tribe goblin (Plane Shift: Zendikar p.16.) Lavastep Tribe goblins have advantage on Stealth checks to hide in underground or rocky areas. 

  • TuktukTribe goblin (Plane Shift: Zendikar p.16.) Tuktuk tribe goblins are proficient with Thieves’ Tools. 

Goliath (Volo’s Guide to Monsters p.108, Elemental Evil Player’s Companion p.10, Explorer’s Guide to Wildemount p.175) These tall and stocky humanoids wander the mountains in tribes. Goliaths gain STR +2 and CON +1, have a standard human lifespan, have a speed of 30 feet, are proficient in Athletics, count as one size larger to determine weight you can move, can ignore some damage (1d12 + CON modifier) dealt once per short or long rest, are adapted to cold weather and high altitude, and know Giant.

Grung (One Grung Above p.4) Grung are small frog people who live in tropical forests. Grung gain DEX +2 and CON +1, are short-lived (50 years), are proficient in Perception, walk slowly (25 feet) but also have a climbing speed, can breathe both air and water but must submerge in water for at least an hour each day or suffer a level of exhaustion, are immune to poison and will poison anyone touching the grung’s skin, can poison their weapons by wiping them on their own skin, know Grung, and can long jump 25 feet and high jump 15 feet even without a running start

Hadozee (Astral Adventurer’s Guide p.13) Hadozee look like a cross between chimps and flying squirrels. They are small or medium humanoids with a 25 feet speed and a climbing speed as well as the ability to glide 5 feet horizontally for every 1 foot down if not wearing heavy armor, doesn’t take damage from falls, feet which can manipulate objects, and and the ability to reduce damage (by 1d6 + your proficiency bonus) several times (your proficiency bonus number) per long rest. When the book was released there was a bit of an outcry about a perceived insensitivity towards the slave trade as a result of several elements of the hadozee, for which WOTC apologised. As a result, it is not clear what changes will be made to the hadozee in future editions, or indeed if it will even be included.

Half-elf (Player’s Handbook p.39) Half-elves have an elven parent and a human parent. They are long-lived (180+ years), have darkvision to 60 feet, know Elvish plus an extra language, have 30 feet speed, can’t be put to sleep by magic, and have advantage on saves against being charmed.

  • Base half-elf (Player’s Handbook p.39) This is the half-elf which most people are familiar with. These half-elves gain CHA +2 and two other ability scores increase by +1 and gain two extra skills.

  • Half-drow (Sword Coast Adventurer’s Guide p.116) Half elves with a drow parent gain CHA +2 and two other ability scores increase by +1 and can choose to either 1) know two extra skills, 2) be proficient in Perception, or 3) know the Dancing Lights cantrip, and once per long rest after 3rd level they can cast Faerie Fire and after 5th level can cast Darkness..

  • Half-high elf (Sword Coast Adventurer’s Guide p.116) Half elves with a high elf parent gain CHA +2 and two other ability scores increase by +1 and can choose to either 1) know two extra skills, 2) be proficient in Perception, 3) know a wizard cantrip of their choice or 4) be proficient with longswords, longbows, shortswords, and shortbows.

  • Half-sea elf (Sword Coast Adventurer’s Guide p.116) Half elves with a sea (also known as aquatic) elf parent gain CHA +2 and two other ability scores increase by +1 and  can choose to either 1) know two extra skills, 2) be proficient in Perception, or 3) have a swimming speed of 30 feet.

  • Half-wood elf (Sword Coast Adventurer’s Guide p.116) Half elves with a wood elf parent gain CHA +2 and two other ability scores increase by +1 and can choose to either 1) know two extra skills, 2) be proficient in Perception, 3) speed is 35 feet, 4) can try to hide even if only lightly obscured by natural causes, or 5) be proficient in longswords, longbows, shortswords, and shortbows.

  • Mark of Detection half-elf (Eberron: Rising From the Last War p.40) Warning– this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace.  These half-elves are specialists at finding things. Mark of Detection half-elves gain WIS +2 and another ability +1, add 1d4 to Investigation and Insight checks, and once per long rest can cast Detect Magic and Disease and after 3rd level can cast See Invisibility. In addition, if the half-elf has the Spellcasting or Pact Magic class feature they gain the following spells: 1st level spells Detect Evil And Good & Detect Poison And Disease; 2nd level Detect Thoughts & Find Traps; 3rd level Clairvoyance & Nondetection; 4th level Arcane Eye & Divination; 5th level Legend Lore.

  • Mark of Storm half-elf (Eberron: Rising From the Last War p.50) Warning– this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace.  These half-elves are masters of the storm. Mark of Storm half-elves gain CHA +2 and DEX +1, add 1d4 to Acrobatics and navigator’s tools checks, are resistant to lightning damage, knows the Gust cantrip, and once per long rest after 3rdlevel can cast Gust Of Wind. In addition, if the half-elf has the Spellcasting or Pact Magic class feature they gain the following spells: 1st level spells Feather Fall & Fog Cloud; 2nd level Gust Of Wind & Levitate; 3rd level Sleet Storm & Wind Wall; 4th level Conjure Minor Elemental & Control Water; 5th level Conjure Elemental.

Half-orc (Player’s Handbook p.40) Half-orcs have an orc parent and a human parent. They have darkvision to 60 feet, have 30 feet speed, and live to 75).

  • Base half-orc (Player’s Handbook p.40) These are the half-orcs which most people are familiar with. These half-orcs are sturdy and gain STR +2 and CON +1, are proficient in Intimidation, when they drop to 0 hit points but not killed outright can drop to 1 hit point instead once per long rest, speak Orc, and when they score a critical hit in melee can add another of the weapon’s damage dice to the result.

  • Mark of Finding half-orc (Eberron: Rising From the Last War p.41) Warning– this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace. These half-orcs are specialist trackers and hunters. Mark of Finding half-orcs gain WIS +2 and CON +1, add 1d4 to Perception and Survival checks, once per long rest can cast Hunter’s Mark and at 3rd level can cast Locate Object, and know Goblin. In addition, if the half-orc has the Spellcasting or Pact Magic class features, they gain the following spells: 1st level spells Faerie Fire & Longstrider; 2nd level Locate Animals Or Plants & Locate Object; 3rd level Clairvoyance & Speak With Plants; 4th level Divination & Locate Creature; 5th level Commune with Nature.

Halfling (Player’s Handbook p.26) Halflings are a small race which typically live in farming villages when not living amongst other races. Halflings are long-lived, gain DEX +2, are slow (25 feet), lucky (when they roll a 1 on a d20 for an attack, saving throw, or ability check, they can reroll the result once), have advantage on saves to be frightened, speak Halfling, and are able to move through the space of any creature that is a size larger.

  • Ghostwise halfling (Sword Coast Adventurer’s Guide p.110) Ghostwise halflings gain WIS +1 and can speak telepathically with any creature within 30 feet if you share a language.

  • Lightfoot halfling (Player’s Handbook p.28) Lightfoot halflings gain CHA +1 and can attempt to hide even when only obscured by a creature at least one size larger than the hobbit.

  • Lotusden halfling (Explorer’s Guide to Wildemount p.164) Lotusden halflings gain WIS +1, knows the Druidcraft cantrip, once per long rest can cast Entangle after 3rd level and Spike Growth after 5th level, ability checks to track them are at disadvantage, and can move through difficult terrain of nonmagical plants without using extra movement.

  • Mark of Healing halfling (Eberron: Rising From the Last War p.43) Warning– this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace. These halflings are very good at healing. Mark of Healing halflings gain WIS +1, add 1d4 to Medicine checks and uses of herbalism kits, and once per long rest can cast Cure Wounds and after 3rd level Lesser Restoration. In addition, if the halfling has the Spellcasting or Pact Magic features, they gain the following spells: 1st level spells Cure Wounds & Healing Word; 2nd level Lesser Restoration & Prayer of Healing; 3rd level Aura Of Vitality & Mass Healing Word; 4th level Aura Of Purity & Aura Of Life; 5th level Greater Restoration.

  • Mark of Hospitality halfling (Eberron: Rising From the Last War p.44) Warning– this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace.  These halflings are exceptional hosts- this would be an excellent class for an innkeeper, but I’m not so sure it’s going to be an incredibly popular choice for an adventurer. Mark of Hospitality halflings gain CHA +1, add 1d4 to Persuasion, brewer’s supplies, and cook’s utensils checks, knows the prestidigitation cantrip, and once per long rest can cast Purify Food And Drink and Unseen Servant. In addition, if the halfling has the Spellcaster or Pact Magic class feature they gain the following spells: 1st level spells Goodberry & Sleep; 2nd level Aid & Calm Emotions; 3rd level Create Food And Water & Leomund’s Tiny Hut; 4th level Aura of Purity & Mordenkainen’s Private Sanctum; 5th level; Hallow.

  • Stout halfling (Player’s Handbook p.28) Stout halflings gain CON +1, have advantage on Poison saves, and is resistant to poison damage.

Harengon (The Wild Beyond the Witchlight p.13) Harengon are either medium or small rabbit folk which have a speed of 30 feet, add their proficiency bonus to their Initiative rolls, are proficient at Perception, when they fail a DEX save can spend their reaction to add 1d4 to the save as long as they’re not prone or unable to move, and can use a bonus action to jump 5 times their proficiency bonus in feet without provoking opportunity attacks (can do this your proficiency bonus number of times each long rest). As is apparently the new normal for new races, new characters get a choice of either boosting 1 ability score by 2 and 1 ability score by 1, or else boosting 3 ability scores by 1. New characters also all know Common and one other language of your choice. In addition all character races will have the same size stats, as either medium or small characters.

Hobgoblin (Volo’s Guide to Monsters p.119, Eberron: Rising From the Last War p.26, Explorer’s Guide to Wildemount p.175) Hobgoblins are bigger goblinoids with orange or reddish skin. Hobgoblins gain CON +2 and INT +1, have speed of 30 feet, live as long as humans, have darkvision to 60 feet, are proficient with 2 martial weapons of your choice weapons and light armor, know Goblin, and once per long rest if they fail in their attack roll, ability check, or saving throw they gain a bonus on the roll equal to the number of allies within 30 feet (up to a maximum of 5).

Human (Player’s Handbook p.29) Humans are the least specialised race in Dungeons & Dragons. You are a human if you’re reading this, so I will not describe humans to you. They come in two potential types in the player’s Handbook: basic and variant. There are a lot of other types of humans listed here, but be warned that most if not all of them will probably not be ones your dungeon master will want to use in Dungeons and Dragons 5E. Humans have a speed of 30 feet and live to less than 100 years.

  • Basic human/ Gavony human (Player’s Handbook p.31, Plane Shift: Innistrad p.8) For basic humans, each ability score has +1 added to it and they know an additional language.

  • Keldon human (Plane Shift: Dominaria p.19) Keldon humans gain STR +2 and CON +1, are proficient at Athletics and STR saves, know Keldon,  and are adapted to cold climates.

  • Kessig human (Plane Shift: Innistrad p.8) Kessig humans gain DEX +1 and WIS +1, are proficient in Survival, are fast (40 feet), on a turn when the Dash action is used moving through difficult terrain doesn’t use extra movement, after making a melee attack against a creature that creature can’t make opportunity attacks against you for the rest of the turn regardless of whether the attack hit, and learn an extra language.

  • Mark of Finding human (Eberron: Rising From the Last War p.41) Warning– this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace.  These humans are specialist trackers and hunters. Mark of Finding humans gain WIS +2 and CON +1, have darkvision to 60 feet, add 1d4 to Perception and Survival checks, know Goblin, and once per long rest can cast Hunter’s Mark and after 3rd level Locate Object. If the human has the Spellcasting or Pact Magic feature they gain the following spells: 1st level spells Faerie Fire & Longstrider; 2nd level Locate Animals Or Plants & Locate Object; 3rd level Clairvoyance & Speak With Plants; 4th level Divination & Locate Creature; 5th level Commune with Nature.

  • Mark of Handling human (Eberron: Rising From the Last War p.42) Warningthis is an Eberron dragonmark subclass; check with your DM if this is a viable subrace.  These humans are especially good at handling beasts and monstrosities. The Mark of Handling human gains WIS +2 and another ability +1, add 1d4 to Animal Handling and Nature checks, and once per long rest can cast Animal Friendship and Speak With Animals, and after 3rd level can also target monstrosities with that spell as long as their INT is 3 or lower. If the human has the Spellcasting or Pact Magic class feature they gain the following spells: 1st level spells Animal Friendship & Speak With Animals; 2nd level Beast Sense & Calm Emotions; 3rd level Beacon Of Hope & Conjure Animals; 4th level Aura Of Life & Dominate Beast; 5th level Awaken.

  • Mark of Making human (Eberron: Rising From the Last War p.45) Warning– this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace.  These humans are very skilled at repairing and creating new objects. Mark of Making humans gain INT +2 and another ability score increases by +1, add 1d4 to Arcana and artisan’s tools checks, gain proficiency in 1 artisan’s tool of your choice, know the Mending cantrip, and once per long rest can cast Magic Weapon, but it lasts for an hour and doesn’t require concentration. If the human has the Spellcasting or Pact Magic class feature they gain the following spells: 1st level spells Identify & Tenser’s Floating Disk; 2nd level Continual Flame & Magic Weapon; 3rd level Conjure Barrage & Elemental Weapon; 4th level Fabricate & Stone Shape; 5th level Creation.

  • Mark of Passage human (Eberron: Rising From the Last War p.46) Warning– this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace. These humans are very good at moving from one place to another quickly. Mark of Passage humans gain DEX +2 and another ability increases by +1, are fast (35 feet), add 1d4 to Acrobatics and land vehicle checks, and once a day can cast Misty Step. If the human has the Spellcasting or Pact Magic class feature they gain the following spells: 1st level spells Expeditious Retreat & Jump; 2nd level Misty Step & Pass Without Trace; 3rd level Blink & Phantom Steed; 4th level Dimension Door & Freedom Of Movement; 5th level Teleportation Circle.

  • Mark of Sentinel human (Eberron: Rising From the Last War p.48) Warning– this is an Eberron dragonmark subclass; check with your DM if this is a viable subrace.  These humans are specialised for protection. Mark of Sentinel humans gain CON +2 and WIS +1, add 1d4 to Insight and Perception checks, once per long rest they can use their reaction to swap places with creatures being attacked within 5 feet so they get hit instead, and once per long rest they can cast Shield. If the human has the Spellcasting or Pact Magic class feature they gain the following spells: 1st level spells Compelled Duel & Shield Of Faith; 2nd level Warding Bond & Zone Of Truth; 3rd level Counterspell & Protection From Energy; 4th level Death Ward & Guardian Of Faith; 5th level Bigby’s Hand.

  • Nephalia human (Plane Shift: Innistrad p.8) Nephalia humans gain INT +1 and CHA +1 and are proficient in 4 skills/tools.

  • Stensia human (Plane Shift: Innistrad p.8) Stensia humans gain STR +1 and CON +1, are proficient in Intimidation, and get 2 extra hit points per level.

  • Variant human (Player’s Handbook p.31) Variant humans increase two ability scores by +1 each, gain a feat, know another language, and are proficient in 1 skill of your choice.

Kalashtar (Eberron: Rising From the Last War p.29) Kalashtar are humans linked with quori, spirits from the Plane of Dreams. Kalashtar gain WIS +2 and CHA +1, have advantage on WIS saving throws, live as long as humans, have 30 feet speed, are resistant to psychic damage, have telepathy to any creature they can see that is close (10 times your level in feet), know Quori and another language, and are immune to spells which cause dreaming (but not sleeping).

Kender (Dragonlance: Shadow of the Dragon Queen p.27) Kender are wee folk who collect things, sometimes through theft. Kender are size small, have a speed of 30 feet, get advantage on saves against being frightened (and once per long rest they can choose to succeed even after failing), are able to taunt enemies as a bonus action to give them disadvantage on attacks rolls against the kender, and gain proficiency in one skill out of Insight, Investigation, Sleight of Hand, Stealth, or Survival. As this is a newer book, no ability score stat boosts are given, so use the Tasha’s Guide to Everything method.

Kenku (Volo’s Guide to Monsters p.109, Explorer’s Guide to Wildemount p.176) Kenku are flightless bird people who cannot speak except to mimic words or phrases which they have heard (kenku are masterful mimics). Kenku gain DEX +2 and WIS +1, can choose 2 skills from Acrobatics, Deception, Stealth, and Sleight of Hand, have a speed of 30 feet, live for 60 years, can copy objects and handwriting as well as sounds and voices remarkably well, and can read both Common and Auran, although they are only able to communicate using mimicry. These characters will have a very hard time getting their intentions across, so think carefully about the consequences of playing one before settling on this race.

Khenra (Plane Shift: Amonkhet p.17) Khenra are jackal-like humanoids tied to their twins emotionally which gain DEX +2 and STR +1, are short-lived (60 years), fast (35 feet), are proficient with the khopesh, spear, and javelin, know Khenra, can reroll 1’s on a d20 if you can see your twin, and cannot be frightened if your twin is dead.

Kobold (Volo’s Guide to Monsters p.119) Kobolds are small dragon kin which usually spend their time in groups. Kobolds gain DEX +2 and STR -2, has darkvision for 60 feet, live 120 years, has speed of 30 feet, have disadvantage on attack rolls and Perception checks on things in direct sunlight, know Draconic, can grovel pathetically once per long or short rest to distract your enemies so your allies gain advantage on attacks against any enemies within 10 feet of you, and get advantage on attack rolls if allies are within 5 feet.

Kor (Plane Shift: Zendikar p.10) Kor are tall slender humanoids which gain DEX +2 and WIS +1, walking and climbing speed of 30 feet, can reroll d20 rolls once if it’s a 1, are proficient in Acrobatics and Athletics, have advantage on saves to be frightened, and know a sign language peculiar to them as well as Common.

Leonin (Mythic Odysseys of Theros p.20) Leonins are lion-like humanoids. Leonins gain CON +2 and STR +1, are tall, fast (35 feet), have darkvision to 60 feet, know Leonin, have claw attacks with 1d4 + STR modifier slashing damage, choose 1 proficiency between Athletics, Intimidation, Perception, or Survival, and once every long or short rest can frighten creatures within 10 feet for one round with their roar.

Lizardfolk (Volo’s Guide to Monsters p.111) Lizardfolk are partially aquatic reptilian humanoids which typically live in tribes in swamps. Lizardfolk gain CON +2 and WIS +1, have a walking and swimming speed of 30 feet, live to 60 years, have a bite attack of 1d6 + STR modifier, can hold their breath for up to 15 minutes, choose 2 proficiencies between Animal Handling, Nature, Perception, Stealth, and Survival, have natural armor of 13 + DEX modifier if not wearing other armor, are very skilled at using carcasses to make shields and weapons, once per long or short rest can throw themselves into a feeding frenzy where a successful bite attack gains you temporary hit points equal to your CON modifier, and know Draconic.

Locathah (Locathah Rising p.24) Locathah are fish people which gain STR +2 and DEX +1, have a walking and swimming speed of 30 feet, live 80 years, have natural armor of 12 + DEX modifier if not wearing armor, are proficient in Athletics and Perception, can breathe air or water but must submerge in water every four hours, know Aquan, and has advantage on saves against being charmed, poisoned, paralysed, frightened, stunned, or put to sleep.

Loxodon (Guildmaster’s Guide to Ravnica p.17) Loxodons are tall, stocky, humanoid elephants. Loxodons gain CON +2 and WIS +1, are long-lived (450 years), have a speed of 30 feet, count as one size larger for determining weight you can move, have advantage on saves against being charmed or frightened, have a natural armor of 12 + DEX modifier, know Loxodon, and have a trunk which can do simple tasks and gives them advantage on Perception, Survival, and Investigation checks which involve smell.

Merfolk (Plane Shift: Ixalan p.12, Plane Shift: Zendikar p.12) Merfolk are tall amphibious humanoids equally at home moving and breathing above or below water. Merfolk gain CHA +1, are long-lived (over 100 years), have a walking and swimming speed 30 feet, can breathe air and water, and know Merfolk and one additional language.

  • Blue merfolk (Plane Shift: Ixalan p.12) Blue merfolk gain INT +2, are proficient in History and Nature, and know a wizard cantrip.

  • Cosi creed merfolk (Plane Shift: Zendikar p.13) Cosi creed merfolk gain INT +1 and an additional CHA +1, proficiency in Sleight of Hand and Stealth, and know a bard cantrip.

  • Emeria (Wind) creed merfolk (Plane Shift: Zendikar p.13) Emeria creed merfolk gain WIS +2, proficiency in Deception and Persuasion, and know a druid cantrip.

  • Green merfolk (Plane Shift: Ixalan p.12) Green merfolk gain WIS +2, can attempt to hide when only lightly covered by foliage, heavy rain, falling snow, mist, or other natural substances, and know a druid cantrip.

  • Ula (Water) creed merfolk (Plane Shift: Zendikar p.13) Emeria creed merfolk gain INT +2, proficiency in navigator’s tools and Survival, and know a wizard cantrip.

Minotaur (Guildmaster’s Guide to Ravnica p.18, Mythic Odysseys of Theros p.22) Minotaurs are tall, stocky, bull-like humanoids. Minotaurs gain STR +2 and CON +1, have a speed of 30 feet, age similar to humans, have horns as weapons (1d6 + STR modifier piercing damage) and can make charging attacks with them (use dash to move at least 20 feet and use horns attack as a bonus action), as a bonus action after a successful attack with your horns can attempt to push a creature no larger than one size bigger than you up to 10 feet away from you, know Minotaur, and get an extra skill. There is an issue with the minotaur, however (as well as the centaur): in the Monster Manual the minotaur’s stats place it as large, yet the player character version is medium, which is weird. Especially for a cow person. Cows are not medium. A medium minotaur would be more of a calf person. It feels like this player character race was pretty forced. I don’t let my players use this race because it’s so weird, unless I were to play either a Ravnica or Theros campaign, which I will not be doing.

Minotaur (Amonkhet) (Plane Shift: Amonkhet p.20) Minotaurs on Amonkhet are based on…sheep? Really weird, but everything about the Plane Shift stuff is pretty weird, and seems to have only the most tenuous connection with ‘proper’ D&D 5E. Anyhow, they get STR +2 and CON +1, live for 40 years, speed is 30 feet, are proficient in Intimidation, when they are reduced to 0 hit points without being killed outright can drop to 1 hit point instead, can use your horns to deal 1d6 + STR modifier bludgeoning damage, when scoring a critical hit in melee can add an extra of the weapon’s damage dice, and can speak minotaur.

Naga (Plane Shift: Amonkhet p.21) Nagas are snake-like beings with arms. Nagas gain CON +2 and INT +1, have a speed of 30 feet and can move an extra 5 feet if your hands are free as a bonus action, can live over 100 years, are immune to poison damage, have bite (1d4 + STR modifier piercing damage plus if they fail a save 1d4 poison  damage) and constrict attacks (1d6 + STR modifier bludgeoning damage and is grappled), know Naga, and are proficient with poisoner’s kits.

Orc (Eberron: Rising From the Last War p.32) Orcs are humanoids which are tall and stocky. Orcs gain STR +2 and CON +1, become adults at 12 and live to 50 years, have darkvision to 60 feet, have a speed of 30 feet, can spend a bonus action to move their speed towards an enemy, know Orc, count as a size larger when determining the weight they can move, and gain 2 skills out of Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, or Survival. The four sources are all pretty contradictory for this race, so I don’t really know what to tell you here. My suggestion is to either choose an orc based on a common location between your setting and the book location, or else just choose one which seems to make sense (probably either the version from Eberron: Rising From the Last War or Explorer’s Guide to Wildemount, as they are the most similar) and stick with that.

Orc (Explorer’s Guide to Wildemount p.178) Orcs are humanoids which are tall and stocky. Orcs gain STR +2 and CON +1 , they reach adulthood at 16 and live 80 years, have darkvision to 60 feet, have a speed of 30 feet, can spend a bonus action to move their speed towards an enemy, know Orc, count as a size larger when determining the weight they can move, and gain 2 skills out of Animal Handling, Insight, Intimidation, Medicine, Perception, or Survival. The four sources are pretty contradictory for this race, so I don’t really know what to tell you here. My suggestion is to either choose an orc based on a common location between your setting and the book location, or else just choose one which seems to make sense (probably either the version from Eberron: Rising From the Last War or Explorer’s Guide to Wildemount, as they are the most similar) and stick with that.

Orc (Volo’s Guide to Monsters p.120) Orcs are humanoids which are tall and stocky. Orcs gain STR +2 and CON +1 and INT -2, become adults at 12 and live to 50 years, have darkvision to 60 feethave a speed of 30 feet, can spend a bonus action to move their speed towards an enemy, are proficient in Intimidation, know Orc, and count as a size larger when determining the weight they can move. The four sources are pretty contradictory for this race, so I don’t really know what to tell you here. My suggestion is to either choose an orc based on a common location between your setting and the book location, or else just choose one which seems to make sense (probably either the version from Eberron: Rising From the Last War or Explorer’s Guide to Wildemount, as they are the most similar) and stick with that.

Orc (Ixalan) (Plane Shift: Ixalan p.15) Orcs are humanoids which are tall and stocky. Orcs gain STR +2 and CON +1, become adults at 14 and live to 75 years, have darkvision to 60 feethave a speed of 30 feetdo an extra weapon die of damage on critical hits, once per long rest when knocked down to 0 hit points can instead go to 1 hit point if not killed outright, know Orc, and are proficient in Intimidation. The four sources are pretty contradictory for this race, so I don’t really know what to tell you here. My suggestion is to either choose an orc based on a common location between your setting and the book location, or else just choose one which seems to make sense (probably either the version from Eberron: Rising From the Last War or Explorer’s Guide to Wildemount, as they are the most similar) and stick with that.

Owlin (Strixhaven: A Curriculum of Chaos p.29) Owlin are humanoids which are related to giant owls. They have a speed of 30 feet and can also fly at that speed as long as they are not wearing medium or heavy armor, have darkvision to 120 feet, and are proficient in Stealth. Like with all other newer races, use Tasha’s to sort out increases to ability scores. 

Plasmoid (Astral Adventurer’s Guide p.14) Plasmoids are small or medium sized oozes which can use an action to change their shapes to mimic (very roughly) other creatures’ shapes (or form other shapes), but not so well that you would not be aware that they are oozes. Plasmoids can squeeze through 1 inch openings, have a speed of 30 feet, have darkvision to 60 feet, have advantage when grappling or escaping grapples, can hold their breath for an hour, are resistant to acid and poison damage, and have advantage on saves against being poisoned.

Satyr (Mythic Odysseys of Theros p.24) Satyrs are fey beings with the horns, ears, and lower halves of goats, who worship/celebrate nature and love to be playful and revel in life. Satyrs gain CHA +2 and DEX +1, are fast (35 feet), live as long as humans, have advantage on saving throws against magic, can use their horns as weapons (1d4 + STR modifier bludgeoning damage), have proficiency in Performance, Persuasion, and 1 musical instrument or your choice, speak Sylvan, and when making a long or high jump 1d8 feet to the distance even if it’s from standing. These PC’s are also officially classified as fey, instead of humanoid, which presents some interesting differences.

Shifter (Eberron: Rising From the Last War p.33) Shifters are humanoids with certain bestial attributes. Regardless of subrace, all shifters have darkvision to 60 feet, live 70 years, has speed of 30 feet, and can spend a bonus action to become more bestial for a minute, gaining extra hit points (level + CON modifier) and other benefits depending upon their subrace.

  • Beasthide shifter (Eberron: Rising From the Last War p.34) Beasthide shifters are tougher shifters. Beasthide shifters gain CON +2 and STR +1, are proficient in Athletics, and gain even more (1d6) temporary hit points and a +1 to your AC when shifted.

  • Longtooth shifter (Eberron: Rising From the Last War p.34) Longtooth shifters are fiercer shifters. Longtooth shifters gain STR +2 and DEX +1, are proficient in Intimidation, and can bite (1d6 + STR modifier piercing damage) while shifted.

  • Swiftstride shifters (Eberron: Rising From the Last War p.34) Swiftstride shifters are agile and fast shifters. Swiftstride shifters gain DEX +2 and CHA +1, are proficient in Acrobatics, and are 10 feet faster and can move 10 feet as a reaction without provoking opportunity attacks if a creature ends its turn within 5 feet when shifted.

  • Wildhunt shifters (Eberron: Rising From the Last War p.34) Wildhunt shifters are wise and intuitive. Wildshape shifters gain WIS +2 and DEX +1, are proficient in Survival, and while shifted have advantage on WIS checks and creatures within 30 feet can’t attack them with advantage unless the shifter is incapacitated.

Simic hybrid (Guildmaster’s Guide to Ravnica p.20) Simic hybrids are either humans, eves, or vedalken which have been hybridised with animals, gaining some of the animals’ body parts and abilities. Simic hybrids gain CON +2 and another ability +1, have darkvision to 60 feet, have speed of 30 feet, know either Elvish or Vedalken, and gain a couple of very useful and cool animal traits/body parts, one at creation and another at 5th level.

Siren (Plane Shift; Ixalan p.17) Sirens are birdlike humanoids which enjoy destroying ships. Sirens gain CHA +2, walk slowly (25 feet) and have a flying speed of 30 feet (if not wearing medium or heavy armor), speak Siren, and can cast the friends cantrip.

Tabaxi (Volo’s Guide to Monsters p.113, Explorer’s Guide to Wildemount p.178) Tabaxi are slender feline humanoids who wander far and wide. Tabaxi gain DEX +2 and CHA +1, has darkvision to 60 feet, live as long as humans, have speed of 30 feet and climbing speed of 20 feet, can double your speed in combat as long as you have spend a round not moving since you last did it, can attack with their claws (1d4 + STR modifier slashing damage), are proficient in Perception and Stealth, and speak a language of your choice.

Thri-Kreen (Astral Adventurer’s Guide p.15) Thri-Kreen are insect-looking folk. They are small or medium monstrosities who have armor class of 13 + DEX modifier when not wearing armor, can change the colour of their armor to give them advantage on Stealth checks as an action, have darkvision to 60 feet, have a second set of arms which can do certain things including wielding light weapons, don’t need to sleep, and speak via telepathy to creatures seen within 120 feet.

Tiefling (Player’s Handbook p.43) Tieflings have a bit of a devil’s essence in them, as well as some human. This does not mean that they must be evil, however. The different subraces of tieflings are based upon the origin of the devilish essence. All tieflings (apart from the feral tiefling) gain CHA +2, have darkvision to 60 feet, live a few years longer than humans, have a speed of 30 feet, are resistant to fire damage, and speak Infernal.

  • Asmodeus tiefling (Player’s Handbook p.43) Asmodeus tieflings originate from the essence of Asmodeus. Asmodeus tieflings gain INT +1, know the Thaumaturgy cantrip, and once per long rest can cast Hellish Rebuke after 3rd level and Darkness after 5th level.

  • Baalzebul tiefling (Mordenkainen’s Tome of Foes p. 21) Baalzebul tieflings originate from the essence of Baalzebul. Baalzebul tieflings gain INT +1, know the Thaumaturgy cantrip, and once per long rest can cast Ray Of Sickness after 3rd level and Crown Of Madness after 5th level.

  • Devil’s tongue tiefling (Sword Coast Adventurer’s Guide p.118) Devil’s tongue tieflings gain INT +1, know the Vicious Mockery cantrip, and once per long rest can cast Charm Person after 3rd level and Enthrall after 5th level.

  • Dispater tiefling (Mordenkainen’s Tome of Foes p. 21) Dispater tieflings originate from the essence of Dispater. Dispater tieflings gain DEX +1, know the Thaumaturgy cantrip, and once per long rest can cast Disguise Self after 3rd level and Detect Thoughts after 5th level.

  • Feral tiefling (Sword Coast Adventurer’s Guide p.118) Feral tieflings do not gain CHA +2, but instead gain DEX +2 and INT +1, know the Thaumaturgy cantrip, and once  per long rest can cast Hellish Rebuke after 3rd level and Darkness after 5th level.

  • Fierna tiefling (Mordenkainen’s Tome of Foes p. 21) Fierna tieflings originate from the essence of Fierna. Fierna tieflings gain WIS +1, know the Friends cantrip, and once per long rest can cast Charm Person after 3rd level and Suggestion after 5th level.

  • Glasya tiefling (Mordenkainen’s Tome of Foes p. 22) Glasya tieflings originate from the essence of Glasya. Glasya tieflings gain DEX +1, knows the Minor Illusion cantrip, and once per long rest can cast Disguise Self after 3rd level and Invisibility after 5th level.

  • Hellfire tiefling (Sword Coast Adventurer’s Guide p.118) Hellfire tieflings gain INT +1, know the Thaumaturgy cantrip, and once per long rest can cast Burning Hands after 3rd level and Darkness after 5th level.

  • Levistus tiefling (Mordenkainen’s Tome of Foes p. 22) Levistus tieflings originate from the essence of Levistus. Levistus tieflings gain CON +1, know the Ray Of Frost cantrip, and once per long rest can cast Armor of Agathys at 3rd level and Darkness at 5th level.

  • Mammon tiefling (Mordenkainen’s Tome of Foes p. 22) Mammon tieflings originate from the essence of Mammon. Mammon tieflings gain INT +1, know the Mage Hand cantrip, once per long or short rest after reaching 3rd level can cast Tenser’s Floating Disk, and once per long rest after reaching 5th level can cast Arcane Lock.

  • Mephistopheles tiefling (Mordenkainen’s Tome of Foes p. 23) Mephistopheles tieflings originate from the essence of Mephistopheles. Mephistopheles tieflings gain INT +1, know the Mage Hand cantrip, and once per long rest can cast Burning Hands after 3rd level and Flame Blade after 5th level.

  • Winged tiefling (Sword Coast Adventurer’s Guide p.118) Winged tieflings gain INT +1 and have a flying speed of 30 if not wearing heavy armor.

  • Zariel tiefling (Mordenkainen’s Tome of Foes p. 23) Zariel tieflings originate from the essence of Zariel. Zariel tieflings gain STR +1, know the Thaumaturgy cantrip, and once per long rest can cast Searing Smite after 3rd level and Branding Smite after 5th level.

Tortle (The Tortle Package p.3, Explorer’s Guide to Wildemount p.180) Tortles are tortoise people. Tortles gain STR +2 and WIS +1, live 50 years are very heavy, have a speed of 30 feet, can hold their breath for an hour, have natural armor of 17 (no DEX bonus and no bonus for other armor besides shields) and know how to use it (can withdraw into their shell for a +4 AC bonus during which time they have advantage on STR and CON saves, disadvantage on DEX saves, a speed of 0, are prone, and can take no actions, reactions, or bonus actions apart from emerging again), have claw attacks (1d4 + STR modifier slashing damage), know Aquan, and are proficient in Survival.

Triton (Volo’s Guide to Monsters p.115, Mythic Odysseys of Theros p.27) Tritons live deep in the sea and have webbed fingers and toes. Tritons gain STR +1, CON +1, and CHA +1, are long-lived (200 years), have a swimming speed as well as a walking speed of 30 feet, can breath either air or water, can speak to water-breathing animals (but can’t understand what they say), are resistant to cold damage, know Primordial, and once per long rest can cast Fog Cloud, as well as Gust Of Wind after 3rd level and Wall Of Water at 5th level. There are 2 subtle differences between the versions in the 2 books, but not enough for me to consider these to be two different versions (but you may feel otherwise): In Volo’s Guide to Monsters, it adds that you ignore the drawbacks of a deep, underwater environment, while in Mythic Odysseys of Theros it says they have darkvision to 60 feet. The darkvision makes obvious sense if they live as deep as Volo claims where there is no light, and the ignored element of the water depth also makes obvious sense since they live at extreme depth, so I just add both of those features to mine, since otherwise the triton doesn’t make sense as a deep dwelling creature. Feel free to do as you feel is right though. So technically, there are two versions of the triton as published, but it feels more like a very slight oversight when they wrote each version so I’m really only counting it as one.

Vedalken (Guildmaster’s Guide to Ravnica p.21) Vedalken are tall, slender, hairless, blue-skinned, partially amphibious humanoids. Vedalken gain INT +2 and WIS +1, are long-lived (500 years), have speed of 30 feet, have advantage on INT, WIS, & CHA saving throws, once per long rest can breathe underwater for an hour, speak Vedalken as well as another language and get to choose a tool and one skill (out of Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand) to be proficient in and which gets an additional 1d4 added to it for skill checks.

Vedalken (Kaladesh) (Plane Shift: Kaladesh p.23) Vedalken are tall, slender, hairless, blue-skinned, partially amphibious humanoids. Vedalken gain INT +2 and WIS +1, are long-lived (500 years), have speed of 30 feet, have advantage on INT, WIS, & CHA saving throws against magic, double the proficiency bonus for History checks for magic items or aether powered technology, and speak Vedalken.

Verdan (Acquisitions Incorporated p.73) The verdan are genderfluid and every-other-kind-of-fluid goblinoids which mutate rapidly. They gain CHA +2 and CON +1, are thought to be long-lived (200 years), range from small to medium in size based on their level, have a speed of 30 feet, when using hit dice at the end of a short rest can reroll a 1 or a 2, have Proficiency in Persuasion, are telepathic to seen creatures within 30 feet, have advantage on WIS & CHA saves, and can speak Goblin and one additional language.

Warforged (Eberron: Rising From the Last War p.35) Warforged are artificial humanoids (not constructs) which are built out of wood and metal for warfare. Warforged gain CON +2 and another ability +1, have speed of 30 feet, are potentially ageless and are immune to magical aging, have advantage to saves to poison, have resistance to poison damage, are immune to disease, don’t need to eat, sleep (magic can’t put them to sleep either, but they must spend in an inactive state), drink, or breathe, have a +1 to armor class, know one language of your choice, and get one skill and one tool proficiency.

Yuan-ti pureblood (Volo’s Guide to Monsters p.120) Yuan-ti are snake people, and the purebloods are the members of the race which look the most like humans. Yuan-ti purebloods gain CHA +2 and INT +1, live to the same age as humans, have darkvision to 60 feet, have a speed of 30 feet, have advantage on saves against magic, are immune to poison (both damage and the condition), can speak Abyssal and Draconic, know the Poison Spray cantrip, can cast Animal Friendship an unlimited amount but only on snakes, and after reaching 3rd level once per long rest can cast Suggestion.