Dungeons & Dragons 5e
Races and subraces
Races and subraces: A very quick and dirty overview
This is a list of all of the playable races officially set up for Dungeons and Dragons. Well, all the ones I am aware of. 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 meant to give a quick overview of the available options, along with references for where you can find the rules for each race/subrace. The point of this list is to give you somewhere where you can skim through and find which races sounds interesting to you, and then go on your own to further investigate the ones which you find interesting in more detail. There are around 150 official playable subraces, so this list is here entirely to help you pare down the massive number of options to a much more reasonable size and then lead you to the official rules of the ones which you like the sound of.
I have given a rough idea 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.
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, which change your race dramatically but which are not really your race (even though some of those can be played by starting characters).
Also note that all character races know Common. I am not adding that, 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. 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 150 other subraces still available to pick from. Enjoy perusing the list and hopefully it will spark some ideas for your next character!
Free downloads:
Elemental Evil Player’s Companion
Cheap (but not free) supplements, with the proceeds going to the wonderful charity Extra Life:
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, walk slowly but fly fast, can’t wear armor and fly, know Aarakocra and Auran, and can attack with their talons.
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, can see in the dark, are good healers, are resistant to necrotic and radiant damage, know Celestial, and can cast the light cantrip.
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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 can frighten people and deal extra necrotic damage when in a creepy skeletal winged form.
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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, during which time they also deal extra radiant damage.
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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 can glow with a radiant aura which damages all nearby creatures and which adds radiant damage to your attacks while the radiant aura is active.
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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. 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 months or years. Aetherborn gain CHA +2 and two other ability scores +1, can see in the dark, are resistant to necrotic damage, are intimidating, and know two languages.
Autognome (Astral Adventurer’s Guide p. 11) Autognomes are robots built by rock gnomes with their own consciousnesses who don’t need their creators to get by in life. They are small constructs who can speak gnomish, get a bit of an armor class boost, get to add 1d4 to several d20 rolls they make each day, can be healed by the mending cantrip as well as many (but not all) healing spells, 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 a couple of extra 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 armor), and know Aven.
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Dominaria aven (Plane Shift: Dominaria p.6) Dominaria aven gain WIS +2, are very perceptive, and when attacking at long range don’t require disadvantage.
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Hawk-headed aven (Plane Shift: Amonkhet p.16) Hawk-headed aven gain WIS +2, are good at perception, and when attacking at long range don’t require disadvantage.
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Ibis-headed aven (Plane Shift: Amonkhet p.16) Ibis-headed aven gain INT +1 and are better at INT skill checks 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, can see in the dark, have a long reach, are very strong, are very stealthy, know Goblin, and can do extra damage on a surprise attack.
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, are fast, have a charge attack and a hoof attack, are very strong, get an extra skill, speak Sylvan, and are absolutely terrible at climbing. Because hooves. They are also classified as fey, instead of humanoid, which presents some interesting differences. Apart from the satyr, 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, gain extra skills to assist them when mimicking others, know two languages, and can change shape as an action.
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, 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 for each dragonborn subrace:
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Black dragonborn shoot acid in a 5 foot wide, 30 foot long line.
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Blue dragonborn shoot lightning in a 5 foot by 30 foot line.
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Brass dragonborn shoot fire in a 5 foot by 30 foot line.
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Bronze dragonborn shoot lightning in a 5 foot by 30 foot line.
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Copper dragonborn shoot acid in a 5 foot by 30 foot line.
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Gold dragonborn shoot fire in a 15 foot cone.
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Green dragonborn shoot poison in a 15 foot cone.
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Red dragonborn shoot fire in a 15 foot cone.
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Silver dragonborn shoot cold in a 15 foot cone.
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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.
Daconblood dragonborn (Explorer’s Guide to Wildemount p.168) Daconblood dragonborn have long tails, gain INT +2 and CHA +1 instead of the Player’s Handbook STR +2 and CHA +1, can see in the dark, and are really good at intimidation and persuasion checks, know Draconic, and are not resistant to the damage type of their breath weapon.
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Black daconblood dragonborn shoot acid in a 5 foot wide, 30 foot long line.
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Blue daconblood dragonborn shoot lightning in a 5 foot by 30 foot line.
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Brass daconblood dragonborn shoot fire in a 5 foot by 30 foot line.
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Bronze daconblood dragonborn shoot lightning in a 5 foot by 30 foot line.
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Copper daconblood dragonborn shoot acid in a 5 foot by 30 foot line.
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Gold daconblood dragonborn shoot fire in a 15 foot cone.
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Green daconblood dragonborn shoot poison in a 15 foot cone.
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Red daconblood dragonborn shoot fire in a 15 foot cone.
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Silver daconblood dragonborn shoot cold in a 15 foot cone.
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White daconblood 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, can see in the dark, can hit a creature back which has hit you, know Draconic, and are not resistant to the damage type of their breath weapon.
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Black ravenite dragonborn shoot acid in a 5 foot wide, 30 foot long line.
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Blue ravenite dragonborn shoot lightning in a 5 foot by 30 foot line.
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Brass ravenite dragonborn shoot fire in a 5 foot by 30 foot line.
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Bronze ravenite dragonborn shoot lightning in a 5 foot by 30 foot line.
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Copper ravenite dragonborn shoot acid in a 5 foot by 30 foot line.
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Gold ravenite dragonborn shoot fire in a 15 foot cone.
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Green ravenite dragonborn shoot poison in a 15 foot cone.
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Red ravenite dragonborn shoot fire in a 15 foot cone.
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Silver ravenite dragonborn shoot cold in a 15 foot cone.
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White ravenite dragonborn shoot cold in a 15 foot cone.
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. In addition, they are resistant to the type of damage produced by their breath weapon, and after a time can become temporarily immune to their own damage type.
- Black chromatic dragonborn shoot acid in a 15 foot line
- Blue chromatic dragonborn shoot lightning in a 15 foot line
- Green chromatic dragonborn shoot poison in a 15 foot line
- Red chromatic dragonborn shoot fire in a 15 foot line
- White chromatic dragonborn shoot cold in a 15 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. In addition, they are resistant to the type of damage produced by their breath weapon, can communicate telepathically with nearby creatures, and eventually will be able to fly occasionally.
- 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, slow-moving, have darkvision, are hard to poison, and speak Dwarvish.
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Duergar (Mordenkainen’s Tome of Foes p.77, 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 amazing darkvision, are hard to charm or use illusions on, are difficult to paralyse, are susceptible to sunlight, have some magic inherently, and can speak Undercommon.
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Hill dwarf (Player’s Handbook p.20) Hill dwarves (sometimes also called gold dwarves) get WIS +1 and more hit points.
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Kaladesh dwarf (Plane Shift: Kaladesh p.18) Kaladesh dwarves gain WIS +1, gain expertise with two artisan’s tools, and are especially likely to know about architecture with history checks.
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Mark of Warding dwarf (Eberron: Rising From the Last War p.51) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. These dwarves are specialists in protection. Mark of Warding dwarves gain INT +1, are very good at investigation and thieves’ tools checks, and get some relevant spells which they can cast.
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Mountain dwarf (Player’s Handbook p.20) Mountain dwarves (sometimes also called shield dwarves) get STR +2 and are better with 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, and perceptive. They need little sleep each night, can see in the dark, speak Elvish, and are notoriously difficult to charm.
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Aerani high elf (Wayfinder’s Guide to Eberron p. 73) Aerani 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. Aerani high elves choose a skill or tool proficiency which they gain expertise in, gain INT +1, learn a cantrip, and know an extra language.
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Aerani wood elf (Wayfinder’s Guide to Eberron p. 73) Aerani wood elves gain WIS +1, are very fast, excel at hiding, and choose either a skill or tool proficiency which they gain expertise in.
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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 based on light/fire, are very perceptive, can teleport several times a day, and get a free skill and weapon proficiency each day.
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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 as a result, gain CHA +1, have outstanding darkvision, know a little magic, and are good with rapiers, shortswords, and hand crossbows. Totally goth.
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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. 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.
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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 the typical elf weapons, and can misty step. I personally prefer the Mordenkainen version for its style, but this one is listed here in the interest of completion.
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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 very good with what are usually considered your typical elf weapons, gain INT +1, learn a cantrip, and know an extra language.
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Kaladesh elf (Plane Shift: Kaladesh p.20) Kaladesh elves gain WIS +1, are very perceptive, and know how to use the typical elf weapons. They are divided into two subraces: the Bishtahar and Tirahar elves which move quickly and are good at hiding, and the Vahadar elves which know a druid cantrip and an extra language.
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Mark of Shadow elf (Eberron: Rising From the Last War p.49) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. These elves are masters of illusion. Mark of Shadow elves gain CHA +1, are very good at performance and stealth checks, and gain some relevant spells which they can cast.
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Pallid elf (Explorer’s Guide to Wildemount p.163) Pallid elves gain WIS +1, are very good at investigation and insight checks, and get a few spells which they can cast.
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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 (although they can also breathe air). They gain CON +1, have a swimming speed, can talk to swimming beasts, can use some water-based weapons, and can speak Aquan.
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Shadar-kai (Mordenkainen’s Tome of Foes p.58, 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. After 3rd level, when they teleport they gain resistance to all magic for a round as well.
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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 cantrip, know an extra language, and are proficient with scimitars, double scimitars, longbows, and shortbows.
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Valenar wood elf (Wayfinder’s Guide to Eberron p. 73) Valenar wood elves gain WIS +1, are very fast, excel at hiding, and are proficient with scimitars, double scimitars, longbows, and shortbows.
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Wood elf (Player’s Handbook p.24) Wood elves gain WIS +1, are very fast, excel at hiding, and are very good with what are usually considered your typical elf weapons.
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Zendikar elf (Plane Shift: Zendikar p.18) Zendikar elves gain WIS +2 instead of DEX +2, and are split into 3 subraces: Tajuru Nation elves, with CHA +1 and two skills/tools proficiencies of your choice, Joraga Nation elves, with DEX +1, faster, with standard elf weapons, and are good at hiding, and Mul Daya Nation elves, with STR +1, exceptional darkvision, standard elf weapons, and sensitivity to sunlight.
Fairy (The Wild Beyond the Witchlight p.12) Fairies are small flying humanoids from the Feywild with the inherent ability to cast a few spells. 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.
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 gain WIS +2 and STR +1, are long-lived, are extremely strong, can briefly turn invisible, can speak to (but not understand) plants and beasts, have a bit of magic, 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 and speak Primordial.
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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.
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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 a trace.
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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, can see in the dark, are resistant to fire damage, and can cast some fire spells.
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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, can breathe both air and water, and know some water spells.
Giff (Astral Adventurer’s Guide p.12) Giff are big ol’ space hippos. Giff get a swimming speed, can pump extra damage into weapon damage several times a day, are good with firearms (assuming your DM allows firearms in your campaign), 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, know some magic (what magic depends on the type of gith), and can speak Gith.
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Githyanki (Mordenkainen’s Tome of Foes p.96) Githyanki gain STR +2, an additional language, an additional skill or tool, and some weapon proficiencies.
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Githzerai (Mordenkainen’s Tome of Foes p.96) Githzerai gain WIS +2 and are difficult to charm or frighten.
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, resistant to magic, speak Gnomish, and can see in the dark.
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Deep gnome (Svirfneblin) (Mordenkainen’s Tome of Foes p. 109, 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, have amazing darkvision, can speak Undercommon, and are very good at hiding in their natural terrain. Deep gnomes also gain access to an additional feat, should they choose to pick it when the time is right.
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Forest gnome (Player’s Handbook p.37) Forest gnomes live in forests, can speak to small animals, gain DEX +1, and can cast minor illusions.
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Mark of Scribing gnome (Eberron: Rising From the Last War p.47) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. These gnomes are communication specialists. The Mark of Scribing gnomes gain CHA +1, are very good at history and calligrapher’s supplies checks, and get some relevant spells which they can cast.
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Rock gnome (Player’s Handbook p.37) Rock gnomes are miners, known for their inventors. They gain gain CON +1, know a lot about many constructed items, and are very good at building things, including clockwork mechanisms.
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, Plane Shift: Ixalan p.16, Plane Shift: Zendikar p.16) Goblins are small goblinoids which typically congregate in large numbers. Goblins gain DEX +2 and CON +1 (although Plane Shift: Ixalan and Plane Shift: Zendikar don’t increase their CON, but they also change pretty much all of their stats, so we can probably safely disregard their entire goblin stat blocks), can see in the dark, can do extra damage occasionally against a larger creature, know Goblin, and can take the disengage and hide actions as bonus actions instead.
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, are very athletic, are extremely strong, can ignore some damage dealt each day, 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, are perceptive, walk slowly but also have a climbing speed, can breathe both air and water but must submerge in water for at least an hour each day, 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 are amazing jumpers.
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 climbing speed, feet which can manipulate objects, the ability to glide, and the ability to reduce damage taken several times a day. 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, can see in the dark, know Elvish plus an extra language, and are resistant to magic.
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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 as well as gaining extra skills.
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Half-drow (Sword Coast Adventurer’s Guide p.110) Half elves with a drow parent are base half-elves which can replace the base half-elf’s ability to be proficient in two skills with the drow’s Drow Magic.
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Half-high elf (Sword Coast Adventurer’s Guide p.110) Half elves with a high elf parent are base half-elves which can replace the base half-elf’s ability to be proficient in two skills with either the high elf’s weapon training or their cantrip.
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Half-sea elf (Sword Coast Adventurer’s Guide p.110) Half elves with a sea (also known as aquatic) elf parent are base half-elves which can replace the base half-elf’s ability to be proficient in two skills with the sea elf’s swimming speed.
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Half-wood elf (Sword Coast Adventurer’s Guide p.110) Half elves with a wood elf parent are base half-elves which can replace the base half-elf’s ability to be proficient in two skills with either the wood elf’s weapon training, speed, or ability to hide.
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Mark of Detection half-elf (Eberron: Rising From the Last War p.40) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. These half-elves are specialists at finding things. Mark of Detection half-elves gain WIS +2 and another ability +1, are really good at investigation and insight checks, and get some free spells.
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Mark of Storm half-elf (Eberron: Rising From the Last War p.50) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. These half-elves are masters of the storm. Mark of Storm half-elves gain CHA +2 and DEX +1, are very good at acrobatics and navigator’s tools checks, are resistant to lightning damage, and have some relevant spells which they can cast.
Half-orc (Player’s Handbook p.40) Half-orcs have an orc parent and a human parent. They can see in the dark.
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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 very intimidating, are hard to kill, speak Orc, and are very good at damaging others in combat.
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Mark of Finding half-orc (Eberron: Rising From the Last War p.41) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. These half-orcs are specialist trackers and hunters. Mark of Finding half-orcs gain WIS +2 and CON +1, are very good at perception and survival checks, get some spells they can cast, and know Goblin.
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, lucky, brave, speak Halfling, and are able to move past others easily due to their small size.
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Ghostwise halfling (Sword Coast Adventurer’s Guide p.110) Ghostwise halflings gain WIS +1 and can speak telepathically with any creature nearby.
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Lightfoot halfling (Player’s Handbook p.28) Lightfoot halflings gain CHA +1 and are very stealthy.
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Lotusden halfling (Explorer’s Guide to Wildemount p.164) Lotusden halflings gain WIS +1, can cast some druid spells, are very hard to track, and can move more easily though some types of natural difficult terrain.
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Mark of Healing halfling (Eberron: Rising From the Last War p.43) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. These halflings are very good at healing. Mark of Healing halflings gain WIS +1, are very good at medicine checks, and can cast some healing spells.
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Mark of Hospitality halfling (Eberron: Rising From the Last War p.44) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. 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, are very good at persuasion, brewing, and cooking checks, and can cast some related spells.
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Stout halfling (Player’s Handbook p.28) Stout halflings gain CON +1 and are not easily poisoned.
Harengon (The Wild Beyond the Witchlight p.13) Harengon are either medium or small rabbit folk which are very good at initiative and perception rolls, are very dextrous, and are really good at jumping. 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, can see in the dark, are proficient with some weapons and armor, know Goblin, and can increase their attack rolls, ability checks, and saving throws if they have allies nearby.
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 them 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.
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Basic human (Player’s Handbook p.31) For basic humans, each ability score has +1 added to it.
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Gavony human (Plane Shift: Innistrad p.8) Gavony humans gain +1 in each ability and know an extra language.
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Keldon human (Plane Shift: Dominaria p.19) Keldon humans gain STR +2 and CON +1, are good at athletics, know Keldon, are good at STR saving throws, and are adapted to cold climates.
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Kessig human (Plane Shift: Innistrad p.8) Kessig humans gain DEX +1 and WIS +1, are proficient in Survival, are fast, can’t be opportunity attacked by a creature they melee attacked, and learn an extra language.
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Mark of Finding human (Eberron: Rising From the Last War p.41) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. These humans are specialist trackers and hunters. Mark of Finding humans gain WIS +2 and CON +1, can see in the dark, are very good at perception and survival checks, know Goblin, and get some spells which they can cast.
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Mark of Handling human (Eberron: Rising From the Last War p.42) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. These humans are especially good at handling beasts and monstrosities. The Mark of Handling human gains WIS +2 and another ability +1, are really good at animal handling and nature checks, and get some spells which they can cast.
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Mark of Making human (Eberron: Rising From the Last War p.45) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. 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, they are very good at arcana and artisan’s tools checks, and gain some relevant spells which they can cast.
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Mark of Passage human (Eberron: Rising From the Last War p.46) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. 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, are very good at acrobatics and land vehicle checks, and gain some relevant spells which they can cast.
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Mark of Sentinel human (Eberron: Rising From the Last War p.48) Warning- this is an Eberron dragonmark subclass and may not be allowed in your D&D campaign. These humans are specialised for protection. Mark of Sentinel humans gain CON +2 and WIS +1, are very good at insight and perception checks, can swap places with nearby creatures being attacked, and get some relevant spells which they can cast.
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Nephalia human (Plane Shift: Innistrad p.8) Nephalia humans gain INT +1 and CHA +1 and are proficient in 4 skills/tools.
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Stensia human (Plane Shift: Innistrad p.8) Stensia humans gain STR +1 and CON +1, are intimidating, and get extra hit points.
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Variant human (Player’s Handbook p.31) Variant humans increase two ability scores by +1 each, and then gain an extra skill and a feat.
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, are resistant to psychic damage, have telepathy, know Quori and another language, and are immune to spells which cause dreaming (but not sleeping).
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, are very skilled, can copy objects and handwriting as well as sounds 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, fast, are proficient with several weapons, know Khenra, and get bonuses depending upon whether their twin is alive or 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, can see in the dark and have a hard time doing things in daylight, know Draconic, can grovel to distract enemies, and get advantage on attack rolls if allies are nearby.
Kor (Plane Shift: Zendikar p.10) Kor are tall slender humanoids which gain DEX +2 and WIS +1, have a climbing speed, are lucky, are good at acrobatics and athetics, are hard to frighten, 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, can see in the dark, know Leonin, have claw attacks, get an extra skill, and can frighten creatures 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 swimming speed, have a bite attack, can hold their breath for extended periods, get some extra hunter’s skills, have natural armor, are very skilled at using carcasses to make shields and weapons, and know Draconic.
Locathah (Locathah Rising p.24) Locathah are fish people which gain STR +2 and DEX +1, have natural armor, are athletic and perceptive, can breathe air or water but must submerge in water every four hours, have a swim speed, know Aquan, and are difficult to charm, poison, paralyse, frighten, stun, 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, are very strong, are hard to charm or frighten, have a natural armor, 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, and know Merfolk and one additional language.
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Blue merfolk (Plane Shift: Ixalan p.12) Blue merfolk gain INT +2, are proficient in history and nature, and know a wizard cantrip.
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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.
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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.
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Green merfolk (Plane Shift: Ixalan p.12) Green merfolk gain WIS +2, are good at hiding, and know a druid cantrip.
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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, Plane Shift: Amonkhet p.20) Minotaurs are tall, stocky, bull-like humanoids. Minotaurs gain STR +2 and CON +1, have horns as weapons and can make charging attacks with them, know Minotaur, and get an extra skill. The minotaur in Plane Shift: Amonkhet is quite different- look it up if you’re interested but I am not bothering with it here since it’s a less official source. 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.
Naga (Plane Shift: Amonkhet p.21) Nagas are snake-like beings with arms. Nagas gain CON +2 and INT +1, can move quickly in spurts, are immune to poison damage, have bite (with poison) and constrict attacks, know Naga, and are proficient with poisoner’s kits.
Orc (Volo’s Guide to Monsters p.120, Eberron: Rising From the Last War p.32, Explorer’s Guide to Wildemount p.178, Plane Shift: Ixalan p.15) Orcs are humanoids which are tall and stocky. Orcs gain STR +2 and CON +1 (although Volo’s Guide to Monsters also lists INT -2), are short-lived, can see in the dark, can be very fast in battle, do extra damage on critical hits (this is only in Plane Shift: Ixalan), gain some extra skills (this is only in Eberron: Rising From the Last War and Explorer’s Guide to Wildemount), are hard to kill (only in Plane Shift: Ixalan), know Orc, and are very strong and intimidating. 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 the version from Eberron: Rising From the Last War and Explorer’s Guide to Wildemount) and stick with that.
Owlin (Strixhave: A Curriculum of Chaos p.29) Owlin are humanoids which are related to giant owls. They have wings and can fly, can see really well in the dark, and are very stealthy. 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 change their shapes to mimic (very roughly) other creatures’ shapes, but not so well that you would not be aware that they are oozes. Plasmoids can squeeze through tiny openings, get advantage when grappling or escaping grapples, can see in the dark, can hold their breath for an hour, are resistant to acid and poison damage, have advantage on saves against being poisoned, and can change their body shape at will.
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, difficult to harm with magic, can use their horns as weapons, gain extra skills and instrument proficiencies, speak Sylvan, and are amazing leapers. These PC’s are also officially classified as fey, instead of humanoid, which presents some interesting differences. Apart from the centaur (which has some issues), all other PC races appear to be humanoids.
Shifter (Eberron: Rising From the Last War p.33) Shifters are humanoids with certain bestial attributes. Regardless of subrace, all shifters can see in the dark and can spend a bonus action to become more bestial for a minute, gaining extra hit points and other benefits depending upon their subrace.
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Beasthide shifter (Eberron: Rising From the Last War p.34) Beasthide shifters are tougher shifters. Beasthide shifters gain CON +2 and STR +1, are athletic, and gain even more hit points and a higher AC when shifted.
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Longtooth shifter (Eberron: Rising From the Last War p.34) Longtooth shifters are fiercer shifters. Longtooth shifters gain STR +2 and DEX +1, are intimidating, and can bite while shifted.
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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 acrobatic, and are faster and harder to hit while moving when shifted.
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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 nearby creatures can’t attack them with advantage.
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, can see in the dark, know either Elvish or Vedalken, and gain a couple of very useful and cool animal traits/body parts.
Siren (Plane Shift; Ixalan p.17) Sirens are birdlike humanoids which enjoy destroying ships. Sirens gain CHA +2, walk slowly and have a flying speed (without 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, can see in the dark, are very fast, especially when climbing, can attack with their claws, are very good at 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 get a boost to armor class, can change the colour of their armor to help them camouflage, can see in the dark, have a second set of arms which can do things, don’t need to sleep, and speak via telepathy.
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, can see in the dark, are resistant to fire damage, speak Infernal, and know a little magic (except for winged tieflings; what magic the others know depends upon their subrace).
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Asmodeus tiefling (Player’s Handbook p.43) Asmodeus tieflings originate from the essence of Asmodeus. Asmodeus tieflings gain INT +1.
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Baalzebul tiefling (Mordenkainen’s Tome of Foes p. 21) Baalzebul tieflings originate from the essence of Baalzebul. Baalzebul tieflings gain INT +1.
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Devil’s tongue tiefling (Sword Coast Adventurer’s Guide p.118) Devil’s tongue tieflings gain INT +1.
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Dispater tiefling (Mordenkainen’s Tome of Foes p. 21) Dispater tieflings originate from the essence of Dispater. Dispater tieflings gain DEX +1.
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Feral tiefling (Sword Coast Adventurer’s Guide p.118) Feral tieflings do not gain CHA +2, but instead gain DEX +2 and INT +1.
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Fierna tiefling (Mordenkainen’s Tome of Foes p. 21) Fierna tieflings originate from the essence of Fierna. Fierna tieflings gain WIS +1.
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Glasya tiefling (Mordenkainen’s Tome of Foes p. 22) Glasya tieflings originate from the essence of Glasya. Glasya tieflings gain DEX +1.
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Hellfire tiefling (Sword Coast Adventurer’s Guide p.118) Hellfire tieflings gain INT +1.
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Levistus tiefling (Mordenkainen’s Tome of Foes p. 22) Levistus tieflings originate from the essence of Levistus. Levistus tieflings gain CON +1.
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Mammon tiefling (Mordenkainen’s Tome of Foes p. 22) Mammon tieflings originate from the essence of Mammon. Mammon tieflings gain INT +1.
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Mephistopheles tiefling (Mordenkainen’s Tome of Foes p. 23) Mephistopheles tieflings originate from the essence of Mephistopheles. Mephistopheles tieflings gain INT +1.
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Winged tiefling (Sword Coast Adventurer’s Guide p.118) Winged tieflings know no magic but can fly.
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Zariel tiefling (Mordenkainen’s Tome of Foes p. 23) Zariel tieflings originate from the essence of Zariel. Zariel tieflings gain STR +1.
Tortle (The Tortle Package p.3, Explorer’s Guide to Wildemount p.180) Tortles are tortoise people. Tortles gain STR +2 and WIS +1, are short-lived, are very heavy, are incredible at holding their breath, have natural armor and know how to use it, have claw attacks, 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, have a swimming speed as well as a walking speed and 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 can use some magic.
Vedalken (Guildmaster’s Guide to Ravnica p.21, 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, have advantage on INT, WIS, & CHA saving throws, are very good at an additional skill and tool proficiency (not found in Plane Shift), can breathe underwater for an hour (not found in Plane Shift), are especially good at history checks for magic items (only found in Plane Shift), and speak Vedalken as well as another language (only Vedalken in Plane Shift).
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, range from small to medium in size, are very good at healing themselves, are telepathic & persuasive, are good at saving from WIS & CHA effects, and can speak Goblin.
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, are potentially ageless and are immune to magical aging, are hard to poison, are immune to disease, don’t need to eat, sleep (magic can’t put them to sleep either), drink, or breathe, have a higher 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, can see in the dark, are hard to affect with magic, are immune to poison, can speak Abyssal and Draconic, and have some magi