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The supplemental library for 5e currently consists of several books including, but are certainly not limited to, Volo’s Guide to Monsters, Tasha’s Cauldron of Everything, and Mordenkainen’s Tome of Foes. These volumes contain a wealth of information about a variety of aspects of D&D, including additional playable races. Here are some of the best choices for playable races that players can find in the 5e expansions and other supplemental materials.

Updated on November 9th, 2021, by Kristy Ambrose:The choices for playable races in the Dungeons & Dragons universe have grown more diverse yet again. Notable examples of new materials include the very recent Wild Beyond the Witchlight and other additions, add-ons, and updates to existing expansions and modules. There are several new and interesting races that players can get to know through character creation and intense adventuring. There isn’t room for all of them on our list, but some of the best have been added.

11 Harengon: The White Rabbit

Origin or Homeland: The Feywild, although they count as Humanoid creatures as opposed to Fey. Size: Medium to small, chosen during the character creation process. Racial Bonuses: There are various choices for ability score increases depending on the exact build. Reference: Wild Beyond the Witchlight

One of the newest additions to the myriad of races in D&D is already getting some extra attention. New races that are connected to the Fey in some form or other are a growing trend, and those in animal form also seem to be growing in popularity. The Harengon embodies both concepts.

Players also love customization options, and the Harengon is one race that can actually compete with Humans in this regard. That could make it the best race in D&D 5e when it comes to choosing any race or profession. When building a Harengon, it’s possible to increase one ability score by 2 and increase another by 1, or to increase three different scores by 1. That means this race is ideal for virtually any class, a major plus for gamers of any experience level.

10 Goliath: When An Orc Isn’t Big Enough

Origin or Homeland: Above the treeline in the high mountains throughout Faerûn. Size: Medium, 7 and 8 feet tall, weighing between 280 and 340 pounds. Racial Bonuses: Strength +2, Constitution +1 Reference: Elemental Evil Player’s Companion

As a race, the Goliath people tend to be quiet, mysterious, and reclusive. That’s one of the reasons they’ve chosen the harsh, grassless mountains as their home. Given a Goliath’s talents for athleticism and survival, and the importance of a fair fight in their culture, this is one of the best races to add to a D&D party. Of course, the player must write a believable story that would bring them down from their stark homeland to a campaign setting, which is part of the adventure.

9 Satyr: It’s All About Fun With The Fey

Origin or Homeland: The Feywild and the Cloak Wood of West Faerûn. Size: Medium, though they tend to be on the small side. Racial Bonuses: Dexterity +1, Charisma +2 Reference: Mythic Odysseys of Theros

Playing a Satyr is a unique experience in part because of their connection with the Fey, or the Fairy Folk of the D&D universe. Their reputation for debauchery and good dirty fun is well-earned, and although they can be any alignmentm they’re often Chaotic or Neutral.

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This is one of the best 5e races for classes that require any kind of persuasion, entertainment, or covert activities. With a generous Charisma bonus and the ability to use a pan flute as a weapon, Satyrs make natural Bards. Their connection with the wilderness makes Druids and Rangers equally viable, depending on the dice rolls for different stats.

8 Yuan-Ti Pureblood: Good At Being Bad

Origin or Homeland: Various locations throughout Faerûn. Size: Medium, comparable to an average-sized human. Racial Bonuses: Charisma +2, Intelligence +1 Reference : Elemental Evil Player’s Companion

The Yuan-ti Purebloods are the most human-looking of all the Yuan-ti races. The other two, half-bloods and abominations, are often cast as monsters or enemies in a D&D campaign. The Yuan-Ti Pureblood aren’t the only race on this list that’s prone to Neutral Evil, but they’re the most notorious for being cast in the role of the villain.

The Yuan-Ti Pureblood is one of the best D&D races for a magic user because it’s a natural choice for a race with an Intelligence bonus. Any class that requires a bit of extra Charisma is also a good choice, with the exception of the perpetually good-aligned Paladin, but a creative player could make it work.

7 Loxodon: When A Goliath Isn’t Big Enough

Origin or Homeland: One of the native races of Ravnica. Size: Medium, but on the big side, up to eight feet tall and between 300 and 400 pounds. Racial Bonuses: +2 Consitution, +1 Wisdom Reference: Guildmasters’ Guide to Ravnica

There are a lot of advantages to playing the Loxodon character when it comes to handy racial abilities and physical advantages, and that goes well beyond a higher-than-average carrying capacity and being able to use a trunk as a snorkel. Loxodon have additional armor abilities that scale with their Consitution, and an increased resistance to being charmed or frightened.

These traits make them ideal healers and party leaders. There are a lot of Loxodon Clerics and Paladins, as this is one of the best 5e race for these tasks. However, one feature that players might find limiting is their stubborn adherence to Lawful, and often Good, alignments.

6 Tabaxi: The Traveling Storyteller

Origin or Homeland: Nexal, part of the ancient Maztica Kingdom. Size: Medium, 6 to 7 feet in height, with an average weight of 200–250 pounds. Racial Bonuses: Dexterity +2, Charisma +2 Supplemental Reference : Volo’s Guide to Monsters

Agile, sleek, and graceful, this isn’t just one of the best choices for the D&D player that’s also a cat person. The bonuses and special abilities the members of the Tabaxi possess make them an ideal choice for virtually any class, but their obsession with history and ancient artifacts means that they’re often Bards or Clerics.

Since the Tabaxi race is about the same size as humans they also make good Fighters or Paladins. They are excellent predators, experts at stalking and hiding, while at the same time being almost impossible to track themselves.

5 Kenku: A Role-Playing Challenge

Origin or Homeland: Various locations throughout Faerun, mostly unknown. Size: Medium, about 5 feet tall. Racial Bonuses: Dexterity +2, Wisdom +1 Supplemental Reference : Volo’s Guide to Monsters

Be advised that this is one of the most difficult races to play, likely requiring some input and cooperation from the DM, but more experienced or ambitious players will enjoy the challenge. The Kenku race doesn’t have a language and relies entirely on mimicry for communication, which can be awkward, to say the least. When it comes to creative role-play, however, it’s one of the best Dungeons & Dragons races.

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Other challenges that come with playing a Kenku include their social standing. They’re often hidden from society completely, hiding in sewers and alleys, and just having one in an adventuring party can lower a group’s reputation. The racial bonuses are worth the trouble, however, and the race is a great choice for a Cleric or a Thief.

4 Warforged: The Iron Man Steampunk Race

Origin or Homeland: The lands of Ebberon Size: Medium, about 6 feet tall, about 300 pounds. Racial Bonuses: Constitution +2, any other ability score +1 Supplemental Reference : Eberron: Rising from the Last War

These are perhaps not really a race at all, since they are constructs that were built by others, but the D&D jury is still out. Presently, the Warforged is a playable race that has gained traction not only because of the compelling mechanical aspects, but also for Marvel fans who wanted to build a character that mimicked Iron Man, or at least his famous suit.

This versatile race is created through a ritual out of magical materials and has no gender, like any other construct. These factors can make the race can seem restrictive when it comes to backstory or roleplay, but there’s a lot of potential for players who want to build a soldier-like character with a flair for customization. The Warforged can even modify themselves to create a more individualized visage.

3 Vedalken: Precise, Dispassionate, & Amphibious

Origin or Homeland: Ravnica. Size: Medium, about 6 feet tall but less than 200 pounds. Racial Bonuses: Intelligence +2, Wisdom +1 Supplemental Reference : Guildmasters’ Guide to Ravnica

The Vedalken are ardent perfectionists, but they do not despair in the imperfect. Instead, they see it as an opportunity to improve. That’s an inspirational viewpoint, ideal for Clerics, Paladins, and other hopeful characters. It helps that the Vedalken are often of a lawful alignment as well.

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The special abilities make the Vedalken interesting to play, and equally good in any class. Every Vedalken gets to choose between skills like Arcana, Medicine, or Performance when they roll their character thanks to the Tireless Precision talent, and their keen minds give them a bonus on all Intelligence, Wisdom, and Charisma throws.

2 Aasimar: The Most Beautiful Monster of All

Origin or Homeland: Mount Celestia, a realm populated by Lawful Good deities. Size: Medium, comparable to the average Human. Racial Bonuses: +2 Charisma Reference: Volo’s Guide to Monsters

Part of a catalog of creatures that include a variety of lizard and snake people, the Aasimar stands out as an anomaly in Volo’s Guide to Monsters. They have all the powers that a player would expect a celestial being to have, like Darkvision and resistance to necrotic and radiant damage. For players that want to play a good character, even a hero, the Aasimar is one of the best races in D&D 5e.

Some players might be put off by what seems like a rigid adherence to benevolent classes and the Lawful Good alignment, but that’s not always the case. There has to be a reason that an Aasimar leaves their lofty homeland, and sometimes it’s because they are outcasts that have been banished because of their neutral or even evil alignments.

1 Gith: Fighting Mind Flayers & Riding Dragons

Origin or Homeland: Currently the Astral Plane and other locations, but the origin of the race is unknown. Size: Medium, about 6 feet tall and slender compared to most humans. Racial Bonuses: Strength +2 Supplemental Reference : Mordenkainen’s Tome of Foes

The latest addition to the Baldur’s Gate video game franchise, Baldur’s Gate 3, didn’t invent or introduce the fearsome Githm but their appearance in the game put this race on the map. The Gith are a playable race that was introduced to 5e in Mordenkainen’s Tome of Foes.

Their race was once enslaved by the mind flayers but rebelled and escaped, hence their mutual animosity. To add yet another layer to this race, they are split into two warring factions, the aggressive Githyanki warriors and the contemplative Githzerai, so a player who feels ambitious about role-playing can have some fun with this distinction.

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