Summary
- Supplementary materials introduce unique playable races like Yuan-Ti, Tabaxi, and Firbolg.
- Each race offers special abilities and opportunities for gameplay and roleplay.
- Players can find exciting options beyond the races in the Player’s Handbook.
Most beginner Dungeons and Dragons players will quickly become familiar with the races available in the Player’s Handbook, such as humans, elves, dwarves, tieflings, and more. Some may even come into their first campaign with additional knowledge from video games such as Baldur’s Gate 3, which prominently features Githyanki. But there are many, many more races throughout Faerun and beyond that players can choose from.
Supplementary materials introduce players to a wide variety of playable races, from fantasy classics like centaurs and fairies to unique creatures like magical constructs and rabbitfolk. For beginner players who want to venture outside what the Player’s Handbook has to offer, there are plenty of exciting yet approachable options.
Yuan-Ti
Snakelike In More Ways Than One
The Yuan-Ti are snakelike humanoids who gained their powers through dark rituals with ancient gods. Some, called Abominations, are almost completely snake-like with few humanoid features. Meanwhile, Pure-Bloods are mostly humanoid, with slit pupils, fangs, or forked tongues. Yuan-Ti player characters most often belong to this subrace.
Yuan-Ti are often Neutral Evil — though no player is ever locked into an alignment based on the race they choose to play. Still, the Yuan-Ti are best known for their cunning and their powers of manipulation. Due to their snakeblood, they have resistance to poison damage as well as the Poisoned condition, and advantage on saving throws against spells. They start the game with the Poison Spray cantrip, and can cast the Animal Friendship spell an unlimited number of times; however, they can only do so on snakes.
Tabaxi
A Literal Cat Person
For cat lovers (or those who enjoyed playing Khajiit in The Elder Scrolls games), the Tabaxi is a dream come true. Some are curious and inquisitive, while others are more aloof, but many Tabaxi tend to develop fleeting yet intense fascinations. Those who choose to travel often do so in search of stories, artifacts, knowledge, or other curiosities, creating plenty of fun roleplaying opportunities.
As befits a cat-person, Tabaxi are blessed with natural grace and agility, and have profieciency in Stealth and Perception. This, combined with their curiosity and love of trinkets, makes them excellent Rogues, though they can also excel as Fighters, Druids, or even Wizards, as some pursue knowledge rather than material items. Tabaxi can use their claws to make devastating unarmed strikes, making them effective in combat even if they don’t have a weapon handy.
Firbolg
Protectors of the Forests
Firbolgs are unique, fascinating creatures, and provide a lot of opportunity in terms of both gameplay and roleplay. Standing around 10 feet tall, they are distant cousins of the giants, and are considered the most intelligent among the giant-kin. Firbolgs are extremely reclusive, residing in forests for which they serve as guardians. Most are peaceful, valuing charity and abhorring greed; however, when provoked, they can be fearsome opponents in a fight.
As stewards of nature, they are a great choice for Druid characters. Firbolgs have advantage on Charisma checks when communing with beasts or plants, making them great to have in a party that’s traversing the wilderness. Their reclusive nature also presents interesting roleplay opportunities for those who choose to play them. What made them leave their isolated home? Were they cast out, or have they been sent on a mission of some kind? It’s up to the player to craft an interesting backstory.
Centaur
An Iconic Mythical Creature
For lovers of mythology, the Centaur is an amazing option for a D&D character. These fey creatures are half-human, half-horse, and benefit immensely from their equine strength. They can charge their targets and strike them with their hooves for extra unarmed bludgeoning damage. As fey, their innate connection with the natural world gives them an extra proficiency to choose from in either Animal Handling, Nature, Survival, or Medicine.
Centaurs are strong creatures, with a deep-seated sense of pride. Some take to adventuring out of a desire to see the world, or see what lies beyond their home. Those who choose to play a Centaur have a lot of interesting gameplay opportunities when it comes to their unique physicality. Their size can be an advantage in some situations or a hindrance in others, giving players the chance to think creatively about how they traverse the world.
Triton
The Merfolk of the Forgotten Realms
Originating from the Elemental Plane of Water, the Tritons live at the bottom of the seas, fighting the evils that dwell there. Tritons have mastery over the elements of air and water, allowing them to cast certain spells once they reach specific levels. They can breathe both air and water, and can communicate on a basic level with most water-dwelling creatures. This makes them great options for campaigns that take place in seaside locales, or perhaps even aboard a ship. They are well-rounded in terms of gameplay and make a great fit for almost any class.
Tritons also offer some fun roleplay opportunities for new players. Spending much of their lives beneath the sea, their society is quite isolated. They know little about land-dwelling life and the civilizations of the surface world. Many tend to be proud and arrogant, believing that their stewardship of the seas demands a certain level of respect. However, land-dwelling peoples don’t know much about them, so they rarely receive the acknowledgment they feel they deserve. Still, they value duty, valor, and sacrifice, making them excellent battle companions. A Triton who warms up to their party over time would be a fun character for a new D&D player to explore.
Aarakocra
The Fleet-Winged Birdfolk
Bearing the appearance of birdlike humanoids, Aarakocra dislike feeling stationary or confined, so it makes sense for them to choose the adventuring life. As might be obvious of this avian creature, Aarakocra can fly at a speed equal to their walking speed (as long as they are not wearing Heavy or Medium armor). In addition to their wings, they have talons that deal Slashing damage with unarmed attacks, much like the Tabaxi’s claws. Aarakocra have mastery over the element of air, and know the spell Gust of Wind by default.
Aarakocra are typically peaceful, solitary creatures, but there are a handful who take to adventuring. In combat, most prefer to fight with ranged weapons or with javelins, but, of course, weapon choice is entirely up to the player. Aarakocra make excellent Rangers, Fighters, or Druids. Some players might consider an Aarakocra Bard thanks to some birds’ penchant for song — and the reputation that male Aarakocras have as notorious flirts.
Harengon
Fey-Touched Rabbitfolk
Harengon are bipedal creatures with rabbit-like features that originated in the mysterious, magical realm of the Feywild. Full of energy, they tend to be restless and free-spirited, leading many of them to wander beyond their home into other worlds, including the Material Plane. Always seeking adventure and novelty, they often join up with travelers on quests.
Harengon have the strong legs of all leporine creatures, enabling them to leap huge distances. Moving with rabbit-like speed, they are highly alert and aware of their surroundings, with proficiency in Perception and initiative rolls. These qualities make them excellent scouts, perfect for classes like Ranger or Rogue.
- Franchise
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Dungeons & Dragons
- Original Release Date
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1974
- Designer
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E. Gary Gygax, Dave Arneson