The revised 2024 Player's Handbook uses species for the character choice older D&D books called race. Its ten options are Aasimar, Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, and Tiefling. Choose an option whose traits and character possibilities you enjoy; the revised rules place starting ability-score increases in your background, so a species does not lock you into one class.
This guide answers common searches about dnd races while keeping 2014 and revised 2024/5.5e rules separate. It compares practical traits, explains the choices within species, and provides a method for creating an individual character rather than following a stereotype.
One useful distinction comes first: the full Player's Handbook has ten species, but the free Basic Rules and SRD present nine. Aasimar is the additional full-book option.
Species, background, and class do different jobs
Your species supplies traits such as senses, movement, supernatural abilities, and certain physical characteristics. Your background represents earlier experience and, in the revised rules, contributes ability-score increases, an Origin feat, proficiencies, and starting equipment. Your class supplies the main progression of adventuring features.
Think of these as three different questions: What traits does the character have? What experience shaped them before the adventure? What capabilities are they developing now?
An Origin feat is a feat from the starting-character category, usually supplied by a background. A trait is a specific rule belonging to the species entry. When a trait mentions a Bonus Action, Reaction, or limited number of uses, those are real costs or limits to record, not merely descriptive language.
For the comparisons below, a D20 Test means an ability check, attack roll, or saving throw. Advantage uses the higher of two d20s. A Bonus Action is a specific additional activity on your turn; a Reaction responds to a stated trigger. You normally have only one of each within their respective timing rules. Resistance halves damage of the named type, while Temporary Hit Points provide a separate damage buffer. A cantrip is a level-0 spell that requires no spell slot. These terms describe different benefits, so record the actual wording of your chosen trait.
A Human Soldier Fighter and a Human Sage Wizard share Human traits but can feel completely different in play. A Dwarf Wizard and an Elf Wizard share a class without sharing every feature or life experience. You can choose a familiar combination or an unexpected one while following the same creation process.
The official origin rules describe the free species and backgrounds. The licensed SRD 5.2.1 provides the reusable rules reference behind most mechanical comparisons below.
For a full worked character, follow the DnDDen character-creation walkthrough. Here, the aim is to help you choose and use the origin traits sensibly.
The class comparison explains the other major part of that choice. The feat guide covers benefits selected through your origin.
Compare the ten core species
This table summarizes useful starting points, not every trait or a ranking of power. The practical considerations are editorial advice. Read the complete chosen entry before finalizing your sheet, especially where it offers a lineage or ancestry choice.
| Species | Notable revised traits or choices | Practical consideration |
|---|---|---|
| Aasimar | Healing, damage resistances, Celestial Revelation beginning at level 3 | Plan for a limited transformation rather than assuming it is always active |
| Dragonborn | Breath Weapon, ancestry-based resistance, later temporary flight | Position area effects carefully and note when flight becomes available |
| Dwarf | Extra maximum HP, poison defenses, Stonecunning | Useful resilience and situational stone-based awareness |
| Elf | Drow, High Elf, or Wood Elf lineage; Trance | Choose the lineage's actual spells and movement benefits |
| Gnome | Mental saving-throw advantage; Forest or Rock lineage | Defensive benefit plus distinct magical utility |
| Goliath | Giant Ancestry choice, Speed 35, later Large Form | Match the chosen boon to your action and resource needs |
| Halfling | Luck, Brave, movement through larger creatures | Reliable small advantages and situational positioning |
| Human | Extra Origin feat, skill, and Heroic Inspiration after a Long Rest | Broad customization without a built-in spell list |
| Orc | Adrenaline Rush, Relentless Endurance, extended Darkvision | Repositioning and recovery from a dangerous drop to zero |
| Tiefling | Abyssal, Chthonic, or Infernal legacy | Choose the actual resistance and spell package, not just a visual theme |
The full ten-species list and Aasimar's inclusion are confirmed in the official Player's Handbook overview. The other nine appear in the free origin rules. Use current rule entries and errata over older preview summaries when their wording differs.
Aasimar: a celestial identity with an active transformation
Aasimar can suit a character whose supernatural heritage becomes visibly apparent at important moments. The revised Celestial Revelation feature begins at character level 3 and allows choosing its form when you activate it. The options include Heavenly Wings, Inner Radiance, and Necrotic Shroud. Official Aasimar overview.
The decision is partly about the sort of moment you want to create. Do you imagine a sudden change in presence, a visible celestial manifestation, or a character trying to understand an inherited power? None of those ideas requires the character to be a Paladin or Cleric.
Transformation takes a Bonus Action, lasts up to one minute, and recharges after a Long Rest. Heavenly Wings provides flight; Inner Radiance can damage nearby allies, so check everyone's position. Other starting benefits include Necrotic and Radiant resistance, Darkvision to 60 feet, and the Light cantrip using Charisma. Healing Hands spends a Magic action to heal a touched creature: roll d4s equal to your Proficiency Bonus, once per Long Rest. See the licensed revised Aasimar entry for these traits and each revelation's remaining effects. The free nine-species list does not include this option.
An original concept might be an Aasimar courier who dislikes being treated as a divine messenger. Their personal priorities can be ordinary, complicated, or uncertain even when their appearance becomes spectacular.
Dragonborn: aim a breath weapon and choose an ancestry
Dragonborn choose a draconic ancestry that determines the damage type of their Breath Weapon and resistance. For example, the list includes fire, cold, lightning, acid, and poison associations. The choice affects mechanics as well as appearance; it does not determine the character's morality.
In the revised rules, the Breath Weapon replaces one attack when you take the Attack action on your turn. You choose its cone or line shape for each use. At character level 5, Draconic Flight provides temporary spectral wings with its own limits. A level-1 Dragonborn does not have that flight yet. Dragonborn rules.
Before using an area effect, check who occupies the area. A visually impressive breath is less helpful if it catches allies or misses the relevant targets. Keep its uses separate from class resources and record its saving throw DC from the actual trait.
A Dragonborn librarian, cook, or negotiator can be as coherent as a warrior. Consider what the character thinks of their ancestry and how visible it is in their everyday life, then choose a class for the activities you want during adventures.
Dwarf: resilience and a connection to stone
The revised Dwarf combines defensive benefits with Stonecunning. Dwarven Toughness increases maximum HP as you level, while Dwarven Resilience provides poison-related protection. The species has Speed 30 feet; do not automatically copy an older Dwarf's movement value.
Stonecunning can grant temporary Tremorsense while you are on or touching a stone surface. That is a specific sensory feature with conditions and limited uses, not universal sight through walls. Read Tremorsense as well as the species trait before interpreting what information it gives you. Dwarf rules.
These benefits can help many classes. Extra resilience may support a front-line character, while a spellcaster can also appreciate surviving an unexpected attack. A campaign involving ruins or underground locations may create different opportunities from one centered on open-water travel.
You do not have to make the character a miner, smith, or beer enthusiast. A Dwarf botanist documenting plants in abandoned cities gives the same mechanical traits a different context. Ask what the character learned and chose, rather than letting a familiar cultural image make every decision.
Elf: choose the lineage you actually want to use
The revised Elf offers Drow, High Elf, and Wood Elf lineages. Their initial benefits differ, and additional lineage spells arrive at character levels 3 and 5. You choose Intelligence, Wisdom, or Charisma as the casting ability for these trait spells when selecting the lineage.
| Lineage | Starting distinction | Later spell direction |
|---|---|---|
| Drow | Longer Darkvision and Dancing Lights | Faerie Fire and Darkness |
| High Elf | A flexible Wizard-list cantrip choice through the lineage's rule | Detect Magic and Misty Step |
| Wood Elf | Speed 35 feet and Druidcraft | Longstrider and Pass without Trace |
Elves also have Trance, a chosen proficiency from the listed Keen Senses skills, and protection against the Charmed condition through Fey Ancestry. Trance has a specific Long Rest benefit; it does not allow unlimited daily resource resets. Elf rules.
Choose the lineage based on tools you will enjoy remembering. A mobility-focused character may value one package while an investigator values another. Read the spells themselves, especially Concentration requirements and effects on allies, before assuming a combination is beneficial.
A lineage does not tell you whether the character is kind, arrogant, reserved, or adventurous. Those qualities come from the individual and the story you build with the group.
Gnome: small stature with useful magical tools
Gnomish Cunning gives advantage on Intelligence, Wisdom, and Charisma saving throws in the revised entry. The benefit is not restricted to saves against magic in the way some older descriptions may suggest. Gnomes also choose a Forest or Rock lineage.
Forest Gnome provides Minor Illusion and access to Speak with Animals under the trait's rules. Rock Gnome provides Mending, Prestidigitation, and a defined way to make small clockwork devices. Those devices reproduce permitted effects; they are not unrestricted inventions that can do anything you describe. Gnome rules.
The practical attraction is a defensive trait plus tools that invite creative use. The limitation is that creativity still operates within the spells and features. Explain your intended application and ask the DM how it interacts with the situation.
A Gnome character can be serious, athletic, quiet, or pragmatic. A Forest Gnome city watch investigator might use animal conversations to follow a trail, while a Rock Gnome performer uses small devices as stage props. Neither concept requires a Wizard or Artificer class.
Goliath: select one giant-derived advantage
Goliaths have Speed 35 feet and choose a Giant Ancestry benefit. The options include a short teleport, extra damage, damage reduction, and other specific effects. You receive the chosen benefit, not all six at once. Its uses are limited, so place a clear tracker on the sheet.
At character level 5, Large Form can temporarily change your size when there is enough room. This is an activated feature, not permission to write Large as the character's permanent starting size. Goliaths begin Medium. Goliath rules.
Powerful Build helps with carrying capacity and, in the corrected wording, grants advantage on an ability check made to end the Grappled condition. It does not broadly grant advantage on all grapple-related saving throws. See the current origin entry and PHB errata.
Consider action costs when selecting an ancestry. A teleport using a Bonus Action may compete with a class feature you regularly use. A Reaction-based defense competes with other Reactions. A Goliath scholar or healer can value these tools just as a heavy-weapon fighter can.
Halfling: notice the small benefits that recur
Halflings have Small size and Speed 30 feet. Luck allows rerolling a 1 on the d20 of a D20 Test, with the new result required. It does not reroll every low number or automatically change failure into success.
Brave helps against the Frightened condition. Halfling Nimbleness lets you move through a larger creature's space without stopping there, and Naturally Stealthy expands a circumstance in which you can take the Hide action. You still need to apply the actual movement and hiding rules. Halfling rules.
These traits can appeal to someone who wants benefits woven into ordinary play without adding a long spell list. Keep the Luck reminder where you can see it before moving on from a roll.
A Halfling need not be a thief, cheerful host, or reluctant traveler. You might play a stern expedition leader who expects everyone to check their climbing equipment. The species provides tools; the character's profession and temperament can take another direction.
Human: customize through a feat and skill
The revised Human provides one skill proficiency, an Origin feat of your choice, and Heroic Inspiration whenever you finish a Long Rest. You also choose Small or Medium size. It does not grant the original 2014 Human's +1 to all six ability scores. Human rules.
The extra Origin feat can make the character feel distinctive from the beginning. Choose a feat you expect to use and understand its category and restrictions. “An extra feat” does not mean you can select any high-level General feat without meeting prerequisites.
Human is useful when you want the character's skills and learned techniques to take center stage. It can also be attractive for a concept that does not depend on a built-in magical lineage. The cost is spending a little more time choosing the feat and avoiding duplicated benefits.
Heroic Inspiration permits an immediate reroll of one die, using the new result. Track it as a limited benefit rather than assuming every roll has advantage. A familiar-looking species can still have meaningful decisions and a memorable personality.
Orc: move decisively and survive a close call
Adrenaline Rush lets an Orc use Dash as a Bonus Action and gain a small buffer of Temporary Hit Points. Its uses recover on a Short or Long Rest under the revised rule. Relentless Endurance can leave you at 1 HP instead of 0 when its conditions are met, once per Long Rest. Orc rules.
Those abilities can help a character reach an ally, escape a bad position, or stay active after a dangerous hit. They do not require charging the nearest enemy. An Orc healer who crosses the battlefield to assist someone is using the same mobility for a different purpose.
Check Bonus Action competition before making Adrenaline Rush central to a routine. Track Temporary Hit Points separately from ordinary HP, and remember that separate sources do not add together. Relentless Endurance is a valuable fallback, not a guarantee that every lethal threat can be ignored.
The individual character's values are yours to develop. Nothing in these traits requires hostility, low intelligence, or a particular profession. Ask where the character learned their skills and what they hope to accomplish now.
Tiefling: pick the resistance and spells deliberately
Tieflings choose an Abyssal, Chthonic, or Infernal legacy. The choice provides different resistance and spell benefits. All three share the broader species features, including Thaumaturgy, but they are not interchangeable mechanical packages.
| Legacy | Resistance | Starting legacy cantrip |
|---|---|---|
| Abyssal | Poison | Poison Spray |
| Chthonic | Necrotic | Chill Touch |
| Infernal | Fire | Fire Bolt |
Additional legacy spells arrive at character levels 3 and 5. You choose Intelligence, Wisdom, or Charisma for the trait's spellcasting ability. A resistance reduces the relevant damage under its rule; it does not grant immunity. Tiefling rules.
A fiendish legacy does not determine morality or force a Warlock class. A Tiefling Paladin, Ranger, or ordinary merchant with an adventurous streak can have a coherent story. Decide how much ancestry matters to this particular person instead of making every conversation revolve around it.
When choosing a package, read the spells as practical tools. Do not assume a familiar spell works identically to a video-game version or an older rules edition.
How to choose between DND races without chasing a universal winner
Start with the class activity you want, then compare species benefits against actual needs. Use this short decision process:
- Pick two or three concepts you like. Write a sentence about the person, not just a combination of bonuses.
- Identify the traits you will regularly remember. A passive defense and an activated power create different tracking demands.
- Check action competition. Count how often an appealing trait needs the same Bonus Action or Reaction as your class.
- Check level timing. A level-5 feature will not help during a level-1 one-shot.
- Read the campaign conditions. Lighting, terrain, travel, and the group's objectives affect usefulness.
- Choose the option you want to portray. Several choices can be mechanically sound.
For an original example, imagine a mobile courier Wizard. Human might supply a useful Origin feat and skill. Wood Elf might support movement and offer later utility. Orc might provide a limited burst of movement and a survival fallback. Those are different answers to the same concept, not a single required pairing.
The practical question is what each trait changes about a decision you expect to make. Avoid choosing an option solely because a ranking assumes encounters, equipment, or rest opportunities your campaign does not provide.
Background bonuses: one worked comparison
Suppose a starting character assigns Strength 15, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 12, and Charisma 8. With the revised Soldier background, they can choose +2 Strength and +1 Constitution, producing 17, 13, 15, 10, 12, and 8.
Those increases come from Soldier. Choosing Human, Orc, or Dwarf does not add another set of ability increases. The species traits change other parts of the character instead. The current creation instructions explain eligible background increases and the alternative +1 to each of its three listed abilities.
This is why older dnd races advice can mislead a new player when it says a particular ancestry is necessary for a class's main ability. Under the revised system, inspect the background's permitted scores separately from species traits.
Record the source beside each benefit. For example, “+2 Strength: Soldier” and “extra skill: Human” makes it much easier to spot an accidental duplicate. A printable character sheet can hold these notes even if its traditional layout uses the older Race label.
Using older options in a revised campaign
The 2014 Player's Handbook used different race and subrace packages, including ability-score increases within those choices. The revised book reorganizes several options and changes traits. Use the appropriate entry for the version your group has chosen rather than selecting the strongest pieces of both.
Older species remain in their original books. The absence of Half-Elf or Half-Orc from the revised ten-option list does not erase those published choices. Whether and how they are used in a revised campaign depends on the group's permitted material and current compatibility instructions.
When bringing forward an older species, do not retain its old ability-score increases in addition to background increases. Older backgrounds without increases or a feat require the adjustments specified by the revised creation chapter. Follow that procedure instead of inventing a hybrid package.
For a character with mixed ancestry, discuss how to represent the concept with the DM. A descriptive family history does not automatically grant permission to combine traits from two species. Distinguish a creative description from a proposed house rule that changes mechanics.
Consult the rules-edition comparison before combining old and revised options.
Make the character an individual
Choose a home, relationships, values, ambitions, and contradictions. Those details make an origin meaningful without treating everyone of one species as identical.
Three prompts work well: What did this character learn from their community? What did they reject or reinterpret? What do they want that has nothing to do with ancestry? An Elf may care most about paying a debt; a Goliath may be trying to finish a musical composition; a Tiefling may want to restore a damaged lighthouse.
Visual choices can reinforce the concept without changing the rules. Colors, symbols, clothing, and equipment can express a profession or personal history. If you enjoy themed accessories, DnDDen's class-based dice collections are a shopping starting point, not a rule about what a species or class must look like.
Also discuss the setting with your DM. Different worlds can portray communities differently, and a campaign may have its own history. Collaborate on a place in that world instead of assuming one book's cultural description controls every setting.
Questions that commonly cause confusion
Does Darkvision mean I never need light?
No. Darkvision has a range and changes how you see in relevant lighting conditions; it is not perfect sight in every circumstance. Read the vision definitions and plan for party members with different senses. A light source can still help with tasks and details that poor illumination makes difficult.
Can a Small character use a martial class?
Yes. Small size does not prohibit a Fighter, Paladin, or Barbarian. Under the revised Heavy property, a melee weapon imposes disadvantage if your Strength is below 13; a ranged weapon does so if your Dexterity is below 13. Small size alone does not cause that penalty. These are accuracy penalties, not an absolute ban on wielding the weapon. Current Heavy weapon property.
Do species spells use my class's spellcasting ability?
Follow the trait. Several revised lineages explicitly let you choose Intelligence, Wisdom, or Charisma, which can differ from a class's casting ability. Record the chosen ability and calculate those spells' statistics correctly. A familiar class label does not override the species entry.
Which choice is best for roleplaying?
The one that gives you ideas you want to explore with the group. A mechanically ordinary combination can support a memorable person, while an unusual ancestry needs the same motives and relationships as anyone else.
A useful comparison of dnd races should leave you with a character you understand and want to play. Choose the rules version, separate background bonuses from species traits, check the features that matter to your plan, and give the resulting person a reason to adventure.
Rules attribution: This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Comparisons, character concepts, and recommendations are original adaptations and additions; the Aasimar summary is separately sourced to the official overview and licensed compendium entry.
Bag of Holding 