Characters in D&D, in addition to a background and a class, have a race. This is an inherent part of their being, though it is subject to change via magic. Your race is an integral part of character creation, and each race has different advantages and disadvantages.
Some races, such as Dwarves and Halflings, have sub-races. You must choose one of these sub-races during character creation. While all sub-races have the same basic characteristics of the overall race to which they belong, they're often specialized in certain ways.
As always, consult your DM to determine if a given race is a valid option for you to play in your game. Races from supplemental materials are included here, some of which may not fit into your campaign's setting.
In Tasha's Cauldron of Everything, WOTC outlined a new method of assigning ability score modifiers when selecting your character's race. Rather than comforming to the racial archetype shown, you may instead follow the steps outlined in this excerpt:
If you’d like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character.
Here’s how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20.
For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1.
The DC for this saving throw equals
A creature takes 2d6 damage on a failed save, and
half as much damage on a successful one.
The damage increases to 3d6 at 6th level,
4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you
can't use it again until you complete a short or long rest.
Dragons have an association with a damage type or element as denoted by their color. In addition, dragons can either be chromatic or metallic. Generally, metallic dragons are Good while chromatic dragons are Evil. This isn't necessarily a factor during character creation, but may be useful information for you.
Dragon | Damage Type | Breath Weapon | Typical Alignment |
---|---|---|---|
Black | Acid | 5 by 30ft line (Dex save) | Evil |
Blue | Lightning | 5 by 30ft line (Dex save) | Evil |
Brass | Fire | 5 by 30ft line (Dex save) | Good |
Bronze | Lightning | 5 by 30ft line (Dex save) | Good |
Copper | Acid | 5 by 30ft line (Dex save) | Good |
Gold | Fire | 15 ft. cone (Dex save) | Good |
Green | Poison | 15 ft. cone (Dex save) | Evil |
Red | Fire | 15 ft. cone (Dex save) | Evil |
Silver | Cold | 15 ft. cone (Dex save) | Good |
White | Cold | 15 ft. cone (Dex save) | Evil |
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
As a bonus action when you're speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.
You can alter your body to enter different defensive modes; each time you finish a long
rest, choose one mode to adopt:
Mode | Prerequisite | Armor Class |
---|---|---|
Darkwood Core (Unarmored) | None | 11 + your Dexterity modifier (+ your Proficiency bonus, if you are proficient with Light Armor) |
Composite Plating (Armor) | Medium Armor Proficiency | 13 + your Dexterity modifier (max +2) + your Proficiency bonus |
Heavy Plating (Armor) | Heavy Armor Proficiency | 16 + your Proficiency bonus; you have Disadvantage on Dexterity (Stealth) checks |
The
instant you transform, other creatures within 10 feet of you that can see you must
succeed on a Charisma saving throw (
Your
transformation lasts for 1 minute or until you end it as a bonus action.
During it,
once on each of your turns, you can deal extra necrotic damage to one target when
you deal damage to it with an attack or a spell. The extra necrotic damage equals
your level.
Once you use this trait, you can't use it again until you finish a long
rest.
Your transformation lasts for 1 minute
or until you end it as a bonus action.
During it, you have a flying speed of 30
feet, and once on each of your turns, you can deal extra radiant damage to one
target
when you deal damage to it with an attack or a spell. The extra radiant damage
equals your level.
Once you use this trait, you can't use it again until you finish
a long rest.
Your transformation
lasts for 1 minute or until you end it as a bonus action.
During it, you shed
bright light in a 10-foot radius and dim light for an additional 10 feet, and at the
end of each of your turns, you and each creature within 10 feet of you take radiant
damage equal to half your level (rounded up).
In addition, once on each of your
turns, you can deal extra radiant damage to one target when you deal damage to it
with an attack or a spell. The extra radiant damage equals your level.
Once you use
this trait, you can't use it again until you finish a long rest.
In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.