Introduction
"Races" are now "Species." That renaming is the least interesting change.
The 2024 Player's Handbook changed how species work. Species no longer grant ability scores. Your Background supplies its listed ability-score options instead, so species traits no longer determine which class scores your character can improve.
This hub compares the ten Player's Handbook species and points to a full guide for each. It also includes the five options in Eberron: Forge of the Artificer (Changeling, Kalashtar, Khoravar, Shifter, and Warforged) and the four in Ravenloft: The Horror Within (Dhampir, Hexblood, Lupin, and Reborn). Those setting options need DM approval when they are not part of the campaign's chosen setting.

Compare Traits, Not Ability Scores
The choice now turns on what the species actually does at the table: movement, damage resistance, a limited transformation, a spell, a skill, or a saving-throw benefit. Read your Background's ability-score choices alongside the class you want to play, then use species to choose a play pattern you will enjoy.
That changes the evaluation framework. Species are about traits, not built-in ability-score bonuses. Ask what a trait does for your build and how often it will matter in the campaign.
Hot Take: Moving ability-score options to Background made species choices more interesting. It leaves room to choose a Goliath Wizard, an Orc Cleric, or an Aasimar Rogue because the character concept works, not because the species supplied a preferred score.
All 19 Species Ranked
The first ten entries are Player's Handbook options. Eberron and Ravenloft entries are labelled so you can separate universal core choices from setting material.
| Species | Signature Traits | Best Classes |
|---|---|---|
| Aasimar ● | Celestial Revelation (three combat forms), Healing Hands, Darkvision | Cleric, Paladin, Warlock |
| Changeling (Eberron) ● | Shape-Shifter (disguise + Advantage on Charisma checks), fey-linked skills | Rogue, Bard, Warlock |
| Dhampir (Ravenloft) ● | Vampiric Bite (Drain or Strengthen on hit), Spider Climb, Trace of Undeath (Necrotic resistance) | Barbarian, Fighter, Paladin |
| Dragonborn ● | Breath Weapon (scales), Draconic Resistance, Draconic Flight (level 5) | Paladin, Sorcerer, Fighter |
| Dwarf ● | Dwarven Toughness (+1 HP/level), Dwarven Resilience (poison resistance), Stonecunning | Fighter, Cleric, Barbarian |
| Elf ● | Keen Senses, Darkvision, Trance, Elven Lineage (sub-species) | Ranger, Rogue, Wizard |
| Gnome ● | Gnomish Cunning (Advantage on INT/WIS/CHA saves), Darkvision | Artificer, Wizard, Bard |
| Goliath ● | Giant Ancestry (choice of 7 benefits), Large Form (level 5) | Barbarian, Fighter, Paladin |
| Halfling ● | Lucky (reroll 1s on d20), Brave (advantage vs frightened), Naturally Stealthy | Rogue, Ranger, Bard |
| Hexblood (Ravenloft) ● | Hex Magic (free Disguise Self + Hex), Eerie Token (long-range message + remote viewing) | Bard, Rogue, Warlock |
| Human ● | Resourceful (Heroic Inspiration on long rest), Skillful (+1 skill), Versatile (Origin Feat) | Any class |
| Kalashtar (Eberron) ● | Dual Mind (Advantage on WIS/CHA saves), Mental Discipline (Psychic resistance), Mind Link | Cleric, Warlock, Druid |
| Khoravar (Eberron) ● | Fey Gift (swappable cantrip), Skill Versatility (rotating proficiency), Darkvision | Bard, Druid, Warlock |
| Lupin (Ravenloft) ● | Feral Pounce (Slashing Unarmed Strike + free Shove), Howl (area Disadvantage) | Barbarian, Fighter, Paladin |
| Orc ● | Adrenaline Rush (bonus action Dash + temp HP), Darkvision, Relentless Endurance | Barbarian, Fighter, Paladin |
| Reborn (Ravenloft) ● | Escaped Death (Advantage on Death Saves), Strange Endurance, Everlasting, Knowledge from a Past Life | Barbarian, Fighter, Paladin |
| Shifter (Eberron) ● | Shifting (Temp HP + Beasthide/Longtooth/Swiftstride/Wildhunt), Bestial Instincts | Barbarian, Ranger, Monk |
| Tiefling ● | Fiendish Legacy (Infernal/Abyssal/Chthonic lineage spells + resistance), Darkvision | Warlock, Sorcerer, Bard |
| Warforged (Eberron) ● | Integrated Protection (+1 AC), Construct Resilience (Poison resistance), Sentry's Rest, Tireless | Fighter, Artificer, Barbarian |
Species Breakdown: What Actually Matters
Aasimar - Strong Combat Utility
Celestial Revelation is the trait that puts Aasimar in the top tier, once it comes online at character level 5. You can choose from three different transformation options: Necrotic Shroud (frightened condition on nearby enemies), Inner Radiance (radiant damage aura), and Heavenly Wings (fly speed). Every form also adds a Proficiency Bonus damage rider once per turn. Each transformation lasts a minute and recharges on a Long Rest.
For Paladins and Clerics, Celestial Revelation can pair well with turns when they expect to make attacks or cast damaging spells. Warlocks can also use the transformation's once-per-turn damage on a focused combat turn. It is a flexible trait, but its once-per-Long-Rest use matters when judging it against an all-day benefit.
Human - Best Flexibility
Versatile gives every Human an additional Origin Feat at level 1. That means two feats at character creation: the feat from your background, and an additional feat from Versatile. No other species gets this.
Hot Take: Human begins with two Origin Feats at level 1: one from its Background and one from Versatile. Resourceful also grants Heroic Inspiration after each Long Rest. That makes Human a useful choice for a build that benefits from an early feat combination.
For a build that wants two Origin Feats early, Human is the core option that supplies an extra one through Versatile. Check both feat prerequisites and your campaign's starting-level rules before planning around a particular combination.
Goliath - Best Martial Durability
Giant Ancestry lets you choose one reusable benefit at character creation. Stone's Endurance reduces incoming damage by 1d12 + Constitution modifier as a reaction, uses equal to your Proficiency Bonus, recharging on a Long Rest. For a Barbarian using Rage, that reduction applies alongside the damage resistance Rage provides when both apply. The other six Giant Ancestry options (Powerful Build, Cloud's Jaunt, Fire's Burn, Frost's Chill, Hill's Tumble, Storm's Thunder) trade that defense for bonus damage, control, or mobility instead.
Goliath offers a durable martial package in the PHB. Fighter, Barbarian, and Paladin all get meaningful value from the kit.
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Start BuildingGnome - Best Save Utility
Gnomish Cunning gives Advantage on Intelligence, Wisdom, and Charisma saving throws. It is not limited to magic. That can matter against a broad set of effects, including the kinds of control effects that target those saves.
For a Wizard or Artificer, it can provide useful protection against mental effects without requiring a resource. It is most valuable in campaigns where those saving throws come up regularly.
Dragonborn - Disappointed Again
Draconic Flight at level 5 is useful. A Fly Speed creates options in vertical encounters. The Breath Weapon replaces one attack when you take the Attack action, and its value depends on how often several creatures fit its area. Damage Resistance is also campaign-dependent because it applies to the damage type chosen through Draconic Ancestry.
Hot Take: Dragonborn is more satisfying when you treat the Breath Weapon as a positioning tool rather than your default damage routine. Flight and resistance often make the larger difference over a campaign.
Dragonborn is most appealing in campaigns where its resistance, flight, or Breath Weapon area will regularly matter.
Halfling, Dwarf, Orc, Elf, Tiefling - Solid and Specific
These five species are all Good tier. Each has a clear use case:
- Halfling Lucky is one of the best passive traits in the game for any build with disadvantage exposure. Rogue is the most natural fit.
- Dwarf Toughness (+1 HP per level) becomes substantial by level 10. Fighter and Barbarian value the consistent durability.
- Orc Adrenaline Rush on a bonus action Dash with temp HP is excellent for melee gap-closing. Relentless Endurance prevents one-shot deaths.
- Elf Trance instead of sleep, Elven Lineage sub-species options, and consistent Darkvision make this a reliable pick for any class. Not flashy, but never wrong.
- Tiefling Fiendish Legacy now includes level-scaling spells per lineage. Infernal's Hellish Rebuke and Darkness are useful for Warlocks and Sorcerers.
How to Use This Hub
Each species has a full individual guide covering trait-by-trait analysis, how each class uses those traits, feat combinations, and build examples. Start here for the overview, then go deep on whichever species fits your next character.
Individual Species Guides:
- Aasimar Guide
- Changeling Guide (Eberron)
- Dhampir Guide (Ravenloft)
- Dragonborn Guide
- Dwarf Guide
- Elf Guide
- Gnome Guide
- Goliath Guide
- Halfling Guide
- Hexblood Guide (Ravenloft)
- Human Guide
- Kalashtar Guide (Eberron)
- Khoravar Guide (Eberron)
- Lupin Guide (Ravenloft)
- Orc Guide
- Reborn Guide (Ravenloft)
- Shifter Guide (Eberron)
- Tiefling Guide
- Warforged Guide (Eberron)
Final Verdict
The 2024 species rules move ability-score options to Background and leave species to carry a different kind of decision: traits, story, and campaign fit.
Aasimar, Human, Goliath, and Gnome all offer traits that can be easy to value across many builds. Dragonborn can be a better pick in a game where its resistance, flight, or breath area will see regular use. Eberron and Ravenloft species add more specific concepts, but their setting access should be part of the decision.
Pick a species whose traits fit the character and the campaign, then use the Background's ability-score options to support the class.


