Monday, 19 July 2021 21:00

Dungeons & Dragons: 8 Best Playable Races From 5e Expansions

Written by Kristy Ambrose
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D&D players are spoiled for choice when it comes to choosing a race for their characters. These are the best ones you can find in 5e expansions.

An expansion in the Dungeons & Dragons universe can mean a lot of different things. It can mean the rulebooks, of which there are many, supplemental materials that are used as reference materials, or campaign and adventuring guides. There's a lot to choose from when it comes to building your own D&D game, settings, or character, and the tradition continues with the recent materials from the 5e expansion. A big part of D&D lore and gameplay involves the various races that make up the cultures and nations that serve as a backdrop for most adventures. The earliest incarnation of D&D only had four playable races: humans, elves, dwarves, and halflings. Today the choices are much more varied.

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The supplemental library for 5e currently consists of several books and includes titles that include 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 some of the different playable races that make up the detailed settings and adventures. Here are some of the best choices for playable races that players can find in the 5e expansion materials. These races were chosen for their epic natural abilities along with their potential to just be extremely badass.

8 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, survival, and the importance of a fair fight in their culture, they make a worthy addition to a D&D party. That is if you can write a believable story that would bring them down from their stark homeland to a campaign setting, which is part of the adventure.

7 Satyr - Because It's All About Fun With The Fey

  • Origin or Homeland: The Feywild and the Cloak Wood of West Faerûn.
  • Size: Medium, however, 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 alignment they're often Chaotic or Neutral something.

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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.

6 Yuan-Ti Pureblood - When A Player Wants to Be 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
  • ReferenceElemental 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 the 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 often 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.

5 Tabaxi - The Traveling Storyteller Race

  • 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 ReferenceVolo's Guide to Monsters

Agile, sleek, and graceful, this isn't just a great choice 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.

4 Kenku - When It's Time for 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 ReferenceVolo's Guide to Monsters

Be advised that this is one of the most difficult races to play, likely requiring some input and cooperation from your 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.

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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 your group's reputation. The racial bonuses are worth the trouble, however, and the race is a great choice for a Cleric or a Thief.

3 Warforged - The Iron Man Steampunk Race

  • Origin or Homeland: The lands of Ebberon
  • Size: Medium, about 6 feet tall, about 300 pounds.
  • Racial Bonuses:
  • Supplemental ReferenceEberron: Rising from the Last War

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 RP, 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 actually modify themselves to create a more individualized visage.

2 Vedalken - Precise, Dispassionate, and Best of All, Amphibious

  • Origin or Homeland: Ravnica.
  • Size: Medium, about 6 feet tall but less than 200 pounds.
  • Racial Bonuses: Intelligence +2, Wisdom +1
  • Supplemental ReferenceGuildmasters' 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 are what make the Vedalken so interesting to play and just as good at 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.

1 Gith - The Fearless Warriors Who Fight Mind Flayers and Ride 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 ReferenceMordenkainen's Tome of Foes

The latest addition to the Baldur's Gate video game franchise, Baldur's Gate 3didn't invent or introduce the fearsome Gith but their appearance in the game put them on the map. The Gith are a playable race that was introduced in Mordenkainen’s Tome of Foes so they've been around since 2018, the year the book was released.

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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