Your species is an integral part of defining where your character came from, with your character's background rounding out the other half of their origin. The 2024 Player’s Handbook has changed the way these aspects interact with your character, and also changed how creation works. As part of this new journey, each of the ten playable species featured in the 2024 core rules has been revisited and revamped. Some of these species were part of the 2014 core rules, and others have been added to the list.
We’ll take a look at what’s new for each and what some of the overall changes are in this article!
- Updated Species in the 2024 Player’s Handbook
- New Species in the Core Rules
- Revised Species Traits
- Ability Score Adjustments No Longer Tied to Species
- New Art to Showcase Species
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SPECIES |
WHAT'S NEW |
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Aasimar |
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Dragonborn |
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Dwarf |
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Elf |
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Gnome |
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Goliath |
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Halfling |
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Human |
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Orc |
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Tiefling |
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New Species in the Core Rules

A big change to the 2024 Player’s Handbook is the addition of some new but familiar faces. Three species that had previously been featured in other sourcebooks are now included within the core rules in the 2024 Player’s Handbook. The Aasimar, the Goliath, and the Orc have been called up to the majors, with some tweaks and updates for each.
Aasimar
Aasimar getting their Celestial Revelation trait at level 3 and as a Bonus Action was a change from Monsters of the Multiverse that has carried through to the 2024 Aasimar. An updated boost to this power for the new core rules is that an Aasimar no longer has to pick which option of this trait you want to take when you unlock it. Instead you choose which option you want to take whenever you activate it.
This means that your Celestial Revelation is now tied to your mood or emotional state when you call upon it. Are you looking to soar with your Heavenly Wings? Are you ready to be a righteous beacon with your Inner Radiance? Or are you feeling broken, crestfallen, and dour with your Necrotic Shroud?
Goliath
The 2024 Goliath leans more heavily into the Giants that they descended from. Now you get to choose the specific type of giant that is in your family line. Like Tieflings, this ancestry doesn’t have to determine your Goliath’s destiny or personality, but it does mean inheriting different gifts you can tap into.
For example, a descendant of Fire Giants can add an additional d10 Fire damage on a successful attack roll. A Goliath with Stone Giant ancestry can use a Reaction when you take damage to roll a d12, add your Constitution modifier, and reduce your damage by that amount. Each of these types of traits can be used a number of times equal to your Proficiency Bonus.
Orc
A playable species in D&D in different versions since 1993, Orcs aren’t just back on the menu, they’re now a part of the core rules. The 2024 Orc builds upon the Adrenaline Rush feature from Monsters of the Multiverse, which allows you to Dash and gain Temporary Hit Points as a Bonus Action. Now you regain all uses of the trait after completing a Short Rest. Your 2024 Orcs also get expanded Darkvision, gaining a range of 120 feet.
Revised Species Traits

Whether it’s one of the three new species in the 2024 Player’s Handbook or one of the seven returning, each of the species in the 2024 core rules has been given an overhaul.
A Boost to Effectiveness
Features for several species have been given a boost to help give them more value within the action economy of the game. Dragonborn can now choose whether their breath weapon comes out as a Cone or a Line. Gnomes now get full access to Speak With Animals. Dwarves can now use Tremorsense on stone surfaces. Traits like these and others have all been looked at and upgraded to make them more usable more often in your games.
Elves and Tieflings Get Spells
Each of the three main 2024 Elf lineages and the three new 2024 Tiefling lineages gain access to a unique spell at level 3 and level 5. For example, the Wood Elf now gains Longstrider at level 3 and Pass Without Trace at level 5. Similarly, a Chthonic Tiefling gains False Life at level 3 and Ray of Enfeeblement at level 5. The three Tiefling lineages also gain resistance to an appropriate damage type, and the Thaumaturgy cantrip. Each of the three Elf and Tiefling variants also gain a unique cantrip.
Each Species Was Shaped With an Eye Toward the Fantasy
When working on the revisions for each of the species for the 2024 Player’s Handbook, a decision was made to focus on what the fantasy of each species is. Dwarves were given enhanced Stonecunning and Darkvision to emphasize their legacy of toiling away in mountain mines and kingdoms. Goliaths lean much more heavily into their specific lineages to reflect being the descendants of Giants as we understand them in D&D. Dragonborn were given the ability to access wings because flight is absolutely one of the coolest things about dragons.
Even Humans in the 2024 Player’s Handbook were given a keen focus on their role in fantasy. The flavor text talks about the way Humans have spread throughout the multiverse much in the way humans have done to every corner of our globe. By emphasizing human resourcefulness and versatility in their traits, the 2024 core rules portray humans as they’re seen in stories like The Lord of the Rings or The Witcher, or even in sci-fi tales like Star Trek, never content to stay in one place, always eager to learn, grow, and explore.
In some cases, this means these species have been given more choice points during the creation process, such as Tieflings or Goliaths. In other cases, like Halflings or Dwarves, these choice points were streamlined to best serve their fantasy elements.
Ability Score Adjustments No Longer Tied to Species
A huge change to species in the 2024 Player’s Handbook is that your ability score adjustments will no longer be tied them. With the 2014 character creation rules, players often chose their class based on the ability score adjustments of the species, which took away from the customizability of character creation. Now you can play any species with any character class without feeling like you’re intentionally putting yourself at an ability score detriment by doing so.
Your ability score adjustments now come from your background, which also gives you proficiency in certain skills. This makes backgrounds more important to character creation as the part of your character’s history where they honed their skills and abilities.
The way ability score adjustments work for 2024 backgrounds is that each background has three ability scores tied to it. You can choose to add +2 to one of those ability scores and +1 to another, or add +1 to all three. For example, the Farmer background gives you Strength, Constitution, and Wisdom to choose from. The Wayfarer background gives you Dexterity, Wisdom, and Charisma.
Using Backgrounds from Older Books
While these ten species have seen revisions for the 2024 Player’s Handbook, you can still use species and backgrounds from previous books. A sidebar in the character creation rules chapter gives you suggestions for how to adapt backgrounds and species from older books when creating new characters for the 2024 core rules.
New Art to Showcase Species

The 2024 Player’s Handbook has art for each species. These illustrations all show a variety of versions of each species to help inspire your characters. The art specifically shows what civilian life may look like for them, too, to help you get an idea of what life may have looked like for your character before they started adventuring.
Play With the 2024 Core Rulebooks Today!
The 2024 Player’s Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
The new options and revisions presented in this book are a result of a decade of lessons learned and adventures had. With updated rules and streamlined gameplay, it's never been easier to bring your stories to life.
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!

Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
This article was updated on August 13, 2024, to issue corrections or expand coverage for the following features:
- Aasimar: Corrected Inner Radiance bullet.
- Dragonborn: Clarified when you choose the shape of your Breath Weapon.
- Human: Clarified that Origin feats are granted when you choose your background.
- New Species in the Core Rules (Goliath): Clarified the attack roll has to be successful.
Why don't you tell me what it is you want me to be honest about?
But in the future D&D Beyond "My Character" section (for D&D 2024) will I be able to select Half-Orc or half-elf to create my character?
Technically species can't interbreed, you have to be of the same race to do that. So the suggested flexibility in the new system is going to allow any combination though the small bit of info on it seemed lack luster: Pick the traits from one of the 'species' but you blend the appearance with the other chosen 'species' is what it boiled down to.
Personally, (and I haven't seen any further information on this) a more modular approach to the different traits of each race would then allow you to pick and chose things that actually mattered when it comes to the dice rolls.
That said, all hail the new Dwarf and Orc cross species ..... now known as the 'Dork'.
Also, a Dark Elf/Drow who does not have sunlight sensitivity and lives above ground is just an Elf.
In many ways, the negative traits allow for more roleplaying options than the positive ones do and provide a character with more depth. Removing them, along with the removal of the stat adjustments takes away some of that uniqueness from each one and mechanically then does not allow for proper mixing and matching when it comes to trying to create the 'half-breed' races that have always been super popular.
For example, if each species had a 'Standard Trait' that applied to all sub-races of that species, a 'Minor Trait' and then a 'Major Trait' which could vary between the sub-races we start to get a better definition of that species and some subtle and interesting differences within it. Add to that a 'Standard Drawback', 'Minor Drawback', 'Major Drawback' and you have a much stronger and meaningful way to manage things when it comes to building a 'half-breed' you would like to play where you would have to take one standard trait, one standard drawback and so on.
There was a point in time where we never had the easy option to increase our stats as we levelled up as well so what you started with was what you probably ended with and having stat bonuses on the species meant those species favoured, but were not limited, to certain classes meaning that we had a great way of building and describing the societies of those species.
Again, any positive should be balanced with a negative so if you get a +1 for something, there should probably be a -1 somewhere. Given flexibility in deciding where to put these adjustments could allow a player to simply have them cancel each other out, or further tilt the attributes in a manner that suits the character they are building.
I'd like to also add that age doesn't have any significant impact in the game and it could. There were some rules in an earlier edition but for the sake of discussion, having some rules that could reflect a character being older, particularly for those species that have lifespans that extend multiple centuries, would further give players ways to perceive and build their characters.
For example: A middle aged character, what ever that might be according to species, might get a +1 to Wisdom but also gets a -1 to another stat of choice. A player can still cancel it out, but they might see it as the character getting a little forgetful, or a bit clumsy, a bit more crotchety or declining in health.
For the long lived species, something simple like a +1 to History or a crafting skill for every 100 years they've lived would be simple enough.
In the end it's about fun and having some choices and using our imaginations. Having some rules there makes it easy for players to get further invested in their characters but anything can be optional as set by the DM or the campaign.
That was my favorite race. Probably from back in the Tanis Half-Elf days of Dragonlance. Great for Rangers!
I think Orc is a dumb race to have for core rules. They are supposed to be an antagonist race.
I really hate modern depictions of tieflings. They look more like colored Qunari with tails.
I know it is a magical setting, but should all races be interbreed-able? I mean come on, a Gnome/Goliath???
Meh. I’ll still use them, just editing them a bit to match with the other revisions.
As with all the other species in 5e, they’ll just release new books or online resources containing the “legacy content”. That means that we’ll get access to some of the old 5e stuff for free, which might also include revised options for D&D 5.2e. Also, the books that used to have these previously non-core species, Orcs, Goliaths and Aasimar, will have them replaced with Half-Orcs/Elves.
It can get a bit silly (horrific) thinking about it.
By definition, one species cannot breed with another. ie. A cat cannot breed with a horse.
Race by definition sits within a species and you can have interbreeding at this level.
However, magical setting where anything could be possible and we can throw all that out the window.
One thought might be to say only certain species groups could do it and then define those groups. Gets messier and messier though.
This is why I believe it was only ever the Elf + Human and Orc + Human pairings as they might have felt there were some biological similarities but more likely some story telling options that seemed semi plausible.
If it says “a melee/ranged spell attack”, it still counts as an attack, just that the attack is being caused by a spell, which is irrelevant here.
That means that Aasimar are still as OP as ever. ;)
Now we have rules to make your own mixed species and give them features from sides of the family. Which I think is way better than just having a couple half options. This way you have more versatiltiy and customization.
It does specifically say that "Orcs no longer have the Powerful Build feature."
Taxonomical definitions of life are not as clear cut as we teach you in Biology 101. The idea that "Species" cannot interbreed implies that we have an accurate and foolproof definition of what a species is, and as someone who has a PhD in Molecular Biology, I can assure you whenever we try to apply definitions to life and biological systems the inevitable answer is "It's complicated." However, High School students and Freshmen Biology Majors crumble from that level of uncertainty, so we make generalizations when we write textbooks, so they don't run screaming from the classroom as if they just saw a Beholder turn their crush into a pile of dust.
In reality, if two creatures that mate have gametes with roughly the same chromosome count (I say roughly, because some polysomies are viable [see the "It's complicated" already]), and the "male" gamete is compatible with the defenses the oocyte has to prevent fertilization by a non-compatible "male" gamete, then fertilization could occur, and a viable offspring could result from the pairing. That is likely the reason why modern humans were able to produce offspring with neanderthal and denisovans, with the caveat that our classification of neanderthals and denisovans as not modern humans is correct (maybe we are wrong).
All that said, I think it is ridiculous to try to apply a real world Biological argument to a fantasy world, when the reality in the real world is that the argument isn't as simple as what is being stated. Add to that that these fantasy worlds have Magic in them, and all bets are off. What do you think all of those Monstrosities that are running around your campaign that your Murder Hobos are killing came from? Failed (or maybe successful, depending on perspective) magical experiments by high powered mages or possibly even fiends. Is it magic to be able to take the fluorescent gene from a jellyfish and clone it into a bacterium, or a worm, or even a mouse to track cell development? No, but we use it all the time in biological research, and we are dealing with Biological "laws" that are MUCH STRICTER than any magical system in a fantasy setting.
So simply give it a rest. If you want to run a campaign where species are hard and fast and viable interbreeding is impossible, then you do you. But let the people who want to have cities full of Tabaxi/Aasimar love children running the show have it.
They still can be, that hasn't changed. In fact I'd have liked them to toss out gnomes, and put in goblins.
If they are going to have LE, NE, and CE origin tieflings, then I really wish they had LG, NG, and CG themed aasimar.
That does sound fun, but will for sure off-balance your species selections relative to those who choose options of only one type of parentage. As long as everyone is having fun though, there is no problem.
You call yourself half, but pick a primary heritage. Dumb.
They aren't ALL "interbreedable," just the humanoids. Your Autognome isn't breeding with anyone.
So make your Orcs antagonists at your table. Why does other people (including the designers) wanting heroic Orcs affect you?
I see that in the new D&D 2024 manual there will be Aasimar, Dragonborn, Goliath and Orc.
So "mordenkainen presents monsters of the multiverse" has already become an old manual?
This is becoming a tired counter to people's concerns, for a number of reasons, the most important being that it's completely invalid.
We all know that there are official D&D games (Adventure's League, etc.) and official settings and even official rulings about game mechanics. So when something is put out as the official rule/standard/description/whatever, and something else isn't, then that will affect what is and is not playable (and HOW it is playable) in official settings at the very least, and will also affect what might possibly come down the pipe later in terms of modifications, lore, etc.
Asking why something being officially declared to be a certain way in a game--ANY game--affects someone is silly. The decisions on how a game is officially supposed to be played affect EVERYONE who plays the game, immediately and in the future, to varying degrees (even if it's just having to waste time justifying to a RAW-only DM, or to a new player at your table, why what one person wants should take precedence over what someone else wants.)
If someone thinks a certain change is good or not, and wants to challenge someone else's counter assertion, fine; address it on the merits, or lack thereof, of the change.
But responding to dismay about the inclusion of something in the new game rules with "it doesn't affect you" is starting to get old (*especially* if in the same breath people fail to apply that logic to OTHER things of the same sort--races, in this case--NOT being included in the new rules.)