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.
bro what
Personally and this was from both my own observations and those on both dndnext and onednd subreddits, its more so that despite being the not necessarily Aasimar replacement (though there was a bit of that as well since it was already the most functional in terms of playablity), it was that it fumbled the bag in most of the UAs involving them. And that's not even getting into the thread I read about how Guardinals could be considered an ancestor to Ardlings and how in that same thread I saw that Aasimar could in fact be animal headed people as just a default creation option back in the older Planescape books. You don't get the stats for it I think but overall I could say that my Aasimar character looks like a Tabaxi and I would instantly have an Ardling at home.
To me there wasn't a lot that could be done with the options. And I've said it in every playtest survey, just make Ardlings Celestial instead of forcing them to be humanoid. If they're basically meant to be Guardinals but playable then cut out the Humanoid tag and just make them full Celestial and go hog wild with features there. Even makes sense from a loreish standpoint, Aasimar are just people infused with divine power. They may look like an elf or a halfling but at their core they are an Aasimar. Ardling on the other hand could've been straight up hard "Your creature type is Celestial" type shit. Then you can build around that and have a true weirdo option for the PHB.
The only real flaw with this idea would be that you would technically need a Fiend playable option as well to be its counterpart and Tiefling doesn't exactly fill the same void. So as a result Ardling got scrapped because of all of those factors and whatever else. So we likely won't see Ardling, if ever, as an option again.
Not until the "Book of Outer Planes" or whatever it'd be called anyway, where instead of Sigil or those places it offers new ways of using the typically limited uses of the Outer Planes complete with species options, subclasses, and all that fun stuff /j.
It is a little interesting that the Aasamir doesn’t have alignment lineage like the tiefling . You know Lawful Good, Neutral Good, and Chaotic Good.
My guess is because under (most) rulings Angels are only ever lawful good, even when together with a chaotic good god in some editions. Eladrin (which were Chaotic Good before) were celestials before I believe before making them another elf type and Guardinals somewhat were tied to be Ardlings in all but name before they were scrapped.
And at a cursory glance at the wiki both Guardinals (the Neutral Good ones) and Archons (Lawful Good) had overlap in terms of appearance. Not abilities obviously but would still be tricky to make meaningful differences between the two is my guess. Because some Archons could also have animal heads while Guardinals were more adjacent to full furry beings it would be hard pressed to just make Aasimar just a template and apply it to whatever base lineage is.
I also imagine they didn't want too much overlap with the tiefling in terms of abilities and whatnot.
They buffed my favorite race! My giant child has become fast like me!
Also does anyone want to say a few words as we leave behind what I believe used to be the funniest feature of a species; the 2014 Dwarf's 'Stonecunning' feature?
Just out of interest, in what way was this "the funniest feature of a species"?
No half-elf or half orc? I have a half-elf character, what will happen to them?
You choose either the elf or human statblock (pick human for the free feat) and just call yourself a half-elf. If you're feeling spicy, you can homebrew some custom mishmash of qualities. WotC really missed the opportunity to have players go wild by implementing some half-breed creation system. Then again, everyone would've probably just made half humans to abuse the extra feat, conveniently reinforcing the usual status quo of every half-race being part human lol.
Crawford said they are still playable. The only difference might be you lose their +2, +1, +1 ASI and replace it with standard +2, +1 or +1, +1, +1
Perhaps I used a poor choice of words to convey my meaning. I felt that the 2014 version of Stone cunning was underwhelming.
"Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus."
For the campaigns which I DMed (official adventures) and for campaigns I was a PC (homebrew), this feature didn't come into use ever. It did however become a bit of a meme at our tables for the Dwarven player to ask if they could use their Stonecunning feature in completely out of place scenarios since they never had a chance to use it relative to other racial features from 2014.
I think Stonecunning is funny due to personal experience but I would understand if you had a different funniest feature of a species.
Appreciate you taking the time to answer. (Having played with a fairly unchanging group for decades - we old fogies get stuck in our ways! - I think one of the greatest things about the Comments sections like this is hearing other's takes!)
Many official adventures do have a certain "stone... say what now?" quality about them (sadly) and some traits have always been easier to integrate than others.
Totally understand now.
No worries! I definitely agree with you about hearing other people's opinions; it's what helps strengthen the D&D community and keeps it alive for many generations of players to enjoy :)
yesssss
I actually really like the switch to “species” instead of “race.”
In the real world, “race” as applied to non-human animals (and sort of to humans, too?) simply denotes visually distinguishable variants, usually geographical in scope, that nonetheless can and do still interbreed to produce fertile offspring. But applied to humans, whatever biological basis there may be for it, it gets connected to various historical social arrangements with a sordid history of factual distortions in the service of bigotry. Biologist generally speak of “subspecies” now, while race is a term social scientists use in order to discuss how the concept is used, rightly or wrongly, in human society.
What DnD has called “races” are more accurately described as separate species entirely. So it’s nice to see this change.
That said, the issue has always been half-elves and half-orcs. They’re hybrids. I always liked that they were the only ones, because it was mysterious - why can elves and orcs produce viable offspring with humans? why cant any other non-humans do that? why cant elves and orcs do that with each other?
And at first, I thought it was dumb to say, “just mix and match any traits and features you want.” Why? Because I like half-elves and half-orcs, and my favorite setting for the last twenty years (Eberron) gives unique roles to both.
But here’s the thing: *not everybody has to like what I like.* This is a *game,* in which we get together to make shared *stories.* Maybe somebody wants to tell a story in which dwarves and goliaths intermix all the time. Not my cup of tea. But if that’s the story some other table wants to tell, why shouldn’t they? The mechanics now enable it.
And they still enable half-elves and half-orcs, too. Besides, instead of having a mix-it-up-however-you-want approach, any table or setting can always say, “Here’s how we’re going to handle mixed human and elven or human and orcish ancestries, in a consistent way.” I’m pretty sure this is what my table will do in our preferred setting.
That’s easy. No problem whatsoever for us. Yet the mechanics now open up other possibilities for people who want them, too. So what’s the big deal?
Criticizing this as “PC” or “DEI” or “woke” (etc, etc) misses the point entirely. This is a game of collective storytelling, and its makers have a financial interest in getting as many people to play it as possible. This means they have a financial interest in inclusiveness, in the sense that they don’t want mechanics to rule out some kinds of stories, since that rules out potential customers. So they’ve adopted a some new mechanics with exactly this in mind.
So let the mechanics be as inclusive as possible - the better to tell our stories!
Why?
I'm guessing because some people are afraid of change?
Stat modifiers on the species/race doesn't add anything to the game. All it does is take away options. If I want to play a Dragonborn Monk in 2014 (pre-Tasha's) I couldn't do it unless I was ok with a Dex & Wis of 15 at level 1 (which I'm not) or rolled for my stats and got super lucky. With the 2024 rules (or Tasha's if you DM allows them) you can play whatever class/species combo you want and that IMHO is a hell of a lot more fun.
As for the 1/2 races they are still playable they just didn't get updated. They had rules for sort of creating them in UA but I guess they weren't popular because they didn't make it into the new book. Maybe a future book will have a more elaborate system for creating hybrids that people will like. They probably didn't have the time and/or space in the book to include it this time around.
That said I don't like them being in backgrounds either. Backgrounds are for RP not Power. They should have been separate from both species and background or baked right into the point buy system so that they are not needed at all.
Wow, eradicating Half-Elf and Half-orc that have been around since 1978 1st edition AD&D from the "Core" races.
Basically rewriting "History" of AD&D.
Sorry Gary Gygax.
No, the history of AD&D isn't being rewritten (not yet) because it's the past and is fully documented on the Internet on non-WotC-controlled websites. What is being written is the future of D&D. And it will be what it will be, just like the future of everything that we in the present are creating. I did notice today that material in D&D Beyond that is not being carried forward into OneD&D (half races, high/wood elf, eldarin, etc) is now being labeled as "(2014)" and is still usable.
(Oops)
They haven’t been eradicated. The mechanics for half-species have simply been changed, so that now virtually any combinations are possible. Besides which, legacy options, setting-specific lore, and homebrew approaches are all still available.
As I said above, my table is going to stick with half-elves and half-orcs. But if other players’ tables want other options, why not have rules that enanle what they want, too? The fact that they can do what they want doesn’t affect my table in any way.