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
The 2024 Player’s Handbook is Now Available!
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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.
This absolutely terrible. I hate what you have done to virtually all the races. They were fine as they were. I do not want orc pcs in the game. I don’t want Drow that aren’t affected by sunlight. I don’t want gnomes and dwarves that move as fast as humans. The idea of removing the stat bonuses is enough in itself to ensure I will not be buying the new books. You seem to think that increased choice and flexibility is always a good thing. It isn’t. You have effectively made the choice of character race meaningless. Choice isn’t choice unless it has consequences.
"there's art in the book!"
Oh no! Shhh! You've revealed the secret agenda!
5.5e isn't about combating species-issues, fixing unbalanced class-stuff, the new bastion or crafting system, adding more common magical items to the mix, making important information easier to find or giving us c. 75 new monsters and bringing in a new era of exciting gameplay, it's about the nice new pictures!
Pretty, pretty pictures. The game is made anew! (lol!)
The new species have some pretty fantastic options with meaningful impact, IMO. Goliaths seem pretty awesome now. There is no real reason to have stat bonuses applied to species when we have them applying to backgrounds, which makes a great deal more sense. A person who studies the magical arts their whole lives is likely to be a bit more on the intellectual side.
1. You might not want Orcs but some people do. Why should they cater to you personally? If you don't want them then just don't play them. Wow that was a hard fix.
2. Drow sunlight sensitivity comes from living their entire life underground. Why would a Drow born and living on the surface be sensitive to light? Again you can simple rule that in your group they still have this trait which incidentally makes them not worth playing in most campaigns... So less variety is your thing I assume.
3. Gnomes, Dwarves and Halflings moving at 25' instead 30' actually creates problems when playing on a grid when dealing with difficult terrain and standing up from prone. Both don't round evenly. Again if you don't like the rule then fine. Use 25' but I for one love this change. It's also strange that many small NPC races have always had a 30' movement speed so they were never consistent anyways.
4. Removing the stat bonuses from race is a 10/10 for me. Most groups use point buy and with point buy the max stat you can get without bonuses is 15. 15 is not enough for your primary stat so it FORCES you to choice one of the races with a +1 or +2 bonus to that stat. That sucks as its boring always playing that same 2-3 combinations for any given class. Now I'm not fond of them moving them to backgrounds because not it forces you to pick one of 1-3 background with the stat bonuses in the correct spots but fortunately my DM already said he will allow custom backgrounds so not an issue for my group.
I've been playing D&D for 40 years and frankly I am happy I can play a Wizard that isn't a Human, High Elf or Gnome. It's about time. Many old school DMs didn't allow the Tasha's rule and many others severely limit which races are allowed in their groups. By removing them from the Race completely it allows for more freedom and imagination.
One more note. I just listened to an Interview with Jeremy Crawford and the Half-elf/Half-Orc are still playable options with the new rules. They are just not reprinted in the new PHB.
Freaking kudos for the ElfQuest reference!
Don't see many ElfQuest fans on here!
(Although, I now wonder if the Tam part of your name is also an ElfQuest reference, specifically to Cutter...)
1. You could always ignore races if you wanted to not use them. Thats nothing new. The current adjustments never changed that. If you didn't want half-elves or half-orcs, you could just ignore them. They didn't need to be excluded after 40 years of being in the game. Same for any of the races but removing them isn't the answer as they make garbage statements telling you, you can still be them but we choose to just leave them out. Hell, I'd wager we never see them again content released past these books. Variety is all but dying there.
2. Same for Drow. It would have been far easier to keep their sunlight sensitivity for all of them showing that underground living is where the race has been since inception and allow the DM to remove it if they wanted to. Not remove it completely and a DM has to add it back in creating what would be "drama" at the table over it. All they did was create less variety and just another generic elf. The removal of sunlight sensitivity didn't create some new race as if variety was why they did it.
3. Gnomes, dwarves and halflings movement didn't create a problem because in D&D you always round down when needed. Movement is not different and was easily solved. The shorter races didn't need a change because of some warped thinking of "movement on a battle map is hard at 25 vs 30..." Round down like everything else and keep the variety of different races ability, not remove variety.
4. Tasha's fixed all the stat issues with custom ability score placement and wizards screwed it up again by removing it from races and adding it to backgrounds. Same problem with a different title. So at least we agree on this one.
- But to pile on to WotC stupidity on this. They might as well have tied Savings Throw proficiency to backgrounds as well with the logic they used for this change given I've heard a great argument that a wizard who was a farmer would have proficiency in Int saves for sure but especially Con saves vs Wis from working the farm. Yet here we are debating about how back scores tied to backgrounds are and not other things as well that fall under their same flawed logic.
You're not the only one with 40 years of exp with D&D and I think you're exaggerating when it comes to who allowed Tasha's. I've never seen a DM not allow tasha's after it got released. Not at game shops, online, home games or conventions (at least on the East coast anyway). I think you're living in a bubble if you had DM's not allow it.
We're WOTC! We hate the things people like! Quick, make sure all the stuff people liked from the past half-decade isn't in the new books, so they have to buy more new books to get back the thing we took away!
So Wood Elves lose a unique ability that defined the race and get in its place a pretty useless cantrip. My poor Wood Elf Paladin/Warlock is just getting reamed.
Ha! I happen to have every single EQ book and graphic novel from their first printing and in mint condition. Bought them myself as they were printed. Love the series.
Fair point. I guess it was a balance thing. Also, I admit I know very little about aasimar.
They still exist.
People are gonna be hella shocked when this book comes out and you can still be half orc and half elf. Pay attention people this is updating a few CORE a FEW of them and some new ones NOWHERE did it say half orcs and half elf’s no longer exist
My current and previous 2 dms don't allow Tasha's ability rules but allowed all other Tasha's rules. So far none of the older Dms I've played with allowed that rule... BTW current dm lives in NYC which is on the US east coast.. previous was in Philly and the one before that Texas. Pretty big bubble.
Yeah, I've always found the Druidcraft cantrip relatively weak. (Though I think I may have actually used it last time I played).
Yes, and remember that the party halfling can be just as strong as your orc thanks to putting stat bonuses into backgrounds.
Yes. You can be an Orc that looks like a Halfling and has Elf abilities.
I don't understand why they made the smaller races (Dwarf, Gnome and Halfling) speed's all 30 feet now, it was always part of the charm of the race to keep in mind your shorter movement.
Also, Drow not sunlight sensitive? So a race that lives primarily in the Underdark can just suddenly operate in the light of day with no issue? Seems they are taking away what made the race's unique and just create another generic character, since limitations seem to be a no no.
Keep ruining D&D jackasses
There's a lot of negativity in these comments, so I want to start out by saying the D&D team is passionate about what they do and shouldn't feel bad about what they've accomplished. If the author of this post is reading this, or another D&D team member, please remember you are doing a great job.
I think it is great that everyone has their own opinions and feelings toward these changes, it's good to have some diversity in how we feel. Just like how there's different DMing styles and campaign types, certain people prefer different types of character creation. I am excited to play with these changes, I am looking forward to playing a game with much less homebrew just to see what RAW D&D is like again. But I also agree that some choices are questionable, like taking away setbacks from
racesspecies. Believe me, as a DM when I say (and as others have said), choice isn't choice unless it has consequences. However, I don't think character creation is the right place to punish someone for their choice. Having a bonus to do something, like relentless endurance or giant's strength is a positive, something that is "hey, remember my origin? Yeah it's helpful now", however punishing someone from where they come is only for some races, not all, and I think that is kind of unfair.Now on the other hand, I like common races (as a DM) because it makes players come up with more interesting characters. Like the mechanical changes seen in this handbook, being an Aasimar or a Tabaxi doesn't make you interesting, but how you lost your family in a sailing incident or how you saved a child from a burning building (your background) is what makes you interesting. But most importantly, what you do in your D&D adventures is what your players remember. It's not "remember that time I lost my dog", but instead "remember that time we tamed a wyvern and rode it over the cavern?"
Character creation is only a piece of the D&D puzzle, I am happy it allows for more choice and diversity so that new adventures can be experienced.
Well that tells me all one needs to know about those incompetent DM's. To allow all other Tasha rules but not the one that allows the best flexibility with any race/class combination and not pigeon hole anyone into anything. Talk about a DM that needs to be removed from the table.