Best DND Character Races in the Role Playing Games (Top 10)

This article will discuss in detail the top 10 best DND character races in role playing games, which are generally the ones that are stuffed with valuable racial attributes. 

This list of the Top 10 Best D&D Characters in Role Playing Games features characters who have demonstrated various forms of ability.

We believe that an in-depth knowledge of the D&D character races will help to make a wise selection of the best race for a successful adventure.

Many D&D players get stocked, especially when choosing a character in the role-playing game. So if you have tried to pick any of the best D&D character races in the past and you got a bit nervous, then this post will put your worries to an end.

We’ll begin with the weakest D & D characters and work our way up to the strongest D & D player characters. Therefore, let us begin.

The10 Best DND Characters Races in Role Playing Games

As indicated previously, this list includes the top 10 most powerful  D&D 5E character races, commonly known as dungeon and dragons.

1. Tasha’s Custom Lineage. 

Tasha’s custom lineage is distinct from the customizer origin role in that customizing your origin may be applied to any race and essentially enables you to choose any ability points and proficiencies you desire, subject to a few constraints.

Tasha’s custom lineage is a race you may choose that enables you to be anything you desire. It is not eligible for the customize your origin rule because it already allows you to choose any abilities you want.

Thus, with Tasha’s special lineage, you are considered a humanoid, and thus do not get the benefits of being a distinct type of creature, like the Satyr does.


Your size can be 

  • small or
  •  medium. 


  • standard 30 feet,

The speed is always a regular 30 feet, thus there is no boost to 35 feet as with the Satyr, and you receive a +2 ability score increase to any one of your ability scores of your choosing, rather than a +1/2 increase to each of your ability scores as with the variation human.

Additionally, you can choose between dark vision and competence in any one talent.

Finally, you get to choose one accomplishment for which you qualify, as well as a language of your choosing, as long as you have that plus common.

Why Should You Choose Tasha’s Custom Lineage?

Tasha’s custom lineage exists primarily for those interested in playing a homebrewed race, such as a half or half and half human, which is not present in any of the DND regular races.

And it’s readily adjustable by simply duplicating the Variant human template, so it can easily fit any playstyle.

From my perspective, it accidentally became the best racial option because one of the variant humans’ disadvantages was that they lacked dark vision. However, Tasha’s continuous lineage enables you to discern this.

However, what truly differentiates it from the variant human is the +2 ability score boost.

Certain feats Tasha’s custom lineage, such as observant feet, allows you to earn a half ability point and therefore enhance your knowledge or intellect by +1.

Feat Benefit of Tasha’s Custom Lineage. 

If you choose observant and wisdom, and then use your racial plans to increase your ability to score on wisdom as well, you may start with an 18 on your wisdom score at level one, making it the only race in the game that enables you to start with an 18.

This is impossible with the variant human, as it requires you to equally divide your ability scores.

However, Tasha’s custom lineage enables you to combine all of those points into one stat and then choose a feat that lets you obtain another, allowing you to begin with 18 in your greatest state.

Technically, the Mountain Dwarf continues to reign supreme when it comes to obtaining a +2/2 bonus to each ability score.

However, Tasha’s custom lineage is the only one that enables you to gain a +3 in one of them, and even if you don’t attempt to cheese with the +3 method, simply being able to choose any feat is a huge benefit, just as it is with the variant human.

Apart from the fact that you gain dark vision, there are additional RP advantages that allow you to race as you wish.

If you truly desire to play a dragon born but do not wish to utilize the dragon born’s trash rachels, you may use Tasha’s custom lineage to become stronger than a very excellent human while remaining a dragon born.

Elven Accuracy Feat 

If you wish to be an EIF in order to gain the elven accuracy feat, you may simply choose custom lineage and qualify for the feet at level one in this manner.

Thus, when it comes to combat utility and RP, I believe Tasha’s custom lineage wins out in both categories, since you can’t get much more creative than being able to choose anything you want.

2. Variant Human

The human race has two variants: the standard human, which grants them an impressive +1 to all of their ability scores when combined with the maximum amount of total AICI increases that a race can have, and the advanced human, which grants them an impressive +1 to all of their ability scores when combined with the maximum amount of total AICI increases that a race can have.

Alternatively, you can choose variation human, which grants you a +1/2 to your ability scores but allows you to choose whatever feat you choose. And it is precisely because of the feat availability that this race is the most ideal in the game.

Assigning Scores to Racial Traits

If we were to give numerical values to racial qualities in order to decide which ones are superior, we could argue that resistance to common types of damage, such as fire or poison, is probably worth four out of ten.

Allowing for a +1 AC boost is more akin to an eight out of ten pack approach, whilst being allowed to choose any feat is more akin to a twenty out of ten pack tactic.

It’s such an excellent feature that it nearly trumps all the others.

However, if we use the same scale, magic resistance would be around nineteen out of ten, while 30 feet of flying speed would be approximately six out of ten. As a result, certain characteristics are just more valued than others.

And one of them is, unquestionably, the ability to take up a task. Though you’re curious about how strong a feat can be, I recommend reading my post on the 10 best feats, even if I got one or two details wrong, such as how you can use the crossbow specialists’ extra attack with a one-handed crossbow.

However, except for a few small inaccuracies, most of the material is very accurate.

Variant Human Feats

The Variant Human Feats are diverse enough to be helpful for nearly every class.

You might choose something like a sharpshooter in a bow-using class to gain huge amounts of additional damage, or you could just be fortunate enough to gain one of the game’s most powerful feats.

Ability Scores

One of the finest aspects of being able to accomplish a feat is the boost in ability score. It grants a number of feats, such as observant, to provide you with very strong skills while also adding a +1 to a certain ability score.

Therefore, you may just choose one of those and avoid losing any benefits when it comes to the assignment. As a very human, feats only add +1/2 to your ability scores.

And it is this versatility that makes the Variant Human so adaptable to a wide variety of different designs and specifications.

The customizer origin role being implemented enables you to choose between two alternative ability score increases for any two different ability scores you had prior to the customizer origin role being implemented.

Additionally, the ability to choose any accomplishment made the Variant Human the greatest racial subject for all classes, since it allowed you to do pretty much anything in the human form.


Additionally, as a Variant human, you gain competence in any one skill of your choice, demonstrating how flexible the human race’s prospects may be.

Prior to Tasha’s cauldron of everything, there was no better race to choose than the very last human, simply because obtaining a free meal at level one is so strong.

3. The Yuan-Ti Pureblood. 

If you desire magical resistance as well as a dark vision, the Yuan-ti Pureblood race is for you.

Yuan-ti Pureblood is perhaps the only race in the game that possesses magical resistance as a racial characteristic, which, as I previously stated, is a sort of legendary trait ability to have. Additionally, it possesses the traditional dark vision.

As a result, you do not give up anything in exchange for it. However, it lacks the Satyr’s incredible 35 movement speed and is not classified as anything other than humanoid.

Immunity to Poison

What distinguishes the Yuanti purebloods from Satyrs is their increased resistance.

I suppose I should say invulnerability.

The Yuanti pureblood is immune to poison. It is completely impervious to poison damage and the poison state.

The only race in the game that grants immunity to a specific sort of damage, and poison damage is a very prevalent type of damage inflicted by NPCs.

The Protector Aasimar makes our list of the Best DND Characters, mostly because he possesses resistance that no other race possesses. Immunity is preferable to resistance.

Casting Innate Spells

Similar to the Tiefling’s infernal heritage feature, the Yuan-ti Pureblood possesses racial spells that it can cast. At first level, it learns the poison spray cantrip and has the ability to cast animal friendship an endless number of times.

However, it may be used solely on snakes, allowing you to charm a snake for 24 hours if it fails a charismatic saving throw, and at third level, it adds the ability to cast a suggestion spell once every long rest.

I published an article on the best utility spells in the game, with suggestions coming in at number six.

Suggestion It’s a very powerful spell that some games have even outlawed due to its effectiveness, since it essentially lets you mind control someone in a very precise way for eight hours.

They must obey any single-sentence command you issue, as long as it does not result in their death.

As a result, you can utilize it. Simply inform a guard to return home if you need to get out of a tricky situation, for instance. Therefore, having it for free once a day is fantastic. Thus, with all of these really beneficial characteristics,

The disadvantages of the Yanti Pureblood

What are the disadvantages of Yanti pureblood? It is not its ability scores, since it has the standard +2 and +1.

It is, in fact, its alignment, as gigantic purebloods are generally neutral evil. You may completely disregard the alignment and yet get all of the benefits of the pureblood.

However, that is their sole downside. The pure blood is more broken than the Satyr.

By and large, pureblood and variant humans are prohibited in a large number of homebrew games.

4. The Satyr

For the 4th position, the only reason these races outperform fly speed is that they are somewhat broken. Satyr is just brimming with beneficial properties.

To begin, it is classified as a false monster rather than a humanoid, which means it is immune to humanoid attacks and provides random protection against a variety of other creatures and spells.

Although the most known one is undoubtedly the hold person, it has a baseline movement speed of 35 feet, which is quite absurd given that it is not the only race with a 35 foot movement speed.

However, all other species with 35 movement speed, such as the wood elf or the mark of passage human, receive it as a selling feature for their race.

Resistance to Magic

The Satyr just about nails it on top of possessing one of the game’s strongest racials, magic resistance.

Magic resistance confers a bonus on all saving throws made against spells and magical effects.

Magical resistance is a highly popular feature bestowed upon boss monsters due to its effectiveness in defending them against being one-shot by spells.

It’s not something that gamers can readily get. Indeed, you must equip a legendary item, the Arch Mage’s robes, to equip this on a player.

Thus, it is a legendary tier ability that satyrs gain in addition to their 35 movement speed and immunity to a large number of humanoid-specific spells and abilities.

Standard Ability

Additionally, the Satyr possesses the typical abilities, scores, proficiencies, and persuasiveness. One of the finest skills is that they can jump an additional 1000 feet when they perform a standing jump. I’m not sure if this was intentionally broken or not.

However, I can see why a lot of people have prohibited Satyrs from their games, if only for that magical resilience.


The only significant disadvantage is that it lacks dark vision.

5. The Winged Tiefling Variant. 

Tieflings have a plethora of subraces, maybe more than any other race. And one of its subraces is known as the winged variety, which has bat-like wings.

And, as long as you are not wearing heavy armor, it grants you a 30 foot flying speed. But, the wings come at a cost; if you choose the variation, you forfeit the infernal heritage feature.

Infernal Legacy 

Additionally, infernal heritage is a rather excellent racial characteristic, as it grants you access to three spells as you level up

  • At level 1, you get Thaumaturgy 
  • At level 3, you get Hellish Rebuke that you can cast 2nd level and 
  • At level 5, you gain the Darkness Bell.

NOTE: Each spell with a spell slant can be cast once per day for free.

Thus, you’re essentially sacrificing a great deal of censure and darkness in exchange for flight speed. And it is a pretty good trade-off, especially when you consider that his flight speed enables you to utilize medium armor, which the Aarakocra can not.

Hellish Resistance

They can both not fly when wearing heavy armor, but it retains all of its other ratios, which implies Hellish resistance, and then adds fire resistance, one of the most prevalent forms of damage in the game.


Naturally, the Tiefling possesses dark vision, but the Aarakocra does not, which is a disadvantage for the Aarakocra.

As a result of the winged Tiefling’s fire resistance and dark vision, it is slightly quicker than the Aarakocra.

However, it retains constant access to 30 feet of flight speed, which is still rather good, and it also has somewhat better other racials.

Only two races have access to permanent flight speed, which is why they both enter the top ten.

6. The Aarakocra.

The Aarakocra has a walking speed of 25 feet, but can fly 50 feet if not wearing medium or heavy armor.

And as a result of this one trait, Aarakocras is barred from the Adventure league. That is because flying speed is extremely effective at all levels of play, especially given the speed’s lack of disadvantages.

Apart from the type of armor you can wear, you can achieve the full 50 feet of flying speed with your weapon or remain in the air out of melee range.

A level 1 Aarakocra equipped with a +1 longbox may easily solo a task, as the tarrasque will never be able to hit it.

Though it would take an extremely long time, it is potentially conceivable due to the Aarakocra’s inability to absorb damage and ultimately land enough strikes to bring the train to a halt.

The Aarakocra is ranked this high on this list only because of its natural flight speed. Additionally, it is the quickest flier of all the races, with a flight speed of 50 feet.

This also makes Aarakocra the quickest racing bassline, as the Centaur has the second fastest base movement speed at 40 feet, even faster than tobacco.

You can not match the air conference flight speed since it can only double its movement speed once before stopping for a full turn to re-use its feline agility.

Thus, while the tabaxi is theoretically quicker in a single round of battle, the Aarakocra may assist in speeding up everything else.

With a flying speed that is significantly faster than land speed.

The Aarakocra does contain some additional rails, but they are hardly noteworthy.

The wonderful thing about the remaining rules is that none of them are negative, but neither are they too positive either. This race is on this list entirely for its flying speed.

7. The Protector Aasimar.

When you reach Monster, the Aasimar has three distinct subclasses from which you can choose. However, even without the subclans features, this is an excellent option.

Celestial Resistance

The Aasimar possesses a feature known as heavenly resistance, which confers immunity to two types of harm, which are.

  • Necrotic and
  •  Radian

This makes the Aasimar the only racial that grants resistance to damage types, despite the fact that getting a single resistance to a damage type from a racial is already rather advantageous.

However, depending on the game, you may experience necrotic or radion damage infrequently or frequently.

Depending on your game, this may be considered a niche option. However, encountering racial opposition is quite significant.

Dark Vision

Additionally, the Aasimar possesses dark vision, which is quite normal. You lose points if you lack a dark vision for your race.

It also has an excellent ability called helping hands, which allows you to heal a target that you may touch by an amount equal to your level once each day.

Any quantity of healing is beneficial because you may effectively prevent a friendly target from making death saving throws just by providing them with any amount of healing, and having an emergency heal available, even if it does need a touch range, is a benefit.

Even if you only heal one health point at level one, this is still an excellent racial ability. Additionally, I believe there is only one other race in the game that provides healing.

That is the halfling healing mark, which entitles them to unlimited use of the cure. Once every day, the Aasimar casts the Wounds spell, but that is not all. When we include the sub racial aspects, the situation improves slightly.

The guardian subclass will add 1 to Aasimar’s wisdom score, which may be used as a +1 to do anything. Customize your origin if you use it.

Radiant Soul

Additionally, the Aasimar have a third-level power called radiant soul. And as an action, it effectively grants you a 30 foot flight speed for one minute.

Thus, while you have this flying speed, the first attack you make on a single target during your turn adds rating damage equal to your level to the attack.

Therefore, if you are a level three, your initial strike that lands on a single target will deal an additional three radiant damage. And, in turn, as long as the damage was caused by an attack or a spell.

Now, this additional damage is rather good. However, the true value of this is the on-demand fly speed you get for a minute, as fly speed is quite essential in DND, to the point that adventures need races with a nice fly speed, such as the Aarakocra.


There are so many practical applications for light speed that being able to obtain it via a racial mutation is an extremely pleasant bonus.

The Aasimar’s ability to obtain this on top of two resistances and a once-a-day free meal is frosting on the cake.

It also retains its size for all of these bonuses, as it contains the full +2 and +1 you may choose from.

Aasimar does not suffer from slowed mobility or any other disadvantages, as it even possesses dark eyesight.

8. The Mountain Dwarf.

If you pick the dwarf, you can choose from about five subclasses, assuming you have all the books.

The mountain dwarf from the good ol standard player’s handbook has an especially wonderful feature that distinguishes it from the others: it can opt to increase two of its ability scores by one point rather than just one.

Customizing Your Origin

Typically, a race will offer you an additional three abilities. Your score increases, generally by a factor of two. Additionally, one of the race’s major stats is increased, followed by another stat increase via the customizer origin rule.

This may be as simple as increasing your top stat by two and your second best stat by one. When used in conjunction with the Mountain dwarf and, of course, the customizer origin rule, this provides a two-for-one benefit to your best and second best stats.

Additionally, it is the game’s only race that may offer you a +2 to two of your stats rather than just one. That is the mountain dwarf’s most defining characteristic.

Without the personalize your origin rule, you receive a +2 constitution bonus and a +2 strength bonus, which is useful for some classes.

Apart from the enormous ability score boost, the dwarf also comes with a plethora of tiny yet useful talents.


Dwarfs have dark vision, a tolerance for poison damage, and an advantage in saving throws against poison. Additionally, the mountain dwarf bestows upon you increased proficiency and light and medium armor.

Therefore, if you enjoy wearing medium armor and casting spells, the mountain dwarf is a good choice for earning positive stats while doing so.

The Mountain Dwarf’s Disadvantages

While the mountain dwarf does have a disadvantage, it only has a mobility speed of 25. Thus, it is 5 speeds slower than standard races, but it has the critical +2 and 2 stats, guaranteeing that it is a good numerical choice and earning a position on this list of the top DND character races.

The subsequent characters above the Mountain Dwarf all outclass it by the use of a single or two overpowering abilities, or through the use of a set of highly powerful abilities, such as the protector aasimar character.

9. The Warforged 

The warforged from Eberron’s rise to the last war are ranked ninth on our list. This mechanical race is simply a robot with no edge over pack tactics, but it comes with a host of rather powerful secondary benefits in addition to the +1 AC bonus.

This is far more convenient to apply than the other racial plus one AC boosts you receive on a regular basis.

Integrated Protection

The Warforged have an ability called integrated protection, which allows you to spend an hour donning your armor and allowing it to blend with your body, granting you the armor’s benefits.

Assuming you are proficient with the armor and it is incapable of being removed without your consent while you are still alive.

Additionally, it offers a flat plus one armor class benefit within the same transaction, which is extremely convenient.

Constructed Resilience

Additionally, the Warforged possess a trait known as constructed resilience, which is a set of benefits packaged together. It shields you from poison damage, immunizes you against illness, and gives you a saving throw advantage against the poison condition.

It is not necessary for you to eat, drink, breathe, or sleep. Additionally, magic does not have the ability to send you to sleep.

Other races in the game also guard you from sleep.

Additionally, many aquatic races employ a form of underwater respiration. The battle forges, on the other hand, intuitively comprehend all of this as well.

True, it does. It needs oxygen to survive, and hence is unconcerned about being underwater. This may potentially make the war formed a viable race to use in an undersea campaign, since it possesses a host of other favorable qualities.

Along with underwater breathing, you may develop talent and competence in any subject you choose.

As a consequence, you can gain these tools as your proficiency with your race improves without needing to enroll in a class or have a background that incorporates them. And you may easily acquire proficiency or any other ability you choose.

As is the case with the majority of other races, you can choose from a restricted number of different abilities.

Customizing Your Origin

Although, like with the rule requiring you to personalize your origin, this also applies to other races.

And it even has advantages while it is sleeping, because their Sentry’s Restibility requires them to remain motionless for at least six hours during the long rest, but they are not unconscious and can see normally inside, which means you can effectively act as a lookout during the long rest without sleeping.

Thus, the battle of words serves no purpose other than to squander a bunch of tiny advantages. You can see why I gave it a better ranking than the Kobold, despite the fact that none of its skills are strictly comparable to pack tactics.

Perhaps the +1 AC bonus, but it possesses so many important characteristics that it deserves to be included on this list.

Perhaps oddly, the warforged’s formal form is a Nerf toy. It was much stronger over the course of the five-year testing period.

10. The Kobold 

To conclude, I suppose I should add that the Kobold has lost its bad stats. As a result, the increase in dexterity ability score is entirely positive, with no negative effects.

Additionally, despite its minuscule size, it travels at a full 30 feet per second, whereas the bulk of small-scale races go at a pace of 25 feet per second. As a result, it avoids any unwanted consequences.

Additionally, with the new customizing your origin rule, you may always switch the bonus to dexterity to any other stat as long as it maintains a plus two and is distributed evenly.

Pack Tactics

The Kobold is listed on the list of the Best DND Characters due to its pack tactics and unique danger. The Kobold’s grovelled strength and bag pack tactics offer it an advantage over creatures when an ally is within 5 feet of them.

Essentially, if any of your pals are within melee range, you will always have a tax advantage, which is crucial for a player character.

If you are capable of self-defense, have a partner nearby, or are a beastmaster ranger, ride with your animal companion. Since the time of the Kobold, it has been a technically conceivable minor race.

Pact Tactics is, without a doubt, the Kobold’s strongest suit. It is one of the game’s strongest distinctive racial characteristics, but far from as powerful as the other nine races listed above.

Grovel, Cower and Beg Ability

Kobolds can also grovel, crouch, and beg in regions with previously short or long grass.

You can use your action to activate the ability that causes your character to stoop and weep piteously, giving your companions an advantage over any opponents within ten feet of you.

Additionally, this ability does not require a saving throw. Thus, you may just use this on a huge, terrible, wicked guy to give your colleagues an edge in their attacks for a whole round, although at the cost of effectively forfeiting your turn.

However, it’s an excellent boost for the rest of the party, even with something as small as a racial slur, since most slurs are minor and useless in battle, despite the fact that you may have the contrary idea after reading this page.

The shortcomings of Kobold 5e

Finally, there is one drawback to the Kobold: it is technically photosensitive. As a result, when exposed to direct sunlight, it suffers a disadvantage on attack rolls and awareness checks, which may be rather harmful if you’re always out in the open.

Due to the fact that the bulk of dungeons in a campaign are located underground or within structures, this is unlikely to be a serious impediment.

I played a Kobold in a campaign set in the desert, which is about as bright as it gets, and we seldom encountered sunlight sensitivity triggers since we were mostly indoors.


Naturally, the Kobold has black vision, which is a desirable attribute for any race. As a result, once inside, you have a clear view of up to 60 feet and it is quite dark.

Wrap Up

That concludes our list of the Top 10 Best DND Characters. Now, as a REMINDER, I created this essay assuming that your DM enables you to choose your origin rule, which is why the mountain dwarf’s +2/2 stats are rather excellent.

However, even if you are unable to apply that rule, all of the other locations are extremely beneficial for the race.

And the final two positions do not require that rule to be as strong as specified. As always, if you have any suggestions for future posts similar to this one, I’d love to hear them in the comments section.

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