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Dungeons & Dragons: 9 Homebrewed Playable Races You Should Try

The world of Dungeons & Dragons is a melting pot boasting diverse styles, beliefs, and chiefly races. Many humanoids coexist in the Material Plane living in relative peace despite their considerable differences. D&D's base books and various expansions provide players a wide selection of races to choose from.

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Although dozens of choices are available to the community, many inventive individuals have expanded this list offering endless possibilities. Everything from homebrewed variants, subraces, and races is available to those seeking to make a distinct character. However, some creations exceed all others for their inventiveness, effectiveness, and roleplaying capabilities.

Abomination

  • Size: Medium, no definite height or build.
  • Alignment: No preference between Lawful and Chaotic, Evil.
  • Ability Score Bonus: Strength +1, Dexterity +1, Intelligence +1.
  • Suitable Classes: Barbarian, Fighter, and Ranger.

Every race bears a weakness or flaw that adds depth to their character, however, Abominations are entirely imperfect. Once a simple humanoid, they are the product of an evil wizard's desire to create the ultimate servant. By infusing a mortal being with desirable features such as that of a dragon, lycanthrope, etc. they can create a harrowing and deadly minion. The horrid experiment that brought an Abomination into being, grants it great power yet much hate.

The components used in its creation grant a variety of powerful abilities and traits. These characteristics, however, make an Abomination's true form a terrifying and irredeemable sight. If players want to become a conflicted or downright malevolent monster, this is race is the best choice.

Aarakocra Penguin Variant

  • Size: Medium, 5 ft tall, between 80-100 lbs.
  • Alignment: No preference between Lawful and Chaotic,Good.
  • Ability Score Bonus: Dexterity +2, Wisdom +1.
  • Suitable Classes: Monk, Ranger, and Rogue.

The Aarakocra are a bird-like race resembling avians like eagles, vultures, and – with this homebrew creation – penguins. Unlike other members of their race, Aarakocra Penguins reside in both frigid tundras and oceans. While many would suffer under these conditions, these Aarakocra not only live comfortably but prosper as well.

Aarakocra Penguins have adapted to their harsh and unforgiving environment granting them unique traits. Although they cannot fly, they are excellent swimmers capable of traveling fifty feet each turn. Additionally, Aarakocra Penguin's time in the tundra has granted them incredible resistance against the cold. Those looking to play a versatile and fun variant of the Aarakocra should take this race.

Animated Armor

  • Size: Medium, its height and weight are dependent on its armor.
  • Alignment: Any.
  • Ability Score Bonus: Constitution +1, Strength +1 (Heavy), Dexterity or Strength +1 (Medium), Dexterity +1 (Light).
  • Suitable Classes: Barbarian, Fighter, and Rogue.

Armor is an invaluable asset to nearly any adventurer, however, some sets can undergo journeys alone. Animated Armors are living individualistic sets of armor given life by magic. Typically, they carry out a specific task given to them, yet they will forgo their duties to carry on pressing matters, such as a world-saving adventure.

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Although Animated Armor possesses significant strengths it has equally as impactful weaknesses. It does not require basic necessities i.e., food or water, and gains traits depending on its armor type. Since Animated Armor relies on magic, however, dispelling its armor will render it useless. Players wanting a roleplaying challenge should try and bring life to this – literally and figuratively – empty being.

Mousefolk

  • Size: Small, 2-2 1/2 ft tall, 25 lbs.
  • Alignment: Neutral, Good.
  • Ability Score Bonus: Dexterity +2, Wisdom +1 (Meadowguard), Intelligence +1 (Softpaw).
  • Suitable Classes: Monk, Ranger, and Rogue.

There are many animalistic humanoids in the Material Plane, however, none are quite like the homebrewed Mousefolk. While they are seemingly unimpressive, the Mousefolk are an immensely proud and virtuous race. Their stalwart moral code and distinct characteristics shape them to become masterful warriors or knowledgeable scholars.

Mousefolk are naturally dextrous and perceptive although their backgrounds dictate their specialty. Meadowguard's are formidable fighters with a deep connection to nature and its creatures. Softpaw's, however, are studious intellectuals with mastery over tools or instruments. Those seeking to be small yet proficient adventurers should become Mousefolk.

Elf-Orc

  • Size: Medium, 6-7 ft tall, 150-250 lbs.
  • Alignment: Chaotic, Good or Evil.
  • Ability Score Bonus: Strength +1, Dexterity +1, Constitution +1.
  • Suitable Classes: Barbarian, Fighter, and Ranger.

Half-breeds are typically the product of a human player and another humanoid, however, combinations like Elf-Orcs are possible. These rare hybrids are the product of a taboo relationship that both races look down upon. This causes a great deal of internal conflict in Elf-Orcs and regardless of their efforts they may never truly find closure.

Elf-Orcs hold the strengths of each race making them an unpredictable and deadly adversary. Their elven blood grants them magical power – depending on the subrace – and dexterous movements. However, their orcish blood makes them durable and aggressive in their assaults. If players want to become an immensely conflicted half-breed, the Elf-Orc is their best choice.

Dryad

  • Size: Medium, 4-6 ft tall, weight unknown.
  • Alignment: Lawful or Chaotic, Neutral.
  • Ability Score Bonus: Wisdom +1, Charisma +2.
  • Suitable Classes: Cleric, Druid, and Warlock.

The fey are among D&D's most mystical creatures and the opportunity to play one is a magical experience. Of the numerous fey races, none spark as much wonder as the homebrewed Dryad. Born from a tree by a powerful fey, Dryads are the guardians of the forest and its inhabitants, yet they may leave their position to carry out a higher purpose.

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Being a fey and woodland protector grants it a unique bond with nature unlike any other. A Dryad's ties allow it to control the environment around it chiefly to defend itself or others. In addition, they may commune with both plants and animals to gather information. Players looking for a deeper and more potent connection to nature should take on the Dryad.

Dhampir

  • Size: Medium, 6-7 ft tall, 150-250 lbs.
  • Alignment: Any, Evil.
  • Ability Score Bonus: Dexterity +2, Charisma +1.
  • Suitable Classes: Bard, Fighter, and Monk.

Vampires occasionally form – genuine or sadistic – bonds with mortals that may lead to the creation of a Dhampir. These are half-breeds far more sinister and unnatural than any other. Dhampir's unique bloodline influences them towards a path of evil and rarely if ever do they overcome their innate desires.

Possessing the undead blood of a vampire, grants this race many strengths and weaknesses. Dhampirs hold the innate power of vampires granting them incredible magic and affinity for the undead. However, they also bear the flaws of undeath such as a weakness to sunlight and radiance. Those seeking to be a vampire without giving in to the path of evil should become a Dhampir.

Demigod

  • Size: Medium, 5-6 ft tall, 150-250 lbs.
  • Alignment: Depends on their divine parent, even so, their human nature draws them towards Lawful Good.
  • Ability Score Bonus: Constitution +1, other bonuses vary depending on their divine parent.
  • Suitable Classes: Any.

Throughout history there are many tales of mortals with divine powers, however, these Demigods do not exist in D&D. They are like any other half-breed, although, they receive more admiration than they do disdain. Demigod's direct connection to divinity garners them fame and recognition, which can be rewarding yet dangerous. Their abilities and traits depend greatly on the concentration of their divine parent.

For instance, being the offspring of the god of war will grant a Demigod incredible fighting prowess. Regardless of their godly parent, they will always possess a fortitude, unlike that of any mere mortal. Players looking for a divine connection closer than any other should become a Demigod.

Succubus

  • Size: Medium, height and weight unknown.
  • Alignment: Lawful or Chaotic, Evil.
  • Ability Score Bonus: Dexterity +1, Charisma +1.
  • Suitable Classes: Bard, Rogue, and Warlock.

Succubi are fiends that reside all throughout the Lower Planes, chiefly the Nine Hells and the Abyss. These infernal beings live only to tempt mortals and lead them towards a path of evil. Although Succubi typically act under higher beings as seducers, they may forgo this role entirely to carry out personal goals or missions.

Their fiendish and lustful nature grants them many powers meant to fulfill their position as tempters. Succubi may shapeshift to conceal their true appearance or become alluring to a particular individual. Moreover, they bear an innate ability to sway others towards acts they would not normally do. Those seeking an infernal background with an interesting twist should try out the Succubus.

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

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