In Dungeons and Dragons, you can play with any number of creatures, but many players stop at humans, elves, and half-elves. While many players see the main races and stop there, moving towards more humans than not, there are a plethora of monster races left to enjoy and play with. However, many of these remain unexplored. Even among monster races, there are some races that players use less often.

These races have a lot of potential for character creation. For the sake of specificity, these are races that you can play in 5e through official material and are not on homebrews or older content. However, they all have two things in common: people tend not to play them and there is a great deal of potential within them.

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The Minotaur might be one of the most iconic monsters in the world of fantasy and mythology, but few players risk playing such a powerful beast. Minotaurs are broad, imposing creatures with incredible strength. When you play a Minotaur, you get +2 to Strength and +1 to Constitution. You also gain proficiency in intimidation or persuasion, being a pretty scary creature. One of the best features is your horns, which function as natural weapons. With the Goring Rush ability, you can charge directly into the fray and impale a target on your horns. Also, when attacking, you can use your hammering horns to perform an additional attack, knocking down targets by hitting them with your horns.

Minotaurs, however, are far from being mere brutal monsters. Many are legal by nature, which means that Minotaurs are surprisingly good Paladins. Also, obviously, they are good barbarians, monks, and fighters. There is a lot of potential with minotaurs. People hate and fear them, but you may be able to play that to your advantage … or fight stereotypes.

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Birds are often associated with fantasy, but few people have portrayed these bird people who, countless years before, lost their wings and stayed on land. Playing a Kenku gives you +2 Dexterity and +1 Wisdom. You gain proficiency in Acrobatics, Deception, Stealth, or Sleight of Hand. You are an expert in mimicry and forgery – skills your race has honed while living on the outskirts of society.

Kenku lives as rogues on the fringes of society, making them ideal for the rogue and ranger classes from a role-playing standard. However, you may be playing a redemptive Kenku, trying to overcome the legacy of your ancestors. Perhaps you can use your mimicry skills as a bard, although a skilled fighter wielding a rapier might be a good fit for you too.

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The loxodon are people of elephants, they live half a millennium and consider themselves young until they are 60 years old. From their stats, they get +2 Constitution and +1 Wisdom. Loxodons are imposing creatures, counting as a class size larger than Mediu. They can use their trunks to lift things five feet away or get a head start on perception controls focused on smell. Their serenity gives them an advantage over the haunted or scared. Their naturally thick skin grants them a natural armor of 12 + their Constitution modifier.

Loxodon are wise and ancient creatures, and their incredible strength and skin make them hard to beat. They tend to be calm and meditative creatures, but they are one of the most dangerous classes in the game when they get angry. Loxodon seem perfectly suited to the Cleric or Druid class, but a Loxodon Barbarian or Paladin can be an intense combination.

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What happens when you cross fairies with half-giants? You have firbolgs, nature-oriented vagabonds who seem perpetually ignored by Dungeons and Dragons players. Firbolg gains +2 Wisdom and +1 Strength. They can live up to half a millennium. They are almost exclusively neutral good wanderers who live in harmony with nature. You get limited strength and magic power. He can rise above his size class, cast Disguise Himself or Detect Magic with Firbolg Magic, and become invisible as a bonus action. You can also communicate with the animals around you.

Firbolgs are a mix of strength and magic, making them useful for classes that combine the two. Firbolgs work well as clerics and druids, but they can also be good rangers. Its harmony with nature will definitely leave you wanting to have a focus on nature, but it will also stand out from the crowd. As a naturally shy breed, be sure to keep this in mind when playing your character. Firbolgs are not normally aggressive.


Turtles, as their name implies, are bipedal tortoises that roam like nomads on the land, survivors in front of all the elements. As an inverse to Firbolgs, Tortles gain +2 to Strength and +1 to Wisdom. They live an average of 50 years. You have claws as a natural weapon and can hold your breath for an unusually long period of time. However, the key element of each Tortle is its shell. They gain a natural AC of 17, with no modifier, but cannot wear armor on it. As an action, you can retreat to your shell, gaining 4 AC points and advantage on Strength and Con checks, albeit at the cost of being prone.

Tortles are designed for defense, although their unusual skill set makes them difficult for some players to use. Tortles may be good fighters or barbarians, but they are solid clerics. Regardless, you’ll have to consider how to incorporate defensive play into your fighting style, which could make Tortles a solid choice for a support healer who can enter the battle without fear of death.


The Gith are tall, thin creatures that were once enslaved by a common master. However, two variants of Gith, the warrior Githyanki and the sage Githzerai, emerged from slavery to rise through their own ranks. Githyanki gains +2 to Strength, while Githzerai gains +2 to Wisdom. All Gith get +1 Intelligence. They both gain Psionic Spells, with Gityanki gaining access to Mage Hand, Jump at third level, and Misty Step at fifth, while Githzerai gains Mage Hand, Shield at third level, and Detect Thoughts at fifth.

Both races are in complete disagreement with each other, being former slaves rising up towards liberation. The githyanki are inherently evil creatures who want to dominate everything they encounter, but again, wouldn’t you if you lived in a world that hates and feared you? The Githzerai are wiser and more calculated, trying to bring order to a world without order. Depending on which one you choose, you could end up being a Violet Warlock or a Wise Wizard.

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D&D Leonin

Leonin are proud warriors of the lion people. They possess incredible power within their bodies. As Leonin, you gain +2 to Constitution and +1 to Strength. His base speed is an increase of 35 feet per turn. You can use your claws as a natural weapon and win proficiency in Athletics, Intimidation, Perception, or Survival. You also gain the Daunting Roar ability, which allows you to scare creatures that fail on a saving throw ten feet around you.

Leonin are powerful animals with a lot of pride behind them. Like walking muscle lions, they make fantastic barbarians, fighters, and paladins. However, the whole world is open for Leonin. Leonin are usually quite proud of being Leonin, with little interest in people who are not hairy. If you are willing to play a wild and proud warrior race, why not give this creature a try?

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