• Lou

The 5 Best Starter Races to Play in D&D 5E


These are based on what they have to offer right out of the gate, and the benefit(s) offered to a new or veteran player. I tried to keep all of these; adventurer’s league legal, the only one that is not is #4 because it is a favorite of many players while still not breaking the game at level 1. No race that offers a fly speed at level 1 was put on the list as they are not adventurers league compliant.


With that said, let’s get started down this list starting at #5, we have the Warforged from Eberron Rising from the last war.


You have the following:

Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.


Size. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.


Languages. You can speak, read, and write Common and one other language of your choice.


The following skills and/or abilities are why I ranked the Warforged at number 5.


Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

You don’t need to eat, drink, or breathe.

You are immune to disease.

You don’t need to sleep, and magic can’t put you to sleep.


Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Think about it, you are the perfect watch as you are aware of your surroundings while resting.


Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:


You gain a +1 bonus to Armor Class.

You can only don armor you are proficient with. To don armor other than a shield, you must incorporate it into your body, keeping in contact with the armor for an hour. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.


While you are alive, the armor incorporated into your body can’t be removed against your will.


#4 The Satyr from Mythic Odysseys of Theros


The following skills and or abilities are why I ranked the Satyr at number 4


Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.


Size. Medium.


Speed. Your base walking speed is 35 feet.


Fey. Your creature type is fey, rather than humanoid.


Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.


Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.


Reveler. You have proficiency in Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.


Languages. You can speak, read, and write Common and Sylvan.


The following is why I ranked the Satyr at number 4:

Magic Resistance. You have advantage on saving throws against spells and other magical effects.


#3 Half-Elf from the Players Handbook


The following skills and or abilities are why I ranked the half-elf at #3

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.


Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Darkvision. Thanks to your elven blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.


Skill Versatility. You gain proficiency in two skills of your choice.

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.


#2 Mountain Dwarf from The Players Handbook


Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.


Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.


Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9, “Combat”).


Dwarven Combat Training. You have proficiency with the battleax, handaxe, light hammer, and Warhammer.


Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.


Stonecunning. 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

Dwarven Armor Training. You have proficiency with light and medium armor.


The following skills and or abilities are why I ranked the Mountain dwarf at #2:


Ability Score Increase. Your Constitution score increases by 2. Your Strength score increases by 2. The mountain Dwarf is the only race to get two ability scores of +2


#1 The Variant Human from the Player’s Handbook

The following skills and or abilities are why I ranked the Variant Human at #1:


Ability Score Increase. Two different ability scores of your choice increase by 1.


Size. Medium.


Skills. You gain proficiency in one skill of your choice.

Speed. Your base walking speed is 30 feet.


Feat. You gain one feat of your choice.


Languages. You can speak, read, and write Common and one extra language of your choice.


Now go play some games! It doesn’t matter what game, who you’re playing with, or how you interpret the rules. What matters is, that you’re having fun.


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