Aarakocra (MotM)

A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa — mighty beings of air — and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power.

Aasimar (DMG 2014)

Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens.

Aetherborn

Aetherborn come into being spontaneously as part of the aether refinement process. Their bodies and minds are apparently formed out of some interaction between the volatile elements of aether that are removed during refinement and the psychic impressions created by the people involved in the process. But each aetherborn is a unique individual, not a mere copy of some other person’s mind and shape. This race is little understood, and few aetherborn are willing to waste any of their short lives allowing vedalken scholars to study their biological and psychological characteristics.

Alseid (Midgard)

Angel

Angels have free will. They more or less must have it in order to carry out their celestial duties effectively—if a being is to make choices, to act independently, to be a person and not merely a person-shaped automaton, then they must possess a measure of free will. Angelic free will isn’t quite as vibrant as that of mortals (or as violently perverse as that of fiends), but it does exist. It must exist.

Autognome (Spelljammer)

Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own. An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.

Aven

Aven have humanlike bodies, arms, and legs, along with birdlike wings and heads. Two distinct varieties of aven are found in Naktamun. One has the head of a hawk or similar bird of prey, with short wings allowing fast flight. The other variety has the head of an ibis atop a long neck, with wide, angular wings better suited to soaring. All aven have lean bodies with feathers extending from their heads down to their shoulders.

Beastheart

Bridesmaid of Zuggtmoy

Bugbear (MotM)

Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god’s influence.

Catfolk (Heroes)

Catfolk (Southlands PG)

Darakhul (Heroes)

Darakhul (Underworld)

In the lightless depths beneath the ground, an empire of devouring ambition grows and plots and dreams. Its citizens call themselves the People, but the rest of Midgard calls them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. Their cities lie out of sight, their agents infiltrate the underworlds of a score of surface cities, and their goals know no limits. To them, if you are not a member of the People, you are food. They are the darakhul.

Derro (Underworld)

Deep beneath the earth, the derro wait in twisted cities built by their mad architects. These insane humanoids live, work, and somehow thrive in the lightless depths. They understand the truth about the uncaring gods that dwell between the stars, and they abandoned sanity long ago to save themselves. The derro hide within their insanity in the hope that the dark gods they fear will turn that sinister attention to other, saner races first.

Derro (Unlikely)

Dhampir (Unlikely)

Disembodied

Stories surface of strange people being sighted in the region where Ulmyr’s Gate once stood. These people seemed oddly blurred or indistinct, and some reports said they vanished right in front of witnesses’ eyes. Gradually it became clear that these poor souls were the survivors of the Ethereal Rift, now trapped between worlds and trying to retain their tenuous grasp on the Material Plane.

Downcast

With the end of the God-War, the Arch Seraphs of each deity descended upon the world, each taking upon their own shoulders the burden of imposing order on a world cast into disarray. These Arch Seraphs were the most powerful lieutenants among the angelic hosts, strong enough to retain a semblance of their power following the tragedy. The lesser angels were not so lucky. Many found themselves wholly bereft of their powers, cast down to Etharis to live out their now-mortal lives amidst the lesser races. The downcast, as they have come to be called, are far fewer in number than when they first arrived, with a great number of them succumbing to despair and sickness after their fall from grace.

Dragonborn (SRD 5.1)

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Dranei

Thousands of years ago, the titan Sargeras shattered the tranquility of Argus by offering the eredar immeasurable knowledge and power. The eredar were a knowledge-seeking race and accepted his offer. He bathed them in his fel might, turning them into demonic beings of the burning legion called Man’ari. The prophet Velen got a troubling vision of what his race would become, and fled Argus with his followers by the help of the divine Naaru, who renamed them draenei, or “Exiled Ones” in the common tongue.

Dreamer

Where the dwarves of Stehlenwald live today was once the seat of an ancient empire that surpassed any that have come since. The name of this empire has been lost, and only fragmented remains of the oldest stories even hint at the grand heights that race once reached. What can be gleaned from the histories of the elves and dwarves is that at one point a horrible calamity befell the land, wiping clean any trace of this ancient empire. The disaster came suddenly and without warning, and it was believed that nothing survived. Something did.

Dungeon

While most dungeons, no matter how magical, are nothing more than buildings or natural formations, some dungeons are special. Through a set of strange circumstances, sometimes a dungeon awakens to sentience, and then to full sapience, after gaining a life force and soul.

Dust Goblin (Unlikely)

Dwarf (SRD 5.1)

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Elf (SRD 5.1)

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Enkoh

Beneath snow-capped peaks, where white drifts bury the chaos of rocks and streams, the formidable enkoh make cities of ice and snow. Well-adapted to colder climes, these thick-furred simian folk blend an innate skill for survival with a piercing intelligence, making homes in inhospitable environments.

Erina (Margreve)

Evil Eye

Mysterious and individualistic creatures, evil eyes are known for their unusual appearance, their huge eye, strange curses, eye beams, and other powers. Many evil eyes seek their own personal path to understand the world around them, with little regard to the opinions and pressures of their forebears.

Fairy (MotM)

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.

Feathren

Feathren are the representation of something new from something old. A step beyond their ancestral griffon heritage, these bipedal creatures celebrate their individuality amidst the cries and jeers from common folk. Originally born from the Astral Plane, where all things can be lost, found, and remade, feathren now walk the Material Plane in search of new ideas, materials, and direction. Filled with endless curiosity, many make their way through the world as adventurers and artisans, taking care to learn what they can from their experiences before moving on to the next one.

Firbolg (MotM)

Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughs of a great forest.

Forsaken

Undead humans and elves freed from the Lich King’s control, the Forsaken are a strange and dark force. Hailing from the twisted, skittering darkness of Undercity, the Forsaken are nominally allied with the Horde but serve only themselves.

Fuyōren

Born and nurtured on gentle flowing rivers and tranquil ponds, the fuyōren are sentient, mobile plants innately harmonious with the natural world. Fuyōren societies nestle within ecosystems effortlessly, acting in synchronicity with the ebb and flow of the world around them. A society might exist on the same plot of land for millenia, yet remain undetectable to outsiders who pass through, with nary a tree uprooted or stone upturned to indicate the fuyōren’s presence.

Gearforged (Heroes)

Ghoul

Unlike the more well-known grave-gorging undead that share the same name, these ghouls are living creatures. While their demeanor and nature would seem to make them natural allies to their monstrous brethren, competition for food and the mundane ghoul’s hatred of the living makes living ghouls and their undead counterparts bitter enemies.

Giff (Spelljammer)

Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and unforgettable appearance, giff are noticed wherever they go.

Gnoll (Southlands PG)

Gnoll (Southlands)

Gnome (SRD 5.1)

Your gnome character has certain characteristics in common with all other gnomes.

Gnorri

As in the waking world, the oceans of the Dreamlands are places of beauty and mystery to those who dwell upon their shores or ply their waves. Also as in the waking world, the oceans can be as perilous as they are breathtaking. Terrific storms, churning vortices, crushing pressures, dangerous animals, and the threat of horrific sea monsters populate frightful tales told of the sea. These last, perhaps above all else, inspire endless terror in the imagination of many, and the gnorri fulfill their dread promise.

Goblin (MotM)

A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.

Grung

Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.

Hadozee (Spelljammer)

Hadozees’ progenitors were mammals no bigger than housecats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to branch. Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their homeworld and explore other worlds.

Half-Elf (SRD 5.1)

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

Half-Orc (SRD 5.1)

Your half-orc character has certain traits deriving from your orc ancestry.

Halfling (A5E)

Halfling (SRD 5.1)

Your halfling character has a number of traits in common with all other halflings.

Hanamori

With gaunt faces, charcoal skin, and coarse crimson petals, hanamori are a race of sentient plants believed by many to be harbingers of death. This reputation is not wholly unfounded, for hanamori are physiologically sympathetic; their bodies reverberate in harmony with the fleeting spirit of creatures that die in their presence, taking on traits of the deceased for a short time. The slaughter of a mighty beast is felt by its hunters as a surge of physical strength, and the passing of a sage as a transcendent moment of heightened wisdom. As a result, hanamori have a complex relationship with death; to die in their presence is to pass a glimpse of oneself to another, for a short time.

Haniwa

Hewn from clay as sentient guardians for the tombs of ancient rulers, haniwa were vessels created to bear the souls of loyal warriors, their spirits housed within undying clay bodies to act as vigilant sentries to hallowed ground. As the centuries waned, the haniwa spirits were thought to have passed from the world, leaving their clay shells behind, empty vessels standing in the cool darkness of forgotten tombs. However, the magic of the haniwa endured. Long dormant, the haniwa began to reawaken over the last century, emerging into a new world after being displaced by millennia from their origin.

Harengon (MotM)

Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s exuberance with them and learning new languages as they went. Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.

Hobgoblin (MotM)

Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which creates a mystical bond between the giver and the receiver of a gift.

Human (2024)

Human (SRD 5.1)

It’s hard to make generalizations about humans, but your human character has these traits.

Isetsu

Along stoney, shattered cliffs, blasted by howling wind and icy rain, the isetsu stand guard. A race of large, crustacean-like Humanoids, isetsu have made a home facing the ocean for millennia, thriving and hunting beneath the open waves, and resting on the shore. Although they do not swim as nimbly as nishikin or ryūjin, the isetsu’s superior eyesight, towering bodies, and resolute carapaces serve them well in the deep; they are the undisputed rulers of the cliffs and seabeds.

Jinnborn (Unlikely)

Kalashtar (Eberron)

The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams – spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly spirits.

Kender

During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.

Kenku (MotM)

Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations.

Khenra

The khenra of Amonkhet are tall and lean, with graceful bodies and heads that strongly resemble jackals. Their snouts are long and sharp, and their angular ears rise straight above their heads. Their bodies are covered in dark, sleek hair that ranges from the brown of the desert sands to ebony black. Despite their sharp teeth, they consider biting to be an uncouth and unworthy combat tactic.

Kijani (Unlikely)

Kitsune

The kitsune’s powers of transformation are legendary, being able to assume a fox’s form in a fashion similar to a druid’s mastery of wild shape. Even in their humanoid body, kitsune retain the tail, ears, and clawed feet of their canine cousins, along with a fox’s nimble gait and inquisitive mind. As comfortable in humanoid form as they are as a fox, it is only for the love of interacting with other folk that so many kitsune live their lives almost entirely in their true, bipedal shape, finding it easier to integrate into communities and explore the world in this way.

Kobold (MotM)

Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons — even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction.

Kor

Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.

Lamia (Unlikely)

Laneshi

An ancient race, the laneshi straddle the line between life and death, communing with spirits for guidance and unafraid to meet death on the battlefield. Pale humanoids with manes of kelp-like hair, they seek the underlying duality of everything they encounter. A laneshi is more likely than not to view matters in absolutes and react accordingly.

Leonin

The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world.

Lizardfolk (MotM)

The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk.

Lizardfolk (Southlands PG)

Lizardfolk (Southlands)

Locathah

These resilient and proud fish-folk have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water.

Loxodon (Ravnica)

Loxodons are often oasis of calm in Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. As they say, “There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man.”

Malebranche (Brancalonia)

Marionette (Brancalonia)

Merfolk (Zendikar)

Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.

Minotaur (Southlands PG)

Morgant (Brancalonia)

Murkscale (Lizardfolk)

Mushroomfolk (Heroes)

Mushroomfolk (Underworld)

Naga

Naga resemble enormous snakes with shoulders, arms, and a torso that resembles a humanoid form. They typically hold their heads and torsos off the ground while moving, but they can increase their speed by lowering their bodies and using their hands for extra propulsion. They adorn their torsos with armor, jewelry, and a vague nod toward the clothing worn by other races. Male naga have broad hoods, wider than their shoulders, while females have narrower hoods and longer faces.

Ogresh

The populous races of Etharis all have stories about the ogresh, although few have seen them in person. Stories describe them as solitary wise men and women who serve as founts of information and advice for the nearby communities. Adventure tales abound where the protagonist receives counsel from an ogresh before setting off on their quest, and yet others describe royal advisors with a distinctive set of wide features. Regardless of the veracity of such tales, the ogresh still exist across the continent, viewed as something of an exotic oddity.

Oniborne

Oniborne are descendants of yokai, vessels of impetuous, simmering power that manifests across generations. Saturated in magic, oniborne innately command primal, supernatural forces. In moments of high emotion, instinctive spellcasting is common. An oniborne’s retort may physically scold the body of a foe, flesh might reknit under their palms in moments of compassion, or they may physically shrink when gripped with terror.

Orc (2024)

Orc (A5E)

Pandaren

The pandaren have long been a mystery to other races of Azeroth, their history stretching back thousands of years, to before the raise of the kaldorei. Denizens of a wondrous and fertile land, the pandaren were slaves to the ancient titan-forged mogu. Through tenacity, diplomacy, and a unique form of unarmed combat, they staged a successful revolution that deposed the mogu, and established the foundation of the pandaren empire that would prosper for thousands of years.

Paper Whirlwind

Planetouched (A5E)

Plasmoid (Spelljammer)

Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.

Ramag (Unlikely)

Ratatosk

Ratatosk are insatiable tricksters. Sharing gossip from across the planes, they delight in learning secrets and spreading those tidbits of information in mischievous ways. Resembling squirrels with sleek fur and small tusks, they form close matriarchal familial units called drays within larger communities called scurries. More adventurous ratatosk often act as planar guides and guardians, though it is not uncommon to find squirrel-folk offering their services as couriers, thieves, or even spies.

Ryokido

Nestled deep within wizened, dry thorn forests, the most ancient settlements in the realm persist, unbroken by scouring winds, blistering sun, or the relentless march of time. Here live the ryokido, colloquially known as “lion turtles”, a race of telepathic beings that call this inhospitable expanse home. All ryokido share fierce claws and squat, feline faces, but every ryokido shell is unique, as distinctive as a fingerprint. Each heavy carapace bears an identifying arrangement of colorful, textured patterns, with some hereditary markings idiosyncratic to one’s village and clan.

Sahuagin (Unlikely)

Satarre (Heroes)

Satyr (MotM)

Originating in the Feywild — a realm of pure emotion-satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.

Simic Hybrid (Ravnica)

The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians.

Siren

Sirens are at home along the waters of the Stormwreck Sea. They settle on rocky coasts and remote islands, and even on floating piles of kelp. Sirens are mercurial creatures who can turn in an instant from lonely to repulsed, from desirous to hateful, from welcoming to irritated, from loving to murderous—and then back again. They are fascinated with ships, and enjoy toying with them. One siren might call out to a passing crew for company, only to capriciously draw the ship into an entangling mass of kelp. Another might lure a vessel onto jagged rocks so as to study the wreckage and learn more about the strange contraption. But as the number of Brazen Coalition ships passing through siren-controlled waters has increased over the years, a growing number of sirens have decided to satisfy their curiosity by taking positions on ship crews—including, in at least one case, the position of captain.

Sprig Gnome (Warlock 4)

Subek (Southlands PG)

Tabaxi (MotM)

Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended.

Tatsumi

Along the lowland, nutrient-rich lakes and bubbling freshwater streams that branch throughout the Yokai Realms, the twin peoples of the tatsumi make home. With a meticulously charted history that stretches across aeons, the tatsumi’s ancestors are said to be the seed from which all dragons and dragon-folk sprung forth into the world. A hardy, bipedal, industrious folk, they are renowned for their colorful, moon-blessed scales and powerful builds.

Tengu

Mischievous, prideful, and territorial, tengu are a race of long-lived yokai. They make their home in the treetops, nimbly navigating precarious pathways as noiselessly as a shadow passes along the forest floor. Although typically reclusive, younger tengu have a sparkling curiosity toward the outside world, taking earnest interest in those who visit their domain. To all who trespass, however, a subtle threat is ever present. Harm not the forest, lest the wrath of the tengu fall like a crushing oak.

Thri-Kreen (Spelljammer)

Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings. Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them.

Tiefling (SRD 5.1)

Tieflings share certain racial traits as a result of their infernal descent.

Tortle (MotM)

Tortles have a saying: “We wear our homes on our backs.” These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.

Tosculi (Southlands PG)

Tosculi (Southlands)

Troll (WarCraft)

The jungle trolls are sometimes referred to as Gurubashi trolls, after the ancient empire of the same name. Their capital, Zul’Gurub, is located in Stranglethorn Vale, along with many smaller towns, cities, and villages, many of which are in a state of ruin or disrepair. The largest jungle troll settlement outside Stranglethorn is Sen’jin Village founded by the Darkspear tribe, who had been displaced from their exile on the Broken Isles and Echo Isles.

Trollkin (Southlands PG)

Vampire (Ixalan)

Vampires are associated with necromancy. Their existence is predicated on draining the life from others to fuel their own existence, and on putting their own lives ahead of all other concerns. Philosophically, they do not constrain themselves with artificial rules of morality, but believe that the strong can and should take what they need from the weak.

Vedalken (Kaladesh)

Vedalken are tall and slender, standing almost a head taller than humans but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious.

Velesborn (Lizardfolk)

Verdan

Verdan owe their existence to chaos. Descendants of goblins and hobgoblins, transformed by the shadow of That-Which-Endures. They are THE newest race of Faerûn.

Vulpera

The vulpera are a keen and intelligent race of nomadic scavengers. They are capable of turning what they find into opportunities to thrive and are skilled at solving problems, no matter their size. Despite their small stature, vulpera are fierce and cunning in battle, bringing down any enemy foolish enough to underestimate them.

Warforged (Eberron)

The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond the war. A warforged can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.

Wechselkind

A wechselkind is a construct crafted of wood, clay, and ceramic in the form of a small child, animated by faerie magic and concealed in a glamour that makes them appear identical to a stolen mortal babe. Once the glamour fades and the lie is revealed, the wechselkind is often cast out by its foster family, if not destroyed.

Werelion (Southlands)

Witch (Hexbound)

Worgen

Worgens are vicious humanoid wolves, a curse thrown upon them by careless druids mingling in powers that were beyond them. The druids turned into the first worgen, feral and uncontrollable, they were sealed away for countless years when night elves realized that their bite was able to transfer the curse to others.

Yuan-Ti (MotM)

Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes.