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Six new D&D character races

Updated: Jun 18, 2023

Introduction: Six new D&D character races

There is something magical about creating a new player race (or origin, the word we prefer to use) in D&D. In any role play game system the origins that make up a party give life, diversity, energy, drama and fun to the player experience. In this article we've created six original origins that deviate as far as possible from standard fantasy tropes (without being weird for weird's sake).

These Six new D&D character races will add a unique twist to your character creation process and help you stand out in your next D&D campaign.

While they will never see the inside of a Wizards of the Coast brainstorming session and are a world away from High Elves Dwarves or Halflings, they have been play-tested and refined by the Arclands D&D community, ensuring that they are balanced and fit seamlessly into the fifth edition game mechanics.

You can check out the stats and images of each origin below.

First up are the Luminarians. They are celestial beings that hail from the beyond the Astral Sea, where they once were nurtured by the radiant energy of the cosmos.

Refugees from a terrible war of destruction, they have now escaped to the mortal world and wander amongst humanity.

These radiant beings are made of pure light and transformed into flesh when they enter the mortal world and some are known to possess powerful spellcasting abilities.

Luminarians have a natural proficiency in magic and can manipulate light and energy.

They are highly intelligent, with a bonus to their Intelligence score, and have a good choice of classes that can utilize their spellcasting abilities, making them an excellent choice for players who want to play a magic-heavy character.

Being mortal causes them several drawbacks, including weaknesses around water.

Next are the Ophidians, an origin of humanoid snakes, the offspring of djinn. These creatures have a powerful build, which makes them excellent damage dealers, and their iron skin gives them resistance to poison damage.

They have a special feature called Flexible Body, which allows them to transform into ooze and pass through small gaps and crevices. This is an exciting choice for players who want to take a different approach to the game, as these are creatures that might normally be played as monsters or adversaries.

Terramorphs are ancient creatures who have spent their entire lives attuned to the earth and its natural energies. They are known for their strong connection to nature and their ability to shape it to their will.

Terramorphs also have a special feature called Earthen Form, which allows them to temporarily alter their body to better suit the situation at hand. This unique ability can be used in a variety of different ways, making Terramorphs a versatile and powerful addition to any party.

The Chronomancer is a new origin that can manipulate time itself. These beings are from a different world, where time flows differently, and they can harness its power to great effect whilst in the mortal world.

They lack the ability in this world to control time to anywhere near the level that they would have been able to in their own reality, but they can subtly bend it to their advantage.

This enables them to move more quickly and to anticipate events, having already moved moments ahead in time to see what possibilities might occur. Chronomancers often come to the mortal world to find where the flow of their own time have bled into mortal reality.

The Arcanites are an origin of magic sentient crystals. They have a high Dexterity modifier, which makes them excellent at ranged attacks and spellcasting.

They have a special feature called the item affinity, which allows them to make an additional attack roll when attacking with a magic item.

The Arcanites have existed in their Underdark realms for eons, the crystals that gave them life having grown to vast proportions.

The Arcanites are able to pass as human, creating the illusion of silvery grey human skin and white hair.

Last but not least are the Oakhearts. They are an origin of humanoids grown from living wood. They are stout and noble warriors, with a deep connection to nature and the forests they call home.

They have a high Constitution modifier, making them tough and resilient in battle.

Their Ironbark Skin gives them a natural armor class, and their Tree Stride ability allows them to move between trees. If you want to play a character who is deeply connected to nature, this is an excellent choice.


Six Character Origins


Luminarans are made entirely of radiant energy. They are ethereal in nature and have a natural affinity for light and radiance, taking flesh form in the Mortal Realm. Luminarans are often seen as beings of pure goodness and are drawn to fighting against darkness and evil. Millennia ago their reality, which exists beyond the Astral Sea was shattered by the arrival of a great monolith of darkness called the Anuak. Some of the Luminarians were ensnared by this great force of evil and became the Luminarians dark nemesis the Nightborn. Luminarians who have crossed the Astral Sea to the Mortal Realm now wander and adventure, their powers in this reality considerably lessened. They are little known about or understood, but some scholars have enough knowledge of the Luminarans to recognised their distinctive flicker of golden energy.

Ability Score Increase: +2 Charisma, +1 Wisdom

Size: Medium

Speed: 30 feet

Radiant Form: Luminarans are immune to necrotic damage and the frightened condition. They lose these natural immunities if they are immersed in water.

Radiant Energy: Luminarans can cast the light cantrip at will.

At 3rd level, they can cast the guiding bolt spell once per long rest.

At 5th level, they can cast the daylight spell once per long rest. Charisma is their spellcasting ability for these spells.

Radiant Presence: Luminarans have advantage on Persuasion checks when attempting to influence creatures that are good or neutral-aligned.

Ethereal Nature: Luminarans have resistance to radiant damage and can move through solid objects as if they were difficult terrain once per long rest. However, they cannot end their turn inside an object.


Ophidians are humanoid beings with snake-like features. They have long, flexible bodies and are able to move with incredible speed and agility. Ophidians possess venomous fangs and are able to manipulate their own bodies to become camouflaged and blend into their surroundings. They also have a natural resistance to poisons and other toxins. They were originally the creation of the Djinn and were born to serve their masters, but the Ophidians were gifted with immense will and determination by Enucah, the deceiver Djinn god, who believed the Djinn had strayed from their purpose by creating the Ophidians and thought that by freeing them from their masters, the Djinn would be taught a lesson. The Ophidians escaped from the Djinn and are constantly on the look out for their old masters, fearful that they will be enslaved once more or even annihilated. Some of the more cunning Ophidians realise that only through defeating the Djinn once and for all (or perhaps even enslaving them) with the Ophidians be safe.

Ability Score Increase: +2 Dexterity, +1 Wisdom

Size: Medium

Speed: 30 feet

Flexible Body: Ophidians can squeeze through spaces as narrow as 1 inch wide without squeezing.

Venomous Bite: Ophidians can use their action to make a melee attack with their fangs. On a hit, the target takes piercing damage and must make a Constitution saving throw (DC 8 + the Ophidian's Constitution modifier + their proficiency bonus). On a failed save, the target takes poison damage and is poisoned for 1 minute. The poison damage increases as the Ophidian levels up.

Camouflage: Ophidians can use their action to blend in with their surroundings, gaining advantage on Dexterity (Stealth) checks to hide. This ability can be used once per short rest.


Terramorphs are an origin of humanoid beings made entirely of living rock and earth. They have immense strength and durability, and are able to reshape their bodies at will. Terramorphs have an innate connection to the earth and can sense vibrations and movements in the ground. Nobody fully knows where the Terramorphs come from and those that appear above ground are not only sworn to secrecy, but the memories they have of their people and their home is magically erased, only to return when the Terramorphs return to the depths of the Underdark. Terramorphs (which refer to themselves as Unukah, meaning 'stone people') are natural loners, they have little to offer fellow adventurers in terms of sparkling banter, but they are also resolute warriors and deadly with an axe or a maul.

Ability Score Increase: +2 Strength, +1 Constitution

Size: Medium

Speed: 25 feet

Living Rock: Terramorphs are immune to poison damage and the poisoned condition.

Earthbound: Terramorphs have advantage on saving throws against being knocked prone and difficult terrain.

Earthen Form: As a bonus action, Terramorphs can take on a different shape or form, such as elongating their arms, growing spikes on their back, or thickening their skin.

They gain a +1 bonus to either Strength, Constitution, or AC while in this form, but they cannot use the same form twice in a row. This ability can be used once per short rest.


Time is an illusion, and Chronomancers exist outside of the time that controls the rest of us. They come from a reality far from our own where time works in different ways to how we think of it. A Chronomancer shouldn't be thought of as a casting class, they are a people in their own right and are able to use time in the Mortal Realm to their advantage. They are able to speed up or slow down time around them, or even freeze it altogether. Chronomancers are also able to teleport short distances, and they have a natural resistance to time-based magic.

Ability Score Increase: +2 Intelligence, +1 Dexterity

Size: Medium

Speed: 30 feet

Temporal Shift: Chronomancers can cast the haste spell on themselves once per long rest. At 5th level, they can cast the slow spell once per long rest. Intelligence is their spellcasting ability for these spells.

Temporal Awareness: Chronomancers have advantage on initiative rolls and can't be surprised.

Timeless Body: Chronomancers do not age and are immune to age-based effects.


These beings are humanoid in shape, but their bodies are made entirely of magical crystal. They are more vulnerable to bludgeoning attacks, but have natural immunities against slashing and piercing attacks. Arcanites are highly attuned to magic and possess innate spellcasting abilities. They also have a natural resistance to magical attacks. Arcanites, like Terramorphs, exist in the Underdark and have created vast civilisations of crystal in the depths of underground caverns. They are able to disguise themselves and pass for human, though some of them come to the surface world using their crystalline form

Ability Score Increase: +2 Intelligence, +1 Charisma

Size: Medium

Speed: 30 feet

Crystal Form: When Arcanites return to their crystalline form, they gain a +2 AC for 1d4+1 per level rounds (once per long rest) against slashing and piercing attacks. They get -1 AC during the same period against bludgeoning attacks.

Arcane Energy: Arcanites can cast the mage hand cantrip at will. At 3rd level, they can cast the shield spell once per long rest. At 5th level, they can cast the misty step spell once per long rest. Intelligence is their spellcasting ability for these spells.

Magical Resistance: Arcanites have resistance to force damage.

Oakhearts: Oakhearts are a race of humanoid beings grown from living, growing wood. They are stout and noble warriors, with a deep connection to nature and the forests they call home.

Oakhearts are patient and slow to anger, but fierce and unyielding in battle. Oakhearts make for great travelling companions as long as the PCs make their camp fires out of dead wood and not branches from living trees. Oakhearts come from the great enchanted forests of the north and have come south, one by one to communicate the dire threats facing their people to mankind.

Ability Score Increase: +2 Constitution, +1 Strength

Size: Medium

Speed: 30 feet

Living Wood: Oakhearts have resistance to poison damage and the poisoned condition.

Photosynthesis: Oakhearts do not need to eat or drink and can instead gain sustenance from sunlight. However, they must spend at least 4 hours each day in direct sunlight or suffer one level of exhaustion.

Nature's Fury: Oakhearts have advantage on saving throws against spells and effects that would cause them to become frightened or charmed.

Ironbark Skin: Oakhearts have a natural armor of 13 + their Constitution modifier. They are also immune to the effects of the entangle spell.

Tree Stride: Oakhearts can cast the tree stride spell once per long rest, using Constitution as their spellcasting ability. This spell allows them to step from one tree to another within range as if stepping between solid ground. They can use this ability a number of times equal to their Constitution modifier (minimum of 1) before needing to complete a long rest


Why create new character origins? Why go to the time and effort? The answer is partly in our insatiable desire for creativity and also because we seek to build new things (worlds, stories, people) and adventure in new ways.

The addition of new playable races is a fantastic way to expand the world of Dungeons & Dragons and provide players with even more opportunities for creative character creation. Whether you're a seasoned veteran or a new player, exploring new character races can be a thrilling and rewarding experience.

As we've seen, the six new races we've introduced each bring something unique to the table, from the stealthy and adaptable Ophidians to the noble and powerful Oakhearts. Whether you're looking for a new challenge, a different playstyle, or just a fresh take on the classic D&D experience, these new races offer something for everyone.

So go forth, adventurers, and experiment with these new races - who knows, you may just find your new favourite character. And remember, the most important decision you'll make in character creation is not what race you choose, but how you play your character and the choices you make along the way. Happy gaming!

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