One of the best elements of D&D is playing as a fantasy creature, and over the years wizards of the coast have released a lot of material for the average player or DM to work with. Some of which are fun and have unique mechanics that add to the role-playing experience, while some have a little something that will ultimately complete a min-max build someone's been trying to make.

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These creatures are of particular interest due to elements of their background that will enhance your roleplaying experience, or they have abilities that are incredibly useful. Either way, you should always check with your DM as to the setting you're playing. Even if you've got a great idea for a character, it could be rendered useless or boring by the DM's plans. Also, these are Adventurer League legal monsters, as realistically you can play any monster if the DM allows it.

10 Goblin

They're pretty much everywhere in a fantasy setting and have so many variations that it is unlikely to not fit in a campaign. The traditional goblin is the equivalent of an internet troll, smallish, angry, looking to bully those it can and flee if the confrontation goes badly. They sit on a +2 Dex, +1 Con which is pretty good for a nimble fighter, and the Nimble Escape ability gives you disengage or hide as a free action.

Goblin variants include; aquatic, mountain, forest, deep, and city goblins. These all are types of goblins that have adapted to their environment and thrived in it. Check with your DM if you can insert a little flavor ability for them by replacing an existing ability to better fit the character variant.

9 Arakocra

These are bird creatures, they have wings and can fly. They come from the elemental plane of air and can be found in the Elemental Evil Player Companion. Their flight is the real attraction here. Though their +2 Dex and +1 Wis are good, being able to fly 50ft per turn is better. As long as they're not wearing heavy or medium armor you have a flying sniper, essentially.

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The fact that they alone can fly may cause them to get vetoed by the DM. But if they're allowed at your table, you should consider trying an Arakocra Monk or Ranger.

8 Hobgoblin

The hobgoblin is a fascinating creature and makes for an excellent role-playing experience. If you want a hard-as-nails amoral martial-type character with an honorable streak this is a good choice. Being a medium-sized creature, unlike their stunted goblin brethren, they get a +2 Con and +1 Int. Hobgoblins can also make good battle wizards with their increased intelligence, natural boost to Con for some much-needed survivability, and access to two martial weapons of their choice.

7 Kenku

Another awesome roleplaying option, having lost their ability to fly and speak due to some ancient curse they can only mimic the sounds others make. As a result, the character must communicate either by writing or by saying things it has heard earlier.

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This gets either hilarious or creepy as the Kenku can only replicate sounds or speech it has heard earlier and is forced to imitate them perfectly. It gets wilder as they string different imitations of voices together just to talk, creating a melange of different characters voices to get their point across.

6 Yuan-Ti Pure Blood

The Yuan-Ti get a bad rap, but they should, they're not nice creatures. They worshiped dark gods (bad), they practiced cannibalistic rituals (badder), and essentially engaged in eugenics to create a caste-based society (baddest). They do bring a lot to the table stat-wise though. Their +2 Cha and +1 Int make them great sorcerers or warlocks, they get magic resistance and some innate spells. If you want a snake-themed charisma caster, this is a great option, call them Lord Voldemort and go hog, *cough*, SNAKE, wild.

5 Gith

The Gith come in two flavors, mean (Githyanki) and kinda nice (Githzerai). Both get a +1 to intelligence but the similarities between them end there. Githyanki are planar pirates with +2 Str and psionic abilities (mind magic) which focus on martial prowess. Githzerai are monkish philosophers who get a +2 Wis and psionic abilities who focus the pursuit of wisdom.

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Both groups had a bit of a falling out after they defeated their mind flayer slavers. A small difference of opinion led to a bit of a civil war. One deciding that they should focus on looting and pillaging and the other on sitting and thinking. This difference of opinion ultimately decided what spells they get for free with their psionics, go figure.

4 Tabaxi

These cat people are for those who have been pining for a species that fits their 'furry' sensibilities. They are curious by nature, love to travel, explore, and get a +2 Dex and +1 Cha. However, they benefit from the feline agility trait which can double their speed for one turn. They also get claws, this gives them a climb speed of 20ft and a 1d4+ Str unarmed attack. However, a Tabaxi monk with Boots of Speed and a few other speed buffs can in theory cover anywhere between 320ft per round to 253,440ft per round. Your ability to do this and break the sound barrier in-game entirely depends on how much time and leniency the DM grants you though.

Art by Aleph_Red.

3 Tortle

Living in sewers and eating pizza, no, no, oops, wrong Tortle. These creatures are nomadic in their youth traveling for the sake of adventure. Survivalists by nature they journey to find friends and wonders abroad. With a +2 Str and a +1 Wis, they make for good monks with their 1d4+ Str slashing claws.

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However, it's their shell that makes them amazing, granting them a 17 base AC, and the ability to jump hide in their shell and raise their AC by another +4. The downside is they don't get benefits from normal armor at all, which is fair when your base AC is 17.

2 Tiefling Sub-Species

The Tiefling was at one point in D&D considered a monster, but now they have a variety of playable sub-species that grant unique benefits. They add a lot of flavor for your Tieflings back story and grant some really neat stuff, for example, Abyssal Tieflings can cast a random set of cantrips after each long rest.

Essentially depending on the sub-species chosen the Tiefling will receive some spells and cantrips reflecting its heritage. That and your stat line will change as well, generally keeping the +2 Cha bonus but changing what the +1 bonus will be.

1 Lizardfolk

Lizardfolk are mysterious and inscrutable. They come from what is essentially a stone-age society that is premised around the survival of the fittest, these humble folk would be considered barbaric by any city dweller. With a +2 Con and +1 Wis they also get a 1d6 + Str unarmed bite attack.

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They are fantastic rangers or Barbarians getting a 13 base AC from Natural Armor which can stack with a shield or +2 light armor variations. Along with the ability to manufacture their own weapons from the natural environment around them, they provide an excellent role-playing experience and have some pretty awesome tricks up their sleeve.

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