In The question of Race, or nature versus nurture I looked at races in Dungeons and Dragons, starting with BECMI and AD&D, and then moving onto 5e. With the sensibility around racial predeterminism, Wizards brought out Tasha’s Cauldron of Everything and included a section on varying the underlying cultural racial attributes of a character.

In The Question of Race part 2 – comparisons I looked at the standard races from the Players Handbook to try to compare them. The question of race part 3 – Volo’s Guide to Monsters, as the title suggests, compares the playable races from Volo’s Guide to Monsters and The question of race part 4 – Ravnica, Theros and Ravenloft compares the playable races from Guildmaster’s Guide to Ravnica, Mythic Odysseys of Theros and Van Richten’s Guide to Ravenloft.
This post looks at the races from Eberron: Rising from the Last War/Wayfinder’s Guide to Eberron. I’m not quite sure what the relationship between these is. Both appear on D&D Beyond, though only the first appears on Amazon, and there seems to be a large amount of overlap between the two, just organised differently.
As a reminder, my ratings split racial attributes between genetic and cultural depending on whether Tasha’s Guide allows them to be swapped about, and scores the different attributes as follows:
- Ability score increase: +1 point per increase
- Proficiency: +2 points for skill, +1 points for double proficiency specific cases, +1 if light weapon, light armour or tool, +2 if martial weapons, medium or heavy armour
- Language: +2 points per language
- Speed: +1 per 5′ over 30’/-1 per 5′ under 30′
- Spellcasting: +1 for cantrip only, +2 if additional at #3 & #5
- Darkvision: +2 for 60′, +4 for 120′
- Resistance: +2 per attribute
- Disadvantage: -2
- Other special attributes to be scored similarly
Eberron: Rising from the Last War
Eberron: Rising from the Last War is a bit unusual, because it’s a guidebook to a setting rather than a sourcebook of new material. As such it lists all the races in the world, which means there’s quite a lot of overlap and repetition of previous sources.
Since this is supposed to be the exhaustive set of playable races in the world of Eberron, I will repeat all the races to help you compare and contrast if you’re playing in a campaign set there.

Changeling
Changelings are shapeshifters who can disguise themselves as other people.
- Genetic: medium size, age teens-100, speed 30′, shapechanger (+2) – total +2
- Cultural: Charisma +2 (+2), additional ability +1 (+1), proficiency with two of Deception, Insight, Intimidation and Persuasion (+4), two additional languages (+2) – total +9
Potential: genetic +2, cultural +9 = +11 total
Dragonborn
- Genetic: medium size, age 15-80, speed 30′, breath weapon (1/short or long rest) (+2) + corresponding damage resistance (+2) – total +4
- Cultural: Strength +2 (+2), Charisma +1 (+1), additional language Draconic (+1) – total +4
Potential: genetic +4, cultural +4 = +8 total
Dwarf
- Genetic: medium size, age 50-350, decreased speed (25′) (-1) but not slowed by heavy armour (+1), advantage on saving throws against poison, resistance against poison (+2), darkvision (+2) – total +5-1 – total +4
- Cultural: Constitution +2 (+2), proficiency with battleaxe, hand axe, light hammer, warhammer (+2) and smith’s tools, brewer’s supplies or mason’s tools (+1), double proficiency in History relating to stonework (+2), additional language dwarvish (+1) – total +8
- Hill dwarves: Wisdom+1 (+1), +1hp/level (+2) – total +3
- Mountain dwarves: Strength +2 (+2), proficiency with light and medium armour (+1) – total +3
Potential: genetic +5-1, cultural +8, +3 subrace = +15 total
Elf
- Genetic: medium size, age 100-750, speed 30′, darkvision (+2), advantage on saving throws against charm (+1), can’t be put to sleep (+2), only need 4 hours “trance” instead of 8 hours sleep per night (+1) – total +6
- Drow: 120′ darkvision (+2 additional), disadvantage on attack rolls and Perception in sunlight (-2) – total +0
- Cultural: Dexterity +2 (+2), additional language elvish (+1), proficiency in Perception (+2) – total +5
- High elf: Intelligence +1 (+1), proficiency with longsword, shortsword, longbow, shortbow (+2), know a cantrip (+1), additional language of choice (+1) – total +5
- Wood elf: Wisdom+1 (+1), increased speed (35′) (+1), proficiency with longsword, shortsword, longbow, shortbow (+2), can hide when only lightly obscured by natural phenomena (+1) – total +5
- Drow: Charisma +1 (+1), proficiency with rapiers, shortswords, hand crossbows (+1), dancing lights cantrip, faerie fire at level 3, darkness at level 5 (+2) – total +5
Potential: genetic+6, cultural +5, subrace +5 = +16 total
Gnome
- Genetic: small size, age 40-350, reduced speed (25′) (-1), darkvision (+2), advantage on Intelligence, Wisdom and Charisma saving throws against magic (+2) – total +4-1
- Cultural: additional language Gnomish (+1) – total +1
- Forest gnome: Dexterity+1 (+1), minor illusion cantrip (+1), speak with small beasts (+1) – total +3
- Rock gnome: Constitution +1 (+1), double proficiency on History checks related to magic items, alchemical objects or technological devices (+2), proficiency with tinker’s tools (+1), and can construct a tiny clockwork device (+1) – total +5
Potential: genetic +4-1, cultural +1, subrace +3–5 = +6–8 total
Goblinoid – Bugbear
- Genetic: medium size, age 16-80, speed 30′, darkvision (+2), reach 10′ (+1), powerful carrying (+1) – total +4
- Cultural: Strength +2 (+2), Dexterity +1 (+1), proficient in Stealth (+2), extra damage on surprise attack (+2), additional language Goblin (+1) – total +8
Potential: genetic +4, cultural +8 = total +12
Goblinoid – Goblin
- Genetic: small size, age 8-60, speed 30′, darkvision (+2) – total +2
- Cultural: Dexterity +2 (+2), Constitution +1 (+1), extra damage to larger (+1), Disengage or Hide as bonus action (+2), additional language Goblin (+1) – total +7
Potential: genetic +2, cultural +7 = total +9

Goblinoid – Hobgoblin
- Genetic: medium size, age teens-100, speed 30′, darkvision (+2) – total +2
- Cultural: Constitution +2 (+2), Intelligence +1 (+1), proficient with 2 martial weapons and light armour (+2), bonus from allies (+1), additional language Goblin (+1) – total +7
Potential: genetic +2, cultural +7 = total +9
Half-elf
- Genetic: medium size, age 20-180, speed 30′, darkvision (+2), advantage on saving throws against being charmed (+2) and magic can’t put you to sleep (+2) – total +6
- Cultural: Charisma +2 (+2) plus +1 to two other ability scores (+2), proficiency in two skills of choice (+4), additional language elvish plus one of choice (+2) – total +10
Potential: genetic +6, cultural +10 = total +16
Halfling
- Genetic: small size, age: 20-150, Dexterity +2 (+2), decreased speed (25′) (-1), move through the space of any creature larger (+1), lucky (+1), advantage on saving throws against being frightened (+2) – total +5
- Stout: advantage on saving throws against poison, resistance against poison (+2) – total +2
- Cultural: additional language halfling (+1) – total +1
- Lightfoot: Charisma +1 (+1), can hide when obscured only by another (larger) creature (+1) – total +2
- Stout: Constitution +1 – total +1
Potential: genetic +6-1, cultural +1, subrace +2-3 = total +8-9
Human
- Genetic: medium size, age teens-100, speed 30′ – total +0
- Cultural: +1 to all ability scores (+6) or +1 to two ability scores (+2) plus a feat (+2) and proficiency in one skill (+2), one additional language of choice (+1) – total +7
Potential: genetic +0, cultural +7 = total +7
Kalashtar
Kalashtar are humanoids bound to spirits from the plane of dreams, imbued with wisdom and telepathic talent.
- Genetic: medium size, age teens-100, speed 30′, advantage on Wisdom saving throws (+2) resistance to psychic damage (+2), speak telepathically (+2), immune to magic that requires dreaming (+2) – total +8
- Cultural: Wisdom +2 (+2), Charisma +1 (+1), additional language Quori plus one of choice (+2) – total +5
Potential: genetic +8, cultural +5 = total +13

Orc (Eberron)
Orcs, along with their half-orc kin, are a fierce people who have fought world-threatening evils for centuries. Eberron orcs have different skill proficiencies to those in Volo’s Guide to Monsters, and lose the Intelligence penalty.
- Genetic: medium size, age 12-50, speed 30′, darkvision (+2), aggressive (+1), powerful carrying (+1) – total +4
- Cultural: Strength +2 (+2), Constitution +1 (+1), proficient in two of Animal Handling, Insight, Intimidation, Medicine, Nature, Perception and Survival (+4), additional language Orc (+1) – total +8
Potential: genetic +4, cultural +8 = total +12
Half-orc
- Genetic: medium size, age 14-75, speed 30′, darkvision (+2), when reduced to 0 hp and not killed outright, can drop to 1hp (1/long rest) (+2), +1 damage dice/critical hit (+2) – total +6
- Cultural: +2 Strength (+2), +1 Constitution (+1), proficiency in Intimidation (+2), additional language Orc (+1) – total +6
Potential: +8 genetic, +6 cultural = +14 total
Shifter
Shifters draw on their distant lycanthropic heritage to manifest bestial traits for short periods of time.
- Genetic: medium size, age 10-70, speed 30′, darkvision (+2), Shifting (+2) – total +6
- Cultural: none – total +0
- Subraces:
- Beasthide: Constition +2 (+2), Strength +1 (+1), proficiency in Athletics (+2), Shifting (as above) – total +5
- Longtooth: Strength +2 (+2), Dexterity +1 (+1), proficient in Intimidation (+2), Shifting (as above) – total +5
- Swiftstride: Dexterity +2 (+2), Charisma +1 (+1), proficient in Acrobatics (+2), Shifting (as above) – total +5
- Wildhunt: Wisdom +2 (+2), Dexterity +1 (+1), proficient in Survival (+2), Shifting (as above) – total +5
Potential: genetic +6, cultural +0, subrace +5 = total +11
Tiefling
- Genetic: medium size, age teens to ~100, speed 30′, darkvision (+2), resistance to fire damage (+2), thaumaturgy cantrip, hellish rebuke at level 3 (1/long rest), darkness at level 5 (1/long rest) (+2) – total +6
- Cultural: additional language Infernal (+1) – total +1
Potential: +6 genetic, +1 cultural = +7 total

Warforged
Warforged are artificial lifeforms built to fight in the Last War. Created as tools of battle, they now seek a place and purpose beyond war.
- Genetic: medium size, age typically 2-30 (max unknown), speed 30′, advantage/resistance against poison and disease (+2), no need to eat, drink or breathe (+2), can’t be put to sleep (+2), conscious during long rest (+1), AC bonus (+1) – total +8
- Cultural: Constitution +2 (+2), one other ability score +1 (+1), proficient in one skill (+2) and one tool (+2), one additional language (+1) – total +8
Potential: genetic +8, cultural +8 = total +16
In review
So, based on that scoring, how do the different races fare?
Race | Genetic | Cultural | Subrace | Total |
---|---|---|---|---|
Changeling | +2 | +9 | – | +11 |
Dragonborn | +4 | +4 | – | +8 |
Dwarf | +5-1 | +8 | +3 | +16-1 = +15 |
Elf | +6 | +5 | +5 | +16 |
Gnome | +4-1 | +1 | +3-5 | +8-10 – 1 = +7-9 |
Goblinoid – Bugbear | +4 | +8 | – | +12 |
Goblinoid – Goblin | +2 | +7 | – | +9 |
Goblinoid – Hobgoblin | +2 | +7 | – | +9 |
Half-elf | +6 | +10 | – | +16 |
Halfling | +6-1 | +1 | +2-3 | +9-10 – 1 = +8-9 |
Human | +0 | +7 | – | +7 |
Kalashtar | +8 | +5 | – | +13 |
Orc (Eberron) | +4 | +8 | – | +12 |
Half-orc | +6 | +6 | – | +12 |
Shifter | +6 | +0 | +5 | +11 |
Tiefling | +6 | +1 | – | +7 |
Warforged | +8 | +8 | +16 |
Most of the new races come somewhere in the middle of the range established by the PHB (7 for humans and tieflings, up to 16 for elves and half-elves), given that most of them are in the 11-13, but the goblin and hobgoblin are almost (but not quite) as low as the lower PHB races, and the warforged is up there with the elves.
Interesting that they have made the orc in Eberron more attractive than the Volo version. They have removed the Intelligence penalty and added another proficiency. In the culture description they have also moved away from describing them as blood-thirsty hordes and given them a noble calling.
So based purely on these ratings, the best races to choose would be elf, dwarf, half-elf or warforged, and once again the humans are worst (along with the tieflings and dragonborn), though the new goblin and hobgoblin aren’t much better. What do they have against humans?
Next: The Question of Race part 6 – Explorer’s Guide to Wildemount