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The Question of Race part 5 – Eberron

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:

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.

Potential: genetic +2, cultural +9 = +11 total

Dragonborn

Potential: genetic +4, cultural +4 = +8 total

Dwarf

Potential: genetic +5-1, cultural +8, +3 subrace = +15 total

Elf

Potential: genetic+6, cultural +5, subrace +5 = +16 total

Gnome

Potential: genetic +4-1, cultural +1, subrace +3–5 = +6–8 total

Goblinoid – Bugbear

Potential: genetic +4, cultural +8 = total +12

Goblinoid – Goblin

Potential: genetic +2, cultural +7 = total +9

Goblinoid – Hobgoblin

Potential: genetic +2, cultural +7 = total +9

Half-elf

Potential: genetic +6, cultural +10 = total +16

Halfling

Potential: genetic +6-1, cultural +1, subrace +2-3 = total +8-9

Human

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.

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.

Potential: genetic +4, cultural +8 = total +12

Half-orc

Potential: +8 genetic, +6 cultural = +14 total

Shifter

Shifters draw on their distant lycanthropic heritage to manifest bestial traits for short periods of time.

Potential: genetic +6, cultural +0, subrace +5 = total +11

Tiefling

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.

Potential: genetic +8, cultural +8 = total +16

In review

So, based on that scoring, how do the different races fare?

RaceGeneticCulturalSubraceTotal
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

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