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. The question of race part 5 – Eberron looks at the races from Eberron: Rising from the Last War/Wayfinder’s Guide to Eberron, and this post looks at the playable races from Explorer’s Guide to Wildemount.

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: +1 point 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
Explorer’s Guide to Wildemount
Like Eberron: Rising from the Last War, Explorer’s Guide to Wildemount is a bit unusual, because it’s a guidebook to the setting of the massively popular Critical Role liveplay series. As such it lists all the races in the world, which again means there’s quite a lot of overlap and repetition of previous sources.
Aarakocra
Aarakocra are bird-like humanoids who roost on isolated mountaintops
- Genetic: medium size, age 3-30, speed 25′ (-1), flying 50’ (+3), talons unarmed weapon (+1) – total +4-1 = +3
- Cultural: Dexterity +2 (+2), Wisdom +1 (+1), additional languages Aarakocra and Auran (+2) – total +5
Potential: genetic +5-1, cultural +5 = total +9
Aasimar
Aasimar are humanoids with an angelic spark.
- Genetic: medium size, age teens-100, speed 30′, darkvision (+2), resistant to necrotic and radiant damage (+2), healing hands (+1) – total +5
- Cultural: Charisma +2 (+2), cantrip (+1), additional language Celestial (+1) – total +4
- Subraces:
- Protector Aasimar: Wisdom +1 (+1), radiant soul (+3) – total +4
- Scourge Aasimar: Constitution +1 (+1), radiant consumption (+3 -1) – total +3
- Fallen Aasimar: Strength +1 (+1), necrotic shroud (+3) – total +4
Potential: genetic +5, cultural +4, subrace +3-4 = total +12-13
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 = total +8
Dragonborn – Draconblood
- Genetic: medium size, age 15-80, speed 30′, breath weapon (1/short or long rest) (+2). darkvision (+2) – total +4
- Cultural: Strength +2 (+2), Constitution +1 (+1), additional language Draconic (+1), Intimidation or Persuasion with advantage (1/rest) (+1) – total +5
Potential: genetic +4, cultural +5 = total +9
Dragonborn – Ravenite
- Genetic: medium size, age 15-80, speed 30′, breath weapon (1/short or long rest) (+2) . darkvision (+2) – total +4
- Cultural: Strength +2 (+2), Charisma +1 (+1), additional language Draconic (+1), reaction attack (1/rest) (+1) – total +5
Potential: genetic +4, cultural +4 = total +5
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, subrace +3 = total +15
Elf
- Genetic: medium size, age 100-750, speed 30′, darkvision (+2), advantage on saving throws against charm (+1), 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 = total +16
Wildemount additions:
- Pallid elf (Wildemount): Wisdom +1 (+1), advantage on Investigation and Insight (+4), light cantrip, sleep at level 3, invisibility at level 5 (+2) – total +7
- Sea elf (Wildemount): Constitution +1 (+1), proficiency with spear, trident, light crossbow, net (+2), swimming 30’ (+2), amphibian (+2), speak with swimmers (+1), additional language Aquan (+1) – total +9
Firbolg
Firbolgs are forest guardians.
- Genetic: medium size, age 30-500, speed 30′, temporary invisibility (+1), powerful carrying (+1) – total +2
- Cultural: Wisdom +2 (+2), Strength +1 (+1), detect magic and disguise self 1/rest (+1), speak to beasts and plants (+1), additional languages elvish and giant (+2) – total +7
Potential: genetic +2, cultural +7 = total +9
Genasi
Genasi are humanoids imbued with elemental power as a result of their birth.
- Genetic: medium size, age teens-120, speed 30 – total +0
- Cultural: Constitution +2 (+2), additional language Primordial (+1) – total +3
- Subraces:
- Air Genasi: Dexterity +1 (+1), hold breath (+2), levitate 1/long rest (+1) – total +4
- Earth Genasi: Strength +1 (+1), move across difficult earth/stone as normal (+1), pass without trace 1/long rest (+1) – total +3
- Fire genasi: Intelligence +1 (+1), darkvision (+2), fire resistance (+2), produce flame cantrip, burning hands at 3rd level (+1) – total +6
- Water genasi: Wisdom +1 (+1), acid resistance (+2), amphibious (+2), swim 30’ (+2), shape water cantrip, create or destroy water at level 3 (+2) – total +7
Potential: genetic +0, cultural +3, subrace +3–7 = total +6-10
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 = total +7-9
Goblinkin – 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
Goblinkin – 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
Goblinkin – 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

Goliaths
Goliaths are hulking wanderers from the mountains.
- Genetic: medium size, age teens-80s, speed 30′, reduce damage 1/rest (+1), powerful carrying (+1), acclimated to altitude and cold (+2) – total +4
- Cultural: Strength +2 (+2), Constitution +1 (+1), proficiency in Athletics (+2), additional language Giant (+1) – total +6
Potential: genetic +4, cultural +6 = total +10
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, decreased speed (25′) (-1), move through the space of any creature larger (+1), lucky (+1), advantage on saving throws against being frightened (+2) – total +4-1
- Stout: advantage on saving throws against poison, resistance against poison (+2) – total +2
- Cultural: Dexterity (+2), additional language halfling (+1) – total +3
- Lightfoot: Charisma +1 (+1), can hide when obscured only by another (larger) creature (+1) – total +2
- Stout: Constitution +1 – total +1
Wildemount addition:
- Lotusden Halfling: Wisdom +1 (+1), druidcraft cantrip, entangle at level 3, spike growth at level 5 (+2), disadvantage when tracked (+1), move across difficult non-magical plant/undergrowth as normal (+1) – total +5
Potential: genetic +4-1, cultural +3, subrace +2–5 = total +8-11
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: Strength +2 (+2), Constitution +1 (+1), proficiency in Intimidation (+2), additional language Orc (+1) – total +6
Potential: genetic +6, cultural +6 = +12 total
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
Kenku
Kenku are cursed birdfolk.
- Genetic: medium size, age 12-60, speed 30′, mimicry (+2), can only communicate using mimicry (-2) – total +0
- Cultural: Dexterity +2 (+2), Wisdom +1 (+1), proficiency in forgery (+1) plus two of Acrobatics, Deception, Stealth, Sleight of Hand (+4), additional language Auran (+1) – total +9
Potential: genetic +2-2, cultural +9 = total +9
Orc (Eberron/Wildemount)
Orcs, along with their half-orc kin, are a fierce people who have fought world-threatening evils for centuries. Eberron/Wildemount orcs have different skill proficiencies, 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
Tabaxi
Tabaxi are curious cat-folk.
- Genetic: medium size, age teens-100, speed 30′, darkvision (+2), double speed (+2), climbing speed 20′ (+1), claws (+1) – total +6
- Cultural: Dexterity +2 (+2), Charisma +1 (+1), proficiency in Perception and Stealth (+4), one additional language (+1) – total +8
Potential: genetic +6, cultural +8 = total +14
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: genetic +6, cultural +1 = total +7
Tortle
Tortles are tortoise-like humanoids with an innate connection to the sea
- Genetic: medium size, age teens to ~100, speed 30′, claws (+1), hold breath (+2), natural armour (+2), shell defense (+1) – total +6
- Cultural: Strength +2 (+2), Wisdom +1 (+1), proficiency in Survival (+2), additional language Aquan (+1) – total 6
Potential: genetic +6, cultural +6 = total +12
In review
So, adding all these new races in, how do all the different races fare?
Race | Genetic | Cultural | Subrace | Total |
---|---|---|---|---|
Aarakocra | +5-1 | +5 | +10-1 = +9 | |
Aasimar | +5 | +4 | +3-4 | +12-13 |
Bugbear | +4 | +8 | +12 | |
Dragonborn | +4 | +4 | – | +8 |
Dragonborn – Draconblood | +4 | +5 | +9 | |
Dragonborn – Ravenite | +4 | +5 | +9 | |
Dwarf | +5-1 | +8 | +3 | +16-1 = +15 |
Elf (Wildemount) | +6 | +5 | +5-7 | +16-18 |
Firbolg | +2 | +7 | +9 | |
Genasi | +0 | +3 | +3-7 | +6-10 |
Gnome | +4-1 | +1 | +3–5 | +9–11 – 1 = +8–10 |
Goblin | +2 | +7 | +9 | |
Goliath | +4 | +6 | +10 | |
Half-elf | +6 | +10 | – | +16 |
Halfling | +6-1 | +1 | +2–5 | +9–12 – 1 = +8–11 |
Half-orc | +6 | +6 | – | +12 |
Hobgoblin | +2 | +7 | +9 | |
Human | +0 | +7 | – | +7 |
Kenku | +2-2 | +9 | +11-2 = +9 | |
Extended Orc | +4 | +8 | +12 | |
Tabaxi | +6 | +8 | +14 | |
Tiefling | +6 | +1 | – | +7 |
Tortle | +6 | +6 | +12 |
The only completely new races Wildemount introduces are the Aarakocra and the Genasi. Most of the others come from either the Players’ Handbook or Volo’s Guide to Monsters, although there are some new variants and sub-races. The Orc is the enhanced version from Eberron, i.e. without the Intelligence penalty and with an additional skill, and it also includes the Tortle from the Tortle Package.
It introduces two new Elven subraces which are even more enhanced than the versions in the PHB – and those were already the most fully-featured race. The new Lotusden Halfling is also more featured than the halflings in the PHB. The new Dragonborn variants are also slightly more featured than the PHB Dragonborn.
Conversely, the Aarakocra comes out only slightly ahead of humans (maybe more if the 50′ flying speed should be more valuable). The Genasi vary surprisingly widely, from the Earth Genasi with only +6 (even lower than humans) to the Water Genasi with +10. I would have expected the Earth and Air Genasi to have resistances to match those of the Fire and Water Genasi, and that would have brought them to +8 and +9 respectively.
But once again the favoured races are the Dwarf, Elf, Half-elf and Tabaxi.
