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The question of race part 6 – Wildemount

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:

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

Potential: genetic +5-1, cultural +5 = total +9

Aasimar

Aasimar are humanoids with an angelic spark.

Potential: genetic +5, cultural +4, subrace +3-4 = total +12-13

Dragonborn

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

Dragonborn – Draconblood

Potential: genetic +4, cultural +5 = total +9

Dragonborn – Ravenite

Potential: genetic +4, cultural +4 = total +5

Dwarf

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

Elf

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

Wildemount additions:

Firbolg

Firbolgs are forest guardians.

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

Genasi

Genasi are humanoids imbued with elemental power as a result of their birth.

Potential: genetic +0, cultural +3, subrace +3–7 = total +6-10

Gnome

Potential: genetic +4-1, cultural +1, subrace +3–5 = total +7-9

Goblinkin – Bugbear

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

Goblinkin – Goblin

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

Goblinkin – Hobgoblin

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

Goliaths

Goliaths are hulking wanderers from the mountains.

Potential: genetic +4, cultural +6 = total +10

Half-elf

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

Halfling

Wildemount addition:

Potential: genetic +4-1, cultural +3, subrace +2–5 = total +8-11

Half-orc

Potential: genetic +6, cultural +6 = +12 total

Human

Potential: genetic +0, cultural +7 = total +7

Kenku

Kenku are cursed birdfolk.

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.

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

Tabaxi

Tabaxi are curious cat-folk.

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

Tiefling

Potential: genetic +6, cultural +1 = total +7

Tortle

Tortles are tortoise-like humanoids with an innate connection to the sea

Potential: genetic +6, cultural +6 = total +12

In review

So, adding all these new races in, how do all the different races fare?

RaceGeneticCulturalSubraceTotal
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.

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