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Exploring Eberron introduces a total of nine playable species, many with updated variants that expand your options for character creation.
You can choose from familiar species like Changelings, Elves, Kalashtar, Shifters, and Warforged, but the book also offers new species options and variations, allowing for more customized characters.
Aasimar
These celestial-inspired beings are not new to D&D, but Exploring Eberron provides new variants, especially suited for themes like fire and shadow.
- Fernian Aasimar: Focuses on fire, transforming radiant wings into flames and ghostly fire. Enemies take fire damage instead of radiant, and traits like Celestial and Lightbringer are replaced with fire-themed abilities.
- Mabaran Aasimar: Embraces shadows and despair, removing some light-based traits and incorporating shadowy features and necrotic damage effects.
Dhakaani Variations
Exploring Eberron includes three Dhakaani variants: Ghaal’dar (Hobgoblins), Golin’dar (Goblins), and Guul’dar (Bugbears). Previously, these species weren’t compatible with the 2024 ruleset, but now they are.
- They all have Darkvision and are humanoids, but differ slightly in size and speed. Their unique traits include:
- Hobgoblins: Advantage on saving throws against charm, bonus to tests failed when allies are nearby, proficiency in two skills like Athletics or Intimidation.
- Bugbears: Advantage against Frightened, increased melee reach, advantage on ending Grappled conditions, and enhanced size for carrying capacity.
- Goblins: Advantage against charm, superior Stealth in larger creatures’ shadows, and nimbleness to move through larger creatures’ spaces.
Gnoll
Once under demon dominance, Gnolls in Eberron have been freed but retain their hunting instincts. They are loyal and aggressive, with traits such as:
- Bite: Uses teeth as natural weapons dealing 1d6 + Strength modifier piercing damage.
- Hunter’s Senses: Proficiency in Perception, Stealth, and Survival skills.
- Rampage: After attacking with Bite or reducing an enemy to zero hit points, can bonus action to move and attack again.
Jhorgun’taal (Half-Orc)
Representing a harmonious bond between humans and orcs, these half-orcs feature:
- Regular size and darkvision.
- Traits like Relentless Endurance and Versatile, which allows selecting an Origin feat.
Kalamer Landwalker (Merfolk)
Elemental and amphibious, Merfolk can walk on land by transforming their tails into legs with a shapeshifting action. They also have:
- Blessing of the Sea: Shapechange between merfolk and land forms, maintaining different speeds.
- Proficiencies in Nature, Performance, and Survival.
- Swim speed equal to their walking speed, plus other aquatic traits.
Ruinbound
Connected to alien symbionts, these creatures are bonded to an extraterrestrial entity they can’t remove. They gain:
- Personal Symbiont: Uses it as a supernatural cantrip.
- Symbiont Mastery: Attune to an additional magical item and ignore curses or similar effects.
- Unnatural Resilience: Resistance to poison and advantage on related saving throws.
Sahuagin
Sea predators with leathery skin, webbed hands, and sharp teeth, Sahuagin are not inherently evil but are fierce hunters. Their traits include:
- Blood Frenzy: Enter a frenzy that grants advantage on attack rolls against creatures not at full health.
- Natural Armor: AC of 12 + Dexterity modifier without armor, with shield usage allowed.
- Limited Amphibiousness: Breathe air and water but must be submerged at least once every four hours to avoid suffocation.





