Eberron itself is known for having specific species tied to its area, and of course, in the Dungeons & Dragons partnered sourcebook Exploring Eberron, there are several options for the Eberron species you’re used to, as well as some brand new species options altogether.
This includes updates to some of the older species that haven’t seen any changes since before the 2024 Player’s Handbook and new rules. Exploring Eberron also includes variant options for certain species, meaning you can make slight changes to the species you’re familiar with to create a better fit for the character you want to create.
Every Species In Exploring Eberron
Exploring Eberron comes with a total of nine species options, with some of them providing new variants to existing species that’ll update your play options.
While there are play options for those species you know, such as Changelings, Elves, Kalashtar, Shifters, and Warforged, the playable species character options are expanded further. Here’s every playable species in Exploring Eberron.
Aasimar
While they’re not new to D&D and they’re already updated for the 2024 ruleset, the Aasimar in Exploring Eberron have new variant options that you can consider.
These variants are for players looking for fire or shadow and despair options. Here are the new variant options available.
- Fernian Aasimar: This variant focuses on fire, turning your radiant wings into flame and ghostly fire options. Enemies take Fire damage instead of Radiant damage, and you gain abilities to replace your Celestial and Lightbringer traits to match this theme.
- Mabaran Aasimar: These Aasimar thrive on shadows and despair, a stark difference from the usual. They remove Inner Radiance and Celestial Revelation for darker options. You can play this up with darker changes to your wings and a presence bound to shadow.
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Dhakaani Variations
Exploring Eberron includes three different variations of Dhakanni. These include the Dhakaani Ghaal’dar (Hobgoblin), Dhakanni Golin’dar (Goblin), and Dhakaani Guul’dar (Bugbear). This brings all of these species into the 2024 ruleset, as they haven’t been revised to work with it before now.
Each species comes with new traits specific to it. While they all come with Darkvision and the Humanoid creature type, their size and speed vary slightly. Their traits are the biggest differences, though.
Hobgoblin Traits
- Discipline: You gain Advantage on saving throws to end or avoid the Charmed condition.
- Strength in Unity: If you fail a D20 test, gain a bonus equal to the allies you can see within range (up to five).
- War and Peace: You gain proficiency in two traits from Athletics, History, Intimidation, and Performance.
Bugbear Traits:
- Brave: You gain Advantage to end or avoid the Frightened condition.
- Long-Limbed: When making a melee attack, your reach is increased by five feet.
- Powerful Build: You gain advantage on ending the Grappled condition, count as a size larger to determine carrying capacity, and give allies a reroll on saving from the Frightened condition when around you.
Goblin Traits:
- Discipline: You have Advantage on ending or avoiding the Charmed condition.
- Naturally Stealthy: You can use the Hide action when being obscured by a creature one size larger than you.
- Nimbleness: You can move through the space of any creature larger than you, but you can’t stop in the space.
Gnoll
The gnolls in Exploring Eberron are free from their demon overlords but still retain that aggressive gnoll nature. They’ve been infused with malefic power and retain their gifted hunting nature.
They’re still fiercely loyal above all else, and if you choose to play as one, you should be aggressive to enemies but loyal to your party. You gain the following traits:
- Bite: Use your teeth as natural weapons to make Unarmed strikes. Your strikes deal 1d6 plus your Strength modifier in Piercing damage instead of Bludgeoning.
- Hunter’s Senses: You gain proficiency in Perception, Stealth, and Survival skills.
- Rampage: After using your Bite or reducing an enemy to 0 Hit Points with an attack, you can use your Bonus Action to move half your speed and make an attack with your Bite.
Jhorgun’taal (Half-Orc)
Jhorgun’taal means children of two bloods,describing the half in the half-orc species, specifically citing the bond between humans and orcs. Within Eberron, the species have lived together in harmony, and most have a shared lineage.
With regular size options and darkvision, you’ll find the traits similar. They keep the Relentless Endurance trait of the Orc, but gain Versatile, allowing them to get an Origin feat.
Kalamer Landwalker (Merfolk)
The only elemental creature type in Exploring Eberron, these Merfolk sometimes walk above water, transforming their tail into humanoid legs. This species grants you Darkvision and a swim speed, as well as the ability yo breath air and water. You also gain the following traits:
- Blessing of the Sea: You have your Merfolk form and landwalker form. You can use an Action to shapeshift between the two, giving yourself a 30 feet walking speed and a 0 swim speed. You stay in this form until you use an Action to revert back.
- Karakala Lore: You have Nature, Performance, and Survival skill proficiencies.
- Swift Swimmer: Your swim speed is equal to your speed.
Ruinbound
A Ruinbound is a creature attached to a Personal Symbiont. An alien creature, you can make the Personal Symbiont look like whatever you choose if your DM allows it.
Your casting will be coming from the alien entity you’re tied to. From tentacles to ectoplasm to insect-type creatures, it’s truly up to you. You also gain specific mutations found in the book. Aside from Darkvision, you gain the following traits:
- Personal Symbiont: You’re bound to an alien entity and can’t be removed from it. You gain a cantrip known as your symbiont’s supernatural ability.
- Symbiont Mastery: You get to attune to an extra magical item, one for you and one for your symbiont. If you’re attuned to an item that requires Remove Curse or has any other similar detriment, you ignore them thanks to your symbiont.
- Unnatural Resilience: You gain Resistance to Poison damage and Advantage on saving against or ending the condition.
Sahuagin
Grittier than the Kalamer Landwalker, the Sahuagin are known for their leathery skin, webbed hands, and sharp teeth. They’re natural predators of the sea and the surface, but they aren’t inherently evil.
When playing one, you’ll need to consider your personality, taking all of this into account. Sahuagin have Darkvision and a swim speed equal to their speed. They also have the following traits:
- Blood Frenzy: For one minute, you can enter a blood frenzy as a Bonus Action, granting you Advantage on attack rolls against any creature without all of its Hit Points.
- Natural Armor: Your AC is 12 plus your Dexterity modifier if you aren’t wearing any armor. You can still use a shield.
- Limited Amphibiousness: While you can breathe both air and water, you must be submerged in water at least once every four hours to avoid being suffocated.
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