Races of Wildemount
The sprawling lands and endless challenges of Exandria
forge heroes and villains of many different stripes.
The myriad dangers of this wild continent constantly
encroach upon innocents in need of protection, even as
the legends and the magic of the past challenge those
brave enough to reshape the world-for good or ill. The
material in this chapter offers a number of new options
for player characters to define who they are and what
they wish to become.
The character options in this book are useful for players
and Dungeon Masters alike, allowing adventurers
and NPCs to take starring and supporting roles in your
Wildemount D&D campaign. In this chapter, you'll find
stories and statistics that tie the races of the Player's
Handbook and the broader world of D&D to the lands
of Wildemount, as well as new subclasses, new backgrounds,
and new spells focused on an esoteric study of
magic known as dunamancy.
The races, classes, and magic presented in this chapter
might have different origins or defy the expectations
established in other D&D books. The information in
this chapter is specific to Wildemount, and in some
cases, to the wider world of Exandria. If something in
this book differs from what's presented in the Player's
Handbook, this material takes precedence in a Wildemount
campaign.
RACES
The nations of Wildemount are populated by people of
many different races. All the races present in the Player's
Handbook, as well as many of the other races of
the D&D game, have a home in Wildemount. However,
some of those races have cultures that differ from those
of their kin elsewhere in the multiverse. This chapter
provides cultural information about the common races
of Wildemount, plus several subraces not found in the
Player's Handbook.
This section also includes information on what a typical
character from each of the major regions of Wildemount-
the Dwendalian Empire, the Menagerie Coast,
and Xhorhas-might think of the members of each race.
Although some of these accounts are accurate, others
represent skewed perceptions or stereotypes. Many
such perceptions have some basis in truth, but that truth
has often been distorted by hearsay, prejudice, propaganda,
or cultural misunderstandings.
In addition to the races of the Player's Handbook,
Wildemount is home to many other races, including the
following:
Aarakocra, bird-like humanoids who roost on isolated
mountaintops
Aasimar, beings who gain supernatural power from the
angelic spark in their souls
Firbolgs, forest guardians who engage in peaceful
methods to protect their homes
Genasi, humanoids imbued with elemental power as a
result of their birth
Goblins, outcast scavengers descended from the experiments
of a dark god
Goliaths, hulking wanderers who dwell atop the highest
mountains
Kenku, accursed corvine humanoids who can speak
only using mimicry
Tortles, tortoise-like humanoids with an innate connection
to the sea
The dominant races of Wildemount-dwarves, elves,
halflings, and humans-are presented first in this section,
followed by the less common races in alphabetical
order. Associated racial traits for each race should be linked to the article.
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