In Core 4E, there are 3 kinds of races:

  1. “Old-Style Races”, where every member of the race gets +2 to the same two ability scores. For example, all (old-style) Dwarves get +2 Constitution, +2 Wisdom.
  2. “New-Style Races”, where every member of the race gets +2 to one particular ability score, and for the second bonus, have two options. For example, Minotaurs get +2 Strength, and the choice of either +2 Constitution or +2 Wisdom.
  3. Humans, who receive +2 to one ability score of the player’s choice.

New-Style Races came to pass when someone at WotC came up with them. WotC is now gradually errata’ing Old-Style Races into New-Style Races. New-Style Races are much better for reasons I won’t get into.


Any race listed below in bold has either already been errata’d in this way, or was created as a New-Style race to begin with. The ability score bonuses for these races will not change, in this campaign, from what is listed below. They will also function properly in the Character Builder, if not now, then in the near future.

Races which are not in bold have had their ability score options changed to the New-Style by Robert. This means, in the Character Builder, they have their Old-Style ability scores listed and programmed in. This can be overridden simply by setting your ability scores such that they come out to the right values with the houseruled ability score bonuses. Your character will, however, be listed as ‘houseruled’ in the left column of the CB.

WotC may, in future, put out errata converting the non-bolded races to the New-Style. If they do, the errata will take precedence for all characters created after its release. All characters created before the release of such errata will stay the same; the errata might just mean that you’re the last Gnome born with a bonus to Constitution.

All races currently permitted in this campaign are listed below, organized by source, then alphabetically, much as they are in the CB.

  • Player’s Handbook
    • Dragonborn: +2 Strength, +2 Charisma or +2 Constitution
    • Dwarf: +2 Constitution, +2 Wisdom or +2 Strength
    • Eladrin: +2 Intelligence, +2 Dexterity or +2 Charisma
    • Elf: +2 Dexterity, +2 Wisdom or +2 Intelligence
    • Half-Elf: +2 Charisma, +2 Constitution or +2 Dexterity
    • Halfling: +2 Dexterity, +2 Charisma or +2 Constitution
    • Human: +2 to one ability score of your choice
    • Tiefling: +2 Intelligence, +2 Charisma or +2 Constitution
  • Player’s Handbook 2
    • Deva: +2 Wisdom, +2 Intelligence or +2 Charisma
    • Gnome: +2 Intelligence, +2 Charisma or +2 Constitution
    • Goliath: +2 Strength, +2 Constitution or +2 Wisdom
    • Half-Orc: +2 Strength, +2 Dexterity or +2 Constitution
    • Longtooth Shifter: +2 Wisdom, +2 Strength or +2 Constitution
    • Razorclaw Shifter: +2 Wisdom, +2 Dexterity or +2 Intelligence
  • Player’s Handbook 3
    • Githzerai: +2 Wisdom, +2 Dexterity or +2 Intelligence
    • Minotaur: +2 Strength, +2 Constitution or +2 Wisdom
    • Shardmind: +2 Intelligence, +2 Charisma or +2 Wisdom
    • Wilden: +2 Wisdom, +2 Constitution or +2 Dexterity
  • Miscellaneous
    • Drow: +2 Charisma, +2 Dexterity or +2 Intelligence
    • Gnoll: +2 Constitution, +2 Dexterity or +2 Intelligence
    • Revenant: +2 Constitution, +2 Dexterity or +2 Charisma
    • Shadar-kai: +2 Dexterity, +2 Intelligence or +2 Constitution
    • Warforged: +2 Constitution, +2 Strength or +2 Intelligence
  • The following races have flavor that is strongly tied to the particular campaign setting from which they originate. They are playable, but discouraged in this campaign:
    • Changeling: +2 Charisma, +2 Dexterity or +2 Intelligence
    • Genasi: +2 Strength, +2 Intelligence or +2 Charisma
    • Kalashtar: +2 Charisma, +2 Wisdom or +2 Intelligence


RB's Nentir Vale im_robertb