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\pagebreak ## Credits **Designer, and Writer:** Asger Kolling
**Editing:** Asger Kolling, Kristian Kragh
**Cover Illusrator:** Robert Maldonado
**Interior Illustrators:** Anastasiya Gafron, Unidcolor, Jerry Mascho, Rogier van de Beek
**Additional Contributors:**
**Based on the original D&D game created by** E. Gary Gygax and Dave Arneson, as well as Brian Blume, Rob Kuntz, James Ward and Don Kaye.
**Based on the Warcraft franchise by** © Blizzard Entertainment
**Playtesting provided by**
**Special thanks to** This entire book was made using GmBunder, it is an amazing tool for creating authentic looking homebrew material for 5th Edition Dungeons and Dragons, and without it I would never have considered this project. GmBidner can be found on their website: *www.GmBinder.com*
**Contacting me** If you wish to contact me about the book and its interior you are more than welcome to do, contact */user/Jihia* over reddit and i'll be happy to have a chat with you :)
*Disclaimer: We are not to be hold responsible for the consequences of splitting up the party, your goblin attempting to steal crown jewels from the king of Stormwind, your troll players attempts of making a Jamaican accent, a gnome making a doomsdays device, or your worgen spreading his curse among the hole of Azeroth* #### Legal Stuff DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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# Table of Contents
- ### [
4
Part I: Heroes
](#p4) - #### [
5
Chapter 1: Races
](#p5) - [
5
Choosing Sides
](#p5) - [
7
Choosing a Race
](#p7) - [
8
*Alliance*
](#p8) - [
9
Human
](#p9) - [
11
Dwarf
](#p11) - [
13
Night Elf
](#p13) - [
15
Gnome
](#p15) - [
17
Eredar
](#p17) - [
19
Worgen
](#p19) - [
21
*Horde*
](#p21) - [
22
Orc
](#p22) - [
24
Forsaken
](#p24) - [
26
Tauren
](#p26) - [
28
Troll
](#p28) - [
30
Blood Elf
](#p30) - [
32
Goblin
](#p32) - [
34
*Neutral*
](#p34) - [
35
Pandaren
](#p35) - #### [
38
Chapter 2: Classes
](#p38) - [
39
Druid
](#p39) - [
46
Hunter
](#p46) - [
52
Mage
](#p52) - [
58
Monk
](#p58) - [
63
Paladin
](#p63) - [
69
Priest
](#p69) - [
74
Rogue
](#p74) - [
78
Shaman
](#p78) - [
85
Warlock
](#p85) - [
90
Warrior
](#p90) - #### [
3
Chapter 3: Personality and
Background
](#p3) - [
3
Character Details
](#p3) - [
3
Hero Points
](#p3) - #### [
3
Chapter 4: Equipment
](#p3) - [
3
Starting Equipment
](#p3) - [
3
Wealth
](#p3) - [
3
Armor and Shields
](#p3) - [
3
Adventuring Gear
](#p3) - [
3
Tools
](#p3) - [
3
Mounts and Vehicles
](#p3) - [
3
Trade Goods
](#p3) - [
3
Expenses
](#p3) - [
3
Technological Devices
](#p3) - #### [
3
Chapter 5: Customization Options
](#p3) - [
3
Multiclassing
](#p3) - [
3
Feats
](#p3) - ### [
3
Part II: Magic
](#p3) - #### [
3
Chapter 6: Magic in Warcraft
](#p3) - #### [
3
Chapter 7: Spells
](#p3) - [
3
Spell Lists
](#p3) - [
3
Spell Descriptions
](#p3)
- ### [
3
Appendix A: Planes of Existences
](#p3) - [
3
The Material Plane
](#p3) - [
3
Beyond The Material
](#p3) - ### [
3
Appendix B: Creature Statistics
](#p3) - ### [
3
Index
](#p3) - ### [
3
Character Sheet
](#p3) - ## [
98
Change Log
](#p98)
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# Part 1 ##### Creating a Hero
PART 1 | RACES
\pagebreak # Chapter 1: Races Armies and factions have always defined the Warcraft world, and two of the most powerful factions on Azeroth today are the Alliance and the Horde. Most players belong to one or the other faction, although anomalies do exist. ## Choosing side At character creation, every player must choose her character’s faction. It is as much a part of the hero as his alignment or class. All characters in a party are usually of the same faction, and their adventures and missions should further that dedication (or at least not conflict with it). Borders clearly separate the factions. In the west, the Alliance’s stronghold is the small island of Theramore. The members of the Alliance rebuild on their island and mourn their lost comrades in Lordaeron — many of whom still live, hiding from and fighting the undead Scourge. The eastern hub of the Alliance is the city of Stormwind, where Alliance leaders attempt to take back their lands and forget those who fled. The Horde is better off, both physically and mentally, as its people celebrate the founding of their new nation of Durotar on the Kalimdor mainland and connect with their shamanistic past. The different mindsets of the two allegiances are the kinds of things a GM needs to keep in mind while creating a campaign, and what the players need to remember while creating and playing heroes. Players need to feel that their characters are part of a larger organization, even if they do not further that organization’s goals daily. The first decision made in a fledgling campaign is deciding which faction holds the heroes’ loyalty. A campaign centered on rescuing Alliance children from Horde raiders takes on a different context if the PCs are themselves members of the Horde. The gaming group should agree on the party’s faction; no one should be forced into playing a character she does not want to play. One thing to remember: Although each race has a default affiliation, there are exceptions. Many orcs were raised by humans and identify more with the Alliance than the Horde. Some humans and high elves are part of the Horde. Creating a character with a nonstandard faction opens a challenging role playing opportunity for the player, as long as he weaves a convincing backstory to explain why the hero does not share the loyalties of most of his race. Some suggestions are listed below: - The hero was born into the faction. - The hero was saved or befriended by members of the opposite side. - The hero flees from her own side. - The hero witnessed members of his faction doing something he found reprehensible. Many of Azeroth’s denizens do not owe fealty to the Alliance or Horde. Some races, such as pandaren, are independent. The Burning Legion still lives and exerts considerable power, as does the Lich King’s Scourge, which has forces across the world. Monsters, including centaur, quilboar and dragons, roam the wilderness. If you are looking for conflict beyond Alliance against Horde, these other races can provide endless campaigns. ## The Alliance The Alliance have proven themselves
to be fierce combatants, often giving
their lives when called for. The faction
is not a uniform governmental body, but
is a coalition of mutual military and economic
aid. Diplomacy is key with in the Alliance and
decisions are traditionally made by being voted on
by the Alliance's most influential members. Stormwind is described as the most powerful force in the now multiracial Alliance. With it becoming the de facto leader of the remaining human kingdoms and entering a powerful alliance with the strongest dwarven kingdom, Ironforge, Stormwind has thus been shown to be the most influential kingdom and therefore the de facto driving force of Alliance politics. Therefore, Stormwind is undisputedly looked to for maintaining the Alliance and its policies. Stormwind is where the main superpowers of the Alliance conference to discuss world issues and mutual defense. The majority of Alliance citizens also recognizes Stormwind City as the heart of the Alliance. The High King coordinates the workings of the Alliance's armies in order to safeguard the Alliance's interests and defense. Even now, as always, humans are the glue that hold the Alliance together, being the most numerous and diplomatic of the member races. The armies of Stormwind are primarily stationed in the southern Eastern Kingdoms, securing regions such as Elwynn Forest, Duskwood, Westfall, and the Redridge mountains. As well as having outposts and bases stationed at key points in Lordaeron, Northrend, and Kalimdor. The armies of Ironforge are mainly stationed in Khaz Modan along with their gnome allies, and the night elven armies are mainly defending northern Kalimdor from the Horde's deforestation of the Ashenvale. The remaining draenei forces are still trying to secure their new home on Azuremyst Isle, and are also stationed in Outland. The recently brought in Gilnean armies are defending themselves from the endless onslaught of the Forsaken.
PART 1 | RACES
\pagebreakNum ## The Horde The Horde makes no compromises when it comes to excellence, and the power and ferocity of their warriors is legendary. Misunderstood by many as evil, the Horde possesses a strong code of honor and strict laws for disobedience. All members of the Horde have to swear a blood oath to join the faction and are thus obligated to follow the warchief's commands and support the warchief in war if the warchief calls upon them for aid. The position of warchief can be attained by having the previous warchief choose a successor or challenging the current warchief to a Mak'gora: a prearranged duel with deadly weapons between two people following a formal procedure in the presence of witnesses and traditionally fought until one party yields or is killed, usually to settle a quarrel involving a point of honor. Above all else, the title warchief is granted to those who display strength and decisive action. The warchief may accept ambassadors and advisors from all the different tribes and members of the Horde to makes sure their voice is heard in the running of the fledgling hegemony but ultimately, only the warchief may have the final say in matters concerning the entire Horde. Each race within the Horde choose a single leader to govern their people and their people's kingdoms and also to represent their people in the high Horde echelon. Despite their somewhat monstrous appearance, the majority of the Horde is not evil, much like the Alliance, it is comprised of diverse factions and individuals who possess a wide range of values and virtues. Even so, there is one expectation that must be met when joining the Horde: regardless of gender or station, all are expected to pull their own weight and give their talents for the betterment of the Horde. When weakness is a liability to the future of the Horde, it is the duty of the strong to usurp control from the incompetent and redeem the Horde. *Lok'tar ogar! Victory or death* - These words bind one to the Horde. For they are the most sacred and fundamental of truths to any warrior of the Horde, for the Horde, failure is not an option. Culturally, orcs and tauren believe in redemption more than most other races on Azeroth and are willing to give almost anyone a chance, regardless of reputa- tion. The Revantusk seem to have even accepted, (if not at least tolerate) their ancient enemy the blood elves. Largely because of these beliefs, a number of mortal races and many diverse factions can be found in service to the Horde.
PART 1 | RACES
\pagebreakNum ## Choosing a Race A *visit to one of the great cities in the world of Azeroth Stormwind City, the Capital City of Stormwind, the City of Doors overwhelms the senses. Voices chatter in countless dialects of different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants.* *And the people themselves represent many different races, from gnomes and stout dwarves to majestically beautiful elves, mingling among a variety of humans.* *Scattered among the common races: a draenei here, pushing his way through the crowd, and a sly worgen there, lurking in the shadows. Night elves and dwarves live and work alongside humans. And there, a lone pandaren — a wanderer from the shifting isles of the ever expanding great sea, trying to make his way in a world unknown.*
*— A poetic gnome*
Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. The ones presented in this book are the races most well known to become adventurers and heroes, spread throughout every corner of Azeroth's continents. Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character's adventuring career. When making this decision, keep in mind the kind of character you want to play. For example, a gnome could be a good choice for a sneaky rogue, a dwarf makes a tough warrior, and an elf can be a master of arcane magic. Your character race not only affects your ability scores and traits but also provides the cues for building your character's story. Each race's description in this chapter includes information to help you roleplay a character of that race, including personality, physical appearance, features of society, and racial alignment tendencies.
These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. It's worthwhile to consider why your character is different, as a helpful way to think about your character's background and personality. ### Racial Traits The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. #### Ability Score Increase Every race increases one or more of a character's ability scores. #### Age The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. #### Alignment Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. #### Size Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons. #### Speed Your speed determines how far you can move when traveling and fighting. #### Languages By virtue of your race, your character can speak, read, and write certain languages. Each race has their own language, with multiple dialects. as well as a 'common' language, that the majority of their faction speaks and understands. Chapter 4 lists languages commonly spoken on Azeroth. #### Subraces Many races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among the subraces vary significantly from race to race. #### Racial Levels Certain races upon Azeroth are by default more powerful than others. For example, the average tauren is considerably stronger than the average human. Racial levels allows members of certain races to take racial class levels in their race. Night Elves, Worgens, Taurens, and Trolls can take levels in their racial class. These levels represents members of their race becoming more in tune with their natural spirits, developing their inner potentials, focusing on their traditions and attaining the ancestral powers of their cultures and societies. Racial class levels work like normal classes in many aspects, they grant an increase to your hit point maximum, granting you a hit die stated in their racial class table, they increase the hero's total character level, for the purpose of calculating proficiency bonus and spell effects. You can gain a your racial level at any time you could level up your class, and cannot be taken at 1st level for the purpose of determining your saving throws, skills, and proficiencies.
PART 1 | RACES
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PART 1 | RACES
\pagebreakNum
## Human *Humans are among the youngest races on Azeroth, but they make up for it by being the most populous. With life spans generally shorter than the other races, humans strive all the harder to achieve great heights in empire building, exploration and magical study. This aggressive and inquisitive nature leads the human nations to become active and influential in the world.* ### Introduction Human kingdoms suffered greatly in the three wars against the orcs and demonic hordes. Many, many humans fell in the Third War, leaving behind battered yet unbowed survivors of the Alliance Expedition under the command of the sorceress Jaina Proudmoore. This group settled on the wild continent of Kalimdor. The humans on the eastern continents were not so fortunate. Lordaeron is decimated, a wasteland now little more than a battlefield for forest trolls, the Scourge, Forsaken, ogres and other creatures. The few humans who remain in Lordaeron are ragged and weary, struggling constantly to keep their small settlements free of the villainy that boils around them. Stormwind, the first to feel the orcs’ rage, fares better and is the most powerful human nation remaining. Still, Stormwind is far from safe, and enemies advance on all sides. ### Proudly Standing Despite all their tragedies, humans remain hardy and brave — thoroughly committed to building strong societies, reinforcing their kingdoms and reclaiming their nations. Years of war have tempered human resolve, and they are more hardened and determined than ever before. They value virtue, honor and courage, though like all races they also pursue power and wealth. Humans have spent generations battling dark forces and have lost some of their greatest kingdoms to them. \columnbreak
This loss embitters humans, and they have a warlike view of diplomacy — swing first, ask questions later. Aided by belief in the Holy Light, humans have fought the hardest and endured the most during the wars against the Horde and the Burning Legion. Humans come from many backgrounds and show the greatest physical variety among all the races. Humans’ skin ranges from dark to light and may have tones of other colors. Their eyes are blue, brown, green, gray or hazel. Human hair is brown, black, blond or red. Men often grow short beards and women wear their hair long. Humans average 6 feet in height and weigh about 180 pounds, with men noticeably taller and heavier.
PART 1 | RACES
\pagebreakNum ### Faithful Humans follow the Holy Light. This faith galvanized them and gives them purpose and focus. Cathedrals and churches stand in their cities, and their priests preside over followers, heal the wounded, soothe the weary and smite the evil. Humans have an order of holy warriors, paladins, who follow the Holy Light and crush evil and chaotic beings in its name. Paladins are wholly committed to defending the human nations. ### Affiliation Humans began the Alliance and it could not exist without them. Humans and orcs joined forces to face the Burning Legion years ago, but old habits returned once they dispatched the demonic threat. Although the Alliance and Horde leaders bear a healthy respect for each another, old racial hatreds stir within the hearts of their troops. Humans and dwarves have long enjoyed a good relationship, a bond only strengthened since the dwarves latest discoveries have energized their archaeological efforts. ### Names Human parents grant a child its given name at birth, while its family name has a long history and usually speaks something of its bearer’s ancestry. \columnbreak
Some humans change their family names to emphasize their own accomplishments. ### Human Traits It's hard to make generalizations about humans, but your human character has these traits. ***Ability Score Increase.*** Choose two ability scores of your choice to increase by 1. ***Age.*** Humans reach adulthood in their late teens and live less than a century. ***Alignment.*** Humans tend toward no particular alignment. The best and the worst are found among them. ***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Experienced.*** Choose one feat of your choice from the list given in Player's Handbook. ***Skilled.*** You gain proficiency in one skill of your choice. ***Languages.*** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
PART 1 | RACES
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## Dwarf *Dwarves are short and stout creatures mostly inhabiting Khaz Modan in the Eastern Kingdoms. They are shorter than humans but taller than gnomes, taking advantage of their size when possible and relying on their robustness and strength when not.* *The average dwarf is steady, observant and composed both during work and combat, yet able to rage with fierce zeal and persistence when the situation calls for it. While a dwarf prefers to plan forward to overcome challenges, many of them easily lose their temperament and self-restraint when exposed to conditions stirring their feelings and concerns.* ### Introduction Dwarves are a proud, stern and determined people with streaks of kindness hidden under the gruff exteriors of their sturdy frames. Their love for battle, invention and exploration impels them ever forward to discover and unearth the mysteries of their heritage, educating them further about those who first created the dwarven race. Only recently have the dwarves discovered the legacy of their ancient progenitors, the Titans. As the dwarves begin to delve deeper into the mysteries of their past, they also begin to uncover deeper enigmas. \columnbreak
Still, they keep to the forges and workshops, ever innovating and creating new and more effective ways to destroy. Steam powered technology and firearms originate from dwarven inventiveness and creativity. The stout race is renowned for its skills at battle and also as cunning engineers and crafters. ### Exploratious The uncovered fragments of their distant past have led the dwarves on an unprecedented exodus of exploration. Seeking out their origins, the dwarves have dispatched prospectors across all of Lordaeron in order to seek out signs of the Titans, the supposed creators of the dwarves. The dwarves have embraced the idea that it is their purpose to search the world for more signs of proof of their heritage. Dwarven outposts exist in the most desolate of places. Here, the dwarves spend their time seeking out the secrets of ancient times, or simply use their outposts as staging grounds for expeditions to clear out their enemies so that they may continue their quest. ### Rough Exterior Dwarves are stout and powerful, with short muscular bodies. Male dwarves tend to have long hair, and beards or facial hair often tied in ornate braids. Female dwarves also have sturdy muscular frames, but they are buxom and lack facial hair, despite the claims of some of the less educated sages of other races. The average dwarf stands between 4 feet and 5 feet in height and weighs between 140 to 160 pounds.
PART 1 | RACES
\pagebreakNum ### Affiliation Dwarves are part of the alliance. While the dwarves of Khaz Modan appreciate the fighting skill of the Horde, it is with grim eyes that they look upon the orcs and their allies, the trolls and the Forsaken. Although the dwarves have held dealings of commerce and diplomacy with the blood elves, they keep the people of Quel’Thalas at an arm’s distance. While the darnassian elves may share the same allegiances, the dwarves look upon them with suspicion and some trepidation. Humans, however, are the staunch and constant allies of the dwarven people and find welcome, favor and kindness when in dwarven lands. ### Names Dwarves typically have names reflecting the sturdy nature of their past. Many also have surnames that were earned by a member of the family in service during a quest or in a particular moment of notoriety or infamy that has now become part of a family legacy. ### Dwarf Traits Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. ***Ability Score Increase.*** Your Constitution score increases by 2. ***Age.*** Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 40. On average, they live about 320 years. ***Alignment.*** Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. ***Size.*** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. ***Darkvision.*** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Dwarven Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage. ***Stonecunning.*** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. \columnbreak
***Languages.*** You can speak, read, and write Common and Dwarven. Dwarven is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. ***Subrace.*** Three main subraces of dwarves populate the world of Azeroth: dark iron dwarves, ironforge dwarves and wildhammer dwarves. Choose one of these subraces. #### Dark iron Dwarf As a dark iron dwarf, you're more cunning and nimble than your fellow kin, preferring a less straight on approach to combat. They have darkish gray or black skin, with red glowing eyes, and dark red or black hair. ***Ability Score Increase.*** Your Dexterity increases by 1. ***Burning Lashes.*** You are resistant to fire damage. ***Ambusher.*** You are proficient in your choice of Perception or Stealth. ***Dark Iron Training.*** You have proficiency in dwarven war axes, and dwarven tossing hammers and axes. #### Ironforge Dwarf As a ironforge dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. They tend toward lighter coloration. ***Ability Score Increase.*** Your Wisdom increases by 1. ***Harsh Living.*** You have advantage on checks to resist the effects of extreme cold (but not cold damage). ***Ironforge Training.*** You have proficiency in long rifles, flintlock pistols, dwarven waraxe, dwarven battle hammers, and dwarven tossing hammers. #### Wildhammer Dwarf As a wildhammer dwarf, you're more feral and untamed, than your ironforge brothers, favoring straight forward combat with axe and hammer, and prone to revelry. You're probably on the tall side (for a dwarf), with tanned skin, and a wild look. ***Ability Score Increase.*** Your Strength increases by 1. ***Duel Wielder.*** As a wildhammer dwarf, you start with the *duel wielder* feat from player's handbook. ***Wildhammer Warfare.*** You have proficiency in dwarven waraxe, dwarven battle hammers, and dwarven tossing hammers.
PART 1 | RACES
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## Night Elf *Darkness covered us in the beginning, and we could not see. We cried for guidance and the moon shone down bright upon us. Her soft light not only illuminated the night for us but also gave comfort. Her light touched us from within, enabling us to see even when the moon was not visible...*
*— Tyrande Whisperwind*
### Introduction The night elves are the direct descendants of dark trolls. This peace loving and fiercely independent tribe took up residence at the Well of Eternity. The magic contained within elevated their forms to match their graceful spirits, completely transforming them into highly intelligent and virtually immortal beings, forever changing them into the night elves known today. The reclusive Night Elves were the first race to awaken in the world of Azeroth. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years before the First War. The Night Elves' reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their beautiful homeland was shattered and drowned by the sea. ### Graceful Creatures The night elves are imposing in stature, males being on average 7 feet tall. Male kaldorei are very muscular, with broad chests and shoulders, indicative of the strength that lies within both their minds and bodies. Female night elves have that same strength lying in their minds and bodies; they are stunningly beautiful, lithe and curvaceous, yet extremely muscular and strong. The race’s prominent eyebrows, long pointed ears and natural aspects imply a feral grace. \columnbreak
Skin tones range from pale white to blue to violet to black or even ruddy red, and their hair ranges in color from bright white to woodland green to lustrous black. Many night elves wear markings of some meaning on their faces. The tattooing marks, mark an earlier rite of passage. Most commonly the markings symbolize an animal totem, or others indicative perhaps of the Wild, of the Grove, or of the Fang, thus recognizing that night elven society is indeed deeply druidic and spiritual and that even before druids these animalistic and spiritual beliefs existed, and that gender is irrelevant in the case of worship and that truly they are an equal society. ### A Timeless Perspective Night Elves can live to become thousands of years old, giving them a broad perspective on events that might trouble the shorter lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
PART 1 | RACES
\pagebreakNum ### Affiliation The night elves are members of the Alliance, but they are not the most trusted or highest regarded members of this group of races. Although honorable and just, the elves’ natural distrust has tainted their relations somewhat. Combined with their mystical appearances and mysterious natures, interactions with other races become uncomfortable at times. There is a strong streak of isolationism in the Kaldorei, for they are uncomfortable leaving the verdant mists of Teldrassil. Still, the night elves’ leaders see wisdom in an alliance with the younger races. The younger races show potential, and because of this the night elves see themselves as observers, waiting to step in to correct any dangerous mistakes. Their hatred of orcs has also fueled their participation in the Alliance. After the death of Cenarius during the Third War, many sentinels, druids and warrior night elves began a great hunt. Some night elves happily hunt orcs as a repayment for Cenarius’ murder. ### Names Night Elven names always have a special meaning. First names derive from an elven word or the name of a famous hero having a totemic or ancestral connection. Surnames are indicative of the family line and often date back millennia. ### Night Elf Traits Your night elf character has a variety of natural abilities, the result of thousands of years of elven refinement. ***Ability Score Increase.*** Your Wisdom increases by 2. ***Age.*** Although night elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to become several thousand years old. ***Alignment.*** Night Elves love freedom, variety, and self expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. ***Size.*** Night Elves range from under 6 to aver 8 feet tall and have slender builds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Darkvision.*** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Touch of Elune.*** When rolling damage for a critical hit on a target, you may reroll one die of your choosing once, you have to use the new number rolled. ***Languages.*** You can speak, read, and write Common and Darnassian. Darnassian is fluid, with subtle intonations and intricate grammar. Darnassian literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Darnassian ballads to their repertoires. ***Subrace.*** Ancient divides among the elven people resulted in two subraces: highbornes elves, and night elves. Choose one of these subraces. \columnbreak #### Highborne Night Elf As a highborne night elf, you have been taught by experienced teachers, giving you a keen mind and a mastery of at least the basics of arcane magic. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Cantrip.*** You know one cantrip of your choice from the mage spell list. Intelligence is your spellcasting ability. ***Extra Language.*** You can speak, read, and write one extra language of your choice. #### Night Elf As a night elf, you are a lower borne elf under highbornes, with a harsher life. Your studies depending more on physical training than training of the mind. ***Ability Score Increase.*** Your Dexterity increases by 1. ***Respect of Nature.*** You gain proficiency in your choice of Wisdom (animal handling), or Intelligence (nature) checks. ***Elven Familiarity.*** You are proficient in longbows, moonglaives, moon swords, and warglaives.
#### Night Elf Level ### (1d8 + Constitution modifier) | Level | Name | |:---:|:---:| | 1st | Darnassian Knowledge |
#### Darnassian Knowledge Your studies and training have given you a better understanding of your own culture, as well as others. ***Ability Score Increase.*** Choose two ability scores of your choice to increase by 1. ***Shadowmeld.*** At night, or in low-light environments, you have advantage on Stealth checks, and you gain a +10 bonus to stealth checks while stationary. ***Quickness.*** You can take the dash action as a bonus action. ***Wisp Spirit.*** When suffering from death saving throws, you may choose to call upon your wisp spirit to guide your path back. After you roll a death saving throw, if you failed, you may choose to change it to a success, exceeding your wisp spirit. The spirit cannot be called upon for the following week.
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## Gnome *The clever, spunky, and oftentimes eccentric gnomes present a unique paradox among the civilized races of Azeroth. Brilliant inventors with an irrepressibly cheerful disposition, this race has suffered treachery, displacement, and near-genocide. It is their remarkable optimism in the face of such calamity that symbolizes the truly unshakable spirit of the gnomes.* ### Introduction Gnomes are a diminutive, wiry race of tinkers who live underground. In the Second War, they built vehicles and gadgets for the Alliance, submarines and flying machines, to combat the Horde. They are great mechanics and inventors, and are renowned for their knowledge and eccentric natures. The gnomes had a city, Gnomeregan, built into Ironforge Mountain. But invading troggs destroyed it and slaughtered its citizens. Many survivors moved into Khaz Modan and now live with the Dun Morogh dwarves, and a few traveled with their dwarven friends to Kalimdor. The gnomes are still reeling from the destruction of their home city and are loath to leave the safety of the dwarven tunnels. Most gnomes on Kalimdor remain secluded in Bael Modan. ### Cheerful Expression Even after the decimation of their race and the destruction of their city, gnomes are an amiable and kind hearted lot. They make and keep friends easily; others find disliking a gnome to be difficult. A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds.
Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around. A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.
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\pagebreakNum ### Exceptional Tinker Gnomes tend to design complicated devices that are relatively safe. Gnomes are in many ways commensurate organizers: a gnome can spend as much time organizing and planning a project as they do actually working on it. If the design fails, they try to learn why, and fix it if they can. If they meet with success, they will continue to tinker with it and improve the design, often for years afterward. Thus, many gnomish designs feature a high degree of complexity and a low chance of failure, the exceptions being those that dabble with chaos energy — but even then, they take steps to ensure the worst that could happen is a brief, non-fatal failure. While a goblin would scream and flee at the mere thought of a cost overrun, a gnome simply shrugs and presses on. If a project fails to work correctly the first time, a gnome will continue to tinker with it, while a goblin would usually give up and move to something else. Thus, gnomish items have very low failure rates compared to goblin items. ### Affiliation Gnomes are members of the alliance, they are great friends of the dwarves and have fought and died alongside human soldiers. They are wary of the blood elves, but so is everyone else, so they don’t feel too bad about that. They battled the Horde in the Second War and have a bit of a grudge against orcs, but gnomes are a kindly and forgiving lot and are willing to give the orcs a second chance. Gnomes and goblins have always been rivals — though whether this rivalry is friendly or brutal depends on the individuals involved. Gnomes have not been on Kalimdor long enough to form proper opinions about its denizens. Tauren and night elves both seem rather rustic for gnome sensibilities — but they can make friends with anyone. ### Names Gnome parents name their children at birth. Gnomes have family names that represent an honored ancestor’s achievements, but they only keep these names until some time in their 30s. At this point, gnome society expects them to have made their own achievements, and thus the gnome invents a new name that represents his own accomplishments. This name then takes the place of his family name. ### Gnome Traits Your gnome character has certain abilities, learned through generations of gnomes. ***Ability Score Increase.*** Your Intelligence score increases by 2, and your Constitution by 1. \columnbreak ***Age.*** Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. ***Alignment.*** Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers, Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. ***Size.*** Gnomes are between 3 and 4 feet and generally compactly built. Your size is Small. ***Speed.*** Your base walking speed is 25 feet. ***Artificer's Lore.*** Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. ***Darkvision.*** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Gnome Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. ***Tinker.*** You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following: - *Clockwork Toy.* This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. - *Fire Starter.* The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. - *Music Box.* When opened. this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. ***Languages.*** You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
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## Eredar *The eredar are a species of supremely talented magic-wielders who arose on the planet Argus countless millennia ago. Exceptionally skilled in magic, their mastery of the arcane arts were renowned throughout the scattered worlds of the Great Dark Beyond.* ### Introduction 25,000 years ago, the Dark Titan Sargeras shattered the tranquility of Argus by offering the eredar immeasurable knowledge and power. The eredar were a knowledge-seeking race. The titan bathed the eredar in his fel might, and turned them into demonic members of the Burning Legion. Velen and his followers however managed to flee Argus with the help of the divine naaru, who would rename them draenei, or "Exiled Ones". The draenei refer to their corrupted brethren as man'ari. The word "eredar" designates both the demonic, man'ari eredar as well as the original eredar race, of which the draenei are representative, but mostly for the former as it has developed a negative connotation. ### Strange Appearance Draenei males have tendrils coming out of their chin and a fan-like forehead plate which rises and overlaps other forehead plates behind it. Male draenei have large tails which are held erect by developed muscle structure. The female of the species exhibits marked differences. Rather than the forehead plates featured on the male, they have vaguely horn-shaped cranial extensions that extend over the upper cranium and end on either side of the crown. Apparently, draenei females are obsessed with the way their horns look. Female cranial tendrils sprout behind the ear and are typically long enough to reach the shoulders. Their tendrils are thinner than the male's, and tails shorter. \columnbreak
The broken Draeneis, although similar to their pure counterparts has noticable differences, their faces are less structured, and appear more as a flat rounded plate than a beautiful face, they generally stand a feet or two shorter. Their skin sometimes looks cracked, and almost as if made of stone, and they tend to stand more like a human, only having a knee joint. ### The Divine Naaru During the draenei's journey, the enigmatic naaru race taught them the ways of the Light, though they already had a certain experience with it through Velen and T'uure. The naaru explained that there were other forces in the cosmos that would stand against the Burning Legion. One day the naaru would forge them into a single unstoppable Army of the Light. The naaru also bestowed a blessing, the Gift of the Naaru, upon the draenei to signify their new connection the Light. Deeply affected by the naaru's words, the draenei vowed to honor the Light and uphold the naaru's altruistic ideals. ### Affiliation Due to the Draenei's friendly and honorable attitude, they tend to get along well with other races, especially those who belong to the Alliance for obvious reasons, even if the race does not return the kindness. Draenei have very strong ties with the Night Elves, who were the first of the Alliance to greet the Draenei and welcome them into the Alliance. Many Draenei hate the Orcs for their actions in Draenor. This leads to a distrust of the other races of the Horde. However, they don't seem to hate the Tauren, who are arguably the most honorable race of the Horde. ### Names Draenei, unlike most races, do not have last names. Their parents give them a name at their birth, that they keep until they themselves consider themself an adult, at which point they choose a name of their own choosing.
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\pagebreakNum ### Eredar Traits Eredar share certain racial traits no matter if draenei, or broken. ***Ability Score Increase.*** Your Wisdom increases by 2. ***Age.*** Draeneis live to extraordinarily old ages, their exact age is unknown by most other races, as they can get immensely old, a draenei reaches adulthood in their early twenties, and can can live to become many thousand years, even in some cases becoming immortal. ***Alignment.*** Draeneis are mostly good. Those who strive towards law are sages, priests, paladins, vindicators, or scholars. Those who tend toward chaos are warriors, rangers, or in other ways people more fond of pure fighting. ***Size.*** Draeneis are between 7 and 8 feet tall and somewhat muscular. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Jeweler.*** You have proficiency with artisan's tools (jeweler's tools). ***Languages.*** You can speak, read, and write Common and Drae'ni. The Drae'ni language, is a strange and complicated language for other races to learn. Seemingly having no resemblance with any Azerothian languages. ***Subrace.*** Some eredars managed to escape Draenor, and are named Draenei, others did not, and became broken. Choose one of these subraces. #### Broken Draenei Once a Draenei, but after the destruction of on Draenor, you came into contact with the fel energies of the orcish warlocks, the connection with the Naaru has been torn, leaving you incapable of feeling it's warmth. After years spent surviving in the harsh, unforgiving Outland, the Dark Portal opened, heroes emerged to grant you a chance at freedom from the tormented world you find yourself upon. ***Ability Score Increase.*** Your Constitution score increases by 2. ***Torturous Resistance.*** You have resistance against necrotic damage. ***Broken Spirit.*** Your connection to the Light severed, you are unable to choose any class that involves the use of the Light. However, your severed connection has led you to seek out the Elements, and therefore allows you to become a Shaman, as well as any other class that involves a connection with the Elements. Once the Broken Gift of the Naaru has been used, it cannot be used again until the end of a long rest. #### Draenei As a draenei, you have a natural connection with the Naaru, strengthening your bond to the light. The Draenei is the uncorrupted eredars, who fled their home planet of Argus from the demonic Burning Legion, to settle on Draenor, for centuries, later to be forced to flee once again, and crash landing on Azeroth in their vessel the Exodar. ***Ability Score Increase.*** Your Intelligence score increases by 2. ***Lights Guidance*** You have advantage on saving throws against radiant damage ***Gift of the Naaru.*** As an action, you may place the Gift of the Naaru on a friendly target within 30 feet, the target is immediately healed 1d6 + your level, and is healed an additional 1d6 the following two next rounds. Using the gift does not require concentration. Once the Gift of the Naaru has been used, it cannot be used again until the end of a long rest.
PART 1 | RACES
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## Worgen *Resembling a cross between human and dire wolf, the hunched over creature is roughly humanoid. Its body is covered in coarse, grayish-black fur with twitching claws and snarling teeth. The creature's eyes are mottled yellow in colour, unblinking and devoid of any discernible emotion other than hunger.* ### Introduction Long ago, amid a brutal war between the night elves and the demonic satyrs in Kalimdor, a group of druids practiced the ability to transform into a powerful yet unwieldy form that embodied the fury of the wolf Ancient, Goldrinn. Taught by Ralaar Fangfire, these Druids of the Pack sought to use the Scythe of Elune, a mystical artifact, to temper the uncontrollable rage inherent in their chosen form. Rather than abate the druids’ fury, however, the Scythe transformed Ralaar and his followers into worgen: bestial humanoids enslaved by their own primal instincts. Ralaar’s druids tore through friend and foe alike. Night elves wounded by the beasts contracted a virulent curse that turned them into worgen as well. Desperate to staunch the affliction’s spread, Archdruid Malfurion Stormrage banished the worgen to a part of the Emerald Dream
— Azeroth’s spirit world — where they would be in peaceful slumber for all eternity. The worgen threat was contained for millennia, until Archmage Arugal pulled the wolf-beasts from the Dream. Summoned by order of King Genn Greymane, the worgen battled Scourge forces encroaching on the kingdom of Gilneas. Yet the feral creatures soon spread their curse throughout the human population, infecting Gilnean soldiers stationed beyond the Greymane Wall. The night elves, feeling responsible for the creation of the curse and the destruction it caused, agreed to help the Gilneans. With the Scythe of Elune, the night elves could not permanently cure the affliction, but managed to teach the Gilneans how to control their curse. \columnbreak
### Mindful Hunters Worgen generally tend to prefer more natural habitats like forests, they are natural hunters and have a propensity to hunt. What can be inferred from the Gilnean worgens' hunting behavior is that respect can be earned within the pack by the number of prey hunted or by hunting an incredibly elusive or dangerous prey. Once bitten, worgen go through stages of the mindless state, eventually losing their last vestiges of their former lives and gaining a full feral mentality; an irreversible transformation. Worgen must always control their emotions lest they lose themselves to their form's feral instincts. Rage and guilt are two known emotions that elicit a worgen's transformation. One way worgen can temporarily keep their sanity is by injecting themselves with a serum created by Gilnean chemist, Krennan Aranas. Another method is undertaking a night elven ritual that makes peace with traumatic events, thus bringing balance between the human and worgen sides. This ritual involves eating a piece of Moonleaf, to help the mind prepare for the ritual, and drinking holy water from moon wells that recalls traumatic and peaceful events so that a person may gain understanding and balance of one's self. ### Affiliation Worgens that are in control of their emotions are a part of the alliance, originally being humans themselves, they have a deep connection with the Stormwind Humans. Worgens have a respectful relationship with the night elves, even though they are the beginning of the worgen curse, without the night elfs, the worgens would be feral unreasonable wolves, instead of intelligent beings. Worgens have a deep hatred for Undeads and the scourge, after their attempt at overtaking the Gilnean Kingdom. ### Names Worgens were once humans, and their parents grant a child its given name at birth, while its family name has a long history and usually speaks something of its bearer’s ancestry. Some humans change their family names to emphasize their own accomplishments.
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\pagebreakNum ### Worgen Traits The worgen curse has taken control over you, transforming your body into that of a fully fleshed worgen, giving you the following traits. ***Ability Score Increase.*** Your Strength increases by 2. ***Age.*** Worgens age like humans, reaching adulthood slightly before, at the age of 16, and can live to be up to 300 years old. ***Alignment.*** Worgens tend to become chaotic, while originating from humans, the infection of their blood with the wolves has made them more unpredictable ***Size.*** Humanly varying widely in height and build, from barely 5 feet to well over 6 feet tall. In worgen form, they range from 7 to 9 feet. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Beastly Appearance.*** You have disadvantage on ability checks concerning Charisma, and have advantage on Charisma (Intimidation) checks. ***Curse of the Worgen.*** While you are in control of your own body, the curse still lingers in your body. Whenever gravely angered, agitated or put under emotional stress you are required to make a DC 15 Wisdom saving throw. If you succeed the saving throw, you manage to keep control over yourself. If you fail the saving throw, the lingering curse takes control, sending you into a feral rage for 1 minute, during this time. - You attack the nearest target, whether hostile or friendly without remorse. - You have resistance to bludgeoning, piercing, and slashing damage. - If you are able to cast spells, you can't cast them or concentrate on them while in feral rage. If further provoked during the rage, at the DM's discretion, he may decide to prolong the duration of the feral rage. At the end of each your turns, you may make another Wisdom saving throw to attempt abrupting the rage, if you succeed a DC 15, you end the feral rage. If you fail the save, the DC goes up by 1, but does not prolong the rages duration. ***Darkvision.*** Accustomed to the black nights, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Infesting Bite.*** When you reduce an enemy to 0 hit points with your bite, you spread your worgen curse to the target. You can also spread the curse to an incapacitated or willing target. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier), if they succeed, they become immune to the worgen curse, if they fail, they initiate the beginning stages of the curse. ***Keen Sense of Smell.*** You have advantage on perception checks related to smelling ***Natural Weapons.*** Worgens can attack with their claws and mouth as if armed. You are proficient with these attacks. The claw attack deals 1d4 slashing damage, and the Bite attack deals 1d6 piercing damage. Your claws have the Finesse and Light properties, and cannot be used while holding a weapon or shield. At 1st level, your claws deals 1d6, and the bite 1d8, and at 2nd level, your claws deals 1d8, and the bite 1d10. ***Vulnerable.*** You have vulnerability to weapons made of truesilver, and because of your keen sense of smell, if wolfsbane is brought within 30 ft of you, you need to make a Wisdom saving throw DC 12 +1 for each 5-ft closer to you the wolfsbane is, on a failed saving throw you become frightened, and must flee from the 30-ft range of the flower. ***Languages.*** You can speak, read, and write, Common, Gilnean, and Wolf. Worgens learn to communicate with their more beastly kin, learning the growling language of wolves, as well as having the language of their origin, Gilneas.
#### Worgen Levels ### (1d10 + Constitution modifier) |Level| Name | |:---:|:-----------------:| | 1st | Hardened Predator | | 2nd | Two Forms |
#### Hardened Predator Having spend more of your time getting accustomed to your worgen body, you've begun to realize some of the benefits that coming with the wolf-like structure. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Night Prowler.*** You gain proficiency in Stealth. ***Rapid Regeneration.*** When you roll a hit die during a short rest, you may roll twice and use either result. ***Running Wild.*** If you are holding no items in either of your hand, you can choose to daze as a bonus action, running on all fours. ***Thick Furred.*** Your fur has grown longer and thicker, you ignore effects of extreme cold (but not cold damage). ***Unnatural Fortitude.*** When you take damage that, you may use your reaction to immediately heal for half the damage received, rounded down. You cannot use this feature if the damage dealt was by a true silvered weapon, or if it was radiant. Once you have used this feature, you may not use it again until you have had a long rest. #### Two Forms You've become so accustomed to the worgen form, and so capable of controlling your own emotions, that you have learned the ability to transform yourself back into a human at will. ***Ability Score Increase.*** Your Wisdom increases by 1. ***Neither Beast Nor Human.*** You've managed to gain so much self control over the lingering curse. As an action you are able to able transform yourself back into your old human form. While in this form, you appear like you did prior to getting bitten. If affected by the curse while in human form, and you fail the saving throw, you are transformed back into a worgen, and are required to immediately make a second saving throw to not go into a feral rage. If you attack an enemy whilst in human form, you are immediately drawn back into worgen form. ***True Shape.*** When making a saving throw against resisting the curse of the worgen, you add twice your proficiency modifier.
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PART 1 | RACES
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## Orc *To pretend the demonic corruption did not exist is to forget how dreadful the impact was. To make ourselves into victims, rather than claiming our participation in our own destruction. We chose this path, we orcs. We chose it right up until it was too late to turn back. And having made that choice, we can, with the knowledge that we have of the end of that dark and shameful road, choose not to take it.* ### Introduction To their enemies, they are fearsome and savage adversaries, without parallel in their cunning and ferocity. To their allies, they are a fearless and honorable people, renowned for their strength and persistence. The orcs who followed Thrall to Kalimdor form the largest group of a race that has rediscovered its true spirit, shunning the cruel ways of demonic power for the paths of strength and wisdom. Some orcs still cling to demonic practices, yet their time is fading. When the orcs were freed from the Burning Legion, they experienced a spiritual revolution as the unnatural bloodlust left their bodies, connecting them with states of heart and mind that were common to their ancestors. This new generation of orcs for the most part follows Thrall as he forges ahead to reform the Horde through shamanism and tribal tradition. Still, not all of the orcs are pleased with these movements. They, who are many of the surviving warlocks, renounce all that Thrall proclaims the orcs are and seek to overthrow the shamans anew, in order to retake control of the Horde for themselves. ### Mindful Race To orcs, prowess in battle bestows great personal honor on an individual. This notion of honor pervades every echelon of orcish culture, and the loss or gain of honor has equal \columnbreak
consequence to all orcs regardless of their stature in society. Even the naming of orcs is temporary until they have performed rites of passage; only when orcs bring honor to themselves and thus to their clan do elders grant them adult names based upon their deeds. Orcs may appear quick to anger but they are tempered by the wisdom of the shamans, who are revered across Horde society. While many in the Alliance still perceive the orcs as brutish or even mindless, they have forged a complex culture embracing many occupations and many different races. No doubt Thrall's leadership aided in bringing this about, yet it is apparent that the Alliance has underestimated the orcs' ability to construct a society that is highly influential in world affairs. ### Angerous Temper Though prone to fits of berserk rage in warfare, orcs tend to display a curious feral grace that can rival even the finest fencing of an elven noble. They reach physical adulthood quickly, causing them to be among the most populous races on Azeroth despite the destitution they've endured over the previous generation. Their prolific nature is often offset however by the fact that orcs instinctively respond to conflict with a reckless tenacity, to the point that incidents of orcs who fight to the death over trivial issues are not uncommon. Despite this, the orcs of today continue to stand in drastic contrast to those that were enslaved by the Burning Legion, who embodied a bestial and diabolical force which was barely being controlled by warlock magic. Few of these demon-worshiping cults are left nowadays for the remnants of such groups are being hunted down not only by the Alliance, but by the Horde itself. ### Spiritual As far back as orcish history has been recorded, shaman have been mentioned, and learning to speak with the elemental spirits of Draenor was a pivotal achievement in destiny for the orc clans. The first orcs to learn the ways of shamanism hailed from the Shadowmoon clan, but many clans claim the mythical "First Shaman" arose from their ranks, even though the truth is that no one is sure of his or her allegiance. Several orc shaman worship or at least acknowledge the Earth Mother, the benevolent creator deity primarily worshipped by the tauren.
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\pagebreakNum ### Frightful Appearance Orc males are massive and brutish looking creatures. Weighing in at 250 to 300 pounds and standing from 6 to 7 feet in height, they are not a small race. Even orc women tend to be only a half-foot or so shorter than most males, having broad shoulders and muscular, powerful bodies. Orcs tend to have bristly hair and beards, often black or brown in color. Their skin ranges from a light green to a dark drab olive. Eyes range in color from a fierce red to a pale blue. Orcs have broad, flat noses, tusk-like teeth jutting from their lower and sometimes upper jaws, and large, pointed ears. They favor clothes of hide, and armor and arm themselves with a variety of gear. ### Affiliation Thrall formed the Horde with determination and sheer will, and created an alliance of races that has shaken the foundations of the world to its core. Having destroyed the legacy of Grom Hellscream by bringing the orcs out of the depths of demon worship and servitude to unseen powers, Thrall rules the Horde in Kalimdor with wisdom and temperance. The orcs are as much a part of the Horde as the Horde is part of what the orcs have become. ### Names Most orcish names derive from words in their language that have some complex meaning or hidden significance to their families. Typically, this is the name of a favorite thing or relative. Family names don’t exist; most orcs have last names related to some great deed of heroism or honor. However, in the case of truly incredible deeds, an orc might take on the last name of his father to ensure that the chronicle of that terrific deed lives on. ### Orc Traits Your orc character has certain traits deriving from your clan ancestry. ***Ability Score Increase.*** Your Constitution score increases by 2. ***Age.*** Orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. ***Alignment.*** Orcs have a tendency toward chaos and are not strongly inclined toward good. ***Size.*** Orcs are muscularly built, only just towering above humans, with a height of 6 to 6'6 feet. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Battle Rage.*** Orcs long ago learned how to harness the ferocity that dwells within their fierce hearts. As an action you may go into a rage for 1 minute. During this time, following properties take effect: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage rolls. - You have resistance to bludgeoning, piercing, and slashing damage. - If you are able to cast spells, you can't cast them or concentrate on them while in feral rage. You may at time during your rage use a bonus action to prematurely end it. You may use this feature a number of times equal to half your Constitution modifier, rounded down, and regain all uses after a long rest. \columnbreak ***Darkvision.*** Thanks to your blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Racial Distaste.*** You gain a +1 bonus to attack and damage rolls against humans. ***Relentless Discipline.*** You have advantage on Wisdom (animal handling) checks towards wolves. ***Languages.*** You can speak, read, and write Common, Orcish, and Taur-ahe. Ore is a harsh, grating language with hard consonants. It has no script of its own but is written in a mix of dwarven runes and common. ***Orc Clan.*** Three main kinds of clans appear throughout Azeroth, Agile, Brute, or Mystic clans. Choose one of these clans. #### Agile Clans Some orc clans, prefer a more stealth approach to things, hiding and waiting for the perfect time to ambush, such clans include The Shattered Hand, and Bleeding Hollow. Two large orc clans, that go in for a much more stealthy approach to things, these clans highly favor hunters, rogues, and occasionally warriors or shamans. ***Ability Score Increase.*** Your Dexterity increases by 1. ***Ambush.*** You gain proficiency in Dexterity (stealth) checks. #### Brute Clans Most known orc clans go for the brute forced approach, entering combat gladly with raised weapons, hammering down everything in their way. Some of the larger clans include Warsong, Burning Blade, and the Frostwolves. These clans favor warriors and hunters, but also do have shamans. ***Ability Score Increase.*** Your Strength increases by 1. ***Tumbling Warcry.*** You gain the feat *Charger* from player's handbook. #### Mystic Clans Not many orc clans go in for the use of magic, and those that do are usually more secretive than the rest. Generally less keen on working with other clans. Such clans include The Shadowmoon, and Steamreaver. These clans mostly favor Mages, Shamans, or Warlocks. ***Ability Score Increase.*** Choose your Intelligence score or Wisdom score to increase by 1. ***Mystic Lore.*** You gain proficiency in Intelligence (arcana) checks.
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## Forsaken *Death offered no escape for the scores of humans killed during the Lich King’s campaign to scour the living from Lordaeron. Instead, the kingdom’s fallen were risen into undeath as Scourge minions and forced to wage an unholy war against everything… and everyone… that they once held dear.* ### Introduction Undead humans and elves freed from the Lich King’s control, the Forsaken are a strange and dark force. Hailing from the twisted, skittering darkness of Undercity, the Forsaken are nominally allied with the Horde but serve only themselves. Four years ago, the high elven Ranger General Sylvanas Windrunner fell in combat against the Scourge. Prince Arthas raised her as a banshee and compelled her to follow his command. When the Lich King’s power waned in the incidents surrounding the Frozen Throne, Sylvanas harnessed her fury and tore herself free from his skeletal grasp. She freed many other undead as well, and recruited powerful allies from the Burning Legion and the surrounding ogre clans. Sylvanas dubbed her new force the Forsaken, and the undead established their capital in the labyrinthine crypts beneath Lordaeron’s capital city. Their sprawling, subterranean realm is called Undercity. ### Necessary Alliance The Forsaken originally became allies of the Horde out of necessity and convenience. They have no love for orcs, tauren or any other living creature, but they need time to strike against the Scourge and allies to help them do it. The Forsaken claim that they joined the Horde to prove their desire to leave their evil ways behind, but no one really believes this. The Horde accepts the Forsaken’s help, as they do indeed have a common enemy: the Scourge. The Horde is leery of the Forsaken’s tactics, however, and keeps watchful eyes on them. Though initially the Forsaken alliance with the Horde was one of pure convenience, in recent times it appears that their position in the faction has begun to solidify and many, though not all, of the Forsaken appear to be more or less loyal to the Horde now.
### Strange Behaviors Forsaken culture is strange, a perverse combination of the lives they once knew as mortals and the mindless slavery they experienced in the Scourge, colored by white-hot rage toward the Lich King and an almost equally intense devotion to their queen. Some Forsaken attempt to reclaim their humanity by acting in kind and helpful ways. Others allow hatred to fester into cruelty and rage. ### Extreme Alchemists Never sleeping, eating or falling ill, abandoned by those they once loved, the Forsaken have a brutal set of priorities. A great portion of their efforts focus on dark alchemy, and the Royal Apothecary Society commands great power in Undercity’s oily tunnels. The apothecaries constantly send Forsaken on missions to gather odd materials for their twisted experiments. Rumors tell that the undead creatures are working to create a plague that will exterminate the Scourge and every living being on Azeroth. ### Dreadful Looks Forsaken, unsurprisingly, look like dead people. Their skin is gray and rotting, showing bone and flesh in places. Their pupil-less eyes glow with dim, white ghostlight. Their muscles are withered, making them scrawny. Their movements are slow but jagged. Forsaken hardly ever smile (unless their lips have rotted away — then they smile all the time). Necromantic magic keeps them somewhat preserved, but natural decay still proceeds, just slower than normal.
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\pagebreakNum ### Affiliation Though the Forsaken do not trust anyone and no one trusts them, they are members of the Horde and, for now, do their best to help their allies and placate their ambassadors. Forsaken have even less love for the Alliance, particularly because they clash constantly with the human organization called the Scarlet Crusade. ### Names Like their dark lady, Forsaken keep the names they had when they were alive. As most Forsaken are human, these tend to be human names. If a Forsaken cannot remember her name, she may make up a suitable name or read one from a headstone. Some invent surnames that imply their desire to eradicate the Scourge. ### Forsaken Traits Your forsaken character has certain traits deriving from humans, as well as forsaken traits. ***Ability Score Increase.*** Your Strength increases by 1. ***Age.*** Forsakens do not age, they are undead. The age they were when they conceived the curse is the age they will be until destroyed. ***Alignment.*** Forsakens alignment varies, as their race origin, most tend to become more chaotic, and very few keep to good after decades of being an undead. ***Size.*** Forsaken is usually slightly shorter than their living counterparts. Standing more bend over, taking away a feet or two from their original height. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Cannibalize.*** As an action, you may feed on a humanoid or undead body within 5 feet that has died within the last hour, and regain 1d6 hit points. ***Darkvision.*** Forsakens can see normal in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Undead.*** Forsakens are undead rather than humanoids. This provides a Forsaken with numerous undead traits: - Forsakens are healed for half the Necrotic energy dealt to them, while Radiant energy hurts them. - Forsakens do not heal naturally over time. - Forsakens do not breathe, eat or sleep. Spellcasters still need 8 hours of uninterrupted rest before preparing their spells, and to regain spell slots. - Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect Forsaken. These spells return a destroyed Forsaken to her undead life; the Scourge’s curse makes it virtually impossible to bring a Forsaken back to life as the creature she was before she died. Only wish or miracle can accomplish that. - Forsakens are not destroyed when reduced to 0 hit points or less. Instead, at 0 hit points, your movement is halved, and you begin your round with making a death saving throw, but besides that you function as normal. - You are immune to poison, and the poisoned condition. ***Will of the Forsaken.*** When the forsaken is charmed, feared, or paralyzed, he may use the will of the forsaken, to immediately end the condition as a free action. Once this ability has been used, it cannot be used again until the next dawn. ***Languages.*** You can speak, read, and write Orcish and Common. Forsakens originate from blood elves and humans, and get their language from them. ***Subrace*** Two kinds of forsaken exist on Azeroth, Forsaken Elves, and Forsaken Humans. Choose one of these subraces. #### Forsaken Elf As a forsaken elf, you were once a blood elf off quel'thalas, overtaken by the scourge. Now usually serving as high and powerful members within Sylvanas' rule. ***Ability Score Increase.*** Your Intelligence score increases by 2. ***Arcanic Knowledge.*** You are proficient in Intelligence (arcana) checks. ***Languages.*** You can speak, read, and write Thalassian #### Forsaken Human As a forsaken human, you were once a proud human of lordaeron. A human society at the top of the eastern kingdoms, that the scourge all but leveled with the ground in its passing. Now, broken from the scourges will, you serve under Queen Sylvanas' rule. ***Ability Score Increase.*** Choose two ability scores of your choice to increase by 1. ***Experienced.*** Choose one feat of your choice from the list given in Player's Handbook.
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## Tauren *Our people have walked this land for many, many years, and in that time have learned much about the world. Our allies will need to look to us for wisdom and guidance. My father once made a promise to the Horde, to repay a debt we owed them for their service to our race. I, for one, intend to deliver on that promise.*
*— High Chieftain Baine Bloodhoof*
### Introduction The plains of Kalimdor have long been a home to these gargantuan nomads. The tauren are a race of spiritual shamans, hunters, and fighters, who long ago developed a complex culture and system of living without the aid of stonework, steel or conquest. This is not to say that the tauren are a race of pacifists, for when they are angered they are capable of retaliating with swift and decisive brutality. The tauren are a noble race that embrace the natural world. They have shed their nomadic roots and united in their ancestral lands. Their race may be one of spirituality, reverence for nature, and respect for elders, but it also possesses powerful warriors that willingly fight when the situation demands it. Although strong and capable warriors when roused in battle, most tauren reserve combat for when all other options are exhausted. They prefer course of wise discussion and careful rumination before embarking on any great endeavor, and they have great respect for the wise, spiritual and elderly among their people. The tauren are not wrathful by nature, but sometimes a thirst for justice causes them to take up arms in anger. \columnbreak
### Peaceful Race Tauren have no love for bloodshed, as their deep spiritual beliefs do not have a place for warfare. The elders of a tribe solve most issues, or two tauren might resolve a conflict with a ritual challenge resembling a duel. Having become members of the Horde, the introspective race has been involved in more and more conflict, creating a demand for tauren warriors and healers. Many must spend time putting great thought into the actions they perform on the field of battle. Taking another life, whether it is man or beast, is an act filled with great significance and responsibility to the tauren. ### Majestic Appearance Tauren are large, and muscular with bull-like heads. Males average 7 1/2 feet tall and 400 pounds, while females are usually a bit shorter and lighter. Tauren are mostly muscle, having incredibly developed physiques and brawny frames most suitable for combat. Soft, downy fur covers the tauren body, with manes growing along head and neck, the lengths of the arms, and the shins. Coloration can range from solid black to blond and even to white, or mottled pelts with a range of spots and different colors. Horns are most prominent on males, although all tauren have horns. ### Affiliation Taurens are members of the horde. When they first encountered the orcs of Thrall’s Horde, the tauren recognized the orcs as spiritual brethren. No other race shared such a similar outlook on the world, and the shamans of both races met frequently to discuss the matters of the spirit world. The tauren allied with the orcs out of a shared vision, one of a collective of allies keeping each other well guarded. While the tauren see the orcs and trolls as potential friends to welcome, they rarely trust the Forsaken with more than a nod and a place to set their withered feet. Tauren also bear no ill will to the members of the Alliance unless threatened by them, although they do make an exception for Blood Elves.
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\pagebreakNum The taint of magic on the blood elven spirit is a poisonous air to the tauren, a stench of the soul that they cannot tolerate for long. Night elves are quite the opposite; tauren sometimes view them with awe and fear. Tauren and night elves have coexisted on Kalimdor for centuries, and tauren have long seen the Kaldorei as a mythical race of demigods, possessed of great magic and steeped in natural powers. ### Names The language of the tauren is often harsh and low sounding, which is reflected in the names of their children. The last name of a tauren is usually a family name, handed down through the generations. If the tauren has performed some act that has made an impression on the elders of his tribe, however, he may choose to take on his own last name to commemorate that act. ### Tauren Traits Taurens share certain characteristics no matter what tribe they come from. ***Ability Score Increase.*** Your Strength and Constitution score increases by 1. ***Age.*** Taurens reaches adulthood in their mid teens, and most grow to be 80 years old, few live beyond a century. ***Alignment.*** Most taurens are lawful, keeping to their own code. Those who are evil are shunned upon, most either outlaws or corrupted in some form. ***Size.*** Taurens stand between 7-9 feet tall, most heavily built with broad shoulders. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Cultivation.*** You are proficient in the Herbalism Kit. ***Natural Weapon.*** A tauren’s horns are a natural weapon, and all adult tauren are proficient in their use. Tauren horns deal 1d8 piercing damage + your Strength modifier. ***Tribal Training.*** You are proficient in halberds, longspears and totems. ***Languages.*** You can speak, read, and write Common and Taur-ahe. Taur-ahe is a harsh, and low sounding language, without a proper alphabet, their written language is made of elaborate pictograms and pictoforms. ***Tribe.*** Taurens are a tribe people, many tribes exist, but Bloodhoof, Grimtotem, and Highmountain is by far the 3 largest. Choose one of these tribes. #### Bloodhoof Tribe Bloodhoof taurens are widely spread, their kin is the keepers of Thunder Bluff, the tauren capital. They reside all over Azeroth, in attempts to restore the balance of the world after the occupation of the burning legion. ***Ability Score Increase.*** Your Charisma increases by 1. ***Far traveled.*** You gain proficiency in Intelligence (history) checks. #### Grimtotem Tribe Among tauren kin, Grimtotems are the most aggressive and vicious taurens, wishing to eradicate lesser races from Kalimdor, and reclaim taurens long lost ancestral holdings. ***Ability Score Increase.*** Your Strength increases by 1. ***Fearful.*** You gain proficiency in Charisma (intimidation) checks. \columnbreak #### Highmountain Tribe Highmountain Taurens are among the more secluded taurens, residing on top of highmountain within the broken isles, they are a peaceful, and generally kind hearted tauren kin. Highmountain taurens in comparison to their kin has massive thick antler as horns. ***Ability Score Increase.*** Your Dexterity increases by 1. ***Animal Handler.*** You gain proficiency in Wisdom (animal handling) and Wisdom (survival) checks.
#### Tauren Levels ### (1d10 + Constitution modifier) | Level | Name | |:---:|:---:| | 1st | Endurance| | 2nd | Spiritual Resilience |
#### Endurant You've grown stronger, your hide has thickened, on top of that, you've perfected a more reckless way of using your horns. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Leather Tough.*** You gain a +1 bonus to AC. ***Hardy.*** When you roll a hit die during a short rest, you may roll twice and use either result. ***Tauren Charge.*** When you use your action to Dash, you can use a bonus action to lower your horns. If you move at least 10 feet in a straight line immediately before taking this bonus action, the damage deals its normal 1d8, + twice your Strength modifier, or 5, whichever is highest. #### Spiritual Resilience Growing wiser, your knowledge of the spirits has increased, knowing they are with you, you've grown less fearsome of what might lure in the dark. ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Fearless.*** You gain advantage on checks to resist fear effects. ***Tauren Bullrush.*** When using Tauren Charge, you are considered a Large Creature, and gain a +4 bonus to Strength for the duration of the charge, if your Charge hits, after damage is done, make a Strength (athletics) check contested by the targets Strength (athletics) or Dexterity (acrobatics) check, if the target fails it is pushed 5-ft back and knocked prone.
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## Troll *Oh my - as I suspected. Your ancestry dates back to the dawn of the world. Great were the ancient empires of the trolls. I see a spark in your eyes, a powerful will - you wish to be great again, yes?*
*— Lorewalker Cho*
### Introduction The jungle trolls are sometimes referred to as Gurubashi trolls, after the ancient empire of the same name. Their capital, Zul'Gurub, is located in Stranglethorn Vale, along with many smaller towns, cities, and villages, many of which are in a state of ruin or disrepair. The largest jungle troll settlement outside Stranglethorn is Sen'jin Village founded by the Darkspear tribe, who had been displaced from their exile on the Broken Isles and Echo Isles. Forest trolls hold all other races in contempt — especially blood elves, whom they consider the despoilers of their ancient homeland. They will only work with others if it means the elimination of an even more hated enemy. Forest troll culture is tribal and primitive. Though not as violent as their ice troll cousins, forest trolls nonetheless have a fearsome reputation in battle. Ice trolls are a subspecies of troll that lives in cold climates. They have angular features, bright blue eyes, and mottled blue-white skin covered in hides and pelts. This troll has blue-white skin under grayish leather armor, and he sports a red mohawk. Ice trolls are generally evil and like most trolls, they are fierce protectors of their homes and may attack travelers to gain weapons, materials, clothing and food. They practice cannibalism and sometimes eat their slain enemies raw. ### Cannibalism and Voodoo Cannibalism is a relatively common troll practice. Several troll tribes are cannibalistic. It is well known that ice trolls practice cannibalism, while forest trolls, and jungle trolls are more profound towards it, but are still cannibalists. The Darkspear tribe practiced cannibalism until they joined forces with the Horde, who forbade the practice. \columnbreak
Not all trolls practice voodoo, but it is as widespread as cannibalism. It was given to the trolls by their worshiped god Loa, and the exact emergence of voodoo among the trolls is unknown, for most tribes that possess such knowledge are unwilling to share it with outsiders. ### Tall and Muscular Trolls are often tall, lanky, and muscular. They have both elven and orcish characteristics with their fierce fangs and long ears. Their long arms, strong legs and quick reflexes make them adept hunters. Trolls have only two fingers and a thumb on their hands, and they have only two toes on each foot. Some trolls have a toenail on their heels, and they do not wear standard shoes or boots due to their unusual foot shape and comfort in wading barefooted within different terrains. Although enough physical damage will kill them, trolls heal grievous physical injuries at an accelerated rate, giving them a large advantage in battle. Trolls are so well known for their regenerative abilities that alchemical mixtures, which induce regeneration in other races, are referred to as "troll's blood potions," despite not actually containing any troll blood. ### Affiliation Trolls are steadfast members of the horde. Though they practice voodoo and many retain their savage natures, they are respected within the horde by the orcs. They feel a great debt to the orcs, and their time fighting alongside the tauren has made them friends of these creatures as well. They are suspicious of the Forsaken, but so is everyone else. The troll tribes doesn’t really hate the Alliance races, but their loyalty to the Horde and their bloodthirstiness make the Alliance a great target. However, their respect for the Warchief prevents them from waging a private war against Theramore. The Alliance races do not trust trolls at all, especially after suffering greatly at the hands of forest trolls in the Second War.
PART 1 | RACES
\pagebreakNum ### Names Troll names look simple but are surprisingly complex. Their language is largely syllabic, and various syllables can be added to the beginning or end of a troll’s name to denote status and ability. The suffix “’jin,” for example, refers to a tribal chief or elder, while the prefix “Zul’” describes a voodoo master. Troll given names are usually only one syllable, to facilitate the additions of these titles. Some trolls drop their given names altogether and are known purely by their titles; a great tribal witch doctor, for instance, might be called “Zul’jin.” ### Troll Traits All trolls originate from the Zandalar trolls, giving them certain traits incommon. ***Ability Score Increase.*** Your Dexterity increases by 2. ***Age.*** Trolls mature at the same rate as humans, reaching adulthood in their late teens. Most trolls live until their early 70, but are able to live to 150. ***Alignment.*** Trolls are a very neutral race, their alignment varying drastically between them. Most trolls tend to avoid evil, and those who do become evil are almost always corrupted in some way. ***Size.*** Even though most trolls stand slightly bend over, they still tower above most other races, with their height between 7 to 8 feet, and their muscular slender build. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Darkvision.*** Trolls are able to retain their vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Rapid Healing.*** When you roll a hit die during a short rest, you gain twice the die roll. ***Languages.*** You can speak, read, and write Common, Orcish, and Zandali. Zandali is the native tongue of all trolls, a descend from their ancestral tongue. ***Subrace*** Three kinds of trolls populate Azeroth, Forest, Ice, and Jungle trolls. Choose one of these subraces. #### Forest Troll Forest trolls are a secluded kin, they prefer the company of plants before other races. Their skin is green, with a thin layer of a moss-like substance growing on it. They are as broad shouldered as their ice troll kin, but no near as fierce or muscular. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Plant Eater.*** You are able live on various plants or bark materials found in forested areas. ***Natural Camouflage.*** You have advantage on Dexterity (stealth) checks, when hiding in foliage. #### Ice Troll Ice trolls are the most barbaric of the troll species, living in colder climates, with thicker hides, and larger build. The share little of the slenderness of their kin, being exceptionally muscular. Their skin and hair generally pale colors, with blue eyes. ***Ability Score Increase.*** Your Strength increases by 2. ***Thick Skinned.*** Your skin has hardened to the cold, you ignore effects of extreme cold (but not cold damage). #### Jungle Troll Jungle trolls are the most civilized troll species. They are organized around tribes, with bloodlines led by the most powerful warriors. Their skin tend to be light blue to dark grey. ***Ability Score Increase.*** Your Charisma increases by 1. ***Exceptional Hunter.*** You gain a +1 bonus to attack and damage roll with thrown weapons. ***Survivalist.*** You have proficiency in Wisdom (survival) checks.
#### Troll Levels ### (1d8 + Constitution modifier) | Level | Name | |:---:|:---:| | 1st | Frenzied Attacker | | 2nd | Voodoo Healing |
#### Frenzied Attacker You've harnessed the thrill of combat, making you able for a split second make the bloodrush take control. ***Ability Score Increase.*** Your Strength increases by 1. ***Berserk.*** As an action, you may choose to go berserk for a number of rounds equal to your Strength modifier, during this time, certain effects take place: - Your speed is doubled. - You gain a +2 bonus to AC. - You have advantage on Dexterity saving throws. - You gain an additional action each turn. (*That action can only be used to make a weapon attack, or take the Dash, Disengage, Hide, or Use Object Action*) Once berserk ends, you gain one level of exhaustion, and cannot use the feature again until the end of a long rest. #### Voodoo Healing With the spirits looking over you, you are able to briefly harness their energy for your own purpose. ***Ability Score Increase.*** Your Wisdom increases by 1. ***Spiritual Regeneration.*** As an action, you regain 1d6 per total level you have. You can use this feature a number of times equal to your level divided by 4 (minimum of 1). Regaining all uses at the end of a long rest.
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## Blood Elf *We must put this misery behind us. We must enter a new chapter! And so I say to you that, as of this day, we are no longer high elves!* *In honor of the blood that was shed throughout this kingdom, in honor of the sacrifices of our brothers and sisters, our parents, and our children, in honor of Anasterian... as of this day we will take the name of our royal lineage! As of this day, we are sin'dorei! For Quel'Thalas!*
*— Kael'thas Sunstrider*
### Introduction The blood elves are high elves who changed their name after the Scourge invasion of Quel'Thalas. Their new name is a dirge, referencing both the blood of their many kin who fell during the Third War, and their royal lineage. For nearly 7,000 years, high elven society centered on the sacred Sunwell, a magical fount that was created using a vial of pure arcane energy from the first Well of Eternity. Nourished and strengthened by the Sunwell’s potent energies, the high elves’ enchanted kingdom of Quel'Thalas prospered within the verdant forests north of Lordaeron. During the Third War, however, the high elves were nearly scoured from Azeroth. Led by the death knight Arthas, a Scourge army stormed into Quel'Thalas, slaughtering almost ninety percent of the kingdom’s population. Arthas then used the mystical Sunwell to resurrect the fallen necromancer Kel'Thuzad, irrevocably tainting the fount in the process. Prince Kael'thas Sunstrider rushed to his homeland's aid, and the survivors of the onslaught were renamed the "blood elves" in honor of their fallen people. The tainted Sunwell was destroyed, but the elves had grown addicted to its energies over the years, and were left weakened and despondent without them. Kael'thas assured his brethren that he would find them a cure, and left Quel'Thalas in the hands of his regent, Lor'themar Theron, while he traveled to avenge his people and find a way to sate their hunger for magic. The blood elves strove to rebuild Quel'Thalas, and reclaimed much of their land from the Scourge. \columnbreak
Kael'thas had assured his people that one day he would return to Quel'Thalas and lead them to paradise, yet time revealed that his promises were nothing more than lies. On Outland, the prince became twisted with the corrupting essence wielded by the demonic Burning Legion. Kael'thas came under the sway of the Legion's commander, Kil'jaeden. The prince was later killed on his return to Quel'Thalas for his treachery. The draenei prophet, Velen, then used the essence of a darkened naaru to restore the Sunwell as a fount of both arcane and holy energy. Inspired by the Sunwell's rebirth, the blood elves have since entered into a shining new era in their ancient race's history. Although some elves remain hesitant to abandon their dependence on arcane magic, others have embraced change for the betterment of Quel'Thalas. Despite the numerous tragedies of their past, the blood elves continue to stand strong and endure, tenaciously striving to restore their beloved nation's past glory. ### Crimson As a culture, the sin'dorei have retained the look and feel of their fallen high elven kingdom, though have developed a greater penchant for the colour of crimson: the colour of their namesake. Crimson-red robes, decor and armour have become far more commonplace within blood elven society prior to the fall of the high elven people, a reference to the blood of their many brethren who had perished in the Third War. The iconic and traditional blood elven colours are red, gold, and to a lesser extent, blue – all of which can be seen on their racial crest, the Icon of Blood. ### Proud Society In general, the blood elves are a proud, pragmatic, and somewhat jingoistic people; they place great emphasis on their love for their homeland, and are ruthless to their enemies. Their reputation for isolationism is well-earned, and they prefer to keep to their own kind, although excep-tions to this stereotype exist. Blood elves are a resilient race of survivors, and their most prominent figures stand as beacons of courage, tenacity, and the strength to fight on, regardless of what foes stand in their way.
PART 1 | RACES
\pagebreakNum ### Beautiful and Graceful Blood elven males typically have slender, muscular, and athletic bodies. They also possess long pointy ears, acute senses and keen sight in the darkness. Females can possess much the same, albeit typically sporting a slim elven physique. Like all elves, blood elves are considered highly attractive by the standards of most mortal races. They typically have fairly long hair, generally do not grow their facial hair to gigantic proportions until old age, and stand slightly taller than their human gender counterparts. Blood elves are, biologically and physiologically, high elves. Courtesy of their exposure to fel magic, the eyes of the sin'dorei now produce an emerald glow. This is the high elven's body's natural reaction to spending time around fel magic. ### Affiliation Kael'thas' decision to continually accept the aid of the naga and willingness to use fel magic have caused blood elves to be shunned by the Alliance. Thus, the remaining blood elves on Azeroth have joined the Horde to help them reach Outland. Addiction to fel magics and the desperate search for a cure are things the Orcs are very familiar with, and many older orcs who've experienced similar addictions feel a kinship with the blood elves. The Forsaken have been working closely with the blood elves to purge the greater Plaguelands of Scourge presence since their induction. Lor'themar Theron was Sylvanas Windrunner's second in command during the Second Battle of Quel'Thalas, and many Forsaken were high elves culled from the same battle. The aid provided by the Forsaken has included reinforcements, a number of outposts in and around the reclaimed blood elf territories, and a teleportation device between the Undercity and Silvermoon. ### Names As seen with most blood elves who survived the Third War, the sin'dorei have retained their quel'dorei names. As such, the same naming rules are typical of their night elven cousins. The blood elves share a connection with the sun that is quite prevalent in their choice of family names. \columnbreak
Unlike the high elves, however, a number of blood elves have taken on more aggressive surnames - often incorporating the word "blood" into their identity, which had not been heard of prior to the sin'dorei coming to power. Presumably, this is to better illustrate their cultural identity and their drive for vengeance, as many blood elves would have lost family members during the Scourge massacre. ### Blood Elf Traits Your blood elf character has certain traits in common with their night elven brothers, and their high elven parents. ***Ability Score Increase.*** Your Intelligence score increases by 2, and your Dexterity by 1. ***Age.*** Blood elves reach physical maturity in their mid 20, but is not properly considered to have entered adulthood until their 60, and can live to become many hundreds of years old with ease, some are know to become as old as their night elven brothers. ***Alignment.*** Most blood elves tend to be lawful, being a very militant people. Those who do become chaotic is usually mages, or warlocks out of control. ***Size.*** Blood elves in many ways resemble humans, but with slender builds, and much more refined features. Usually just over 6-ft, with very little difference between male and females. ***Speed.*** Your base walking speed is 30 feet. ***Arcanic Knowledge.*** You are proficient in Intelligence (arcana) checks. ***Darkvision.*** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Weapon Proficiency.*** You are proficiency in longbow, short sword, and longsword. ***Languages.*** You can speak, read, and write Common, Orcish, and Thalassian. Thalassian is a derivative of the Darnassian language, and in many ways sound the same to an inexperienced ear.'
PART 1 | RACES
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## Goblin *I never cover up the things I'm proud of. If the world was gonna split in half tomorrow, I’d buy the Dark Portal, slap a toll booth on it, and charge refugees the last of their pocket change, the rings off their fingers, a bite of their sandwiches, and a contractual obligation to build me a rocket palace in the skies of Nagrand. It’s the goblin way! Supply and demand! Deal with it!*
*— Trade Prince Jastor Gallywix*
### Introduction Originally the slaves of jungle trolls on the Isle of Kezan, goblins were forced to mine kaja’mite ore out of the volcanic bowels of Mount Kajaro. The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja’mite generated new cunning and intelligence in the goblin race. Crafting powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had once been the goblins’ prison, and slave camp became the city of Undermine. It was there that they built the foundations of an empire, and honed their inherent craftiness to a razor edge. The goblins’ inventions would help them rule the world—or at least own a profitable percentage of it. To the goblins’ dismay, the effects of the kaja’mite began to wear off, and their intelligence waned. Even worse, the ore itself became more scarce. Supplies dwindled. Desperation ensued… The goblins’ once-brilliant inventions started to look haphazard and makeshift, and Kezan’s native swindlers realized that they would need to find other ways to supplement their avarice. The goblins’ remaining craftiness and greed soon lifted the race to preeminence as masters of mercantilism. Great fortunes were amassed, and the Isle of Kezan became a hub for goblin trading ships. One ambitious trade prince agreed to lend his cartel’s services to the Horde in the Second War. Following the Horde’s defeat, the goblins realized that their profits could double if they weren’t stuck in a restrictive relationship. \columnbreak
By the end of the Third War, goblins were providing services to both the Horde and the Alliance. ### Technology Goblins love of mechanics often places them into direct competition with gnomes who enjoy similar devices. The competition between goblins and gnomes seems to be friendly. Whether clockwork shredders that allow a single goblin to do as much harvesting as 10 field hands or zeppelin-like airships that can ferry troops over otherwise impassable terrain, the goblins' inventions have become legendary. Such technological ingenuity is as central to the goblins' rise among the races as any trading prowess. Even with the malfunctions and explosions that occur, goblin technology is proving to be of a quality that rivals the dwarves and their firearms. While other races often try to build reliable machines that would stay for grandchildren, goblin aims for device of the marginally bearable reliability that should only last enough to make its construction reasonable. Weird as it is, this approach allows to build more machines, or to build a more complex and powerful machine using the same time and resources. ### Born Traders Goblins have taken to the role of merchants, and it's hard to travel for more than a day or two without stumbling across a goblin shop of some size. Goblin shops can be found nearly anywhere on Azeroth, seemingly regardless of whether or not there are towns nearby and heedless of dangers such as the Scourge. The goblins will sell anything to anyone, at only slightly inflated prices. Though many shops remain independent, a growing number of them have signs declaring that they are owned and operated by the Venture Company, which the proprietors claim is headquartered in a faraway city ruled by goblins where the streets are paved with gold. The goblins are also legendary for the sheer variety of trade in which they are willing to indulge and for their tenacity in bargaining.
PART 1 | RACES
\pagebreakNum ### Small But Standing Tall Goblins are slight and wiry, averaging 3 feet in height and weighing between 30 and 50 pounds. They have long, sharp noses, chins and ears, and green skin. Their arms are long and slender and their fingers deft. They tend to wear leather clothing, often cut into aprons to protect against caustic fluids. Goggles usually cover their eyes, and various technological devices are strapped across their bodies. ### Affiliation The Bilgewater Cartel has found a recent enemy in the Alliance. Unprofitable encounters with the secretive SI:7 branch of King Varian’s forces have driven Trade Prince Gallywix from comfortable neutrality. Reforging old pacts with their colleagues’ one-time allies, the goblins of the Bilgewater Cartel have been welcomed into the Horde. Although alliance is not fond of goblins, they still for the most part do trading with them when stumbled upon without Stormwinds borders. But night elves have a deep dislike towards the goblins because the little creatures have no respect for nature or natural resources. ### Names Every goblin has a given name and a family name. The family names portray some ancestor’s achievement, though a goblin may take a new family name if he feels he has made an accomplishment that outstrips that of his eponymous forebear. ### Goblin Traits Your gnome character has certain abilities, learned through generations of gnomes. ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Charisma increases by 1. ***Age.*** Goblins mature slightly slower than humans, reaching adulthood in their early 20, and live to die within a century. ***Alignment.*** Most goblins tend to be chaotic to a certain degree, even when lawful, they have a spark of chaoticness in them that they cannot get rid off. ***Size.*** Goblins are between 3 and 4 feet and somewhat slender. Your size is Small. ***Speed.*** Your base walking speed is 30 feet. ***Best Deals Anywhere.*** You have advantage on any checks made to appraise the price of items. Goblins are born traders, and love gold more than anything, giving them an inherited ability to appraise. ***Living Through Chemistry.*** You are proficient in artisan's tools (alchemist's supplies). ***Darkvision.*** Goblins naturally have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Time is Money.*** As a bonus action you can shout at an ally, making them able to move their movement speed without provoking opportunity attacks. On top of that, your walking speed is increased by 5-ft. (included in your speed) ***Weapon Familiarity.*** You are proficient in flintlock pistols, and longrifles. ***Languages.*** You can speak, read, and write Common, Goblin and two languages of your choice. Goblins are traders, and trade with every race willing to buy from them, picking up languages as they go.
PART 1 | RACES
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PART 1 | RACES
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## Pandaren *To ask why we fight... is to ask why the leaves fall. It is in their nature. Perhaps, there is a better question. Why do we fight? To protect Home, and Family... To preserve Balance, and bring Harmony. For my kind, the true question is: What is worth fighting for?*
*— Chen Stormstout*
### Introduction Couched in myth and legend, rarely seen and even more rarely understood, the enigmatic pandaren have long been a mystery to the other races of Azeroth. The noble history of the pandaren people stretches back thousands of years, well before the empires of man and before even the sundering of the world. Denizens of a wondrous and fertile land, the pandaren once labored under the oppressive thumb of a monstrous race of ancient warlords known as the mogu. Through tenacity, diplomacy, and a unique form of unarmed combat, the pandaren staged a successful revolution that deposed the mogu and established a pandaren empire that would prosper for thousands of years. Honorable and filled with a love of good company, good food--and every now and then, a good friendly brawl--the pandaren have been content to live in seclusion, allowing their culture to flourish and thrive away from the influence of the outside world. However, every now and then, a pandaren is born with a thirst for adventure that rivals his or her thirst for a strong drink, and he or she strikes out to explore beyond Pandaria’s shores. One of the most famous such wanderers was the brewmaster Chen Stormstout, who set out looking for exotic ingredients for his special ale and wound up an integral part of the founding of the Horde. During the bleak days that preceded the sundering of the world, when demons flooded onto Azeroth and threw the entirety of the mortal realm into jeopardy, the last Emperor of the pandaren discovered a way to protect his land from \columnbreak
the devastation. His deal with fate shrouded his land within an impenetrable mist for ten thousand years, but the nature of his transaction has left Pandaria haunted ever since. Now, while some pandaren align themselves with the Horde and others with the Alliance, they all venture out to heal the world beyond their homeland. ### A Spiritual Race Pandaren have a fierce and deep belief in the connection of the material and spiritual worlds. In many ways their faith mirrors the ancient beliefs of the night elves, and the tribal beliefs of the tauren, troll, and orc races. Like the Tauren, and Wildhammer dwarves, the pandaren follow a shamanistic faith, worshiping the Earth Mother and giving passage to their dead. They also follow a new philosophy, they are a society that reacts, instead of acting first. They claim to be the water that flows around a rock: "*The water does not push the rock out of the way, it merely goes around it*". They use this uncomplicated way of thinking in their everyday life. If they set their minds to a task, and they fail, then they believe they went about it the wrong way and try again. ### Covered in Fur Pandaren are humanoid bears, generally between 5 and 6 feet tall, covered in fur from head to toe. Every pandaren has two colors of fur; one is always white but the other color ranges from black to brown to red. They have paws for hands and feet, with three fingers, a thumb and three toes. Each digit is tipped with a black claw. They refer to their hands directly as paws. While the species has a tail, there are two distinct forms. The common form is a round stub of fur, but the second form, which is long and thickens out by the end, is exclusive to red-and-white females. Pandaren are usually very rotund, which tend to be a point of pride in their society
PART 1 | RACES
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\columnbreak ### Affiliation They, like the other races of the continent, do not care for the blood elves and naga. The trolls are puzzling, as they practice divine magic, but for evil purposes, which doesn't coincide with the pandaren philosophy. Their fondness for the Ironforge dwarves doesn’t put the pandaren in a likely position to join the Alliance any time soon. They feel the Alliance gives too much weight to politics, treaties, and arcane magic when, really, all one needs to do is step outside one's door, taste the air, feel the earth and take one’s cues from there. Overall, the Alliance is unnecessarily complicated for the pandaren. They have much in common with the Horde when it comes to spirituality, but they are unlikely to join their forces either. The Horde is formed of races in the midst of healing, the pandaren believe, and they need to find themselves before they can allow anyone else to join their fold. Pandarens have liked most of the other races they have met. Deciding to remain neutral themselves, they appreciate the other races' reasons for standing safely in the middle. ### Names Pandaren naming practices are similar to those of humans: each pandaren has a given name and a surname. The names themselves, of course, are different. With pandarens having very asian names, whilst humans are much more western. ### Pandaren Traits Pandarens has the following characteristics, harnessed through their immense training. ***Ability Score Increase.*** Your Wisdom score increases by 1, and your Charisma score increases by 2. ***Age.*** Much like humans, pandarens reach adulthood in their late teens, early twenties, and live approximately to become the same age as strong humans, most dying within a century. ***Alignment.*** Pandarens are a peaceful folk, and for the most part tend towards neutral or good, finding a pandaren that is of evil alignment, whilst not impossible, is extremely uncommon. ***Size.*** Pandarens are between 5 to 6 feet tall, and always on the chubby side, but never lets that hinder them or take offence from it. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Bouncy.*** You have resistance against bludgeoning damage related to damage taken from falling. ***Inner Peace.*** When you roll a hit die during a short rest, you may roll twice and use either result. ***Master Chef.*** You have proficiency with artisan's tools (cook's utensils). ***Quaking Palm.*** Once a day as a bonus action you may make a melee touch attack against a target, if you hit you transfer chi from your body to the targets, the target must succeed a Constitution saving throw or be stunned until the end of your next turn. ***Languages.*** You can speak, read, and write, Common and Pandaren. Pandaren in many ways resemble an ancient form of human languages from a time long forgotten, it uses the same dictionary, but its way of pronunciation and spelling is unfamiliar to the world.
PART 1 | RACES
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PART 1 | CLASSES
\pagebreak # Chapter 2: Classes Heroes are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They arc heroes, compelled to explore the dark places of Azeroth and take on the challenges that lesser women and men can't stand against. Class is the primary definition of what your character can do. It's more than a profession; it's your character's calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A warrior, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A priest, by contrast, might see himself as a willing servant in a god's unfolding plan or a conflict brewing among various deities. While the warrior has contacts in a mercenary company or army, the priest might know a number of healers, paladins, and devotees who share his faith. Your class gives you a variety of special features, such as a warrior's mastery of weapons and armor, and a mage's spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one. Heroes sometimes advance in more than one class. A rogue might switch direction in life and swear the oath of a paladin. A barbaric warrior might discover latent magical ability and dabble in the arcanic classes while continuing to advance as a warrior. Elves are known to combine martial mastery with magical training and advance as warriors and mages simultaneously. Optional rules for combining classes in this way, called multiclassing, appear in chapter 5. Ten classes — listed in the Classes table — are found in the World of Warcraft and define the spectrum of heroes.
##### Classes | Class | Description | Hit
Die | Primary
Ability | Saving Throw
Proficiencies | Armor and Weapon
Proficiencies | |:------|:------------|:-----------|:-------------------|:------------------------------|:----------------------------------| | Druid |A watcher of nature, wielding its powers, moonlight, and the transformation of animal shapes.|d8 |Wisdom| Intelligence
& Wisdom|Leather armor, simple weapons| | Hunter |A fighter who uses martial prowess and keen skills to combat threats within the wilderness'.|d10|Dexterity| Strength &
Dexterity|Leather and mail armor, simple and martial weapons| | Mage |A scholarly magic-user capably of manipulation the structures of reality.|d6 |Intelligence| Intelligence
& Wisdom|Dagger, staves, shortswords and wands| | Monk |A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection|d8 |Dexterity| Strength &
Dexterity|Leather armor, simple weapons and shortswords| | Paladin |A holy warrior bound to service through a sacred oath. |d10|Strength or Wisdom| Wisdom &
Charisma|All armor, shields, simple and martial weapons| | Priest |A holy champion who wields divine and voidic magic in service of a higher power.|d6 |Wisdom| Wisdom &
Charisma|Simple weapons| | Rogue |A master assassin who uses stealth and trickery to overcome obstacles and enemies.|d8 |Dexterity| Dexterity &
Intelligence|Leather armor, simple weapons, hand crossbows, longswords, rapiers, shortswords| | Shaman |A wielder of the elements, who calls them to his aid, and bends them to his will.|d8 |Wisdom| Strength &
Wisdom|Leather and mail armor, shields, simple and martial weapons| | Warlock |A wielder of dark magics, gaining power through a secret grimoire.|d8 |Charisma| Wisdom &
Charisma|Simple weapons, longswords, rapiers, scimitars, shortswords| | Warrior |A master of martial combat, skilled with a variety of weapons and armor.|d10|Strength| Strength &
Constitution|All armor, shields, simple and martial weapons|
PART 1 | CLASSES
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## Druid *We are the preservers of the balance, now and forever, as Malfurion lies in the Dreaming. Never forget this.*
*— Kal of Dolanaar*
Clutching an engraved staff stitched with leaves, a night elf summons the powers of elune, calling down raw blue energy of the moon upon a terrible foe, smashing upon its body and encasing it hole for a brief moment. Crouching out of sight on a low hanging tree branch, in the form of a large feral tiger, a worgen scouts out from his hiding stop towards the constructions of Zul'Gurub. Watching every move of the jungle trolls patrolling. Holding near her sickle and staff, a young tauren druid is making beautiful ritual, making tiny seeds sprinkle into a perfect circle of faintly glowing green lights, healing an endured ally to the best of her capabilities. Rushing forward towards his companions aid, rumbling the ground as his body transforms into a giant bear creature with tusks, an experienced troll runs to his allies aid, blocking a fatal blow with its fur. ### Nature's Power Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones. Druids can also direct this power to heal wounds and restore life to fallen allies. They are deeply in tune with the animal spirits of Azeroth. As master shapeshifters, druids can take on the forms of a variety of beasts, morphing into a bear, cat, creatures of water, and creatures of air with ease. This flexibility allows them to fill different roles during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next. These keepers of the natural order are among the most versatile heroes in Azeroth, and they must be prepared to adjust to new challenges on a moment’s notice.
PART 1 | CLASSES
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##### The Druid | Level | Proficiency Bonus | Features | Cantrips Known | |1st| |2nd| |3rd| |4th| |5th| |6th| |7th | |8th| |9th| |:---:|:--:|:---|:----:|:----:|:---:|:----:|:---:|:----:|:---:|:----:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:| | 1st | +2 | Druidic, Spellcasting |2||2||—||—||—||—||—||—||—||—| | 2nd | +2 | Shapeshifting, Druid Path |2||3||—||—||—||—||—||—||—||—| | 3rd | +2 | — |2||4||2||—||—||—||—||—||—||—| | 4th | +2 | Ability Score Improvement,
Travel Shapeshift |3||4||3||—||—||—||—||—||—||—| | 5th | +3 | — |3||4||3||2||—||—||—||—||—||—| | 6th | +3 | Druid Path feature,
Aquatic Shapeshift |3||4||3||3||—||—||—||—||—||—| | 7th | +3 | — |3||4||3||3||1||—||—||—||—||—| | 8th | +3 | Ability Score Improvement,
Flight Shapeshift |3||4||3||3||2||—||—||—||—||—| | 9th | +4 | — |3||4||3||3||3||1||—||—||—||—| | 10th| +4 | Druid Path feature |4||4||3||3||3||2||—||—||—||—| | 11th| +4 | — |4||4||3||3||3||2||1||—||—||—| | 12th| +4 | Ability Score Improvement |4||4||3||3||3||2||1||—||—||—| | 13th| +5 | — |4||4||3||3||3||2||1||1||—||—| | 14th| +5 | Druid Path feature |4||4||3||3||3||2||1||1||—||—| | 15th| +5 | — |4||4||3||3||3||2||1||1||1||—| | 16th| +5 | Ability Score Improvement |4||4||3||3||3||2||1||1||1||—| | 17th| +6 | Druid Path feature |4||4||3||3||3||2||1||1||1||1| | 18th| +6 | Timeless Body |4||4||3||3||3||3||1||1||1||1| | 19th| +6 | Ability Score Improvement |4||4||3||3||3||3||2||1||1||1| | 20th| +6 | Soul of the Forest |4||4||3||3||3||3||2||2||1||1|
### Protectors of Balance Guardians of nature who seek to preserve balance and protect life, Druids have unmatched versatility on the field of battle. This is in part because druidism is much more than a fighting discipline. It’s a way of life steeped in traditions so ancient that even the origin of their kind is preserved largely in mythology passed on through millennia. Druids harness nature’s raw energy for an incredible breadth of offensive and defensive abilities, as well as to restore life to the wounded. Through communion with nature and the demigod Cenarius, Lord of the Forest, Druids are supernaturally endowed with the gift of shapeshifting, allowing them to take the form of all manner of nature’s creature and access powers as distinct as they are diverse. ### Creating a Druid When making a druid, consider why your character has such a close bond with nature. Perhaps your character was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character's destiny. Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home. #### Quick Build You can make a druid quickly by following these suggestions. Wisdom should be your highest ability score, followed by Constitution. (Feral druids tend to make their Dexterity higher than Constitution, and Guardians Strength.) ## Class Features As a druid, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per druid level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 + your Constitution modifier per druid level after 1st #### Proficiencies ___ - **Armor:** Leather armor - **Weapons:** Simple weapons - **Tools:** Herbalism kit
PART 1 | CLASSES
\pagebreakNum ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from Arcana, Animal Handling. lnsight, Medicine, Nature, Perception, Religion, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a quarterstaff or *(b)* any simple weapon - *(a)* a dagger or *(b)* any simple weapon - Leather armor, explorer's pack, and a druidic focus ### Druidic You know Druidic, the secret language of druids. You can speak, read and write Druidic, a language sacred to druids that is not taught to outsides without severe consequences for the teacher and teached. ### Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 7 of this book for the druid spell list. #### Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. #### Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier **Spell attack modifier** = your proficiency bonus + your Wisdom modifier
\columnbreak #### Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use a druidic focus (found in chapter 4) as a spellcasting focus for your druid spells. ### Shapeshifting Starting at 2nd level, you can use your action to assume the shape of a large feline beast, or a thick furred bear. You can use this feature a number of times equal to your Wisdom modifier. You regain expended uses when you finish a short or long rest. Your druid level determines the shapeshifts you can transform into, as shown in the Shapeshifts table. Each shapeshift and its benefits are described in Appendix B, at the end of this book. ##### Shapeshifts | Level | Shapeshift Beast | |:-----:|:----------------:| | 2nd | Cat and Bear | | 4th | Travel | | 6th | Aquatic | | 8th | Flight | You can stay in a shapeshift for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: - Your retain your game statistics, alignment, and personality. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the shapeshift. - Shapeshifting does not change your hit points, and any damage taken whilst in a shapeshift carries over to your humanoid form upon reverting back. - You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your shapeshift. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast. - You retain the benefit of any features from your class, race, or other source and can use them if the shapeshift is physically capable of doing so. - You choose whether your equipment falls to the ground in your space, or merges into your new form. Equipment that merges with the form has no effect until you leave the form. - Each shapeshift gives you special benefits unique to that shape. (as described in Appendix B.) ### Druid Paths At 2nd level, you choose to identify with a druidic path: Balance, Feral, Guardian, or Restoration, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 17th level.
PART 1 | CLASSES
\pagebreakNum ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. ### Soul of the Forest At 20th level, your connection with nature has grown to an incredible level, deepening beasts respect for you, and making you able to conjure a gateway to the unspoiled Emerald Dream. Using 10 minutes in a forested or wild area, you can conjure a gateway to the Emerald Dream, The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when conjuring the gateway can enter into the Emerald Dream as long as the portal remains open. You can open or close if you are within 30 feet of it. While closed, the gateway crumbles and is effectively invisible. The gateway remains conjured for 24 hours, at which point it vanishes and cannot be conjured again for 7 days. Additionally, creatures of the natural world sense your connection to nature. All skill and ability checks made to communicate with beasts or plants are made with advantage.
> ##### Druidic Forms > Whilst the statistics of a shapeshift is the same from one druid to another, a shapeshift is meant as an extension of the druid itself. Both as a person, but also as a race, a taurens shapeshifts might grow horns similar to that of their tauran form. An orc or troll might want their forms to have tusks, and a worgen might make theirs look wild and feral by nature. Likewise, druids shapeshifts appearance might alter, one may transform into a muscular, panther, another a strong lion, or another feline beast. > > A small list is compiled beneath each shapeshift of the most common shapes taken by druids through time, choose one of them as your shape, and modify its appear-ance as you wish to fit your race, or talk to your DM about becoming something not on the list. > > Once a choice has been made, it is a permanent choice, and cannot be changed throughout the druids lifetime. \columnbreak ## Druid Paths Although all druids have a deep love for nature and wilderness, some druids have a deeper love for their animal shapeshifts, preferring that form over their humanoid one. Others for the goddess Elune, and some stay true to the druidic tradition of preserving life, druids fall into four categories: Balance, Feral, Guardian, or Restoration druids. ### Path of Balance Druids on the path of balance leverage the sacred powers of the moon, the sun, and the stars, accessing a mixture of arcane and nature powers to aid in the fight against the imbalance that threatens the natural order of all things. #### Bonus Cantrip When you choose this path at 2nd level, you learn one additional druid cantrip of your choice. #### Spell Sculptor Starting at 2nd level, you can create pockets of relative safety within the effects of your spells. When casting a spell that affects other creatures that you can see, you can choose a number of creatures equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and take no damage if they would normally take half damage on a successful save. #### Moonkin Shapeshift At 6th level, you learn to shapeshift into a moonkin, a kin of the owlbeasts. Shapeshifting into a moonkin is a straining process, and as a result, you can only stay shapeshifted as a moonkin for one hour. Whilst shapeshifted into a moonkin, you ignore the shapeshift ruling concerning spellcasting. As you grow in strength, you are able to stay as a moonkin for a long time, increasing by 1 hour when you reach 10th level, 14th level, and 17th level. Upon shapeshifting into moonkin, you gain a +2 bonus to your current armor class, and all damaging spells deal an additional 1d6 damage. Your spell's damage increases by 1d6 when you reach 10th level (2d6), 14th level (3d6), and 17th level (4d6). #### Astral Influence Starting at 10th level, the range of all your spells that require a spell attack to hit increases by 30 feet. This does not include the area of effects of spells. #### Fury of Elune Upon reaching 14th level, you are able to call upon elune to bring down a beam of pure moonlight at a target location. As an action, choose a point within 60 feet of you, summing a 10-feet-wide beam of moon light, from 100-feet within the air, any targets within the beam are required to make a Dexterity saving throw, taking 4d8 + half your druid level force damage on a failed save, or half on a successful save. Fury of Elune requires your concentration, and lasts up to one minute. On each of your turns after you use this feature, you can use an action to move the beam up to 15 feet in any direction. Each target hit as you move the beam takes half damage on a failed save, and no damage on a successful saving throw. Any creature starting their turn inside the beam takes full damage on a failed saving throw.
PART 1 | CLASSES
\pagebreakNum Once you've used this feature, you cannot use it again until you have finished a long rest, unless you expend a spell slot of 5th level or higher, fury of elunes damage increasing by 1d8 if you use a 7th level spell slot (5d8), and again at 9th level (6d8). #### Chosen of Elune At 17th level, you've harnessed your connection with elune herself, improving your moonkin shapeshift. Whenever you shapeshift into moonkin, you gain a +4 bonus to your armor class instead of a +2 AC bonus, and the damage bonus given whilst in moonkin changes from d6 to d8 Hit Dies. ### Path of Feral Druids on the feral path seek an understanding, and visceral connection to the wild, and in combat take the form of a deadly feline predator. Feral druids become ferocious, agile stalkers. Many feral druids coming to prefer the appearance of their feline selves over their humanoid shape. #### Predatorial Preference When you choose this path at 2nd level, you gain the ability to use Shapeshift on your turn as a bonus action when shapeshifting into your cat form, and you are able to stay shapeshifted as a feline beast for twice as long as you would with other shapes. Additionally, your time spent as a cat has sharpened your reactions, changing your proficiency in Intelligence saving throws to Dexterity saving throws. This change is permanent, and cannot be altered. #### Feral Caster When you choose this path, you actively begin spending more time perfecting your predatorial combat skills than your spellcasting. Starting at 2nd level, you have difficulties casting spells beyond 5th level. To cast a spell of 6th level or higher you're required to make a Wisdom saving throw against a DC of 10 + the spells level. On a failure, the spell fails and the spell slot is expended. Feral druids can expend their spell slots to gain certain benefits within their cat shapeshift, as shown in the feral enhancements list below. ##### Feral Enhancements These enhancements are presented in alphabetical order. ***Displacer Beast.*** As a bonus action, you can expend a spell slot to teleport to an empty square within 30 feet of you, giving you the benefits of a *dash* upon reappearing in the new square for the rest of the turn. ***Ferocious Bite.*** When you hit another creature with a bite attack, you can expend a spell slot to deal an additional damage die per 2nd level of the spell slot expended. For example, a 1st or 2nd level deals one additional die, and a 3rd or 4th deals two additional damage dies. ***Mighty Bash.*** When you hit another creature with a melee weapon attack, you can expend a spell slot to invoke the spirit of Ursoc. The target must succeed on a Constitution saving throw or be stunned for one round per level of spell slot expended. The stunned target makes a Constitution saving throw at the end of each of its turns, ending the effect on a success. ***Rake.*** When a creature misses you with a melee attack, you can use your reaction and expend a spell slot to make a melee weapon attack against the creature. If you hit, you deal an additional 1d6 damage per level of the spell slot expended. ***Renewal.*** As a bonus action, you can expend a spell slot to regain 1d8 hit points per level of the spell slot expended. ***Survival Instincts.*** As a reaction upon taking damage, you can expend a spell slot to gain resistance towards the attack, retaining the resistance to that damage type for 1 round per level of spell slot expended. Using this enhancement again replaces the resistance. #### Primal Strikes Starting at 6th level, you gain an extra attack. Additionally, your bite deals 1d8 piercing damage, and your claws deals 2d6 slashing damage, and are considered magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage. Upon reaching 10th level, your bite and claws increase to 1d10, and 2d8 damage of their respective type. #### Supreme Prowler At 10th level, you excel at ambushes and acting quickly. You have advantage on initiative rolls, and you have advantage on attack rolls against any creature that hasn't taken a turn in combat yet, and any hit dealt against a creature that is surprised is considered to be a critical hit. #### Sudden Thrashes Starting at 14th level, you can thrash with deadly speed. If you take the Attack action on your turn, you can make one additional claw attack as a bonus action. #### King of the Jungle At 17th level, you've become one with the wilderness, moving through difficult terrain doesn't cost additional movement, and you're able to pass through nonmagical plants without being slowed by them and without taking damage from them if they have natural hazards. While traveling for an hour or more whilst shapeshifted into a feline beast, you gain the following benefits: - Difficult terrain doesn't slow your group's travel pace. - Your group can't become lost except by magical means. - Even when you're engaged in another activity while traveling (such as navigating, or tracking), you remain alert to danger. - If you are traveling alone, or with up to nine other creatures, you can move stealthily at a normal pace. - While tracking other creatures, you also learn their exact numbers, size, and how long ago they passed through the area. Additionally, upon reaching 17th level, you're able to stay within cat form for any amount of time wished, only reverting back to humanoid form if you drop to 0 hit points, or wish to do so by your own will.
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\pagebreakNum ### Path of Guardian Druids of the guardian path take the form of great bears, these guardians become massive walls of fur, claw, tooth, and, aided by the forces of nature, they stand between allies and any opposing threats. #### Raging Shapeshift When you choose this path at 2nd level, you gain the ability to shapeshift through rage. On your turn, you can enter a rage as a bonus action, immediately transforming you into a bear without expending a use of shapeshift. You're able to stay shapeshifted as a bear for twice as long as you would with other shapes. Additionally, your time spent as a bear has built up your tolerance for damage, changing your proficiency in Intelligence saving throws to Constitution saving throws. This change is permanent, and cannot be altered. While raging, you gain the following benefits: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack, you add your proficiency bonus to the damage roll. - You have resistance to all damage except psychic damage. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times equal to your Constitution modifier, you must finish a long rest before you can rage again. #### Beastial Caster When you choose this path, you actively begin spending more time perfecting your beastial combat skill than your spellcasting. Starting at 2nd level, you have difficulties casting spells beyond 5th level. To cast a spell of 6th level or higher you're required to make a Wisdom saving throw against a DC of 10 + the spells level. On a failure, the spell fails and the spell slot is expended. Guardian druids can expend their spell slots to gain certain benefits within their bear shapeshift, as shown in the beastial enhamcenets list below. ##### Beastial Enhancements These enhancements are presented in alphabetical order. ***Pack Defender.*** When an ally is hit by a melee attack, you can use your reaction, and expend a spell slot to rush to their aid, and make a single bite or claw attack against the target. You can rush 10 feet per level of spell level expended towards a target, any opportunity attacks made against you are made with disadvantage whilst moving. ***Demoralizing Roar.*** You let out an echoing roar, each creature hostile to you within 60 feet is required to make a Constitution saving throw. On a failed save, the target has disadvantage on all weapon attacks for a number of 1 round per level of spell slot expended, making a new saving throw at the end of their turn, ending the effect on a successful save. ***Ferocious Bite.*** When you hit another creature with a bite attack, you can expend a spell slot to deal an additional damage die per 2nd level of the spell slot expended. For example, a 1st or 2nd level deals one additional die, and a 3rd or 4th deals two additional damage dies. ***Brambledfur.*** As a reaction upon taking damage, you can expend a spell slot to return part of the damage taken. Roll a d8 for each level of spell slot expended, the amount rolled is the amount of damage you are able to return to the attacking creature, if the amount rolled exceeds the damage done, the excess amount is wasted. ***Mighty Bash.*** When you hit another creature with a melee weapon attack, you can expend a spell slot to invoke the spirit of Ursoc. The target must succeed on a Constitution saving throw or be stunned for one round per level of spell slot expended. The stunned target makes a Constitution saving throw at the end of each of its turns, ending the effect on a success. ***Renewal.*** As a bonus action, you can expend a spell slot to regain 1d8 hit points per level of the spell slot expended. #### Mauler Starting at 6th level, you gain an extra attack. Additionally, your bite deals 1d10 piercing damage, and your claws deals 2d8 slashing damage. #### Relentless Rage Starting at 10th level, your rage can keep you from reverting to humanoid form, and keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. #### Intimidating Presence Upon reaching 14th level, while you're raging, any creature within 10 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened. #### Guardian of Ursoc At 17th level, you embody the power of Ursoc. Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22. Upon reaching 20th level, your Strength and Constitution score increases by 2. Your maximum for those scores is now 24. ### Path of Restoration Druids of the restoration path builds a stronger bond with things that grow than the rest of their kin, gaining inspiration from the flower’s bloom, the seeds sprout, the mushroom’s spores, and the tree’s growth. #### Balm of Elune When you choose this path at 2nd level, you become im-bued with the blessings of Elune. You are a font of energy that offers respite from injuries. You have a pool of energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain all expended dice when you finish a long rest.
PART 1 | CLASSES
\pagebreakNum #### Path Spells Your connection to elune and its restorative powers infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to path spells. Once you gain access to a path spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. ##### | Druid Level | Path Spells | |:----------:|:--------------------| | 3rd | | | 5th | | | 7th | | | 9th | | #### Living Seeds Starting at 6th level, your restorative spells never go to waste. Whenever you heal a target, and restores them to their maximum health, any excess hit points healed are gained as temporary hit points on the target, to a maximum of temporary hit points equalling your druid level. #### Efflorescence At 10th level, you can sprout a flower, able to heal injured allies. As an action, choose a point within 60 feet of you, sprouting a flower healing any ally within 10 feet of it for 2d6 + your Wisdom modifier at the beginning of each of your rounds. Efflorescence requires concentration, and lasts for up to 1 minute. #### Tranquility Starting at 14th level, you may call upon the tranquil powers of Elune. As an action, choose any number of creatures within 60 feet of you, each target is healing for 4d8 + your druid level hit points. Once you have used this feature, you cannot use it again until you have finished a long rest. #### Tree of Life At 17th level, you draw strength from the world trees of Azeroth's roots. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
PART 1 | CLASSES
\pagebreakNum
## Hunter *The way of the hunter is one of mastery over the beasts of the world, an unparalleled precision in marksmanship, and the knowledge of how to survive in situations where others would perish.*
*— Ranger Sallina*
Wild and barbaric looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a spear in his hands, he charges in with intense fury, a large bear running at his side, roaring as he engages, cutting down one enemy after another. Tumbling away from a cone of freezing air, a night elf finds her feet and draws back her bow to loose an arrow at the blue dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales. Holding his hand high, a blood elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Thalassian, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow. ### Inescapable Stalkers From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. As masters of their environment, hunters are able to slip like ghosts through the trees and lay traps in the paths of their enemies. These expert marksmen drop foes dead in their tracks with flawless shots from a bow, crossbow or rifle. With the ability to wield two weapons simultaneously, hunters can unleash a flurry of blows against anyone unfortunate enough to stumble into close combat with them. The art of survival is central to the isolated life of a hunter. Hunters track beasts with ease and enhance their own abilities by attuning themselves to the feral aspects of various creatures. Hunters are known for the lifelong bonds they form with animals of the wild, training great hawks, cats, bears, and many other beasts to fight alongside them.
### Proud Rangers The hunter is a stalker in the wilds, living on his knowledge of survival and skill with a bow or rifle. He is deeply in tune with nature, and some of its mightiest beasts are his allies. Of Azeroth's many creatures, few can resist the hunter's call, and fewer can survive his fury. Hunters are as varied as the world's many climates, but they are universally renowned for their amazing abilities to find their prey and bring it down. Most hunters seek to aid the balance of nature along with their druidic allies. Elven rangers are not alone in their mastery of the wilderness. While an elven ranger prefers the bow, the hunter would rather get up close. A hunter is skilled in stealth, slipping through the woods like a ghost. ### The Hunters Choice The hunter is the choice of life for those who reject societies that oppress the natural role as prey and hunter, and also reject the druidic stance that we should be healers and observers rather than active participants in the "Great Hunt". They follow a life of reverence for nature complimenting their tradition and willingness to use man-made tools. We are all tool-using creatures after all, and it is only natural to use that advantage afforded by nature to be better hunters. There are however also those hunters who prefer a more direct approach to tracking and hunting.
PART 1 | CLASSES
\pagebreakNum
##### The Hunter | Level | Proficiency
Bonus | Features |Focus Points| |:---:|:--:|:-------------------------------------------------------|:-:| | 1st | +2 | Animal Empathy, Tracker | — | | 2nd | +2 | Fighting Style, Focused Combatant | 2 | | 3rd | +2 | Hunter Archetype,Tame Beast | 2 | | 4th | +2 | Ability Score Improvement,
Aspect of the Monkey | 2 | | 5th | +3 | Extra Attack | 3 | | 6th | +3 | Aspect of the Hawk, Focused Attack | 3 | | 7th | +3 | Hunter Archetype Feature | 3 | | 8th | +3 | Ability Score Improvement | 4 | | 9th | +4 | Aspect of the Beast, Focused Attack | 4 | | 10th| +4 | — | 4 | | 11th| +4 | Hunter Archetype Feature | 5 | | 12th| +4 | Ability Score Improvement,
Aspect of the Cheetah | 5 | | 13th| +5 | Tame Monstrosity | 5 | | 14th| +5 | Focused Attack | 6 | | 15th| +5 | Hunter Archetype Feature, Aspect of the Dragonhawk | 6 | | 16th| +5 | Ability Score Improvement | 6 | | 17th| +6 | Focused Attack | 7 | | 18th| +6 | Aspect of the Wilds | 7 | | 19th| +6 | Ability Score Improvement | 7 | | 20th| +6 | Feral Senses | 8 |
### Creating a Hunter As you create your hunter character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the hunter's ways? Did you leave your apprenticeship. or was your mentor slain, perhaps you learned your skills as part of a band of hunters affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds. Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer? \columnbreak
#### Quick Build You can make a hunter quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some hunters who focus on melee fighting make Strength higher than Dexterity.) ## Class Features As a hunter, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per hunter level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 + your Constitution modifier per hunter level after 1st #### Proficiencies ___ - **Armor:** Leather armor, mail armor - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose three from Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor - *(a)* two short swords or *(b)* two simple melee weapons - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - A longbow and a quiver of 20 arrows
PART 1 | CLASSES
\pagebreakNum ### Animal Empathy Beginning at 1st level, you gain proficiency and expertise in Wisdom (Animal Handling). ### Tracker You're skilled in the ways of tracking down beasts, be it a simple deer, or a vicious mountain lion. At 1st level, whenever you make an Investigation or Perception check related to tracking, you are considered to have advantage. ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. ### Focused Combatant Starting at 2nd level, you learn to perform powerful attacks to disable or damage your opponents through a heightened focus in combat. Your access to your heighted focus is represented by a number of focus points. Your hunter level determines the number of focus points you have, as shown in the Focus Points column of the Hunter table. You can spend these points to perform various focus features. You learn two focused attacks of your choice, which are detailed under Focused Attacks below. Each use of a focused attack must be declared before the attack roll is made. You can only use one focused attack per attack. You learn an additional focused attack of your choice at 6th, 9th, 14th, and 17th level. Each time you learn a new focused attack, you can also replace one focused attack you know with another. When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which your focus is regained. Additionally you can regain 1 expended focus point each time you roll a 20 on the d20 roll for an attack with a weapon, or deal the killing blow to a creature of significant threat (DM's discretion). Some of your focused attacks require your target to make a saving throw to resist the attacks effect. The saving throw DC is calculated as follows:
**Focus save DC** = 8 + your proficiency bonus + your Wisdom modifier
\columnbreak #### Focused Attacks These focused attacks are presented in alphabetical order. ***Carving Strike.*** When you make a melee weapon attack against a creature, you can expend one focus point to make an attack roll against each target directly on either side of your initial attack. On a hit, roll damage for one target, any additional creature hit takes the same amount of damage. ***Concussive Strike.*** When you make a weapon attack against a creature, you can expend one focus point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn. ***Disarming Attack.*** When you make a weapon attack against a creature, you can expend one focus point to attempt to shoot or knock an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away in the direction of your attack. ***Piercing Shot.*** When you make a ranged weapon attack against a creature, you can expend one focus point to attempt to shoot through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. ***Steady Attack.*** When you make a weapon attack against a creature, you can expend one focus point to gain advantage on the attack roll. ***Violent Attack.*** When you make a weapon attack against a creature, you can expend focus points to enhance the velocity of the attack. For each focus point expended, your attack deals one additional weapon damage die, to a maximum of an additional four weapon dies. ***Wing Clip.*** When you make a weapon attack against a creature, you can expend one focus point to attempt to topple a target. On a hit, the target suffers normal damage, and must succeed Strength save or be knocked prone. ### Hunter Archetype At 3rd level, you choose an archetype that you strive to emulate: Beast Master, Marksman or Survivalist, each detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Tame Beast Beginning at 3rd level, you have strengthened your bond with animals, gaining a supernatural bond with them that allows you to interact with them on a spiritual level. You may attempt to tame any beast that is no larger than Medium with a challenge rating of 1/2 or lower. You use both natural and supernatural means to compel the creature to befriend you. To do this, you must be within 30 feet of the creature and it must be able to see and hear you. Taming an animal companion takes hours of uninterrupted interaction, requiring a successful Animal Handling check to begin the taming process, the exact time and DC of the taming process is determined by the DM. The taming check is made with disadvantage if any creature in the area appears threatening towards the beast. If the check fails, the creature's attitude towards you doesn't change, but you cannot attempt to tame that creature again in the next 24 hours. If you succeed, the beast becomes your companion at the end of the taming process.
PART 1 | CLASSES
\pagebreakNum You can only have one beast companion at a time, having to release your current companion before you can tame a new one. Once you have gained a beast loyalty, your companion gains all the benefits of your Companion's Bond ability. #### Companion's Bond Your beast companion gains a variety of benefits once loyal. - The beast loses its Multiattack action, if it has one. - Your companion obeys your commands as best it can, acting on your initiative count, its actions, decisions, attitudes and so on determined by you. If you are incapacitated or absent, the companion acts on its own. - Your beast companion has abilities and statistics determined in part by your level. Using your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your companion also adds its proficiency bonus to its AC and to its damage rolls. - Your beast gains proficiency in two skills of your choice. It also becomes proficient in all saving throws. - For each level above 3rd, your beast companion gains an additional hit die and its maximum hit points increases accordingly. This is retroactive for companions gained at later levels. - Whenever you gain an *Ability Score Improvement* class feature, your companions abilities improve as well, applying all the rules of increasing ability scores that would apply to you too. - Your companions alignment changes to sharing yours. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Aspects At 4th level, a hunter’s connection to the wilds teaches him to adopt parts of the natural world. By mimicking certain aspects of a creature’s behavior, the hunter gains abilities that resembling that animal. A hunter can activate and dismiss any aspect he knows as a bonus action, only being able to have one aspect activate at once. The aspects can be used any number of times, and lasts until changed or dismissed. Whenever the hunter switches aspect, a spectral head of the chosen aspect hovers above the hunters head for a moment. #### Aspect of the Monkey Beginning at 4th level, you gain the ability to dodge out of the way of certain attacks. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. #### Aspect of the Hawk At 6th level, you gain the ability to quickly perceive your opponents vulnerabilities, making it easy for you to target their weak spots. You gain a +1 bonus to damage rolls for every three hunter levels, to a maximum of +5 at 15th level, additionally, your critical range is lowered to 19 - 20. #### Aspect of the Beast Starting at 9th level, you learn to move with the grace of a animal, allowing you and allies to pass through natural terrain without leaving a trail at half your normal speed. In addition, you can move through natural undergrowth at your normal speed without taking damage or suffering any other impairment. Magically manipulated undergrowth still affects you. #### Aspect of the Cheetah Beginning at 12th level, you are able to reach high speeds and still be able to deliver blows. You can use your bonus action to take either the Dash, or Disengage action. #### Aspect of the Dragonhawk At 15th level, you are able to adjust your eyes to the likeness of dragonhawks, giving you advantage on Wisdom (Perception) checks, and granting you 120 ft. darkvision. #### Aspect of the Wilds Starting at 18th level, you've attuned so much to the wilderness around you, that its ferocity has seeped off on you, giving you an additional attack per Attack Action. ### Tame Monstrosity At 13th level, you spend enough time around your beast companion, and the likeness of it to gain additional experience in how to tame beasts. Using the rules of Tame Beast, you may attempt to tame beastial monstrosities, the monstrosity must be no larger than Medium with a challenge rating of 3 or lower. Your monstrous companion gains all the benefits of your Companion's Bond, with the exception of gaining additional hit dies from 7th character level instead of 3rd. ### Feral Senses At 20th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened. ## Hunter Archetypes All hunters have certain things in common, such as their love for the wilderness, or their passion for beasts. But some hunters have more than love for beasts, and others a greater love for the wild, hunters fall into three categories: Beast Master, Marksman, and Survivalist. ### Beast Master Among the most gifted hunters, there are those who have from birth felt a profound bond with the creatures of the wild. These beast masters are drawn to the perilous primal world, invigorated by its dangerous and untamed nature. Primitive landscape becomes home. Ferocious predator becomes kin. #### Dire Tamer At 3rd level, when you choose this archetype, your way with beasts have made you able to tame powerful, deadly beasts. You are able to tame beasts with a challenge rating of 1/4 your hunter level rounded down (minimum of 1), and your beast companion can have a size of large or smaller. #### Coordinated Attack Beginning at 7th level, you and your animal companion form a more potent fighting team.
PART 1 | CLASSES
\pagebreakNum When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a secondary melee attack against a creature within range of it. #### Bestial Fury Starting at 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. #### One of the Pack At 15th level, you are able to gain the loyalty of a secondary beast companion, the taming process and rules being the same as your Tame Beast class feature. The tamed beast must have a challenge rating of 1/8 your hunter level rounded down (minimum of 1), and gains all benefits of Companion's Bond. ### Marksman Marksmen shroud themselves in the perils of the untamed wilds, perfecting the use of weapons that are deadliest from great range. They have little interest in gaining the loyalty of beasts. Instead, they blend into the surrounding environment, surveying predators and delivering deadly shots from great distances. #### Lone Wolf Beginning at 3rd level, when you choose this archetype, you prefer the lonesome road of a ranger without a companion. Delivering your kills from long distances in as few shots as possible, whenever you do not have the company of an animal companion, you are able to put a hunter's mark on your target. ***Hunter's Mark.*** As a bonus action, you choose a creature you can see within 120 ft, marking it as your quarry, until the target dies, or you become incapacitated, your deal an extra 1d6 damage to the target whenever you hit it with a ranged weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. You can use this feature a number of times equal to your Wisdom, regaining all uses at the end of a short rest. #### Patient Sniper Starting at 7th level, you've learned through experience, that patience beats all odds. Your ranged weapon attacks ignore half cover, and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. #### Deadly Shots Upon reaching 11th level, your first hit each turn is delivered with devastating precision, dealing damage as if it was a critical hit, should the attack roll be critical, triple the weapons damage die. #### Marksman's Focus At 15th level, your determination to see a pray downed drives you forward, allowing you to push yourself further than most hunters would. Your focus point maximum is doubled. \columnbreak ### Survival While all hunters feel a calling to the wild, some serve as a reflection of its brutality. To them, the hunt is defined by unrelenting ferocity, accompanied by merciless bloodshed. Weapons of great range are abandoned for instruments of close-quarters combat. For these hunters know that to truly understand what it means to survive, one must first become familiar with the cruel face of death. #### Wild Ambusher At 3rd level, when you choose this archetype, you're reflexes have been sharpened beyond normal, allowing you to react to combat at a moments notice. You add your Wisdom modifier to your initiative. At the start of your first turn in combat, you and your pets walking speed is increased by 10 feet, lasting a number of rounds equal to your Wisdom modifier. If you take the Attack action on one of those turn, you make an additional weapon attack as part of the action. #### Sting Vial Beginning at 3rd level, you are able to imbue a small vial with druidic magics, making it able to assume various poisons at your will. The poisons can be applied to your weapon as a bonus action for various effects, applying a poison does not provoke an opportunity attack. If your attack hits, the target is required to make a save or the poison takes effect. If you miss, the poison stays on your weapons blade until the end of your next round at which point it dries out. Your sting vial has 3 + your proficiency bonus uses each day before it is empty. Regaining all uses at the end of a long rest, taking a minute of concentration to refill. The poison vial is bound to the hunter, if handed to another creature than the hunter the contents of the vial instantly turns to water.
**Poison save DC** = 10 + your proficiency bonus
PART 1 | CLASSES
\pagebreakNum
\columnbreak Beginning at 3rd level, you learn one of the following poisons, this choice is permanent and cannot be changed, upon reaching 7th, 11th, and 15th level, you learn an additional poison of your choice from the poisons below.
***Serpent Sting.*** Your sting assumes the poison of a serpent. The target must succeed a Constitution save, taking 2d6 poison damage on a failed save, or half on a success, at the beginning of your next turn, they are required to make a new save, or take 1d6 poison damage, or half on a successful save. At 7th level the poison becomes a d8, at 11th a d10, and at 15th a d12. ***Wyvern Sting.*** Your sting assumes the poison of a wyvern. The target must succeed a Constitution save, or be paralyzed for 2 rounds, or until they take damage. ***Spider Sting.*** Your sting assumes the poison of a spider. The target must succeed a Constitution save, or be blinded until the end of your next turn. ***Scorpion Sting.*** You sting assumes the poison of a scorpion. The target must succeed an Intelligence save, or be unable to cast spells until the end of your next turn. #### Flanking Strikes Starting at 7th level, you and your pet work as coordinated partners, exploiting advantages opened up by the other. When you and your pet are both adjacent to the same enemy, and are not standing in squares directly next to one another, you are considered to be flanking that enemy, granting each of you advantage on your attack rolls against that enemy. You and your pet does not give this flanking bonus to other allies attacking the same enemy. #### Camouflage Beginning at 11th level, your experience with the nature, and how to blend in has made you exceptional in the arts of camouflage. Using a minute for each target you wish to camouflage, you are able to make them blend in with what materials you have at hand, to perfectly blend with their surroundings, and cover their smell from man as well as beast. Camouflaged creature have advantage on stealth checks made in the environment they were camouflaged for, and are considered invisible for any target more than 40 ft away, targets within 40 ft perceive you as if you weren't hidden, checks made to notice the characters that rely on smell are made with disadvantage. #### Poisonous Mixture At 15th level, you are able apply any number of poisonous effects onto your weapon at once when you use a sting attack, each poison taking up a use of your sting vial. Upon a hit, the target makes a saving throw for each sting that are affecting him. All applied stings dry out at the end of your following round if no target has been hit.
PART 1 | CLASSES
\pagebreakNum
## Mage *Bein' a mage means knowin' power can flow in more than one direction.*
*— Ganvar Singebeard*
Clad in the silver robes that denote her station, a blood elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a confla-gration that engulfs the soldiers. Long hair whipped by a conjured wind, a human spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Golden eyes flashing, a draenei stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, fiery wings spread from her back and she takes to the air. Mages are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the leylines of magic that permeates Azeroth, mages cast spells of explosive fire, arcing lightning, and subtle deception. Their magic can conjure monsters from other planes of existence, or glimpses the future.
Their mightiest spells change one substance into another, call meteors down from the sky, or open portals across continents. ### Masters of Time and Space Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze. Masters of ice can command blizzards that tear into flesh and limit movement. Should enemies manage to survive this assault, the mage can shrink them into harmless sheep in the blink of an eye. Powerful magi can even generate enhancements and portals, assisting allies by sharpening their minds and transporting them instantly across the world. ### Scholars of the Arcane Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the titans, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Mages live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other mages, from ancient tomes or inscriptions, and from ancient creatures that are steeped in magic.
PART 1 | CLASSES
\pagebreakNum
##### The Mage | Level | Proficiency
Bonus | Magi
Points | | Features | Cantrips
Known | |1st| |2nd| |3rd| |4th| |5th| | 6th| |7th| |8th| |9th| |:---:|:--:|:-:|:-:|:---------------------|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:| | 1st | +2 | — || Spellcasting |3||2||—||—||—||—||—||—||—||—| | 2nd | +2 | 2 || Magi Specialization, Font of Magic |3||3||—||—||—||—||—||—||—||—| | 3rd | +2 | 3 || Metamagic |3||4||2||—||—||—||—||—||—||—| | 4th | +2 | 4 || Ability Score Improvement |4||4||3||—||—||—||—||—||—||—| | 5th | +3 | 5 || — |4||4||3||2||—||—||—||—||—||—| | 6th | +3 | 6 || Magi Specialization Feature |4||4||3||3||—||—||—||—||—||—| | 7th | +3 | 7 || — |4||4||3||3||1||—||—||—||—||—| | 8th | +3 | 8 || Ability Score Improvement |4||4||3||3||2||—||—||—||—||—| | 9th | +4 | 9 || Metamagic |4||4||3||3||3||1||—||—||—||—| | 10th| +4 |10 || Magi Specialization Feature |4||4||3||3||3||2||—||—||—||—| | 11th| +4 |11 || — |5||4||3||3||3||2||1||—||—||—| | 12th| +4 |12 || Ability Score Improvement |5||4||3||3||3||2||1||—||—||—| | 13th| +5 |13 || — |5||4||3||3||3||2||1||1||—||—| | 14th| +5 |14 || Magi Specialization Feature |5||4||3||3||3||2||1||1||—||—| | 15th| +5 |15 || — |5||4||3||3||3||2||1||1||1||—| | 16th| +5 |16 || Ability Score Improvement |5||4||3||3||3||2||1||1||1||—| | 17th| +6 |17 || Metamagic |5||4||3||3||3||2||1||1||1||1| | 18th| +6 |18 || — |5||4||3||3||3||3||1||1||1||1| | 19th| +6 |19 || Ability Score Improvement |5||4||3||3||3||3||2||1||1||1| | 20th| +6 |20 || Magi Specialization Mastery |5||4||3||3||3||3||2||2||1||1|
### The Lure of Knowledge Mages' lives are seldom mundane. The closest a mage is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. But the lure of knowledge and power calls even the most unadventurous mages out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most mages believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. ### Creating a Mage Creating a mage character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic? What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other mages? Perhaps you're simply eager to put your newfound magical skills to the test in the face of danger. #### Quick Build You can make a mage quickly by following these suggestions. First, lntelligence should be your highest ability score, followed by Constitution or Dexterity. ## Class Features As a mage, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d6 per mage level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 + your Constitution modifier per mage level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Dagger, staves, short swords, wands - **Tools:** None ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from Arcana, History, lnsight, lnvestigation, Medicine, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* quarterstaff or *(b)* a dagger - *(a)* a component pouch or *(b)* an arcane focus
PART 1 | CLASSES
\pagebreakNum - *(a)* a scholar's pack or *(b)* an explorer's pack - A spellbook ### Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 of Player's Handbook for the general rules of spelicasting and chapter 7 of this book for the mage spell list. #### Cantrips At 1st level, you know three cantrips of your choice from the mage spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table. #### Spellbook At 1st level, you have a spellbook containing six 1st-level mage spells of your choice. A spellbook doesn't contain cantrips. #### Preparing and Casting Spells The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain expended spell slots when you finish a long rest. You prepare the list of mage spells that are available for you to cast. To do so, choose a number of mage spells from your spellbook equal to your Intelligence modifier + your mage level (minimum of one spell). The spells must be of a level for which you have spell slots. For example. if you're a 3rd-level mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared. You can change your list of prepared spells when you finish a long rest. Preparing a new list of mage spells requires time spent studying your spellbook and memori-zing the incantations and gestures you must make to cast the spell: 1 minute per spell level for each spell on your list. #### Spellcasting Ability Intelligence is your spellcasting ability for your mage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll.
**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier **Spell attack modifier** = your proficiency bonus + your Intelligence modifier
#### Ritual Casting You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. #### Spellcasting Focus You can use an arcane focus (found in chapter 4) as a spellcasting focus for your mage spells. \columnbreak #### Learning Spells of 1st Level and Higher Each time you gain a mage level, you add two mage spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots.
> ##### Your Spellbook > The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil sorcerer's chest, for example, or in a dusty tome in an ancient library. > > ***Copying a Spell into the Book.*** When you find a mage spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you can prepare and if you can spare the time to decipher and copy it. > > Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. > > For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. > > ***Replacing the Book.*** You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. > > If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. Many mages keep backup spellbooks in a safe place. > > ***The Book's Appearance.*** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. ### Magi Specialization When you reach 2nd level, you choose a magi specializa-tion, shaping your practice of magic through one of three areas: Arcane Magi, Fire Magi, or Frost Magi, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and mastery over it at 20th level.
PART 1 | CLASSES
\pagebreakNum ### Font of Magic At 2nd level, you tap into the leylines running below all of Azeroth, giving you a reserve of magic within yourself. This reserve is represented by magi points, which allow you to create a variety of magical effects. #### Magi Points You have 2 magi points, and you gain more as you reach higher levels, as shown in the Magi Points column of the Mage table. You can never have more magi points than shown on the table for your level. You regain all spent magi points when you finish a long rest. #### Flexible Casting You can use your magi points to gain additional spell slots, or sacrifice spell slots to gain additional magi points. You learn new ways to use your magi points as you gain levels. ***Creating Spell Slots.*** You can transform unexpended magi points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can't create spell slots higher in level than 5th. The created spell slots vanish at the end of a long rest. ##### Creating Spell Slots | Spell Slot Level | Magi Point Cost | | | | | | | | | | | | | | |:----:|:-------:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:| | 1st | 2 |||||||||||||| | 2nd | 3 |||||||||||||| | 3rd | 5 |||||||||||||| | 4th | 6 |||||||||||||| | 5th | 7 ||||||||||||||| ***Converting a Spell Slot to Magi Points.*** As a bonus action on your turn, you can expend one spell slot and gain a number of magi points equal to the slot's level. ### Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagics of your choice. You gain another one at 9th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. #### Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 magi point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw. #### Distant Spell When you cast a spell that has a range of 5 feet or greater. you can spend 1 magi point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 magi point to make the range of the spell 30 feet. #### Empowered Spell When you roll damage for a spell, you can spend 1 magi point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have used a different Metamagic option during the casting of the spell. #### Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 magi point to double its duration, to a maximum duration of 24 hours. #### Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 magi points to give one target of the spell disadvantage on its first saving throw made against the spell. #### Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 magi points to change the casting time to 1 bonus action for this casting. #### Subtle Spell When you cast a spell, you can spend 1 magi point to cast it without any somatic or verbal components. #### Twinned Spell When you cast a spell that can only target one creature and doesn't have a range of self, you can spend a number of magi points equal to the spell's level to target a second creature in range with the same spell (1 magi point if the spell is a cantrip). ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2. or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ## Magi Specializations Magi are spellcasters who favor magics involving the cardinal elements of the universe. Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The magic available to mages is both great and dangerous, and thus is revealed only to the most devoted practitioners. ### Arcane Magi Mages of the arcane are diviners of secrets, balancing the webb and flow of incredible mystic energies. These practi-tioners push their magical knowledge to its very limits. Those who master this craft are capable of releasing a barrage of unrelenting power upon their enemies. #### Arcanic Savant Beginning when you select this specialization at 2nd level, the gold and time you must spend to copy an arcane spell into your spellbook is halved. (Certain mage spells has the [Arcane] tag) #### Arcane Ward Starting at 2nd level, you can weave magic around yourself for protection. When you cast an arcane spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your mage level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
PART 1 | CLASSES
\pagebreakNum While the ward has 0 hit points, it can’t absorb damage. but its magic remains. Whenever you cast an arcane spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest. #### Power Surge Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a mage spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your mage level. #### Durable Magic Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. #### Overchannel Starting at 14th level, when you cast a mage spell of 5th level or lower (excluding cantrips) that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 force damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the force damage per spell level increases by 1d12. This damage ignores resistance and immunity. #### Mastery: Knowledge of Magi At 20th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a mage spell, it counts as a mage spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when your turn ends. You can use this feature twice, regaining its uses when you finish a long rest. ### Fire Magi While any worthy mage is an unparalleled expert in the use of magic and heavily dedicated to their craft, those who master the forces of fire tend to be a little more audacious than their peers. These mages take pride, even pleasure in igniting their enemies in wild bursts of flame. #### Fire Savant Beginning when you select this specialization at 2nd level, the gold and time you must spend to copy a fire spell into your spellbook is halved (Certain mage spells has the [Fire] tag) \columnbreak #### Combustion Starting at 2nd level, you can unleash the flames that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits: - You shed bright light in a 30-foot radius and dim light for an additional 30 feet. - Any creature takes fire damage equal to your Intelligence modifier if it hits you with a melee attack from within 5 feet of you or if it touches you. - Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Intelligence modifier. Once you use this feature, you can’t use it again until you finish a long rest. #### Blazing Soul Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. If you are reduced to 0 hit points, you can use your reaction to draw on the sparks within you. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your mage level + your Intelligence modifier. If you use this feature while under the effects of your Combustion, this feature instead deals fire damage equal to your mage level + double your Intelligence modifier, and your Mantle of Flame immediately ends. Once you use this feature, you can’t use it again until you finish a long rest. #### Empowered Evocation Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any mage evocation spell you cast. #### Bombardment Starting at 14th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on one of the dice, you may reroll the lowest dice, and use either of the two numbers for it. #### Mastery: Alexstrasza's Fury At 20th level, you've mastered the spark of fire that dances within you. While under the effect of your Combustion feature, you gain additional benefits: - You have a flying speed of 40 feet and can hover. - You have resistance to all damage. - If you use your Blazing Soul, that feature deals an extra 20 fire damage to each creature. ### Frost Magi Frost mages stand apart from their colleagues, in that their chosen school of magic focuses on maintaining supreme control over the capabilities of their enemies. Mages who command frost perform chilling displays on the battlefield, rendering foes immobile as they bombard them with ice. #### Frost Savant Beginning when you select this specialization at 2nd level, the gold and time you must spend to copy a frost spell into your spellbook is halved (Certain mage spells has the [Frost] tag)
PART 1 | CLASSES
\pagebreakNum #### Ring of Frost Starting at 2nd level, you can use your action to create a ring of frost. Choose a point within 60 feet of you, spread-ing ice in a 15-feet radius around it. The area is considered difficult natural terrain. The Ring of Frost does not require concentration to maintain, and lasts for up to a minute. As a bonus action, you can end the ring of frost pre-maturely, requiring everyone within it to make a Dexterity saving throw, taking 4 + your mage level cold damage on a failed save, and half on a success, as the ring explodes. Your Ring of Frost improves as you reach higher levels. Upon reaching 6th level, you are able to exclude a number of creatures equal to your intelligence modifier + 1 from your rings difficult terrain, removing the ice directly beneath their feet whilst inside it. At 10th level, your control and empowerment of the ring has made the area extremely cold, any creature that ends their turn within it takes 1d8 cold damage. Targets excluded from your rings difficult terrain are unaffected by its extreme cold. #### Frost Armor At 6th level, you can use your reaction to instantaneously make a sheet of ice, blocking an attack you can see. You gain an AC bonus equal to half your Intelligence modifier (rounded up). The ice sheet is broken by the incoming attack, ending your defensive bonus. #### Spikes of Ice At 10th level, you can use an action to cause spikes of ice to erupt from anywhere within your ring of frost. Make a ranged spell attack against a target. On a hit, the target is impaled by a spike of ice, taking 1d8 piercing damage, and 2d10 cold damage. An impaled creatures is considered restrained, and can use their action to attempt to remove the spike, making a Strength Check against your spell DC. Upon reaching 20th level, the damage of Spikes of Ice increases to 2d10 piercing damage, and 3d12 cold damage. You can use this feature a number of times equal to your Intelligence modifier, regaining expended uses when you finish a long rest. #### Frigid Wind Upon reaching 14th level, you can use an action to create a whirl of icy winds. Choose a point within 120 feet of you, requiring all creatures in a 10-foot radius to make a Consti-tution saving throw, taking 5d10 cold damage and becom-ing restrained on a failed save, on a successful save the target takes half damage, and is unaffected by the restrain. A restrained creature makes a Strength check against your Spell save DC, breaking free of the ice on a success. Once you have used this feature, you cannot use it again until the end of a long rest. #### Mastery: Shatter At 20th level, whenever you hit a creature with a spell that deals cold damage, and is affected by either your ring of frost, or lingering frost, you may sacrifice up to eight hit die. For each hit die spent this way the spell deals an additional 2d6 + your Intelligence modifier cold damage. If a creature dies from a spell you apply this effect to it is turned to solid ice, and may not be revived through any means other than *true resurrection* or a *wish* spell.
PART 1 | CLASSES
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## Monk *To ask why we fight... is to ask why the leaves fall. It is in their nature. Perhaps, there is a better question. Why do we fight? To protect Home, and Family... To preserve Balance, and bring Harmony.*
*— Chen Stormstout*
Her fists a blur as they deflect an incoming hail of arrows, a tauren springs over a barricade and throws herself into the massed ranks of gnolls on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging arcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad dwarf steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone's throw away. She slides her blade free of its cloth wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. ### Self Taught When the pandaren were subjugated by the mogu centuries ago, it was the monks that brought hope to a seemingly dim future. Restricted from using weapons by their slave masters, these pandaren instead focused on harnessing their chi and learning weaponless combat. When the opportunity for revolution struck, they were well-trained to throw off the yoke of oppression. Masters of bare-handed combat, monks never rely solely on the need to have a weapon in their hands to defend against their enemies.
Although most widely known to the outside world for their fearsome jabs and flying kicks, they refuse to limit themselves to a single method of combat. Many monks prefer instead to “soak it up” and seem to revel in the intoxicating effect of absorbing blow after blow while their companions press the attack. Other monks specialize in calling upon the restorative power of the mists to balance the good and bad energy within people, returning them to good health and fortune. Monks bring a unique martial arts style to any fight, and harness an exotic form of magical energy that’s unfamiliar to those who practice other arcane arts. They seek spiritual balance in life and in combat, and as dangerous as Monks can be on the battlefield, they’re rarely looking to pick a fight without just cause. They view the world through a different lens, finding power through serenity and inner peace—then expressing it through artful combat techniques and powers that mend life. Perhaps most surprisingly, Monks are also adept at producing powerful brews they consume to aid them in battle. ### The Flow of Chi Monks make careful study of a magical energy that most monastic traditions call chi. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of chi in their opponent.
PART 1 | CLASSES
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##### The Monk |Level|Proficiency
Bonus| |Martial
Arts| |Chi
Points| |Unarmored
Movement| |Features| |:---:|:--:|:--:|:--:|:--:|:-:|:--:|:------:|:--:|:-------------------------------------------------------------------------| | 1st | +2 || 1d4|| — || — || Unarmored Defense, Martial Arts | | 2nd | +2 || 1d4|| 2 || +5 ft. || Chi, Unarmored Movement | | 3rd | +2 || 1d4|| 3 || +5 ft. || Monastic Tradition | | 4th | +2 || 1d4|| 4 || +5 ft. || Ability Score Improvement | | 5th | +3 || 1d6|| 5 || +5 ft. || Extra Attack, Stunning Palm | | 6th | +3 || 1d6|| 6 || +10 ft.|| Monastic Tradition Improvement, Chi-Empowered Strikes | | 7th | +3 || 1d6|| 7 || +10 ft.|| Evasion, Detox | | 8th | +3 || 1d6|| 8 || +10 ft.|| Ability Score Improvement | | 9th | +4 || 1d6|| 9 || +10 ft.|| — | | 10th| +4 || 1d6|| 10|| +15 ft.|| — | | 11th| +4 || 1d8|| 11|| +15 ft.|| Monastic Tradition Improvement | | 12th| +4 || 1d8|| 12|| +15 ft.|| Ability Score Improvement | | 13th| +5 || 1d8|| 13|| +15 ft.|| — | | 14th| +5 || 1d8|| 14|| +20 ft.|| Touch of Karma | | 15th| +5 || 1d8|| 15|| +20 ft.|| Timeless Body | | 16th| +5 || 1d8|| 16|| +20 ft.|| Ability Score Improvement | | 17th| +6 ||1d10|| 17|| +20 ft.|| Monastic Tradition Improvement | | 18th| +6 ||1d10|| 18|| +25 ft.|| Touch of Death | | 19th| +6 ||1d10|| 19|| +25 ft.|| Ability Score Improvement | | 20th| +6 ||1d10|| 20|| +25 ft.|| Inner Self |
Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of chi gives them more power over their bodies and the bodies of their foes. ### Creating a Monk As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Arc you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness chi, monks are almost always lawful in alignment. #### Quick Build You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Mistweaving monks make their Wisdom higher than Dexterity). ## Class Features As a monk, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per monk level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 + your Constitution modifier per monk level after 1st #### Proficiencies ___ - **Armor:** Leather armor - **Weapons:** Simple weapons, shortswords - **Tools:** Choose one type of artisan's tools or one musical instrument ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a shortsword or *(b)* any simple weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack
PART 1 | CLASSES
\pagebreakNum ### Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. ### Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing mail or plate armor or wielding a shield: - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons. - You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. - When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action. ### Chi Starting at 2nd level, your training allows you to harness the mystic energy of chi. Your access to this energy is represented by a number of chi points. Your monk level determines the number of points you have, as shown in the Chi Points column of the Monk table. You can spend these points to fuel various chi features. You start knowing four such features: Flurry of Blows, Patient Defense, Step of the Wind, and Surging Mist. You learn more chi features as you gain levels in this class. When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chi back into yourself. You must spend 30 minutes of the rest meditating to regain your chi points. Some of your chi features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
**Chi save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### Fists of Fury Immediately after you take the Attack action on your turn, you can spend 1 chi point to make two unarmed strikes as a bonus action. #### Elusive Dance You can spend 1 chi point to take the Dodge action as a bonus action on your turn. #### Step of the Wind You can spend 1 chi point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. #### Surging Mist You can spend 1 chi point to heal a nearby ally as a bonus action, choose an ally within 30 feet of you, and heal them for two martial arts dies + your Wisdom modifier. \columnbreak ### Unarmored Movement Starting at 2nd level, your speed increases by 5 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. ### Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Brewmaster, the Way of the Mistweaver, or the Way of the Windwalker, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th. 11th, and 17th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Stunning Palm Starting at 5th level, you can interfere with the flow of chi in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 chi point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. ### Chi-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's frost breath or a *ireball*spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail. ### Detox Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed, diseas-ed, frightened, or poisoned. ### Touch of Karma At 14th level, when hit by a melee attack, you can use your reaction and spend 1 chi point to make a melee attack against the target, if the attack hits the target is required to make a Constitution saving throw. On a failed saving throw, all damage done to you is transferred back to the attacker as psychic damage. On a success, half of the damage dealt is returned to the attacker, rest is dealt to you as force damage for the purpose of overcoming resistances. Once you have used this feature, you can't use it again until you have finished a long rest.
PART 1 | CLASSES
\pagebreakNum ### Timeless Body At 15th level, your chi sustains you so that you suffer none of the frailty of old age, and you can't he aged magically. You can still die of old age, however. In addition, you no longer need food or water. ### Touch of Death Starting at 18th level, when you hit with an unarmed strike, you can spend 3 chi points to transfer a deadly stream of chi into their body. The target must make a Constitution saving throw. Taking 7d8 + 30 psychic damage on a failed save, or half as much damage on a successful one. Once you have used this feature, you can't use it again until you have finished a long rest. ### Inner Self At 20th level, when you roll for initiative and have no chi points remaining, you regain 4 chi points. ## Monastic Traditions Three traditions of monastic pursuit were common in the monasteries scattered across Pandaria. Most monasteries practice one tradition exclusively, sending out monks to teach their ways throughout Azeroth. All three traditions rely on the same basic techniques, diverging as the student grows more adept. ### Way of the Brewmaster Brewmasters are often quirky, though dangerous when underestimated. They may seem to struggle with balance as they chug their concoctions in the middle of a fight. When an opponent actually manages to land an attack, it’s often unclear how much the brewmaster feels it. #### Improved Chi Flow When you choose this monastery at 3rd level, you gain the following Chi based abilities: ***Breath of Fire.*** You take a deep breath, and exhale a cone of fire. As an action, you can spend 1 chi point to exhale a 15-ft cone in front of you, each creature in the area is required to make a Dexterity saving throw, taking 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 17th level. When you gain your extra attack at 5th level, breath of fire takes up one of your attacks. ***Redirect Attack.*** When a creature missed you with a melee attack roll, you can spend 1 chi point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. #### Mystical Vitality Starting at 6th level, you can manifest the flow of chi within your body into a protective barrier around you. As an action, you can spend 2 chi points to give yourself temporary hit points equal to twice times your monk level + your Constitution modifier. This barrier continues to protect you until its temporary hit points are expended, or until you finish a short rest. #### Ironskin Brew Beginning at 11th level, whenever you are hit by a melee attack, you can spend 1 chi point and use your reaction to reduce the damage by your Monk level + 1d10. If you reduce the damage to 0, you may make an unarmed attack against the attacker if you are within range. #### High Tolerance Upon reaching 17th level, you've become accustomed to the feel of physical pain, and through your chi your body has evolved a natural resistance. You gain resistance against bludgeoning, piercing, and slashing damage. Additionally, when dealt magical damage, you can spend 1 chi point to give yourself resistance against that attack. ### Way of the Mistweaver Mistweavers are unique among those who heal, they channel mysterious energy. Those who weave the mists wield the power of life’s essence, using a mixture of preven-tative and restorative spells to mend their allies’ wounds. #### Gift of Ascension When you choose this monastery at 3rd level, you are as calm as a still ocean in even the most chaotic of situations. As an action, you can cast *sanctuary* on yourself, requiring no material components, and lasting for up to 8 hours. A creature that succeeds on the saving throw is immune to this effect for an hour. Once you've cast the spell this way, you cannot do so again for 1 minute. #### Soothing Mist You are able to channel your chi into a mystical beam. Starting at 3rd level, you have a pool of magical healing power that replenishes when you finish a long rest. Your pool of soothing mists is equal to your Monk level x 10. As an action, you can manifest a beam of chi towards a creature within 30 feet of you, and draw power from your pool of healing to restore a number of hit points to that creature, up to twice your monk level at once. Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Soothing Mist, expending hit points separately for each one effect. #### Mistwalk At 6th level, you are able to transfer through mist to aid an ally. As a bonus action, you can spend 1 chi point to engulf yourself in mist and teleport up to 30 feet adjacent to an ally square. As part of the same bonus action, you can use your soothing mist on the target teleported too. Instead of aiding an ally, you can spend 2 chi points and teleport to an unoccupied space within 60 feet of you that you can see. #### Jade Serpent Statue Upon reaching 11th level, you are able to manifest your chi into a statue of Yu'lon the jade serpent. As an action, you can spend 3 chi points, and choose an empty square within 30 feet of you to create the statue, the statue is 3-ft wide, and 5-ft tall. The statue has an AC of 10, and hit points equal to your half your maximum hit points. Whenever you use soothing mist, the jade statue mimics its effect, choose a secondary target within 60 feet of the statue, the target is healed for half the amount your sooth-ing mist target is healed for. The statue cannot target the same creature as you are soothing. The statue requires concentration, and lasts for up to 1 minute, vanishing prematurely if reduced to 0 hit points.
PART 1 | CLASSES
\pagebreakNum #### Life Cocoon At 17th level, you are able to save an ally from the brink of defeat, immediately returning them to the fray. As a reaction upon an ally dying, you can spend 5 chi points, to envelope the target in a cocoon of chi, immediate-ly healing them for four times your monk level and return-ing them to life. If you are unable, or unwilling to spend 5 chi points to save your ally, you can instead use Life Co-coon for free, immediately taking 3 levels of exhaustion as you strain the chi in your body to manifest the cocoon. Once you have used this feature, either through chi or physical exhaustion, you can't use it again until you have finished a long rest. ### Way of the Windwalker Among monks, none have mastered the martial arts as the windwalkers have, and few across Azeroth can fight with their grace. Windwalkers possess unparalleled physical finesse, and are capable of overwhelming their enemies with a dizzying flurry of punches and kicks. #### Winds Technique Starting at 3rd level, you can manipulate your enemy's chi when you harness your own. Whenever you hit a creature with one of the attacks granted by your Fists of Fury, you can impose one of the following effects on that target: - It must succeed on a Dexterity saving throw or be knocked prone. - It must make a Strength saving throw, if it fails, you push it up to 15 feet away from you. - It can't take reactions until the end of your next turn. #### Windwalking At 6th level, you hone the skills of agility and nimbleness. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Additionally, climbing no longer costs additional movement, and getting up from prone only takes 5 feet of movement. #### Spear Hand Strike Starting at 11th level, you are able to jab a target, attemp-ting to prevent their flow of magical energies. When you hit a creature with an unarmed strike, you can spend 2 chi points to prevent their flow of magical energy. The target must make a Wisdom saving throw. If it fails, the target is unable to cast spells until the end of your next turn. #### Storm, Earth, and Fire At 17th level, you are able to split yourself into 3 chi driven copies of you, your two copies spawning in an unoccupied space within 15 feet of you. You and your copies speed is doubled as long as Storm, Earth, and Fire is active. You mentally communicate commands to your copies, telling them where to go or which creature to stalk. Your copies imitate your melee weapon attacks, but does not use any of your chi empowered features. Whenever you roll for an attack or damage roll, use the one roll against each targets AC, dealing the damage rolled on a hit. Storm, Earth, and Fire expends 1 chi point at the end of each of your rounds, if you have no chi available, you can't use this feature, and if you can't pay the chi cost at the end of your round, the copies vanish, you can also choose to end Storm, Earth, and Fire as a free action, if you do, you still pay the chi cost at the end of your turn if able.
PART 1 | CLASSES
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## Paladin *Vengeance cannot be a part of what we must do. If we allow our passions to turn to bloodlust, then we will become as vile as the orcs.*
*— Uther the Lightbringer*
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man's wounds knit closed, and his eyes open wide with amazement. A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there. Silver hair shining in a shaft of light that seems to illuminate only him, a blood elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness. Whatever their origin and their mission, paladins are united by the light to stand against the forces of evil. It is a source of power that turns a devout warrior into a blessed champion.
### Paladins Call This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead. Ready to serve, paladins can defend their allies with sword and shield, or they can wield massive two-handed weapons against their enemies. The Light grants paladins additional power against the undead and demons, ensuring that these profane beings corrupt the world no longer. Paladins are not only zealots, but also guardians of the righteous, and they bestow blessings on those the Light would shine upon. The Light radiates from paladins, and worthy allies who stand near them are emboldened by its power. ### Beyond the Mundane Life Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.
PART 1 | CLASSES
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##### The Paladin |Level|Proficiency
Bonus|Features|1st| |2nd| |3rd| |4th| |5th| |:---:|:--:|:------------------------------------------|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:| | 1st | +2 | Divine Sense, Lay on Hands |—||—||—||—||—| | 2nd | +2 | Fighting Style, Spellcasting, Crusader Strike |2||—||—||—||—| | 3rd | +2 | Sacred Oath, Aura of Devotion |3||—||—||—||—| | 4th | +2 | Ability Score Improvement |3||—||—||—||—| | 5th | +3 | Extra Attack |4||2||—||—||—| | 6th | +3 | Aura of Retribution |4||2||—||—||—| | 7th | +3 | Sacred Oath Feature |4||3||—||—||—| | 8th | +3 | Ability Score Improvement |4||3||—||—||—| | 9th | +4 | — |4||3||2||—||—| | 10th| +4 | Aura of Crusade |4||3||2||—||—| | 11th| +4 | Improved Crusader Strike |4||3||3||—||—| | 12th| +4 | Ability Score Improvement |4||3||3||—||—| | 13th| +5 | — |4||3||3||1||—| | 14th| +5 | Cleansing Touch |4||3||3||1||—| | 15th| +5 | Sacred Oath Feature, Aura of Concentration |4||3||3||2||—| | 16th| +5 | Ability Score Improvement |4||3||3||2||—| | 17th| +6 | — |4||3||3||3||1| | 18th| +6 | Aura Improvements |4||3||3||3||1| | 19th| +6 | Ability Score Improvement |4||3||3||3||2| | 20th| +6 | Avenging Wrath, Sacred Oath Feature |4||3||3||3||2|
Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion. ### Creating a Paladin The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the light, justice and honor, a holy knight in shining armor venturing forth to smite evil? Or are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow? How did you experience your call to serve as a paladin? Did you hear a whisper from the light while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin's life was your calling. As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. #### Quick Build You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. (Holy paladins go for Wisdom instead of Strength) ## Class Features As a paladin, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per paladin level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 + your Constitution modifier per paladin level after 1st #### Proficiencies ___ - **Armor:** All armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
PART 1 | CLASSES
\pagebreakNum #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a greatsword or *(b)* any martial weapon - *(a)* a priest's pack or *(b)* an explorer's pack - Chain mail, shield and a holy symbol ### Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the demon Illidan Stormrage, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. ### Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5, As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that crea-ture, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. ### Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. ### Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a priest does. See chapter 10 of the Player's Handbook for the general rules of spelicasting and chapter 7 of this book for the paladin spell list. #### Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier **Spell attack modifier** = your proficiency bonus + your Charisma modifier
#### Spellcasting Focus You can use a holy symbol (found in chapter 4) as a spellcasting focus for your paladin spells. ### Crusader Strike Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot from any class to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. ### Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Holiness, the Oath of Protection, or the Oath of Retribution, all detailed at the end of the class description.
PART 1 | CLASSES
\pagebreakNum Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. #### Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the pala-din spell list, the spell is nonetheless a paladin spell for you. #### Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. ### Auras Starting at 3rd level, you can emit your radiance onto crea-tures within 10 feet of you, giving them certain buffs depen-ding on the aura emitted. Activating an aura takes a bonus action, and requires concentration to maintain, lasting until you end it or your concentration is broken. At 3rd level, your auras affect you and friendly creatures within 15 feet radius of you. You learn an additional aura at 6th, 10th, and 15th level. You can use this feature a number of times equal to your Charisma modifier, regain expended uses when you finish a long rest. At 18th level, the range of your auras increases to 30 feet. #### Aura of Devotion Starting at 3rd level, you can emit an aura of devotion. You and friendly creatures gains a +1 bonus to AC, this aura does not stack with AC bonuses gained through spells or spell-like abilities. #### Aura of Retribution Starting at 6th level, you can emit an aura of retribution. Whenever you or a friendly creature is damaged by a melee weapon attack, the attacker takes 1d4 radiant damage. Upon reaching 10th level, this damage increases to 1d6, and at 15th level it increases to 1d8 radiant damage. #### Aura of Crusade Starting at 10th level, you can emit an aura of crusade. Making you and friendly creatures able to move through difficult terrain at your normal speed. Additionally, all allies automatically stabilize when reduced to 0 hit points. #### Aura of Concentration Starting at 15th level, you can emit an aura of concentra-tion. Giving you and friendly creatures advantage on saving throws against maintaining concentration. #### Aura of Resistance Starting at 17th level, you can emit an aura of resistance. You and friendly creatures gain resistance to your choice of (cold, fire, lightning, necrotic, or radiant) damage. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Improved Crusader Strike By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Crusader Strike with an attack, you add this damage to the extra damage of your Crusader Strike. ### Cleansing Touch Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. ### Avenging Wrath At 20th level, you may draw upon the empowerment of the light, as a bonus action, you get empowered by the divine energy of the light, sprouting cosmetic wings from your back. This effect lasts for 1 minute, gaining you benefits depending on your oath. You may use this feature once per long rest. #### Holy You divine spells becomes empowered by avenging wrath, all of your healing spells, heals for an additional half of the healing done. #### Protection The light surrounds you, gaining you resistance to slashing, bludgeoning, and piercing damage. #### Retribution Your embude your weapons with divine energy, all of your weapon attacks deals an additional 1d10 radiant damage. ## Sacred Oath Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.
PART 1 | CLASSES
\pagebreakNum ### Oath of Holiness Like priests who serve the Light, holy paladins are devout in their faith. Those who pledge themselves to the holy oath becomes beacons of the Light for their allies in conflict, taking up the heavy armor and weaponry of justice. #### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Holiness Spells | Paladin Level| Spells | |:----:|:-----------------------------| | 3rd | | | 5th | | | 9th | | | 13th | | | 17th | | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Light of Dawn.*** As an action, you present your holy symbol, and release an outburst of radiant light, allowing any friendly creatures within 30 feet of you to expend hit dies as if they had finished a short rest. Each ally also gains temporary hit points equal to your Wisdom modifier. ***Light's Hammer.*** As an action, you slam a divine maul into the ground at a point within 30 feet of you, causing the ground to erupt in holy light in a 10-ft radius. Any ally within range is healed for twice your paladin level. Any enemy within range must make a Constitution saving throw, taking your paladin level in radiant damage on a failed save, and half (rounded down) on a successful one. #### Soothing Hand At 3rd level, you are able to channel the effects of your Lay on Hands over a distance, being able of targeting a creature of up to 30 feets away from you, instead of requiring to touch them. #### Aura of Light Starting at 7th level, you can emit an aura of light. You and friendly creatures receive additional hit points whenever healed through a spell or spell-like ability. Whenever a creature within range is healed, they gain additional hit points equal to half your level. #### Divine Favor At 15th level, you can call upon the light to aid you in the restoration of an ally. Whenever you use a spell that regains hit points to a target, you may expend a use of divine favor to heal the target for twice the amount rolled. This does not work on abilities that has an area of effect. You can use this feature a number of times equal to half your Wisdom modifier (rounded up). #### Beacon of Light Upon reaching 20th level, you can use a bonus action to mark an ally within 60 feet of you. Whenever you use a spell that targets only a single target, the marked ally is healed for half the hit points gained, as long as the ally is within 120 feet of you. Beacon of Light requires your concentration, and lasts for up to a minute. Once you have used this feature, you cannot use it again until you finish a long rest.
### Oath of Protection Stalwart and steadfast, these protectors are ardent defen-ders of the Light and all that it touches, and are rejuvenated by its radiance in return. Dedicated to their cause, they con-secrate the very ground upon which they battle corruption. #### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Protection Spells | Paladin Level| Spells | |:----:|:-----------------------------------------| | 3rd | | | 5th | | | 9th | | | 13th | | | 17th | | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Avenger's Shield.*** As an action, you embude your shield with divine energy, making you able to throw a radiant copy of it. Make a ranged weapon attack using your strength modifier against a target within a range of 30/90 feet. On a hit, the target takes 1d6 + your Strength modifier radiant damage. If the creature is concentration on a spell, checks made to keep concentration is made with disadvantage. Upon reaching 7th level, your shields damage increases by 1d6 (2d6), 13th level (3d6), and 20th level (4d6). Additionally, each time its damage increases, your shield is able to bounce to an additional target beyond the first, making a seperate ranged attack against each target. Each target beyond the first has to be within 30 feet of the last target hit. ***Consecration.*** As an action, you consecrate the land around you, causing the terrain in a 15 foot radius around you to become difficult terrain, any creature enters, or ends their turn within consecration must make a Constitution saving throw, taking half your paladin level in fire damage on a failed save, and half the damage dealt on a success. Consecration requires your concentration, and lasts for up to a minute. When you use this feature, you may choose a number of creatures equal to your Charisma modifier that is unaffected by Consecrations difficult terrain and fire damage. #### Holy Shield Starting at 7th level, whenever an enemy makes a melee weapon attack against you, and does not hit you with the attack, you can use your reaction to deal half your paladin level in radiant damage back onto the target. #### Divine Guardian At 15th level, whenever you finish a short or long rest, you can choose a number of creatures equal to your Charisma bonus to gain temporary hit points equal to your paladin level + your Charisma modifier. The hit points lasts until expended, or until your next short rest.
PART 1 | CLASSES
\pagebreakNum #### Ardent Defender Upon reaching 20th level, you can use your reaction to give yourself resistance against all magical damage except psychic, if the damage dealt brings you to 0 hit points, or kills you instantly. You are instead immediately healed for half your maximum health. Once you have used this feature, you cannot use it again until 7 days have passed, on the dawn of which you regain this feature. ### Oath of Retribution Retribution paladins are vengeful guardians of the weak, crusaders judging and punishing the wicked. Their resolute conviction in the divine order of all things assures them that victory is inevitable, but they will fight to the end to ensure that the Light prevails. #### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Retribution Spells | Paladin Level| Spells | |:----:|:--------------------------------------| | 3rd | | | 5th | | | 9th | | | 13th | | | 17th | | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Weapon of Justice.*** As an action, you slam a divine weapon down upon an enemy within 30 feet, the target has to make a Constitution saving throw, or be stunned for a number of rounds equal to you Charisma modifier, or until it takes damage. The target can make a new saving throw at the end of its turns, ending the effect on a success. ***Mark of Vengeance.*** As a bonus action, you place a divine mark ono a creature, giving you advantage on all attack rolls against it. Upon your marked enemies death, you can use your reaction to transfer the mark to another creature within sight. If you fail to move your mark immediately upon your targets death, it vanishes. Your mark of vengeance requires concentration, and lasts for up to 10 minutes. #### Weapon of Light Starting at 7th level, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Exorcism At 15th level, you are immune to being charmed, and automatically succeed any checks attempting to charm or take possession of you. As an action, you can remove a charmed condition from an ally, forcing the caster of the charm (if any) to make a Constitution saving throw. On a fail, the charmed condition is removed from your ally. You can use this feature a number of times equal to your Charisma modifier, regaining expended uses when you finish a long rest. \columnbreak #### Avenging Crusader Upon reaching 20th level, you can assume the a divine form of yourself. As an action, you turn into a divine copy of yourself, giving you the following benefits: - Your Crusader Strike hit dies are d12s instead of d8s, and half the damage dealt with Crusader Strike is replenished into your Lay on Hands pool. - You can use your Lay on Hands as a bonus action. - You become immune to difficult terrain, and effects that hinder your movement.
Once you have used this feature, you can't use it again until you've finished a long rest.
PART 1 | CLASSES
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## Priest *It is faith in ourselves that separates us from others, and with our powers, we will cause great change in all of Azeroth. The weak will come to lean on you. The lepers will call you Lord. And the ignorant will look to you for guidance.*
*— Dark Cleric Duesten*
Bend down over her falling ally, a dwarf clutches her holy symbol, and begins to sing a slow melodic tune, holy light shining from her hand, covering her allies limp body. Kneeling on the ground, one hand firmly grasping a staff, the other filled with swirls of divine and necrotic energies. A human raises, and sends out a thick halo of light and dark energy out around him, his allies gaining new life, his enemies feeling the rush of necrotic through their bodies. A forsaken, surrounded in voidic energy, pulls his holy symbol from his neck, the void covers his body, thick tentacles sprouting from his back, as he sends out a laughter, spewing bolts of necrotic energy towards enemies and allies. Priests are the bridge between light and dark, they are the wielders of the warmth holy light of the divine, and the voidic magic granted by the old gods. They serve as protectors, healers, and casters of insanity.w ### Invokers of Light and Darkness Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders. These masters of the healing arts keep their companions fighting far beyond their normal capacities with an array of restorative powers and blessings. The divine forces at the priest’s command can also be turned against foes.
As light cannot exist without darkness, and darkness without light, some priests tap into shadow to better understand their own abilities, as well as the abilities of those who threaten them. ### Devoted Acolytes Priests practice a complex, organized form of spirituality built around moral philosophy, the worship of a particular deity (such as Elune) in some cases, and/or idol worship, rather than around the reverence of the elements that shamans practice, or the close divine connection with animals and the wilderness that druids maintain. Priests serve not only as influential religious figures in their respective societies, but also as powerful practitioners of divine magic, which they use to heal and protect, or harm and weaken. Devotion to the faiths of Azeroth leads many priests to the paths of courage and heroism. In dark times, priests carry the Light of faith with them as a reminder of the powerful forces at work beyond the comprehension of the peoples who walk the land. Powerful healers with an intimate connection to the divine, priests are empowered with abilities that aid them in times of dire need.
PART 1 | CLASSES
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##### The Priest |Level|Proficiency
Bonus|Features|Cantrips
Known| |1st| |2nd| |3rd| |4th| |5th| |6th| |7th| |8th| |9th| |:---:|:--:|:-------------------------|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:|:-|:--:| | 1st | +2 | Spellcasting, Priesthood, Unarmored Defense |3||2||—||—||—||—||—||—||—||—| | 2nd | +2 | Channel Divinity (1/rest), Priesthood Feature |3||3||—||—||—||—||—||—||—||—| | 3rd | +2 | — |3||4||2||—||—||—||—||—||—||—| | 4th | +2 | Ability Score Improvement |4||4||3||—||—||—||—||—||—||—| | 5th | +3 | Destroy Undead (CR 1/2) |4||4||3||2||—||—||—||—||—||—| | 6th | +3 | Channel Divinity (2/rest), Priesthood Feature |4||4||3||3||—||—||—||—||—||—| | 7th | +3 | — |4||4||3||3||1||—||—||—||—||—| | 8th | +3 | Ability Score Improvement,
Priesthood Feature |4||4||3||3||2||—||—||—||—||—| | 9th | +4 | Destroy Undead (CR 1) |4||4||3||3||3||1||—||—||—||—| | 10th| +4 | Divine Intervention |5||4||3||3||3||2||—||—||—||—| | 11th| +4 | Destroy Undead (CR 2) |5||4||3||3||3||2||1||—||—||—| | 12th| +4 | Ability Score Improvement |5||4||3||3||3||2||1||—||—||—| | 13th| +5 | — |5||4||3||3||3||2||1||1||—||—| | 14th| +5 | Destroy Undead (CR 3) |5||4||3||3||3||2||1||1||—||—| | 15th| +5 | — |5||4||3||3||3||2||1||1||1||—| | 16th| +5 | Ability Score Improvement |5||4||3||3||3||2||1||1||1||—| | 17th| +6 | Destroy Undead (CR 4), Priesthood Feature |5||4||3||3||3||2||1||1||1||1| | 18th| +6 | Channel Divinity (3/rest) |5||4||3||3||3||3||1||1||1||1| | 19th| +6 | Ability Score Improvement |5||4||3||3||3||3||2||1||1||1| | 20th| +6 | Divine Intervention Improvement |5||4||3||3||3||3||2||2||1||1|
### Creating a Priest Like paladins, the most important aspect of a priest charac-ter is the nature of their holy quest. Are you a devoted ser-vant of good, loyal to the holy light?, a disciplined priest, in beautiful robes, monitoring a sept? or are you an unholy priest of shadows, fallen either by choice or forcefully towards the necrotic arts? How did you enter priesthood? Were you raised in a mo-nastry? Did you hear a whisper from the light itself telling you to serve it? Or did a terrible war force you to take up the warmth of the holy light to assist your allies? Perhaps you might have known from your earliest memories that the priest's life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul. As guardians against forces of wickedness and evil, priests are rarely of any evil alignment. Most of them walk the paths of charity and soothing. Or did you never feel the warmth of the holy light, and instead felt the calling of the old gods? their voidic magic wrapping around you, making your actions chaotic? #### Quick Build You can make a priest quickly by following these suggestions. First. Wisdom should be your highest ability score, followed by Constitution. ## Class Features As a priest, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d6 per priest level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 + your Constitution modifier per priest level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** All simple weapons - **Tools:** None ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a mace or *(b)* a quarterstaff - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon - *(a)* a priest's pack or *(b)* an explorer's pack - a holy symbol
PART 1 | CLASSES
\pagebreakNum ### Spellcasting As a conduit for divine power. you can cast priest spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 7 of this book for the priest spell list. #### Cantrips At 1st level, you know three cantrips of your choice from the priest spell list. You learn additional priest cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Priest table. #### Preparing and Casting Spells The Priest table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain expended spell slots when you finish a long rest. You prepare the list of priest spells that are available for you to cast, choosing from the priest spell list. When you do so, choose a number of priest spells equal to your Wisdom modifier + your priest level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level priest, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *flash heal*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of priest spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your priest spells. The power of your spells comes from the light. You use your Wisdom whenever a priest spell refers to your spell-casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a priest spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier **Spell attack modifier** = your proficiency bonus + your Wisdom modifier
#### Ritual Casting You can cast a priest spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use a holy symbol (found in chapter 4) as a spellcasting focus for your priest spells. ### Priesthood Choose a priesthood: Discipline, Holiness, or Shadow. Each priesthood is detailed at the end of the class descrip-tion. Your choice grants you spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. #### Priesthood Spells Each priesthood has a list of spells that you gain at the priest levels noted in the priesthood description.
Once you gain a priesthood spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If your priesthood gives you a spell that doesn't appear on the priest spell list, the spell is nonetheless a priest spell for you. ### Unarmored Defense At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. ### Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from the holy light, using that energy to fuel magical effects. You start with two such effects: Shackle Undead and an effect determined by your priesthood. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your priest spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. #### Channel Divinity: Shackle Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is restrained and stunned for 1 minute or until it takes any damage. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Destroy Undead Starting at 5th level, when an undead fails its saving throw against your Shackle Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. ##### Destroy Undead | Priest Level | Destroys Undead of CR . . . | |:----:|:-------------| | 5th | 1/2 or lower | | 9th | 1 or lower | | 11th | 2 or lower | | 14th | 3 or lower | | 17th | 4 or lower | ### Divine Intervention Beginning at 10th level, you can call upon the higher powers of Azeroth to intervene on your behalf when your need is great.
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\pagebreakNum Imploring the their aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your priest level, the powers beyond Azeroth intervenes. The DM chooses the nature of the intervention; the effect of any priest spell or priesthood spell would be appropriate. If they intervene, you can't use this feature again for 7 days. Otherwise, you regain the ability to attempt to call for powers beyond Azeroth when you finish a long rest. At 20th level, your call for intervention succeeds auto-matically, no roll required. ## Priesthood As a priest, you choose one aspect of priesthood to emphasize, and you are granted powers related to that purpose. Your choice might correspond to a particular sect dedicated to branch of priesthood. Your choice of priest-hood could simply be a matter of personal preference, the aspect of the purpose that appeals to you most. ### Priesthood of Discipline These priests understand that light casts a shadow, that darkness is defined by light, and that true discipline stems from one’s ability to balance these opposing powers in services of a greater cause. While these priests possess many holy virtues to aid their allies, they also dabble in the dark arts to debilitate their enemies. ##### Discipline Priesthood Spells | Priest Level | Spells | |:---:|:------------------------------| | 1st | Cure Wounds, Inflict Wounds | | 3rd | Darkness, Spiritual Weapon | | 5th | Animate Dead, Vampiric Touch | | 7th | Death Ward, Guardian of Faith | | 9th | Contagion, Raise Dead | #### Shadow Mending At 1st level, you gain proficiency with Constitution saving throws. You and all allies within 30 feet of you add your proficiency bonus to any death saving throws made. #### Channel Divinity: Halo Starting at 2nd level, you can use your Channel Divinity to burst out an expanding ring of radiant and necrotic force. As an action, you present your holy symbol and burst out a ring of radiant and necrotic energies in a 30 feet radius around you. Giving you a pool of hit points equal to five times your priest level. Choose any number of creatures and divide those hit points among them, either as necrotic damage, or radiant healing. You can't use this feature to heal an undead or a construct. #### Light and Dark As an action, you can become a beacon of light for a number of rounds equal to your Wisdom modifier. Choose any number of creatures within 60 feet of you, each creature gains advantage on Wisdom saving throws, and immunity to magical blindness. The light radiating from you counts as natural sunlight. As an action, you can absorb natural and magical light for a number of rounds equal to your Wisdom modifier. All natural light within range vanishes, and magical light is suppressed until the spell ends. The darkness submerging around you counts as magical darkness. You can use both light and dark once per long rest, regaining their uses when you finish a long rest. #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any priest cantrip. #### Pain Suppression At 17th level, you are able to transfer a mix of radiant and necrotic energy to target. As an action, choose a creature within 30 feet of you, and infuse them with radiant and necrotic energies. If the target is an ally, they gain resis-tance against all damage, and immunity against radiant and necrotic damage. If the target is an enemy, they gain vulnerability against radiant and necrotic damage. Pain suppression requires concentration, and lasts for up to a minute. You can use this feature once, regaining its use when you finish a short rest. ### Priesthood of Holiness These priests leave their houses of worship to serve on the battlefield, as shepherd to flock. There, they use their holy powers to bless allies and mend wounds. Whilst most stay behind the frontlines to aid their comrades, these holy champions are also capable of smiting foes and carrying out sacred justice. ##### Holiness Priesthood Spells | Priest Level | Spells | |:---:|:-------------------------------------| | 1st | Bless, Cure Wounds | | 3rd | Lesser Restoration, Spiritual Weapon | | 5th | Beacon of Hope, Revivify | | 7th | Death Ward, Guardian of Faith | | 9th | Mass Cure Wounds, Raise Dead | #### Echoes of Life At 1st level, your healing spells begin to linger on your allies. When you cast a spell with a spell slot and it restores hit points to a target, the target is healed for an additional 1d4 hit points at the beginning of your next turn. Your linger effect increases by 1d4 at 6th level (2d4), 8th level (3d4), and 14th level (4d4). #### Channel Divinity: Prayer of Healing Starting at 2nd level, you can use your Channel Divinity to heal those that are badly injured. As an action, you present your holy symbol, and speak a divine prayer, light radiates from you towards a number of creatures equal to your Wisdom modifier within 120 feet of you. Each creature is healed for a number of hit points equal to your priest level + your Wisdom modifier. #### Blessed Healer At 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell's level. #### Leap of Faith Starting at 8th level, you can use a bonus action to cause divine energy to wrap around a target within 60 feet, pull-ing them to an empty square within 5 feet of you, during so does no make opportunity attacks against the pulled target.
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\pagebreakNum If the creature is unwilling, it can make a Wisdom saving throw. On a success, it isn't pulled, and your spell fails. Leap of Faith can be used twice, regaining expended uses when you finish a long rest. #### Guardian Spirit At 17th level, you are able to call upon a spirit to watch over you or an ally in dire times. As a reaction, when an ally falls to 0 hit points, or instantly dies, you can call upon a guardian spirit to sacrifice itself inplace of your ally. Your ally is immediately healed for twice your level + your Wisdom modifier, and is immune to all damage until the start of your next turn. You can use this feature once per long rest, ### Priesthood of Shadow These priests fully embrace the void and its magics, their faith equal to their holy counterparts, yet focused on dark magics and mental manipulation. They dedicate their lives to worship, but they derive their power from the Void, stray-ing dangerously close to the domain of the Old Gods. ##### Shadow Priesthood Spells | Priest Level | Spells | |:---:|:----------------------------------| | 1st | Hex, Inflict Wounds | | 3rd | Blur, Phantasmal Force | | 5th | Fear, Hunger of Hadar | | 7th | Black Tentacle, Phantasmal Killer | | 9th | Telekinesis, Wall of Force | #### Unseen Recovery Drawing on your newfound knowledge of the Old Gods, and their powers, you are able to recover some of your expended magical ability. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your priest level (rounded up), and none of the slots can be 6th level or higher. #### Channel Divinity: Submit to Madness Starting at 2nd level, you can use your Channel Divinity to surrender yourself to the madness of the Old Gods. As an action, you present your holy symbol and invoke it with necrotic energies, shredding your body in void as the old gods answer. You double your Wisdom modifier to your armor class, and can use your reaction to shift your voidic form, giving an attack against you disadvantage. Addition-ally, when you would normally roll one or more dice to damage a target with a spell, you instead use the highest number possible for each die. For example, instead of damaging a creature for 2d6 hit points, you damage the creature for 12. Submit to Madness lasts for a minute, and does not require your concentration. At the end of your 10th round, you are required to make a Constitution saving throw. On a fail, you take half your maximum health in psychic damage, and on a success you take 1/4 of your maximum health in psychic damage. If this damage brings you to 0 hit points, you immediately become stable. \columnbreak #### Channel Divinity: Devour Life At 6th level, you can use your Channel Divinity to devour the lifeforce of your enemies. As an action, you present your holy symbol and evoke negative energy, dealing psychic damage equal to five times your priest level. Choose any number of creatures with 30 feet of you, and divide those hit points among them. This feature can reduce a creature by no more than half of its maximum hit point. You regain hit points equal to half of the total damage dealt this way. #### Inescapable Domination Starting at 8th level, your ability to channel negative energies has become ever more potent. When casting a spell using a spell slot that deals necrotic or psychic damage, your spell ignores resistances and immunities against those damage types. #### Legacy of the Void At 17th level, you can bestow a creature with the knowledge of how infinitely meaningless their existence is compared to the never ending void that awaits all. As an action, you can make a melee spell attack against a creature. If you hit, you can channel the legacy of the void into them, forcing the creature to make a Wisdom saving throw. On a fail, the target is filled with a wave of apathy as their very will to exist leaves them. The creature falls prone, and is incapacitated until a *remove curse* spell is cast on them or until the creature takes damage, at which point it can make a new saving throw to shroud off the legacy of the void. This effect lasts for a day, and does not work on constructs, undeads, or creatures with an intelligence of 4 or lower. A creature that succeeds the spells saving throw is immune to legacy of the void for the next week. You can use this feature once, regaining its use when you finish a long rest.
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## Rogue *You're gonna find a number of outfits that covet our skills. Adventurers, SI:7... heck, even the disorganized rabble wouldn't mind a spy or two inside Stormwind. But you remember this: You're your own man. Don't let nobody bully you into doing something you don't wanna do! Besides, we hold all the cards... at least, we do before the game's done.*
*— Jorik Kerridan*
Signaling for her companions to wait, a female orc creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open. A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound. Suppressing a giggle, a gnome silently sneaks up behind a guard, lifting the key ring from the his belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape. Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
### A Simple Code For rogues, the only code is the contract, and their honor is purchased in gold. Free from the constraints of a conscience, these mercenaries rely on brutal and efficient tactics. Lethal assassins and masters of stealth, they will approach their marks from behind, piercing a vital organ and vanishing into the shadows before the victim hits the ground. Rogues can dip their weapons in paralyzing toxins that render foes unable to defend themselves. These silent stalkers wear leather armor so they can move unencumbered, ensuring that they land the first strike. With the rogue’s poisons and speed, the first strike is often the last step before the killing blow. Rogues fend for themselves, looking for fights in which they dictate the terms. They’re the shadows in the night that remain unseen until the right moment comes to strike, then they dispatch an opponent with quick blade work or a deadly toxin snuck acutely into the bloodstream. Rogues are opportunistic thieves, bandits, and assassins, but there’s an unparalleled art to what they do. ### Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
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##### The Rogue |Level| Proficiency
Bonus | | Sneak
Attack | | Features | |:---:|:--:|:-|:---:|:-|:---------------------------------------------------| | 1st | +2 || 1d6 || Expertise, Sneak Attack
Thieves' Cant | | 2nd | +2 || 1d6 || Cunning Action | | 3rd | +2 || 2d6 || Roguish Specialization | | 4th | +2 || 2d6 || Ability Score Improvement | | 5th | +3 || 3d6 || Uncanny Dodge | | 6th | +3 || 3d6 || Expertise | | 7th | +3 || 4d6 || Evasion | | 8th | +3 || 4d6 || Ability Score Improvement | | 9th | +4 || 5d6 || Roguish Specialization Feature | | 10th| +4 || 5d6 || Ability Score Improvement | | 11th| +4 || 6d6 || Reliable Talent | | 12th| +4 || 6d6 || Ability Score Improvement | | 13th| +5 || 7d6 || Roguish Specialization Feature | | 14th| +5 || 7d6 || Fleet Footed | | 15th| +5 || 8d6 || Slippery Mind | | 16th| +5 || 8d6 || Ability Score Improvement | | 17th| +6 || 9d6 || Roguish Specialization Feature | | 18th| +6 || 9d6 || Elusive | | 19th| +6 ||10d6 || Ability Score Improvement | | 20th| +6 ||10d6 || Stroke of Luck |
### Creating a Rogue As you create your rogue character, consider the charac-ter's relationship to the law. Do you have a criminal past, or present? Are you on the run from the law or from an angry thieves' guild master? or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventurers, or some other desire or ideal? What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend, who showed you new possibilities for earning a living and employing your particular talents. #### Quick Build You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make intelligence your next-highest if you want to excel at Investigation. Choose Charisma instead if you plan to emphasize deception and social interaction.
## Class Features As a rogue, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per rogue level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 + your Constitution modifier per rogue level after 1st #### Proficiencies ___ - **Armor:** Leather armor - **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords - **Tools:** Thieves' tools ___ - **Saving Throws:** Dexterity, Intelligence - **Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a rapier or *(b)* a shortsword - *(a)* a shortbow and quiver of 20 arrows or *(b)* a shortsword - *(a)* a burglar's pack or *(b)* a dungeoneer's pack, or *(c)* an explorer's pack - Leather armor, two daggers, and thieves' tools
PART 1 | CLASSES
\pagebreakNum ### Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for ability checks you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficien-cies (in skills or with thieves' tools) to gain this benefit. ### Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. ### Thieves' Cant During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, or will provide a safe house for thieves on the run. ### Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. ### Roguish Specialization At 3rd level, you choose an area to specialize yourself within, that shapes your rogue abilities: Assassin, Outlaw, or Subtlety, all detailed at the end of the class description. Your specialization choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. \columnbreak ### Evasion At 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. ### Fleet Footed Starting at 14th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well Additionally, you have perfected landing safely from great heights, you ignore damage taken from the first 20 feet falling. ### Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. ### Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. ### Stroke of Luck At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively. if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest. ## Roguish Specialization Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directi-ons, embodied by the rogue specializations. Your choice of specialization is a reflection of your preferred techniques. ### Assassin Assassination rogues favor a pair of daggers coated with vicious poisons. Assassins begin their work stealthily, choosing their targets and methods of engagement carefully, but once committed to a course of action, they stick to their target until the job is done. #### Bonus Proficiencies When you choose this specialization at 3rd level, you gain proficiency with the poisoner's kit. #### Assassin's Intuition Your intuition is sharper than mosts, at 3rd level, you add your Intelligence modifier to your initiative.
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\pagebreakNum Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. #### Elaborate Planning Beginning at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. #### Sealing Their Fate Starting at 13th level, your determination to finish a wound-ed target drives you to hit harder. Whenever you make an attack against a target that is below half its maximum hit points, your sneak attack die improves from a d6 to a d10. #### Vendetta At 17th level, vengeance drives you further to eliminate a targeted enemy. As an action, you can mark a creature within 120 feet of you. Giving you advantage on Wisdom (Perception) checks against them, and advantage on your first attack against the target on each of your turns. Vendetta requires concentration, and lasts for up to a minute, and automatically ends if you're blinded or if your target vanishes from your sight. You can use this feature a number of times equal to your Intelligence modifier, regain-ing expended uses when you finish a long rest. ### Outlaw Outlaw rogues are the unscrupulous scoundrels of Azeroth. Operating outside the law, they bend the rules and distort the truth to get what they need. Outlaws use little tact or discretion, happy to engage in a tavern brawl, rarely patient enough to wait in stealth for the opportune time to engage. #### Bonus Proficiencies When you choose this specialization at 3rd level, you gain proficiency with firearms. #### Hit and Run At 3rd level, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. Additionally, you also gain an additional way to use your Sneak Attack, you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. #### Quick Combatant Starting at 9th level, you can attack twice instead of once, whenever you take the Attack action on your turn. #### Trick of the Trade Starting at 13th level, you can direct certain attacks meant for you onto others. When you are targeted by an attack, you can use your reaction to have the attack target that creature instead of you. You can use this feature a number of times equal to your Dexterity modifier, regaining expended uses when you finish a short rest. #### Adrenaline Rush At 17th level, the adrenaline of battle overcomes you. When entering combat, you gain an additional turn at the end of the first round of combat. You take your first turn on your rolled initiative, and your second turn on initiative count one (losing ties). Once the first round of combat is over, you return to your rolled initiative and continue combat as normal. You can't use this feature when you are surprised. ### Subtlety Subtlety rogues are the masters of the shadows, and they strike unseen. They don’t have the lethal strikes of the assassin or the brawling prowess of the outlaw, but their ability to hide in plain sight are unrivaled, performing devastating strikes, and slipping away to strike again. #### Shadowstep When you choose this specialization at 3rd level, you delve into shadow magics, giving you an unexpected advantage over most. As a bonus action, choose a creature within 30 feet of you, immediately teleporting yourself behind them. If the target is hostile, your first attack against it is made with advantage. At 3rd level, you can use this feature once per short rest. You gain an extra use of Shadowstep when you reach 9th, 13th, and 17th level. #### Vision of the Dark Starting at 3rd level, you gain superior vision in dark and dim conditions. If you don't already have darkvision, you gain darkvision to a range of 60 feet. #### Shadow Blades Beginning at 9th level, using a bonus action, you can imbue your weapons with a portion of the plane of shadow. While imbued, your weapons are treated as magical, and deals an extra 1d6 necrotic damage on a hit. This ability lasts for a minute in bright light, and for 4 hours in dim or unlit areas. You can use this feature once, regaining its use when you finish a long rest. Upon reaching 17th level, you are able to use this feature twice. #### Cloak of Shadow Starting at 13th level, you can use an action whilst in dim light or darkness to turn invisible. This invisibility ends as soon as you attack, cast a spell, or in an area of normal or bright light. This feature lasts for up to a minute, and can be used a number of times equal to your Charisma modifier, regain-ing expended uses when you finish a long rest. #### Master of Shadows At 17th level, as an action you are able to create an illusory version of yourself within 30 feet of you. On the following turns you can use a bonus action to move the shadow up to 30 feet from its position, or instantly swap position with it as long as you're within 120 feet of your shadow. Your shadow is unable to move into brightly light squares, and conjured light pushes the shadow away into dim light. You can use this feature once, regaining its use when you finish a long rest.
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## Shaman *Know this: a shaman must never demand power; to do so would arouse the anger of the elements, and a shaman without the elements' protection is nothing. Those that follow the path of the shaman must never forget this most vital tenet. However, a shaman that works in a respectful union with the elements wields a power rivaled by few.*
*— Teo Hammerstorm*
As goblins surround an orc covered in furs, their cruel grins anticipating an easy kill. In an instant, the orc is surrounded by swirls of wind and his warhammer pulses with raw elemental fire. He sets a martial stance and beckons the green tide to dare challenge the elements themselves. An elderly human stands amidst his tribe’s warriors, their wounds fresh from conflict. He closes his eyes and concentrates deeply. Pulling the water of out from the ground while an icy-hot sensation washes over the wounded. His eyes narrow against the setting sun, casting shadows on his little flock. Four wooden totems line the entrance to his cavern home; one is searing hot, another bone-chilling, a third surrounded by whirling currents, and the last sending beads of water all around it. They stand as elemental spirit guardians against unnatural forces who would besiege his home, each drawing power from their home plane to fuel their magic. However they choose to manifest it, Shamans are united in their worship and control of the pure elements. They draw power from the elemental planes themselves. ### Adepts of the Elements Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevo-lent. The elements are chaotic, and left to their own devi-ces, they rage against one another in unending primal fury.
It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them. These masters of the elements can also call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder. The experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile heroes and valued members of any group. For millennia, since the primitive tribal cultures of Azeroth and Draenor, the natural elements of the physical universe have been celebrated, feared, and even worshiped. Mystics sought communion with the earth, air, fire, and water, and learned to tap into their raw power. In time, these spiritual guides came to understand that nature’s elemental forces aren’t wholly benevolent, but have, in fact, been locked in an unending conflict of chaos and primal fury that once consumed the physical realm. So began the calling of the Shaman, to bring balance to these volatile energies, leveraging their intensity to mend wounds . . . or inflict them.
PART 1 | CLASSES
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##### The Shaman |Level|Proficiency
Bonus|Features|Totems
Known| |Totem
Die| |Cantrips
Known| |Spells
Known| |1st| |2nd| |3rd| |4th| |5th| |:---:|:--:|:------------------------------------|:--:|-|:--:|-|:--:|-|:--:|-|:--:|-|:--:|-|:--:|-|:--:|-|:--:|-|:--:| | 1st | +2 | Spellcasting, Totemist (lesser) | 2|| d4||4|| 2||2||—||—||—||—| | 2nd | +2 | Fighting Style | 3|| d4||4|| 3||3||—||—||—||—| | 3rd | +2 | Shamanistic Binding, Elemental Shield | 3|| d4||4|| 4||4||—||—||—||—| | 4th | +2 | Ability Score Improvement | 4|| d4||5|| 5||4||2||—||—||—| | 5th | +3 | Spirit Animal | 4|| d6||5|| 6||4||3||—||—||—| | 6th | +3 | — | 5|| d6||5|| 7||4||3||—||—||—| | 7th | +3 | Shamanistic Binding Feature | 5|| d6||5|| 8||4||3||2||—||—| | 8th | +3 | Ability Score Improvement | 6|| d6||5|| 9||4||3||3||—||—| | 9th | +4 | Astral Shift | 6|| d6||5||10||4||3||3||—||—| | 10th| +4 | Totemist (greater), Totemist Projection | 7|| d8||6||11||4||3||3||1||—| | 11th| +4 | Shamanistic Binding Feature | 7|| d8||6||12||4||3||3||2||—| | 12th| +4 | Ability Score Improvement | 8|| d8||6||12||4||3||3||3||—| | 13th| +5 | — | 8|| d8||6||13||4||3||3||3||1| | 14th| +5 | Bloodlust | 9|| d8||6||13||4||3||3||3||2| | 15th| +5 | Shamanistic Binding Feature | 9|| d8||6||14||4||3||3||3||2| | 16th| +5 | Ability Score Improvement |10||d10||6||14||4||3||3||3||2| | 17th| +6 | — |10||d10||6||15||4||3||3||3||2| | 18th| +6 | — |11||d10||6||15||4||3||3||3||3| | 19th| +6 | Ability Score Improvement |11||d10||6||15||4||3||3||3||3| | 20th| +6 | Ascendance |12||d10||6||15||4||3||3||3||3|
### Creating a Shaman When creating an elemental shaman, consider how the elements affect your personality. Although elemental shaman have resonance with all four primary elements, some tend to outwardly display aspects of one over the others. Those leaning towards fire might be impatient, temperamental, or full of energy in everything they do. Water leaning shaman are adaptable, chaotic, and tend to go with the flow. Those who favor earth are typically lawful, stalwart, and stubborn. Shaman who favor air are aloof, distant, and typically the most neutral in arbitrations. Think about your bond with your totems and how they represent the elemental planes from which you gain your power. Are they simply tools to you for channelling raw planar power, or are they sacred and worthy of reverence? Do they act as representations of a favored element or do you use them to keep a favored element in check? How a shaman perceives their connection to the elemental planes should be reflected in the totems they summon forth. #### Quick Build You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. If you intend to engage in melee combat regularly, make Strength your second highest ability score instead. \columnbreak ## Class Features As a shaman, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per shaman level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 + your Constitution modifier per shaman level after 1st #### Proficiencies ___ - **Armor:** Leather armor, mail armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** Herbalism kit ___ - **Saving Throws:** Strength, Wisdom - **Skills:** Choose two from Animal handling, Arcana, History, Insight, Medicine, Nature, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* studded leather - *(a)* a mace and shield or *(b)* two martial weapons - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - a shamanic focus
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\pagebreakNum ### Spellcasting As a link between the elements. you can cast shaman spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 7 of this book for the shaman spell list. #### Cantrips At 1st level, you know three cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table. #### Preparing and Casting Spells The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain expended spell slots when you finish a long rest. You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your shaman level (minimum of 1 spell) The spells must be of a level for which you have spell slots. For example, if you are a 4th-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include seven spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *absorb element*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent communing with the elements: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells. The power of your spells comes from the elements and spirits. You use your Wisdom whenever a shaman spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier **Spell attack modifier** = your proficiency bonus + your Wisdom modifier
#### Ritual Casting You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use a shamanistic focus (found in chapter 4) as a spellcasting focus for your shaman spells. ### Totemist You are able to bind elemental energies in the form of totems. You know two totems of your choice. Your totem options are detailed at the end of the class description. When you gain certain shaman levels, you gain additional totems of your choice as shown in the Totems Known column of the Shaman table. Additionally, when you gain a level in this class, you can choose one of the totems you know and replace it with another totem that you could learn at that level. Using a bonus action, you can summon a known totems in an unoccupied square within 30 feet of you. Each totem lasts for a minute, and uses their active effect at the end of your turns. Summoned totems have an AC of 10, and hit points equal to twice your shaman level. You can have no more than one totem of a each element active at once, for a maximum of four totems summoned at once. For example, if you already have an *Earthquake Totem* active, summoning a *Stone Bulwark Totem* will destroy your *Earthquake Totem* and take its active totem slot. Your totems active effectiveness increases when you gain certain shaman levels, as shown in the Totem Die column of the Shaman table. #### Greater Totems Upon reaching 10th level, you are able to summon greater totems. You can know a number of greater totems equal to your Wisdom modifier (minimum of 1). ### Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options.
You can't take a Fighting Style option more than once, even if you later get to choose again. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you. you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Shamanistic Binding When you reach 3rd level, you enter a shamanistic binding, deepening your understanding of elements in a certain aspect. Choose Elemental, Enhancement, or Restoration, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level. ### Elemental Shield Starting at 3rd level, you gain two elemental shields, water shield, and one determined by your shamanistic binding. You can only have one elemental shield up at a time, an elemental shield lasts for an hour, or until its effect has been used up, activating an elemental shield whilst you have one active either resetting its duration or replaces it entirely depending on the shield you cast. You can use your elemental shield feature a number of times equal to your proficiency bonus, regaining all expend-ed uses at the end of a long rest. #### Water Shield As an action, you manifest small floating orbs of water around you equal to your Wisdom modifier. The orbs hover around you for an hour before falling to the ground.
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\pagebreakNum Whenever you roll damage for an attack or a spell cast using a spell slot, you can expend an orb floating around you to reroll any number of dies, and use either die roll. Once you've expended all uses of your water shield it dissipates, making you able to activate a new shield effect if desired. ### Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Spirit Animal Starting at 5th level, your communion with the spirit world has taught you to turn into a large animal with a ghostly visage around it. As a bonus action you can turn into a spirit animal, all of your game statistics remain the same with the exception of your armor class which is changed to 14 for the duration. Whilst your spirit animal is active, you can use a bonus action to change back and forth between it and your humanoid form. Spirit animal lasts for up to an hour, or until you attack a target with a weapon attack or cast a spell. You can use this feature twice per short rest. *A deeper explanation of a shamans spirit animal can be found in appendix B at the end of this book.* ### Astral Shift Beginning at 9th level, you are able to momentarily shift your body into the astral plane. As a bonus action, your physical body shifts to the astral plane, giving you resis-tance towards damage except psychic for 2 rounds. You can use this feature twice, regaining its uses when you finish a short or long rest. ### Totemist Projection Starting at 10th level, your mastery over your elemental totems and knowledge of them have made you able to effective reposition them. As a bonus action, you can move any active totems to a new location within 30 feet of you. Additionally, you can summon 4 elemental totems using a bonus action, each totem still has to be of different elemental types. You can summon multiple totems at once a number of times equal to your proficiency bonus, regain-ing all expended uses when you finish a long rest. ### Bloodlust At 14th level, you are able to insight the bloodlust within your allies, making them able to fight harder. As an action, all allies within 30 feet of you, are momentarily filled with a lust for blood. Each affected target gains an extra Action per turn, this action functions as if it was a new round, and can be used as normal. Bloodlust lasts for 2 rounds. At the end of the second round, each affected creature gains one level of exhaustion. You can use this feature once per long rest. Additionally, any ally affected by exhaustion cannot be affected by bloodlusts effect. \columnbreak ### Ascendance Upon reaching 20th level, you are so in commune with the elements that you are able to assume an elemental ascen-dant form for a short duration. As a bonus action, your body fills with raw elemental power, shifting your form to that of an elemental ascendant, your ascendance lasts for a number of rounds equal to your Wisdom modifier before returning to your own self. You can use Ascendance once a day, regaining its use when you finish a long rest. Each shamanistic binding gains a different ascendance, each of which are described below: #### Elemental You empower the element of Fire, all of your spells auto-matically deal the maximum amount of damage possible, and you have advantage on all ranged spell attacks whilst ascended. #### Enhancement You empower the element of Wind, you gain two additional attacks per attack Action, and you have advan-tage on all melee weapon attack rolls whilst ascended. #### Restoration You empower the element of Water, all of your healing spells that are unable to heal more than one target automa-tically heals for their maximum amount of healing possible, and healing a secondary target within range for half the healing done whilst ascended. ## Shamanistic Binding Shamans strive to deepen their understanding and connection with the elements no matter what binding they choose. Some shamans prefer a more brutal approach to shamanism, either in the shape of strict melee combat, or conjuring raw elements against their enemies. Whilst others stand as the conjurers of healing waters and restorative energies. ### Elemental Elemental shamans have dedicated themselves above all else to forging a deep bond with the elements. Making them able to channel such power into destructive magical surges. They manipulate the land itself. To battle an elemental shaman is to taunt the very forces of nature. #### Lightning Shield When you choose this binding, as an action, you manifest an orb of lightning that slowly swirls around you. Whenever you cast a spell using a spell slot, choose a target hit by your spell and make a ranged spell attack, on a hit, your orb lashes out at the target, dealing 1d4 lightning damage. Additionally when hit by a melee attack, you can use your reaction to cause your orb to lash out at the attacker for 1d4 lightning damage. Your orbs damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Bonus Cantrip Starting at 3rd level, you learn the cantrip *elemental blast*, if you haven't already learned it, if you have learned it. You may choose another cantrip of your choice.
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\pagebreakNum #### Destructive Attunement Beginning at 7th level, all spells cast using a spell slot deals an extra damage die equal to your totems die. Additionally, your connecting with the elements has enabled you to change the element of certain spells, whenever you cast a spell that deals cold, fire, or lightning, before determining damage you may choose to change the damage type to one of the two others. #### Liquid Magma Totem Upon reaching 11th level, you are able to summon a liquid magma totem, expending your fire totem slot. The liquid magma totem lasts for 4 rounds before dissipating. At the end of your turns, choose an enemy within 30 feet of your totem, opening a rift of magma from the totem to the target, requiring any target in the line to make a Dexterity saving throw. On a fail, each target takes fire damage equal to half your shaman level + 2d *(totem die)*, on a success the damage is halved. The magma rift hardens at the end of your turn, making the area normal terrain. You can use your Liquid Magma totem once, regaining its use when you finish a short or long rest. #### Elemental Storm At 15th level, you can take control of the weather within 5 miles of you, altering it to your choice of a thunderstorm, snowstorm, or firestorm. This spell acts as *control weather*, taking 10 minutes to cast in an outdoor area as normal. As long as your elemental storm is active, you can use an action to cause a 10 foot wide beam to swirl down from the skies at a point you can see. Any target hit by the beam is required to make a Dexterity saving throw. On a fail, taking 10d6 damage of the appropriate type for the storm, or half as much on a success. Whenever you call forth another beam, the damage of the beam is reduced by 2d6, upon reaching 0d6, the storm ends prematurely as the elements are calmed. Elemental storm does require concentration, and lasts up to 8 hours. You can use this feature once per long rest. ### Enhancement Enhancement shamans are in as intense communion with the elements as the elemental shaman. What differentiates them is their combat methodology. They favor empowering their physical attacks with elemental energies and facing their adversaries up close. #### Wind Shield When you choose this binding, as an action you manifest the air around you, making your movements and attacks faster. Your movement speed increases by 10 feet, and you are unaffected by natural difficult terrain, additionally climbing does not take additional movement. When you activate Wind shield, you can expend a 2nd-level spell slot or higher, you gain an extra attack per attack Action, when you expend a 4th-level spell slot or higher, you instead gain two extra attacks per attack Action. These attacks does not stack with attacks granted by another class such as the Warrior. #### Imbued Weapons Starting at 3rd level, you can enhance your weapons by imbuing them with elemental energy. As a free action, you can expend a spell slot into each weapon you hold, giving them an effect of your choice from the list below, when wielding two weapons, you can give each weapon a different effect if desired. The elemental energies within each weapon you wield lasts for a minute, or until you've successfully hit an enemy with the weapon. ***Flametongue.*** You imbue your weapon with magma, making it shine dim light in a 10-ft radius. Your melee weapon attack deals an extra 2d6 fire damage, for each higher level spell slot expended, flametongue deals an extra 1d6 fire damage. ***Frostbrand.*** You imbue your weapon with ice. Your melee weapon attack deals an extra 1d8 frost damage, requiring the target to make a Dexterity saving throw. On a fail, their movement speed is halved until your next turn. Frostbands damage increases by 1d8 for a 3rd-level spell slot (2d8), and a 5th-level spell slot (3d8). ***Stormstrike.*** You imbue your weapon with crackling lightning. When you hit an enemy with a melee weapon attack, lightning crackles out from your weapon, hitting your target and any chosen enemies within 10 feet of your target, dealing 1d6 lightning damage to each. Stormstrikes damage increases by 1d6 for a 3rd-level spell slot (2d6), and a 5th-level spell slot (3d6). #### Feral Lunge Beginning at 7th level, you are able to lunge yourself at a target whilst a spirit animal. As an action, you turn into your spirit animal if you aren't already shapeshifted and lunge yourself towards an enemy within 60 feet of you, doing so does not provoke opportunity attacks from any enemies you pass. As part of the same action, you can make a single weapon attack against the target. Using feral lunge counts as a use of spirit animal if you aren't shapeshifted before using it. #### Wind Rush Totem Upon reaching 11th level, you are able to summon a wind rush totem, expending your air totem slot. The wind rush totem lasts for 4 rounds before dissipating. Each ally within 30 feet of the totem can take the dash Action as a bonus Action, and gain an additional attack per attack Action. You can use your Wind Rush totem once, regaining its use when you finish a long rest. #### Spirit Wolves At 15th level, as an action you are able to summon two spirit wolves to your aid *(found in appendix B)*. The wolves act on your initiative, and obeys your commands as best they can. If no commands are given they use their action to attack the nearest enemy, being intelligent enough to tell friend from foe. The spirit wolves lasts for a minute, or until killed. You can use this feature once per long rest. ### Restoration Restoration shamans find a deep connection with water, using it soothing powers to restore life and heal afflictions. They finding harmony in the nature and purifying their allies as a tidal surge washes across a sandy shore. #### Earth Shield When you choose this binding, as an action choose a target within 60 feet of you, manifesting four large rocks that hovers around the target for up to an hour. The target gains resistance against the next four physical attacks that would hit them, each successful hit breaking off one of the stone slabs thats hovering around you.
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\pagebreakNum Casting this shield does not cancel any shield placed upon yourself, unless you are the target of *earth shield*. #### Totems of Water Starting at 3rd level, you learn one lesser water totem of your choice, this totem does not count towards your Totems Known. Additionally, you are able to have two different totems of water conjured at once. The maximum of four manifest totems still remain. #### Chain Heal Beginning at 7th level, you are able to heal multiple people at once. As an action, choose a friendly target within 60 feet of you, healing the target for 3d6, choose a 2nd target within 30 feet of the 1st target to be healed for the two of the die rolls, and a 3rd target within 30 feet of the 2nd to be healed for one of the die rolls. Chain Heals healing increases by 1d6 at 7th level (4d6), 11th level (5d6), and 15th level (6d6). With each healing increase, the second and third target is healed for one more of the die rolls. You may use chain heal a number of times equal to your Wisdom modifier, regaining expended uses when you finish a short or long rest. #### Healing Tide Totem Upon reaching 11th level, you are able to summon a heal-ing tide totem, expending a water totem slot. The healing tide totem lasts for 4 rounds before dissipating. At the end of your turns, the totem heals every ally within 20 feet of it for half your shaman level + 2d *(totem die)*. You can use your Healing Tide totem once, regaining its use when you finish a short or long rest. #### Cleanse Spirit At 15th level, you can bend water in such a way as to alleviate certain magical effects from allies and enemies. As an action, you can replicate the effects of a *Remove Curse* or *Dispel Magic* spell on a target within 30 feet. You can use this feature a number of times equal to your Wisdom modifier per long rest. *Dispel Magic* is cast as if used with a 4th level spell slot. ## Totems If a totem has prerequisites, you must meet them to learn it. You can learn the totem at the same time that you meet its prerequisites. A level prerequisite in a totem refers to your shaman level, not your character level. #### Cleansing Totem *Prerequisite: 2nd level, lesser totem* (water)
As a bonus action, place down a cleansing totem, at the end of your turn the totem cleanses one ally of your choice within 30 feet of it for either one disease, or one condition afflicting it. The condition can be *blinded, deafened, paralyzed, or poisoned*. After the totem has cleansed an ally, it dissipates. #### Cloudburst Totem *Prerequisite: 12th level, greater totem* (water)
As a bonus action, place down a sloudburst totem, whenever you heal with a spell that uses a spell slots, the cloudburst totem stores the amount healed within it, the totem lasts for 4 rounds. At the end of your 4th round, the totem explodes and dissipates. Choose any number of creatures within a 15-ft radius of the totem, and divide the healing within the cloudburst totem among them. Once you've used this totem, you cannot use it again until you finish a short or long rest. #### Earthbind Totem *Lesser totem* (earth)
As a bonus action, place down an earthbind totem, immediately making a 20-ft radius around the totem difficult terrain for any enemy that enters it. #### Earthgrab Totem *Lesser totem* (earth)
As a bonus action, place down an earthgrab totem, any creature within 5 feet of the totem is required to make a Dexterity saving throw against your spell DC. On a failed save, the creatures affected is grappled until the start of your next turn. #### Earthquake Totem *Lesser totem* (earth)
As a bonus action, place down an earthquake totem, requiring all creatures within 15 feet of it to make a Dexterity saving throw, dealing 2d *(totem die)* bludgeoning damage on a failed save, and half as much on a successful one. #### Fire Nova Totem *Prerequisite: 3rd level, lesser totem* (fire)
As a bonus action, place down a fire nova totem, the totem uses the round to charge up, at the end of your next round, the fire nova totem explodes and dissipates, requiring all creatures within 10 feet of it to make a Dexterity saving throw, taking 4d *(totem die)* fire damage and catching on fire, requiring them to make a Dexterity saving throw at the beginning of subsequent rounds, or take 1d(totem die) fire damage until they succeed. On a successful save, affected targets takes half damage, and does not catch fire. #### Flametongue Totem *Lesser totem* (fire)
As a bonus action, place down a flametongue totem, any ally within a 15-ft radius of the totem deals an additional 1d *(totem die)* fire damage on melee or ranged weapon attack. #### Frost Protection Totem *Prerequisite: 5th level, lesser totem* (fire)
As a bonus action, place down a frost protection totem, giving all allies within 30 feet of it a warm barrier around their bodies, granting them resistance against cold damage, and extreme cold. #### Grace of Air Totem *Prerequisite: 5th level, lesser totem* (air)
As a bonus action, place down a grace of air totem, improv-ing the movement of friendly creatures within 30 feet of it You and allies are able to dash and disengage as a bonus action whilst within range, and are unaffected by natural difficult terrain. #### Grounding Totem *Prerequisite: 7th level, lesser totem* (air)
As a bonus action, place down a grounding totem, while the totem is active, the first spell cast at an ally within—
PART 1 | CLASSES
\pagebreakNum 30 feet of the totem is counter spelled, as if using the spell *counter-spell* at 3rd level, no matter if the totem succeeds or fails, it crumbles and vanishes. #### Healing Stream Totem *Lesser totem* (water)
As a bonus action, place down a healing stream totem, at the end of each of your turns, the healing stream totem soothes a target of your choice within 60 feet of it. Healing them for 1d *(totem die)*. Upon reaching 10th level, your healing stream totem is able to heal two targets per round. #### Heat Protection Totem *Prerequisite: 5th level, lesser totem* (water)
As a bonus action, place down a heat protection totem, giving all allies within 30 feet of it a cold barrier around their bodies, granting them resistance against fire damage, and extreme heat. #### Lightning Surge Totem *Prerequisite: 3rd level, lesser totem* (air)
As a bonus action, place down a lightning surge totem, the totem uses the round to charge up, at the end of your next round, the lightning surge totem explodes and dissipates, sending out a short range pulse of lightning affecting any creature within 15 feet of it, each creature is required to make a Constitution saving throw, becoming stunned until the beginning of your next round on a failed save. #### Magma Totem *Prerequisite: 10th level, greater totem* (fire)
As a bonus action, place down a magma totem, the totem lasts for 4 rounds before dissipating, expanding by 5-ft around it each round, any creature caught in the magma is required to make a Dexterity saving throw, taking 5(totem die) fire damage and catching on fire, requiring them to make a Dexterity saving throw at the beginning of subsequent rounds, or take 2d *(totem die)* fire damage until they succeed. On a successful save, affected targets takes half damage, and does not catch fire. Once your magma totem dissipates, the streams of magma continues to exist for an hour before hardening. Once you've used this totem, you cannot use it again until you finish a short or long rest. #### Mana Spring Totem *Lesser totem* (water)
As a bonus action, place down a mana spring totem, granting all allies within 15 ft of it advantage on Intelligence and Wisdom saving throws. #### Searing Totem *Lesser totem* (fire)
As a bonus action, place down a searing totem, at the end of each of your turns, the searing totem spews a ball of fire against a target of your choice within 60 feet of it. Make a ranged spell attack against, dealing 2d *(totem die)* on a hit. Upon reaching 10th level, your searing totem is able to hit two targets per round. #### Skyfury Totem *Prerequisite: 11th level, greater totem* (fire)
As a bonus action, place down a skyfury totem, any ally within a 20-ft radius, that attacks with a weapon or spell attack, to hit, their critical range increases to 18-20. #### Spirit Link Totem *Prerequisite: 14th level, greater totem* (water)
As a bonus action, place down a spirit link totem, the totem immediately makes a visible ring of spirit essence around it in a 10-ft radius, any damage dealt to allies within is reduced by half your shaman level. Once you've used this totem, you cannot use it again until you finish a short or long rest. #### Stone Bulwark Totem *Prerequisite: 5th level, lesser totem* (earth)
As a bonus action, place down a stone bulwark totem, and choose an ally within 15 feet of it, that ally gains 1d *(totem die)* + your Wisdom modifier temporary hit points at the end of each of your turns, if the chosen ally moves out of its range, choose another ally within 15 feet, if no ally is within 15 feet, the totem dissipates. #### Stoneskin Totem *Prerequisite: 10th level, greater totem* (earth)
As a bonus action, place down a stoneskin totem, allies adjacent to the totem has resistance against bludgeoning, piercing and slashing damage. Once you've used this totem, you cannot use it again until you finish a short or long rest. #### Stormlash Totem *Prerequisite: 3rd level, lesser totem* (air)
As a bonus action, place down a stormlash totem, any ally within a 30-ft radius of the totem deals an additional 1d *(totem die)* lightning damage on their first spell attack or hit each round. #### Tremor Totem *Prerequisite: 10th level, greater totem* (earth)
As a bonus action, place down a tremor totem, as long as the totem stands, you may use a bonus action to remove all of the following conditions from allies within 30 feet of it. *charmed, frightened, paralyzed, petrified, or stunned* Once you've used this totem, you cannot use it again until you finish a short or long rest. #### Voodoo Totem *Prerequisite: 15th level, greater totem* (air)
As a bonus action, place down a voodoo totem, choose a number of creatures equal to your wisdom modifier within 60 feet of the totem, each creature is required to make a Wisdom saving throw against your spell DC, being shapeshifted into a frog on a failed save, as by the *polymorph* spell. Once you've used this totem, you cannot use it again until you finish a short or long rest. #### Wrath of Air Totem *Prerequisite: 10th level, greater totem* (air)
As a bonus action, place down a wrath of air totem, allies within 15 feet of the totem gains a secondary action each round, this action can only be used to cast a spell-like ability, spell, or to make a single weapon attack. Once you've used this totem, you cannot use it again until you finish a short or long rest.
PART 1 | CLASSES
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## Warlock *Behold those who have power, and who are not afraid to wield it. Behold... the warlocks!*
*— Gul'dan*
With a small imp jumping behind her, a young human in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to her will. As flames spring to life in her hands, a wizened orc blows upon the flame, infusing spell with fel magic instantly turning it green. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed forsaken chants the mystic ritual that will open a doorway to a distant world. ### Dark Arts, Dominance In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of imps, but as a warlock’s knowledge grows, seductive succubi, loyal voidwalkers, and horrific felhunters join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way. \columnbreak
Warlocks can ignite distant enemies in searing flame, send them fleeing in terror and pain, or afflict them with corrupting diseases and curses that steal the victim’s vitality. These practitioners of the profane are feared across Azeroth, and many who have felt their wrath now prefer to fight alongside a warlock than against one. Warlocks burn and destroy weakened foes with a combination of crippling illnesses and dark magic. While their demon pets protect and enhance them, warlocks strike at their enemies from a distance. As physically weak spellcasters bereft of heavy armor, cunning warlocks allow their minions to take the brunt of enemy attacks in order to save their own skin. ### Delvers Into Secrets Warlocks are the most volatile and insatiable of spellcasters. Though they often pledge themselves to the service of noble causes and are not innately evil, their desire to understand darker magics and exercise unwavering command over demonic forces breeds mistrust among even their closest allies. Warlocks peer into the Void without hesitation, leveraging the chaos they glimpse within to devastating ends in battle—their greatest abilities are fueled by the souls they’ve harvested from their victims. They exploit powerful Shadow magic to manipulate and degrade the minds and bodies of their enemies. They employ Fire magic, dropping hellish rain from the sky, to immolate the opposition. They summon and command indomitable demons from the Twisting Nether to do their bidding, or even to be sacrificed as the Warlock sees fit, empowering and protecting the dark caster from harm.
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##### The Warlock |Level|Proficiency
Bonus|Features|Cantrips
Known| | Spells
Known| |Spell
Slots| |Spell
Level| |:---:|:--:|:----------------------------------------|:--:|:-|:--:|:-|:--:|:-|:--:| | 1st | +2 | Grimoire, Demon Companion, Spellcasting |3|| 2||2||1st| | 2nd | +2 | Life Drain |3|| 3||2||1st| | 3rd | +2 | — |3|| 4||2||2nd| | 4th | +2 | Ability Score Improvement |4|| 5||2||2nd| | 5th | +3 | — |4|| 6||3||3rd| | 6th | +3 | Grimoire Feature |4|| 7||3||3rd| | 7th | +3 | — |4|| 8||3||4th| | 8th | +3 | Ability Score Improvement |4|| 9||3||4th| | 9th | +4 | — |4||10||4||5th| | 10th| +4 | Grimoire Feature |5||10||4||5th| | 11th| +4 | Shadow Arcanum (6th level) |5||11||4||5th| | 12th| +4 | Ability Score Improvement |5||11||5||5th| | 13th| +5 | Shadow Arcanum (7th level) |5||12||5||5th| | 14th| +5 | Grimoire Feature |5||12||5||5th| | 15th| +5 | Shadow Arcanum (8th level) |5||13||6||5th| | 16th| +5 | Ability Score Improvement |5||13||6||5th| | 17th| +6 | Shadow Arcanum (9th level) |5||14||6||5th| | 18th| +6 | — |5||14||7||5th| | 19th| +6 | Ability Score Improvement |5||15||7||5th| | 20th| +6 | Fel Master |5||15||7||5th|
### Sworn and Beholden A warlock is defined by a specific grimoire. A warlock might lead a cult dedicated to a powerful demon, or to do chaotic destruction. The magic bestowed on a warlock through their grimoire ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. ### Creating a Warlock As you make your warlock character, spend some time thinking about your grimoire and the obligations that your book imposes upon you. What led you to become a warlock and acquire a grimoire? Were you seduced by the powers that fel magic can promise, or did you seek out a warlocks ritual that would entice you to study their ways. Did you search for knowledge and found more than you expected? Your grimoire might drive you into adventurers, seeking to uncover hidden information. As a warlock you have demon companion, what kind of relationship do you have with it? friendly, antagonistic, uneasy, or romantic?
#### Quick Build You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. ## Class Features As a warlock, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per warlock level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 + your Constitution modifier per warlock level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple weapons, longswords, rapier, scimitar, shortswords - **Tools:** None ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* shortsword or *(b)* any simple weapon
PART 1 | CLASSES
\pagebreakNum - *(a)* a component pouch or *(b)* a focus of fel - *(a)* a scholar's pack or *(b)* a dungeoneer's pack - A grimoire ### Grimoire At 1st level, you acquire a book by the warlock councils, the book entails the beginning of your growth in one of the following sects of the council. The Grimoire of Affliction, Demonology, or Destruction. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. If you loose your grimoire, you can perform a 1-hour ceremony to receive a replacement from the void. ### Spellcasting Your research of shadow and its devastating magic have given you facility with spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 7 of this book for for the warlock spell list. #### Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. #### Spell Slots The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example. when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell *shadowbolt*, you must spend one of those slots, and you cast it as a 3rd-level spell. #### Spell Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier **Spell attack modifier** = your proficiency bonus + your Charisma modifier
#### Spellcasting Focus You can use an arcane focus (found in chapter 4) as a spellcasting focus for your warlock spells. \columnbreak ### Demon Companion Starting at 1st level, you gain the unwilling service of a demon, a creature from the twisting nether. Using an hour, you can summon the demon to your side, appearing in an unoccupied space within 15 feet. You can summon any demon from the Monster Manual that has a challenge rating lower than half your warlock level (minimum of 1), using the statistics presented in the monster manual to determine its stats and abilities. Should the demon companion die while in the service to you, you're required to make a Constitution saving throw, DC 12 + the CR of the demon. On a fail, you take 1d10 psychic damage for each CR of the demon. This damage overcomes resistances, and ignores temporary hit points, the damage taken is subtracted from your maximum hit points, and regains at a rate of 1d10 per long rest. On a success, the damage is halved. Your demon acts independently of you, but it always obeys your commands, whilst enslaved to you, it cannot independently do any actions that would go against your alignment. For example, if you're a good aligned warlock, your demon cant on its own accord begin to wreak havoc around you, its enslavement forbids it and prevents it from taking such actions without explicit order to do so. In Combat, it rolls its own initiative and acts on its own turn, its actions decided by its master. Using a minute, you can temporarily dismiss your demon. It disappears into a pocket dimension where it awaits your summons, while in this dimension, the demon regains hit points as if it had finished a long rest. Alternatively you can spend an hour to dismiss the demon, banishing it back into the twisting nether. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one demon servant at a time, if you attempt to summon an additional demon while you currently have one enslaved, your current demon breaks free of its chains and becomes hostile towards you. ### Life Drain Starting at 2nd level, you can sacrifice a portion of your health to restore expended spell slot. As a bonus action, you can deal 1d4 necrotic damage to yourself. In return you regain a 1st-level spell slot. For each spell slot above 1st, life drain deals an additional 1d4 necrotic damage, to a maximum of 5d4 for a 5th level spell slot. Additionally, you can sacrifice health to regain the usage of a Grimoire feature. Taking 1d6 necrotic damage for your 1st level feature. The damage increases by 2d6 for your 6th level (3d6), 10th level (5d6), and 14th level (7d6) You can use this feature equal to your Charisma modifier, regaining expended uses when you finish a short rest. ### Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Shadow Arcanum At 11th level, you've delved deep enough into dark magics and fel to unveil magical secrets called arcanums. Choose one 6th-level spell from the warlock spell list as this arcanum.
PART 1 | CLASSES
\pagebreakNum You can cast your arcanum spell once without expending a spell slot, after which you must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Shadow Arcanum when you finish a long rest. ### Fel Master At 20th level, you can draw on your inner reserve of fel power to regain expended spell slots. You can spend 1 minute to regain all your expended spell slots from your Spellcasting feature. Once you regain spell slots with this feature, you cannot do so again until you finish a long rest. ## Grimoire Warlocks are granted a grimoire for their dedication towards a certain aspect of warlocks. Three grimoires exist, each delving into a different aspect of the powers warlocks wield. ### Grimoire of Affliction Warlocks of the affliction grimoire are masters of shadow-touched powers, unlike the shadow priests these warlock delight in using fel as a force to cause intense pain and suffering in others. They revel in corrupting minds, agonizing souls, and leaving enemies in a state of torment that would see them undone in due time. #### Expanded Spell List Affliction lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Affliction Expanded Spells | Spell Level | Spells | |:---:|:---------------| | 1st | | | 2nd | | | 3rd | | | 4th | | | 5th | | #### Malefic Grasp Starting at 1st level, you are able to grapple a target with shadowy tendrils. As an action, choose a target within 30 feet of you, the target is required to make a Strength saving throw against your spell DC. Taking 1d8 necrotic damage and halving the target's speed, for every 5 feet the target moves, the target takes an additional 1d4 necrotic damage. Malefic grasp lasts for a minute, or until the target has moved 15 feet from where the tendrils spawned, at which point they vanish. Malefic Grasps damage increases by one die upon reaching 6th level (2d8, 2d4), and again at 10th level (3d8, 3d4) Malefic grasp requires concentration, and lasts up to a minute. You can use this feature a number of times equal to your Charisma modifier, regaining expended uses when you finish a long rest. \columnbreak #### Curse of Agony Beginning at 6th level, you can use an action to agonize a target within 30 feet of you. The target is required to make an ability saving throw with disadvantage corresponding to the curse of agony chosen below. On a failed save, the target is affected by the curse for the next 24 hours. **Agony of Weakness (Strength):** If the creature deals damage with a weapon attack, their damage rolls is halved for the duration. **Agony of Gracelessness (Dexterity):** The creature has disadvantage on ability rolls requiring dexterity, and attack rolls for the duration. **Agony of Illness (Constitution):** The creature has disadvantage on all Constitution saving throws, and cannot regain hit points through healing spells for the duration. **Agony of Stupidity (Intelligence):** Moving requires an action for the creature for the duration. **Agony of Carelessness (Wisdom):** The creature doesn't move in a way to avoid opportunity attacks, and always takes the most direct route to its destination. Additionally the creature cannot use the Disengage action on its turn for the duration **Agony of Abhorrence (Charisma):** The creature becomes frightened of you for the duration.
You may use this feature once per long rest. Upon reaching 10th level, and again at 14th level, you gain an additional use of Curse of Agony. #### Siphon Life Starting at 10th level, you are able to siphon the life of your enemies to replenish your own. As an action, choose a target within 60 feet of you. The target is required to make a Constitution saving throw. Taking your warlock level + your Charisma modifier in necrotic damage on a failed save, immediately healing you for half of the damage dealt. On a successful save, the target takes half of the damage, and you regain no hit points from the spell. You may use this feature a number of times equal to your Charisma modifier, regaining expended uses when you finish a long rest. #### Phantom Singularity At 14th level, as an action, you can place a phantom singularity within an enemies mind. Whenever the enemy gains hit points it is required to make a Constitution saving throw, on a fail, the health regained is instead dealt as psy-chic damage to the healed creature and the healer if it was casted upon the target, the damage split evenly between the two. On a successful save, the target is healed for half the hit points restored. Phantom Singularity requires concentration, and lasts for up to a minute. You can use this feature once, regaining its use when you finish a long rest. ### Grimoire of Demonology Warlocks of the demonology grimoire have mastered harnessing the power of the malefic demon beings on the field of battle. While their practice is often considered by outsiders as wicked and reckless, the demonologist maintains absolute control over their enslaved creatures. #### Expanded Spell List Demonology lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
PART 1 | CLASSES
\pagebreakNum ##### Demonology Expanded Spells | Spell Level | Spells | |:---:|:---------------| | 1st | | | 2nd | | | 3rd | | | 4th | | | 5th | | #### Wild Imps Starting at 1st level, whenever you get the final blow or critically hit a target with a spell using a spell slot, you bring forth an imp from the twisting nether to assist you in combat. The imp is summoned in an unoccupied square within 15 feet of you. The infernal follows the same rules given in your Demon Companion feature, with the exception of the damage dealt to you upon its death. You can have a number of wild imps under your control equal to your Charisma modifier. You cannot summon any wild imps beyond your Charisma modifier, any spawns refreshes your oldest imp. Your wild imps lasts for up to an hour, or until you dismiss them or they die. #### Demons Calling Beginning at 6th level, you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw, or when you stabilize a creature with *spare the dying*. Once you use this feature, you can't use it again until you finish a long rest. #### Soul Link Starting at 10th level, the bond between master and minion has strengthened unlike any other summoner. Upon taking damage, you can use you and your demons reaction to split the damage between the two of you, your demon taking the higher number of the damage rolls are uneven, additionally, you both gain resistance to damage except psychic against the damage. You can use this feature a number of times equal to your Charisma modifier, regaining expended uses when you finish a short or long rest. #### Infernal Meteor At 14th level, you can conjure forth an infernal from the twisting nether, the infernal arrives on Azeroth through the use of its meteoric arrival feature. At the beginning of your following turn, the meteor transforms into a huge infernal. The infernal crumbles when it drops to 0 hit points or when an hour has passed. The infernal follows the same rules given in your Demon Companion feature, with the exception of the damage dealt to you upon its death. If your concentration is broken, the infernal doesn't dissolve into the twisting nether. Instead, the infernal breaks free of your bonds and becomes hostile towards you and your companions. An uncontrolled infernal can't be dismissed by you, but returns into the twisting nether after an hour has passed. Infernal Meteor requires concentration, and lasts up to an hour. You can use this feature once, regaining its use when you finish a long rest. \columnbreak ### Grimoire of Destruction Warlocks of the destruction grimoire are well-versed in discharging a dizzying array of shadow, fel, fire, and chaos magics upon opponents that rattle souls and conflagrate bodies. They require little motivation for the havoc they wreak, happy to revel in the destruction they cause, thrilled at any opportunity to watch the world erupt in discord. #### Expanded Spell List Destruction lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Destruction Expanded Spells | Spell Level | Spells | |:---:|:---------------| | 1st | | | 2nd | | | 3rd | | | 4th | | | 5th | | #### Bonus Cantrips At 1st level, you learn the *control flames* and *firebolt* cantrip. They count as warlock cantrips for you, but they don't count against your number of cantrips known. #### Chaos Magic Starting at 1st level, any warlock spell cast using a spell slot deals fire or necrotic damage deals an additional 1d6 dam-age of the opposite damage type. For example, a *burning hands* would deal an additional 1d6 necrotic damage. Spells that deal both fire and necrotic damage deals an additional 1d10 damage of either fire or necrotic. #### Havoc Beginning at 6th level, when you cast a spell that targets only one creature and doesn't have a range of self, you can expend a use of Havoc to target a second creature in range with the same spell. To use havoc, the spell must be incapable of targeting more than one creature at the spell's current level. You can use havoc a number of times equal to your Charisma modifier, regaining expended uses when you finish a long rest. #### Sacrificial Pact Starting at 10th level, your demonic companion are becoming more of a hindrance than a help. As an action, you can sacrifice your demon to empower yourself further, killing your demon in this way does not harm you or deal damage to you. As long as your companion is sacrificed, any spell cast using a spell slot deals an extra 1d6 damage per challenge rating of your companion. The effect of your sacrificed companion lasts until you summon a new one from the void. #### Chaos Bolt At 14th level, you are able to hurl a roaring bolt of chaotic energy against a target. Choose a target within 120 feet, the target is required to make a Constitution saving throw. On a fail, they take 4d8 necrotic damage plus 30 fire damage, and half of that damage on a successful one. Once you have used this feature you cannot use it again until you have finished a long rest.
PART 1 | CLASSES
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## Warrior *Now, watch them attack me. Pitiful! Do they think to take vengeance for their fallen? Do they come to challenge ME? I, who have won a hundred wars? I, who stood alone against thousands and still shouted for my enemies to come? No, these saurok will crumple before me like paper before the flame!*
*— Skeer the Bloodseeker*
A human in clanging plate armor holds her shield high before her as she charges toward the massed kobolds. A night elf behind her, clad in studded leather armor, peppers the kobolds with arrows loosed from his exquisite bow. The dwarf nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. An orc in chainmail interposes his shield between the ogre's club and his companion in a swift action, knocking the deadly blow aside. His companion, a blood elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight, and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning flashing forth to smite him. ### Ancient Practice For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons.
The warrior’s battle cries embolden friends and leave foes cowering in fear. With legendary precision, warriors target the smallest gaps in armor and slice at hamstrings in a blur of steel. Every dragon slain, corrupted tyrant toppled, and demon banished from Azeroth has trembled in the face of these lords of war. Warriors are the quintessential fearless fighters on the battlefield, and their pure martial prowess inspires courage in allies and despair in enemies. Experts in all manner of melee weaponry and possessing incredible physical strength and skill, Warriors are perfectly suited to serve as frontline combatants and battlefield commanders. ### Well-Rounded Specialists Warriors learn the basics of all combat styles. Every warrior can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a warrior is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on protection their allies from mortal blows, some on fighting with two weapons at once, and some prefer a single large weapon able to be wielded with extraordinary force. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.
PART 1 | CLASSES
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##### The Warrior |Level| Proficiency
Bonus | Features | |:---:|:--:|:-------------------------------------------------| | 1st | +2 | Fighting Style, Second Wind | | 2nd | +2 | Action Surge (one use) | | 3rd | +2 | Martial Stance | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Extra Attack | | 6th | +3 | Ability Score Improvement | | 7th | +3 | Martial Stance Improvement | | 8th | +3 | Ability Score Improvement | | 9th | +4 | Indomitable (one use) | | 10th| +4 | Martial Stance Improvement | | 11th| +4 | Extra Attack (2) | | 12th| +4 | Ability Score Improvement | | 13th| +5 | Indomitable (two uses) | | 14th| +5 | Ability Score Improvement | | 15th| +5 | Martial Stance Improvement | | 16th| +5 | Ability Score Improvement | | 17th| +6 | Action Surge (two uses), Indomitable (three uses)| | 18th| +6 | Martial Stance Improvement | | 19th| +6 | Ability Score Improvement | | 20th| +6 | Extra Attack (3) |
### Creating a Warrior As you build your warrior, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane fighters around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might ail have been factors. You might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms. or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death's embrace. #### Quick Build You can make a warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution.
## Class Features As a warrior, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per warrior level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 + your Constitution modifier per warrior level after 1st #### Proficiencies ___ - **Armor:** All armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Strength, Constitution - **Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics. History, Insight, Intimidation, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* chain mail or *(b)* leather, longbow, and 20 arrows - *(a)* a martial weapon and a shield or *(b)* two martial weapons - *(a)* a light crossbow and 20 bolts or *(b)* two handaxes - *(a)* a dungeoneer's pack or *(b)* an explorer's pack
PART 1 | CLASSES
\pagebreakNum ### Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you. you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to Id10 + your warrior level. Once you use this feature, you must finish a short or long rest before you can use it again. ### Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. ### Martial Stance At 3rd level, you choose a stance that you strive to emulate in your combat styles and techniques. Choose Arms, Fury, or Protection, all detailed at the end of the class description. The stance you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. ### Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \columnbreak ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. ### Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. ## Martial Stances Different fighters choose different approaches to perfecting their fighting prowess. The martial stance you choose to emulate reflects your approach. ### Arms As a childhood of sparring defines a warrior’s destiny, so too does one’s choice of weapon determine their role on the battlefield. Arms warriors gravitate toward two-handed weapons instinctively. Two-handed weapons allow them to deliver devastating, overpowering blows, fully exploiting their enemies’ weaknesses. #### Improved Critical Beginning when you choose this stance at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. #### Combat Enhancement Starting at 7th level, choose one of the following combat enhancements. - **Brutal Attacker:** When you roll for an attack and critically hit, your weapon deals three times as much damage, instead of twice. - **Sword Master:** When making an attack with advantage, you may make an an additional attack against the same target as a bonus action. - **Perceptive Footworker:** You can take the Disengage or Dash action as a bonus action. Whenever you gain a level as a warrior you can change your Combat Enhancement to another from the list. #### Superior Critical Beginning at 10th level. your weapon attacks score a critical hit on a roll of 18-20. #### Survivor Upon reaching 15th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. #### Bladestorm At 18th level, as an action, you can bring down a swirl of attacks upon enemies around you. Choose any number of creatures within 10 feet of you, and make an attack roll for each chosen enemy, each success attack dealing full weapon damage to the enemy.
PART 1 | CLASSES
\pagebreakNum Giving attacks against you advantage until the start of your next turn as you regain focus. You may use this feature three times a day, regaining all uses at the end of a long rest. ### Fury On the battlefield and in the arena, the most feared combatants are often the furious berserkers who lust for battle and thirst for blood. Through a lifetime of training and sparring, these merciless warriors have become masters of carnage, often wielding a weapon in each hand to maximize the destruction. #### Reckless Attack Beginning when you choose this stance at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. #### Rage Also starting at 3rd level, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits: - You have advantage on Strength checks and Strength saving throws. - You have resistance to bludgeoning, piercing, and slashing damage. - You can make a single weapon attack as a bonus action on each of your turns after the one you rampaged in. If you are able to cast spells, you can't cast them or concentrate on them while rampaging. Your rampage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rampage on your turn as a bonus action. You can rampage a number of times equal to your Constitution modifier, after which you must finish a long rest before you can rampage again. #### Rampage Beginning at 7th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. #### Carnage At 10th level, you may have the bloodrush of your rage take control for a second, sending you into a rampage. As your entire action you may go into a rampage, and make five weapons attacks against a single creature. Once you have used this feature you cannot use it again until at the end of a short rest. #### Titan's Grip At 15th level, when wielding a separate melee weapon in each hand the damage die for each increases by one damage category. For example if wielding a pair of longswords that normally deals 1d8 each, their damage would increase to 1d10. Upon reaching 18th level, your weapons damage die increases by an additional damage category. ### Protection Like their counterparts, protection warriors are virtually bred for physical dominance, having been raised in the art of close-quarters combat, but their measured approach to battle is what distinguishes them from their comrades-in-arms. They demonstrate an uncanny knack for blade and shield, nullifying an opponent’s advances and creating opportunities for counterattacks. #### Shield Slam Beginning when you choose this stance at 3rd level, you are able to use your shield for more than defense. If you have the Protection fighting style, you can make a shield slam against the target as part of the same reaction, dealing 1d6 + your Strength modifier bludgeoning damage. Additionally if you don't have the Protection fighting style, you can use a reaction upon being targeted by a melee attack roll to make a shield slam towards the attacker. This does not impose disadvantage on their attack roll against you. You may also exchange on of your attacks in your Attack action if desired. Shield slams damage increases by 2d6 upon reaching 7th level (3d6), and 15th level (5d6). #### Provoke Starting at 7th level, you can use an action to attempt to provoke enemies within 30 feet of you. All enemies within range has to make a Wisdom saving throw against your choice of Charisma (Persuasion), or Charisma (Perfor-mance). On a fail, the targets moves their full movement towards you, and directs any actions possible towards you for five rounds. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining expended uses when you finish a short or long rest. #### Improved Second Wind Beginning at 10th level, the hit points gained through second wind increases to 2d10 + twice your warrior level. #### Indomitable Upon reaching 15th level, you can choose a second option from the Fighting Style class feature, additionally, your hit point maximum increases by 2 for each warrior you gain. #### Last Stand At 18th level, when your hit points are reduced to 0 or below, you make a final a final stand before collapsing Upon reaching 0 hit points, you immediately gain tempor-ary hit points equal to 1/4 of your maximum health. At the end of each of your turns, you must make a DC 10 Constitution saving throw, or take psychic damage equal to your level. For each successful save, the DC goes up by 1. Any healing done to you removes all of your remaining temporary hit points, and heals you for the spells amount. Once this feature has been used, it cannot be used again until the end of a long rest.
PART 1 | CLASSES
\pagebreakNum # Appendix B: Shapeshifts Druids and Shamans have the extraordinary ability of shapeshift into certain animals shapes or spectral beasts. Statistics for such forms are grouped in this appendix for your convenience. For information on how to read a stat block, see 5th Editions *Monster Manual* ___ > ## Bear Form >*Large beast* > ___ > - **Armor Class** 11 + Constitution modifier > - **Hit Points** Gain temporary hit points equal to your Constitution modifier x your level, to your health whilst you're in bear form. Shifting out and back into a bear does not reset or replenish your temporary hit points. Only a new use of Shapeshifting will. > - **Speed** 40 ft., climb 30 ft. > ___ > ***Keen Smell.*** You have advantage on Wisdom (Perception) checks that rely on smell. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* *(Str + Proficiency bonus)* to hit, reach 5 ft., one target.
*Hit:* (1d8 + Str modifier) piercing damage. > > ***Claws.*** *Melee Weapon Attack:* *(Str + Proficiency bonus)* to hit, reach 5 ft., one target.
*Hit:* (2d6 + Str modifier) slashing damage. The most common shapes taken by druids are as followed: *Brown Bear, Black Bear, Grey Bear, Grizzly Bear.*
Talk to your DM if your desired shape isn't on this list. ___ > ## Flight Form >*Large beast* > ___ > - **Armor Class** 10 + Dexterity modifier > - **Speed** 10 ft., 80 ft. > ___ > ***Keen Sight.*** You have advantage on Wisdom (Perception) checks that rely on sight. > > ### Actions > ***Beak.*** *Melee Weapon Attack:* *(Str/Dex + Profici-ency bonus)* to hit, reach 5 ft., one target.
*Hit:* (1d6 + Str/Dex modifier) piercing damage. > > ***Talons.*** *Melee Weapon Attack:* *(Str/Dex + Profici-ency bonus)* to hit, reach 5 ft., one target.
*Hit:* (2d6 + Str/Dex modifier) slashing damage. The most common shapes taken by druids are as followed: *Dire Bat, Dire Hawk, Dire Owl, Eagle, Storm Crow.*
Talk to your DM if your desired shape isn't on this list.
\pagebreakNum ___ > ## Travel Form >*Large beast* > ___ > - **Armor Class** 12 + Dexterity modifier > - **Speed** 50 ft. > ___ > ***Mountable.*** As long as a creature is on your back, you both take turns on your initiative. Upon dis-mount, the riders initiative returns to normal. > > ### Actions > ***Hooves.*** *Melee Weapon Attack:* (Str + Proficiency bonus) to hit, reach 5 ft., one target.
*Hit:* (2d4 + Str modifier) bludgeoning damage. The most common shapes taken by druids are as followed: *Elk, Horse, Stag.*
Talk to your DM if your desired shape isn't on this list. ___ > ## Aquatic Form >*Medium beast* > ___ > - **Armor Class** 10 + Dexterity modifier > - **Speed** 0 ft., swim 50 ft. > ___ > ***Water Breathing.*** You can breathe only underwater. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* *(Str + Proficiency bonus)* to hit, reach 5 ft., one target.
*Hit:* (1d8 + Str modifier) piercing damage. The most common shapes taken by druids are as followed: *Sea Lion (Amphibious), Shark, Dolphin, Juvenile Orca .*
Talk to your DM if your desired shape isn't on this list. \columnbreak
___ > ## Cat Form >*Medium beast* > ___ > - **Armor Class** 12 + Dexterity modifier > - **Speed** 40 ft., climb 40 ft. >___ > ***Darkvision.*** You gain darkvision 60 ft. > > ***Keen Smell.*** You have advantage on Wisdom (Perception) checks that rely on smell, as long as you are shapeshifted. > > ***Pounce.*** If you move at least 20 feet straight toward a creature right before hitting it with a claw attack, the target must succeed on a DC
*(10 + Dexterity modifier)* Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* *(Dex + Prof bonus)* to hit, reach 5 ft., one target.
*Hit:* (1d6 + Dex modifier) piercing damage. > > ***Claws.*** *Melee Weapon Attack:* *(Dex + Prof bonus)* to hit, reach 5 ft., one target.
*Hit:* (2d4 + Dex modifier) slashing damage. The most common shapes taken by druids are as followed: *(Snow) Leopard, Lion, Lynx, Nightsaber, Panther, Tiger.*
Talk to your DM if your desired shape isn't on this list.
\pagebreakNum ## Shaman Spirit Animal Upon reaching 5th level as a shaman, you gain the favor of a spirit animal, an animal shape you're able to shapeshift into at will through the aid of spirits of the wild. Whilst the druid is able to take the complete shape of certain animals, transforming them into their various beasts, the strain given upon a shamans shapeshift lies much deeper within. As a result, the animal shape taken appears as a incorporeal seethrough shape in the material world, often with ghostly visage around it. Because of this, their spirit animals shape isnt fit for fighting, and immediately returns your body to the material plane when necessary. Most shamans choose one spirit animal, and sticks with that spirit animal throughout their life. Orcs and trolls commonly go for a dire wolf, a shape well known to both, known for its ferocity and speed. Whilst a dwarf might choose a bear, a steadfast companion by many of the dwarven kin. Think about your spirit animal, why and if it fits your character, a shamans spirit animal is in many ways an extention of who they are, reflecting their personality. The only limitation given upon a spirit animal is that it cannot have a swim, or fly speed. No matter what you choose, your spirit animal is a 'cosmetic' only appearance, and as such has the same statistics no matter what, talk to your DM about alter its statistics to suit your shape better.
###
___ > ## Spirit Wolf >*Large, unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 75 (10d10 + 20) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|14 (+2)|7 (-2)|12 (+1)|8 (-1)| >___ > - **Skills** Perception +5, Stealth +3 > - **Damage Immunities** psychic > - **Senses** blindsight 30 ft., passive Perception 15 > - **Languages** Understands the shaman > ___ > ***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if another spirit wolf is within 5 feet of the creature and the wolf isn't incapacitated. > > ### Actions > ***Multiattack.*** The Spirit wolf makes two bite attacks. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, Reach 5 ft., one target. *Hit:* (2d6 + 4) piercing damage. If the target is a creature it must succceed on a DC 14 Strength saving throw or be knocked prone.
\pagebreakNum ### Druid https://wow.gamepedia.com/Druid https://wow.gamepedia.com/Druid_abilities http://wowwiki.wikia.com/wiki/Druid https://worldofwarcraft.com/en-us/game/classes/druid ### Hunter https://wow.gamepedia.com/Hunter https://wow.gamepedia.com/Hunter_abilities http://wowwiki.wikia.com/wiki/Hunter https://worldofwarcraft.com/en-us/game/classes/hunter ### Mage https://wow.gamepedia.com/Mage https://wow.gamepedia.com/Mage_abilities http://wowwiki.wikia.com/wiki/Mage https://worldofwarcraft.com/en-us/game/classes/mage ### Monk https://wow.gamepedia.com/Monk https://wow.gamepedia.com/Monk_abilities http://wowwiki.wikia.com/wiki/Monk https://worldofwarcraft.com/en-us/game/classes/monk ### Paladin https://wow.gamepedia.com/Paladin https://wow.gamepedia.com/Paladin_abilities http://wowwiki.wikia.com/wiki/Paladin https://worldofwarcraft.com/en-us/game/classes/paladin ### Priest https://wow.gamepedia.com/Priest https://wow.gamepedia.com/Priest_abilities http://wowwiki.wikia.com/wiki/Priest https://worldofwarcraft.com/en-us/game/classes/priest ### Rogue https://wow.gamepedia.com/Rogue https://wow.gamepedia.com/Rogue_abilities http://wowwiki.wikia.com/wiki/Rogue https://worldofwarcraft.com/en-us/game/classes/rogue ### Shaman https://wow.gamepedia.com/Shaman https://wow.gamepedia.com/Shaman_abilities http://wowwiki.wikia.com/wiki/Shaman https://worldofwarcraft.com/en-us/game/classes/shaman - Shamanic Focus - Item Cost Weight Totem 1 gp Spirit Pipe 1 gp Dreamcatcher 2 gp Headdress 5 gp Pelt from Spirit Animal 10 gp 1 lb - Earth shock - Enhancement (Spirit wolves) - Elemental Blast (cantrip) ### Warlock https://wow.gamepedia.com/Warlock https://wow.gamepedia.com/Warlock_abilities http://wowwiki.wikia.com/wiki/Warlock https://worldofwarcraft.com/en-us/game/classes/warlock - Eye of Kilrog (Renamed Arcane Eye) - Shadow Blast (Renamed Eldritch Blast) - Mage Armor - Levitate - Speak with Animals - Compulsion - Confusion - False Life - Disguise Self - Alter Self - Slow - Silent Image - Jump - Polymorph - Bestow Curse - Detect Magic - Invisibility - Bane - Speak with Dead - Wild Imps http://homebrewery.naturalcrit.com/share/VJ1-mU9Kg http://homebrewery.naturalcrit.com/share/SJahaI1ax ### Warrior https://wow.gamepedia.com/Warrior https://wow.gamepedia.com/Warrior_abilities http://wowwiki.wikia.com/wiki/Warrior https://worldofwarcraft.com/en-us/game/classes/warrior ## Resources #### Races https://docs.google.com/document/d/1A038c8X6caQU16KPgKaqdAhztwd6XWWj_FGDu_m4VhA/edit http://homebrewery.naturalcrit.com/share/ryDhrVf2e #### World of Warcraft 5e [5e World of Warcraft Google Document](https://docs.google.com/document/d/1oaqqtXQG-fT-C5_yajhLbUabdpN5XPn7hmV-MXAGz78/edit)
[5e World of Warcraft Gianttip Classes](http://www.giantitp.com/forums/showthread.php?450840-Warcraft-Class-Compendium-for-5e) #### 'Official' Art [Mr.Jack DeviantArt](https://mr--jack.deviantart.com/gallery/30800291/WOW-TCG) ### Homebrewery Cheatsheets #### Stains imgur . com/a/SKmRN
imgur . com/a/OZt2m #### Coding [Formatting](http://homebrewery.naturalcrit.com/share/B1Hju_QaTx)
[Watercoloring](https://homebrewery.naturalcrit.com/share/HyWImuH06x)
\pagebreakNum
## Changelog Seeing as i've made this public now, I thought it would be a decent idea to add a change log, for anyone interested in seeing the changes happening as they might be miniscule. And I mean, change logs in general are just neat, right? - 03/07/2018 - Finally done redoing everything to fit with GmBinder, it was a longer process as certain things didnt align as they did in The Homebrewery, I also took this time to redo all of the "introduction".. meaning I pretty much deleted it as I wasnt happy with it. Also finished up the few classes I was missing, Rogue, Shaman, Warlock, and Warrior. Officially making the classes Done! But theres still much to do. - 16/06/2018 - Rogue was tricky, but its done. - I could try and list all the changes done to them, but to be perfectly honest, I scratched, redid, and altered about half of the class. Even trying my hand at completely remaking its base features, likewise, all three subclasses has undergone large changes. Assassin and Sublety most of all. Happy murdering ;) - 14/06/2018 - Next up, Priest! - Gave them unarmored defense, to make up for not being able to wear armor like clerics. - Added back in their Destroy Undead feature - Removed/Altered a couple of the other features in the base class. - Replaced Discipline priests 1st and 6th level feature. - Replaced Holy priests 6th and 8th level feature for Disciplines 6ths, and Leap of Faith which was previously baseline. - Removed Shadows potent spellcasting, moving their Inescapable Domination to 8th level, and adding in a new Channel Divinity for 6th level. - Removed all spells from various spell tables within the classes until I have an idea of each class' spelllist, and can make the subclasses spell tables out from that. - 13/06/2018 - Changed up the paladin. - Altered the Auras abit, and adding an additional one for 17th level, besides that, the base class appears much the same. - Oath of Holiness/Protection hasnt been changed, besides tweaks in the text. - Oath of Retribution 15th level has been changed, likewise its 20th level. - Added an Oath spell table for both Protection and Retribution. - 09/06/2018 - Looked over the monk. - Overall the monk stays much the same, added in their unarmored defense/movement, otherwise the baseline of the class is much the same. - Brewmaster has been tweaked slightly, their 3rd level "Guard" made into their 6th level feature, and "Redirect Attack" added in its place. - Mistweaver gained "Gift of Ascension" at 3rd level, and "Life Cocoon" at 17th level instead of "Revival". - Windwalkers features have been moved around, their and altered, but says much the same overall. - 08/06/2018 - Gone over and tweaked the mage. - Removing its memorized spell as it was extremely unbalanced, and unnecessary. - Both the Arcana and Fire Magi specialization is mostly untouched besides corrections in gramma, and tweaking of the text to make it easier to understand. - Frost has been changed somewhat, its various features switched around, and its lingering frost feature replaced with something more interesting. - Gone through the pages from druid to mage, and fixed the page number and shortcut from the content table. - 06/06/2018 - Redone the Druid, its base features remaining the same, with minor tweaks to the text, with the exception of Soul of the Forest, their level 20 feature, which has changed to allow entrance into the Emerald Dream if so desired. - Condensed both Feral and Guardians subclass, as it was clunky, whilst adding their usage for spell slots unique to them. - 02/06/2018 - Holy moly, im not dead! - Begun going over each class, and redesigning parts I was unhappy with, or fixed errors in the text. - First up is Hunter which I have changed dramaticly. - Removed their spellcasting, and replaced it with a "Focus Point" system, a mix between Monks Ki system from 5e, and Matthew Mercers Gunslingers Grit points. - Removed Animal Handling from their list of proficiencies to choose from, and made it baseline. - Altered their Tame Beast system, to use the Ranger from Unearth arcanas Beastmaster system. - Changed the vast majority of Marksmans subclass features. - Changed Survivalists level 7 feature to Flanking Strikes. - All in all, polished it to a finished state that im happy with. - 27/01/2018 - Finished Chapter 3: Hero Points - 24/01/2018 - Finished Chapter 3: Character Details - Added Chapter 3: Hero Points - 21/01/2018 - Added greater totems to Shamans - Removed race dependency from Druids - Added lore text to priests - Added lore text to shamans - Added page numbers for the remaining classes - Added image between Races and Classes - Begun work on Chapter 3: Personality & Background - 20/01/2018 - Added Elemental Blasts to elemental shaman - Added totems to Shamans (Found at the end of the Shaman class description) - Added Echo of Life, Blessed Touch, and Beacon of Life to Holy Priest - 19/01/2018 - Changed Restoration Shamans Healing Tides healing from 4d6 to half the shamans level - Added Healing Rain to Restoration Shaman - Added Image to shamans, and Artist to the Interior Illustrators list - Added Feral Lunge, Wind Rush Totem, and Spirit Wolves to Enhancement Shamans - Added Destructive Attunement, Liquid Magma totem, and Thunderstorm to Elemental Shamans - 18/01/2018 - Added a changelog! - Added Healing Tide Totem to Restoration Shaman