Warcraft Heroes Handbook v1.01

by Jih

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Heroes Handbook

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, Tim Gou, Shanton Feng,

Peter Lee, Shamanguli, Juhani Jokinen, Nagli, Jimmy Lo,

Glenn Rane, Liuhao, Robin Olausson, Nosfer, Jorge

Jacinto, Brian Huang, Richard Suwono, PersonalAmi,

Bren Rodri, Krysdecker, James Ryman, Alex Garner,

Nina Ikävalko, Shuzong, Howard Pak, Dan Scott,

Matthew McKeown, Astri Lohne, Jason Wang, Peet

Cooper, Wei Wang


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 GmBinder, 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.

GmBinder 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 :)

Foreword

I made this book in an attempt to bring the beloved Warcraft franchise into the 5th edition version of Dungeons and Dragons, a task that has taken me months to achieve, and many more to come I am sure. I made this to be freely used by all, and never to be bought or paid for.

This book is made to compliment material found within the 5th Edition Player's Handbook, Dungeon Master's Guide, and Monster Manual. As to deviate from copyright infringement of WotCs material, sections of this book have been narrowed down only to additions I have made, this is particularly apparent in Chapter 4: New Equipment.

Because of this I highly recommend you own either physical copies of WotCs 5th Edition books, or D&D Beyonds virtual copies for such items.

I hope you appreciate and enjoy my work, best of luck in the world of Azeroth!

To see what changes through version to version, click below and you will be redirected to the changelog.

Table of Contents

Part 1

Creating a Hero
PART 1 | RACES

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

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

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
PART 1 | RACES
Races of the Alliance

Human

Humans are among the oldest 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

Humans are among the oldest races on Azeroth, their valour, optimism and versatility have led them to build some of the world's greatest kingdoms, dominating the continents of Lordaeron and Azeroth. 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. Their aggressive and inquisitive nature lead the human nations to become active and influential in the world. Such was the case prior to the orcs' original invasion through the Dark Portal. Human kingdoms suffered greatly in the three wars against forces of the demonic Burning Legion's creating, The Horde in the first two, and The Scourge in the third.

Lordaeron, a former human city, is decimated - a battlefield for forest trolls, the Scourge, Forsaken, ogres, and other creatures. The few humans who remain in Lordaeron struggle 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 persistently attack it.

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.

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

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. Some humans change their family names to emphasize their own accomplishments.


Male Names: Merander, Gyram, Darrick, Hebry, Telfor,

Avent, Cade, Nicholas, Welf, Bjarne, Arnaud, Winfred
Female Names: Lilla, Merian, Richelle, Ammi, Macy,

Adalyn, Rylee, Delia, Jowita, Seraphine, Betiine
Family Names: Wyther, Barlow, Digby, Ramsey, Gartside,

Cotton, Byron, Yardley, Swailles, Dryden, Sherwood

Human Traits

It's hard to make generalizations about humans, but your human character has these traits.

Ability Score Increase. Two different ability scores of your choice 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. You gain one feat of your choice.

Skills. 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: Orcish curses, Elvish musical expressions, Dwarvish phrases, and so on.

PART 1 | RACES

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.


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 on Azeroth.

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

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.


Male Names: Barab, Aradun, Thorin, Magni, Garrim,

Wendel, Thurimar, Irmirn, Bhaduk, Gengur
Female Names: Chise, Helge, Ferya, Furga, Krona, Imli,

Gwamde, Illia, Somdunn, Thanmu, Eniss, Nanla
Clan Names: Thunderforge, Bronzebeard, Thornsteel,

Hammergrim, Chunderstout, Broadmail, Madpride

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 all deserve 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.

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

Dark iron dwarves are cunning and nimble in comparison to the rest of their kin, preferring a less straight on approach to combat, and the use of darker magics. They commonly have dark grey to coal black skin, with red glowing eyes, and fiery red or black hair.

Ability Score Increase. Your Intelligence increases by 1.

Dark Iron Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Ironforge Dwarf

Ironforge dwarves are hardy and strong, the most military organized of the dwarven kin, being keen combatants, both in close quarters or from a distance, living in the snowy mountains of Dun Morogh, They tend to have lighter colorations than the rest of their kin.

Ability Score Increase. Your Strength increases by 1.

Ironforge Training. You have proficency in light and medium armor, and firearms.

Wildhammer Dwarf

Wildhammer dwarves are untamed in comparison, they live further north in the Eastern Kingdoms, minding their own business and shamanistic ways. They are taller and slenderer than other dwarves, with tanned skin, and often wearing tribal tattoos.

Ability Score Increase. Your Wisdom increases by 1.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

PART 1 | RACES

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 near 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, ancient 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.


Skin tones range from pale white to blue to violet or even ruddy red, and hair in colors 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

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.


Male Names: Ilthilior, Mellitharn, Khardona, Andissiel,

Mardant, Tanavar, Sillarn, Gasul, Asydrin, Lanoth
Female Names: Keina, Deliantha, Meridia, Freja,

Alannaria, Nevarial, Evi, Nyrcarieth, Ethush
Family Names: Moonblade, Glaivestorm, Proudstrider,

Oakwalker, Nightwing, Staghorn, Bladeleaf, Deeprunner

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.

Kaldorei Familiarity. You are proficient in longbows, kaldorei moonglaives, kaldorei moon swords, and warglaives.

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 kaldorei elves. Choose one of these subraces.

Highborne

Highborne elves are the 'nobility' amongst elves, becoming their spellcasters, and priestess', they are keen minded arcanists all with at least a basic mastery of arcane.

Ability Score Increase. Your Intelligence score increases by 1.

Elunes Magic. You know the druidcraft cantrip. When you reach 3rd level, you can cast the sleep spell once per long rest. When you reach 5th level, you can also cast the moonbeam spell once per long rest. Intelligence is your spellcasting ability for these spells.

Kaldorei

Common night elves are the foundation of the elven society, they embody the average night elven warrior. Generally having had a harsher life than highbornes, with more physical training than training of the mind.

Ability Score Increase. Your Dexterity increases by 1.

Respect of Nature. You gain proficiency with one of the following skills of your choice: Animal Handling or Nature.


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.

Quickness. You are able to take the dash Action as a bonus action.

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.

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.

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.

PART 1 | RACES

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.

PART 1 | RACES

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. Gnome society expects them to have made their own achievements by then, and thus the gnome invents a new name that represents their own accomplish-ments. This name then takes the place of his family name.


Male Names: Grobnick, Kazbo, Hagin, Snoonose, Mikosh,

Kebos, Otlak, Ciklin, Therlick, Finlis, Iklirn
Female Names: Beggra, Nefti, Sorassa, Gamash, Biskil,

Munkull, Inku, Fixi, Mekin, Mitkla, Dapeek
Family Names: Spinpistol, Airslicer, Bombtosser,

Greatgear, Togglefield, Luyckbreak, Stormhammer

Gnome Traits

Your gnome character has certain abilities, learned through generations of gnomes.

Ability Score Increase. Your Intelligence increases by 2, and your Constitution by 1.

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.

PART 1 | RACES

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 managed to flee Argus with the help of the divine naaru, who would rename them draenei, or "Exiled Ones" in the common tongue.

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.


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 holy 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.

The naaru bestowed a blessing, the Gift of the Naaru, upon the draenei to signify their new connection the holy light. Deeply affected by the naaru's words, the draenei vowed to honor the it and uphold the naaru's 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.

Many Draenei hate the Orcs for their actions on Draenor. This leads to a distrust of the other races 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.


Male Names: Meolphi, Bimerd, Hiktin, Ocdam, Nosmas,

Ondut, Broruk, Oter, Lacasik, Midirgerd, Drocran
Female Names: Eshaatt, Ize, Ruka, Nalre, Hahse, Efae,

Nerii, Asara, Velbus, Fuma, Oren, Suhe, Vumo

PART 1 | RACES

Eredar Traits

Eredar share certain racial traits no matter if they have become a broken draenei, or are still draenei.

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 immortally old.

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.

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 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 1.

Torturous Resistance. You have resistance against necrotic damage.

Broken Spirit. Your connection to the holy light has been severed, making you unable to cast any spells that deal radiant damage, any such attempts automatically fail. However, your connection to the elements has been strengthened. You know the frostbite cantrip. When you reach 3rd level, you can cast the absorb elements spell once per long rest. When you reach 5th level, you can also cast the dragon's breath spell once per long rest. Wisdom is your spellcasting ability for these spells.

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 1.

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

Worgen

Resembling a cross between human and dire wolf, the hunched over creature is roughly humanoid. Its body is covered in coarse, fur with twitching claws and snarling teeth. The creature's eyes are mottled yellow in colour, unblinking and devoid of any discernible emotion.

Introduction

Worgens were created during the War of the Satyr by the priestess Belysra Starbreeze and the druid Ralaar Fangfire who were trying to find a solution to the wolf pack form's uncontrollable nature. The form embodied the full fury of the wolf Ancient Goldrinn, something the druids had never been able to command. Belysra and Ralaar believed that the magic of Elune could tame its uncontrollable rage. Leading a ritual and mixing the power of the moon Elune, with the Druids of the Pack's pack form, resulting in the creation of the worgen. Unfortunately Goldrinn's fury was overwhelming. The worgen turned against the night elves, and Malfurion was forced to seal them within the Emerald Dream after it was discovered that their bite turned other night elves into more worgen, through what is now called the worgen curse.

Centuries later, they were freed from the Dream in order to fight the undead Scourge for Gilneas. While extremely effective against the undead army, the worgen then turned on the Gilnean, prompting them to close the Greymane Wall. While no worgen managed to enter the city, humans who had been bitten by them did. They would turn into worgen themselves and spread the curse to the whole of Gilneas, including King Genn Greymane. After being taught how to control their inner beast by the night elves, many worgen are now members of the Alliance.


Mindful Hunters

Worgens generally prefer more natural habitats like forests, they are experienced hunters and have a propensity to hunt. Once bitten, worgen go through stages of the mindless ferocity,eventually losing their last vestiges of their former lives and gaining a full feral mentality.

Worgen must always control their emotions lest they lose themselves to their feral instincts. They can temporarily keep their sanity in dire moments through an injection created by Gilnean alchemists, called Krennan Aranas.

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.

The respect the night elves, even though they were the origin of their curse, yet without them, the worgens would be feral beasts. They have a deep hatred for the forsaken and the scourge, after their successful overtaking of the Gilnean Kingdom.

Names

Worgens were once gilnean humans, and uses human naming conventions. Many worgens though have forgotten their full name, and often go only by their first name, and take on last names of their own based on their achievements as a worgen.

PART 1 | RACES

Worgen Traits

The worgen curse has transformed your body into that of a 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 advantage on ability checks using Intimidation.

Curse of the Worgen. The curse still lingers in your body, whenever gravely angered, agitated or put under emotional stress you, at the DM's discretion, you must make a DC 15 Wisdom saving throw. On a success, you, you keep the curse under control. On a failed save, the curse takes over, making you feral for a minute, whilst feral you gain the following effects:

  • You drop any held items and attack the nearest creature with your natural weapons every round.
  • You gain resistance against nonmagical bludgeoning, piercing, and slashing damage.
  • If you are capable of casting spells, you are unable to cast them or concentrate on them whilst feral.

At the end of each of your turns, you make a new saving throw to attempt disrupting the feral rage. On a successful save, the feral rage ends, and you cannot go feral again for the next hour.

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.

Language of Wolves. Whilst a worgen you are able to communicate with wolves, as the spell commune with animals.

Natural Weapons. Your claws and bite are natural weapons, which you can use to make unarmed strikes. If you hit with your claws, you deal 1d4 + your Strength modifier slashing damage, and with your bite, you deal 1d6 + your Strength modifier piercing damage.

Upon reaching 1st worgen level, the damage of your claws increases to 2d4, and your bite to 2d6, at 2nd worgen level, the damage of your claws increases to 3d4, and your bite to 3d6.

Truesilver Vulnerability. You are vulnerable to damage taken by silvered weapons.

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: Orcish curses, Elvish musical expressions, Dwarvish phrases, and so on.

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.

Keen Sense of Smell. You have advantage on perception checks related to smelling

Rapid Regeneration. When you roll a Hit Die to regain hit points, you roll the Hit Die twice and use either roll.

Running Wild. If you are unarmed, you can take the daze action as a bonus action, using all four limbs to run.

Thick Furred. Your fur has grown longer and thicker, you ignore effects of extreme cold (but not cold damage).

Unnatural Fortitude. Upon taking damage, you can use your reaction to gain resistance against all damage, except damage dealt by a truesilver weapon, or if the damage was radiant damage.

Once you have used this feature, you can't not use it again until you have finished a short rest.

Two Forms

You've become so accustomed to the worgen form, and so capable of controlling it, 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 transform yourself into a human. While in this form, you appear as you did before getting affected by the curse. When subject to a saving throw to not go feral. On a failed save, you instead transform into your worgen self, and must immediately make a second saving throw to not go feral. On a success, you stay in your human form.

Upon making an attack roll whilst in human form, you are immediately drawn back into a worgen.

True Shape. You have advantage on your saving throw to resist the feral rage of the curse of the worgen.

PART 1 | RACES
PART 1 | RACES
Races of the Horde

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

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 followed Thrall as he forged to reform the Horde through shamanism and tribal tradition.

Though prone to fits of rage in warfare, orcs tend to display a curious feral grace that can rival even the finest fencing of an elven noble. 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.

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 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.

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.

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.

PART 1 | RACES

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.


Male Names: Grom, Thrum, Drog, Gorrum, Harg, Thurg,

Karg, Regg, Kavenk, Uketel, Thrarturg, Crurn
Female Names: Groma, Hargu, Igrim, Agra, Dragga,

Grima, Fehmo, Mohma, Sherge, Zuri, Orgis
Deed Names: Cravensmile, Steelflame, Twinthunder,

Gravepride, Aridfire, Coldbrass, Foebinder, Elfkiller

Orc Traits

Your orc character share certain traits no matter what clan you deriving from.

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 might not have an innate tendency toward evil, but many end up there. Evil or not, many orcs lean toward a chaotic alignment.

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 battle raging.

Whilst raging you can use a bonus action to prematurely end it. You can use this feature a number of times equal to half your Constitution modifier (minimum of 1), regaining expended uses when you finish a long rest.



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.

Languages. You can speak, read, and write Common and Orcish. Orcish 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. Orcs come from many clans, these clans have been put into three categories: Agile, Brute, and 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.

Ambusher. You gain proficiency in the Stealth skill.

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, and occasionally shamans.

Ability Score Increase. Your Strength increases by 1.

Powerful Build. You count as one size larger when determining your carrying capacity and weight you can push, drag, or lift.

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 favor mages, shamans, or warlocks.

Ability Score Increase. Increase your Intelligence by 1.

Mystic Lore. You gain proficiency in the Arcana skill.

PART 1 | RACES

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.

Under the Lich Kings crusade, the elven Ranger General Sylvanas Windrunner fell in combat. 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 now 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 move-ments are slow but jagged. Necromantic magic keeps them preserved, but natural decay still proceeds, just at an extremely slow rate compared to normal.

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.

The only other Horde faction they have a semblance of trust with is Silvermoon City and the blood elves. This is because their ruler Sylvanas Windrunner, and a small portion of forsaken were once blood elves.

Names

Most forsaken keep the human or blood elven name they had when they were alive. If a forsaken cannot remember their name, or simply wishes to change it, they make up a suitable name or read one from a headstone. Some invent surnames that imply their desire to eradicate the Scourge or about their undead nature.

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 brought back as forsaken 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 size reflects that of their living counter-parts. Many getting more hunched over with the decades. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Cannibalism. You can spend a minute cannibalizing the corpse of a humanoid or beast that has been dead for less than hour. When done, you can expend hit dies as if you had finished a short rest.

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. Your creature type is undead rather than humanoid. Being undead, you gain the following:

  • You do not need to breathe, eat or sleep. You still need to rest to regain hit points, expended hit dice, and expended spell slots.
  • You have advantage on saving throws against any effect that turns undead.
  • You have advantage on saving throws against being poisoned, and have resistance against poison damage.
  • You are vulnerable to radiant damage, and have resistance against necrotic damage.
  • You do not fall unconscious upon reaching 0 hit points, yet continue to fight on as normal, making death saving throws at the beginning of your turn.

Will of the Forsaken. You have advantage on saving throws against being charmed or frightened, and magic can't put you to sleep.

Languages. You can speak, read, and write Common and Gutterspeak. Gutterspeak is a simple form of common mixed with dwarven and thalassian, originally the language of underground rogues, it has since been adapted as the forsakens official language.



Subrace. Two kinds of forsaken exist on Azeroth, elves and 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 increases by 2.

Thalassian Knowledge. You gain proficiency in the Arcana skill.

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. Two different ability scores of your choice increase by 1.

Skills. You gain proficiency in one skill of your choice.

PART 1 | RACES

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, 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.


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, the tauren recognized them as spiritual brethrens. 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 friends to welcome, they rarely trust the forsaken with more than a nod and a place to set their withered feet, and give blood elves the same treatment, the taint of magic still lingering on the blood elven spirit is a poisonous air to the tauren, a stench of the soul that they cannot tolerate for long.

PART 1 | RACES

    Tauren bear no personal ill will to members of the Alliance unless directly threatened by them. They view night elves 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, wielders 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.


Male Names: Azok, Bron, Turok, Garaddon, Hruon, Etu,

Jeddek, Mechi, Cochu, Huslu, Idra, Naalnish
Female Names: Argo, Serga, Grenda, Beruna, Halfa,

Atepa, Chepi, Mabu, Foston, Pakuna, Halona
Family Names: Darkthorn, Thunderhoof, Stormhorn,

Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker

Tauren Traits

Taurens share certain characteristics no matter what tribe they come from.

Ability Score Increase. Your Strength increases by 2.

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 tribal 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.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Gore. Your horns are natural weapons, which you can use to make an unarmed strike. If you hit with them, you deal 1d8 + your Strength modifier piercing damage.

Tribal Training. You are proficient in longbows, halberds, and tauren 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. Tauren 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

Bloodhoofs 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 are proficiency in the History skill.

Grimtotem Tribe

Grimtotems are the most aggressive and vicious tauren, wishing to eradicate lesser races from Kalimdor, and reclaim taurens long lost ancestral holdings.

Ability Score Increase. Your Constitution score increases by 1.

Fearful. You have proficiency in the Intimidation skill.

Highmountain Tribe

Highmountains are among the more secluded tauren, residing atop highmountain on the broken isles, they are a peaceful, and generally kind hearted tauren kin. These taurens has massive thick antler instead of horns.

Ability Score Increase. Your Wisdom increases by 1.

Animal Handler. You are proficiency in the Animal Handling skill.

Tauren Levels

(1d10 + Constitution modifier)

Level Name
1st Endurance
2nd Spiritual Resilience

Endurant

You've grown stronger, your hide has become thicker, on top of that, you've perfected a more reckless way of using your horns.

Leather Tough. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Hardy. Your hit point maximum increases by 1, and it increases by 1 every time you gain or have gained a level. Additionally, when you expend hit dies during short rests, you may roll the dice twice and use either roll.

Tauren Charge. When you use your action to Dash, you can use a bonus action to make a melee weapon attack and a gore attack against a creature

If you move at least 10 feet in a straight line immediately before taking your bonus action, you gain a +5 bonus to the attack's damage roll.

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.

Self Mastery. You gain proficiency in your choice of one of the following skills: Nature, Perception, or Survival.

Additionally, you have advantage on saving throws to resist being frightened.

Spiritual Magic You know the virtue cantrip. You can cast the beast bond and calm emotions spell once per long rest. Wisdom is your spellcasting ability for these spells.

PART 1 | RACES

Troll

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.

Cannibalists and Voodooism

Cannibalism was a relatively common practice amongst trolls, although through the decades, and with their integration into the horde, their cannibalism had been frowned upon by most, and has since been made a forbidding practice by the horde, some still practice it, but non do so openly.


    Not all trolls practice voodoo, but it is widespread. It was given to the trolls by their worshiped gods the 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.

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 them, 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 makes the Alliance a great target. However, their respect for the Warchief prevents them from waging a private war against Theramore.

PART 1 | RACES

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. Trolls don't have family names, although some use their clan name as their surname.


Male Names: Vol, Ros, Mig, Gal, Traxe, Maaho, Tuben, Ju,

Goz, Akash, Vithek, Tian, Vazkono, Rhas, Vog
Female Names: Shi, Mith, Hai, So, Ozdun, Imo, Aju,

Zhokre, Xullah, Joz, Fahze, Zil, Ruso, Mooh

Troll Traits

All trolls originate from the Zandalar trolls, giving them certain common traits.

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 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 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 Regeneration. If you begin your turn below half of your maximum health, you regenerate health equal to your Wisdom modifier (minimum of 1) as long as you are conscious. If you take acid or fire damage, this trait doesn't function at the start of your next turn.

Languages. You can speak, read, and write Common and Zandali. Zandali is the native tongue of all trolls, a descend from their ancestral tongue. Zandali is a largely syllabic language, and taught down through generations as it has no physical script.

Subrace Ancient divides among the Zandalari trolls resulted in three main subraces: forest trolls, ice trolls, and jungle trolls. Choose one of these subraces.

Forest Troll

Forest trolls are a secluded kin, preferring the company of plants before other races. Their skin is green, with a thin layer of a moss-like substance growing on it. As broad shouldered as ice trolls, but not nearly as fierce.

Ability Score Increase. Your Constitution score increases by 1.

Omnivorous. You are able to gain nourishment from plants and foliage as well as common food.

Natural Camouflage. You have advantage on Stealth checks, when hiding in foliage or undergrowth.

Ice Troll

Ice trolls are the most barbaric of the trollkins, living in cold climates easily, with their thick hide, and large build. They share little of the slenderness of their kin, being exceptionally muscular, with skin and hair of pale colors.

Ability Score Increase. Your Strength increases by 1.

Hardened Skinned. You have resistance against cold damage, and ignore effects of extreme cold.


Jungle Troll

Jungle trolls are the most civilized troll species. They are organized around tribes, with bloodlines led by powerful warriors. Their skin tend to be light blue to dark grey.

Ability Score Increase. Your Charisma increases by 1.

Gurubashi Training. You have proficiency with the handaxe, javelin, and spear.

Survivalist. You gain proficiency in the Survival skill.


Troll Levels

(1d8 + Constitution modifier)

Level Name
1st Frenzied Combatant
2nd Voodoo Healing

Frenzied Combatant

You've harnessed the thrill of combat, making you able to let the blood rush take control.

Berserk. As an action, you can enter a berserk for a number of rounds equal to your Strength modifier, during this time, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • You gain an additional action each turn. (This action cannot be used on a spell or spell-like ability)

Once berserk ends, you gain one level of exhaustion, and can't use the feature again until you finish a long rest.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain or have gained a level.

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 Healing. As an action, you can expend hit dies as if you had finished a short or long rest.

Learnt Healer You gain proficiency in the Medicine skill.

PART 1 | RACES

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 sacrifices of our brothers and sisters, our parents, and our children, 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

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, the high elves were nearly scoured from Azeroth. Led by the death knight Arthas, the scourge army slaughtered almost all of the kingdom’s population. In the slaughter, Arthas tainted the sunwell, reanimating a lost necromancer. Prince Kael'thas rushed to his homeland's aid, and the survivors of the onslaught were renamed 'blood elves' in honor of their fallen kin. The blood elves grew addicted to the sunwells tainted energies. Kael'thas desperately searching for a cure for his kin, traveling the world to avenge his people and find a way to sate their hunger for magic.

Kael'thas assured his people he would return to Quel'Thalas and lead them to paradise, yet on Outland, the prince became twisted with the corrupting essence wielded by the demonic Burning Legion. Getting under the sway of the Legion's commander. The prince was later killed on his return to Quel'Thalas for his treachery, and with the aid of the draenei prophet, Velen, the magic taint lingering on the sunwell was vanquished, restore it 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.

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.

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.

PART 1 | RACES

    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 time spend around fel.

Affiliation

Blood elves are members of the Horde. Though the Horde was reluctant to forge allegiances with the sin'dorei, the vouching of Sylvanas, and the general consensus that the blood elves could bring to the table what the Horde had previously lacked, paved the way to Quel'Thalas being accepted as an equal independent nation of the Horde.

Several blood elves prefer to keep with their own, viewing their deployment outside of Quel'Thalas as something of a nuisance, though others have been seen to integrate well into the Horde, even coming to appreciate its vastly different culture.

Names

Blood elves for the most part use high elven names, origi-nally being of high elven kin, many have either kept their past name, or given high elven names to their children. Unlike high elves, blood elven surnames are generally more aggressive, blood elves don't keep family names, with the exception of highborne wanting to carry on a certain name.


Male Names: Mariel, Athaniar, Anador, Tharama, Viridiel,

Malanior, Eraeth, Ulorath, Yehru, Kithadre
Female Names: Anarial, Freja, Driana, Coria, Alanassori,

Melanion, Azshara, Curlih, Setori, Amorly, Zama
Surnames: Coldtrail, Nightfeast, Darkgift, Glowvein,

Warmblood, Dawntrick, Solarmind, Phoenixdreamer


Blood Elf Traits

Your blood elf character has a variety of natural abilities, the result of the sunwells influence mixed with their high elven blood.

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity by 1.

Age. Blood elves reach physical maturity in their mid 20s, but is not properly considered to have entered adulthood until they reach 60, and can live to become many hundreds of years old with ease, some are known to become as old as their night elven kin.

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.

Ancient Lore. You gain proficiency with two of the following skills of your choice: Arcana, History, Insight, Perception, and Religion.

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.

Sin'dorei Familiarity. You are proficiency in longbows, sin'dorei warblades, and warglaives.

Arcane Influence. You know the blade ward cantrip. When you reach 3rd level you can cast the magic missiles spell once per long rest. When you reach 5th level, you can also cast the see invisibility spell once per long rest. Intelligence is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Thalassian. Thalassian is a derivative of the Darnassian language, and in many ways sound the same to an inexperienced ear.'

PART 1 | RACES

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 meal, 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

Slaves of the jungle trolls on their home isle, forced to mine kaja'mite ore out of the volcanic bowels of Mount Kajaro. The ore had an unexpected effect on the goblins, granting them cunning intelligence. They began to rebel in secret, engineering artifacts, and brewing alchemical substances to successfully overthrow their oppressors and claim Kezan their homeland.

Their prior prison become an expanding empire in the mines they had dugged. To their dismay, the effects of the kaja'mite ore wore off, and their increased intelligence waned, as the ore itself became scarce and dwindled. Their brilliant engineering dwindled in ingenuity, looking haphazardly put together. Their remaining craftiness and greed soon took its place, lifting the race to preeminence as masters of mercantilism. Great fortunes were amassed, and the isle became a hub for goblin traders.

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 week 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.

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.

Female goblins are on average taller than most male goblins, even though the difference is miniscule, and close to nothing compared to other races.

PART 1 | RACES

Affiliation

Goblins have found a recent enemy in the Alliance. Unpro-fitable encounters with the secretive SI:7 forces have driven them away from comfortable neutrality with both sides. Forcing them to reforge old pacts with their business partners and now allies the horde.

Although the Alliance is not fond of goblins, they still for the most part do trade with them when stumbled upon outside Stormwinds borders. Only member of the Alliance they tend to stay from are night elves, who carry a deep dislike towards the goblins because of their disrespect for the nature they continuously harvest for 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 forebear.


Male Names: Nees, Ford, Joxdeld, Zatval, Fivinkle, Bova,

Geevegbix, Rolaz, Ixa, Saz, Menzen, Gilmaxle
Female Names: Trutte, Meez, Kleqe, Suva, Tweedo,

Cynmee, Twinkle, Klasi, Teexma, Ninzi
Family Names: Brokenblast, Shifttale, Saltsnipe,

Deadknob, Nifttweak, Cogbeast, Slyfire, Manbelt

Goblin Traits

Your gnome character has certain abilities, learned through generations of gnomes.

Ability Score Increase. Your Intelligence increases by 1, and your Charisma score increases by 2.

Age. Goblins mature slightly slower than humans, reach-ing adulthood in their early 20, and 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.

Resourceful. You are proficient in one skill or tool of your choice.

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. Your walking speed increases by 5-ft. (included in your speed) Additionally, as a bonus action you can shout at an ally, making them able to move their move-ment speed without provoking opportunity attacks.

You can use this feature a number of times equal to your Charisma modifier, regaining their uses after a long rest.

Mechanical Familiarity. You are proficient in firearms.

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
PART 1 | RACES
Neutral Races

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

The pandaren have long been a mystery to other races of Azeroth, their history stretching back thousands of years, to before the raise of the kaldorei. Denizens of a wondrous and fertile land, the pandaren were slaves to the ancient warlords known as the mogu. Through tenacity, diplomacy, and a unique form of unarmed combat, they staged a successful revolution that deposed the mogu, and established the foundation of the pandaren empire that would prosper for thousands of years.

During the bleak days that preceded the sundering of the world, the pandaren emperor shrouded their land in an impenetrable mist for ten thousand years. As the years unveiled, and the pandarian isle reentered Azeroth, both factions wanted a part of the unexplored isle and what lied upon it.


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

Affiliation

The pandarens are neutral, and relatively new upon the face of Azeroth, having been welcomed into both Alliance and Horde cities due to the members interest in the race.

They carry no personal ill feelings against races of Azeroth, having only had a brief time to learn the history of every race. They do though carry a certain fondness for the dwarves because of their brewing of ale, and the taurens because of their spirituality. As they stand now, pandarens as a race have not pledged their allegiance with either side, a few exceptions have occurred of individuals officially siding with one faction or the other.

Names

Pandaren naming practices are similar to those of humans, each pandaren are given a name at birth, and carries on the family name of their parents. Some pandarens are known to take a new family name reflecting their own achieve-ments in life, yet such practices are uncommon.


Male Names: Fan Su, Tan Delan, Tian Fu, Fan-Su, Zi Ling,

Gao, Bai, Wei He, Xun Ming, Dong-Gun
Female Names: Sujin, Zemin, Seul-Gi, Heng Lei, Sun-Mi,

Zheng, Yan, Wei Zhelan, Xuefeng, Li, Liuxian
Family Names: Caskriver, Drumfriends, Wisespear,

Keenwalker, Calmbrow, Mellowcoil, Ironshadow, Wildfur

Pandaren Traits

Pandarens has the following characteristics, harnessed through their immense training.

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

Age. Much like humans, pandarens reach adulthood in their late teens, 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 an evil alignment, is 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 taken from falling.

Passionate Chefs. You are proficient in the artisan's tools (Brewer's Supplies and Cook's Utensils).

Quaking Palm. Upon hitting a target with an unarmed strike, you may transfer chi from your body to the targets, the target must succeed on a Constitution saving throw, or be stunned until the end of your next turn. Wisdom is your saving throw ability for this feature.

You can use this feature once, regaining its use when you finish a short or long rest.

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
PART 1 | CLASSES

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


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
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: Light armor, medium armor
  • Weapons: Simple weapons
  • Tools: Herbalism kit
PART 1 | CLASSES

  • 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 6 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

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 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 any number of times, to change into any shapeshift known.

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 A, 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 as long as you wish, and can revert back to your normal form by using a bonus action on your turn. You automatically revert back 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 A.)

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

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.

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 shapeshift into a moonkin a number of times equal to your Wisdom modifier (minimum of 1), and are able to stay shapeshifted as a moonkin for one hour before reverting back to your humanoid form. Whilst shapeshifted into a moonkin, you ignore the shapeshift ruling concerning spellcasting.

Upon shapeshifting into moonkin, you gain a +2 bonus to your current armor class, and all damaging spells you cast deals an additional 1d6 damage of the appropriate type.

Your spell's damage increases by 1d6 when you reach 10th level (2d6), 14th level (3d6), and 17th level (4d6). As you grow in strength, you are also able to stay as a moonkin for a long time, increasing by 1 hour when you reach 10th level, 14th level, and 17th level.

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.

PART 1 | CLASSES

Any creature starting their turn inside the beam takes full damage on a failed saving throw.

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.

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.

PART 1 | CLASSES

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. As a bonus action you can enter a rage, immediately transforming you into a bear.

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. As an action, 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.

Brambled fur. As a reaction upon taking damage, you can expend a spell slot to return part of the damage taken. Roll 1d8 for each level of spell slot expended, returning an amount of damage to the attacker equal to the amount rolled, if the rolled amount 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

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 calm emotions, pass without trace
  5th daylight, mass healing word
  7th aura of life, guardian of nature
  9th dream, greater restoration

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

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

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?


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: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons, firearms
  • 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

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

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

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

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.

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

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

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
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
  • (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 6 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 as a spellcasting focus for your mage spells.

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

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 abjuration spell into your spellbook is halved.

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

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 an evocation spell into your spellbook is halved.

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 conjuration spell into your spellbook is halved.

PART 1 | CLASSES

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

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
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: Light 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

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.

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 ireballspell. 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

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

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

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
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

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 6 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 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

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

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 protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, revivify
13th death ward, guardian of faith
17th holy weapon, mass cure wounds

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 pressent your holy symbol and release a burst of radiant healing that can restore a number of hit points equal to five times your paladin level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point max-imum. You can't use this feature on an undead or construct.

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 as much 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 sanctuary, shield of faith
5th branding smite, warding bond
9th aura of vitality, life transference
13th aura of purity, death ward
17th banishing smite, reincarnate

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

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 compelled duel, searing smite
5th flame blade, magic weapon
9th binding smite, holy wrath
13th banishment, staggering smite
17th destructive wave, dispel evil and good

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.

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

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
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: 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

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 6 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 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.

PART 1 | CLASSES

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.

PART 1 | CLASSES

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, mind blast
3rd blur, phantasmal force
5th fear, hunger of hadar
7th black Tentacle, phantasmal Killer
9th negative energy flood, 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. As the effect ends, you are required to make a Constitution saving throw against your own spell save DC. On a failed save, you take half your maximum health in psychic damage, and half as much on a successful one. If this damage brings you to 0 hit points, you immediately become stable.

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.

PART 1 | CLASSES

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.

PART 1 | CLASSES
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: Light 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

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.

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.

PART 1 | CLASSES

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.

PART 1 | CLASSES

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
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.

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: Light armor, medium 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 druidic focus
PART 1 | CLASSES

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 6 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 druidic focus 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.

PART 1 | CLASSES

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 dice, 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 A 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.

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 firebolt, if you don't already know it.

PART 1 | CLASSES

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 A). 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.

PART 1 | CLASSES

    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

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, any friendly creature within 20 feet can expend hit dice as if they had finished a long rest as the totem soothes them. The creature is healed for the amount roll + your Wisdom modifier per hit die expended.

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.

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.


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.

PART 1 | CLASSES
The Warlock
Level Proficiency
Bonus
Features Cantrips
Known
  Spells
Known
  Spell
Slots
  Spell
Level
1st +2 Grimoire, Demon Companion, Shadow Magic 3 2 1 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 2 3rd
6th +3 Grimoire Feature 4 7 2 3rd
7th +3 4 8 3 4th
8th +3 Ability Score Improvement 4 9 3 4th
9th +4 4 10 3 5th
10th +4 Grimoire Feature 5 10 3 5th
11th +4 Shadow Arcanum (6th level) 5 11 3 5th
12th +4 Ability Score Improvement 5 11 4 5th
13th +5 Shadow Arcanum (7th level) 5 12 4 5th
14th +5 Grimoire Feature 5 12 4 5th
15th +5 Shadow Arcanum (8th level) 5 13 4 5th
16th +5 Ability Score Improvement 5 13 4 5th
17th +6 Shadow Arcanum (9th level) 5 14 5 5th
18th +6 5 14 5 5th
19th +6 Ability Score Improvement 5 15 5 5th
20th +6 Fel Master 5 15 5 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
  • (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.

Shadow Magic

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 6 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 as a spellcasting focus for your warlock spells.

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 1d6 necrotic damage to yourself. In return you regain a 1st-level spell slot. For each spell slot above 1st, life drain deals an additional 1d6 necrotic damage, to a maximum of 5d6 for a 5th level spell slot.

Additionally, you can sacrifice health to regain the usage of a Grimoire feature. Taking 1d8 necrotic damage for your 1st level feature. The damage increases by 2d8 for your 6th level (3d8), 10th level (5d8), and 14th level (7d8)

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

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 fog cloud, mind blast
2nd enlarge/reduce, phantasmal force
3rd counterspell, slow
4th blight, vitriolic sphere
5th cloudkill, hold monster

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.

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
Demonology Expanded Spells
Spell Level Spells
1st mind blast, sudden awakening
2nd find steed, suggestion
3rd animate dead, * hex
4th charm monster, dominate beast
5th hold monster, planar binding

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.

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.

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 burning hands, witch bolt
2nd aganazzar's scorcher, scorching ray
3rd erupting earth, flame arrows
4th fire shield, wall of fire
5th flame strike, planar binding

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.

Sacrificial Pact

Beginning at 6th 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 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 of the appropriate type for every second challenge rating level of the summoned demon. For example, a demon with a challenge rating of 1 or 2 would make you deal an extra 1d6 damage, and a demon with a challenge rating of 3 or 4 would make you deal an additional 2d6 damage.

The effect of your sacrificed companion lasts until you summon a new one from the void.

Twisted Fortitude

Starting at 10th level, chaotic energy is beginning to linger deep within your body, whenever you finish a long rest, you gain resistance to your choice of fire or necrotic damage until you finish your next long rest.

Additionally you ignore the effects of extreme heat.

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

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
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, firearms
  • 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

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.

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

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.

Relentless

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
PART 1 | PERSONALITY & BACKGROUND

Chapter 3: Personality & Background

Characters are defined by much more than their race and class. They're individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.

Character Details

Your character's name and physical description might be the first things that the other players at the table learn about you It's worth thinking about how these characteristics reflect the character you have in mind.

Name

Your character's race description includes the rules that race follow for naming their offspring and kin. Put some thought into your name, it may be something you will have to keep for a long time.

Sex

You can play a male or female character without gaining any special benefits or hindrances. Think about how your character does or does not conform to the broader culture's expectations of sex, gender, and sexual behavior. For example, a male blood elf druid defies the traditional gender divisions of blood elf society, which could be a reason for your character to leave that society and venture Azeroth.

Cayla and Endrik:
Contrasting Characters

The details in this chapter make a big difference in setting your character apart from every other character. Consider the following two human fighters.

Hailing from Hammerfall. Cayla Davenport was a brash teenager who had a rough childhood. The daughter of a thief, she ran away from home and practiced her father's trade on the streets of Southshore. When she tried to rob the proprietor of the Inn, the Early Oak, he caught her and took her under his wing, giving her a job as a barmaid. But when the scourge laid waste to the town of Southshore and destroyed the inn, necessity forced Cayla into adventure alongside the friends she'd known from her childhood.

Endrik Goodwin grew up on the streets of Lakeshire. He used his wits, strength, and agility to carve out his own territory in one of the city's hundreds of poor shanty towns. After several years, he attracted the notice of one of the most powerful thieves' guilds in the city, and he ascended the ranks of the guild quickly despite his youth.

Cayla and Endrik are both human and both warriors (with some experience as rogues), possessing similarly high Strength and Dexterity scores, but there the similarity ends.

Height and Weight

You can decide your character's height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your character's ability scores might say about his or her height and weight.

You can roll for your character's height and weight using the Random Height and Weight table. The dice roll given in the Height Modifier column determines the character's extra height (in inches) beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character's extra weight (in pounds) beyond the base weight.

Random Height and Weight
Race Base
Height
Height
Modifier
Base
Weight
Weight
Modifier
Human 4'8" +2d10 110 lb. x (2d4) lb.
Dwarf, Dark 3'7" +2d4 110 lb. x (2d6) lb.
Dwarf, Iron 3'8" +2d4 115 lb. x (2d6) lb.
Dwarf, Wild 4' +2d4 130 lb. x (2d6) lb.
Night Elf 5'6" +2d8 150 lb. x (1d6) lb.
Gnome 2'11" +2d4 35 lb. x 1 lb.
Eredar, Broken 5" +2d8 145 lb. x (2d4) lb.
Eredar, Draenei 5'5" +2d10 175 lb. x (2d6) lb.
Worgen 6'2" +2d10 140 lb. x (2d6) lb.
Orc 5'1" +2d10 155 lb. x (2d6) lb.
Forsaken 4'6" +2d10 110 lb. x (2d4) lb.
Forsaken, Elf 4'7" +2d10 90 lb. x (1d4) lb.
Tauren, Blood 6'3" +2d8 200 lb. x (2d6) lb.
Tauren, Grim 5'10" +2d10 190 lb. x (2d6) lb.
Tauren, High 5'7" +2d10 210 lb. x (2d6) lb.
Troll, Forest 5'11" +2d10 150 lb. x (2d6) lb.
Troll, Ice 7'4" +2d10 175 lb. x (2d6) lb.
Troll, Jungle 5'3" +2d8 160 lb. x (2d4) lb.
Blood Elf 4'9" +2d10 90 lb. x (1d4) lb.
Goblin 2'7" +2d4 35 lb. x 1 lb.
Pandaren 5'3" +2d6 150 lb. x (2d6) lb.

For example, as a human, Cayla has a height of 4 feet 8 inches plus 2d10 inches. Her player rolls 2d10 and gets a total of 12, so Cayla stands 5 Feet 8 inches tall. Then the player uses that same roll of 12 and multiplies it by 2d4 pounds. Her 2d4 roll is 3, so Tika weighs an extra 36 pounds (12 x 3) on top of her base 110 pounds, for a total of 146 pounds.

Other Physical Characteristics

You choose your character's age and the color of his or her hair, eyes, and skin. To add a touch of distinctiveness, you might want to give your character an unusual or memorable physical characteristic, such as a scar, a Iimp, or a tattoo.

PART 1 | PERSONALITY & BACKGROUND
Cayla and Endrik: Character Details

Consider how the names Cayla Davenport and Endrik Goodwin set these characters apart from each other and reflect their personalities. Cayla is a young woman determined to prove that she's not just a kid any more, and her name makes her sound young and ordinary. Endrik Goodwin comes from a the Stormwind province and carries a name of riches.

Cayla is nineteen years old at the start of her adventuring career and has auburn hair, green eyes, fair skin with freckles, and a mole on her right hip. Endrik is a small man, compact and all wiry muscle. He has angular features and high cheekbones, and he always seems in need of a shave. His raven-black hair is thick and full, but his eyes are gray and lifeless, betraying the emptiness of his life and soul.

Alignment

A typical creature in the world of Azeroth has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.

These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.

Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Paladins, and most dwarves are lawful good.

Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, and most gnomes are neutral good.

Chaotic good (CC) creatures act as their conscience directs, with little regard for what others expect. Many elves, and unicorns are chaotic good.

Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some mages are lawful neutral.

Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Most humans are neutral.

Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many warriors and rogues, are chaotic neutral.

    Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. devils, most dragons, and gnolls are lawful evil.

Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many goblins, and most necromancers are neutral evil.

Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, gnolls and some orcs or ogres are chaotic evil.

Alignment on Azeroth

For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose to follow the paths of good or evil, law or chaos.

According to myth, these races were giving free will to choose their moral paths, knowing that good without free will is slavery. The evil who created other races, though, made those races to serve them. Those races have strong inborn tendencies. Centaurs share a violent temperament, running deep in their blood, and are thus inclined toward evil. Even if an centaur chooses a good alignment, it struggles against its innate tendencies for its entire life.

Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.

Most creatures that lack the capacity for rational thought do not have alignments, they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.


Cayla and Endrik: Alignment

Cayla Davenport is neutral good, fundamentally good-hearted and striving to help others where she can. Endrik is lawful evil, unconcerned with the value of sentient life but at least professional in his approach to murder.

As an evil character, Endrik is not an ideal adventurer. He began his career as a villain, and only cooperates with heroes when he must—and when it's in his own best interests. In most games, evil adventurers cause problems in groups alongside others who don't share their interests and objectives. Generally, evil alignments are for villains and monsters.

PART 1 | PERSONALITY & BACKGROUND

Languages

Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.

Choose your languages from your Affiliations Language table, or choose one that is common in your campaign. With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, or undocumented language, such as thieves' cant or the tongue of druids.

Some of these languages are actually families of languages with many dialects. For example, the Kalimag language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.

Alliance Languages
  Language Typical Speakers Script
  Common Humans, Worgens Common
  Dwarven Dwarves Runic
  Darnassian Night Elves Darnassian
  Gnomeish Gnomes Common
  Draenei Draeneis Eredic
Horde Languages
  Language Typical Speakers Script
  Orcish Orcs Common, Runic
  Gutterspeak Forsaken Common
  Taur-ahe Taurens Pictoform
  Zandali Trolls
  Thalassian Blood Elves Darnassian
  Goblin Goblins Common
Exotic Languages
  Language Typical Speakers Script
  Eredun Demons Eredic
  Celestial Celestials Celestial
  Draconic Dragons Runic
  Giant Ogres
  Kalimag Elementals Runic
  Low Common Lesser Races Common
  Pandaren Pandarens Calligraphy

Personal Characteristics

Fleshing out your character's personality, the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity—will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws.

Beyond those categories, think about your character's favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine.

Personality Traits

Give your character two personality traits. Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell you something interesting and fun about your character. They should be self descriptions that are specific about what makes your character stand out. "I'm smart" is not a good trait, because it describes a lot of characters. "I've read every book in Dalaran" tells you something specific about your character's interests and disposition.

Personality traits might describe the things your character likes, his or her past accomplishments, things your character dislikes or fears, your character's self attitude or mannerisms, or the influence of his or her ability scores.

A useful place to start thinking about personality traits is to look at your highest and lowest ability scores and define one trait related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score.

Ideals

Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system.

Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for?

You can choose any ideals you like, but your character's alignment is a good place to start defining them. Each background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has more to do with the particular background than with moral or ethical perspectives.

Bonds

Create one bond for your character. Bonds represent a character's connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character's motivations and goals.

Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession?

Your bonds might be tied to your class, your background, your race, or some other aspect of your character's history or personality. You might also gain new bonds over the course of your adventures.

Flaws

Finally, choose a flaw for your character. Your character's flaw represents some vice, compulsion, fear, or weakness in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests. More significant than negative personality traits, a flaw might answer any of these questions: What enrages you? What's the one person, concept, or event that you are terrified of? What are your vices?

PART 1 | PERSONALITY & BACKGROUND

Hero Points

The actions of a hero often include acts of such a daring nature and chance that it is almost impossible to guarantee a sure outcome. Even though every hero confronts perils, on the world of Azeroth fate is on the side of those who face adversity head on and challenge evil and darkness without fear of death.

A paladin who stands alone against a horde of undead while his companions heal a dying comrade, a rogue who leaps after a precious artifact dropped from a lofty tower balcony, a warrior who throws himself against a vastly superior opponent. . . These are the heroes whose actions inspire stories and legends.

Hero points are rewards for that type of valiant action, these points allow a player to bend the fates in his character's favor, and such power requires more hands-on judgement from a DM than most other rules. Hero points blur the lines of action and allow characters to perform the exceptional and even the impossible.

Hero Points are meant as an alternative to Dungeons & Dragons Inspiration, you can use either system, but they are not meant to be played on top of one another.

Gaining Hero Points

The power given by hero points can be immense, your DM can choose to grant you hero points for your heroic actions. Some heroes might not ever earn a hero point, and even when a character does, there is no guarantee that the player will use it when the right time comes.

Your DM will tell you how and when you've earned a hero point within the game, either during the session or at its beginning/end.

You either have a hero point or you don't, you can't stockpile multiple hero points for later use. Likewise, you cannot earn a hero point through an action that you spend a hero point on performing.

Using Hero Points

You can use hero points only before determining the success or failure of your actions. Before you make a roll, you can announce that you are going to use a hero point. If you're rolling a d20 to dictate the success or failure of your action, the hero point will add a +10 bonus to that roll.

Physical Fighter

If used with an attack roll, and the attack roll results in a hit without the added bonus from the hero point, your hero point does one of the following, at the player's discretion:

Powerful Blow. Your attack acts as a critical hit, dealing double damage.

Called Shot. Your attack strikes a specific spot on the target, dealing its normal weapon damage and inflicting the target with one of the following effects.

  • Headshot. The target is stunned until the beginning of your next turn.
  • Blinding Blow. The target is blinded for four rounds.
  • Nerve Strike. Choose one of the targets limbs (if any) to be rendered useless for 6 rounds.

None of the effects dealt by called shot are eligible for a saving throw to resist or negate their effects .

Action Surger

You can use a hero point to make the next turn yours out of initiative order. Once you've finished the turn, the initiative goes back to normal, and you return to your place in the initiative count.

Spell Fighter

If used when you cast a spell, two options are usable with hero points.

Power Surge. If your spell requires a roll of a d20 to hit, and your spell attack roll results in a hit without the added bonus from the hro point, your spell acts as a critical hit, dealing double damage.

Forceful Spell. You can use a hero point on a spell that requires a saving throw to resist or negate to give it a +10 bonus to your saving throw DC for that one spell.

Defensive

You can use a hero point when being attacked physically or magically. The hero point adds a +10 bonus to your Armor class, this bonus. Additionally, you can use the hero point to add a +10 bonus to a saving throw.

If you make a saving throw against a spell for half damage, and did not need the bonus added by the hero point to succeed the save, you instead take no damage from the spell. (As by Rogue's evasion)

Survivor

If you fail your third death saving throw, or suffer from massive damage, you can expend a hero point to avoid death, and instead fall to 0 health and become stable.

At your DMs discretion you can suffer some signature injury (a scar, a lost eye, a limp, or so on) befitting the circumstances, as a reminder that hero points will not always be there to save you.


Hero Point Summary

Standard Uses

  • Augmenting a skill roll
  • Improving a combat roll
  • Ensuring a spell's success

Dramatic Uses

  • Leaping to catch a live grenade and throwing it back
  • Swinging from a rope to land on a flying gryphon
  • Pinning the warlock's hand to the wall with an arrow.
PART 1 | PERSONALITY & BACKGROUND

New Backgrounds

Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your warrior might have been a courageous knight or a grizzled soldier. Your mage could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your back-ground describes and start adventuring? Where did you
get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

The backgrounds in this chapter are meant as additions to the factions presented in the Player's Handbook, not as replacements for them.

Proficiencies

Each background gives a character proficiency in two skills. Skills are described in chapter 6 of the Player's Handbook.

In addition, most backgrounds give a character profi-ciency with one or more tools. Tools and tool proficiencies are detailed in chapter 5 of the Player's Handbook.

If a character would gain the same proficiency from two different sources, he or she can choose a different profi-ciency of the same kind (skill or tool) instead.

Languages

Some backgrounds also allow characters to learn additional languages beyond those given by race. See "Languages" earlier in this chapter.

Equipment

Each background provides a package of starting equip-ment. if you use the optional rule from chapter 4 to spend coin on gear, you do not receive the starting equipment from your background.

Suggested Characteristics

A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the sugges-tions as inspiration for characteristics of your own creation.

Customizing a Background

You might want to tweak some of the features of a back-ground so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds.

You can either use the equipment package from your background or spend coin on gear as described in chapter 4. (If you spend coin, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your DM to create one.

PART 1 | PERSONALITY & BACKGROUND

Double Agent

You are an informant for an opposing faction or organi-zation, secretly providing them with false information on behalf of another organization in which your loyalty lies. You may be an informant for the Scarlet Crusade, providing them with false intel on behalf of the forsakens. Perhaps you are a member of the Bilgewater Cartel, providing the goblin trade partners with false information to give the cartel the richest scores whilst staying out of their reach.

Discuss with your DM the factions/organizations you are working with and against.


Skill Proficiencies: Deception, Insight
Tool Proficiencies: Forgery kit
Languages: One of your choice from the opposite faction
Equipment: Forgery kit, dagger, two pieces of chalk, 4 sheets of parchment, one bottle of ink, one quill, a set of traveler's clothes, and a belt pouch containing 15 gp

Feature: Two Sides of One Coin

You have contacts within both organizations that you provide information to and/or for. Official organizations will often allow you to commit minor crimes without fear of punishment, or run a business without paying all the taxes or fees typically required. Additionally, you can gain an audience with functionaries from both organizations.

Suggested Characteristics

Having to work for two sides, hearing each sides story and delivering crucial information false or not. This is not a life for all, often shaping carries to leave personal connections behind, distance themselves from 'close' allies.

  d8    Personality Trait
  1 People are only as valuable as the information they have.
  2 I act sophisticated and proper.
  3 Being simple keeps me unnoticed and underestimated.
  4 I always share with those in need.
  5 I am paranoid and a nervous wreck.
  6 I try to gather as much information as I can before I act.
  7 I hide behind a facade, only showing my true self to trusted friends.
  8 I am always calm, no matter what the situation. I never raise my voice or let emotions control me.
  d6    Ideal
  1 Selfless I use my position to help good people avoid prosecution or victimization. (Good)
  2 Manipulative I use secrets to manipulate and blackmail others. (Evil)
  3 Just Means I get my hands dirt for the greater good. (Lawful)
  4 Freedom I support mine and others right to do as we wish. (Chaotic)
  5 Everyone has something to hide, so I trust no one. (Neutral)
  6 Secretive Everyone has secrets, no one will ever know mine. (Any)
  d6    Bond
  1 I got involved in a web of lies to protect the ones I love
  2 I work to undermine an oppressive organization that harms my home.
  3 I was forced into providing information because I was framed, so I found a way to get back a little of my freedom.
  4 My family relies on my support.
  5 I am stuck in dangerous games because of a loved one's poor decisions.
  6 I need to advance in my position within my organization.
  d6    Flaw
  1 I always think i'm one step ahead.
  2 I see double agents everywhere.
  3 I indulge in illegal behaviors whenever possible.
  4 I am pessimistic about everything.
  5 I am vindictive and impulsive.
  6 I am reckless and seek dangerous thrills.

Faction Fostered

You were abandoned at birth and found by members of the opposing faction, taken in by a family and raised as a member of their faction. Having had a harsh childhood of being shunned upon by members of the faction, never fully being accepted but merely tolerated in their presence.

You might be a tauren born in the eastern kingdoms, and abandoned by your parents, to be found by human farmers that took you in, nurtured you and raised you as their own, or you may be a human of Theramore, who ran away from your home, to be taken in by orcs and raised as a member of the horde within Orgrimmar, taught how to fight and learn the language of orcs.

Discuss with your DM the details of the faction and race who raised you, as not all races of Azeroth have an equal relationship towards other races.


Skill Proficiencies: History, Perception
Languages: Two of your choice from the faction you were raised ins faction languages.
Equipment: A set of common clothes, hooded cloak, a trinket of your faction, book, one bottle of ink, one quill, and a belt pouch containing 10 gp

Feature: A False Allegiance

Your race and appearance makes you able to enter and go undisturbed through villages and cities of both factions, eye may wander upon you as you walk, but none will stop and ask questions, or raise arms against you.

Suggested Characteristics

Having lived a life amongst races of the opposite faction, getting to know and love their customs often make faction fostered social skills within their born faction limited. They are nonetheless social individuals, many of which greatly appreciate the races they now have grown up with, and stand by their side against their own kin.

PART 1 | PERSONALITY & BACKGROUND
  d8    Personality Trait
  1 I am optimistic and appreciate simple gestures given to me.
  2 I am genial and make an honest effort to get along with my new faction.
  3 I smile often, but I am distrustful of people outside my family.
  4 I am quiet and study the people around me intently.
  5 I am always looking over my shoulder.
  6 I am uncomfortable in urban settings and only truly feel safe on the open road.
  7 I am friendly and extremely curious.
  8 I love to talk to people and hear their stories.
  d6    Ideal
  1 Loyalty I never betray a friend, no matter their allegiance. (Lawful)
  2 People I help those who help me. (Any)
  3 Aspiration I will prove im worthy of this faction. (Good)
  4 Family Blood is thicker than water. (Lawful)
  5 Anger I was abandoned and am angry at my kin
for being left behind. (Evil)
  6 Peace All races deserve peace. (Neutral)
  d6    Bond
  1 My family means everything to me.
  2 I owe everything to the people that took me in, and would do anything for them.
  3 My foster parents were better than my birth parents and I love them dearly.
  4 I strive to one day find the parents that left me.
  5 I must prove myself worthy of the love of a prominent family member.
  6 I must complete a great quest to prove my worth.
  d6    Flaw
  1 I am very slow to trust others.
  2 I have no sympathy for anyone of my born faction.
  3 I throw myself into danger recklessly
  4 I try to talk my way out of every situation.
  5 I always believe those of my foster race.
  6 I am painfully shy and have difficulties speaking to people I don't know.

Kirin Tor Apprentice

You have been accepted into the Kirin Tor, Dalarens elite cadre of the most powerful wizards on Azeroth. You have spent time within their school, earning yourself a magi mentor to oversee your studies and guide your learning.

You've learnt the basics of the schools of magic, and the ley lines of arcane magic that runs beneath the surface of Azeroth. You've spent enough time within Kirin Tors libraries, learning what knowledge interested you, and have been sent out onto Azeroth by your mentor to seek know-ledge elsewhere, and to gain experience.


Skill Proficiencies: Arcana, History
Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment: A bottle of high quality ink, a quill, chalk, a scroll case with 5 pieces of parchment, robes, a candle, tinder box, and a belt pouch containing 15 gp

Feature: A Prominent Mentor

You know at least one prominent mage within the Kirin Tor that you can call upon for answers and information. You've learnt a simple but limited spell that makes you able to contact them as long as you are on the same plane of existence. The spell is limited to a 100 word message, and a 100 word reply from the mentor. Once you've contacted your mentor, you cannot contact him again for a week, unless you expend a spell slot of 2nd level or higher.

At the DMs discretion, the mentors information may be false, missing vital details, or they may not respond within a timely fashion.

Discuss the details of the mages you know within the Kirin Tor with your DM.

Suggested Characteristics

An apprentice of the Kirin Tor is often eager to learn what lies around Azeroth, wishing to learn any knowledge given to them. These apprentices vary drastically in personality, but they all have one thing in common, a deep lying wish for knowledge and understanding of the magic of the world.

  d8    Personality Trait
  1 I am quiet and observant.
  2 I compare any magical effect i see to one I have learned about.
  3 I bring up my mentors' teachings often
  4 I enjoy experiencing the world and avoid being 'cooped up' in a quiet or stuffy location.
  5 I treat others as though they are unintelligent.
  6 I am wide eyed and easily excited.
  7 I like to use big words to showcase my intelligence.
  8 I enjoy an intellectual challenge.
PART 1 | PERSONALITY & BACKGROUND
  d6    Ideal
  1 Protection Magic can protect us from all the evils in the world. (Good)
  2 Power Knowledge can be leveraged into power in the world, and I want more. (Evil)
  3 Respect Magic deserves our humble efforts to understand and master. (Lawful)
  4 Experimentation New and exciting magics await discovery. (Chaotic)
  5 Knowledge Understanding the world around us is the only thing that matters. (Neutral)
  6 Self-Improvement I will achieve magical power through self-mastery and understanding. (Any)
  d6    Bond
  1 I will be known for my power, knowledge, and discoveries.
  2 I will prove myself superior to my mentors.
  3 I will bring honor and renown my family.
  4 I will discover new magics that my mentor has never heard of.
  5 A former mentor was a monster, I will avenge his victims.
  6 I have heard of a scroll that contains knowledge I seek that I must find.
  d6    Flaw
  1 I point out others mistakes to make them look smaller so I feel bigger.
  2 I can't resist the opportunity to learn a new spell or gain a new magical item.
  3 I never learned proper social skills or interactions.
  4 I use spells and magic to do things I can do by hand.
  5 I have disdain for authority and act rebelliously.
  6 I'm compelled to prove my superior intelligence.

Tribal Member

you were born and raised in the lands of your tribe. Your tribe has a territory on which they reside. You may come from of the many smaller tauren tribes that populate Kalimdor, or from one of the vast expanding tribes of the trolls. Perhaps you are a member of one of the prominent orc clans. You may come from a tribe who have isolated themselves, and have little contact with the outside world, or a tribe that actively trade with civilized societies.


Skill Proficiencies: Nature, Survival
Tool Proficiencies: One type of artisan's tools, one type of musical instrument
Equipment: A set of common traveler's clothes, a set of artisan's tools (one of your choice), a musical instrument (one of your choice), tribal trinket, and a belt pouch containing 10 gp.

Feature: At One with Nature

You are intimately familiar with the geography of your home region.

    You know where water, shelter, and food can be found anywhere within several miles of your home. You are good at finding these areas when outside your home region as well when in a climate like that of your home.

Suggested Characteristics

As a member of a tribe, the community is what matters most, all have to work together and fill their shoes to make the tribe work. Leaving no one behind to pick up the slack.

  d8    Personality Trait
  1 I am loyal and will do anything to protect my tribe.
  2 I speak plainly and often don't understand subtlety.
  3 I am contemptuous of larger civilizations.
  4 I do not trust arcane magic and its casters.
  5 I am naive and friendly to everyone.
  6 I am baffled by cities and grand architecture.
  7 I am unshakable and never back down.
  8 I feel empathy for all that suffer.
  d6    Ideal
  1 Humility I am no better or worse than anyone else on this world. (Good)
  2 Xenophobia I do not understand the ways of others, but know they are wrong. (Evil)
  3 Order Every place has rules which must be followed for everyone's good. (Lawful)
  4 Freedom There is no rule in the wild, do what you can to live. (Chaotic)
  5 Balance All things and ways of being are natural and necessary. (Neutral)
  6 Unity A tribe that works together is strong. (Any)
  d6    Bond
  1 My family and my tribe are everything to me.
  2 I left my tribe to prove my right to a prominent place in the tribe hierarchy.
  3 I love a prominent tribe member and must prove
I am worthy of their love.
  4 My tribe is threatened and I must protect them.
  5 My tribe was destroyed and I must have vengeance.
  6 I was dishonored and thrown out of my tribe, I must prove my worth.
  d6    Flaw
  1 I don't understand social nuances.
  2 I drink to excess.
  3 I don't trust anyone not of my tribe.
  4 I trust everyone to say what they mean.
  5 I believe might proves right and will not listen to those who are 'weak'.
  6 I am insecure since my tribe appears weak compared to larger, more modern societies.
PART 1 | PERSONALITY & BACKGROUND
PART 1 | EQUIPMENT

Chapter 4: New Equipment

The marketplace of a large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, troll charms, goblin relics, and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets, practical swords, and beautiful elven bows.

For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that Azeroth presents.

Starting Equipment

When you create your character, you receive equipment based on a combination of your class and your chosen background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.

You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon. armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps.

Starting Wealth by Class
  Class Funds            
Druid 2d4 x 10 gp
Hunter 5d4 x 10 gp
Mage 4d4 x 10 gp
Monk 5d4 gp
Paladin 5d4 x 10 gp
Priest 4d4 x 10 gp
Rogue 4d4 x 10 gp
Shaman 5d4 x 10 gp
Warlock 4d4 x 10 gp
Warrior 5d4 x 10 gp

Wealth

Wealth varies drastically on Azeroth according to region. Coins, gems, trade goods, art object, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in good, bartering for what they need to scrape what gold necessary to pay of their taxes.

Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin.

Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.

Coinage

Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).

With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

One gold piece is worth ten silver pieces, the most prevalent coin among commoners. One silver piece is worth ten copper pieces, which are common among laborers and beggars.

In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.

A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Standard Exchange Rates
  Coin cp sp ep gp pp  
  Copper (cp) 1 1/10 1/50 1/100 1/1000
  Silver (sp) 10 1 1/5 1/10 1/100
  Silver (sp) 50 5 1 1/2 1/20
  Gold (gp) 100 10 2 1 1/10
  Platinum (pp) 1000 100 20 10 1
PART 1 | NEW EQUIPMENT

Racial Weapons

Some races favor specially made weapons before those commonly used by most, a kaldorei night elf would almost always pick the circular moon sword over the common longsword if they had the choice, being a weapon of their kin, something they have grown up with and around, and learnt to use since a young age.

Likewise, taurens with their incredible strength favor their blundering totems over slashing weapon, being able to swing them with immense force to sunder their enemies.

Racial Weapon Proficiency

Your race, and feats can grant you proficiency with racial weapons. Racial weapons are exotic weapons created and used by certain races, and require special training to be used properly, following the normal rules for wielding weapons for players not proficient in their use.

Special Weapons

Weapons with special rules are described here.

Sin'dorei Warblade. Immediately after attacking an enemy with this blade, you may make an additional attack with its second blade using your bonus action.

Firearms

For tinkers, the invention of the crossbow was never enough. They strived to further improve their ability to attack from a distance without the use of magic. with the invention of black powder, the Ironforge dwarves were quick to act in experimenting with its uses, eventually making the blunderbuss, or boomstick. Catching the atten-tion of the tinkerer's gnomes of Khaz Modan, and the goblins of Bilgewater.

Firearms as a whole has since improved drastically, the old dwarven inventions modified and improved, yet still stand as the cornerstone from which all firearms begin.

Firearm Proficiency

Your race, class, and feats can grant you proficiency with firearms. Firearms are mechanical marvels, technology used by few due to the technical difficulties that come with them. They follow the normal rules for wielding weapons for players not proficient in their use.

Ammunition

All firearms require ammunition to make an attack. For the purpose of not over complicating them, their ammunition has been put into three categories, pistol, rifle, and scatter ammunition. Pistol ammunition referring to all firearms held in one hand, rifle referring to two-handed firearms, and scatter referring to any firearm with the scatter property.

Ammunitions prices are found at the end of the firearm table later in this chapter.

Racial Weapons
  Name Cost      Damage Weight      Properties  
  Melee Weapons
    Kaldorei Moon sword 15 gp 1d8 slashing 4 lb.
    Kaldorei Moonglaive 20 gp 1d6 slashing 3 lb. Finesse, light, thrown (range 20/60)
    Sin'dorei Warblade 25 gp 1d8 slashing 5 lb. Special
    Totem, tauren 20 gp 2d8 bludgeoning 45 lb. Heavy, two-handed
    Warglaive 30 gp 1d8 slashing 3 lb. Light
PART 1 | NEW EQUIPMENT

Flintlock Firearms

A common trigger for firearms, requiring raw black powder to be poured into the barrel following a bullet in order to be fired. As powerful as flintlock weapons are, they carry on tremendous flaw, these firearms are unable to be shot in heavy rain, or while submerged in water.

Flintlock firearms are designed for adventurers of 1st level or higher.

Caplock Firearms

A much rare, expensive trigger mechanism for firearms, requiring specially made bullets with a black powder compartment build into them to be operated. Making them able to be shot even in heavy rain and whilst being underwater.

Caplock firearms are designed for adventurers of 7th level or higher.

Firearm Properties

Firearms is a volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property. These properties replace the optional ones presented in the Dungeon Master's Guide. Firearms are ranged weapons.

Reload. A firearm can be fired a number of times equal to its reload score before you must spend an action, or one attack if you got multiple attacks per turn to reload. You must have one free hand to reload a firearm.


    Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's misfire score, the weapon malfunctions. The attack misses, and the weapon cannot be used again until you spend an action to try repair it.

To repair your firearm, you must make a successful Intelligence or Tinker's Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.

Scatter. An attack is made against each creature within a 20 feet cone. These attacks are simultaneous. If an affected creature is adjacent to you, they suffer double damage on a hit.

Crafted Firearms

Certain firearms cannot be bought at a tinkers stall, these firearms has to be crafted, either by the adventurer himself over a longer period of time, or by paying a tinker to make it as a special order.

To craft one of these firearms, work with your DM to determine the resources necessary, gold requirement, time expended and so forth.

Firearms
  Name Cost      Damage Weight      Range Properties  
  Flintlock Firearms  
    Blunderbuss 250 gp 2d6 12 lb. (30/60) Two-handed, reload 1, misfire 2, scatter  
    Musket 400 gp 1d12 10 lb. (200/450) Two-handed, reload 1, misfire 2  
    Pistol, simple 125 gp 1d8 3 lb. (150/300) Reload 1, misfire 1  
    Pistol, twin-barrel Crafted 1d8 4 lb. (150/300) Reload 2, misfire 2  
  Cap-lock Firearms  
    Heavy scattergun Crafted 2d8 15 lb. (45/90) Two-handed, reload 2, misfire 3, scatter  
    Pepperbox 550 gp 1d8 5 lb. (100/250) Reload 6, misfire 2  
    Revolver, quad-barrel Crafted 1d10 4 lb. (200/400) Reload 4, misfire 1  
    Revolver, six-barrel Crafted 1d10 6 lb. (200/400) Reload 6, misfire 1  
    Rifle, lever-action Crafted 2d10 10 lb. (300/600) Two-handed, reload 10, misfire 3  
    Rifle, pepperbox 625 gp 2d8 8 lb. (150/350) Two-handed, reload 6, misfire 2  
    Scattergun 325 gp 2d6 10 lb. (40/80) Reload 2, misfire 3, scatter  
  Firearm ammunition  
    Bullet, pistol (10) 1 gp 3 lb.  
    Bullet, rifle (10) 1 gp 3 lb.  
    Bullet, scatter (10) 2 gp 5 lb.  
PART 1 | NEW EQUIPMENT

Mounts

Mounts have been categorized into neutral, alliance favored and horde favored, all though all mounts are available to any character of any faction, it is uncommon for a member of the horde to earn the loyalty of an alliance favored mount, and vise versa. Prizes for mounts of the opposite faction generally costs three times their cost to accommo-date for difficulties of transporting such a beast far from its natural home. Some faction mounts are more than mere animals of burden, they are loyal to a fold, and will protect their master if necessary, in combat, if your mount chooses to fight alongside with you, it takes its turn at the end of yours, obeying your commands as best it can.

Mounts other than those listed here are available on Azeroth, but they are rare and not normally available for purchase. Acquiring a rare mount often means securing an egg and raising the creature yourself, making a bargain with a merchant, or negotiating with the mount itself.

Saddles. A military saddle braces the rider, helping you keep your seat in battle. It gives you advantage on any check you make to remain mounted and is used for the vast majority of mounts. An exotic saddle is required for riding a kodo or flying mount.

Mounts
  Item Cost     Speed Carrying
Capacity
  Neutral mounts
    Camel 50 gp 50 ft. 480 lb.
    Donkey or mule 8 gp 40 ft. 420 lb.
    Horse, draft 50 gp 40 ft. 540 lb.
    Horse, riding 75 gp 60 ft. 480 lb.
    Mastiff 25 gp 40 ft. 195 lb.
    Pony 30 gp 40 ft. 225 lb.
    Warhorse 300 gp 60 ft. 540 lb.
  Alliance favored mounts
    Dwarven Ram 250 gp 40 ft. 510 lb.
    Nightsaber 500 gp * ft. 570 lb.
    Gryphon 5,000 gp * ft. 540 lb.
  Horde favored mounts
    Dire Wolf 600 gp 50 ft. 510 lb.
    Kodo, riding 320 gp 40 ft. 630 lb.
    Raptor, riding 450 gp 60 ft. 540 lb.
    Wyvern 6,500 gp * ft. 570 lb.

* This mount has more than one speed, see the Manual of Monsters for its speeds.
PART 1 | EQUIPMENT

Chapter 5: Customization Options

The combination of ability scores, race, class, and background defines your character's capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But this chapter is for players who want to go a step further.

This chapter defines two optional sets of rules for cus-tomizing your character: multiclassing and feats. Multi-classing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels. Your DM decides whether these options are available in a campaign.

Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in mage and two in warrior, you're a 5th-level character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely. never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a warrior who decides to multiclass into the druid class must have both Strength or Dexterity and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class. having a natural aptitude that is reflected by higher-than-average ability scores.

Multiclassing Prerequisites
  Class Ability Score Minimum
  Druid Wisdom 13
  Hunter Dexterity or Strength 13
  Mage Intelligence 13
  Monk Dexterity 13 and Wisdom 13
  Paladin Strength 13 and Charisma 13
  Priest Wisdom 13
  Rogue Dexterity 13
  Shaman Wisdom 13
  Warlock Charisma 13
  Warrior Strength or Dexterity 13

Experience Points

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1 of the Player's Handbook, not your level in a particular class. So, if you are a priest 6/warrior 1, you must gain enough XP to reach 8th level before you can take your second level as a warrior or your seventh level as a priest.

Hit Points and Hit Dice

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.

You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. if the Hit Dice are the same die type, you can simply pool them together. For example, both the warrior and the paladin have a d10. so if you area paladin 5/warrior 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/priest 5, for example, you have five d10 Hit Dice and five d6 Hit Dice.

Proficiency Bonus

Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1 of the Player's Handbook, not your level in a particular class. For example, if you are a warrior 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.

Proficiencies

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies
  Class     Proficiencies Gained
  Druid Light armor, nature skill
  Hunter Light armor, medium armor, simple weapons, martial weapons, one skill from the class's skill list.
  Mage
  Monk Light armor, simple weapons, shortswords
  Paladin Light armor, medium armor, shields, simple weapons, martial weapons
  Priest One skill from the class's skill list
  Rogue Light armor, one skill from the class's skill list, thieves' tools
  Shaman Light armor, medium armor, shields
  Warlock Simple weapons
  Warrior Light armor, medium armor, shields, simple weapons, martial weapons
PART 1 | CUSTOMIZATION OPTIONS

Class Features

When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting,

Channel Divinity

If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a priest 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the priest class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the warrior's version of Extra Attack or a shaman's wind shield does).

Unarmored Defense

If you already have the Unarmored Defense feature, you can't gain it again from another class.

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a shaman 3 / pries 4, for example, you know four shaman cantrips, and four 1st-level shaman spells based on your levels in the shaman class. As 4th-level priest, you know four priest cantrips. If your wisdom is 16, you can prepare six priest spells of 1st and 2nd-level.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

Spell Slots. You determine your available spell slots by adding together all your levels in the druid, mage, priest, and warlock classes, half your levels (rounded down) in the paladin and shaman classes. Use this total to determine your spell slots by consulting the Spellcaster table.

If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your Lower-level spells. If a lower level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.


    For example, if you are the aforementioned shaman 3 / priest 4, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level shaman spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects.

Shadow Magic. If you have both the Spellcasting class feature and the Shadow Magic class feature from the warlock class, you can use the spell slots you gain from the Shadow Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.

Multiclassing Spellcaster:
Spell Slots per Spell Level
  Lvl.   1st   2nd   3rd   4th   5th   6th   7th   8th   9th
1st 2
2nd 3
3rd 4 2
4th 4 3
5th 4 3 2
6th 4 3 3
7th 4 3 3 1
8th 4 3 3 2
9th 4 3 3 3 1
10th 4 3 3 3 2
11th 4 3 3 3 2 1
12th 4 3 3 3 2 1
13th 4 3 3 3 2 1 1
14th 4 3 3 3 2 1 1
15th 4 3 3 3 2 1 1 1
16th 4 3 3 3 2 1 1 1
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1
PART 1 | CUSTOMIZATION OPTIONS

New Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, exper-ience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow you can't benefit from the Grappler feat until your Strength is restored.

The feats presented in this book are meant as additions to those presented in the 5th edition Player's Handbook.

Battlemage

Prerequisite: The ability to cast at least one spell

You have improved you technique with spells in the heat of battle, you gain the following benefits:

  • You learn two cantrips of your choice from the mage spell list.
  • When you make a ranged spell attack, you do not suffer disadvantage on the attack roll if you are within 5 feet of the hostile creature.
  • Before you cast an instantaneous spell that requires a spell attack and are unable of hitting more than a single target, you can choose to take a -5 penalty to the spell attack roll. If the spell hits, you add +10 to the attack's damage.

Firearm Expert

Thanks to extensive practice with firearms, you gain the following benefits:

  • You ignore the reload quality of firearms with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded one-handed firearm you are holding.

Firearm Weapon Adept

Your have gained interest in firearms and their uses, you gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Tinker's tools.
  • You gain proficiency with firearms.

Racial Weapon Adept

You have caught eye of the special weapons used by other races, you gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with racial weapons.
PART 1 | CUSTOMIZATION OPTIONS

Part 2

Magic
PART 2 | MAGIC ON AZEROTH

Chapter 6: Spells

This chapter describes the most common spells on Azeroth. The chapter begins with the spell lists of the spellcasting classes. The remainder contains spell descriptions, pre-sented in alphabetical order by the name of the spell.

Spells marked with a star in front of the spells name are spells found later in this chapter in the Spell Descriptions.

Druid Spells

Cantrips (0 Level)

Acid Splash
Druidcraft
Friends
Guidance
Gust
Mending
Poison Spray
Primal Savagery
Resistance
Shillelagh
* Solar Wrath
Thorn Whip

1st Level

Animal Friendship
Beast Bond
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Expeditious Retreat
Faerie Fire
Fog Cloud
Goodberry
Healing Word
Jump
Longstrider
Purify Food and Drink
Sleep
Snare
Speak with Animals
Sudden Awakening
Thunderwave
Wild Cunning

2nd Level

Animal Messenger
Barkskin
Beast Sense
Blindness/Deafness
Calm Emotions
Darkvision
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Lesser Restoration
Locate Animals or Plants
Melf's Acid Arrow
Misty Step
Moonbeam


Pass without Trace
Protection from Poison
Ray of Enfeeblement
Spider Climb
Spike Growth

3rd Level

Conjure Animals
Counterspell
Create Food and Water
Daylight
Dispel Magic
Erupting Earth
Mass Healing Word
Nondetection
Plant Growth
Protection from Energy
Slow
Speak with Plants
Wind Wall

4th Level

Blight
Charm Monster
Confusion
Conjure Woodland Beings
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Guardian of Nature
Hallucinatory Terrain
Locate Creature
Vitriolic Sphere

5th Level

Awaken
Cloudkill
Commune with Nature
Contagion
Control Winds
Dream
Far Step
Geas
Greater Restoration
Hold Monster
Insect Plague
Mass Cure Wounds
Planar Binding
Scrying
Tree Stride
Wrath of Nature

6th Level

Bones of the Earth
Druid Grove
Find the Path
Forbiddance
Guards and Wards
Heal
Primordial Ward
Sunbeam
Transport via Plants
True Seeing
Wall of Thorns
Wind Walk

7th Level

Mirage Arcane
Regenerate
Crown of Stars
Forcecage
Resurrection
Sequester

8th Level

Animal Shapes
Antipathy/Sympathy
Control Weather
Dominate Monster
Feeblemind
Incendiary Cloud
Sunburst
Tsunami

9th Level

Foresight
Mass Heal
Shapechange
True Resurrection

Mage Spells

Cantrips (0 Level)

Blade Ward
Dancing Lights
Eldritch Blast
Firebolt
Frostbite
Light
Mage Hand
Magic stones
Message
Minor Illusion
Prestidigitation
Ray of Frost
True Strike

1st Level

Alarm
Burning Hands
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self


Feather Fall
Find Familiar
* Frostfire Bolt
Identify
Ice Knife
Illusory Script
Mage Armor
Magic Missiles
Shield
Silent Image
Tenser's Floating Disk
Unseen Servant

2nd Level

Aganazzar's Scorcher
Alter Self
Arcane Lock
Blur
Continual Flame
Darkness
Detect Thoughts
Dragon's Breath
Enlarge/Reduce
Flaming Sphere
Hold Person
Invisibility
Knock
Levitate
Magic Mouth
Magic Weapon
Mirror Image
Mind Spike
Nystul's Magic Aura
Phantasmal Force
Pyrotechnics
Scorching Ray
See Invisibility
Shatter
Suggestion

3rd Level

Bestow Curse
Blink
* Blizzard
Clairvoyance
Counterspell
Dispel Magic
Enemies Abound
Fireball
Flame Arrows
Fly
Glyph of Warding
Haste
Magic Circle
Major Image
Melf's Minute Meteors
Nondetection
Remove Curse
Sending
Slow
Tiny Servant
Tongues

PART 2 | SPELLS
4th Level


* Arcane Barrage
Arcane Eye
Banishment
Confusion
Dimension Door
Fire Shield
Greater Invisibility
Hallucinatory Terrain
* Ice Block
Ice Storm
Locate Creature
Mordenkainen's
    Private Sanctum
Phantasmal Killer
Polymorph
Storm Sphere
Wall of Fire

5th Level

Animate Objects
Bigby's Hand
Cone of Cold
Far Step
Hold Monster
Immolation
Legend Lore
Modify Memory
Passwall
Planar Binding
Scrying
Seeming
Teleportation Circle
Wall of Force

6th Level

Arcane Gate
Disintegrate
Globe of Invulnerability
Guards and Wards
Investiture of Flame
Investiture of Ice
Mass Suggestion
Mental Prison
Otiluke's Freezing Sphere
Scatter
True Seeing
Wall of Ice

7th Level

Etherealness
Delayed Blast Fireball
Fire Storm
Forcecage
Mirage Arcane
Mordenkainen's
    Magnificent Mansion
Mordenkainen's Sword
Prismatic Spray
Project Image
* Pyroblast
Reverse Gravity
Sequester
Simulacrum
Symbol
Teleport

8th Level

Antimagic Field
* Blast Wave
Clone
Demiplane
* Ice Nova
Illusory Dragon
Maze
Mind Blank
Telepathy

9th Level

Foresight
Imprisonment
Invulnerability
Mass Polymorph
Prismatic Wall
Timestop
True Polymorph
Weird

Paladin Spells

1st Level

Bless
Ceremony
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Healing Word
Heroism
Protection from
    Evil and Good
Purify Food and Drink
Sanctuary
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite

2nd Level

Aid
Branding Smite
Find Steed
Lesser Restoration
Magic Weapon
Prayer of Healing
Protection from Poison
Zone of Truth

3rd Level

Aura of Vitality
Beacon of Hope
Blinding Smite
Create Food and Water
Crusader's Mantle
Daylight
Dispel Magic
* Holy Wrath
Mass Healing Word
Remove Curse
Revivify

4th Level

Aura of Life
Aura of Purity
Banishment
Death Ward
Find Greater Steed
Staggering Smite

5th Level

Banishing Smite
Circle of Power
Destructive Wave
Dispel Evil and Good
Holy Weapon
Mass Cure Wounds
Raise Dead

Priest Spells

Cantrips (0 Level)

Chill Touch
Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
Toll the Dead
Virtue
Word of Radiance

1st Level

Arms of Hadar
Bane
Bless
Cause Fear
Ceremony
Charm Person
Command
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Guiding Bolt
Guiding Hand
Healing Word
Inflict Wounds
* Mind Blast
Protection from
    Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith

2nd Level

Aid
Augury
Blindness/Deafness
Calm Emotions
Crown of Madness
Darkness
Enhance Ability
Gentle Repose
Hold Person
Lesser Restoration
Mind Spike


Prayer of Healing
Protection from Poison
Shadow Blade
Silence
Spiritual Weapon
Warding Bond
Zone of Truth

3rd Level

Animate Dead
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Daylight
Fear
Feign Death
Glyph of Warding
* Holy Wrath
Hunger of Hadar
Life Transference
Mass Healing Word
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Vampiric Touch

4th Level

Banishment
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Shadow of Moil

5th Level

Commune
Danse Macabre
Dawn
Dispel Evil and Good
Enervation
Flame Strike
Geas
Greater Restoration
Hallow
Holy Weapon
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Wall of Light

6th Level

Eyebite
Find the Path
Forbiddance
Harm
Heal
Heroes' Feast
* Power Word Shield
True Seeing
Word of Recall

PART 2 | SPELLS
7th Level

Conjure Celestial
Divine Word
Finger of Death
Power Word Pain
Regenerate
Resurrection
Symbol
Temple of the Gods

8th Level

Antimagic Field
Holy Aura
Maddening Darkness
Mind Blank
Power Word Stun

9th Level

Mass Heal
True Resurrection
Power Word Heal
Power Word Kill
Psychic Scream

Shaman Spells

Cantrips (0 Level)

Control Flames
Create Bonfire
Frostbite
Gust
* Invoke Elements
Magic Stone
Mending
Mold Earth
Produce Flame
Shape Water
Shocking Grasp
Thunderclap

1st Level

Absorb Elements
Burning Hands
Detect Magic
Create or Destroy Water
Cure Wounds
Earth Tremor
Faerie Fire
Fog Cloud
Ice Knife
Searing Smite
Thunderous Smite
Thunderwave
Witch Bolt

2nd Level

Aganazzar's Scorcher
Animal Messenger
Augury
Calm Emotions
Continual Flame
Dragon's Breath
Dust Devil
Earthbind
Flame Blade
Flaming Sphere


Gust of Wind
Healing Spirit
Heat Metal
Lesser Restoration
Maximilian's
    Earthen Grasp
Pyrotechnics
Scorching Ray
See Invisibility
Shatter
Skywrite
Warding Wind

3rd Level

Call Lightning
Counterspell
Dispel Magic
Elemental Weapon
Erupting Earth
Fireball
Haste
* Hex
Lightning Bolt
Meld into Stone
Revivify
Remove Curse
Sending
Sleet Storm
Speak with Dead
Spirit Guardians
Thunder Step
Tidal Wave
Wall of Sand
Wall of Water
Water Breathing
Water Walk
Wind wall

4th Level

Banishment
Conjure Minor Elementals
Control water
Elemental Bane
Fire Shield
Grasping Vine
Ice Storm
Stone Shape
Stoneskin
Storm Sphere
Wall of Fire
Watery Sphere

5th Level

Conjure Elemental
Control winds
Destructive Wave
Greater Restoration
Immolation
Maelstrom
Mass Cure Wounds
Planar Binding
Raise Dead
Reincarnate
Scrying
Wall of Stone

Warlock Spells

Cantrips (0 Level)

Acid Splash
Chill Touch
Eldritch Blast
* Fel Flame
Green-Flame Blade
Infestation
Minor Illusion
Poison Spray
* Shadow Bolt
Sword Burst
Toll the dead
True Strike

1st Level

Armor of Agathys
Arms of Hadar
Cause Fear
Comprehend Languages
Detect Magic
* Demon Skin
False Life
Hellish Rebuke
Hex
Inflict Wounds
Puppet
Ray of Sickness
Tasha's Hideous Laughter

2nd Level

Blindness/Deafness
Crown of Madness
Darkness
Enthrall
Hold Person
Mind spike
Ray of Enfeeblement
Shadow Blade
* Void Strike

3rd Level

Bestow Curse
Clairvoyance
Counterspell
Dispel Magic
Enemies Abound
Fear
Fireball
Hunger of Hadar
Life Transference
Magic Circle
Melf's Minute Meteors
Speak with Dead
Summon Lesser Demons
Tongues
Vampiric Touch

4th Level

Arcane Eye
Banishment
Confusion
Death Ward
Dimension Door
Evard's Black Tentacles
Mordenkainen's
    Faithful Hound
Phantasmal Killer
Shadow of Moil
Sickening Radiance
Summon Greater Demon

5th Level

Contagion
Danse Macabre
Destructive Wave
Enervation
Far Step
Immolation
Infernal Calling
Negative Energy Flood

6th Level

Circle of Death
Create Undead
Disintegrate
Eyebite
Harm
Magic Jar
Soul Cage

7th Level

Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Forcecage
Power Word Pain
Symbol

8th Level

Abi-Dalzim's Horrid Wilting
Cataclysm
Feeblemind
Glibness
Maddening Darkness
Power Word Stun

9th Level

Imprisonment
Meteor Swarm
Power Word Kill
Psychic Scream
Weird

PART 2 | SPELLS

Spell Descriptions

The spells are presented in alphabetical order.

Arcane Barrage

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure two swirling intertwined balls of raw force, hurling them at a point you choose within range and then pushing beings away as they make an explosion of force. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d8 force damage on a failed save, or half as much damage on a successful one, and are pushed 5 feet away from the point of impact.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8, and the push back by 5 feet for each slot level above 4th.

Blast Wave

8th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

Orange light flashes as a 15-foot tall wall of fire expands outward from your position. Each creature hit by the wall must make a Constitution saving throw. On a failed save, a creature takes takes 12d6 fire damage and is knocked prone. Taking half damage on a successful save.

This spell dispels any darkness in its area that was created by a spell, and makes the area brightly lit until the start of your next turn.

Blizzard

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (shards of glass)
  • Duration: Concentration, up to 1 minute

A cold light flashes from your hand into the sky, as blue shards hurl down at a point you choose within range, slash-ing through flesh with a biting cold. Each creature in a 20-foot-radius, 60-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A target takes 4d6 cold damage on a failed save, or half as much damage on a successful one.

As an action on each of your turns before the spell ends, you can call down another blizzard in the same location.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Cataclysm

8th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece charcoal and sulfur)
  • Duration: Instantaneous

In seconds the ground turns to magma at a point you choose within range and crumbles before a vertical—

PART 2 | SPELLS

—beam of fire and magma spews into the air. creature in a 15-foot-radius, 30-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A target takes 15d6 fire damage on a failed save, or half as much damage on a successful one.

Demon Skin

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (dried skin of a demon or fiend)
  • Duration: 1 hour

You touch a willing creature who are unarmored, making their skin ragged and hard. Until the spell ends, the creature adds your charisma modifier to its armor class.

The spell ends if the target dons armor, or if you dismiss the spell as a bonus action.

Fel Flame

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A green flame skitters across the ground towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. Fel flame ignores fire resistant, and creatures immune to fire damage are considered to be resistant.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Frostfire Bolt

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of glass and sulfur)
  • Duration: Instantaneous

You hurl a blue flamed firebolt at a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 1d6 fire damage and 1d6 frost damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire and cold damage increases by 1d6 for each slot level above 1st.

Hex

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration, up to 1 hour

This spell transform a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast who has a challenge rating of 0. The target's game statistics including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed.

If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Holy Wrath

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You release a burst of radiant energy in a blast centered around you. Each enemy creature in a 15-foot-radius centered on you must make a Wisdom saving throw. A target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The blast spreads around corners.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Ice Block

4th-level abjuration


  • Casting Time: 1 reaction, which you take when you are targeted by an attack or spell
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Solid ice rapidly encases your body, protecting you from harm. You immediately gain 40 temporary hit points, and resistance against all damage except fire and psychic, and immunity to cold damage. Ice block continues until your concentration is broken, your temporary hit points vanish, or you end it prematurely.

While encased, you are under the effects of being incapacitated, with the exception of your concentration being broken.

Ice Nova

8th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (glass dust and water)
  • Duration: Instantaneous

Frigid cold rapid expands in a 15-foot-radius centered on a point you choose within range. Each creature in the cold must succeed on a Dexterity saving throw. On a failed save, a creature takes 10d6 cold damage and is grappled for 1 hour as ice encases the lower part of their legs. On a successful save, it takes half as much damage and isn't grappled by this spell.

A creature can break the grapple by using their action to make a Strength saving throw, or deal a total of 40 hit points worth of damage to the ice.

PART 2 | SPELLS

Invoke Elements

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Up to 1 minute

You invoke a minor portion of the elements, within range. You create one of the following magical effects within range:

  • You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect persists for 1 round.
  • You light or put out a small flame.
  • You cause flames to flicker, brighten, drim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You cool or heat up a small amount of liquid.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Mind Blast

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You pierce through the mental defenses of a creature within range. It must succeed on a Wisdom saving throw. On a failed save, the target takes 2d8 psychic damage and is frightened of you for a minute, or half of the damage on a successful one and isn't frightened of you.

The creature makes a new saving throw at the end of its turns to end the frightened condition.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Power Word Shield

6th-level abjuration


  • Casting Time: 1 reaction, which you take upon a creature taking damage
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

You speak a word of power calling the light to your aid to engulf a creature you can see within range. The target immediately gain 80 temporary hit points. The shield stays around the target until the temporary hit points are expended, or your concentration is broken.

Pyroblast

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of brimstone)
  • Duration: Instantaneous

You clasp your hands together, conjuring a ball of dripping magma, launching it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 10d10 fire damage, and an additional 1d10 fire damage at the start of each of its turn, until someone takes an action to make a Dexterity check again your spell DC to douse the fire.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d10 for each slot level above 7th.

Shadow Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A shoot a blast of necrotic energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Solar Wrath

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You release a blast of suns wrath against a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 1d10 radiant damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10, 11th level 3d10, and 17th level (4d10).

Void Strike

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You open a crack into the void, as a shimmering black knife strikes out from the void at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 5d6 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

PART 2 | SPELLS
PART 1 | EQUIPMENT

Appendix A: 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
  • Speed 40 ft., climb 30 ft.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Ironfur. You have resistance against bludgeoning, piercing, and slashing from nonmagical attacks.

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.


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.


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.

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.

Index

Action Surge (warrior), 92
Adrenaline Rush (rogue), 77
agile clans. See orc
Ambush (agile clans), 23
Ancient Lore (blood elf), 31
Animal Handler
   (highmountain tribe), 27
Animal Empathy (hunter), 48
aquatic form (druid). See
   shapeshift

Arcane Influence (blood elf),
   31
Arcane Savant (mage), 55
Arcane Ward (mage), 55
Ardent Defender (paladin), 67
Artificer's Lore (gnome), 16
Ascendance (shaman), 81
Aspects (hunter), 49
Assassin's Intuition (rogue),
   76-77
Astral Influence (druid), 42
Astral Shift (shaman), 81
Aura of Light (paladin), 67
Auras (paladin), 66
Avenging Crusader (paladin),
   68
Avenging Wrath (paladin), 66
Balm of Elune (druid), 44
Battle Rage (orc), 23
Beacon of Light (paladin), 67
bear form (druid). See
   shapeshift

Beastial Caster (druid), 44
Beastial Fury (hunter), 50
Beastly Appearance (worgen),
   20
Berserk (troll), 29
Best Deals Anywhere (goblin),
   33
Bladestorm (warrior), 92-93
Blazing Soul (mage), 56
Blessed Healer (priest), 72
bloodhoof tribe. See tauren
blood elf, 30-31
blood elf affiliation, 31
blood elf names, 31
blood elf traits, 31
Bloodlust (shaman), 81
Bombardment (mage), 56
bonds. See personality
Bouncy (pandaren), 36
broken draenei. See eredar
Broken Spirit (broken
   draenei), 18
brute clans. See orc
Camouflage (hunter), 51
Cannibalism (forsaken), 25
Carnage (warrior), 93
cat form (druid). See
   shapeshift

Celestial See language
Chain Heal (shaman), 83
Channel Divinity (paladin), 66
   multiclassing and. See
   under multiclassing
   (priest), 71
   see also Channel Divinity
   paladin options; Channel
   Divinity priest options
Channel Divinity paladin
   options, 67-68
   Avenger's Shield (Oath of
   Protection), 67
   Consecration (Oath of
   Protection), 67
   Light of Dawn (Oath of
   Holiness), 67
   Light's Hammer (Oath of
   Holiness), 67
   Mark of Vengeance (Oath
   of Retribution), 68
   Weapon of Justice (Oath of
   Retribution), 68


Channel Divinity priest
   options, 71-73
   Devour Life (Priesthood of
   Shadow), 73
   Halo (Priesthood of
   Discipline), 72
   Prayer of Healing
   (Priesthood of Holiness), 72
   Shackle Undead (priest), 71
   Submit to Madness
   (Priesthood of Shadow), 73
Chaos Bolt (warlock), 89
Chaos Magic (warlock), 89
character, 5
   age. See race entries
   alignment. See alignment
   equipping your. 99, 104-107
   height and weight, 95
   name, 95. See also specific
   race entries
   personality. See personality
   sex and gender, 95
Chi (monk), 60
   saving throws, 78
Chi-Empowered Strikes
   (monk), 60
Chosen of Elune (druid), 43
class, 38
Cleaning Totem (shaman)
   See totems
Cleaning Touch (paladin), 66
Cleanse Spirit (shaman), 83
Cloak of Shadow (rogue), 77
Cloudburst Totem (shaman)
   See totems
Combat Enhancement
   (warrior), 92
Combustion (mage), 56
Common. See language
Coordinated Attack (hunter),
   49
Crusader Strike (paladin), 65
Cunning Action (rogue), 76
Curse of Agony (warlock), 88
Curse of the Worgen, 20
Darkvision
   See specific race entries
Dark Iron Resilience (dark
   iron dwarf), 12
dark iron dwarf. See dwarf
Darnassian. See language
Darnassian Knowledge
   (night elf), 14
Deadly Shots (hunter), 50
Demon Companion (warlock),
   87
Demons Calling (warlock), 89
Destroy Undead (priest), 71
Destructive Attunement
   (shaman), 82
Detox (monk), 60
Dire Tamer (hunter), 49
Divine Favor (paladin), 67
Divine Guardian (paladin), 67
Divine Intervention (priest),
   71-72
Divine Sense (paladin), 65
double agent. See under
   new background

Draconic See language
Draenei. See eredar
   (See also language)
druid, 38, 39-45
   druid paths. See druid
   paths
   quick build, 40
   spell list, 121
Druid Path, 41
druid path spells, 45
druid paths, 42-45
   path of balance, 42
   path of feral, 43
   path of guardian, 44
   path of restoration, 45


Druidic, 41
druidic focus, 111, 112
Durable Magic (mage), 56
dwarf, 11-12
dwarf affiliation, 12
dwarf names, 12
dwarf traits, 12
Dwarven. See language
Dwarven Resilience, 12
Dwarven Toughness
   (wildhammer dwarf), 12
Earthbind Totem (shaman)
   See totems
Earthgrab Totem (shaman)
   See totems
Earthquake Totem (shaman)
   See totems
Echoes of Life (Priest), 72
Efflorescence (druid), 45
Elaborate Planning (rogue),
   77
Elemental Shield (shaman),
   80
   earth shield, 82-83
   lightning shield, 81
   water shield, 80-81
   wind shield, 82
Elemental Storm (shaman),
   81
Elunes Magic (highborne
   night elf), 14
Elusive (rogue), 76
Empowered Evocation
   (mage), 56
Endurant (tauren), 27
eredar, 17-18
eredar affiliation, 17
eredar names, 17
eredar traits, 18
Eredun See language
Evasion (monk), 60
   (rogue), 76
Experienced (human), 10
Expertise (rogue), 76
Exorcism (paladin), 68
Extra Attack (monk), 60
   (paladin), 66
   (warrior), 92
faction fostered. See under
   new backgrounds
Far Traveled (bloodhoof
   tribe), 27
Fearful (grimtotem tribe), 27
new feats, 110
Fel Master (warlock), 88
Feral Caster (druid), 43
Feral Lunge (shaman), 82
Feral Senses (hunter), 49
fighting styles, 48, 65, 80, 92
   Archery, 48
   Defense, 48, 65, 80, 92
   Dueling, 65, 80, 92
   Great Weapon Fighting,
   48, 65, 92
   Protection, 65, 80, 92
   Two-Weapon Fighting, 48,
   80, 92
Fire Nova Totem (shaman)
   See totems
Fire Savant (mage), 56
firearms, 105-106
   table, 106
firearm properties, 110
Flametongue Totem
   (shaman) See totems
Flanking Strikes (hunter), 51
flaws See personality
Fleet Footed (rogue), 76
flight form (druid). See
   shapeshift

Focused Combatant
   (hunter), 48
   saving throws, 48
Font of Magic (mage), 55
forest troll. See troll


forsaken, 24-25
forsaken affiliation, 25
forsaken elf. See forsaken
forsaken human. See
   forsaken

forsaken names, 25
forsaken traits, 25
Frenzied Combatant (troll),
   29
Frigid Wind (mage), 57
Frost Armor (mage), 57
Frost Protection Totem
   (shaman) See totems
Frost Savant (mage), 56
Fury of Elune (druid), 42
Giant See language
Gift of Ascension (monk), 61
Gift of the Naaru (draenei), 18
gnome, 15-16
gnome affiliation, 16
Gnome Cunning, 16
gnome names, 16
gnome traits, 16
Gnomeish See language
Goblin See language
goblin, 32-33
goblin affiliation, 33
goblin names, 33
goblin traits, 33
Grace of Air Totem (shaman)
   See totems
grimtotem tribe. See tauren
Grimoire (warlock), 87
grimoires, 88-89
   Affliction, 88
   Demonology, 88-89
   Destruction, 89
Grounding Totem (shaman)
   See totems
Guardian of Ursoc (druid), 44
Guardian Spirit (priest), 73
Gurubashi Training (jungle
   troll), 29
Gutterspeak See language
Hardened Predator (worgen),
   20
Hardened Skin (ice troll), 29
Hardy (tauren), 27
Healing Stream Totem
   (shaman) See totems
Healing Tide totem (shaman),
   83
Heat Protection Totem
   (shaman) See totems
Hero Points, 98
High Tolerance (monk), 61
Highborne (night elf), 14
highmountain tribe. See
   tauren

Hit and Run (rogue), 77
Holy Shield (paladin), 67
human, 9-10
human affiliation, 10
human names, 10
human traits, 11
hunter, 38, 46-51
   hunter archetype. See
   hunter archetypes

   quick build, 47
Hunter Archetype (hunter),
   48
hunter archetypes, 49-51
   Beast Master 49
   Marksman, 50
   Survival, 50
ice troll. See troll
ideals See personality
Lightning Surge Totem
   (shaman) See totems
Imbued Weapons (shaman),
   82
Improved Chi Flow (monk),
   61
Improved Critical (warrior),
   92


Improved Crusader Strike
   (paladin), 66
Improved Second Wind
   (warrior, 93)
Indomitable (warrior), 92
Inescapable Domination
   (priest), 73
Infernal Meteor (warlock), 89
Inner Self (monk), 61
Intimidating Presence
   (druid), 44
ironforge dwarf. See dwarf
Ironforge training (ironforge
   dwarf), 12
Ironskin Brew (monk), 61
Jade Serpent Statue (monk),
   61
jungle troll. See troll
Kaldorei (night elf), 14
Kaldorei Familiarity (night
   elf), 14
Kalimag See language
Keen Sense of Small
   (worgen), 20
King of the Jungle (druid), 43
kirin tor apprentice. See
   under new backgrounds
language, 7, 97, 99
   Druidic. See Druidic
   thieves' cant. See thieves'
   chant

Language of Wolves (worgen),
   20
Last Stand (warrior), 93
Lay on Hands (paladin), 65
Leap of Faith (priest), 72-73
Learnt Healer (troll), 27
Leather Tough (tauren), 27
Legacy of the Void (priest), 73
Life Drain (warlock), 87
Life Cocoon (monk), 62
Light and Dark (priest), 72
Lights Guidance (draenei), 18
Liquid Magma Totem
   (shaman), 82
Living Seeds (druid), 45
Lone Wolf (hunter), 50
Low Common See language
mage, 38, 52-57
   magi specialization. See
   magi specializations

   quick build, 53
   spell list, 121-122
Magi Specialization (mage),
   54
magi specializations (mage),
   55-57
   Arcane Magi, 55
   Fire Magi, 56
   Frost Magi, 56
magic, 111-117
Magma Totem (shaman)
   See totems
Malefic Grasp (warlock), 88
Mana Spring Totem (shaman)
   See totems
Marksman's Focus (hunter),
   50
Martial Arts (monk), 60
Martial Stance (warrior), 92
martial stances, 92-93
   Arms, 92-93
   Fury, 93
   Protection, 93
Master of Shadows (rogue),
   77
Mastery (mage), 56, 57
   Alexstrasza's Fury, 56
   Knowledge of Magi, 56
   Shatter, 57
Mauler (druid), 44
Metamagic (mage), 55
Mistwalk (monk), 61
Monastic Tradition (monk),
   60

INDEX


monastic traditions, 61-62
   Way of the Brewmaster, 61
   Way of the Mistweaver, 61
   Way of the Windwalker, 62
monk, 38, 58-62
   monastic traditions. See
   monastic traditions

   quick build, 59
Moonkin Shapeshift (druid),
   42
mounts, 107
   table, 116
multiclassing, 117-118
   Channel Divinity, 118
   experience points, 117
   hit points and hit Dice, 117
   prerequisites, 117
   proficiencies, 117
   proficiency bonus, 117
   Shadow Magic, 118
   spell slots, 118
   spellcasting, 118
   spells known. prepared, 118
   Unarmored Defense, 118
mystic clans. See orc
Mystic Lore (mystic clans), 23
Mystical Vitality (monk), 61
Natural Camouflage (forest
   troll), 29
Natural Weapons (worgen),
   20
Neither Beast Nor Human
   (worgen), 20
new background, 99-102
   double agent, 100
   faction fostered, 100
   kirin tor apprentice, 101
   tribal member, 102
new equipment, 99, 104-107
   new backgrounds, 99
   starting, 104
   firearms; mounts; racial
   weapons; and specific
   background entries under
   new backgrounds

night elf, 13-14
night elf affiliation, 14
night elf levels, 14
night elf names, 14
night elf traits, 14
Omnivorous (forest troll), 29
One of the Pack (hunter), 50
orc, 22-23
orc affiliation, 22
orc names, 23
orc traits, 23
Orcish See language
Overchannel (mage), 56
Pain Suppression (priest), 72
paladin 38, 63-68
   quick build, 64
   sacred oaths. see sacred
   oaths

   spell list, 122
Pandaren See language
pandaren, 35-36
pandaren affiliation, 36
pandaren names, 36
pandaren traits, 36
Passionate Chefs
   (pandaren), 36
personality (character), 95-97


Patient Sniper (hunter), 50
Phantom Singularity
   (warlock), 88
Poisonous Mixture (hunter),
   51
Power Surge (mage), 56
Powerful Build (brute
   clans), 20
   (tauren), 27
Potent Spellcasting (priest),
   72
Predatorial Preference
   (druid), 43
Primal Strikes (druid), 43
priest, 38, 69-73
   priesthoods. See
   priesthoods

   quick build, 70
   spell list, 122-123
Priesthood (priest), 72
   priesthood spells, 72
priesthoods, 72
   Discipline, 72
   Holiness, 72-73
   Shadow, 73
Provoke (warrior), 93
Quaking Palm (pandaren), 36
Quick Combatant (rogue), 77
Quickness (night elf), 14
race, 5
   choosing a, 7
   choosing side, 5
      alliance, 5, 8
      horde, 6, 23
      neutral, 35
traits. See racial traits
   see also specific race
   entries

racial ability score increase.
   see racial traits: ability
   score increase

racial traits, 7
   ability score increase, 7
   age, 7
   alignment, 7
   languages, 7
   size, 7
   speed, 7
   subrace, 7
   See also specific race
   entries

racial weapons, 105
   table, 105
Rage (warrior), 93
Raging Shapeshift (druid), 44
Rampage (warrior), 93
Rapid Regeneration
   (worgen), 20
   (troll), 29
Reckless Attack (warrior), 93
Relentless (warrior), 93
Relentless Rage (druid), 44
Reliable Talent (rogue), 76
Resourceful (goblin), 33
Respect of Nature
   (commoner night elf), 14
Ring of Frost (mage), 57
Ritual Casting. See
   Spellcasting:
druid, mage,
   priest, shaman
rogue 38, 74-77
   quick build, 75
   roguish specialization. see


   roguish specialization
Roguish Specialization
   (rogue), 76
roguish specializations, 76-77
   Assassin, 76-77
   Outlaw, 77
   Subtlety, 77
Running Wild (worgen), 20
Sacred Oath (paladin), 65
   oath spells, 65
sacred oaths, 66-68
   Oath of Holiness, 67
   Oath of Protection, 67
   Oath of Retribution, 68
Sacrificial Pact (warlock), 89
Sealing Their Fate (rogue), 77
Searing Totem (shaman)
   See totems
Self Mastery (tauren), 27
Shadow Arcanum (warlock),
   87-88
Shadow Blades (rogue), 77
Shadow Magic (warlock), 87
   multiclassing and. See
   under multiclassing

Shadow Mending (priest), 72
Shadowmeld (night elf), 14
Shadowstep (rogue), 77
shaman, 38, 78-84
   quick build, 79
   shamanistic binding. see
   shamanistic binding
   spell list, 123
Shamanistic Binding
   (shaman), 80
shamanistic bindings, 81-83
   Elemental, 81-82
   Enhancement, 82
   Restoration, 82-83
Shapeshifting (druid), 41, 119
   (shaman), 121
shield. See armor and shields
Sharp Horned (tauren), 27
Shield Slam (warrior), 93
Second Wind (warrior), 92
Sin'dorei Familiarity (blood
   elf), 31
Siphon Life (warlock), 88
Skills (human), 10
   (forsaken human), 25
Skyfury Totem (shaman)
   See totems
Slippery Mind (rogue), 76
Sneak Attack (rogue), 76
Soothing Hand (paladin), 67
Soothing Mist (monk), 61
Soul Link (warlock), 89
Soul of the Forest (druid),
   42
Spear Hand Strike (monk),
   62
spell, 121
spell attack modifier. See
   specific Spellcasting entries

Spell Sculptor (druid), 42
Spellbook (mage), 54
Spellcasting (druid), 41
   (mage), 54
   (paladin), 65
   (priest), 71
   (shaman), 80
   (warlock). See shadow
   magic


spellcasting focus. see
   Spellcasting: druid, mage,
   paladin, priest, shaman,
   warlock

spell descriptions, 124-126
spell list, 121-123
spell save DC. See specific
   Spellcasting entries

spells known. See specific
   druid, mage, paladin, priest,
   shaman, warlock

spell slots See specific
   Spellcasting entries; and
   multiclassing

Spikes of Ice (mage), 57
Spirit Animal (shaman), 81
Spirit Link Totem (shaman)
   See totems
spirit wolf (shaman), 130
Spirit Wolves (shaman, 82)
Spiritual Healing (troll), 29
Spiritual Magic (tauren), 27
Spiritual Resilience
   (tauren), 27
Sting Vial (hunter), 50
   saving throws, 50
Stone Bulwark Totem
   (shaman) See totems
Stonecunning (dwarf), 12
Stoneskin Totem (shaman)
   See totems
Storm, Earth, and Fire
   (monk), 62
Stormlash Totem (shaman)
   See totems
Stroke of Luck (rogue), 76
Stunning Palm (monk), 60
Sudden Thrashes (druid), 43
Superior Critical (warrior), 92
Supreme Prowler (druid), 43
Survivalist (jungle troll), 29
Survivor (warrior), 92
Tame Beast (hunter), 48
   Companion's Bond, 49
Tame Monstrosity (hunter),
   49
Taur'ahe See language
tauren, 26-27
tauren affiliation, 26
Tauren Charge, 27
tauren levels, 27
tauren names, 27
tauren traits, 27
Thalassian See language
Thalassian Knowledge
   (forsaken elf), 25
Thick Furred (worgen), 20
Time is Money (goblin), 33
Timeless Body (druid), 42
   (monk), 61
Tinker (gnome), 16
Titan's Grip (warrior), 93
tools, 115
   table, 115
Totemist (shaman, 80)
   greater totems, 80
Totemist Projection (shaman),
   81
Totems (shaman), 83-84
Totems of Water (shaman), 83
Torturous Resistance
   (broken draenei), 18


Touch of Elune (night elf), 14
Touch of Death (monk), 61
Touch of Karma (monk), 60
Toughness (jungle troll), 29
Tracker (hunter), 48
Tranquility (druid), 45
travel form (druid). See
   shapeshift

Tree of Life (druid), 45
Tremor Totem (shaman)
   See totems
tribal member. See under
   new backgrounds
Tribal Training (tauren), 27
Trick of the Trade ( rogue), 77
troll, 28-29
troll affiliations, 28
troll levels, 29
troll names, 29
troll traits, 29
True Shape (worgen), 20
True Silver Vulnerability
   (worgen), 20
Twisted Fortitude (warlock),
   89
Two Forms (worgen), 20
Unarmored Defense
   (monk), 60
   (priest), 71
Unarmored Movement
   (monk), 60
Uncanny Dodge (rogue), 76
Undead (forsaken), 25
Unnatural Fortitude
   (worgen), 20
Unseen Recovery (priest), 73
Vendetta (rogue), 77
Vision of the Dark (rogue), 77
Voodoo Healing (troll), 29
Voodoo Totem (shaman)
   See totems
warlock, 38, 85-89
   grimoire. see grimoire
   quick build, 86
   spell list, 123
warrior, 38, 90-93
   martial stances. See
   martial stances
   quick build, 91
wealth, 104
   starting, 104
Weapon of Light (paladin), 68
Wild Ambusher (hunter), 50
Wild Imps (warlock), 89
wildhammer dwarf. See
   dwarf

Will of the Forsaken
   (forsaken), 25
Wind Rush Totem (shaman),
  82
Winds Technique (monk), 62
Windwalking (monk), 62
Wisp Spirit (night elf), 14
worgen, 19-20
worgen affiliation, 19
worgen levels, 20
worgen names, 19
worgen traits, 20
Wrath of Air Totem (shaman)
   See totems
Zandali See language

INDEX