Warcraft in 5e: Dungeonstones & Dragonflights

by Overeasy

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Dungeonstones &
Dragonflights

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(A Preface)

In the realm of imagination, where worlds converge and tales are spun, we set forth on a journey that melds the enc-
hantment of Dungeons & Dragons with the vibrant tapestry of Azeroth—a realm that has captivated minds and hearts for decades. Amidst these pages, a new tapestry is unfurled—one woven with inspiration drawn from those who dared to imagine the fusion of two cherished universes.

In the creation of this homage to Azeroth and its denizens, I humbly pay tribute to those who have led the way. The convergence of Dungeons & Dragons with Azeroth's dynamic realm has been explored previously, and their devoted efforts have left an indelible mark on this endeavor. To them, I offer my gratitude, as their inspiration continues to burn brightly, fueling our creative exploration.

Drawing wisdom from discussions within forums, the camaraderie of online communities, and the meticulously crafted homebrew content by fellow adventurers, I've woven the collective insights of those who embraced the magic of melding two iconic universes. This pursuit stands as both homage and a testament to the enduring strength of collaborative imagination.

Within these pages, a synthesis of familiar and novel awaits-a fusion of Azeroth's landscapes with the chasis of D&D. It's a tribute to the cherished lore, the epic tales, and the beloved characters that have been steadfast comp-
anions on our quests. As you venture across this expansive world, you'll discover echoes of journeys undertaken by others—a testament to the shared ardor that unites us.

I beckon you, brave adventurer, to embrace the Azerothian spirit, embarking on new quests, fostering alliances, and wielding arcane might that transcends the boundaries of both realms. May this amalgamation of worlds kindle your imagination and evoke the same sense of wonder that has ignited the dreams of countless souls who partake in our shared passion.

Please do explore the thank you page at the conclusion of this tome, and take a moment to discover the works of other remarkable creators who have helped breathe life into this project as well as the artists whose work brings these pages to life.

With deepest appreciation for those who have helped carved this path,

- Galackharg

Design Philosophy

Fun: At the heart of my design philosophy, I'm dedicated to ensuring that fun takes center stage. Every player at the table should discover enjoyment not only in their character's journey, but also in the shared experiences with others. This emphasis on enjoyment guarantees that your passage through Azeroth is marked by exciting twists, creative opportunities, and unforgettable moments. Whether it's embarking on heroic quests or engaging in light-hearted exchanges with eccentric NPCs, my aim is to make your adventures in the World of Warcraft setting an enriching and delightful journey for all, while remaining true to its origins, sparking nostalgia and a sense of familiarity for both veterans of Azeroth and D&D.

Identity: In my pursuit of encapsulating the very essence of the World of Warcraft, I hold the concept of identity in high esteem. Each class, race, and faction embodies a unique identity, and I've strived to infuse this distinctive essence into the game's mechanics. Whether you embody the courage of a charging warrior, the enigmatic grace of a night elf rogue, or the arcane prowess of a gnome mage, my design seeks to ensure that your character's abilities resonate with the defining traits that anchor them within the Warcraft universe, aiming for more than a mere cosmetic transformation of existing classes and races.

Synergy: The notion of synergy has guided my design, crafting a world distinctly Azerothian while remaining true to the foundations of D&D 5th Edition. My aim is to immerse you in an experience that echoes the essence of Warcraft, from the verdant woods of Teldrassil to the windswept dunes of Tanaris. Yet, this immersion doesn't come at the expense of familiarity. I trust you'll find that the mechanics and systems effortlessly meld the enchantment of Azeroth with the beloved rules you're familiar with.

Loyalty: Embracing the spirit of loyalty, I've diligently balanced the beloved conventions of Dungeons & Dragons 5th Edition with the rich lore of Azeroth. My intent is to offer you a seamless passage into the world of Warcraft, welcoming both seasoned D&D players and fervent Warcraft enthusiasts alike. The familiar rhythm of gameplay, streamlined rules, and recognizable mechanics uphold the core of D&D, all while effortlessly immersing you in Azeroth's expansive landscapes, intricate politics, and epic chronicles. This harmonious blend ensures that you can embark on your heroic escapade, regardless of your background.

Balance: As we traverse this creative voyage, it's important to acknowledge the presence of balance—a crucial yet secondary consideration in this venture. While I'm dedicated to providing a harmonious experience for all, my central focus lies in delivering fun, capturing class identity, and nurturing a distinctive immersion within the Azerothian narrative. Classes, races, and feats presented here may not conform precisely to the rigid standards of perfect balance in traditional 5e character options. Instead, I invite you to embrace these heroes as vibrant personas within your adventures, understanding that their power may rise and fall, akin to the tides of Azeroth. My sincere hope is that you connect with these characters beyond mechanics, allowing them to shape the rich tapestry of your quests.

Feedback and suggestions?

PART 1 | RACES

Table of Contents

Races

Chapter I

Races

In the intricate weave of Azeroth's vibrant tapestry, the choice of one's race is a profound and compelling decision that transcends the boundaries of mere character creation. Within the world of Dungeons & Dragons 5th Edition, this choice transforms into a portal through which the rich and diverse lore of Azeroth is channeled, connecting your character to the very essence of this boundless realm. Each race is not merely a collection of traits and attributes, but a living embodiment of cultures, histories, and experiences that have shaped the course of Azeroth's destiny. As you embark on the exhilarating journey of selecting your Azerothian race within the framework of 5th Edition, you venture into the heart of what makes this world an epic and unforgettable realm of fantasy. Whether you stand as a noble night elf, a fierce orc, a cunning gnome, or any of the other storied races that call Azeroth home, your choice is a declaration—an affirmation that you are not only a player in a game, but a participant in a saga where your actions and identity will forever be etched into the living legends of this remarkable world.

Embracing the Lore: A Journey Beyond the Surface

As you stand at the crossroads of race selection, the path ahead is illuminated by a myriad of possibilities. To truly inhabit your chosen race is to delve into the depths of its customs, beliefs, and traditions. Embrace the lore that has sculpted these races, for within their stories lie the key to immersive and compelling roleplaying. Understanding the intricacies of your race's history will empower you to breathe life into your character, infusing their actions and decisions with an authenticity that resonates with the world around them. Consider how your chosen race's values and culture align with the broader setting and narrative, ensuring a seamless integration that enhances the collective storytelling experience. In this exploration, you become not only an adventurer but an ambassador, representing the very essence of your chosen race within the grand tapestry of Azeroth.

Bridging the Chasm: Factional Allegiances in Cooperative Tales

In the sprawling expanse of Azeroth, the delicate balance between the Horde and the Alliance often shapes the destiny of nations and civilizations. When stepping into the realm of cooperative storytelling, it is crucial to consider the tapestry of factional allegiances that binds adventurers together. While exceptions do exist, a harmonious narrative is often woven when characters from the same faction embark on shared quests. Engaging in open dialogue with fellow players and your Game Master becomes a vital endeavor. Together, you'll discern which faction best aligns with the overarching tale you wish to unravel, forging alliances that will reverberate through the annals of your cooperative adventure. For those daring few who venture to defy factional norms, the dynamic interactions that arise from playing characters hailing from opposing allegiances are rich with potential. Embrace the tensions, rivalries, and unlikely bonds that flourish amidst the backdrop of conflict, but do so with a meticulous consideration for the "how" and "why" of such collaborations. In the tapestry of factional dynamics, your choices are the threads that shape the narrative, weaving tales of camaraderie and enmity that breathe life into the timeless conflict of Azeroth.

Forging Unconventional Bonds: The Intersection of Class and Race

As you tread the path of character creation, remember that the harmonious convergence of class and race carries profound implications rooted in the annals of Azeroth's history. Traditional lore often binds certain classes to specific races, weaving a narrative tapestry of cultural practices and ancestral teachings. While exceptional cases do exist, where the rare and daring transcend these confines, it is imperative to approach such deviations with thoughtful consideration. Engage in candid conversations with your Game Master, for their guidance will provide insight on potential consequences of venturing beyond the boundaries of tradition. In the chapters ahead, the expansive selection of available classes for each race awaits your exploration, offering a spectrum of choices that reflect the delicate balance between culture, aptitude, and the unyielding call of destiny.

Races of the Alliance

Alliance Class Suggestions

The following are a set of class suggestions, pulled from World of Wacraft, as the classes the Alliance races will more than likely be. It is suggested that you pick from among your race's suggested classes to keep with the thematic elements of the setting. That said, heroes are meant to break molds and be the exception to rules, so feel free to pick a class that is not typically used by your race. If you do pick outside your racial classes though, work with your Dungeon Master to create a backstory for why you are a member of this class.

You will likely notice that there are two class suggestion charts. One for Pre-Cataclysm, and one for Post-Cataclysm. This was done because the Cataclysm is a major turning point in the history of Azeroth, and the races of the Alliance began learning new abilities and sources of power, in order to fight back against the threats that assail their world. Prior to the Cataclysm, the Alliance races were less open to sharing knowledge of and learning about new classes and tended to stay within the traditional classes of their race.

Pre-Cataclysm

Races Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior Death Knight
Human
Dwarf, ironforge
Dwarf, wildhammer
Night Elf
Gnome
Draenei, exodar

Post-Cataclysm

Races Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Death Knight Demon Hunter
Human
Dwarf, dark iron
Dwarf, ironforge
Dwarf, wildhammer
Night Elf
Gnome
Draenei, exodar
Draenei, lightforged
Worgen
Void Elf
PART 1 | RACES

Human

No one feels he deserves it. Because no one does. It's grace, pure and simple, we are inherently unworthy, simply because we're human. Aye the elves, dwarves, and all the other races are flawed. But the Light loves us anyway. It loves us for what we sometimes can rise to in rare moments. It loves us for what we can do to help others.

— Uther the Lightbringer  

Human kingdoms have existed for thousand of years, and humans themselves for thousands more. Their short lives in comparison to dwarves and elves pushes them to achieve as much as they can in the years they are given. Their valor, optimism, and stubbornness have led them to build some of the greatest kingdoms on Azeroth, some of which still stand a millennium later. Whatever have pushed them down, it has only strengthened the bond between those that still stand.

A Broad Spectrum

With their penchant for migration and conquest, humans are more physically diverse than any other race. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. Humans reach adulthood in their late teens and rarely live even a single century.

Variety in All Things

Humans are the most adaptable and ambitious people among Azeroth's races. They have widely varying tastes, morals, and customs in the many different kingdoms where they have settled. When they settle though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present but also plan for the future, striving to leave a lasting legacy.

Proudly Standing

Despite what atrocities have happened to them, humans remain hardy and brave, thoroughly committed to building strong societies, reinforcing their kingdoms, and reclaiming lost nations. Years of war have tempered their resolve, and they are more determined than ever before. Their value of virtue, honor and courage shine their ranks.

Faithful

Among all human nations, the holy light is a central part of civilized society. By most it is considered the only religion and a staple of worship, respect, and honor. The religion is widely worshiped throughout Azeroth, yet humans were the first to utilize its powers in an offensive manner with the creation of paladins. Throughout their kingdoms, churches of the holy light can be found, an organization dedicated to creating a world of honor, and justice.

PART 1 | RACES

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 demon threat. Although the Alliance and Horde leaders bear a healthy respect for each another, old racial hatreds still stir within the hearts of their troops.

Human Names and Ethnicities

Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarven or Darnassian, but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors.

The material culture and physical characteristics of humans can change wildly from region to region. For example, the clothing, architecture, cuisine, music, and literature are different in the peninsula of Gilneas than in the southern kingdom of Stormwind. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Eastern Kingdoms have every possible variation of coloration and features.

Seven human kingdoms and ethnic groups are widely recognized. These groups, and the typical names of their members, can be used as inspiration no matter which kingdom your human is in.

Alterac

Found in the Alterac mountains, Alteracis are of moderate height and muscular built, with skin hues of pale and fair skin. Their hair is usually silver or blonde, and their eye color varies widely, though light colorations are common.

Alteraci Names: Alteracis generally use names taken from
    the humans of Stromgarde or Lordaeron, and have no
    names specific to them.

Dalaran

Dalaranians are slender, fair-skinned folk with brown hair that ranges from blond to almost black. Most are of moderate height and have blue or green eyes. But these traits are hardly universal. Humans of Dalaran come from far and wide across the Eastern Kingdoms to study or seek refuge within the floating city.

Dalaranian Names: Dalaranians have no names specific
    to them, the ethnicity of their people vary beyond mere
    humans and names are used from a variety of races.

Gilneas

Gilneans are tall, fair to amber-skinned folk with blue or steely gray eyes. Most have hair ranging from wine-red or light brown to raven-black.

Gilnean Names: (Male) Blake, Chris, Fenegan, Gerard,
    James, Sean, Sebastian, Vincent; (female) Amelia,
    Ashley, Celestine, Loren, Mary, Melinda, Mia, Tess;
    (surnames) Broderick, Cleese, Crowly, Godfrey, Walden

Kul Tiras

Native to the Kul Tiran isles, tirasians are generally tall and muscular, with fair to amber skin similar to that of gilneans, brown to black hair, and light colored eyes.

Lordaeron

Widespread along the Eastern Kingdoms northern realm, Lordaeronians are of medium height and slender built, with pale skin. Their hair and eye color varies widely, but silver or light colored hair and blue eyes are common.

Lordaeronian Names: (Male) Alexi, Aurius, Gannon,
    Menard, Norwyn, Othmar, Urias, Wallace; (female)
    Arenya, Diahann, Ellaine, Illucia, Jandice, Lydie, Malina,
    Merla; (surnames) Barton, Camden, Godwin, Hayden

Stormwind

Found within the southern region of the Eastern King-doms, Stormwindians are of moderate height and build, with skin hues ranging from tawny to fair. Their hair varies widely from blonde to brown, as does their eyes, though brown is most common.

Stormwindian Names: (Male) Ander, Dungar, Harlan,
    Jesper, Jocryn, Maginor, Osric, Renato; (female) Dalga,
    Einris, Ilsa, Jalane, Karrina, Laurena, Maris, Sarisse;
    (surnames) Ayrole, Bolero, Cordell, Leifeld, Stanford

Stromgarde

Shorter in build than most other humans, Stromics have generally pale skin contrasted by brown or black hair, and dark colored eyes.

Stromic Names: (Male) Adrien, Emmir, Galen, Ganar,
    Thoras, Tyrreth, Urnor, Wyenas; (female) Amina, Céline,
    Clarisse, Ella, Emeline, Iris, Mara, Marine; (surnames)
    Brewston, Farthing, Gilbreath, Swale, Tubal

Human Traits

It's hard to make generalizations about humans, no matter where you were born your character has these traits.

Ability Score Increase. One ability score of your choice increases by 2, and another increases by 1. Or three 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, averaging at 170 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Diplomacy. You gain proficiency in the Persuasion skill.

Versatility. You gain proficiency in one skill and one tool of your choice.

The Human Spirit. When you would fail an attack roll, ability check, or saving throw, you can re-roll with advant-
age. Once you use this ability, you can’t use it again until you finish a short rest or after failing an attack roll, ability check, or saving throw with a natural 1 on the d20.

Languages. You can speak, read, and write Common and one extra language of your choice.

PART 1 | RACES

Dwarf

And here are the why and the how, to again become one with the mountain. For behold, we are the earthen, of the land, and its soul is ours, its pain is ours, its heartbeat is ours. We sing its song and weep for its beauty. For who would not wish to return home?
That is the why, O children of the earth.

— Earthen tablet, as read by King Magni  

Their kingdom rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and roaring forges, a commitment to clan and tradition, these common threads unite all dwarves. Within the mountains of Khaz Modan, they continue their ancient ways, extending the depth of their halls, and con-structing marvels of architecture,

A Reclaimed Legacy

The undiscovered fragments of their past have led the dwarves on an unprecedented exodus of of exploration to seek out their origins. 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.


Short and Stout

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

Dwarves skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. With their dark iron kin having notably darker skin of gray to coal-black. Their hair, worn long but in simple styles, is usually black, gray, or brown, though wildhammer dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.

Innovative

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 inno-vating and creating new and more effective ways of warfare. 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.

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 to 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.

    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. Ancient divides among dwarves have resulted in three main subraces: dark iron, ironforge, and wild-hammer 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.

Fireblood. You can cast the lesser restoration spell on yourself once with this trait, and you regain the ability to cast it this way when you finish a long rest. At 9th level you can cast greater restoration instead.

Forged in Flames. You have resistance to fire damage.

Superior Darkvision. Your darkvision has a radius
of 120 feet

Masters of the Forge. You gain proficiency with blacksmith tools, or expertise if you were already proficient.

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.

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

Ironforge Training. You have proficiency with light armor, and the battleaxe, heavy crossbow, and firearm.

Stoneform. You can use your reaction upon being hit by a melee weapon attack to give yourself resistance towards bludgeoning, piercing, and slashing damage until the start of your next turn. You must then finish a short or long rest to use this feature again.

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.

Brave Beyond Reason. You have advantage on saving throws against being frightened.

Gryphon Rider. You gain proficiency with the Animal Handling skill, and have advantage on Wisdom (animal handling) checks made towards gryphons.

Masters of the Aerie. You learn the gust cantrip and can cast it at will. At 5th level you learn gust of wind and can cast it once per day. Constitution is you spellcasting ability for this spell if you do not already have one.

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  

Proud and ancient, the kaldorei once ruled Azeroth as one powerful nation. They were the first to study magic and let it loose throughout the world during the First war. Since then most night elves have abandoned arcane, remember-ing the chaos it brought, turning their attention to raw strength, or the powers of nature.

Graceful Nature

Imposing in stature, night elves stand as one of the highest race of elves and on Azeroth, with their muscular bodies and slender builds, and long narrow ears. Their skin range in hues of blue, from a light blue sky to the deep blue of the water. With hair varying from a lush green, to blue, to dark purple. It is customary among night elves to paint tattoos across their faces, generally depicting an animal or leaf like design, often done as a rite of passage to adulthood.

Their eyes shine with a dim golden or silver glow, since the Sundering the golden glow has become ever more common amongst the night elves, a sign of their connection to nature and druidsm. Night elves who's eyes shine silver have left their kins ways for the arcane, and is seen as an outcast by most night elves.

Belief in the Ancients

Night elves have made close ties to the ancients beings of Azeroth. They have a strong connection to the goddess Elune and have built temples and organizations in her name to carry on her message. The sisters of Elune have long since been the leaders of the night elven military, and official head of their civilization as a whole.

Although Elune stands above all else, the night elves also carry a deep respect and gratitude to the ancient guardians of Azeroth, also know as wild gods, many of whom have not been seen since the blessing of nordrassil. Was it not for their aid during the War of the Ancients, the night elves would have perished from the surface of Azeroth.

A Timeless Perspective

Night Elves can live to become thousands of years of age, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are often more 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, whether adven-turing 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.

Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compro-mise 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, strategy, and the foces of nature.

PART 1 | RACES

Affiliation

Night elves joined the alliance after the Third War. The war had cost the elves many of their former allies, who had fallen into madness and abandoned the alliance they had with the night elves. the night elves have a disgust and suspicion of the high elves. They remember the atrocities their forefathers the highborne did, and have not forgiven them for it. Despite the grudge, they have worked together in the past when it was deemed a necessity for survival.

Night Elf Names

Kaldorei names commonly have a hidden meaning or a meaning in Darnassian, and their surnames aren family names, derived from personal feats of the night elves ancestors, yet some amongst night elves take new family names showing their own achievements.

Male Names: Alegorn, Daros, Eiron, Mathrengyl, Mardant,
    Gasul, Lanoth, Khardona, Andissiel, Sillarn
Female Names: Astaia, Saelienne, Jeen'ra, Lelanai, Keina,
    Alathea, Lotherias, Cordessa, Aquinne
Family Names: Moonlance, Shadewhisper, Nightrunner,
    Bearwalker, Briarbow, Moonblade, Proudstrider

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 Dexterity or Wisdom score increases by 2, and your Intelligence score increases by 1.

Age. Night elves reach physical maturity at the pace of humans, but the night elven understanding of adulthood goes beyond physical growth. Night elves typically claim adulthood and an adult name around the age of 100, and can live to become thousands of years old.

Alignment. Night elves live in close ties with the natural world, they have an unprecedented connection to nature and protect it fiercely, pulling many night elves towards good. They love freedom and variety, making most lean toward the gentler aspects of chaos as well.

Size. Night elves are between 7 and 8 feet tall and weigh between 210 and 250 pounds. Your size is medium.

Speed. Your base walking speed is 35 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.

Nature Resistance. Night Elves have resistance to Poison damage.

Wispsoul. When you are reduced to 0 hit points, you immediately gain 1 successful death saving throw. Additionally, when you succeed on your third death saving throw you regain 1 hit point.

Shadowmeld. When in an area of dim or dark light, you can use a bonus action to become invisible until you move or take an action or reaction. You must complete a short rest to use this feature again.

Kaldorei Weapon Training. You are proficient in longbows, kaldorei moonglaives, and kaldorei moon swords.

Languages. You can speak, read, and write Common and Darnassian. Darnassian is fluid, with subtle intonations and intricate grammar. Its literature is rich and varied, and their songs and poems are famous among other races.

PART 1 | RACES

Gnome

You never really understood, did you? It is our loyalty to our friends that provides our truest, greatest strength...
My friends. It is a power that numbers cannot match.

— Gelbin Mekkatorque  

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.

Exceptional Tinkers

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.

PART 1 | RACES

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.

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 one other score of your choice 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 good-hearted, and even the tricksters amongst them are more playful than vicious. Those of evil alignment are often the result of madness. An innovative idea that consumed them.

Size. Gnomes are between 3 and 4 feet and generally compactly built. Your size is Small.

Speed. Your base walking speed is 25 feet.

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.

Subrace. Two subraces of gnome exist: Gnomeregan Gnomes, and Mechagnomes. Choose one of them for your character.


Gnomeregan Gnomes

Though small in stature, the gnomes of Khaz Modan have used their great intellect to secure a place in history. Indeed, their subterranean kingdom, Gnomeregan, was once a marvel of steam-driven technology. Even so, due to a massive trogg invasion, the city was lost. Now its builders are vagabonds in the dwarven lands, aiding their allies as best they can.

Escape Artist. You can move through the space of any creature that is of a size larger than yours. You may also have advantage on ability checks and saving throws to escape from being grappled or the restrained condition.

Expansive Mind. You gain proficiency in an intelligence skill of your choice, and expertise in an intelligence skill you are proficient in.

Arcane Resistance. You have advantage on Intelligence and Wisdom saving throws versus spells.

PART 1 | RACES

Mechagnomes

We mechagnomes spent years in isolation, tirelessly enhancing our bodies and minds. But this relentless quest for perfection nearly brought us to ruin. Now we realize that balance is the key to happiness. We can improve ourselves without losing our individuality in the process.

— Prince Erazmin  

Emergency Failsafe After you are brought to 0 hitpoints, you may activate your failsafe as a reaction. You may spend a number of hit die up to your proficiency bonus to immediately restore the normal amount of health. You may only use this feature once per encounter.

Hyper-Organic Light Originator You learn the minor illusion cantrip, and at 3rd level you may cast mirror image once per long rest.

Mastercraft You are always considered to be carrying, and proficient with, every artisan tool.

Maintenance Mode Rather than sleep, you must spend 3 hours performing routine maintenance during a long rest to gain its benefits, during which you have disadvantage on Wisdom (Perception) checks. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it.

Draenei

In moments of great strife, I gaze into the heavens and see just how far we have already come.

— Prophet Velen  

Thousands of years ago, the titan Sargeras shattered the tranquility of Argus by offering the eredar immeasurable knowledge and power. The eredar were a knowledge-seeking race and accepted his offer. He bathed them in his fel might, turning them into demonic beings of the burning legion called Man'ari. The prophet Velen got a troubling vision of what his race would become, and fled Argus with his followers by the help of the divine Naaru, who renamed them draenei, or "Exiled Ones" in the common tongue.

The draenei refer to their corrupted brethren as man'ari, meaning "Unnatural Being". Although both originate from the eredar race, neither the draenei or man'ari consider themselves eredars anymore.

Alien Appearance

While they stand tall and proud, they resemble no other race on Azeroth. Their skin ranges from rose white, to dark violet colors. They stand slightly taller than humans on average, ranging from well over 6 feet tall to just over 8 feet. They are generally more muscular than other races, with double jointed legs ending in hooves, weighing 250 pounds or more. Males and females are about the same height, and male are only marginally heavier than females.

Both genders have tendrils in their head as part of their hair or beard, and both have horns, it is common though for females to have drastically larger horns than males. They also have slender tails, males being considerably longer and thicker than females.


Broken draenei, although having many of their pure kins features have noticeable differences, their faces are less structured, and appear more flat than their kins beautiful features. They stand shorter than exodar draenei, their skin hard and cracked like stone, appearing more human than exodar draenei with single jointed legs.

The Divine Naaru

During the draenei's journey, the enigmatic naaru race taught them the ways of the light, though they already had a certain experience with it through Velen and T'uure. The naaru explained that there were other forces in the cosmos that would stand against the Burning Legion.

The naaru bestowed a blessing, the Gift of the Naaru, upon the draenei to signify their new connection the light. Deeply affected by the naaru's words, the draenei vowed to honor the 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 who welcomed them into their allegiance, even though not all races return their kindness. Draenei have very strong ties with the night elves, who were the first of the Alliance to greet the draenei and welcome them.

Draenei hate orcs for the kins actions on Draenor, leading to a large distrust from the draenei side of the horde and its allied races.

Names

Draenei, unlike most races, do not have last names. Their parents give them a name at their birth. Upon a draenei reaching adulthood they choose a name for themselves that they keep for the rest of their life.


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

Draenei Traits

Draenei share certain racial traits given to them upon their renewal by the naaru.

Ability Score Increase. Your Wisdom increases by 2.

Age. Draenei mature slightly slower than humans, reaching adulthood in their early 20's, and can live to extraordinary age, become thousands of years old, often exceeding the ancient ages of night elves.

Alignment. Draenei 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. Draenei are between 7 and 8 feet tall and somewhat muscular. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Shadow Resistance. You have resistance against necrotic damage.

Languages. You can speak, read, and write Common and Draenei. The Draenei language, is a strange and compli-cated language for other races to learn. Seemingly having no resemblance with any Azerothian languages.

Subrace. Three subraces of draenei exist: broken draenei, exodar draenei, and lightforged draenei. Choose one of them for your character.

Exodar Draenei

As an exodar draenei, you have a natural connection with the Naaru, strengthening your bond to the light. You've fled your planet of Argus from the Burning Legions crusade, forced into exile, for centuries you fled its legions before crash landing on the planet of Azeroth in the Exodar.

Ability Score Increase. Your Strength increases by 1.

Gemcutting. You are proficient with the jeweler's tools.

Gift of the Naaru. As a bonus action, you can target an adjacent ally and cause it to regain a number of hit points equal to your level + proficiency, they gain the same amount again at the start of their turn. Once you use this trait, you can’t use it again until you finish a short or long rest.

Heroic Presence. You can cast heroism and divine favor with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast them again with this trait until you finish a short or long rest.

Lightforged Draenei

As a lightforged draenei, you've commited yourself to a crusade against the burning legion, infusing your body with the holy light. After the legions defeat on Outland, you've traveled to the planet of Azeroth to lend your aid to its residents against the eternal Burning Legion.

Ability Score Increase. Your Charisma increases by 1.

Forged of Light. You gain proficiency with artisan's tools (smith's tools) and you gain the Defense Fighting Style, increasing your AC by 1 when wearing armor.

Holy Resistance You have resistance to radiant damage.

Light's Judgment: You know the light cantrip. When you reach 3rd level, you can cast the guiding bolt spell once per long rest. When you reach 5th level, you can cast the branding smite spell once per long rest. Wisdom is your spellcasting ability for these spells and they are cast at a spell level equal to half your character level rounded up.

PART 1 | RACES

Worgen

When I told you that I wanted to retake Gilneas City from these Forsaken. There were those who said that it was impossible. I say that we no longer let our fears control us! For too long it has controlled me, fear that if all of you knew the whole truth, you would reject me. I give in no longer. Look at me... Now that you know the truth, I ask of you, who will stand with me, who will fight by my side?

— Genn Greymane  

Worgens are vicious humanoid wolves, a curse thrown upon them by careless druids mingling in powers that were beyond them. The druids turned into the first worgen, feral and uncontrollable, they were sealed away for countless years when night elves realized that their bite was able to transfer the curse to others.

When the forsaken sieged the kingdom of Gilneas, the worgens were released from their imprisonment to fight the undead. The feral worgens were effective, but did not differentiate undead from human. The feral worgens never entered Gilneas, but the humans did. Spreading the curse through the kingdom like wildfire. Realizing their mistake, the night elves came to gilneas rescue to offer their aid, they evacuated as many people as they could, and sailed them to their homeland in Teldrassil. There, night elven druids taught the gilnean people how to control the feral curse that lingered in their veins. Some gilneas were so fascinated by the elves magic and connection to druidism, that they were taught their ways.

Fierce and Vicious

With their massive shapes of a cross between a human and wolf, and the razor sharp claws, worgens appear like evil of a children's tale to those unaware of their existence. They loom over the heads of humans, ranging well over 6 feet to just under 8 feet. Their furry bodies often make them seem much larger than they are, yet with their massive bodies they weigh between 220 to 310 pounds. Males and females are about the same height and build, with the only distinct difference being a males mane.

Worgen fur varies widely in coloration, with shades of black, gray, and brown being the most common amongst the worgen kin, even if the worgen had light colorations in skin or hair as a human. Worgen eyes vary like humans, from a light blue to a deep brown.

More than just Ferocious

With their wild appearance it is easy to think of a worgen as a vicious beast. Yet most still carries the properties they had in their human life. The curse will always linger in their blood, giving many worgen's a shorter temper than they might've had before. Yet they carry the same compas-sion and determination as humans do, pushing themselves forward to achieve ever greater things for themselves, their newfound kin and that of the human.

Affiliation

Worgens are still humans at their cores, they began the Alliance and it could not exist without them. Besides the respect given to all affiliated races, the gilnean humans carry a great gratitude for night elves. Their curse may be the result of rogue night elven druids, but without their aid the worgens would still be feral and hostile to all.

Although no one trusts or likes the forsaken, the gilnean hatred of the undead goes deeper than most. The forsaken are the cause of their kingdoms demise, a fact the worgens have and will not forget.

PART 1 | RACES

Names

Worgen names follow that of humans, as the worgens were once humans of Gilneas. Through the ages some worgen have forgotten their last names, replacing it with a name of their own, based on their achievements in their cursed life.

Male Names: Blake, Chris, Fenegan, Gerard, James, Sean,
   Sebastian, Vincent, Slain, Tobias, Vitus
Female Names: Amelia, Ashley, Celestine, Loren, Mary,
    Melinda, Mia, Tess, Almyra
Gilnean Surnames: Broderick, Cleese, Crowly, Godfrey,
    Walden, Whitewall, Hammond, Hayward
Worgen Surnames: Greymane, Moonfang, Mistmantle,
    Bloodfang, Darkwalker

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, and your Dexterity increases by 1.

Age. Worgen age like humans, but even though their bodies continue to age, they never feel the strain of old age, and continue to fight as if they were a young human.

Alignment. Worgen tend to become chaotic, while originating from humans, the infection of their blood with the wolves has made them more unpredictable.

Size. Like humans, they vary widely in height and build, most standing well over 6 feet tall, and weigh around 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet

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.

Hunter's Lore. You gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, or Survival.

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.

Two Forms. Using 1 minute, you can transform yourself into a human. While human, you appear as you did before getting affected by the worgen curse. You always appear as the same human when you transform. You can transform back into a worgen as a free action on your turn.

As a human, you loose all worgen form traits. If you make an attack, cast a spell that affects an enemy creature, or try to use an ability only available in worgen form, you imme-diately revert into your worgen form.

Worgen Form Traits

    Speed. You base walking speed is 35 feet, and you have a climbing speed of 20 feet.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.

Running Wild. You can reveal your true form. As a bonus action, you gain the benefits of a Dash and Disengage action this turn, and your speed increases by 10 feet for 1 minute. You can't use this trait again until you finish a short or long rest.

Pick up the Scent. You have advantage on Wisdom (Perception) checks that rely on smell.

PART 1 | RACES

Void Elf

Some will tell you that the Light is the only path. The one weapon that can stop the enemies of Azeroth. But we see alternatives. Many roads -- many possibilities -- that are open to us. There will be those who doubt you. Who question your resolve, your ability to harness powers that have caused the downfall of weaker wills.

— Alleria Windrunner  

Infused by the void itself, the Ren'dorei -- children of the void -- are a group of blood elves exiled from their home-land of Quel'Thalas. Cast out for their teachings at the hand of the elven magister Umbric, the elves have embr-aced their newfound powers, though the inner turmoil it has caused may well follow them through their lives as they fight to maintain control over it.

Shaped by the Void

While they are of the same blood as their elven siblings, void elves are best recognized for their pale or vibrant, blue-tinged skin and eyes. As well as the deep shades of blue and purple in their shadow-infused hair.

For some void elves, their dark powers can be seen manifesting in their hair, leaving the tips shimmering with void energy.

Most who have tried to harness the corruptive powers of the void have fallen into madness. Among mortals, former ranger-general Alleria Windrunner stands as the first to properly wield it -- the elf now using her powers to guide her elven kin alongside the magister Umbric.

The void elves aim, above all, to use their dangerous powers to defend both the Alliance and Azeroth itself. In doing so, they seek to prove wrong any who would doubt or judge their abilities.

PART 1 | RACES

Exiled From Home

Originally, the void elves were the pupils and followers of Umbric -- a magister at the court of Silvermoon, who thought the void to be the key to the survival of Quel'Thalas after its destruction at the hands of the undead Scourge.

However, the other magisters did not agree. Least of all the Grand Magister, who ultimately banished the elves from the land under fear that the void would pose great dangers to the kingdom and to the Sunwell.

Now, emboldened by their newfound powers, the void elves have sworn to make their claim on the world, under the joint leadership of magister Umbric and Alleria Windrunner.

Emergence of the Void Elves

The Ren'dorei are specific group of void elves, following the teachings of magister Umbric, though he is not the first elf to have dabbled with the void. If your group aims to run an adventure set before the Burning Legion's defeat at Argus, you should work with your DM to determine the source of your transformative powers.

Affiliation

Following their exile from Quel'Thalas by their elven kin, the Ren'dorei have decided to swear themselves to the service of the Alliance, under the guidance of former ranger-general Alleria Windrunner.

The elves, with little love or care now for their blood elven kin, choose to embrace or try to forget their status as outcasts -- for they will forever be unwelcome within the land they've left behind.

Names

As the void elves are a small, exiled group of blood elves transformed by the void, their names flow similar to their blood elven kin -- with some choosing to change theirs to further embrace their new powers.

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, Voidworn, Morncloud,
    Duskblood, Darkvein, Gloomwalker, Voidheart

Void Elf Traits

Your elf character has few natural abilities that are shared amongst all of the elven kin.

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

Age. Void elves reach adulthood at the rate of humans, but are not considered to have entered adulthood until they reach 60, and can live to become many hundreds of years old with ease. That said, many of the void elves have lived for thousands of years due to the power of the Sunwell extending their lifespan.

Alignment. Most void elves tend to be lawful, much like their blood elven kin. Those who do become chaotic are those who lose control of their void powers and become consumed by them.

Size. Void elves in many ways resemble humans, but with slender builds, and much more refined features. Usually just over 6 feet tall, with very little difference between male and females. 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.

Preternatural Calm. You may add your proficiency bonus to Concentration saves, this combines if you are proficient in Constitution saves already.

Chill of Night. You have resistance to Necrotic damage.

Spatial Rift. As a bonus action, you can open a visible rift through the void to an unoccupied space you can see within 30 feet of your current position. When you receive damage, you may spend your reaction to teleport through the rift, otherwise you may choose to teleport at the start of your next turn.

As you teleport you gain resistance to all damage including the triggering effect until the start of your next turn as you become enveloped in void energy. Once you use this feature, you can’t do so again until you finish a long rest.

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
Races of the Horde

Horde Class Suggestions

The following are a set of class suggestions, pulled from World of Wacraft, as the classes the Horde races will more than likely be. It is suggested that you pick from among your race's suggested classes to keep with the thematic elements of the setting. That said, heroes are meant to break molds and be the exception to rules, so feel free to pick a class that is not typically used by your race. If you do pick outside your racial classes though, work with your Dungeon Master to create a backstory for why you are a member of this class.

You will likely notice that there are two class suggestion charts. One for Pre-Cataclysm, and one for Post-Cataclysm. This was done because the Cataclysm is a major turning point in the history of Azeroth, and the races of the Horde began learning new abilities and sources of power, in order to fight back against the threats that assail their world. Prior to the Cataclysm, the Horde races were less open to sharing knowledge of and learning about new classes and tended to stay within the traditional classes of their race.

Pre-Cataclysm

Races Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior Death Knight
Orc
Forsaken
Tauren, mulgore
Tauren, taunka
Troll, forest
Troll, ice
Troll, jungle
Blood Elf

Post-Cataclysm

Races Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Death Knight Demon Hunter
Orc
Forsaken
Tauren, mulgore
Tauren, taunka
Tauren, highmountain
Troll, forest
Troll, ice
Troll, jungle
Troll, zandalari
Blood Elf
Goblin
Nightborne
Vulpera
PART 1 | RACES

Orc

From what I've heard, before they formed the Horde, the orcs were apparently no more hostile than any other life on Draenor. Which is to say, they were quite hostile indeed.

— High Chieftain Baine Bloodhoof  

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

Ability Score Increase. Your Strength increases or your Constitution increases by 1.

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 7 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet.

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.

Hardiness. When you are reduced to 0 hit points but not killed, you can drop to 1 hit point instead. You must then finish a long rest to use this feature again.

Languages. You are fluent in Common and Orcish.

Blood Fury. As a bonus action, you can fly into a Blood Fury, which lasts for a number of rounds equal to your proficiency bonus. Once during your turn you may deal extra damage to the target of an attack or spell equal to half your level, but the first source of damage you take each round deals the same amount. You regain the use of Blood Fury after a long rest.

Orc Clan. Orcs come from many clans, these clans have been put into three categories: Hunter, Mystic, and Warrior clans. Choose one of these clans.


Hunter 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.

Ability Score Increase. Your Dexterity increases by 2.

Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Ambusher. You gain proficiency in the Stealth skill.

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 are spend their time as a nomadic folk rather than settling in a certain area. Such clans include The Shadowmoon, and Stormreaver.

Ability Score Increase. Increase your Wisdom by 2.

Ancestral Call. You can cast the augury spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.

Mystic Lore. You learn one Shaman cantrip of your choice.

Warrior 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.

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

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

Savage Attacks. When you roll a 1 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if it's another 1.

PART 1 | RACES

Forsaken

Those who do not stand with the Forsaken stand against them. And those who stand against the Forsaken will not stand long.

— Sylvanas Windrunner  

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. One ability score of your choice increases by 2, and your Constitution score 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.

    Darkvision. Forsaken 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.

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. Using 1 minute, you can cannibalize the corpse of a humanoid that has been dead for less than 1 hour. When done, you regain a number of hit points equal to your level + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short rest.

Touch of the Grave. Forsaken don't need to sleep. Instead, they enter a semiconscious state of the afterlife for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Undead. You have two creature types: humanoid and undead. You can be affected by a game effect if it works on either of your creature types. In addition, you gain the following benefits:

  • You don't require food, or water.
  • Triple your Constitution modifier when calculating how long you may hold your breath.
  • You have resistance to poison damage, and advantage on saving throws against being poisoned.

    Will of the Forsaken. You can reroll a saving throw that you fail against a fear, charm or sleep effect with advantage. If you do so, you must use the new roll, and you can't use this feature again until you finish a short or long rest.

Resolve of Lordaeron. You gain proficiency in Constitution saving throws, or one of your choice if already proficient.

Languages. You can speak, read, and write Common and Gutterspeak. Gutterspeak is a simple form of common that mixes in Dwarven and Thalassian slurs.

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

Tauren 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

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

Ability Score Increase. Your Constitution score increases by 1.

Age. Tauren reaches adulthood in their mid teens, and most grow to be 80 years old, few live beyond a century.

Alignment. Most tauren are lawful, keeping to their tribal code. Those who are evil are shunned upon, most either outlaws or corrupted in some form.

Size. Tauren stand between 7-9 feet tall, most heavily built with broad shoulders. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Horns. Your horns are natural weapons, which you can use to make an unarmed strike. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier.

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

Tauren Weapon Training. You are proficient with the halbard, tauren totem, shortbow, and longbow.


    Subrace. Two subraces of tauren exist: highmountain tauren, and mulgore tauren. Choose one of them for your character.

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.

Highmountain Tauren

Highmountains are among the more secluded tauren, residing atop highmountain on the broken isles, they are a peaceful, and generally kind hearted tauren kin.

Ability Score Increase. Your Wisdom increases by 2.

Bull Rush. By spending your movement, you may move up to half your speed in a straight line, ignoring enemy squares and make a Strength (Athletics) check against the Strength saving throw DC of all creatures your pass through. Each enemy that you succeed against falls prone. You regain this ability on completing a long rest.

Rugged Tenacity. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Pride of Ironhorn. You gain proficiency with the Prospector's Kit.

Mulgore Tauren

The tauren of Mulgore are a peaceful and honorable people, that nonetheless are fierce fighters when roused. Hunting and shamanism are held in high regard in their culture, as is their worship of the Earth Mother and respect for the land and nature.

Ability Score Increase. Your Strength increases by 2.

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

War Stomp. You can cast the earth tremor once with this trait by stomping your hoof into the ground, but the casting time becomes one bonus action. You regain the ability to do so when you finish a long rest. Constitution is your spellcasting ability for this spell.

Cultivation. You are proficient with Herbalism Kits.

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

Your troll character has certain characteristics in common with all other trolls.

Ability Score Increase. Your Dexterity increases by 1.

Age. A troll reaches adulthood in their late teens and generally dies within a century, although they can live to become well over a century old.

Alignment. Trolls are a neutral race, their alignment varying drastically between them. Most trolls tend to be lawful, their tribes often having particular customs and rules for them to abide by.

Size. Even though most trolls stand bend forward with their slender builds and broad shoulders, they still tower above other races with an average height of 7 feet. 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.

Regeneration. When you spend hit dice to restore health during a short rest, you may add twice our Constitution modifier to the results.

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

Berserking. When you score a critical hit with an attack roll, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.

Amani Troll

As a forest troll, you have a keen sense of the natural world, a cunning for warfare, and a hatred of men and elves. Their skin is often a lush green, with a moss like substance grow-ing on its surface. The forest trolls of Azeroth once ruled an empire that has been brought to its knees by an alliance of human and high elves, liberating the region of Lordaeron.

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

Mask of the Wild. You have advantage on Stealth checks when lightly obscured by plants, or other types of foliage.

Wilderness Knowledge. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.


    They openly practice cannibalism, making them disliked by members of the Horde. These trolls view other races as beneath them, but will not hesitate to ally them-selves with them if it means their survival.

Drakkari Troll

As an ice troll, you're strong and hardy, accustomed to cold climates. You rise above other troll subspecies, and tend toward lighter coloration. The ice trolls hail from the frigid regions of Dun Morogh and Northrend.

Ability Score Increase. Your Strength increases by 2.

Frostworn Skin. You have resistance to cold damage.

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

Tundra Walker. You can move across difficult terrain made of ice or snow without expending extra movement.

Affiliation. Independent. Ice trolls are steadfastly loyal to themselves above all others, their harsh society and brutal way of life makes them notorious amongst the Horde. They disobey their demand of ending their ways of cannibalism, making them uncommon members of the horde.

Darkspear Troll

As a jungle troll, you have a knowledge of voodoo, a ferocity unmatched by your kin, and a uniformed tribal society. You stand shorter than any other troll specie, and tend to have skin of purple or gray colorations. The jungle trolls of Stranglethorn are by many considered the most brutal of all troll races, yet the ones that have joined the Horde have been forced to leave much of their brutality behind.

Ability Score Increase. Your Wisdom score increases by 2.

Gurubashi Weapon Training. You have proficiency with the hand axe, javelin, and spear.

Beast Slaying. You have advantage on Wisdom ability checks against beasts.

Voodoo Shuffle. You ignore non-magical difficult terrain, and your base walking speed increases to 35 feet.

Zandalari Troll

As a zandalari troll, you have a unparalleled connection to the loas, a strong intuition, and ancient traditions to uphold. Unlike most trolls, you stand upright, and tend toward a gray stone like complexion. The zandalari trolls are the pinnacle of all troll society, their temple city on Zandalar sits as a union for all trolls to converge to for meetings.

Ability Score Increase. Your Charisma score increases by 2.

Ancient lore. You gain proficiency in the History skill.

Loa's Embrace. You know the guidance cantrip. When you reach 3rd level, you can cast the guiding hand spell once per long rest. When you reach 5th level, you can also cast the enhance ability spell once per long rest. Wisdom is your spellcasting ability for these spells. When you cast this version of guiding hand, the hand appears as a tiny animal, representing a specific loa.

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  

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 elves are, biologically and physiologically high elves. With the largest difference being their emerald glowing eyes compared to the high elves blue.

They are slenderly built, standing at 5 feet tall to just over 6 feet, and averaging at 150 pounds. They have long pointy ears, high cheekbones, and are generally considered highly attractive by the standards of most mortal races. Both males and females commonly have long hair in light colorations, and males ability to grow facial hair is limited, resulting in very few having beards beyond an inch, and large facial hairs being completely absent.

PART 1 | RACES

Affiliation

The Sin'dorei have joined the Horde. After the third war, the atrocities dealt to their kin by the xenophobic humans lead them to distrust the Alliance. Convinced by the former ranger General Sylvanas Windrunner, and with her speak-ing on their behalf to the leaders of the Horde.

Even though high elves and blood elves are physically the same, the elves do not get along well. What remains of the high elves see their other kin as traitors, and tainted. And blood elves are split between wishing to reunite their empire, and seeing their high elven kin as dishonored for their actions against them.

Blood Elf Names

Blood elves for the most part use high elven names, as they originate from their high elven predecessors, many have either kept their past name, and 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 nobels 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 magical influence and their highborne blood.

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

Age. High elves reach adulthood at the rate of humans, but are not considered to have entered adulthood until they reach 60, and can live to become many hundreds of years old with ease. That said, many of the high elves have lived for thousands of years due to the power of the Sunwell extending their lifespan.

Alignment. High elves lies in a very militant society, strict rules have been made for people to uphold, pushing most towards a lawful alignment.

Size. High elves are just under 6 feet tall and weigh between 100 and 175 pounds. 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.

Arcane Affinity. You are proficient in the Arcana skill.

Arcane Torrent. Blood elves have a natural ability to manipulate arcane energy, thanks to their exposure to the magical Sunwell. You can cast Dispel Magic at an enemy within 5 feet as the target. If your dispel is successful you regain mana equal to your proficiency bonus or 1 of the following; Focus, Chi, Energy, Soul Shard, Rage, Runic Power, Fel Point. You regain this ability on a long rest and Intelligence is your spellcasting ability modifier.

Cantrip. You know one non damaging cantrip of your choice from the mage spell list. Intelligence is your spellcasting ability for it.

Quel'dorei Weapon Training. You are proficient with longbows, sin'dorei warblades, and warglaives.

Languages. You can speak, read, and write Common, Thalassian, and one extra language of your choice.

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 generations, goblins aim for devices of marginally bearable reliability that should only last long enough to make it's construction justified. Weird as it is, this approach allows them 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.

PART 1 | RACES

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.

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 or Dexterity 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 25 feet.

    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.

Best Deals Anywhere. You have advantage on any ability check made to appraise the price of an item.

Goblin Engineering. You are proficient with the artisan's tools (tinker's tools). You may also use one of the following abilities once between short rests.

  • Rocket Jump. This explosive container can be strapped to a person's belt or boot. As a bonus action, you may ignite your rocket pack, launching you 20 feet in a direction of your choice. For example, a creature can choose to launch 15 feet into the air, 5 feet forward, this action does not provoke opportunity attacks.
  • Rocket Blast. A crude rocket fixed with flash powder.
    As a bonus action, you can choose a creature within 30 feet. They must succeed a DC 15 Dexterity saving throw, or take 1d12 times your proficiency bonus in fire damage and be blinded for one round. Targets take half damage and are not blinded on a successful save.

Living Through Chemistry. You gain proficiency with the artisan's tool (alchemist's supplies).

Mechanical Familiarity. You are proficient in firearms.

Time is Money. As a bonus action you can shout at an ally and command them to move. That creature can use it's reaction to move up to its speed. You can't use this feature again until you finish a short or long rest.

Languages. You can speak, read, and write Common, Goblin and one language 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

Nightborne

It had to be done this way, there was no other alternative. We no longer need the Nightwell, nor do we need its power.
We must forge our own destiny from now on.

— First Arcanist Thalyssra  

An impenetrable barrier was placed around their capital city Suramar, shielding the highborne from the Sundering. This shield would keep the highborne isolated from the rest of Azeroth's new continents for thousands of years. Forcing the highbornes to rely on their Nightwell for their magical powers. The highbornes evolved over the ages, and they called themselves the shal'dorei or nightborne.

When Suramar run out of food, the shal'dorei began to utilize the substance of their Nightwell as nourishment and was thus spared an untimely death, however, this soon caused them to be unable to survive without drawing magic from the Nightwell. Crime was punished by exile. Cutting them off from the Nightwell, the exiled would diminish into husks of their former selves, and eventually irreversible into mindless withered, waiting for death.

Ten thousand years later the nightborne lowered their shield and surrender to the Burning Legion by orders from their leader, Grand Magistrix Elisande. Many nightborne did not agree with her decision, but none dared speak against her newfound forces of demons. Through the aid of a nightborne resistance, and the forces of the Alliance and Horde. The Grand Magistrix and her demon allies were pushed back into the Twisting Nether.

Born in the Darkness

Sealed off within their capital of Suramar, the nightborne physique in many ways resemble that of their night elven kin, with tall slender bodies and muscular builds. The ever darkened sky of their city have changed their skin to be a dark blue or purple, rather than the more vibrant colors of the night elves. The Shal'dorei still practice arcane magic, giving their eyes a dim blue or purple glow, instead of the golden glow of the night elves.

The nightborne are fiercely proud of the arcane ways, and proudly shows off shimmering tattoos of arcane energy that has been placed upon their body. The tattoos have no known impact on the nightborne capabilities, yet it stands as a show of a nightbornes comprehension of the arcane.

Highborne Civilization

The Shal'dorei have an air of superiority that often comes across as pompous. They revel in their unequalled magical civilization but having no exposure to the current races of Azeroth until the rebellion led an invading force to free Suramar, many still regard outside races and the world as it was back then, full of the unworthy, the uncultured, and low born far beneath the standards and levels of the nightborne civilization.

These were the less admirable qualities of night elven civilization back then, and the shal'dorei continue in them as if nothing has changed and as if they still remain the center of the world.

PART 1 | RACES

Affiliation

The Shal'dorei have been severed from the world for thousands of years, originally hailing from the night elven Highborne, many Nightbornes wished to return to their ancient kin. The night elves saw the careless use of arcane in the shal'dorei, knowing what it did to their civilization so many years ago and shunned them from their society.

A few amongst the Nightborne have sympathized with the blood elves and their past craving for their Sunwell and joined the Horde in their honor.

Nightborne Names

Nightborne names resemble that of night elves, and would appear Darnassian in script to an inexperienced eye. Yet the nightbornes language have changed from their ancient tongue, as has their names. The nightbornes still follow the Kaldorei naming traditions.

Male Names: Absolon, Astoril, Oculeth, Lespin, Silgryn,
    Almon, Ailen, Vanthir, Sylverin, Rosaine, Thorendis
Female Names: Valtrois, Iadreth, Anastae, Ly'leth, Theryn,
    Ambrena, Anaryys, Naran, Ke'lorin, Arluelle, Noressa
Surnames Names: Luneastre, Astravar, Swiftmeadow,
    Moonblade, Silverleaf

Nightborne Traits

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

Age. Although nightborne elves reach physical maturity at about the same age as humans, their understanding of adulthood goes beyond physical growth to encompass worldly experience. Nightborne typically claims adulthood and an adult name around the age of 100 and can live to become several thousand years old. Sustained by the Night-well, many have lived since the War of the Ancient.

Alignment. Order and structure are key to nightborne. Their society believes that reputation and status are of the utmost concern, and that mortality and principles of right and wrong are viewed too often in that light. Giving most nightborne a lawful alignment.

Size. Nightborne are around 7 feet tall and weigh between 180 and 240 pounds. 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.

Ancient History. You gain proficiency in the History skill and Calligrapher's Supplies.

Mental Warding. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Superior Darkvision. Your darkvision has a
radius of 120 feet.

Arcane Pulse. As a bonus action, you can emit an Arcane Pulse that alters the time lines around you. All enemies within 15ft are slowed, reducing their movement speed by 15 feet until the end of their next turn. You must complete a long rest to use this ability again.

Languages. You can speak, read, and write Common and Shalassian. Shalassian, like Thalassian, originates from the Darnassian language. Its dialect has been scrutinized through the ages, making it nearly impossible for members outside of the Nightborne to read or write.

PART 1 | RACES

Vulpera

We vulpera have always been resourceful. No matter the adversity, we do what it takes to survive... and keep our family strong. The Horde helped us when we needed it, and now it's time to return the favor. A fair trade, if you ask me. A whole world of adventure is awaiting you out there. Explore it and become a hero. For the vulpera... and for the Horde!

— Kiro  

The Vulpera have lived in Vol'dun as free traders and merchants for countless generations. For much of that time, they have been oppressed by the Faithless Sethrak, who have enslaved countless Vulpera over the years and forced them to work and fight for them. The Vulpera are mostly a passive people and as such never found the ability to stop the Sethrak. At least one caravan tried to fight back, but they met only with defeat.

The vulpera are a keen and intelligent race of nomadic scavengers. They are capable of turning what they find into opportunities to thrive and are skilled at solving problems, no matter their size. Despite their small stature, vulpera are fierce and cunning in battle, bringing down any enemy foolish enough to underestimate them. While they have permanent settlements in burrows, their caravans mostly travel from hideaway to hideaway, scavenging for supplies, trading them where they can, and spreading information they pick up along the way. Their scavenging often takes the form of looting artifacts and treasure from ancient ruins and selling them to the highest bidder. Dwelling in Vol'dun, the vulpera can't afford to waste resources. Over time, they have learned to take anything that looks even remotely useful and be creative using what they have, and they have learned to recognize value wherever it hides in the desert. When warned that gold from the Port of Zem'lan was cursed, Norah replied that "A little curse never kept the vulpera from a worthy treasure".

Customs

Vulpera commonly use idioms that refer to the desert, such as "Hot sands" (an exclamation) or "Thank the sands". Other sayings include "Home is where the wagon is", "One broken wheel stops the caravan", and "having a yip of a time". One vulpera gesture of thanks apparently consists of licking the other person on the cheek.

Vulpera caravans are composed of both families and also individuals with no family, acting as a sort of chosen family. Some vulpera are referred to as "Elders" and vulpera reach adulthood upon a certain age. Each caravan has a Wailing Bone, which is a bone of a dead vulpera inscribed with a poem in an ancient script. This bone lead the caravan to the final resting place of a vulpera who has died, allowing the spirit of the bone to help the dead cross the veil.

Joining the Horde

With the Horde having shown them that there is more to life than mere survival, the vulpera eventually decided to join the faction in order to explore the world beyond Vol'dun. They traveled to Orgrimmar to speak with Baine Bloodhoof, but he was forced to decline giving them membership as troubles in the Twilight Highlands, Zuldazar, and Suramar had stretched the Horde's resouces thin and he could not agree to add new members to their ranks while their current allies were struggling. The vulpera decided to offer their help in order to prove their worth to the Horde: Kiro traveled to the Highlands to quell a peon revolt near Crushblow, Nisha headed to Zuldazar to fend off an invasion by the Nazeshi naga, and Meerah journeyed to Suramar to get the nightborne's arcwine production back on track.When the three vulpera returned to Orgrimmar, Baine realized that he had been wrong to dismiss them so quickly and offered them a place in the Horde, which they gladly accepted. Thus the vulpera became allies of the Horde, giving them a home beyond the dunes.

PART 1 | RACES

Voludun

Vol'dun is a vast and unforgiving land. Dunes of sand, salt flats, and bone breaking rocky terrain stretch from coast to coast. Danger here comes as much from the arid and unrelenting landscape as it does from the creatures who eke out a living here. The sand-bleached bones of giant beasts litter the land, long since picked clean and polished to a gleaming smooth by the shifting sands. Brief moments of reprieve from the heat can be found to the north in the small stretch of marsh and in the caverns and oasis tucked away from the unrelenting sun.

Vulpera Names

Vulpera names typically subscribe to two syllables with a hard consonant in the middle, although many exceptions exist. Vulpera do not have family names, as many Vulpera have chosen families or move fluidly between traveling groups making the practice of family unnecessary for most.

Male Names: Tenko, Rakasi, Valna, Zudi, Niyu, Tomo, Anjan, Komju, Nuka, Elnon, Uka, Raku, Tanda, Jaake
Female Names: Narhisi, Alma, Ichi, Riva, Mirra, Chora, Kiri, Nerrai, Meva, Vela, Nenti, Cheemi, Tldha

Vulpera Traits

Ability Score Increase. Your Intelligence or Dexterity score increases by 2, and the other increases by 1. Representing the quick minds and bodies of the Vulpera.

Age. Vulpera reach adulthood slightly faster than humans, and can live to roughly the same age. Vulpera Elders are seen as such not at a given age, but when they are deemed wise and learned enough to be considered as such by their caravan or den.

Alignment. Vulpera are good and kind hearted, and while they value the customs and laws of the Horde and their elders, they are notorious for having a fierce independence and curiosity. Almost all vulpera are good, and most are neutral good.

Size. Vulpera are just under 4 feet tall and weigh between 35 and 55 pounds. Your size is small.

Speed. Your base walking speed is 30 feet.

Harsh Environs. Accustomed to the scorching sands of Voldun, the heat of most Azeroth does not phase Vulpera. You gain resistance to fire damage.

Make Camp. You are proficient in the Survival skill. When you take a short rest, so long as you can prepare a small meal and set up some amenities for you and your allies (GM's discretion), you may attempt a DC 13 Wisdom (Survival) check. If you succeed you and your allies may each reroll one spent hit die, keeping the second result.

Bag of Tricks. Years spent scavenging on the sands have accumulated in a near endless supply of knickknack and useful tools. Once per long rest you can use a bonus action to use one of these curios in either of the following ways.

Healing Vial: You throw a soothing poultice at an ally within 20 feet, causing them to regain 1d8 + twice your level in hit points.

Unstable Vial: You hurls a caustic substance in a vial towards an enemy within 30 feet that you hit with an attack roll, adding a number of extra d6 to your damage roll equal to your proficiency bonus in fire, acid, or shadow damage.

Nose for Trouble. You always seem to find a way into danger, and as a result, have a knack for getting away with it too. During the first round of combat you can use your reaction to gain resistance to one source of damage.

PART 1 | RACES
Independent Races

Independent Class Suggestions

The following are a set of class suggestions, pulled from World of Wacraft, as the classes the independent races will more than likely be. It is suggested that you pick from among your race's suggested classes to keep with the thematic elements of the setting. That said, heroes are meant to break molds and be the exception to rules, so feel free to pick a class that is not typically used by your race. If you do pick outside your racial classes though, work with your Dungeon Master to create a backstory for why you are a member of this class.

Post-Cataclysm

Races Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Death Knight Demon Hunter
Pandaren
PART 1 | 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  

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 titan-forged 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.

As the sundering took place, Pandaria was shrouded in a magical mist that would last for thousand of years. As the years came to an end, the mist around Pandaria unveiled. Drawing the attention of both factions, wishing to claim this 'unexplored' land, and learn of what lied on its surface.

Harmony in All Things

Pandarens are slow to anger, they prefer a measured solution to problems. It takes a great deal to wound up a pandaren. On their homeland Pandaria, negative emotions are harnessed, and take physical form to wreak havoc on the isle. Pandarens emphasize and cultivate a quiet life of inner harmony and focus. Conflicts, no matter how bitter, are quickly forgotten over cold drinks once the matter is resolved.

A Spiritual Race

Pandaren have a fierce and deep belief in the connection of the material and spiritual world. In many ways their faith mirrors the ancient beliefs of night elves, and beliefs of the tribal races of Kalimdor.

Like the races of Kalimdor, the pandaren follow a shamanistic faith, they worship the Earth Mother and give passage to their dead. They are a society that reacts, rather than being the ones to act first. Many pandarens claim to be the water that flows around a rock -- it never pushes the rocks out of its way, but merely goes around it. This stands as the core of their society, a simple means of everyday life. If they set their mind to a task and fail, then they believe they went about it the wrong way, and try again.

Covered in Fur

Covered in colorful fur from head to toe, pandaren appear like massive humanoid bears towering above the heads of most of Azeroth's inhabitants. They stand far over the head of humans, ranging from just under 7 feet to a few inches short of 8 feet. Pandarens are naturally curvy, only made larger in size by their thick fur, weighing between 310 to 440 pounds. Males stand slightly taller than females, and males are often much heavier than females.

Pandaren colorations varies widely, from a dark brown to a golden yellow, one thing that is consistent throughout all pandarens are their white markings, all pandarens have these upon their face, and many also have patches of white on their paws of torso. Pandarens don't have hair, but many stylize their fur on top of their head, letting it grow longer to resemble hair.

PART 1 | RACES

https://i.pinimg.com/originals/04/1d/81/041d81ed4382766b21ccd76083f6e8e0.jpg


Affiliation

Most pandaren are independent, preferring to avoid the con-flict of Alliance and Horde, but few amongst them have decided to join the ranks of either factions, believing that their philosophy aligns with that of the faction.

The Tushui pandaren have joined the alliance, believing that one should live a life through meditation, rigorous training, and moral convictions. The Huojin pandaren have joined the horde. believing that inaction is the greatest injustice, and that there is no shame in defending one's home and loved ones, regardless of the cost.

Pandaria have been hidden from the world for many thousand years, the inhabitants of Azeroth are new to the pandarens. Because of this they have no hatred or distrust for any of the new races they've met.

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 pandaren are known to take a new family name reflecting their own achievements 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

Your pandaren character has certain traits deriving from their ancient heritage.

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

Age. Pandaren age much like humans, reaching adult-hood in their late teens, and generally die before they reach their first century.

Alignment. Pandaren are a peaceful race, and for most parts tend to their own, making many pandarens neutral or good aligned. Finding an evil aligned pandaren is unusual.

Size. Most pandaren stands just short of 7 feet tall and average about 260 pounds, you will never find a pandaren who is 'slim'. Your size is medium.

Speed. Your base walking speed is 30 feet.

Gourmand. You gain proficiency with the artisan's tool (cook's utensils) and (brewer's supplies).

Bouncy. You don't count your first 20 feet of fall damage.

Inner Peace. You are proficient in Wisdom saving throws, or one of your choice if already proficient.

Pandaren Weapon Training. You have proficiency with the club, quarterstaff, and spear.

Quaking Palm. As a bonus action, you may make an Iron Palm strike against an adjacent enemy. The target they must make a DC 15 Constitution save or be incapacitated until the end of your next turn. You must complete a long rest to use this feature again.

Languages. You can speak, read, and write, Common and Mogu. Mogu is the language of Pandaria, forced upon the inhabitants of Pandaria by the mogu empire. It is a strange and unfamiliar language to the rest of Azeroth, with a multitude of words meaning one common thing.

PART 1 | RACES

Classes

Chapter II

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.

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. Examples are rare in Azeroth but to exist, always consult your GM and decide what is appropriate for your campaign

Twelve classes — listed in the Classes table — define the average spectrum of heroes on Azeroth, these are made as stand-alone classes, but playing them alongside classes from the Player's Handbook is not strictly prohibited.

Classes
Class Description Hit Die   Primary Ability   Saving Throws Armor and Weapons
 Druid A watcher of nature, wielding powers of elune, and able to transform into animals. d8 Wisdom Intelligence
& Wisdom
Light and medium armor, simple weapons
 Hunter A prowess ranger, with keen skills and knowledge of the wild and its animals. d10 Dexterity Strength &
Dexterity
Light and medium armor, simple and martial weapons, firearms
 Mage A scholar of magic, capable of evoking arcane, shaping it to their needs. d6 Intelligence Intelligence
& Wisdom
Simple weapons
 Monk A martial artist, harnessing the power of the body in pursuit of spiritual perfection. d8 Dexterity Strength &
Dexterity
Light armor, simple weapons and shortswords
 Paladin A holy warrior, wielding the light to aid their allies and defeat their enemies. d10 Strength or Charisma Wisdom &
Charisma
All armor, shields, simple and martial weapons
 Priest A divine healer, who wields the powers of the light and the void. d6 Charisma Wisdom &
Charisma
Simple weapons
 Rogue A master assassin who uses stealth and trickery to overcome obstacles. d8 Dexterity Dexterity &
Intelligence
Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
 Shaman A wielder of elements, calling them to his aid, and bending them to his will. d8 Wisdom Strength &
Wisdom
Light and medium armor, shields, simple and martial weapons
 Warlock A wielder of void and fel magic, gaining power through a secret grimoire. d8 Intelligence Intelligence & Wisdom Simple weapons, longswords, rapiers, scimitars, shortswords
 Warrior An exceptional fighter, skilled with a variety of weapons and armor. d10 Strength Strength &
Constitution
All armor, shields, simple and martial weapons, firearms
 Death*  Knight A unholy warrior, wielding necrotic powers to aid themselves and defeat their enemies. d10 Strength Strength & Constitution All armor, simple and martial weapons
 Demon*  Hunter An agile combatant made through personal sacrifices, imbued with the powers of fel. d8 Dexterity Dexterity & Strength Light Armor, simple and martial weapons, warglaives
PART 1 | CLASSES

Druid

Standing in the way of nature is heresy. Even when nature's force is a destructive one.

— Malfurion Stormrage  

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.

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.


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.

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.

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 distinct and diverse.

PART 1 | CLASSES
The Druid
Level Proficiency
Bonus
Features Cantrips
Known
  1st   2nd   3rd   4th   5th   6th   7th   8th   9th   Affinity
Points
—Spell Slots per Spell Level—
1st +2 Druidic, Spellcasting 3 2
2nd +2 Shapeshifting, Druid Path, 3 3 -
3rd +2 Affinities (2) 3 4 2 4
4th +2 Ability Score Improvement, Druid Path feature
4 4 3 4
5th +3 Affinity (3rd) 4 4 3 2 5
6th +3 Druid Path feature, Shapeshifting Improvement 4 4 3 3 5
7th +3 Affinity (4th) 3 4 3 3 1 6
8th +3 Ability Score Improvement, Druid Path feature
4 4 3 3 2 6
9th +4 Shapeshifting Improvement Affinity 4 4 3 3 3 1 7
10th +4 Druid Path feature 5 4 3 3 3 2 7
11th +4 Affinity (5th) 5 4 3 3 3 2 1 8
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 8
13th +5 5 4 3 3 3 2 1 1 9
14th +5 Druid Path feature 5 4 3 3 3 2 1 1 9
15th +5 Affinity (6th) 5 4 3 3 3 2 1 1 1 10
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 10
17th +6 5 4 3 3 3 2 1 1 1 1 11
18th +6 5 4 3 3 3 3 1 1 1 1 11
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 12
20th +6 Soul of the Forest 5 4 3 3 3 3 2 2 1 1 12

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
  • Weapons: Simple weapons
  • Tools: Herbalism kit

  • 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
PART 1 | CLASSES

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 three 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 a druid spell, you must expend a slot of the spell's level or higher. You re-gain 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, or + half your druid level for Feral and Guardiian (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 attune-ment 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 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.

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 featur-es at 2nd level and again at 4th, 8th, 10th, and 14th level.

Path Spells

Some paths have a list of spells that you gain at the druid levels noted in the path description. Once you gain a path spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Shapeshifting

Starting at 2nd level, you can use your action to magically assume the shape of specific animals. There is no limitation to how often you are able to shapeshift into a shape that you know.

Your druid level determines the shapes you can trans-form into, as shown in the Shapeshifts table. At 2nd level, for example, you can assume the shape of a large feral cat, or a thick furred bear. Each shapeshift and its benefits are described in Appendix A at the end of this book.

Shapeshifts
  Level    Shapeshift Forms
  2nd Cat, Bear, Moonkin, Treant
  6th Travel, Aquatic
  9th Flight, Travel (Improved)

You can stay shapeshifted for as long as you wish. You can revert to your normal form by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your retain your game statistics, alignment, and person-ality. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the shape.
  • 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 unless they state otherwise, and your ability to speak or take any action that requires hands is limited to the capabil-ities 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 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.
  • Your gear melds into your new form, so long as you are proficient with it, it retains al magical bonuses and effects but no other mundane features or traits.

Affinity

Also at 3nd level, you are able to transfer part of your druidic magic into your shapeshifts, harnessing their true potential. Your access to this magic is represented by affinities and are fueled by affinity points. Your druid level determines the number of points you have, as shown in the Affinity Points column of the druid table. For Balance druids these points are called Astral Power, for Feral they are called Energy, Guardians have Rage, and Restoration Druids have Seeds of Life.

Some affinities require you to spend these points to fuel various affinity features, some are passive and always active. You start knowing 1 affinity of your choice and 1 determined by your Druidic Path, and learn another at 5th, 7th, 11th, and 15th level. Unless marked as at will, that ability is not usable again until you complete a short rest.

Any time you gain a Druid level, you may exchange one Affinity you know for a new one.

PART 1 | CLASSES

Druids of the Balance path recieve Starweaver, Feral druids learn Mangle, Guardians gain Growl, and followers of Restoration are blessed with the Cenarion Ward affinity.

When you spend an affinity point, it is unavailable until you finish a short or long rest, at the end of which your strained link to the beasts affinity is restored.

Some of your affinity features require your target to make a saving throw to resist the feature's effect. The saving throw DC equals your druid Spell Save DC.

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.

Soul of the Forest

At 20th level, your connection with nature has grown to an incredible level, deepening beasts respect for you, and mak-ing you able to conjure a gateway to the Emerald Dream.

Using 10 minutes in an area of unspoiled nature, 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 for as long as the gate-way remains open. You can open and close the gateway if you are within 30 feet of it. While closed, the gateway on Azeroth crumbles and is effectively invisible. The gateway remains conjured for 24 hours, at which point it crumbles entire and cannot be conjured again for 7 days.

Additionally, beasts and plants of the wilds can sense your connection to nature, giving you advantage on all skill and ability checks made to communicate with them and you no longer age with the passing of time.

Finally, you regain your Incarnation on a short rest.

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. Some have a deep love for the goddess Elune, others wish to 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.

Path of Balance Spells
  Druid Level    Spells
  3rd Starsurge, moonbeam
  5th plant growth, ✦ New Moon
  7th grasping vine, ✦ starfall
  9th commune with nature, wrath of nature

Eclipse

Beginning at 2nd level, your spell attack rolls with damaging cantrips have advantage, and enemies have disadvantage on saving throws against them so long as they are not a repeat of the last cantrip you cast this encounter.

Shooting Stars

Also at 2nd level, Elune's wrath rains down upon your foes, patient but fierce. At Initiative count 20 of each round, a smoldering star falls upon an enemy you can see within 120 feet, dealing your Wisdom modifier in force damage.

Umbral Intesity

Beginning at 4th level, when you cast a spell of 1st level or higher that deals radiant or force damage you gain the following benefits. You can only receive the benefits of this feature once per minute.

  • Your next ✦ Solar Wrath cast with advantage on the attack roll, adds your Wisdom modifier to the damage.
  • Your next ✦ Lunar Strike cast with disadvantage on it's saving throw, targets up to 3 creatures within 10 feet of a point within range and a succesful save only reduces the damage taken by half.
PART 1 | CLASSES

Moonkin Aura

Upon reaching 6th level you become a beacon of lunar inspiration to those who fight at your side. Allies within 100 feet of you benefit from Elune's Guidance (Appendix A) so long as you are in your Moonkin shapeshift form, and you may re-roll spell damage results of 1 or 2.

Incarnation: Chosen of Elune

At 8th level, you have been chosen by Elune and can let her powers flow through you, taking on an appearance as you choose. For examples, the colors and stars of elune might move across your skin, your moonkin shape might shine with a dim blue glow, or you might have a crescent moon floating above your head

As a bonus action you can assume your incarnation and let the powers of the goddess flow through you, entering Moonkin form if not already. Until the end of your next turn, you gain the following benefits.

  • You can choose to ignore the once per minute restriction of Umbral Intensity, or to have the restriction reset after Incarnation ends.
  • You cast a free moonbeam spell at your highest spell level, lasting until the end of your next turn.
  • Your shooting stars also fall at initiative count 10 for the next minute.

Once you use this feature you can't use it again until you complete a long rest.

Cosmic Rapidity

From 10th level onward, your mastery of the moon and stars approaches it's apex. When you gain Umbral Intensity, you can cast a Druid cantrip as a bonus action once within the next minute.

Owlkin Frenzy

At 14th level onward, the bloodline of the owlkin that runs through your form lets loose it's fury. When you are the victim of a critical hit or an attack would deal more than twice your druid level in damage you may cast a druid cantrip as a reaction against the triggering enemy. You may also trigger owlkin frenzy when an enemy misses you with an attack by spending 1 astral power.


Path of Feral

Druids that wander the feral path seek an understanding, and visceral connection to the wild. These druids take the form of a feline predator, becoming ferocious and agile stalkers. After a while, many feral druids come to prefer the appearance of their feline form over their humanoid shape.

Mark of Ashamane

When you choose this path at 2nd level, you have begun spending more time as a cat, familiarizing yourself with it. While in Cat Form you are considered proficient in Dexterity saving throws, And you refer to the Spellcasting table later in the class description to determine your cantrips, and spell slots when you gain a level in this class.

You can choose to use this feature, allowing you to cast one of the following spells if prepared while shapeshifted this turn (Regrowth (Cure Wounds), ✦ Moonfire / Sunfire, Entangling Roots (Entangle), Faerie Fire, ✦ Cyclone). While active, you ignore the verbal and somatic components of the chosen spell, as well as any material components that lack a cost and aren't consumed.

You can use this feature two times. You regain expended uses when you finish a long rest.

Apex Predator

Starting at 2nd level, your mastery of the hunt is unquestionable, it manifests in everything you do. While in cat form you gain the following benefits.

  • You have advantage on Dexterity (Stealth) checks made in light foliage, dim light, or darkness.
  • When you attack a creature with your claws while Hidden, your first attack is a critical hit so long as it would hit normally.
  • When you critically strike with a melee attack, you can add one extra weapon damage die and gain 1 energy.

Rake

From 4th level on, you embrace the untamed ferocity of your feline form, unlocking increased potential. Any time you successfully deal damage with the Rip, Mangle, or Ferocious Bite Affinities, the target begins to bleed profusely. They suffer twice your Proficiency Bonus in damage at the start of each of their turns for 1 minute or until they receive any healing or a Medicine (Wisdom) check against your Druid DC.

Tiger's Fury

Beginning at 6th level, you can make one additional bite or claws attack of your choice as part of your Attack action.

Additionally, you may make 1 attack in cat form as a bonus action after casting a spell with Mark of Ashamane.

Finally, your attacks in cat form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

PART 1 | CLASSES

Incarnation: King of the Jungle

At 8th level, you can take on the form of an unparalleled hunter. Boasting your defenses by manifesting armor of bark, and improving your combat prowess. You undergo a transformation. Until the end of your next turn, as you remain in cat form, you gain the following benefits:

  • Your first Affinity each turn costs 1 less Energy.
  • Your shapeshift attacks have advantage.
  • You may regain the use of 1 Afiinity, or you may use 1 Affinity without incurring it's recharge.

You must complete a long rest to use this feature again.

Infected Wounds

Upon reaching 10th level, the wounds you inflict deepen and fester, afflicting their victims with noxious lacerations. Any enemy under the effects of your Rake feature has disadvantage on Constitution saving throws and their speed is reduced by 10 feet, this is a poison effect.

Ravage

At 14th level your ability to eviscerate foes you catch unaware is unmatched. When you critically strike an enemy who you are hidden from, you may double any static bonuses in addition to the damage dice. Additionally, multiple applications of your Rake feature stack.

Path of Guardian

Druids that go down the guardian path takes the form of massive bears, becoming walls of fur, claw, and tooth, that are able to deliver devastating blows. Aided by the forces of nature, they stand between allies and any opposing threat.

Mark of Ursol

When you choose this path at 2nd level, you have begun spending more time familiarizing yourself as a bear. While in Bear Form you are considered proficient in Constitution saving throws.

This feature otherwise functions as Mark of Ashamane.

Ironfur

Starting at 2nd level, you can harden your fur into an impenetrable aegis as a reaction to being successfully attacked, shapeshifting you into a bear if you aren't already. While ironfur is active you have resistance to bludgeo­ning, piercing, and slashing damage.

Your ironfur lasts until the end of your next turn. It ends early if you are unconscious, or if you leave bear form.

You can use this feature twice between long rests. Beginning at 8th level, you can use ironfur three times, and at 14th level, you can use ironfur four times .

Nature's Guardian

At 4th level, as a guardian of the Emerald Dream you have an innate affinity with restorative magic, enhancing it's effects on yourself. When a spell or effect from an ally would restore hit points to you, that spell or effect restores an additional amount equal to your proficiency bonus. You may only receive this bonus once per turn.

Pulverize

Beginning at 6th level, the damage of your melee weapon attacks improve. Your bears claw increases to 2d6 damage, and your bite increases to 2d10 damage.

Additionally, your melee attacks count as magical while shapeshifted.

Feral / Guardian Spellcasting
Druid
Level
Cantrips
Known
1st   2nd   3rd   4th   5th  
2nd 2 3
3rd 2 3
4th 2 3
5th 2 4 2
6th 2 4 2
7th 2 4 3
8th 3 4 3
9th 3 4 3 2
10th 3 4 3 2
11th 3 4 3 3
12th 3 4 3 3
13th 3 4 3 3 1
14th 4 4 3 3 1
15th 4 4 3 3 2
16th 4 4 3 3 2
17th 4 4 3 3 3 1
18th 4 4 3 3 3 1
19th 4 4 3 3 3 2
20th 4 4 3 3 3 2

Incarnation: Guardian of Ursoc

At 8th level, you can take on the form of an unparalleled protector. Boasting your defenses by manifesting armor of bark, and improving your combat prowess. Using your bonus action, you undergo a transformation. Until the end of your next turn as long as you are in bear form, you gain the following benefits:

  • The first melee attack you make on your turn may target 2 enemies within reach.
  • You may immediately use the Growl affinity for 0 rage, if you already know growl it targets all enemies within 15 feet of you.
  • You are treated as if under the effects of ironfur.
  • You gain temporary hit points equal to twice your level.

You must complete a long rest to use this feature again.

Pack Defender

At 10th level, When a willing creature you can see within 5 feet of you is being targeted by an attack roll, so long as you are in bear form, you can use your reaction to swap places with the creature and have the attack target you instead.

Thorns of Iron

Upon reaching 14th level your hardened fur bristles with fangs of it's own. While you are benefiting from Ironfur, any enemy that deals damage to you with a melee attack takes your druid level in piercing damage

PART 1 | CLASSES

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.

Path of Restoration Spells
  Druid Level    Spells
  3rd barkskin, ✦ rejuvination
  5th nourish, revivify
  7th Ursol's Vortex, guardian of nature
  9th greater restoration, ✦ Wild Growth

Swiftmend

When you choose this path at 2nd level, you gain the blessings of Elune, making you a font of energy that offers respite from injuries. You have a pool of energy represented by a number of d4s equal to your druid level.

As a bonus action when you cast a spell that would restore hit points, you can choose one target and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them to the number of hit points restored. You may chose to use this feature after rolling the initial hit points. You may also use this feature as a reaction when a spell you are concentrating on restores hit points to a target on their turn.

You regain all expended dice when you finish a long rest.

Germination

Also at 2nd level, your periodic healing spells flourish under your mending guidance. You may concentrate on 2 spells so long as ✦ Rejuvination is one of them. Both spells end if your concentration is lost.

Additionally, your Regrowth (Cure Wounds) has a range of 30ft instead of touch.

Harmony

Beginning at 4th level, when you restore hit points on your turn to a creature who is under the effects of a spell you are concentrating on, you may increase the size of any dice you roll by one. This does not effect the concentrated spell.

Gift of the Life-Binder

6th level reveals the sagacity of the titan Eonar, as it flows through you. When your ✦ Rejuvination healing would bring a target to it's maximum hit points, you may use your reaction to change targets to a new friendly creature within range, keeping it's remaining duration.

Incarnation: Tree of Life

At 8th level, you can draw strength from the world trees of Azeroth, taking on the tranquil shape of a tree of life.

You can assume your tree form, an incarnate tree of life, any time you cast a spell that restores hit points. Until the end of your next turn, you gain the following benefits.

  • Your size becomes Large, unless you were larger.
  • When you restore hit points with a spell or Swiftmend to a target, another creature of your choice within 60 feet of you regains hit points equal to half that amount.
  • Any ✦ Rejuvination spell you cast or that is active increases it's die size to d8s.

Once you use this feature, you can't use it again until you finish a long rest.

Tranquility

Starting at 10th level, you can become as calm as spring, soothing your allies. As an action, you evoke a healing energy that restores a number of hit points equal to your Druid level + Wisdom modifier to all allies within 60 feet.

Once you use this feature, you can't use it again until you finish a long rest.

Ysera's Gift

Upon reaching 14th level, you are bestowed with the Mother of Dreams' most potent blessing. At the start of you may heal yourself for one Swiftmend die, which is not spent. If you are at full health you may instead target an ally within 60 feet.

PART 1 | CLASSES

Wild Affinities

If a wild affinity has prerequisites, you must meet them to learn it. You can learn the affinity at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Astral Influence

Prerequisite: Path of Balance

When you are in moonkin form, the range of your spells is doubled and you can cast spells that restore hit points.

Beast Speech

You can cast speak with animals and beast bond at will, without expending a spell slot.

Master Shapeshifer

You are able to shapeshift as a bonus action on your turn, even if in another form already, and you can enter a shapeshift form as a reaction upon rolling initiative.

Displacer Beast

You can expend 1 affinity point and a bonus action to cast the misty step spell. When you do so, you reappear in the unoccupied space as an available shapeshift of your choice.

Nine Lives / Flap (At will)

While shapeshifted as cat or moonkin, you can use your reaction to give yourself the benefits of a feather fall spell until the end of your turn.

Ferocious Bite.

Prerequisite: Path of Feral

When you hit another creature with a bite attack, you can spend energy as a bonus action up to your proficiency bonus to add an equal amount of d6s to the damage.

PART 1 | CLASSES

Frenzied Regeneration

Prerequisite: 5th level, Path of Guardian

You may spend 2 rage and a bonus action while in bear form, to cast Regrowth (Cure Wounds) at the highest level known without spending a spell slot targeting yourself. This healing occurs again at the start of your next turn at one spell level lower.

Lifebloom

Prerequisite: 5th level, Path of Restoration

When you would lose concentration on a spell that restores hit points to a creature you may spend living seeds up to your highest level of spell slot, one such creature blooms with a swelling of healing life. They regain hit points equal to a regrowth (cure wounds) cast at a spell level equal to the points spent.

Predatory Swiftness (At Will)

Prerequisite: 5th level, Path of Feral

You can use your Mark of Ashamane feature, casting the chosen spell as a bonus action when you critically strike with a melee attack or reduce an enemy to 0 hit points. This does not count against your uses per day.

Feline Momentum

Prerequisite: 5th level

While shapeshifted as a cat, you can move along vertical surfaces on your turn without falling during the move. You fall if you end your turn on a vertical surface.

Dash (At will)

While in cat form, you can take the dash or disengage actions as a bonus action while in Cat form.

Nature's Focus

Prerequisite: Path of Restoration or Balance

You may spend an affinity point to re-roll a failed concentration check.

Innervate

Prerequisite: 5th level

You may spend 2 affinity points upon completing a short rest to grant an ally within 30 feet mana equal to your Druid level. This may not restore more than half a targets mana rounded up.

Growl (At will)

While shapeshifted in bear form, you can expend 1 rage and a bonus action to Taunt a target within 30 feet until the end of it's turn next. You may also use Growl as a reaction for 2 rage when you are in an enemies reach or range and they target an ally who is within 30 feet of you with an attack.

Leader of the Pack (At will)

Prerequisite: Path of Feral or guardian

You may spend 1 energy / rage as a reaction when an friendly creature within 120 feet rolls a 19 on an attack roll, the attack becomes a critical hit.

Nature's Balance (At will)

Prerequisite: Path of Balance, 7th level

You constantly receive a small trickle of astral power from the moon and stars above. When roll initiative you regain 1 astral power.

Mangle (At will)

Prerequisite: Path of Feral or Guardian

After you take the Attack action while shapeshifted, you can spend 1 rage or energy to make an attack as a bonus action with an attack you did not already use this round.

PART 1 | CLASSES

Ironbark

Prerequisite: Path of Restoration, Barkskin

For 2 living seeds you can cast ✦ barkskin with a range of 30 feet on an ally you can see, it loses it's concentration requirement and they always benefit from your harmony feature if you have it.

Maul (At will)

Prerequisite: Path of Guardian

When you take the claw action, you may spend one rage and your bonus action to make the attack with advantage, and add 1d6 to the damage if successful.

Rip. (At will)

Prerequisite: Path of Feral

When a creature misses you with a melee weapon attack, you can spend 1 energy and your reaction to make an opportunity attack against the target with your claws.

Prowl

While in cat form, you can spend 2 energy to cast invis-
ibility on yourself. This effect ends if you leave cat form.

Starweaver (At will)

You may spend a bonus action and 1 lunar power when you would cast a cantrip that benefits from your Eclipse feature. If successful you may add one extra damage die.

Skull Bash

Prerequisite: 5th level, Path of Feral or Guardian

While shapeshifted, you can cast counterspell once for 2 rage, but with a range of touch.

Stampeding Roar

While shapeshifted, you can expend 1 affinity points and choose any number of creatures within 60 feet of you, each creature may use it's reaction to move up to it's speed, this movement does not provoke attacks of opportunity.

Typhoon

Prerequisite: Path of Balance

While shapeshifted as a moonkin, you may spend 1 astral power and a bonus action to cause all enemies in a 15 foot cone in front of you to make a strength saving throw or be pushed away 15 feet, or 5 feet on a success.

Cenarion Ward (At will)

Prerequisite: Path of Restoration

For 1 living seed, when you cast a spell that restores hit points to a single ally it's effects do not take place until after they receive damage and you activate it as a reaction. This includes it's duration and concentration requirement. You may only have 1 Cenarion Ward active at a time.

Survival Instincts

Prerequisite: Path of Feral or guardian

While shapeshifted, when you are reduced to 0 hit points by an attack or spell but not outright killed, you can drop to your druid level in hit points instead by spending 1 rage or energy.

Swipe

Prerequisite: 5th level, Path of Feral or guardian

When you take the Attack action, you may spend 1 Energy or Rage to attack across a broad arc with your Claws, hitting all enemies in front of you. Roll each attack and damage once, comparing the results to the AC of each enemy within 5 feet of you.

Inner Peace

Prerequisite: 11th level, Path of Restoration

You can use your tranquility feature twice between short rests but it only restores health to up to three allies.

Twin Moons (At will)

Prerequisite: 7th level, Path of Balance, moonfire / sunfire

When you cast moonfire / sunfire while shapeshifted as a moonkin, you can choose two targets within 15 feet of each other by spending 1 astral power. Both targets still need to be within the spell's range and you must cast the spell at least 1 level lower than your maximum spell level.

Ursol's / Ashamane's Favor

Prerequisite: Path of Feral or Guardian

You can use Mark of Ursol a number of times equal to your Wisdom modifier + 2. You regain all spent uses after finishing a short or long rest.

Bramblefur. (At will)

Prerequisite: Path of Guardian

As a reaction upon taking damage, you can spend 1 rage points to reduce the damage by an amount equal to your druid level, and deal the reduced damage back to the attacker as piercing damage.

Lunar Downpour

Prerequisite: 5th level, Path of Balance

You may spend 2 astral power as a bonus action to call down a Shooting Star on up to 5 targets within range. Your next shooting stars targets up to 5 creatures as well.

Mighty Bash

Prerequisite: Path of Feral or Guardian, 5th level

When you hit another creature with a melee attack while shapeshifted, you can spend 2 rage or energy to attempt to stun it. The target must succeed on a Constitution saving throw against your druid spell save DC or be incapacitated until the end of your next turn.

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 marksman 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 Hunter's
Mark
Focus
Dice
1st +2 Hunter's Mark, Thrill of the Hunt
2nd +2 Fighting Style, Animal Empathy, Focus Techniques 1d4 2
3rd +2 Hunter Archetype, Tame Beast 1d4 3
4th +2 Ability Score Improvement, Animal Aspect, Focus (3 Attacks) 1d4 3
5th +3 Hunter Archetype feature 1d4 4
6th +3 Focus (4 Attacks) 1d4 4
7th +3 Hunter Archetype feature. Tame Beast (2nd) 1d6 5
8th +3 Ability Score Improvement, Animal Aspect 1d6 5
9th +4 Hunter Archetype feature 1d6 6
10th +4 Focus (5 Attacks), Companion Bond Talent 1d6 6
11th +4 Hunter Archetype feature 1d6 7
12th +4 Ability Score Improvement, Animal Aspect 1d8 7
13th +5 Readiness 1d8 8
14th +5 Focus (6 Attacks) 1d8 8
15th +5 Hunter Archetype feature 1d8 9
16th +5 Ability Score Improvement 1d8 9
17th +6 Honed Senses 1d10 10
18th +6 Focus (7 Attacks) 1d10 10
19th +6 Ability Score Improvement 1d10 10
20th +6 Aspect of the Wild 1d10 10

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 sugges-tions. 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 Animal Handling, 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) a longbow and a quiver of 20 arrows or (b) A musket and 20 bullets
PART 1 | CLASSES

Thrill of the Hunt

The pursuit of your quarry drives you to great lengths, like an unquenchable thirst. Granting you the following:

  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Hunter's Mark

You are able to mark a target as your quarry. Once on your turn, choose a creature within 120 feet of you that you can see. The target is marked for 1 hour (no action), until you use this feature again, until it dies, or you fall unconscious.

Once per turn, you can deal an extra 1d4 damage to that creature when you or your pet hit it with a weapon attack. The amount of extra damage increases as you gain levels in this class, as shown in the Hunter table.

In addition, you have advantage on Wisdom (Perception), and Wisdom (Survival) checks you make to find your mark.

Animal Empathy

At 2nd level Your mastery of hunter lore allows you to establish a link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs, and actions you can take to persuade it to not attack.

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 with bows.

Close Quarters Shooter

When wielding a shortbow, light crossbow, or pistol. your ranged attacks while within 5 feet of a hostile creature do not have disadvantage , you may also make opportunity attacks with these ranged weapons and your attacks with these weapons reduce partial cover by one step against targets within 30 feet of you.

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 attack, you can choose to forgo your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack’s damage. The weapon must have the two-handed or versatile property for you to use this benefit.

Munitions

You ignore the loading property of ranged weapons you are proficient in. In addition, you treat any weapon damage result of 3 or lower with a loading weapon as a 4.

Sentinel Fighting

While wielding a weapon with the reach property, creatures provoke an opportunity attack when they move to within your reach or move 5 feet or greater while within your reach.

Focus

Starting at 2nd level, you learn to enter a heightened state of focus in combat. Your access to this focus is represented by a number of focus dice the same size as your hunter's mark. Your hunter level determines the number of focus dice you have, as shown in the Hunter table.

You can spend these points to perform various focus tech-niques. Each focus technique must be declared before making an attack, unless otherwise specified. You can only use one focus technique per attack roll.

You start out knowing one focus technique of your choice and one determined by your Archetype, which are detailed under Focus Techniques at the end of the section. You learn an additional focus technique of your choice at 4th, 6th, 10th, 14th, and 18th level. When you learn a new focus technique, you can also replace one focus technique you know with another from the list. Beast Masters learn Kill Command, Survivalists learn Mongoose Bite, and Marksmen learn Steady Shot.

When you spend a focus die, it is unavailable until you finish a short or long rest, at the end of which your focus is regained. Additionally you regain 1 expended focus point each time you critically strike on an attack with a weapon, or deal the killing blow to a creature of significant threat with an attack that did not use focus (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

Hunter Archetype

At 3rd level, you choose to emulate the ideals and training of a hunter archetype: Beast Master, Marksman or Survival, each detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 9th, 11th, and 15th level.

Tame Beast

Beginning at 3rd level, you show a strengthened connection to the wilds and are able to create a powerful bond with a creature of the natural world.

You may attempt to tame a beast within 60 feet of you that can see and hear you, you chose whether to tame a Beast of the Sky or Land (Appendix C). Taming a beast is a process that often takes many hours of work, or days. Your DM can decide what beasts are suitable for taming.

You may spend 1 minute dismissing your pet, leaving them to hunt and explore on their own until you call them back to your side as another 1 minute activity.

Upon reaching 7th level you may tame and bond with a second beast, although only one may be active at a time. You must dismiss the other as described above.

Companion's Bond

Your beast companion gains a variety of benefits once loyal.

  • Your companion obeys your commands as best it can. It acts during your turn and you determine its actions, decisions, and attitudes. If you are incapacitated or absent, the companion acts on its own.
  • Your beast gains proficiency in two skills from the following; Athletics, Acrobatics, Stealth, Perception, or Survival.
  • Whenever you would gain an Ability Score Improvement (4th, 8th, 12th, 16th, 19th), your companions abilities improve as well, applying all the rules of increasing ability scores that applies to you.
  • Your pet gains one Talent, and a second at 6th level
Pet Talents

Your pet knows one of the special talents below at 1st level, and learns an additional talent at 6th level. The pets of beast master hunters learn an extra talent at 3rd level.

Armored hide. The beast has +1 to its AC, and gains proficiency in a save of choice.

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, it must succeed on a Strength saving throw against your hunter focus save DC or be knocked prone.

Constrictor. When the beast deals damage with its innate attack, the target is grappled (escape DC equal to your hunter focus save DC). Until this grapple ends, the beast can't attack a different target. The target is then immune for 24 hours.

Dire. The beast grows, it has an additional number of hit points equal to your hunter level.

Enhanced senses. The beast doubles the proficiency bonus added to its Wisdom (Perception) rolls and can't be surprised. It also has tremorsense (Beast of the Land) or blindsight (Beast of the Sky) with a range of 60 feet.

Intelligent. Your beast's Intelligence score increases to 8. It can understand one language and gains proficiency in a skill from the list in Companion's Bond

Pack tactics. Your beast has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature

Poisonous. Once per turn, the beast may try to poison a creature damaged by its innate attack. The creature must make a Constitution saving throw against your hunter focus save DC or be poisoned until the end of the beast's next turn. A target is immune for 1 day on a successful save.

Protector. The beast may Taunt the first creature it hits on its turn.

Prowl. The beast may add your proficiency bonus to its Dexterity (Stealth) rolls. In addition, any hit the beast scores against a creature that is surprised is a critical hit.

Swift. Add 10 feet to all of the beast's speeds. In addition, opportunity attacks against your pet have disadvantage.

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.

Animal Aspect

At 4th level, you learn to emulate a beast of the wild. Choose one of the aspects listed below to gain it's benefits. You may only have one of the following aspects active at a time and you learn another aspect at 8th and 12th level. Switching between aspects is a bonus action.

Aspect of the Chameleon

You can use the Hide action as a bonus action, and you can try to hide when you are only lightly obscured from the creature from which you are hiding.

Aspect of the Cheetah

Your speed increases by 5 feet, and you can use the Dash action as a bonus action.

Aspect of the Fox

You can use the Disengage action as a bonus action, and you ignore non-magical difficult terrain.

Aspect of the Monkey

You can use the Dodge action as a bonus action, and a climb speed of 15 feet.

Aspect of the Turtle

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage.

Aspect of the Viper

When you would gain a focus point from a critical strike or killing blow, you instead gain up to 2.

Readiness

Beginning at 13th level, you are never caught unprepared and without your most powerful abilities. You may use your Beastial Wrath, Trueshot, or Aspect of the Eagle twice before needing to complete a rest.

Honed Senses

At 17th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Hunter's Mark forces you to make a saving throw or targets you with an attack, you can spend 1 focus and use your reaction to make one weapon attack against the quarry immediately before. If the attack hits, you have advantage on the saving throw or the enemy must make the attack with disadvantage.

Aspect of the Wild

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll and damage roll of an attack you or your pet make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

PART 1 | CLASSES

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.

Eyes of the Beast

Upon selecting this specialization, you gain proficiency in Animal Handling or expertise if you were already proficient. Additionally you learn to cast beast sense as a ritual that can only target your tamed beast.

Animal Handler

Starting at 3rd level, your way with beasts are unmatched, granting you the following benefits

  • You may chose an additional talent for your pet.
  • You may Help your pet as a bonus action so long as they can see and hear you.
  • Your pet may add your Proficiency bonus to damage rolls it makes with it's attacks.

Kindred Spirits

At 5th level You and your animal companion form a more potent fighting team. When you hit a creature with a weapon attack on your turn, if your companion is within range, it can use its reaction to make a melee attack against the same target.

Bestial Wrath

At 7th level, your can endow your animal companion with the fury of the Ancients. Until the end of your next turn, your pet gains the following benefits:

  • It makes an extra attack when it takes the Attack action.
  • It has resistance to non-magical slashing piercing and bludgeoning damage.
  • Your Kill Command technique costs 0 focus.

Once you use this feature, you can't use it again until you finish a long rest.

Spirit Bond

At 9th level, the bond you share with your companions strengthens, unlocking a deepened connection between you both. When you spend a focus die your pet regains hit points equal to 1 + your Wisdom modifier.

PART 1 | CLASSES

Dire Beast

At 11th level your pet gains becomes specialized in one of three Families, chose one of the following benefits bellow.

Cunning. You and your pet's Speed increases by 10 feet

Ferocity. When your pet deals damage with an attack, it regains missing hit points up to your wisdom modifier.

Tenacity. You and your pet gain proficiency in a saving throw of your choice.

Command Pet

At 15th level, you can spend a bonus action and a focus die to command your pet to perform a powerful ability of it's bestial family, depending on your selected Dire Beast.

Cunning: Master's Call - An friendly creature within 30 feet of your pet that is suffering from an ongoing negative effect or condition may immediately attempt a saving throw against that effect and add your Focus Die to the result, if they succeed they may spend their reaction to make an attack or move up to their speed without provoking attacks of opportunity.

Ferocity: Primal Rage - Until the beginning of your next turn, all friendly creatures within 60 feet of your pet may roll one of your focus die (only 1 die is expended) and add it to any attack or damage rolls they make.

Tenacity: Survival of the Fittest - Your pet let's out a goading roar granting them resistance to all damage. All enemies within 15 feet are taunted by your pet. This effect ends at the start of your next turn.

Once you use this feature you must complete a long rest before you can use it again.

Survival

All hunters feel a calling to the wild, but some serve as a reflection of its brutality. To them, the hunt is defined by unrelenting ferocity. Weapons of great range are thrown away for close-quarters combat.

Born to be Wild

When you chose this specialization at 3rd level, your years spent in the wildest portions of Azeroth accumulate in the following benefits.

  • You gain proficiency in the Survival Skill or Expertise if you were already proficient.
  • You learn how to cast pass without trace one per day.
  • You treat all melee weapons as Finesse, if they already have Finesse you instead treat them as Light.

Survivalist's Cunning

Also at 3rd level, you have learned how to create a variety of explosive devices and cunning traps for use in combat. At the end of each long rest, choose two Survival Gear options from the list at the end of this specialization. You can use each option twice, and regain all uses when you complete a long rest. Your trap and bomb damage is always a number of d8s equal to your proficiency bonus.

Bombs are thrown in place of one attack when taking the Attack action, and deal their damage to all creatures within 5 feet of a point you choose within 30 feet.

Traps are deployed as a bonus action in an adjacent square are considered Hidden if they are deployed at least 15 feet from an enemy, and enemies have disadvantage on passive perception against your Hunter DC to spot them. Traps are triggered when an enemy moves into the chosen square. If a trap is left untriggered, you may spend an action to disarm and reclaim it.

You can choose an additional Survival Gear option each rest at 7th level and 15th level.

Coordinated Assault

At 5th level you and your pet have mastered working in unison. As long as you are wielding a melee weapon and your pet is within 5 feet of your target, you may make an extra attack when you take the Attack action.

Aspect of the Eagle

Upon reaching 7th level you learn the secret technique know as Aspect of the Eagle. You can activate this feature and gain it's benefits until the end of your next turn.

  • Your Mongoose Bite increases your reach by 25 feet and is not limited to your first attack per turn.
  • Melee attacks against non-adjacent foes have advantage.
  • Your speed increases by 15 feet

You must complete a long rest to use this feature again.

Natural Mending

At 9th level, when you spend a focus die you gain temporary hit points equal to the amount rolled plus your Wisdom modifier.

Guerilla Tactics

Beginning at 11th level, your survival gear has increased effectiveness. You gain the following benefits:

  • The range of your bombs increases to 60 feet, and effect all creatures within 10 feet of a point within range.
  • Your traps now trigger when an enemy moves into an adjacent square.
PART 1 | CLASSES

Terms of Engagement

At 15th level, you show unparalleled control over your traps and utilize the openings they create. You gain the following:

  • Lock and Load. You may make a weapon attack against one enemy who triggers any of your traps as a reaction
  • Trap Launcher. You can now deploy your traps to an unoccupied square within 30 feet.

Survival Gear

These ingenious contraptions, designed for the skilled Survivalist, offer tactical advantages in the heat of battle. Whether you seek to ensnare your prey, disrupt the enemy's advance, or simply revel in the chaos of explosive artistry, your arsenal beckons.

Explosive Trap: When triggered this trap explodes in a powerful and volatile blast. Any creature within 15 feet must make a Dexterity saving throw or take your trap damage as fire damage. Any Creature adjacent to the bomb makes the save with disadvantage and also takes your trap damage in thunder damage and is knocked directly away 15 feet. A successful save reduces any damage taken by half and is not knocked back.

Freezing Trap; When triggered, this trap rapidly freezes the air around it to sub-zero temperatures. The triggering creature must make a Constitution saving throw. On a failed save they take cold bomb damage and are then petrified for 1 minute or until they take any further damage. A successful save reduces the damage taken by half and they are not petrified. At the end of each of it's turns a petrified creature can repeat the saving throw, ending it on a success.

Tar Trap: Foes unfortunate enough to activate this trap are covered in a corrosive tar-like sticky substance, bogging down and impeding any movement or actions. The triggering creature takes acid trap damage, being reduced by half on a successful Dexterity saving throw for the following effect. All squares within 10 feet are covered with the substance for 1 minute, turning it into difficult terrain for the duration. Each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Flash Bomb; You throw a bomb laced with luminous blasting powder. All affected creatures must make a Constitution saving throw or take radiant bomb damage and be blinded until the end of it's next turn. A successful save reduces the damage by half no blinded condition.

Icy Bomb: When you throw this frigid explosive, it shatters upon impact and shards of ice splinter all nearby creatures and make the ground slick. Affected creatures must make a Dexterity saving throw or take piercing and cold (your choice) bomb damage and fall prone. A successful save reduces the damage by half and creatures do not fall prone.

Virulent Bomb: A vile concoction of poisons and afflictions course through the payload of this bomb. Each creature within the detonation must make a Constitution saving throw or take poison bomb damage, taking only half as much on a successful save. For the next minute a thick cloud of toxins lingers in affected squares and any squares adjacent to them. Enemies who enter this area or end their turn within must repeat the save above, gaining the Poisoned condition on a failure in addition to the damage.

Steel Trap: A creature who triggers this brutal trap has it's steel jaws clamp down on bite deep into their flesh. They must attempt a Dexterity saving throw or take bludgeoning and piercing (your choice) trap damage and become restrained for 1 minute. On a successful save the damage taken is halved and they suffer no additional effects. A restrained creature can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check.

Wildfire Bomb: This highly unstable charge detonates with fulminating power and covers foes in a sticky napalm like substance. Affected creatures must attempt a Dexterity saving throw or take fire bomb damage plus your wisdom modifier immediately and again at the start of it's turn. A successful save reduced the initial damage by half and they are not set ablaze.

Pheromone Bomb: Formulated with the most potent odors and essence known, this vial explodes on impact showering foes with an assaulting bouquet. Affected creatures take psychic bomb damage or half as much with a Wisdom saving throw. Creatures who fail are also subject to maddening hallucinations until the end of your next turn giving advantage on any attack rolls against them.

PART 1 | CLASSES

Marksmanship

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 survey predators and deliver deadly shots from great distances.

Dead Eye

When you chose this specialization at 3rd level, you gain proficiency in the Perception Skill or Expertise if you were already proficient. You also learn how to cast the ✦ eyes of the eagle cantrip.

Lone Wolf

Also at 3rd level, while you have no pet active, you gain the following benefits.

  • Your Hunter's Mark die size is increased by one step.
  • You may add your Strength modifier to damage rolls with bows, and your Intelligence modifier to damage rolls with loading weapons.
  • When you have advantage on a ranged attack roll and both d20 would have resulted in a success, you may add a focus die to the damage.

Double Tap

At 5th level, you add the extra attack feature to your Lone Wolf abilities. This allows you to make 1 additional attack when you take the Attack action.

Trueshot

Upon reaching 7th level your ranged weapon has become an extension of yourself as much as an arm or leg. As a bonus action you may gain the following benefits for a number of rounds equal to your proficiency bonus.

  • You have advantage on ranged attack rolls, and you may re-roll one of the dice on attack rolls.
  • The first focus technique you use each turn is free

Once you use this feature you must complete a long rest before using it again.

Exhilaration

At 9th level you have learned how to mend your wounds with great skill and care. As an action or in place of one of your attacks, you may spend up to your proficiency bonus in hit die to recover hit points. These hit die are consumed upon use, as if taking a short rest. You may use this ability once before needing to complete a long rest.

Area Denial

Starting at 11th level, you are able to unleash a hail of arrows, bolts, or bullets on crowds of enemies. You learn one of the following abilites which you can use by spending 2 focus dice and your action. All effected creatures must make a Dexterity saving throw against your Focus Technique DC, taking your weapons damage + 1 focus die on a failure and half as much on a success.

Volley. You can use your action to unleash a showering blanket of projectiles against any number of creatures within 10 feet of a point you can see within your range.

Barrage. You can use your action to belch forward a torrent of shots against all creatures within a 30-ft cone.

Rapid Fire

At 15th level your alacrity with a weapon is legendary, allowing you to salvo your foes with projectiles at great pace. Your Double Tap feature grants you another attack, for a total of 2 extra attacks.

Focus Techniques

The following section contains available choices for your Focus Hunter ability. You must meet the prerequisites at the time you select a given technique, if it has any.

Aimed Shot

Prerequisite: Marksmanship, 6th level

By spending a bonus action to take aim and a focus die, you can target your enemies vitals. The next ranged weapon attack you make this turn has advantage, and you may add the focus die twice to damage.

Multi-Attack

Prerequisite: 6th level

Your specialization allows you to engage multiple enemies with ease, you may spend a focus die to perform the ability for your spec.

Survival: Carve - As an action, you can make an attack roll against up to 3 targets within your reach. Roll damage once and apply it to all enemies hit, adding the focus die.

Marksmanship: Chimera Shot - When you take the Attack action with a ranged weapon, you may substitute one of your attacks with a twin headed shot. Roll to hit once and compare the results to the AC of a second target within 10 feet of the first. Roll damage normally for each target hit, adding your focus die to one target. One shot deals poison damage and the other deals cold damage.

Beast Master: Beast Cleave - As it's action, your pet can tear into it's enemies. All adjacent enemies must make a Dexterity saving throw against your focus technique DC, taking your pet's normal damage plus any focus die spent on a failure or half as much on a success. You may spend a number of focus die on this ability equal to your proficiency.

Concussive Shot / Wing Clip

Prerequisite: Marksmanship or Survival

When you make a weapon attack against a creature, you can spend 1 focus die to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or their speed becomes 0 until the end of their next turn. On a success the target's speed is reduced by half instead.

Disengage / Harpoon

Beast Master or Marksmanship. As a reaction when an enemy ends it's movement with you in it's reach, you may spend one focus die to move up to 20 feet in a straight line away from the enemy, opportunity attacks have disadvantage.

Survival. As a bonus action, you may spend a focus die to target an enemy within 30 feet and move to the closest adjacent square. If this is your first turn in a combat this has no focus cost and the first attack you make has advantage.

Trap Dabbling

Prerequisite: Beast Master or Marksmanship

You gain the ability to use a small selection of traps in combat. Select 1 Survival Gear from earlier in this chapter that is activated with a reaction. You may use it twice between long rests. You may select this technique more than once, and you may chose new traps when you take a long rest.

Intimidate

Prerequisite: Beast Master

When your animal companion attacks, you can expend one focus die to have it attempt to frighten its target. You add the focus die to the attack's damage roll if it hits and the creature must make a Wisdom saving throw. On a failed save, the creature is frightened of your pet until the end of your pet's next turn.

Serpent Sting

Prerequisite: Survival

When you hit a creature with a weapon attack, you can expend one focus die to attempt to poison the creature with a deadly toxin. The creature hit by the attack takes additional poison damage equal to the focus die roll, and is poisoned until the end of it's next turn.

Mongoose Bite

Prerequisite: Survival

When you declare the first melee attack on your turn, you can spend 1 focus die to make that attack a Mongoose Bite. Your reach increases by 5 feet and if you hit, you can add your focus die to the damage and your next mongoose bite before the end of your next turn adds an extra focus die, up to your proficiency bonus in extra dice.

Misdirect

When you make an attack, you can expend one focus die to attempt to redirect your target's attention. You add the superiority die to the attack roll, and on a hit the target is Taunted by an ally of your choice within 30 feet of it until the end of your next turn.

Kill Shot

Prerequisite: 10th level

With a deadly shot or a well placed throwing axe, you go for the kill. As an action you may spend focus dice up to you proficiency bonus. Roll to hit as normal with a weapon and if the attack hits, add the focus dice to damage. If this would kill the target you regain 2 focus points instead of 1.

Expose Weakness

Prerequisite: 6th level

When you would apply your Hunter's Mark to an enemy, you may spend 1 Focus and a bonus action to allow all friendly creatures to benefit from it's effects until the start of your next turn. You may only use this technique once per minute.


Chakrams

Prerequisite: Survival, 6th level

As an action, you may spend a focus die and make an attack with a melee weapon against a target within 30ft, adding your focus die to the damage on a hit. Hit or miss all targets in a 10 foot wide line between you must make a Dexterity saving throw, taking normal weapon damage on a failure or none on a success.

Murder of Crows

Prerequisite: Beast Master, 6th level

As an action by spending a focus die you may summon a flock of crows and ravens to peck and strike a target within 60 feet. When you first use this technique, and at the start of each of your turns for the next minute the target takes damage equal to your focus die + Wisdom modifier. This is a spell like ability that requires your concentration. If your target dies you may move the birds to a new target you can see within range as a reaction.

Steady Shot

Prerequisite: Marksmanship

When you would miss with a ranged weapon attack, you may spend a reaction to add a focus die to the result.

Primal Magic

You are in touch with the Azeroth and the spirits who inhabit, more than most who share your craft, granting you a selection of spells. You can cast a number of spells per day equal to your Wisdom modifier (Minimum 1) and may spend a focus die to cast further spells.

Hunter Spells
  Hunter Level    Spells
  1st mend pet, ✦ flare
  3rd feign death (self), cause fear (beasts only), ✦ Tracking
  5th animal messenger, pass without trace

Binding Shot

Prerequisite 4th level

When you take the Attack action, you may spend a focus die and launch an arrow or spear at a point you can see within 30 feet in place of 1 attack. A 10 foot radius arcane tether emanates from the point, any creature who attempts to leave the radius must attempt a strength saving throw, increasing the DC by your focus die result. Any creature that fails speed becomes 0 for the round.

Kill Command

Prerequisite: Beast Master

When you Help your pet, you can expend a focus die to issue a kill command to your beast companion. The next attack roll your pet makes with advantage adds your Wisdom modifier + focus die to the damage if successful.

Tranquilizing Shot

Prerequisite 6th level

When you take the Attack action, you may substitute one of your attacks with a dispelling shot. If the attack hits, it deals no damage but the target is subject to a 3rd level dispel magic and loses mana equal to the result of your focus die.

Mage

Always remember that power is a double-edged blade. One side light, the other dark. It calls to you, where you are most desperate; when victory seems worth any sacrifice. There is a price to be paid for such a gift, and many eagerly accept the bargain. Power alone is not to be feared.
Fear, instead, those who wield it.

— Jaina Proudmoore  

Clad in a golden robe, a blood elf closes her eyes to shut out the distractions of the battlefields and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a bead of fire toward the enemy ranks, where it erupts into an engulfing conflagration.

The air shimmers, as a draenei lifts his hands above his head twisting the air around him into a barrier of force engulfs him, blocking a barrage of attacks against him.

Golden eyes flashing, a human stomps his foot into the ground as a crippling fire sets him ablaze, as swords clash against him, an inferno of fire spews out at the attackers, engulfing them in hellfire.

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 explo-sive fire, arcing lightning, and subtle deception. Their magic can conjure monsters from other planes of exis-tence, 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, mages wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, mages 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, mages 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
Mana
Gem Charges
  Features Cantrips
Known
  1st   2nd   3rd   4th   5th   6th   7th   8th   9th
1st +2 Spellcasting, Evocate 3 2
2nd +2 1 Magical Studies, Mana Crystals 3 3
3rd +2 2 Incanter's Tricks, Barrier of the Magister 3 4 2
4th +2 2 Ability Score Improvement, Magical Studies Feature 4 4 3
5th +3 3 Incanter's Trick 4 4 3 2
6th +3 4 Magical Studies Feature 4 4 3 3
7th +3 4 Alter Time 4 4 3 3 1
8th +3 5 Ability Score Improvement, Magical Studies Feature 4 4 3 3 2
9th +4 6 Incanter's Trick 4 4 3 3 3 1
10th +4 6 Magical Studies Feature 5 4 3 3 3 2
11th +4 7 Barrier of the Archmage 5 4 3 3 3 2 1
12th +4 8 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 8 Incanter's Trick 5 4 3 3 3 2 1 1
14th +5 9 Magical Studies Feature 5 4 3 3 3 2 1 1
15th +5 10 Temporal Anomaly 5 4 3 3 3 2 1 1 1
16th +5 10 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 11 Incanter's Trick 5 4 3 3 3 2 1 1 1 1
18th +6 12 Student of the Mind 5 4 3 3 3 3 1 1 1 1
19th +6 12 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 13 Master of the Mind 5 4 3 3 3 3 2 2 1 1

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?

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 (or 4) + your Constitution modifier per mage level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Nature

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

Spellcasting

As a student of arcane, you own a spellbook with spells that show the glimmerings of your true power. See chapter 10 of Player's Handbook for the general rules of spellcasting and related section 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. Your spellbook does not contain your known 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.

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 re-corded 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.

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, as shown on the Mage table. On your adventurers, you might find other spells that you can add to your spellbook.

Evocate

At 2nd level, you learn to regain some of your magical energy by channeling latent magic from the air around you. Once per day when you finish a short rest, you can choose to regain mana equal to your Mage level.

Arcane Studies

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of three elemental specializations: Arcane, Fire, or Frost. The tradition you choose reflects not just your favored element, but how you approach the study of magic in general.

Your choice grants you features at 2nd level and again at 4th, 6th, 8th, 10th, and 14th level.

Mana Crystals

At 2nd level, you can conjure a potent gem that can renew your magical reserves or fuel your most potent magics by siphoning charges from it. Your crystal has 1 charge and gains more as you reach higher levels and learn to conjure more powerful gems, as shown in the Mana Crystals column of the Mage Table. You may only have 1 crystal at a time and can conjure a new crystal when taking a long rest, it may be used in the following ways. Your Incanter's Tricks and certain class features may require spending charges from your Mana Crystal.

Incanter's Tricks

At 3rd level, you gain the ability to twist your spells to suit your needs. When you use your Tricks, you choose which effect to twist your spell with. Chose two of the Tricks at the end of this section to learn. You learn another at 5th, 9th, 13th, and 17th levels.

You can use only one Incanter's Trick option on a spell when you cast it, unless otherwise noted.

Incanter's Tricks are detailed at the end of this section. Some Tricks may alter spells as noted in their description, you must have the listed spell in your spellbook to learn, and the spell prepared to use that Trick.

Barrier of the Magister

Also at 3rd level, you can weave the very magic you wield around yourself for protection. When you cast a spell of 1st level or higher, you can create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your mage level + your Intelligence modifier, your barrier can never have more health than this amount.

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

Once you create the barrier, you can’t create it again until you finish a short or long rest.

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.

Alter Time

Upon reaching 7th level, you can bend the temporal strands that surround you, snapshotting different timelines for later use. When you roll initiative you may note your position and health. At the end of the first round (initiative count 0) you may, as a reaction snap back to the previous reality you noted at the start of combat, returning to the same position and hit points total.

Barrier of the Archmage

From 11th level onward, your Barrier of the Magister is empowered depending on your choice of study.

  • Arcane: When targeted by a spell while active, you may gain arcane charges as though you had cast a spell of the same level.
  • Fire: When your barrier is reduced to 0 hit points, you may cast hellish rebuke at the triggering creature at your highest spell level, even if it isn't prepared.
  • Frost: When your barrier is reduced to 0 hit points, a free ✦ frost nova is cast automatically at the highest level spell slot you can cast..

Temporal Anomaly

From 15th level onward, you learn to dilate the very flow of time around you. When you cast haste with yourself as the target you may spend the additional action to cast a Mage cantrip instead of it's normal uses for the duration. You can not use haste in this way again until you complete a long rest.

Student of the Mind

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level mage spell and a 2nd-level mage spell that are in your spell­book. You can cast those spells at their lowest level without expending mana when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

You can spend 8 hours in study, and change one or both of the spells you chose for different spells of the same level.

Master of the Mind

When you reach 20th level, you gain mastery over
two powerful spells and can cast them with little effort.
Choose two 3rd-level mage spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending mana. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a mana as normal.

Magical Studies

Mages 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.

Study of Arcane

Mages of the arcane are diviners of secrets, balancing the ebb 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.

Student of the Arcane

At 2nd level, your studies into the Arcane Arts lead to you make new discoveries about the universe daily. You gain the Following benefits.

  • You gain proficiency in the Arcana skill or Expertise if you were already proficient.
  • You learn ✦Arcane Blast as a bonus cantrip
  • When you use your Evocate feature, you restore extra mana equal to your proficiency bonus.

Arcane Charges

Also at 2nd level, you always have Arcane Missiles (Magic Missile) prepared and it does not count against the number of spell you can prepare per day.

Whenever you cast a spell that uses mana, you gain arcane charges equal to the spell's level (Before Clear-
casting). You can accumulate a number of arcane charges equal to your Intelligence modifier (minimum of 1). Arcane charges last until the end of your next long or short rest.

You can use your action and expend all arcane charges to unleash an Arcane Missiles (Magic Missile) without spending mana. For each arcane charge expended, you fire one missile that deals 1d6+1 force damage instead.

Amplification

4th level bring with it the ability to magnify your power with every successive cast. When you spend arcane charges, each missile increases the die size of your next arcane blast, as if the spell itself had been cast.

Clearcasting

Beginning at 6th level, weaving the mana of your spells can spark a juncture of efficacy. Any time you spend mana a hostile spell, roll a d20. If the result of the die plus your proficiency bonus equals or exceeds 20 you gain the following effect.

Once during the next minute you may heighten a spell one level at no additional mana cost, or cast a 1st level spell for zero mana. You may cast above your usual known spell level for this spell.

Arcane Power

From 8th level onward, you can conjure a swelling of raw primal power to enhance your spells until the end of your next turn. As part of any spell casting, you gain the following benefits.

  • Your may re-roll a number of spell damage dice up to your Intelligence Modifier.
  • Your spells heighten by one level as if Clearcasting.

You must complete a long rest before using this feature again.

Presence of Mind

When you reach 10th level, you may consume 1 charge from your Mana Crystal to greatly accelerate casting for the round, granting you the benefits of the quickened metamagic feat for the turn.

Arcane Brilliance

Upon reaching 14th level, few on Azeroth rival your otherworldy cunning and acumen. You learn Arcane Intellect as a bonus Incater's Trick (see end of chapter), if you already knew this trick or learn it at a later level, you instead increase your Intelligence score by 2, and increase your maximum Intelligence by 2.

Study of Fire

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.

Student of Fire

At 2nd level, your desire for knowledge burns intensely. Some may see you as teetering on the edge of madness, but that's exactly where you must reside to burn brightest. The following features become available to you.

  • Your spell attack rolls that deal fire damage critically strike on a natural 19 or 20, and any time an enemy rolls a natural 1 or 2 on a saving throw against a spell that deals fire damage you may also treat the damage roll as a critical strike.
  • You gain proficiency in Investigation, or expertise if already proficient.
  • You gain Firebolt as a bonus cantrip.

Ignite

Additionally at 2nd level, your fire spells continue to smolder your enemies even after you cast them. When you deal damage with a critical strike on a spell that deals fire damage, including those as a result of Student of Fire, you cause the target to erupt in flames. The target takes 1d4 times your proficiency bonus in fire damage at the start of it's turn until it takes an action to extinguish the flames.

If an enemy suffering from your Ignite dies, it erupts in a fiery death. You may transfer the Ignite effect to an enemy within 10 feet.

Firestarter

From 4th level on, the blazing energy of your spells intensifies. When you make a spell attack roll with a fire cantrip, any roll of 15 or higher on the die is considered a critical hit, so long as your target is not missing any hit points and the attack would have hit normally. Additionally, you gain a bonus to initiative equal to your Intelligence modifier.

Cauterize

Upon reaching 6th level, if you are reduced to 0 hit points, you can use your reaction to draw on the fiery energy that burns within you. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to one round of your ignite damage. As part of this reaction you may move up to twice your speed, this movement does not provoke attacks of opportunity. At the start of your next turn, you take fire damage equal to your level.

Once you use this feature, you can’t use it again until you finish a long rest.

Combustion

Beginning at 8th level, you can ignite the embers that smolder within you, releasing a torrent of flames. As a bonus action, you wreathe yourself in swirling fire. Until the end of your next turn, you gain the following benefits:

  • You shed bright light in a 30 foot radius.
  • Your first spell attack roll each turn is always considered a critical strike, so long as it would hit normally.
  • When you roll Ignite damage, that damage is also dealt to any enemy within 10 feet of the victim.

You must complete a long rest before using this feature again.

Pyromaniac

When you reach 10th level, you can manipulate your fire spells to reach incredible temperatures and incinerate your foes. You may spend 2 charges of your mana Crystal after you roll damage with a fire spell to treat a number of dice up to your Intelligence modifier as if they rolled the highest result.

Sun King's Blessing

At 14th level Your Student of Fire feature now treats any spell attack roll of 18 or higher, and any saving throw of 3 or lower as a critical strike.

Study of Frost

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.

Student of Frost

At 2nd level, your attunement to the primal elements of water and and ice have hardened your resolve. Some mistake your cold determination for a calous disregard for other, but your capability to protect your allies surpasses even the greatest amongst your peers. You gain the following benefits.

  • You learn how to summon a Water Elemental as a ritual (See Appendix D) taking 10 minutes. The elemental is under your command as long as it lives and you may only have one active at a time. The elemental acts on your initiative either directly before or after your turn. At 11th level you may summon a Greater Water Elemental instead. Your ✦Frostbolt (Ray of Frost) heals your elemental when targeted instead of dealing damage.
  • You gain Proficiency in Nature, or expertise if you were already proficient
  • You learn ✦Frostbolt (Ray of Frost) as a bonus cantrip

Permafrost

Also at 2nd level, the cold spells you wield are so frigid they permeate even the thickest of protection, making your targets further susceptible to cold damage. Any spell you cast of 1st level or higher that successfully deals cold damage also slows affected enemies movement speed by 10 feet until the end of your next turn. If a Spell would already reduce the movement of a target or they are already suffering from Permafrost, that target also loses it's reaction and subtracts an additional 10 feet of speed.

Shatter

Once per turn at 4th level, when you target an ememy affected by Permafrost with a cantrip that deals cold damage, or that is restrained or incapacitated by one of your spells, that cantrip shatters. A shattered cantrip has advantage on the attack roll or imposes disadvantage on it's saving throw, it's damage dice increase one size and you add your intelligence modifier to the damage.

Fingers of Frost

From 6th level onward, the primal savagery of ice is always at your fingertips. You may spend 1 mana crystal when you would cast a cold damage cantrip to give it the benefits of Shatter.


Icy Veins

Beginning at 8th level, you can draw upon a chill so cold the very air around you swirls into a frozen whiteout. When you or your Elemental's turn begins you can grant yourself the following benefits until the end of your turn the following round.

  • You and your Elemental have advantage on attack rolls.
  • Your Water Elemental's bolt attacks inflict Permafrost.
  • Your Mage cantrips and your elemental's Bolt deal an extra die of damage, or two if you would have succeeded on both d20 rolls.

You must complete a long rest to use this feature again.

Splitting ice

When you reach 10th level, you can cause your frost spells to fracture, ravaging multiple enemies at once. You may use twinned metamagic for cold damage spells, spending 1 charge from your mana crystal per spell level (Cantrips costing 1 charge)

Cold Snap

At 14th level, your Icy Veins feature now recharges after completing a short or long rest.

Incanter's Tricks

The following section details option you may select when you gain a new Incater's Trick. You must meet any prerequisites in order to select a given option. Unless otherwise specified you may only use one Incanter's trick per spell casting.

Portal Training

Required: 5th level

You may cast Teleport as a ritual by spending 2 charges from your Mana crystal, but only to designated Major Cities (Or GMs discretion for campaign central locales). You may select up to 2 cities upon selecting this Trick, and may learn more by spending an hour during a long rest in a new city to memorize the ley lines needed.

Shimmer

Required: Blink (Misty Step)

You may change Blink (Misty Step) cast time to a reaction by spending 1 charge from your Mana Crystal.

Conjure Refreshments

When you take a short rest, you may spend a charge from you Mana Crystal to conjure refreshments for your party. When you do, any ally who spends Hit Dice to recover health gains extra hit points equal to your intelligence modifier per Hit Die spent. Each ally may only gain this bonus to a number of Hit Dice equal to your proficiency bonus.

Reverberation

Required: 13th level

When you cast a spell, you may spend a number of charges equal to half the level of the spell used (rounded up). If you do, you create an echo of the spell. You can cast the same spell of the same effective spell slot again using your reaction before your next turn without expending a spell slot, but the spell echo uses only half the original spell’s damage dice (rounded up). You may choose new targets for the spell echo.

Precision

You may spend 1 charge from your mana crystal to allow your spells to ignore resistance to one type of damage for 1 minute.

Ring of Frost

Required: Deep Freeze, 5th level, Study of Frost

When you cast Deep Freeze, you may spend a charge of your Mana Crystal to target a 10 foot radius from a point you can see within 30 feet instead of a creature. Until the end of your next turn, any enemy that enters or leaves this area must make a Constitution saving throw or suffer the normal effects, but only lasting until the end of their next turn or until they take damage.

Spellsteal

Required: Dispel Magic, 5th level

When you cast Dispel Magic, you may spend 1 charge from your mana crystal to gain the benefits of a dispelled effect of 3rd level or lower for it's remaining duration. The cost increases by 1 charge for every spell level beyond 3rd you steal. You Must concentrate if required on any spell gained this way.

Dragons Breath

Required: Burning Hands, 5th level, Study of Fire

When you cast Burning Hands, you may spend 1 charge from your Mana Crystal to cause any target who fails their save to be incapacitated until the end of it's next turn or until they take any damage.

Ice Floes

When you move, you may spend 1 charge from your Mana Crystal to dash or disengage as a bonus action.

Focus Magic

If you make a spell attack roll, you can spend 1 charge of your mana crystal to roll with advantage.

Torment the Weak

When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 1 mana crystal to give one target of the spell disadvantage on its first saving throw made against the spell.

Arcane Intellect

Required: 5th level

Your brilliant intellect allows you to achieve feats of staggering genius. You are always considered to be under the effects of Comprehend Languages. You can expend a use of this feature to do any of the following

  • You can cast a mage spell even if you don't have it prepared or in your spellbook, but otherwise following the normal rules for casting it.
  • When you cast a mage spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it.
  • When you or an ally make an Intelligence check but before the outcome is determined, you can choose to make the roll again, using the better result.

You may use this feature a number of times equal to your Intelligence modifier before completing a long rest.

Arcane Concentration

You may spend 1 charge from your mana crystal to re-roll a failed concentration check

Savant

Required: 9th level

You may change your list of prepared spells after completing a short rest by spending 1 charge from your mana crystal.

Master of Time

Required: 9th level

You may use your Alter Time feature as a bonus action by spending 2 charges from your mana crystal.

Armor of the Kirin Tor

Required: mage armor

When you cast mage armor you may spend one charge from your mana crystal to empower it for the duration, depending on your choice of study.

  • Arcane: You may use your Intelligence bonus in place of any other when making a saving throw versus spells or magical effects.

  • Fire: When you are the victim of a critical strike from an attack roll, you may roll a d20. On an 11 or higher you take only normal damage.

  • Frost: You may add half (rounded up) of your Intelligence modifier in place of your Dexterity when calculating your AC

Aegis of the Kirin Tor

Required: Armor of the Kirin Tor, mage armor, 9th level

Your Armor of the Kirin Tor is further enhanced by the Council of Six.

  • Arcane: When you are hit by an attack, you generate an Arcane Charge

  • Fire: When an enemy Succeeds at an attack against you, they suffer damage from your Ignite for one round, but are not set ablaze.

  • Frost: Anyone who successfully attacks you suffers from your Permafrost.

Monk

To ask why we fight... is to ask why the leaves fall. It is in their nature. Perhaps, there is a better question. What do we fight for? To protect Home, and Family... To preserve Balance, and bring Harmony.

— Chen Stormstout  

Taking a deep breath, an orc clad in loose clothes fastens his footings. As the first charging arcs reach him, he ex-hales a cone of fire from his mouth, engulfing his foes.

A gnome standing behind her allies as attacks clash down upon them. She focuses her chi, manifesting a statue of pure jade, as she sends a beam of chi towards her ally, soothing their wounds.

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.

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.

The Flow of Chi

Monks make careful study of the magical energy they call chi. The pandaren word for 'spirit', they use the energy of their inner spirit, that flows through every living body. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabili-ties. Using this energy, monks channel uncanny speed and strength into their unarmed strikes, as they gain experi-ence, their training and their mastery of chi gives them more power over their bodies and the bodies of their foes.


Training and Asceticism

Small walled cloisters dot the world, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn't be found to support them, or in return for some kindness that the monks had performed for their families.

Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or other mortal or divine power.

The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.

For a monk, becoming an adventurer means leaving a structured, communal lifes to become a wanderer. This can be a harsh transition, and monks don't undertake it lightly.

PART 1 | CLASSES
The Monk
Level Proficiency
Bonus
  Martial
Arts
  Chi
Points
  Unarmored
Movement
  Features
1st +2 1d4 Monastic Teachings, Martial Arts
2nd +2 1d4 2 +10 ft. Chi, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Roll
4th +2 1d4 4 +10 ft. Ability Score Improvement
5th +3 1d6 5 +10 ft. Leg Sweep, Monastic Tradition feature, Extra Attack
6th +3 1d6 6 +15 ft. Chi Strikes, Roll Upgrade
7th +3 1d6 7 +15 ft. Monastic Tradition feature
8th +3 1d6 8 +15 ft. Ability Score Improvement, Transcendence
9th +4 1d8 9 +15 ft. Monastic Tradition feature
10th +4 1d8 10 +20 ft. Unarmored Movement Improvement
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement, Expel Harm
13th +5 1d10 13 +20 ft. Ring of Peace
14th +5 1d10 14 +25 ft. Diffuse Magic
15th +5 1d10 15 +25 ft. Monastic Tradition feature
16th +5 1d10 16 +25 ft. Ability Score Improvement
17th +6 1d12 17 +25 ft. Chi Brew
18th +6 1d12 18 +30 ft. August Blessing
19th +6 1d12 19 +30 ft. Ability Score Improvement
20th +6 1d12 20 +30 ft. Perfect Zen

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 sugges-tions. 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

  • Saves: Dexterity plus one saving throw of your choice
  • 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
  • 10 darts
PART 1 | CLASSES

Monastic Lessons

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 including shortswords and simple melee weapons that don't have the two-handed, heavy, or versatile trait.

You gain the following benefits while you are unarmed or wielding only monk weapons and you are benefiting from Monastic Lessons:

  • 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 sickle, 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 three such features: Elusive Dance, Vivify, and Windwalking. 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

Vivify

You can spend 1 or more chi point and use your action to heal a creature within 15ft. The creature regains hit points equal to your Martial Arts die. You can spend extra chi points to add additional martial arts dice, up to your proficiency bonus.

Elusive Dance

You can spend 1 chi points to take the Dodge action as a bonus action on your turn.

Windwalking

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.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 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.

At 10th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Roll

At 3rd level, you are able to tumble across the battlefield when you are not wearing armor or wielding a shield. During your movement, you can tumble 10 feet in a straight line without expending any speed, giving opportunity attacks against you disadvantage. You may move through spaces occupied by enemies when using this feature.

Once you use this feature, you can't use it again until you move 0 feet on one of your turns. At 6th level your roll is enhanced depending on your specialization.

Celerity (Brewmaster) When an ally within 10 feet of you is hit by an attack from a creature you can see, you may roll as a reaction. If you end adjacent to the ally you may have the attacker re-roll the attack unless they make you the new target instead.

Tiger's Lust (Mistweaver) When an ally within 30 feet begins to move, as a reaction you can imbue them with alacrity. The ally increases their speed by 15 feet and ignores difficult terrain until the end of their turn.

Chi Torpedo (Windwalker) Your Roll transforms into a Chi Torpedo, with a violent spin you propel yourself through the air. Your roll no longer provokes attacks of opportunity and you may travel 20 feet.

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.

PART 1 | CLASSES

Leg Sweep

Starting at 5th level, you can knock multiple enemies off their feet with a swift and low roundhouse. As an action, you can make targets of your choice within 5 feet to make a Strength saving throw. Creatures who fail fall prone and are Stunned until the start of the Monk's next turn.

Chi-Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Transcendence

At 8th level, you can split your body and spirit. As a bonus action you may leave your spirit behind in a space within 5 feet of you or your own space. At any point in the next hour by spending 1 chi , you may as a reaction teleport to your spirit's square, destroying it in the process.

Expel Harm

At 12th level, your chi can alleviate ailments from allies. When you use Vivify, you may spend two extra chi (normal limit applies) to allow your ally to use a reaction and attempt a saving throw against an ongoing effect.

Ring of Peace

Upon reaching 13th level, you can spend 2 chi and use your action to choose a point within 30 feet that you can see. You create a ring of peace with a radius of 10 feet at the chosen point. Until the end of your next turn enemies can not enter the ring and any enemies inside when it is created are pushed to the nearest empty space outside it. You must complete a long rest to use this feature again.

Diffuse Magic

Beginning at 14th level, your mastery of chi allows you to add your proficiency bonus to all saving throws that are the result of a magical effect or spell.

Chi Brew

At 17th level, when you roll initiative and have zero chi points, you may gain 4 chi.

August Blessing

Beginning at 18th level, whenever you make a saving throw and fail, you can spend 1 chi point to reroll it. You must use the new result.

Perfect Zen

At 20th level, your chi sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

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 and joyful, many would think them merely as fools that enjoy a drink to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the brewmaster can be a madden-ing, masterful foe.

Stormstout's Legacy

At 3rd level, your mastery of the brewmaster arts grants you proficiency with the brewer's kit and deception, or expertise if already proficient, and following benefits.

  • Fluidity of Motion: You retain the benefits from Teachings of the Monastery, Unarmored Movement, and Roll while wearing light armor, but not when using a shield.
  • Gift of the Black Ox: Your hit die changes to a d10 for this and all future levels gained. This effects previously gained levels. If Hit Points per level have been rolled for, simply add 1 hp per level rolled previously.
  • Staggering Strikes: Two handed simple weapons and versatile simple weapons count as Monk Weapons for you. When using a weapon in such a way you may add the reach trait to it.
  • Elusive Brews: You know the Black Ox brew and one other brew of your choice, all of which are detailed in the "Elusive Brews" section below. You learn one additional brew at 5th, 11th, and 17th level.

Stagger

At 3rd level you learn to shrug off harmful attacks made against you. You can use your reaction upon taking damage from an attack to give yourself resistance to all damage dealt by the attack, except psychic damage. At the start of your next turn you take psychic damage equal to your Martial Arts Die. At 7th level you gain an extra reaction each turn, that may only be used to Stagger.

Elusive Brawler

Starting at 5th level, you can move in sudden, swaying ways. You gain the following benefits.

Drunken Master. You may impart disadvantage on an enemy targeting you with a melee attack as a free action, but you fall prone after. When you're prone, you can stand up by spending 5 feet of movement, rather than half.

Redirect Attack. When a creature misses 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.

Celestial Invocation

Starting at 7th level, you may manifest an avatar of a celestial as a bonus action on your turn. The avatar is incorporeal and shares your space, following you for it's duration, lasting until the end of your next turn.

Invoke Niuzao, the Black Ox: During your turn, Niuzao stomps a target within your reach (As Keg Smash) as a free action, and the Black Ox purifies your stagger damage at the start of your turn, granting you immunity to psychic damage. Lastly he allows you to stagger 1 extra attack per round as a reaction.

Quick Sip

At 9th level, you have mastered blending liquid consumption with the fluidity of your martial arts. You may make one free Martial Arts attack any time you consume an Elusive Brew.

Keg Smash

Beginning at 11th level, you can surprise your foes with a cask of ale, splintering and showering them with high proof alcohol. When you take the attack action you may exchange one of your attacks and spend 1 chi, a target within reach and any foe within 5 feet of them must make a Constitution Saving throw or take damage equal to your Martial Arts die + Dexterity Modifier and have disadvantage on Dexterity Saving Throws until the end of your next turn. On a succe-
ss targets takes half as much damage and no disadvantage.

Shuffle

At 15th level, your flowing combat style affords you even more protection against your foes. You may now stagger any damaging effect, not just damage from attacks.

Elusive Brews

The elusive brews are presented in alphabetical order. If a brew requires a level, you must be that level in this class to learn the brew.

When you gain a level in this class, you can choose one of the brews you know and replace it with another brew that you could learn at that level

Your elusive brews all require a bonus action and chi points to be used unless specified otherwise. To use any of your known brews, you must have a flask of drinkable liquid on you as all brews require you to channel chi into some liquid as you drink it.

Black Ox Brew. You can spend 1 chi point to give yourself advantage on the next melee attack you make this turn, on a success the enemy is Taunted until the start of your next turn.

Blackout Brew (11th level Required). You can spend 3 chi points to gain the effects of the blur spell for 1 minute.

Breath of Fire. You can spend 1 chi points to exhale fire in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking fire damage equal to your Martial Arts die on a failed save, or half as much damage on a success. If the target has disadvantage on the saving throw they are lit on fire, taking your martial arts die in fire damage again at the start of your turn.

Celestial Brew. When you take the attack action you can spend 1 chi point to gain the strength of Xuen, until the end of your next turn, your melee attacks and Keg Smash deal extra thunder damage equal to your Wisdom modifier.

Fortifying Brew. (5th level Required) You can spend 2 chi point to gain temporary hit points equal to twice your Monk level + your Wisdom modifier.

Invigorating Brew (11th level Required). You can spend 4 chi points to gain the effects of the haste spell.

Ironskin Brew (5th level required). You can spend 2 chi points as a reaction, for the next minute your stagger feature effects all attacks made against you. You take damage at the start of your turn equal to 1 Martial Arts die for each attack that hits you during the round.

Nimble Brew (5th level Required). You can spend 2 chi points to gain the effects of the freedom of movement and longstrider spells for 1 minute.

Purifying Brew. (17th level Required). You can spend 5 chi points to cast greater restoration on yourself.


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.

Teachings of the Monastery

When you select this specialization at 3rd level, you gain proficiency in the Medicine skill and herbalism kit, or expertise if proficient. You also learn the following abilities.

  • Enveloping Mists: Your Vivify becomes Enveloping Mists. This upgraded chi ability gains a 45ft range, is a bonus action to activate, and you may add your Wisdom Modifier to the total rolled.

  • Crane Stance: You may enter a Crane Stance in combat as a free action when you roll initiative or when you start your turn. While in this stance you may use your Wisdom Modifier for attack and damage rolls with Monk Weapons and unarmed attacks, and enemies provoke an attack of opportunity when they enter your reach, but you have disadvantage on Strength Saving Throws and Athletics checks. Lastly, you gain a +1 bonus to your AC.

  • Spirit of the Crane: While in Crane Stance, you may grant an ally within 15 feet temporary hit points for 1 minute equal to the damage dealt by any unarmed or martial arts attack once per turn. Additionally you may make a martial arts attack as part of activating Soothing Mist by spending a bonus action.

Soothing Mist

Additionally at 3rd level, you have a pool of healing chi that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your monk level x 7.

As an action, you can manifest a beam of chi towards a creature within 30 feet of you and draw power from the pool to restore a number of hit points to that creature, up to three times your monk level. If you end your turn immediately after this, you may take an action as your next turn begins to continue channeling mists, restoring the same amount to the target again for free.

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 Soothing Mist, expending points separately for each one.

Thunder Focus Tea

Beginning at 5th level, you can brew and steep an invigorating libation while you recover. You regain Soothing Mist points equal to twice your monk level when you complete a short rest.

Essence Font

Also at 5th level, when you use Enveloping Mists you may spend one extra chi point to target up to two extra friendly creatures within range. You still may not exceed your proficiency bonus in total chi spent.

Celestial Invocation

Upon reaching 7th level, you may manifest an avatar of a celestial as your turn begins. The avatar is incorporeal and shares your space, following you until the end of your next turn. You may chose either of the following celestials when you gain this feature. You may retrain your choice with your GMs permission and sufficient time.

Invoke Yu'lon, the Jade Serpent: Yu'lon breathes healing mist on allies when they need it most. At the start of your turn, Yu'lon uses Enveloping Mist, as if one chi was spent (you may spend your own Chi to alter this), on the most injured party member within range. Additionaly he grants you Soothing Mist points equal to your monk level at the start of each of your turns and when you use this ability.

Invoke Chi'ji, the Red Crane: Chi'ji darts around the battle, kicking up gusts of healing wind. Your martial arts die increases once in size or becomes 2d8 at 17th level, and temporary Hitpoints from your Spirit of the Crane feature stack, but not with other sources as normal. Chi'ji makes a single martial arts attack as a free action during your turn and up to two attacks per turn may trigger Spirit of the Crane.

You must complete a long rest before using this feature again.

Statue of the Jade Serpent

At 9th level, you can give your chi physical form, shaping it into a statue of a jade serpent. You may spend your bonus action in addition to your action when you use your Soothing Mists feature to summon the statue, it does not occupy a space of it's own and is considered to share your space until the end of your next turn. While the statue is active, soothing mist costs 2 points per health restored, but all healing is applied to a second ally within range as well.

Life Cocoon

Upon reaching 11th level, you learn to encase allies in a powerful shroud of chi energy when they are most in danger. As a reaction to an ally being hit by an attack or failing a saving throw against a damaging effect, you may spend 2 Chi to place a Life Cocoon on them for 1 round. The cocoon grants the target temporary hit points equal to your Monk level times your Wisdom Modifier.

You must complete a long rest to use Life Cocoon again.

Reawaken

At 15th level, you are able to manifest your chi to reawaken a creature that has fallen. As an action, you can expend 4 chi points to cast revivify with no material component. You must then finish a long rest to cast revivify again.

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.

Fists of Fury

Starting when you choose this tradition at 3rd level, you can accelerate your attacks by infusing your body with Chi. You may spend 1 Chi when you take the Attack action to make 2 Martial Arts attacks as a bonus action.

Ways of the Wind

Also at 3rd level, you have improved your chi abilities through intense training, granting the following benefits.

  • Tiger Palm When you use Windwalking, the next successful melee weapon attack you make before the end of your next turn against an enemy you did not start the turn adjacent to deals additional damage equal to your Martial Arts die, and your target must make a successful Strength saving throw or be knocked prone.
  • Unpredictable Strikes When you make an attack of opportunity, you may spend 1 Chi to use your Fists of Fury feature.
  • Reflexes of Xuen You become proficient in athletics, or expertise if already proficient, and you may use your dexterity modifier in place of Strength. You also add your proficiency bonus to initiative checks.

Combo Strikes

At 5th level, you can chain your strikes into devastating combos. When you succeed with a melee attack against a target you have already hit this turn, it gains a bonus to damage equal to the number of successful attacks against it this turn including the triggering attack.

Celestial Invocation

Upon reaching 7th level, you may manifest an avatar of a celestial as a bonus action on your turn. The avatar is incorporeal and shares your space, following you for it's duration, lasting until the end of your next turn.

Invoke Xuen, the White Tiger: The White Tiger mauls your foes with thunder and lightning charged attacks.

  • When you use Fists of Fury, Xuen makes the extra martial arts attack against your target, allowing you to use this feature for no chi cost.
  • You may add your wisdom modifier as lightning damage to your Martial Arts attacks.

You must complete a long rest before using this feature again.

Touch of Karma

At 9th level, you can harness the cyclical loop of Karma to return harm your enemies would inflict upon you. As a reaction to an enemy damaging you, you may spend 2 Chi to mark them with a Touch of Karma. Until the end of the turn you gain resistance to all damage (Including the triggering effect) and the enemy you selected takes half the damage you do after resistance.

Spinning Crane Kick

At 11th level, when you use your Fists of Fury, you may forgo one bonus attack. Compare the result of one attack this turn against the AC of each enemy adjacent to you, applying damage to any successes normally.

Touch of Death

From 15th level and beyond, you gain the ability to kill with just a touch. When you hit a creature with an Unarmed Strike, you can spend 3 chi points to exploit the enemies greatest weakness and attempt to kill them outright. When you use this feature, the creature must make a Constitution saving throw. If it fails and has less Hit Points than you, it dies. If it succeeds or has more Hit Points than you, it takes 10d10 necrotic damage.

Playing so closely with death has it's dangers, and you must complete a long rest before using this feature again.

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, 2
3rd +2 Sacred Oath, Holy Power 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack, Sacred Oath feature, Holy power (4) 4 2
6th +3 Divine Aura, Blessed Hands 4 2
7th +3 Avenging Wrath 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Sacred Oath feature 4 3 2
10th +4 Divine steed 4 3 2
11th +4 Sacred Oath feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Divine Aura Improvement 4 3 3 1
14th +5 Turn Evil 4 3 3 1
15th +5 Sacred Oath feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Reckoning 4 3 3 3 1
18th +6 Blessed Hands Improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Holy Avenger 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.

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

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
PART 1 | CLASSES

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.

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 creature, up to the maximum 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.

Your specialization choice at 3rd level also gives you a unique way to spend your pool of healing energy.

  • Holy Shock (Holy): Your lay on hands pool is 7 times your paladin level, and has a range of 15 feet.
  • Light of the Protector (Protection): You may use your lay on hands on yourself as a bonus action while you are bellow half your maximum hit points.
  • Art of War (Retribution): You may use your lay on hand feature as part of the action to channel divinity, with a range of 15 feet.

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.

Blessed Fighter

You learn the sacred flame and word of radiance cantrips from the Priest spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you attack, you can choose to forgo your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack’s damage. The weapon must have the two-handed or versatile property for you to use this benefit.

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.

Sentinel Fighting

While wielding a weapon with the reach property, creatures provoke an opportunity attack when they move to within your reach or move 5 feet or greater while within your reach.

Versatile Weapon Fighting

When you are wielding a single versatile weapon and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon.

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 spellcasting 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 convic-tions. 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. In addition to the holy symbols present in the Player's Handbooks, you may use a libram as your holy symbol, a libram costs 5 gp and weighs 3 lb.

PART 1 | CLASSES

Holy Power

At 3rd level, you learn how to harness residual radiant energy in your strikes to fuel your most potent abilities. You have a maximum pool of 3 holy power that you may tap into at a time and any holy power gained over your maximum is lost. You regain all your Holy Power when you complete a short or long rest. At 5th level your maximum holy power increases to 4.

Crusader Strike

The first time you successfully hit and the first time you critically hit (These can be the same attack), with a melee weapon or radiant damage cantrip in a round, you gain 1 Holy Power. You can not gain more than 2 Holy Power in a round.

Channel Divinity

Your oath allows you to channel your Holy Power 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 and spend 3 Holy Power to activate it.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

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 the Holy, the Oath of Protection, or the Oath of Retribution, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 5th, 9th, 11th and 15th level. Those features include the Channel Divinity feature.

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.

Blessed Hands

Also at 4th level you may cast a blessing spell (might, protection, sacrifice) without a concentration requirement. You must complete a long rest to use this feature again. At 18th level you may use this feature twice before resting.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You may also make one melee attack after you channel divinity as a bonus action.

Divine Auras

Starting at 6th level, your choice of oath grants an aura to bolster you and your allies. At 13th level, the range of this aura doubles.

Devotion Aura (Protection)

When an ally within 15 feet is the victim of an attack roll, you may spend your reaction to reduce the damage taken by your proficiency bonus.

Aura of Reckoning (Retribution)

When an ally within 60 feet is reduced to 0 hit points, you may spend a reaction to move up to 15 feet and make an attack against the triggering enemy if they are within range. In either case, your next successful melee attack is considered a critical hit.

Concentration Aura (Holy)

When a friendly creature within 30 feet fails a concentration saving throw, you may spend a reaction to add your Charisma modifier to the result.

Avenging Wrath

At 7th level, you become a truly terrifying incarnation of the light. You sprout divine wings an unleash terrifying vengeance on your enemies. Until the end of your next turn you gain the following benefits

  • You gain up to 3 holy power
  • Your channel Divinity grants 2 holy power after use
  • Your attack rolls critically hit on a 18, 19, or 20
  • Your attacks deal an extra 1d8 radiant damage

You must complete a long rest to use this feature again.

Divine Steed

At 10th level, once per short rest you may gain the benefits of both Dash and Disengage as a bonus action, as your steed of light swiftly carries you across the battlefield.

Turn Evil

Upon reaching 14th level, you radiate holy energy, rebuking the foulest of creatures who dare to challenge you. You are always under the effects of a Protection from Evil and Good spell.

PART 1 | CLASSES

Reckoning

From 17th on, your fervor allows you to turn the enemies own aggression back upon them. When you are the victim of a critical hit, you may immediately make an opportunity attack as a reaction. If successful you may use your Shield of the Righteous, Templar's Verdict, or Judgment of Light as if you had spent a 2nd level spell slot.

Holy Avenger

At 20th level, your avenging wrath can be used once per short rest, and your Crusader Strike now generates Holy Power from the first 2 hits and critical hits each round.

Holy Oath

Channel Divinity

Your oath to uphold the light grants you the following ways to use your Channel Divinity feature, Word of Glory and Holy Prism.

Word of Glory: As an action, you call down a ray of light to bathe a wounded ally. A friendly creature of your choice within 30 feet regains hit points equal to 1d10 times half your paladin level rounded up.

Holy Prism: As an action, you chose a target within 30 feet and project the light through them as it refracts and radiates nearby creatures. Dependingh on your target, choose one of the following effects. Enemies may make a Wisdom saving throw to take only half damage.

Enemy: The enemy is seared for 2d8 + twice your paladin level radiant damage, and up to three allies within 15 feet of the target are healed for half the damage dealt.

Ally: An ally is healed for 1d6 times half your paladin level rounded up, and three enemies within 15 feet of the target are seared for the same amount in radiant damage.

Judgment of Light

Also at 3rd level, your strikes can suffuse your enemies with the light, allowing allies to bask in it when they follow up on your attacks. When you succeed with a melee weapon attack but before you roll damage, you can expend one spell slot to inflict a judgement of light until the end of your next turn. Until then, the first time each friendly creature deals damage with an attack, spell, or ability that targets the judged foe, that creature is healed for 1d6 + Charisma modifier for a 1st-level spell slot. The healing is increased by 1d6 for each spell level above 1st.

Illumination

At 3rd level, your spellcasting swells the light within you, illuminating your inner resolve. When you spend mana to cast a spell, you generate 1 holy power per level of the spell.

Crusader's Might

Beginning at 5th level you swell with righteous fervor, when you use your holy shock feature you may also make a weapon attack as a bonus action.

Additionally, when you restore hit points to a target within 15 feet of you with a spell or channel divinity, one such target gains temporary hit points equal to your Charisma Modifier. These temporary hit points can not exceed the health restored.

PART 1 | CLASSES

Light of the Martyr

At 5th level, so great is your commitment to the cause of protecting your allies you lend your own life force to empower your healing. When you cast a spell that restores hit points to an ally, you may chose to gain the effects of the spell as if it were cast one level higher. This does not actually change the level of the spell. If you do you take 1d6 psychic damage per ally healed, which can not be prevented and does not trigger any concentration checks.

Glimmer of Light

At 9th level, your curative power leaves behind shimmers of the light on those you remedy, echoing as you continue to battle your foes. When you use your lay on hands feature and spend points equal to at least your paladin level, you leave behind a glimmer of light on your target for one minute. When you create a glimmer on a new creature, the previous echoes and radiates restoring hit points equal to half your paladin level, then it fades.

Aura Mastery

At 11th level the auras you wield approach their apex in power and breadth. When the trigger for an aura you do not know occurs, you may activate aura mastery and that aura as a reaction. For a number of rounds equal to your Charisma Modifier you emit all three auras and gain 2 extra reactions. These may only be spent on your auras and you may only activate each aura once per turn.

Ultimate Sacrifice

At 15th level, laying down your life for the allies who fight beside you is as natural as the breath you draw. Once between long rests you may cast ✦ blessing of sacrifice as a reaction to an ally taking damage that would reduce them to 0 hit points. When you do, the ally instead takes no damage from the triggering source, though you still take half the damage they would have. The spell then persists as normal, and you may use your blessed hands feature with Ultimate Sacrifice.

Protection Oath

Channel Divinity

Your oath to defend the weak grants you the following ways to use your Channel Divinity feature.

Avenger's Shield: As an action, you may emblazon your shield with holy enery and hurl it at a target within 30 feet. The target must make a dexterity saving throw, taking 2d6 + paladin level radiant damage or half as much on a succe-
ssful save. You may then pick a second target within 15 feet of the first and repeat this effect. At 5th level you may select a third target. If there is only one target eligible, they have disadvantage on the saving throw.

Consecration. As an action, you can use your Channel Divinity to consecrate the ground around you in a 15-foot radius that persist until the end of your next turn. Each creature of your choice within range must make a Dexterity saving throw, taking radiant damage equal to your Charisma modifier + proficiency bonus on a failed saving throw, or half as much damage on a success. Any creature that starts it's turn in the area must repeat the save. Additionally, this area around you is treated as difficult terrain for all enemies.

Shield of the Righteous

At 3rd level, as a bonus action when you hit with an attack, you may follow up your strike with a blow from your shield as it becomes wreathed in holy fire. The blow adds an additional 1d4 radiant damage and taunts the target until your next turn for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4. Lastly, you reduce the next source of physical damage you take by your Strength modifier times the spell level.

Righteous Fury

At 5th level you burn with unmatched fervency and bring to bear upon your enemies. When you hit an enemy with more than one attack in a turn, that enemy is Taunted until the start of your next turn.

Ardent Defender

At 9th level not even death can stop you from standing as a the bulwark between foe and friend. When you would fall to zero hit points you may instead set your hit points to twice your paladin level and you gain resistance to all damage until end of your next turn. You must complete a long rest to use this feature again.

Holy shield

Starting at 11th level, whenever a creature makes a melee attack against you and misses, they take radiant damage equal to 1d8 plus half your paladin level.

Seraphim

At 15th when you roll initiative and have less than your maximum holy power you may immediately gain up to 3.

Retribution Oath

Channel Divinity

Your oath to rebuke evil grants you the following ways to use your Channel Divinity feature.

Divine Storm. As an action, you can use your Channel Divinity to lash out in holy fury with a melee weapon. Up to three creature you choose within 10 feet of you must succeed on a Dexterity saving throw or take your weapon damage plus an 1d8 radiant. On a successful save, a target takes half as much damage. If only one enemy would be effected they have disadvantage on the saving throw. At 5th level this extra damage increases to 2d8

Hammer of Wrath. As an action, you may summon forth and hurl a hammer of pure light to finish your wounded foes. In place of one of your attacks, an enemy within 30 feet who is Bloodied (GMs discretion, but usually bellow half hit points) must make a Constitution saving throw or take damage as though you had critically succeeded with a weapon attack, adding 2d6 radiant damage to the roll. A successful save results in half damage.

Templar's Verdict

At 3rd level, when you hit a creature with a melee weapon attack, you can expend a spell slot and a bonus action 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. Templar's Verdict damage increases by 1d8 if the target is an undead or a fiend.

Pursuit of Justice

At 5th level when you begin your turn without any enemies within 20 feet and use your Divine Steed, you gain Pursuit of Justice. Until the end of your turn you gain the effects of
✦ blessing of might and a 15 foot bonus to speed, if you are already under this spell's effects you may also add the d4 to weapon damage rolls. You must end your movement as close to an enemy as possible.

Blade of Justice

Beginning at 9th level, your fervor is unmatched amongst servants of the light and dark alike. You may add your charisma modifier to two-handed melee damage rolls.

Eye for an Eye

Starting at 11th level, when a creature within your reach makes a successful attack against an ally, you can use your reaction to make an opportunity attack against it.

Wake of Ashes

At 15th level, once per long rest when you perform a divine storm channel divinity, you may spend a bonus action to unleash a fiery storm of righteous energy instead. Your divine storm becomes a 30 foot cone, and you can spend a bonus actio to generate 3 holy power after it's effects are resolved.

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  

Bent 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 ally's 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 necrosis through their bodies.

A forsaken, surrounded in void energy pulls his holy symbol from his neck as the void covers his body. Tentacles sprout from his back as he cackles, spew-ing 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 void magic granted by the old gods. They serve as protectors, healers, and casters of insanity.

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
Light
Points
  Features Cantrips
Known
  1st   2nd   3rd   4th   5th   6th   7th   8th   9th
1st +2 Spellcasting, 3 2
2nd +2 2 Channel Divinity (1/rest), Divine Calling, 3 3
3rd +2 2 Words of Power, Font of Light 3 4 2
4th +2 3 Ability Score Improvement, Divine Calling feature 4 4 3
5th +3 4 Words of Power 4 4 3 2
6th +3 4 Channel Divinity (2/rest) 4 4 3 3
7th +3 5 Body and Soul 4 4 3 3 1
8th +3 6 Ability Score Improvement, Divine Calling feature 4 4 3 3 2
9th +4 6 Words of Power 4 4 3 3 3 1
10th +4 7 Divine Intervention, Word of Power, Divine Calling feature 5 4 3 3 3 2
11th +4 8 Blessed recovery 5 4 3 3 3 2 1
12th +4 8 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 9 Words of Power 5 4 3 3 3 2 1 1
14th +5 10 Divine Calling feature 5 4 3 3 3 2 1 1
15th +5 10 - 5 4 3 3 3 2 1 1 1
16th +5 11 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 12 Word of Power 5 4 3 3 3 2 1 1 1 1
18th +6 12 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 13 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 14 Apotheosis 5 4 3 3 3 3 2 2 1 1

Creating a Priest

Are you a devoted servant 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-nastery? 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 void magic wrapping around you, making your actions chaotic?

Class Features

Hit Points


  • Hit Dice: 1d6 per priest level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 + your Constitution modifier per priest level after 1st

Proficiencies


  • Armor: None
  • Weapons: All simple weapons
  • Tools: Healer's Kit
  • 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 priest's pack or (b) an explorer's pack
  • a holy symbol, and two daggers
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 Charisma 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 Charisma 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

Charisma is your spellcasting ability for your priest spells. The power of your spells comes from the light. You use your Charisma whenever a priest spell refers to your spell-casting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma 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.

Divine Calling

At 2nd level Choose a Divine Calling: Discipline, Holy, 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 2nd level. It also grants you additional ways to use your Channel Divinity and additional benefits at 4th, 8th, 10th and 14th 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 pre-pared, and it doesn't count against the number of spells you can prepare each day.

If you have a priesthood spell that doesn't appear on the priest spell list, the spell is considered a priest spell for you.

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 stunned for 1 minute or until it takes any damage.

Font of Light

Also at 3rd level, you tap into a deep wellspring of divine energy within yourself. This wellspring is represented by light points, which allow you to create magical effects.

You have 3 light points, and you gain more as you reach higher levels, as shown in the Light Points column of the Priest table. You can never have more light points than shown on the table for your level. You regain all spent light points when you finish a long rest.

Enlightenment

You can use your light points to fuel additional spells when your mana is depleted. You may spend a bonus action and a number of light points no greater than half your level to gain as much mana.

PART 1 | CLASSES

Words of Power

Starting at 3rd level, you gain the ability to speak words of power to envelope your allies or harm a creature. You learn one Word of Power of your choice. You learn another word at 5th level and every 4 levels past that. When you learn a new word of power you may also exchange a previously learned word for a new one.

Speaking a word of power requires an action unless otherwise specified, and spending the listed light points. You can only have one Word of Power active at a time, and can dismiss an active word as a bonus action on your turn.

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.

Body and Soul

When you reach 7th level, your words of power infuse allies with bursts of speed. When you target a single friendly creature with one of your holy words, that ally may move 10 feet as a reaction without provoking opportunity attacks.

Divine Intervention

Beginning at 10th level, you can call on the light to intervene on your behalf when your need is great.

Imploring a powers aid requires your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than twice your priest level, the power intervenes. The DM chooses the nature of the intervention; the effect of any priest spell would be appropriate.

If the light (or void) intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Blessed Recovery

From 11th level onward, the light aids and restores your body in the most desperate times. When you are the Victim of a critical hit or roll a natural 1 on a saving throw against a damaging effect, you may heal a number of hit points equal to your 1d8 + Priest level. You may decide to gain these hit points before or after damage is rolled.

Twins of the Sun Priestess

When you reach 15th level, while you have an active power infusion (haste) spell that you are maintaining concen-
tration on, you gain the normal benefits of the spell as well, except the extra action may be used to cast a cantrip in place of a weapon attack.

Apotheosis

At 20th level you become wreathed in light and shadow, the pinnacle of duality between them. Your Charisma increases by 4 and it's maximum increases by 4.

You also regain 4 light points after finishing a short rest.

Divine Callings

Priests enter into divine priesthoods, some strive to follow the holy light directly, others enter sects dedicated to lesser powers, or fall to the void entirely. Your choice might corre-spond to a particular branch of priesthood, it could simply be a matter of personal preference, having the purpose that appeals to you the most.

Discipline Priesthood

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. You gain the following benefits

  • Confessor: You gain proficiency in the Insight skill or expertise if you were already proficient and you may use your Charisma in place of Wisdom when discerning the truth. Whenever you make a Charisma (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
  • Shield Discipline: You learn the Shield word of power, which does not count against your words known.
Discipline Priesthood Spells
Priest Level Spells
1st ✦ Inner Fire
3rd ✦ Holy Fire
5th ✦ Divine Star
7th ✦ Void Shift

Shadow Mend

At 2nd level, you are able to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell or ability to a creature at 0 hit point, you instead use the highest number possible.

In addition, you learn the spare the dying cantrip, which doesn't count against the number of priest cantrips you know and you can cast it as a bonus action.

PART 1 | CLASSES

Channel Divinity: Penance

Starting at 2nd level, you can use your Channel Divinity to burst out an expanse of radiant and necrotic force.

As an action, you present your holy symbol, and release a volley of three bolts towards a target within 60 feet of you. Its effect changing on your target.

Ally: Each bolt restores hit points equal to 1d6 + your priest level. Up to three enemies within 15 feet take total necrotic damage equal to your Priest level.

Enemy: The target must make a Constitution saving throw, taking necrotic damage equal to 1d8 + your priest level for each bolt on a failed save, or half as much on a success. Up to three friendly creatures within 15 feet of your target are healed for a total equal to your priest level.

Atonement

Beginning at 4th level, the harmful spells you cast bolster your allies. When you cast a spell of 1st level or higher that deals damage to at least one enemy, a single ally within 60 feet of you regains hit points equal to 1d6 times the spell level. If a spell deals damage to more than one enemy you may split these d6 between allies as you see fit.

Rapture

Starting at 8th level, as an action you can call down the power of the light and greatly empower your Holy Words. Until the end of your next turn, you gain the following benefits.

  • Your may use your Power Word Shield once on each enemy turn, without spending a reaction.
  • Your Atonement and Penance deal maximum damage and healing
  • You may use your Channel Divinity for free as part of activating this feature

You must complete a long rest before using this feature again.

Pain Suppression

At 12th level, you can spend 3 light points and use your reaction when a creature is hit by an attack or spell to give them resistance to all damage except psychic until the start of your next turn.

Spirit Shell

At 14th level you waste nothing when restoring your allies health. By spending 1 light point, any healing you cause from your next spell or ability that brings an ally above maximum health is converted to Temporary hit points for 1 minute. A character may still only benefit from 1 source of temporary hit points at a time.

Holy Priesthood

These priests carry out the holy message of the light, they leave their house of worship to serve on the battlefield. They use their divine powers to bless their allies and mend wounds from afar, pulling creatures out of harm's way by enveloping them in divine light.

  • Miracle Worker: You gain proficiency in the Medicine skill or expertise if already proficient. You are always treated as having a healer's kit and gain the Healer feat.
  • Light of the Naaru: You learn the Serenity word of power, which does not count against your words known.
Holy Priesthood Spells
Priest Level Spells
1st ✦ Angelic Feather, heal (cure wounds)
3rd ✦ Shining Force
5th Circle of Healing (Mass Healing Word)
7th death ward

Renewed Faith

At 2nd level, whenever you spend mana on a spell to res-
tore hit points, you may re-roll one die, keeping the better result. Additionally, heal (cure wounds) has a range of 30 feet.

Channel Divinity: Sanctify

Starting at 2nd level, you can use your Channel Divinity to unleash an explosion of radiance.

As an action, you present your holy symbol and evoke healing energy that restores a number of hit points equal to three times your Priest level to all allies within a 10 foot radius of a point you choose.

Echoes of Light

Beginning at 4th 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 a creature, that creature regains hit points equal to 1d4 per spell level at the start of it's next turn.

Dvine Hymn

Starting at 8th level, you can use your action and present your holy symbol to evoke healing energy that can restore a number of hit points equal to four times your priest level. Choose up to four creatures within 30 feet of you, and divide those hit points among them. You can't use this feature on an undead or a construct. You can repeat this action once more at the start of your following turn.

Once you use this feature, you can't use it again until you finish a long rest.

Guardian Spirit

At 10th level you can call upon a spirit to guide a fallen ally back to their body. When a creature within 60 feet of you is reduced to 0 hit points, you can use your reaction and 5 light points to stop their spirit before it leaves for the shadowlands. The target is immediately set to 1 hit point and is immune to damage until the start of their turn. If you cast a spell of 3rd level or lower that targets this creature and restores hit points before the end of your next turn, it restores the maximum amount.

Spirit of Redemption

At 14th level, you can tend the wounds of your allies even from the brink of death. When you are brought to 0 hit points you can chose to become a Spirit of Redemption. Until you stop making death saving throws, you are immune to all damage, but can take no actions other than those that restore hit points to your allies but not yourself.

Shadow Priesthood

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. Your light points are referred to as Insanity and behave exactly the same, granting you the following benefits.

  • Master Manipulator: You gain proficiency in the Deception skill or expertise if you are already proficient. You have advantage on all checks and rolls to conceal your motives, emotions, or thoughts, or when you make a Wisdom saving throw to resist the effects of a divination spell.
  • Throes of Pain: You learn the Pain word of power, which does not count against your words known.
Shadow Priesthood Spells
Priest Level Spells
1st ✦ Dark Void
3rd ✦ Vampiric Embrace
5th ✦ Vampiric Touch
7th Evard's Black Tentacles

Shadowform

At 2nd level you may use your bonus action to wreathe yourself in shadowy energy. Until you chose to leave this form, you reap the following benefits:

  • You add you Charisma modifier to the damage of any cantrip that deals necrotic damage.
  • Your armor class becomes 10 + Dexterity modifier + Charisma modifier
  • You ignore resistance and immunity to necrotic damage.
  • Any spell you cast that restores health and is not a Priesthood spell reduces the size of the dice rolled by one step

You may enter this form freely as an action, and leave it as a bonus action.

PART 1 | CLASSES

Channel Divinity: Devouring Plague

Starting at 2nd level, you can use your Channel Divinity to consume your foes in a plague that consumes all thought and reason, divorcing their consciousness from reality momentarily. When you deal necrotic or psychic damage with a spell to a single target this turn, you may use Devouring Plague to have that spell deal maximum damage instead of rolling and granting advantage on the first attack roll made against the target before the end of your next turn, as it's mind takes time to gather itself.

Shadowy Apparitions

Upon reaching 4th level, you are able to conjure shadowy visions of yourself that can distract and hinder your enemies. Whenever you spend insanity to invoke a Word of power that targets an enemy, a dark illusion appears around you. These apparitions last for 1 minute or until they are destroyed, and you can have at most two of them present at once. While any apparitions are present, you are considered to be under the effects of a mirror image spell, with the number of images equal to the number of apparitions. Enemies do not need to roll to hit apparitions.

In addition to their defensive benefit, you may also use your bonus action to command an apparition to assault a foe. Make a ranged spell attack against a creature you can see within 60 feet. On a success, the creature takes necrotic damage equal to 1d6 + your priest level. Regardless of whether the attack hits or misses, the apparition is destroyed.

Mindbender

Upon reaching 8th level, once per long rest you may cast shadowfiend (summon shadowspawn) regardless of if it is prepared or not, it gains the following benefits when cast this way.

  • The first time each turn it deals damage, you regain 1 insanity.
  • Duration reduced to the end of your next turn, but requires no concentration.
  • It uses dreadful scream immediately upon summoning, and it does not effect allies.

Dispersion

At 10th level you know the darkest recesses of the void like you know your own mind. As a reaction to taking damage you may disperse into pure shadow, gaining resistance to all damage except psychic including the triggering attack. You may stay in this form for a number of rounds equal to your proficiency bonus but the only actions you can take are to dash or dodge. You may end this ability early as a free action.

Surrender to Madness

Upon reaching 14th level, when you use your Devouring Plague you may succumb to the whispers of the old gods. If you do you must make a DC 17 Wisdom Saving Throw at the start of your next turn or you take half your maximum hit points in psychic damage. Pass or fail you may use your channel divinity again next turn without expending a use.

You may continue to make this choice on each of your turns, but the DC increases by 1 each time you do.

Words of Power

Barrier

You can spend 2 light points as a reaction and choose a point within 30 feet of you, creatures within 15 feet of that point gain the benefits of the protection from evil and good spell for 1 round. Targets also have advantage on saving throws from evil creatures for the duration.

This word of power may be sustained for 1 light point at the start of your turn to maintain it's effects.

Chastise

As an action, you can spend 2 light points to chastise a creature you can see within 60 feet. That creature must make a Wisdom saving throw. On a failure, it is incapacitated until the end of your next turn. Once a creature is targeted by this feature it is immune for 24 hours.

Death

When a creature within 60 feet of you takes damage from an attack or spell, you can spend 1 light point and use your reaction to deal necrotic damage to it equal to 2d8 + half your priest level. If this damage doesn't reduce the creature to 0 hit points, you take the same damage, which can't be reduced or prevented in any way, if it dies you regain 1 light point.

Fortitude

During a short rest you can fortify your allies, shoring up their resolve to fight. When you do so, spend 2 light points and choose up to six friendly creatures (which can include yourself) within 30 feet of you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.

Additionaly your hit Dice become d8s, applying to all previously gained and future levels.

Leap

You can use your reaction and spend 2 light points when a friendly creature within 60 feet of you is forced to make a saving throw to avoid an area effect or falls (GM's discretion). The creature is pulled to the nearest empty space within 5 feet of you and suffers no effects from the area effect if leap pulled it out of its area and takes no damage from falling. You may also use this word as an action for 1 light point on your turn.

Pain

You can spend light points as a bonus action up to your proficiency bonus when you deal damage to a creature with a spell to inflict torment. If the spell hits the target with an attack or it fails a saving throw against the spell, at the beginning of the target's next turn, it takes a number of d4s of necrotic damage equal to the points spent.

Radiance

When you cast a spell that restores hit points to a single target, as a bonus action you may spend 2 light points after rolling and distribute the hit points evenly amongst up to three allies within 30 feet of your target, each ally that receives healing this way recovers additional hit points equal to your Charisma modifier + spell level.

Salvation

When a creature you can see within 60 feet fails a Constitution saving throw to maintain concentration on a spell, you can expend 1 light point and use your reaction to allow the creature to reroll.

Serenity

When you restore hit points to a creature with a spell of 1st level or higher, you may spend light points as a bonus action up to your proficiency bonus to heal an extra 1d6 per light point spent.

Shield

You can spend 1 light point as a reaction to an ally taking damage within 60 feet of you, the chosen ally gains temporary hit points equal to half your priest level + your Charisma modifier.

Solace

When you use your enlightenment ability to turn light points into mana, you may deal your Charisma modifier times the number of points spent in radiant damage to a target within 60 feet.

Void

When you deal psychic or necrotic damage to a creature with a spell, you can spend 2 light points to cripple its resolve. That creature has disadvantage on the next saving throw it makes before the end of your next turn.

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 to pick it in the blink of an eye. Before disappearing into the shadows as her warrior 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
  Opener   Features
1st +2 2d6 Expertise, Stealth, Openers
2nd +2 3d6 Fleet Footed, Hit and Run
3rd +2 3d6 Energy, Roguish Specialization
4th +2 4d6 Ability Score Improvement, Tricks of the Trade
5th +3 5d6 Feint, Roguish Specialization feature
6th +3 5d6 Expertise, Thieves' Gambits (1)
7th +3 6d6 Cloak of shadows, Roguish Specialization feature
8th +3 7d6 Ability Score Improvement,
9th +4 7d6 Roguish Specialization feature
10th +4 8d6 Ability Score Improvement, Thieves' Gambits (2)
11th +4 9d6 Roguish Specialization feature, Without a Trace
12th +4 9d6 Ability Score Improvement
13th +5 10d6 Thistle Tea
14th +5 11d6 Thieves' Gambits (3)
15th +5 11d6 Preparation, Roguish Specialization feature
16th +5 12d6 Ability Score Improvement
17th +6 13d6 Fleet Footed (Improved)
18th +6 13d6 Elusive
19th +6 14d6 Ability Score Improvement
20th +6 15d6 Honor Among Thieves

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?

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: Stealth, and choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword or (c) a dagger
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword (c) a sheathe of darts
  • (a) a burglar's pack or (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, a dagger, and thieves' tools
PART 1 | CLASSES

Expertise

At 1st level, choose one skill proficiency other than stealth, or your proficiency with thieves' tools. Your proficiency bonus is doubled for ability checks you make that use the chosen proficiency.

At 6th level, you can choose one more of your proficien-cies (in skills or with thieves' tools) to gain this benefit.

Openers

Beginning at 1st level, you know how to strike with the most lethality when you are hidden from sight. The first attack you make on a turn while affected by Stealth deals bonus damage as shown in the 'Opener' column of the Rogue table. Some class features alter the effects of your openers or give you new ways to use them. You may not use a Finisher and an Opener on the same turn.

Stealth

You are a master of the shadows, you can even bend them around you to become invisible to most enemies. You gain expertise in the stealth skill and when you use the hide action outside of an encounter (Not during initiative steps) you enter a state of heightened concealment called 'Stealth'. While in Stealth you are invisible to creatures further than 30 feet, and enemies do not get passive perception checks until you are within 30 feet of them, and your speed is halved. An enemy who is adjacent to you at any point during their turn has advantage on their passive perception. Some class feature are only available while in Stealth. This status ends if you make an attack or similarly obvious action as normal, and enemies who suspect your presence may still attempt to search for you actively should you give them cause to. Stealth rolls in this manner should be made in secret, to prevent knowledge of the result impacting decisions. An enemy might have adva-
ntage on their perception (+5) if you are in the open, they are on alert, or in bright environments, DM's discretion.

Fleet Footed

Also at 2nd level, you are exceptionally light on your feet, your speed increases by 10 feet, and another 10 feet at 17th level.

Hit and Run

When you reach 2nd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you this turn.

Energy

At 3rd level, you gain a pool of energy to fuel your most potent attacks and skills. You have a number of energy equal to your Constitution modifier + Proficiency Bonus and you gain 1 energy the first time you successfully attack an enemy with a light melee weapon on your turn that is not an opener. At 5th level you gain one energy at the start of your turn, and another at 11th level.

Your energy regenerates between encounters as well, at a rate of 1 per minute, increasing to 1 per round at 5th level.

If your energy features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Energy save DC = 8 + your proficiency bonus +

your Constitution modifier

You start out knowing the following 3 abilities plus 1 of your choice, known as Thieves' Gambits and learn 1 more at 6th, 10th, and 14th level. Your specialization may grant you more way to spend energy.

Unless otherwise specified, Thieves' Gambits may not be used again until you complete a short rest

Evasion

You may spend 2 energy and a bonus action to give all attacks against you disadvantage for 1 minute.

Sprint

You may spend 1 energy and a bonus action to give yourself a free action each turn that you may only use to dash for 1 minute, you do not provoke attacks of opportunity while sprinting.

Vanish

You may spend 2 energy and a bonus action to immediately take a Hide action that grants 'Stealth' if successful. You make this check with advantage.

Builders

Your choice of Roguish Specialization teaches you a Builder, a means to generate energy unique to your chosen archetype. Each is detailed further in their respective sections.

Finishers

The Specialization you choose also confers a Finisher, a powerful ability to spend energy on a devastating attack. Finishing moves may be used any time you have energy, and do not require a short rest to recharge.

Roguish Specialization

At 3rd level, you choose an area to specialize yourself within, that shapes your rogue abilities: Assassination, 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 5th, 7th, 9th, 11th, and 15th 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.

Tricks of the Trade

Additionally at 4th level, your finishing moves befuddle and deceive your enemies, leaving them flummoxed to your true threat. When you deal damage with a finisher, you may force the enemy to become taunted by an ally you can see within 30 feet until the start of your next turn.

Feint

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.

Cloak of Shadows

At 7th level, you can wreathe yourself in a rippling cloak of shadows against damaging spells and magic. When you are subjected to a magical effect that deals damage and allows half damage on a save, you take no damage on a successful saving throw.

Without a Trace

Upon reaching 11th level, If you spend your turn taking no hostile actions, and are not within passive perception range of an enemy, you may attempt to Hide and enter stealth at the start of your next turn so long as you take no damage before then.

Thistle Tea

Beginning at 13th level, you can craft an invigorating brew once per long rest. When consumed as a bonus action, the tea restores Energy equal to your proficiency bonus instantly.

Preparation

At 15th level, you may refresh the use of all spent Thieves' Gambits that normally requires a short rest as a free action.

You must complete a long rest before you can use this feature again.

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.

Honor Among Thieves

At 20th level, you can use your allies success to your own advantage. When an ally gets a critical hit with at attack or defeats an enemy you can see, you can make an attack against an enemy in your reach as a reaction, do not roll and instead treat your roll as a natural 20.

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 directions, embodied by the rogue specializations.

Assassination

You focus your training on the grim art of death. Favoring stealth and vicious poisons over direct approaches. Those who adhere to this specialization are diverse: hired killers, spies, and bounty hunters. Stealth, and poison help you eliminate your foes with deadly efficiency granting you the following benefits.

Mutilate (Builder): If you hit with two attacks when two weapon fighting on the same turn and are wielding daggers, you generate a bonus point of energy.

Envenom (Finisher): As a bonus action after a successful Attack action, you drive your poisoned blade deep into your target. You add 1d6 extra points of poison damage to the roll per energy you spend. The target must make a Constitution saving throw or suffer the poisoned condition until the start of your next turn.

Garrote (Opener): When you hit an enemy with an Opener, you cause them to bleed deep. The target takes 1d4 damage times your proficiency at the start of each of it's turns for 1 minute or until it receives any healing.

Assassin's Intuition

When you choose this specialization at 3rd level, you become a master in all facets of eliminating your foe via unscrupulous means, granting you the following.

  • You gain proficiency with the Poisoner's Kit, or expertise if you were already trained.
  • You may cast detect poison and disease at will.
  • Your poison damage ignores enemy resistances.

Deadly Poisons

At 5th level you have learned to coat your weapons in long lasting, virulent poisons to inflict upon your foes. Your Attack actions are coated in lethal poison and deal an extra 1d6 of poison damage, increasing to 2d6 at 9th and 3d6 at 13th level.

As an action you may apply one of the following non-lethal poisons to your two-weapon fighting attacks that lasts for 1 hour. These effects Are immediately applied if you hit an enemy with the poisoned weapon. You attempt to apply a poison as a bonus action as a DC 13 Dexterity (Poisoner's Kit) check. If you fail, the poison dose is wasted, and on a natural 1 you expose yourself to the dose.

Mind Numbing poison (injury). A creature subjected to this poison that is concentrating on a spell or ability, must make their Concentration check with disadvantage.

Crippling poison (injury). A creature subjected to this poison has their speed reduced by 10 feet until the end of their next turn.

Wound poison (injury). A creature subjected to this poison can't take reactions against you and reduces any healing received by half until the end of it's next turn.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest. A creature can only be affected by one of your deadly poisons at a time.

Vendetta

At 7th level, you can mark a target for elimination, executing it with extreme prejudice. When you declare the attack action you can declare a Vendetta against the target enemy that lasts until the end of your next turn or until that creature dies. During this time you gain the following benefits.

  • You gain 1 extra point of energy at the start of your turn and when you activate Vendetta.
  • You may use your Envenom as a free action after any successful attack.
  • You have advantage against your marked target, and disadvantage on attack rolls against any target other than your Vendetta.

You can not use this feature again until you complete a long rest.

Leeching Poison

Starting at 9th level, when you successfully deal Deadly Poison damage, you gain an amount of Temporary hit points equal to half the amount rolled.

Poison Bomb (Theives' Gambit)

At 11th level, as an action to cause an enemy within 15 feet to explode in a cloud of noxious vapor. For each point of energy you spend as part of this action, enemies within 10 feet of your target take your deadly poison dice in poison damage. Efected enemies take only half damage upon a successful Constitution saving throw.

Venomous Wounds

At 15th level your savage cuts and bleeding wounds allow your poisons to seep deeper. When an enemy takes bleed damage from Garrote, you regain 1 energy. You may only gain energy this way once per round.

Outlaw

You hone your skills in larcenous arts. Burglars, bandits, pirates, and other criminals typically follow this specializa-tion, but so do rogues who prefer to not fight fair, using dirty tricks to gain the upper hand in combat. They care little for discretion, and happily engages in brawls head on. You gain the following benefits.

Sinister Strike: (Builder) You may engage in two weapon fighting even when your main hand weapon is not light. Also you may generate energy from melee attacks with weapons that are not light.

Between the Eyes (Finisher): As an bonus action, you may draw a pistol and fire a blast of blackpowder shot at an enemy. Spend 1 energy and make an attack with your pistol at a target in range, reloading it for free if it is not loaded, on a success you may spend energy to increase it's damage by 1d6 per energy spent. If the target was within 10ft of you it must make a Constitution saving throw with +1 to the DC per energy spent, or become incapacitated until the end of it's next turn. You draw and holster with such speed that you do not need a free hand to perform this action.

Ambush (Opener): When you successfully use an opener with a light melee weapon, you may treat any natural roll of 17 or higher as a critical hit.

Dirty Tricks

When you choose this specialization at 3rd level, you gain proficiency with firearms and receive a Pistol for free from the equipment section and ignore it's reload quality.

You gain proficiency in Deception or Persuasion, or expertise if you're already proficient in your choice.

Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your pistol attack rolls.

Finally you may substitute your Charisma or Intelligence in place of your Constitution modifier when calculating your Energy and it's Save DC.

Slice and Dice

At 5th level your blades move with a speed few can match. When you take the Attack action you may make second attack as part of that action.

Adrenaline Rush

At 7th level, your heart races in the heat of combat and can pump blood at a much faster rate. Once per long rest you may call upon a rush of adrenaline granting you the following benefits for a number of rounds equal to your proficiency.

  • When you make an attack with your bonus action using your offhand, you may make 2 attacks with that weapon
  • You generate energy from up to the first 3 attacks per round.

Crimson Vial

Starting at 9th level, you create your own volatile mixtures of high proof spirits and alchemical restoratives. You may drink from this vial as a bonus action and spend up to 2 hit dice, regaining hit points from each die equal to the roll plus your Constitution modifier.

PART 1 | CLASSES

Killing spree (Theives' Gambit)

At 11th level, as an action you may spend energy to make a melee attack against a number of creatures within 20 feet of you equal to the energy spent, teleporting through the shadows between each strike. You make separate attack rolls for each, and each attack adds your Energy ability modifier. You must end this spree within 5 feet of an enemy you struck and you do not provoke reactions while teleporting.

Ruthlessness

At 15th level you have perfected leveraging an unfair advantage in combat. Your Finishers refund 2 energy, if they deal damage.

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 before the enemy knows they were there.

Backstab (Builder): When you hit with a melee attack while wielding a dagger in each hand, you may increase the size of the die to a d8 if you have advantage or an ally is within 5 feet of the target.

Eviscerate (Finisher): After a successful two weapon fighting attack but before damage, you may disembowel your target with a savage series of cuts. You may spend energy to add 1d8 to the damage for energy spent.

Shadowstep (Opener): When you perform an opener, you may step through the shadows and appear in the clos-
est adjacent square to an enemy you can see within 20 feet as part of the attack. Additionally, your opener dice are d8's.

Master of Shadows

At 3rd level you gain low-light vision, or darkvision of 60 feet if you already had it. If you already have darkvision it's range increases by 30 feet and you can see through magical darkness. You also master the following benefits.

  • You gain proficiency in Slight of Hand, or expertise if you were already proficient
  • Enemies do not get passive perception checks until you move within 15 feet of them

Subterfuge

Beginning at 5th level, when you perform an opener, you are treated as still being in stealth until the start of your following turn.

Additionally your speed is no longer halved while in stealth

Shadow Dance

At 7th level you weave in and out of the shadows as easily as you breathe. As a bonus action once per long rest, you begin to dance amongst the shadows granting you the following benefits until the end of your next turn.

  • You are treated as being in stealth for the purpose of your openers for the entire duration, but they deal 2d6 less damage
  • Your attacks deal necrotic damage instead of physical and ignore resistance and immunities.
  • Attacks against you have disadvantage.

Cheat Death

At 9th level, If you take damage that would reduce you to 0 hit points, you may immediately heal for an amount of hit points equal to twice your level instead of falling unconscious.

You may not use this feature again until you complete a long rest.

Additionally, you always start with one successful death saving throw when you are reduced to zero hit points but not killed outright.

Shuriken Storm
(Theives' Gambit - At Will)

At 11th level you learn how to let loose a fan of razor sharp shurikens in all directions. As an action you may spend 1 energy and cause all enemies within 10 feet of you to make a Dexterity saving throw or take 1d4 + Dexterity modifier + proficiency bonus piercing damage, taking half as much on a success. You gain 1 energy for each target who fails their save

Premeditation

At 15th level, you can plan out a targets demise in an instant before they feel the cold of your steel. You may spend energy on Finishers on a turn you use an Opener.

Additionally, your Backstab now deals d10 damage.

Theives' Gambits

Acrobatic Strikes (At Will)

Requirements: Outlaw

By darting in and out of reach at the last possible moment, You may spend 1 energy to give yourself a reach of 10 feet for 1 minute.

Cold Blood

Requirements: Subtlety

Ice pours through your veins, you may re-roll any dice roll of a 1 or 2 on a finisher damage roll.

Kidney Shot

Requirements: Subtlety

When you Eviscerate, you may instead perform a stunning Kidney shot in place. This attack deals 1d4 and gains a +1 to the DC per energy you spend on it and the target must make a Constitution saving throw or be stunned for a round. On a successful saving throw the target takes full damage but is not stunned.

Pistol Shot (At Will)

Requirements: Outlaw

As an action and by spending 1 energy, you may draw and fire your pistol at a target within range, reloading it if it is not loaded. Make an ranged attack, if you hit you generate 2 energy. You may use this ability when you have zero energy but it only generates 1 energy on a hit.

Poisoned Knife (At Will)

Requirements: Assassination, 6th level

By spending 1 energy you may throw a sharp knife coated in your deadly poisons. You may throw 1 knife as an action or 2 by spending your bonus action as well. Make a ranged weapon attack for each knife, if you hit you deal 1d4 + Dexterity Modifier piercing damage and they are immediately exposed to your Non-Lethal poison and take double damage from your Lethal Poison. If 2 knives hit the target, they make any saves at disadvantage.

Roll the Bones

Requirements: Outlaw

When you roll initiative you may, as a reaction, spend 1 energy to roll 2d6 and pick 1 of the corresponding results on the table bellow for 1 minute. On a roll of doubles you may pick your effect.

Roll the Bones
d6 Effect
1 True Bearing: Your movement speed increases by 10 feet and you do not provoke opportunity attacks.
2 Grand Melee: You gain an additional bonus action that may only be used dash or dodge.
3 Broadsides: Your off-hand attacks deal additional damage equal to your Charisma modifier (minimum 0).
4 Shark Infested Waters: You score a critical hit on a roll of 19 or 20 on the attack roll.
5 Buried Treasure: You gain one energy at the start of your turn.
6 Jolly Roger: Once on your turn when you miss with an attack roll, you can choose to re-roll with advantage.

Rupture

Requirements: Assassination

As a bonus action after successfully hitting a target effected by your Garrote with an attack, rip open wide the gushing wounds of your target. For every 2 energy you spend on this finisher you add one die to your garrote damage. Multiple Ruptures do not stack.

Sap

You can attempt to render an unsuspecting target helpless with a well placed blow. Select a target within 10ft and spend 1 energy, they must attempt a wisdom saving throw or become incapacitated for 1 minute or until it takes damage. This effect requires stealth and only works on weaker enemies (GM discretion). Enemies who pass their saving throw gain advantage on their passive perception.

Shadowy Duel

Requirements: Subtlety

As a bonus action for 1 energy you lock your target within 15 feet in a duel contained in the shadows. For a number of round equal to your Proficiency bonus, both you and the target are invisible to all onlookers, and they are invisible to both duelists. You have advantage on all attack rolls against the target for it's duration.

Shiv (At Will)

Requirements: Assassination, 6th level

When you hit with a two-weapon fighting attack, you may spend 1 energy to inflict a non-lethal poison of your choice on the target. If you have already applied a dose, you may inflict a second poison or empower your applied dose.

  • Mind Numbing: The DC equals your Energy save DC.
  • Crippling: The target's maximum speed is 10 feet.
  • Wound: The target can take no reactions, and any healing is reduced to 0.

Shroud of Concealment

When you roll to enter stealth, you may spend 3 energy to grant an aura of 15 feet. All allies within this aura gain the benefits of your Stealth feature so long as the end their turn within the shroud. This lasts for a number of rounds equal to your proficiency bonus

Smoke Bomb

You may spend 2 energy to cast Fog Cloud at your location. you and your allies ignore the heavy concealment of the cloud but it lasts only for 1 minute.

Dismantle

When you hit a creature with a weapon attack, you can spend one energy to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose and it lands at its feet. The creature may use it's interact to pick the item back up, provoking opportunity attacks as normal.

Shaman

The wolves are not tamed, not as you might understand the word. They have come to be our friends because I invited them. It is a part of being a shaman. We have a bond with the things of the natural world, and strive always to work in harmony with them. Warlocks would term them spells, but we shamans simply term them calls. We ask, the powers we work with answer. Or not, as they will. I can call the snows, and wind, and lightning. The trees may bend to me when I ask. The rivers may flow where I ask them to.

— Drek'Thar of the Frostwolf clan

An orc clad in loose plates chained together stands atop a lonely peak, the winds picking up around him, rattling through the chains of his armor, before he releases a glist­ening bolt of lightning toward his enemies.

A gray haired dwarf slowly lumps his way across the battlefield, emptying a bottle of water into the earth as he walks, before lifting it from the soil, and gently waves it over the body of a wounded ally, soothing his grave wounds.

A human sprinting through the thicket, a pair of massive wolves of spectral vision running at his side. In the flash of a moment he howls as his body turns into a wolf of similar visage to his pets.

Shamans are mortal mediators between the elements themselves. Often a spiritual guide in their community, these mystical figures may commune with ancestral spirits and weave elemental powers into their spells. Both to strengthen and heal their allies, and to strike down on the battlefield with devestating force. Shamans can imbue their weapons with the elements, smite their enemies with storm and fire, and summon forth elementals to their aid.

Herald of the Elements

A Shaman's bond to their magic is unique. While a mage would study it in great depth, and a warlock would bend those same power to their whim, a shaman calls upon the elements themselves for aid. They commune with forces not strictly benevolent -- sometimes they may respond, and sometimes they may choose not to. The elements are chaotic, chained away in their elemental plane as they rage against one another with unending primal fury. It is the call of the shaman to bring balance to this chaos.

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. An experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile adventurers and valued members of any group.

Respected and Feared

Since the early days of mortal life on both Azeroth and Draenor, the elements have been both feared and wor­shiped. Mystics have sought to commune with them, to tap into the raw power of earth, air, fire, and water. In time, these spiritual guides have come to understand the depth and gravity of the powers they wield. That the ele­ments are not wholly benevolent, but rather a torrent of neverending conflict, as the elemental lord vie for control. The calling of the shaman is as a conduit of these volatile energies, leveraging them both to heal and to harm.

PART 1 | CLASSES
The Shaman
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Kalimag, Spellcasting 2 4 2
2nd +2 Totemist 2 5 3
3rd +2 Shamanic Binding 2 6 4 2
4th +2 Ability Score Increase , Ghost Wolf 3 7 4 3
5th +3 Shamanic Binding Feature, 3 8 4 3 2
6th +3 Totemist (3/day, 4 totems) 3 9 4 3 3
7th +3 Shamanic Binding Feature 3 10 4 3 3 1
8th +3 Ability Score Increase, Totemic Projection 3 11 4 3 3 2
9th +4 Shamanic Binding Feature 3 12 4 3 3 3 1
10th +4 Earth Elemental 4 14 4 3 3 3 2
11th +4 Shamanic Binding Feature 4 15 4 3 3 3 2 1
12th +4 Totemist (4/day, 6 totems) 4 15 4 3 3 3 2 1
13th +5 Spirit Wolf 4 16 4 3 3 3 2 1 1
14th +5 Totemic Mastery 4 18 4 3 3 3 2 1 1
15th +5 Shamanic Binding Feature 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase 4 19 4 3 3 3 2 1 1 1
17th +6 Bloodust / Heroism 4 20 4 3 3 3 2 1 1 1 1
18th +6 Greater Earth Elemental 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 4 22 4 3 3 3 3 2 1 1 1
20th +6 Reincarnation 4 22 4 3 3 3 3 2 2 1 1

Creating a Shaman

When creating a shaman, consider how your bond with the elements have affected your personality and your view of the world. Although shamans resonate with all four primary elements, some tend to outwardly display aspects of one over the rest.

Shamans who lean towards fire might be impatient, temperamental, or bursting with energy in all they do. Shamans who lean toward water are adaptable, chaotic, and tend to go with the flow.

Those who favor earth are typically lawful, stalwart, and stubborn. And shaman who favor air are often aloof, distant, and the most neutral in their 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?

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
  • 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 holy symbol
PART 1 | CLASSES

Kalimag

You know Kalimag, the language of elementals. You can speak the language and use it to leave messages in rocks and pools of water that only you and other shamans spot. The messages are spoken as through a sending spell, with the limitations that come of that spell.

Spellcasting

Drawing on the elements themselves, you can manifest them into casting 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

You know two 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.

Spell Slots

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 spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the shaman spell list.

The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells, since your power 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 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 shaman spell you know as a ritual if that spell has the ritual tag.

Weapon Imbuements

You can infuse your weapons with primal magic, allowing them to be used to channel your spellcasting. You may complete somatic components of spells so long as you are wielding a one handed weapon.

Totemist

Staring at 2nd level, you can bind elemental forces into totems. Effigies of elemental power, bound to your will.

Totems Known

When you gain this feature, you learn two totems of your choice. The totems available to you are detailed at the end of the class description.

You can learn two additional totems at 6th level, and another two totems and 12th level.

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.

Summoning a Totem

You can use a bonus action to summon a totem that you know to an empty space within 15 feet of you that you can see. The totem lasts for 1 minute, until it is destroyed, or until you summon another one. You can also dismiss an active totem as a bonus action. Totems have a number of hit points equal to twice your shaman level and an AC equal to your spell save DC.

You may use this feature twice between long rests. beginning at 6th level, you can use your Totemist feature three times between rests, and beginning at 12th level, you can use it four times between rests.

Activating a Totem

The specific actions available to each totem is detailed in the totem's description. If a totem requires a bonus action to activate, you may activate it the first time for free as part of the bonus action used to summon it. If a totem is activated as a reaction, it may be summoned as a reaction to the same trigger.

The totem uses your shaman spellcasting ability to determine its spell save DC and attack modifier.

Totem powers that involve rolling 1d4 roll additional dice as you gain shaman levels: 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

Shamanic Binding

At 3rd level, you choose a shamanic binding to tune your­self to: Elemental, Enhancement, or Restoration, each of which are detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 5th, 7th, 9th, 11th and 15th level.

Binding Spells

Each Shamanic Binding has a list of spells that you gain at the shaman levels noticed in the binding description. Once you gain a binding spell, you always have it prepared, and it doesn't count against your number of spells known.

If you have a binding spell that isn't on the shaman spell list, the spell is nonetheless a shaman spell for you.

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.

Ghost Wolf

At 4th level, you can use your bonus action to transform into the ghostly visage of your spirit animal; an animal that embo­dies you or that you share a strong bond with, this is not limited to a wolf. You can use this feature twice. You regain these uses when you finish a short or long rest.

PART 1 | CLASSES

You can stay in this form for a number of hours equal to half your Shaman level before reverting to your normal form. You can revert to your normal form earlier by using a bonus action, and revert automatically if you fall uncon­scious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your base movement speed changes to 50 feet.
  • If you make an attack or cast a spell you immediately revert to your normal form. 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, such as call lightning.
  • Your equipment merges into your ghost form and has no effect until you leave the shape again.

At 13th level, your Ghost Wolf becomes Spirit Wolf, confering the following additional benefits.

  • You can dash as a bonus action
  • You may add your Wisdom Modifier to your AC
  • You gain resistance to the first source of physical damage you take each round.

Totemic Projection

Starting at 8th level, you can manipulate a summoned totem. As a bonus action, you can move your summoned totem to an empty space within range that you can see.

Additionally, the distance at which you can summon and move a totem increases to 30 feet.

Summon Earth Elemental

At 10th level, you are able to summon forth might earth elementals to aid you in battle. Once per long rest you may cast conjure elemental as an action for no mana, but only to summon an earth elemental with the following benefits. At 18th level you may summon a greater earth elemental.

  • Enemies hit by the elemental are Taunted for 1 round
  • It acts on your turn, and you may control it's actions
  • It lasts for 1 minute

Totemic Mastery

Starting at 14th level, control of your totems becomes second nature. You may have 2 totems active at once and both activate when you use your bonus action to do so.

Bloodlust / Heroism

Upon reaching 17th level, you can instill fervor and alacrity in your allies. Once per long rest when you cast haste, you can target 3 creatures instead of one.

Reincarnation

At 20th level, you no longer suffer any of the drawbacks of old age, and you can't be aged magically. If you die and your body was not destroyed, your spirit will linger around it for up to 24 hours. During this time, you can choose to return to your body and come back to life with 1 hit point.

Once used, you can't use this feature again for 7 days.

Shamanic Bindings

Shamans strive to deepen their understanding and connec­tion with the elements, often forming a bond with it for life. Some prefer a more brutal approach as they rein in the powers of fire and earth for physical combat, or the forces of fire and air to fight at range. Others in turn, prefer a subtle approach of peace and meditation, bending water and air to their will. You attune with one of these groups.

Elemental

More than any other, Elemental shamans have dedicated themselves to forging a deep bond with the elements.
This bond often favoring the element of fire, allowing them to wield their powers to great effect, manipulating the land itself. To battle an Elemental shaman is to Taunt the very forces of nature.

Elemental Binding Spells
Shaman Level Spells
3rd Thunderwave, Lava Burst
5th Lesser Chain Lightning ✦ , Lightning Bolt
7th Stormkeeper
9th Maelstrom, Conjure elemental

Totemic Power

You learn the following totem, wich does not count against your totems known.

Totem of wrath The totem fuels nearby creatures with primal fury. You can use your reaction when an ally within a 60-foot radius of the totem rolls damage for an attack or spell, to re-roll the damage, using either result.

Elemental Overload

At 3rd level, your spells surge and echo with reverberating power. When you roll damage for a spell, and roll the maximum amount on any die, you may re-roll that die and add it to the total, these dice can not overload again.

Lightning Rod

At 5th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell that deals lightning or thunder damage, stormy magic erupts from your target, or one creature you select effected by the spell. This eruption causes creatures of your choice within 10 feet of them to take lightning or thunder damage equal to twice the spell's level.

PART 1 | CLASSES

Ascendance

At 7th level you can assume the form of an elemental ascendant. Using your bonus action, you undergo a transformation. Until the end of your next turn, you gain the following benefits.

  • You may treat any spell damage dice rolled as 1 facing higher, up to the normal maximum of the die, this increased facing can trigger elemental overload.
  • You may cast lava burst✦ at two spell levels lower than your maximum once per turn, without spending mana.

Once you use this feature, you can't use it again until you finish a long rest.

Master of the Elements

From 9th level onward, your mastery of the elements reaches a pinnacle few have witnessed, weaving fragments of power from each element into your spells to overcome resistances and immunities alike. When you deal damage to an enemy who is immune to your damage type, you instead treat them as resistant, and enemies who are resistant are instead dealt damage normally. Finally enemies who are vulnerable to a source of your damage instead take two and a half times the normal damage.

Thunderstorm

Upon reaching 11th level, you learn to harness the fury of the storm to protect yourself, hurling would be attackers away. You may cast thunderwave as a reaction to any enemy moving within 5 feet of you. You must cast the spell at 2nd level or higher.

Primal Elementalist

At 15th level when you use your summon earth elemental ability or cast a spell that summons an elemental, it gains the following benefits while under your control.

  • Its hit point maximum is increased by an amount equal to your shaman level.
  • When it makes an attack, you can replace its natural attack modifier with your spell attack modifier.
  • It adds your proficiency bonus to its damage rolls.
  • The damage from its attacks is considered magical.
  • You can summon any elemental, not just earth

Enhancement

For Enhancement shamans, their bond with the elements is the means to an end for their martial prowess. Often keeping the element of air as their closest ally, channeling their powers through their weapons, they favor facing their adversaries up close with devastating force.

Enhancement Binding Spells
Shaman Level Spells
3rd ✦ lightning shield
5th haste
9th wind shear (counterspell)

Totemic Power

You learn the following totem, wich does not count against your totems known.

Windfury Totem You can activate this totem with a reaction when an ally within 30 feet of it declares a melee weapon attack, this attack has advantage.

Enhancement Spellcasting
Level
─Spell Slots─
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th
3rd 2 3 3
4th 2 3 3
5th 2 4 4 2
6th 2 4 4 2
7th 3 5 4 3
8th 3 5 4 3
9th 3 6 4 3 2
10th 3 6 4 3 2
11th 3 7 4 3 3
12th 3 7 4 3 3
13th 3 8 4 3 3 1
14th 3 8 4 3 3 1
15th 3 9 4 3 3 2
16th 3 9 4 3 3 2
17th 3 10 4 3 3 3 1
18th 3 10 4 3 3 3 1
19th 4 11 4 3 3 3 2
20th 4 11 4 3 3 3 2

Totem Warrior

When you choose this specialization at 3rd level, you gain proficiency with martial weapons. When wielding a weapon you are proficient with, you can use it as a spellcasting focus for your shaman spells.

In addition, you may use your Wisdom modifier instead of Dexterity for the purposes of determining your AC. You still must respect the limitations, conditions, and restrictions of any armor you wear. In particular, if your armor limits the maximum Dexterity modifier you may apply to your AC, that limitation also applies to your Wisdom modifier.

You refer to the Enhancement Spellasting table to determine your spells known and spell slots gained whenever you gain a level in this class. You may prepare a number of shaman spells equal to your Wisdom modifier + half your shaman level, rounded down (minimum of one spell). You otherwise follow the rules for shaman spellcasting as described earlier in the class description. Finally, you gain the following features

  • Elemental Assault: You learn one of the following bonus cantips: Frostbrand✦, Earthliving✦, Flametongue✦ Rockbiter✦.
  • Windfury: You may engage in two-weapon fighting as a free action when you cast an Elemental Assault cantrip.

Maelstrom Weapons

Starting at 3rd Level, when you successfully hit a creature with a melee weapon attacks on your turn, you can expend one spell slot to unleash the maelstrom built up from repeated blows once per turn in the following ways.

  • Lava Lash: Molten rock and magma spew forth and bathe your target. This attack deals 2d6 extra fire damage for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6.
  • Healing Surge: A quick infusion of restorative energy surges forth and washes over an ally. As a bonus action you may restore 2d6 hit points to a creature within 30 feet of you for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6.

If you successfully hit with two melee weapon attacks on your turn, you may instead chose to gain the benefits of quickened spell meta-magic this turn. This spell can not include a melee weapon attack as part of it's casting, casting a spell through your weapon in such a manner does not impose disadvantage on ranged attack rolls in melee.

Doom Winds

From 5th level onward, you are further infused with the power and alacrity of wind, accelerating your actions in a blur of hurricane gales. The haste spell is treated as a 2nd level spell for you, and your windfury totem can now also be used as a reaction when an ally misses with a melee weapon attack, to reroll the triggering attack.

Feral Spirits

At 7th level you can call upon the spirits of the earth to summon forth a pair of spectral wolves to ravage your foes once per long rest. As a bonus action, until the end of your next turn, 2 lesser feral spirits (Appendix B) appear in adjacent squares and act on your initiative. Spirit Wolf melee attacks count towards your Maelstrom Weapons.

Overflowing Maelstrom

Upon reaching 9th level, your unerring bond to the primal forces unlocks further Maelstrom Weapon options.

  • Crash Lightning: Shocking all enemies in front of you, a flood of lightning electrocutes the ground. This attack deals 2d4 bonus lightning damage to your target and up to two other targets within 10 feet for a first level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4.
  • Lesser Chain Heal: A quick upwelling of restorative tides bathes your nearby allies. As a bonus action for a first level spell you may restore 2d4 hit points to up to three friendly creatures, no creature may be more than 15 feet from at least one other target and the first ally must be within 30 feet. Increase the healing by 1d4 for each spell level higher than 1st, to a maximum of 5d4.

Molten Assault

By 11th level, you are so suffused with the powers of flame that all your melee weapon strikes carry this surging heat with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 fire damage.

Elemental Spirits

At 15th level, your Feral Spirits swell with elemental fury, and wreak unsurpassed havoc upon your foes. Your Feral Spirits elemental assault spells now highten with your Shaman Level.

Restoration

Restoration shamans have formed a deep connection with the element of water, drawing on its soothing powers to restore life and heal afflictions. They finding harmony in the the churning waves of their powers, as they unleash it like a tidal surge washes against a sandy shore.

Restoration Binding Spells
Shaman Level Spells
3rd earth shield ✦ , healing wave (cure wounds)
5th chain heal
9th healing rain

Totem Power

You learn the following totem, which does not count against your totems known.

Cleansing Totem As a bonus action, choose a creature within 30 feet suffering from Blinded, Deafened, Paralyzed, Petrified, or Poisoned. That condition immediately ends.


Deep Healing

Starting at 3rd level, your restorative spells are guided by the hand of your ancestors and swell with power when your allies need it most. When you restore hit points, you may add three times the spells level to the amount if your target is severely wounded. (GM's discretion but typically bellow half their maximum health, or were the victim of a critical hit this round)

Riptide

At 5th level, the tidal rapids that fuel your healing with great speed. When you cast a spell of third level or higher, you may also cast a healing wave at 2 or more spell levels lower as a bonus action and it gains a range of 30 feet.

Healing Tide

Beginning at 7th level, you learn the Healing Stream totem which does not count against your number of totems know. If you already know the healing stream totem, once per long rest you can empower one such use of it. It gains the following benefits, but lasts only until the end of your next turn.

  • You may target 3 creatures instead of 1 when you activate it on your turn.
  • You roll d6s in place of the d4s
  • It's health increases to 5 times your shaman level

Tidal Waves

Upon reaching 9th level, you learn to harness the tidal nature of your magic and empower your future spells with swelling power. Whenever you use your Riptide feature, your next chain heal ✦ within 1 minute does not reduce it's die size when it jumps, and jumps to a fourth target.

Improved Cleansing Totem

At 11th level your Cleansing Totem is empowered, able to rid your allies of even the most potent afflictions. Each time you activate Cleansing totem, you may instead attempt to dispel an ongoing magic effect from a friendly creature within range. Make an ability check using your spellcasting ability. The DC equals 12 + the spell’s level. On a successful check, the spell ends.

Totems

If a totem has prerequisites, you must meet them to learn it. You can learn a totem at the same time that you meet its prerequisites. A level prerequisite for a totem refers to your shaman level, not your character level.

Earthbind

The totem hinders movement of creatures around it. As a bonus action, you can cause the totem to warp the ground in a 15-foot radius around it. The area is considered difficult terrain by your enemies until the start of your next turn.

Healing Stream

Trickles of restorative energy flow from the totem. As a bonus action, a creature you can see within 30 feet of the totem regains 1d4 hit points.

Searing

The totem emits dim light in a 10-foot radius around it. Using your bonus action, the totem hurls a bolt of magma at a target within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 1d4 + Wisdom modifier fire damage. The fire ignites flammable objects hit by it that isn't being worn or carried.

Grace of Air

The totem guides the step of creatures around it. You can use your reaction when a creature within a 15-foot radius of the totem is forced to make a Dexterity, Strength, or Constitution saving throw, to give them advantage on the roll.

Grounding

Prerequisite: 6th level

The totem redirects spells that pass nearby. You can use your reaction when a creature within a 10-foot radius of the totem is the target of a harmful spell, forcing the caster of the spell to make a Wisdom saving throw. On a failed save, the caster must target the totem or lose the spell. Creatures are aware of the totem and its effect before casting their spell.

Magma

The totem surges with magma, heating up the air around it. As a bonus action, you can cause the totem to erupt. Each enemy within a 10-foot radius of the totem must make a Dexterity saving throw. A creature takes 1d4 + Wisdom modifier fire damage on a failed save, or half as much on a successful one.

Resistance

The totem shields nearby creatures from the elements. You can use your reaction when a creature within a 15-foot radius of the totem is hit by an attack that deals cold, fire, lightning, poison, or thunder damage, to give the creature resistance against one of the damage types mentioned above for the attack.

Strength of Earth

The totem bolsters creatures around it. You can use your reaction when a creature within a 15-foot radius of the totem is forced to make a Strength or Dexterity check to give them advantage on the roll.

Tranquil Mind

Prerequisite: 6th level

The totem stills the mind of nearby creatures. You can use your reaction when a creature within a 10-foot radius of the totem is forced to make a saving throw to maintain concen­tration to give it advantage on the check.

Wind Rush

The totem quickens creatures around it. As a bonus action, choose a number of creatures within a 15-foot radius of the totem, up to your Wisdom modifier. The creatures have their movement speed increased by 20 feet and ignore non - magical difficult terrain, until the start of your next turn.

Stoneclaw Totem

This totem draw the ire of nearby enemies. As a bonus action it may Taunt a creature within 15 feet of this totem until the start of your next turn. It has a number of hitpoints equal to 4 times your shaman level.

Tremor Totem

The totem sends shocks pulsating through the ground. You can use your reaction when a creature within a 10-foot radius of the totem is forced to make a saving throw to avoid being charmed or frightened, to give the creature advantage on the saving throw.


Warlock

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.

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 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence or Charisma, Wisdom
  • 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) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack

Eredun

You can speak, read, and write Eredun, the profane language of demons. Additionally, whenever you make a Charisma check when interacting with demons, your proficiency bonus is doubled if it applies to the check.

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.

Warlock
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
1st +2 Eredun, Shadow Magic, Demonic Summoning 2 2 1 1
2nd +2 Life Tap, Fel Studies 2 3 2 1
3rd +2 Soul Shards 2 3 2 2
4th +2 Ability Score Improvement, Fel Studies Feature 3 4 2 2
5th +3 Demonic Summoning (3rd Demon) 3 4 2 3
6th +3 Fel Studies Feature 3 5 2 3
7th +3 Demonic Circle, Summon Dreadsteed (Greater) 3 5 2 4
8th +3 Ability Score Improvement 3 6 2 4
9th +4 Demonic Summoning (4th Demon, Greater Demons), Soul Shard improvements 3 6 2 5
10th +4 Fel Studies Feature 4 7 3 5
11th +4 Shadow Mastery 4 7 3 5
12th +4 Ability Score Improvement, Demonic Circle (Gateway) 4 8 3 5
13th +5 Demonic Summoning (2nd Greater Demon), Shadow Mastery (7th) 4 8 3 5
14th +5 Fel Studies Feature 4 9 3 5
15th +5 Shadow Mastery (8th) 4 9 3 5
16th +5 Ability Score Improvement 4 10 4 5
17th +6 Demonic Summoning (3rd Greater Demon), Shadow Mastery (9th) 4 10 4 5
18th +6 Major Demonic Summoning 4 11 4 5
19th +6 Ability Score Improvement 4 12 4 5
20th +6 Dark Soul 4 13 4 5

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. at 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell false life, you must spend one of those slots, and you cast it at 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, to 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

Upon choosing this class, you must decide between Intelligence or Charisma as your spellcasting ability modifier for your warlock spells, you use this ability whenever a spell refers to your spellcasting ability. Once this choice is made it is permanent and irrevocable, representing either your power coming from pure manipulation and deceit over the demonic powers you command, or a dark and nefarious depth of understanding of the twisting nether.

Spell save DC = 8 + your proficiency bonus +
your spellcasting ability modifier

Spell attack modifier = your proficiency bonus +
your spellcasting ability modifier

Demonic Summoning

Your studies into grimoires of dark knowledge have given you the power to summon demons. You can call upon the principles of the Grimoire of Servitude to bind them as your demonic minion or the Grimoire of Sacrifice to rip out their demonic core. You must chose which grimoire to wield upon gaining this Warlock feature.

Summoning a demon can only be done at the end of a short or long rest, or by spending a Soul Shard (3rd level feature) and performing a 1 minute ritual. You can only have one demonic minion or core at a time and your demoin remains bound to you for 1 minute, after which it becomes hostile.

In combat, the summoned demon acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the demon can take any action of its choice, not just Dodge.

As an action, you can temporarily banish your minion. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can banish it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. If a summoned demonic minion drops to 0 hit points, it is immediately banished back to the Twisting Nether and must be resummoned.

You can only have one summoned Lesser, Greater, or Major demonic minion at a time; summoning a new one causes an existing demon or demonic core to immediately be banished back to the Twisting Nether.

Demons Known

You start by knowing how to summon two types of lesser demons of your choice from Succubus, Voidwalker, Imp, of Felhunter You learn more as you advance in Warlock levels at 5th, 9th, 13th and 17th.

While you have a demon summoned, you add it's listed spells of a level you can cast to your spells known, as noted in the Demon's stat block. Your Demonic Ally may cast one such spell for free, once per short rest.

Demons and their cores are described in Appendix E.

Grimoire of Servitude

So great is your command over the minions of the legion, they grow in power as you do. Your Lesser and Greater demons gain the following benefits while active

  • Your Demons add your Proficiency Bonus to their AC.
  • Your Demons may use your spell attack modifier in place of it's own attack modifiers.
  • Your Demons remain bound indefinitely.
  • Your Demons add your Constitution modifier to their hit points per level.

Grimoire of Sacrifice

You may, as an action, sacrifice your Demon and harness it's demonic core. While the core is in your posession you gain the following benefits.

  • You gain your demon's listed skill proficiencies, or expertise if already proficient, and spells known.
  • Your current and maximum hit points are increased by twice your Warlock Level.
  • Once per turn when you cast a cantrip, you can add your spellcasting ability modifier to the damage.
  • You may extract the soul bound within the demonic core, to cast a spell from it's list of demonic magic without expending a spell slot. You must complete a short rest to use this feature again.

Life Tap

At 2nd level, even when your fel reserves run low, you can fuel your casting with your own life. By spending a bonus action and a hit die, you take 1d8 + Warlock level in necrotic damage to regain a spent spell slot of 5th level or lower for this turn only, this damage is unavoidable.

Fel Studies

Also at 2nd level, you have begun studying into the powers and chaotic fel, uncovering knowledge of your choice: Study of Affliction, Study of Demonology, or Study of Destruction. Your choice grants you features at 2nd level and again at 4th, 6th, 10th, and 14th level.

Soul Shards

Begining at 3rd level, you learn to harness the power of fallen souls, siphoning off their power before they can reach the shadowlands. The maximum number of Soul Shards you can have at a time equals your spellcasting ability modifier, and you regain them upon completing a long rest. You can turn a soul shard into any of the following as an action, these last until your next long rest.

Soulstone When an ally within 100ft of you is reduced to zero hitpoints, you may destroy a Soulstone as a reaction. The target is set to your Warlock level in hit points instead. At 9th level, the target also gains twice your warlock level in temporary hit points and all attacks against them have disadvantage for one round .

Healthstone You may destroy this stone as a bonus action to heal yourself for 1d6 for every 2 warlock level you possess, rounded up. At 9th level the die is increased to a d10. Each of your allies may carry one Healthstone.

Firestone When you roll a 18 or higher on the d20 for spell attack roll you may destroy this stone as a reaction to cause it to critically strike. You may use a Firestone on a roll of 16 or higher beginning at 9th level.

Spellstone You may destroy this stone as a bonus action when you cause an enemy within 60 feet to make a saving throw against one of your spells, they make the save with disadvantage. At 9th level, you may use a spellstone as a reaction to make an enemy re-roll a successful saving throw instead.

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 by 1.

Demonic Circle

Upon reaching 7th level, you can quickly etch a demonic rune into the very ground you stand, giving you the ability to teleport back to it if danger arises. By spending all of your movement, you can place your demonic circle in the square you occupy lasting for 10 minutes. Once per minute you may use a reaction upon being targeted by an attack or forced to make a saving throw, to teleport to the circle so long as it is within 60 feet of you. Enemies you are now out of range of may select new valid targets.

At 12th level you may have 2 demonic circles active at a time so long as they are within 60 feet and line of sight with each other. When the second is created, a gateway between the two is created. You or any ally may use their bonus action to teleport from any adjacent square, to any square adjacent to the other once per combat.

Greater Demons

Reaching 9th level unlock powerful versions of your demonic minions to call forth and do your bidding. You learn 1 greater version of any demonic minion you know as shown in Appendix E. You learn one additional option at 13th level, and again at 17th level.

Shadow Mastery

At 11th level, your investigations into the darkest mysteries of the Twisting Nether have granted you mastery over your shadowy arts. Choose one 6th-level spell from the warlock spell list as a result of this mastery.

You can cast your mastery spell once without expending a spell slot before needing to complete a long rest.

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 Mastery when you finish a long rest.

Major Demonic Summoning

Upon reaching 18th level, your research into the subjugation of the legion's servants reaps it's greatest rewards yet. As a 10 minute ritual, you may summon Either a Doomguard or an Infernal as listed in Appendix E. The ritual must abide by the following.

  • At least 3 other willing participants must assist the ritual.
  • One creature may be offered as a sacrifice, killing them outright upon it's completion. If no sacrifice is offered each participant must spend 4 hit dice to fuel the ritual and one participant at random suffers twice the warlock's level in necrotic damage.

The demon rolls for initiative normally and takes it's turn following your orders to the best of it's ability. The major demon lasts for 1 hour, after which it's bindings break and it becomes hostile to you and your allies. Repeated delving into the twisting nether in this manner can cause Major Demons to be bound for less and less time (GM's discretion).

Dark Soul

At 20th level, you can draw on your inner reserve of shadow 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.

Fel studies

Warlocks have come into contact with the powerful fel, studying its uncontrollable energy. Three such studies exist, each delving into a different aspect of fel power.

Study of Affliction

Warlocks that study affliction become masters of shadow-touched powers, unlike priests of the shadow priesthood, warlocks delight in the use of fel as a force to cause pain and leaving their enemies in whirls of torment.

Expanded Spell List

The following spells are learned at the listed levels automatically and do not count against your spells known.

Affliction Expanded Spells
Spell Level Spells
1st corruption
2nd drain life
3rd bestow curse
4th blight
5th cloudkill

Haunt

Starting at 2nd level, you gain the ability to place a baleful haunt on someone. As a bonus action, choose one creature you can see within 30 feet of you. The haunt ends early if the target dies, you die, or you are incapacitated. For the next minute you gain the following benefits:

  • You gain a bonus to damage rolls against the haunted target equal to your proficiency bonus.
  • The target has disadvantage on saving throws against your spells.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Unstable Affliction

Also at 2nd level, when a creature successfully makes a saving throw against one of your warlock spells or abilities, they take an amount of psychic damage equal to the spell level + half your warlock level.

Siphon Life

From 4th level onward, when you use Haunt and again when it ends, you gain a number of hit points equal to your warlock level.

Curse of Agony

At 6th level, your curses are inextricable. When you cast bestow curse you may empower it with the following enhancements. You may use this feature once before needing to complete a long rest

  • It has a range of 30ft.
  • The final option causes the creature takes an extra 1d8 necrotic damage from the first attack or spell each turn.
  • You may select two options instead of one.
  • It requires concentration regardless if the spell level.

Seed of Corruption

Upon reaching 10th level, Your corruption becomes so virulent and contagious that it spreads amongst your foes like wildfire. You can spend your bonus action to cause the next corruption you cast to be delayed. Pick a target as normal but it makes no save until it takes damage. When it does, all enemies within 15 ft. must make the saving throw and are subjected to the spell as if cast at third level.

Nightfall

When you reach 14th level, using a spell slot that deals necrotic or psychic damage enters you into a shadow trance. Before the end of your turn, you may cast one cantrip as a bonus action, or your summoned demon may make an extra Attack.

Study of Demonology

Warlocks that study demonology harness the powers of the malefic demon beings of the twisting nether. Uncovering secrets unknown by residents of Azeroth, and twisting their magic with the aid of demonic powers from the great dark.

Fel Influence

Warlock who take on the study of demonology tend to take on some characteristics of their demonic companions, blurring the line between mortal and fiend. You learn the friends cantrip, or one of your choice if already known. You also must roll once on the table bellow, and may chose a second if desired.

d10 Quirk
1 Your eyes turn green and glow in the dark.
2 Your skin turns green or red.
3 Your teeth grow into fangs or tusks and your fingernails and toenails resemble black claws.
4 You sprout horns from your forehead.
5 Your skin sprouts spikes or becomes scale-like.
6 You appear to have aged by several decades, though this does not reduce your lifespan.
7 Your blood turns bright green and faintly glows through your skin.
8 Your body becomes twisted, giving you a hunched appearance and a limp.
9 Your knees bend backwards and your feet become cloven hooves.
10 Your grow a leathery, pointed tail of about 4 ft long.

Expanded Spell List

The following spells are learned at the listed levels automatically and do not count against your spells known.

Demonology Expanded Spells
Spell Level Spells
1st Demonbolt
2nd Doom
3rd Implosion
4th Demonic Tyrant (Guardian of Faith (necrotic damage))
5th Summon Greater Demon

Master Demonologist

At 2nd level, your mastery over the demons you summon begins to manifest. Your Demonic Summoning is empowered depending on the choice you made at 1st level, and you add the Felgaurd and Wrathguard to your available demons and greater demons respectively.

Grimoire of Servitude

  • Your demon may cast a spell from it's demonic magic twice between short rests.
  • You treat your proficiency bonus as two higher for your demon's statistics and abilities that reference it.

Grimoire of Sacrifice

  • You may have 1 demon active while a demonic core is in your possession, and it is bound indefinitely.
  • You may add your proficiency bonus to one saving throw a sacrificed demon has listed under it's saves, even if that save would already include your proficiency bonus.

Wild Imps

Also at 2nd level, your spells are able of open rifts into the twisting nether to bring forth wild imps. Each time you critically strike on a spell attack, or deal the killing blow to a creature of moderate threat (DM's discretion). You summon an imp in an unoccupied space within 5 feet of you. When you take your action they deal 1d4 fire damage per imp to one enemy within 60 feet of you automatically. They follow you to the best of their ability and stay within 5ft but do not occupy a space of their own. any direct attack is enough to kill an imp but they are immune to area attacks and spells.

Imps stay for 1 minute or until the end of combat before being dragged back to the twisting nether. You can have a number of imps summoned equal to your proficiency bonus.

Metamorphosis

At 6th level, demon blood courses through your veins. You can unlock it's true potential and enter a metamorphosis until the end of your next turn as a bonus action, granting the following benefits.

  • You gain a fly speed equal to twice your normal speed.
  • Your cantrips deal an extra 1d4 necrotic and 1d4 fire damage and can't suffer from disadvantage.
  • You summon 1d4+1 Wild Imps.
  • You gain twice your warlock level in temporary hit points, and again at the start of your turn.
  • All enemies adjacent to you take half your Warlock level in fire damage when you end your movement.

You must complete a long rest to use this feature again.

Demonic Pact

Upon reaching 10th level, you can cast Summon Greater Demon once without spending a spell slot, and regain the ability to do so when you finish a long rest.

In addition, whenever you cast a spell that summons a demon, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting, and the demon automatically fails any saving throws made to resist your control.

Hand of Gul'Dan

At 14th level, your attunement and mastery of the twisting nether is unquestionable. Your Wild Imps class feature also triggers when you spend a warlock spell slot in addition to it's normal activations, calling down a fiery comet containing a wild imp.

Additionally, your wild imps each deal 1d8 damage and can deal their damage to an enemy within 120 feet.


Study of Destruction

Warlocks that study destruction meddle with the energy of fel and fire, combining the two to create devastating spells. They require little motivation for the havoc they wreak, and are happy to revel in the destruction they cause, thrilled at any opportunity to watch the world erupt in discord.

Expanded Spell List

The following spells are learned at the listed levels automatically and do not count against your spells known.

Destruction Expanded Spells
Spell Level Spells
1st Hellish Rebuke
2nd Immolate
3rd Conflagrate
4th Banishment
5th Rain of Fire

The Twisting Nether

Upon selecting this Fel Study, any time you cast a spell using a Warlock spell slot, roll a d20. On a roll of a natural 1, roll on the Twisting Nether Table found at the end of this section, On a roll of a 20 roll twice and pick one, applying the results immediately.

Burning Embers

Beginning at 2nd level, the destructive energies that course through you can be made manifest into Burning Embers and fuel your most calamitous incantation. You start each combat with one ember which lasts until the end of the encounter, and gain an ember each time you critically strike with a warlock spell. You gain the following abilities.


Shadowburn

When you would deal damage with a cantrip, you may spend a Burning Ember and a bonus action to add 1d4 necrotic damage per damage die of the spell. If the target dies as a result, or before it's next turn, you gain 2 Embers.


Chaos Bolt

You can spend a Burning Ember as an action to unleash a writhing mass of chaotic energy. One enemy within 120 feet must make a saving throw of your choice. The target takes 1d8 each of psychic and untyped damage per spell level you can cast on a failure, or half as much on a success. The second d8 is automatically of a vulnerable type if your target has any.

Searing Pain

Also at 2nd level, your demonfire burns so hot it can even scald those that wield it. You learn the incinerate cantrip, or one of your choice if already known. When you cast incinerate, you may take damage equal to your warlock level to add that amount to the damage roll.

Sacrificial Pact

From 4th level onward, life force is merely a resource to further your own agenda, willingly sacrificing your servants to defend yourself. As a reaction to being hit by an attack or failing a saving throw, you may deal damage equal to twice your warlock level to your summoned demon, and gain temporary hit points equal to that amount. These hit points last for one minute or until the end of the encounter. If you do not have a demon under your command, you may take the damage yourself and double the temporary hit points. You must complete a long rest before using this feature again.


Backdraft

Upon reaching 6th level, the obliteration of your foes spurs your spellcasting to even greater heights. When you reduce an enemy of sufficient challenge (GM's discretion) to zero hit points or are the victim of a critical strike, you gain Backdraft until the end of your next turn. During this time you may cast a damaging cantrip with the effect of a Quickened Spell.

Emberstorm

At 10th level you learn new ways to avail your Burning Embers. You learn the following abilities, each of which costs a bonus action and a burning ember to activate unless otherwise noted.


Fire and Brimstone

Your next cantrip cast this turn effects all enemies within 10 feet of the target. Roll to hit against all enemies as normal but roll damage once. Critical hits can not generate Burning Embers through Fire and Brimstone. You may not use Searing Pain on this spell.


Ember Tap

You instantly gain the effects of a cure wounds spell at the highest spell level you can cast, including your Shadow Mastery ability.


Flames of Xoroth

You revive your most recently summoned demon if it is dead, If you have a demonic core you may recharge the spell bound


Burning Rush

You gain the benefits of the dash and disengage actions until the end of your turn. This is a free action.

Power Overwhelming

finally at 14th level, you are fully attuned as a conduit of the twisting nether. When you complete a long or short rest, roll twice on the Twising Nether table and pick one result. Any time you cast a spell between now and your next rest that does not trigger a roll on the table, you may chose to activate the saved result as if you had rolled it.

Twisting Nether
  d20    Effect
  01 A greater demon chosen and controlled by the DM appears in an unoccupied space within 15 feet of you, then disappears 1 minute later.
  02 Each creature within 30 feet of you takes PBxd4 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
  03 Your size increases by one size category for the next minute.
  04 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
  05 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
  06 You regain your PB in hit dice.
  07 You cast grease centered on yourself.
  08 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
  09 You cast fog cloud centered on yourself.
  10 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
  11 You cast magic missiles at your highest spell level (Including shadow mastery).
  12 You cast polymorph on yourself. If you fail the save, you turn into a sheep for the duration.
  13 Three creatures you choose within 30 feet of you take PBxd10 fire damage.
  14 You gain resistance to all damage for one minute.
  15 You cast fireball as a 3rd-level spell centered on yourself, the spell deals force damage instead.
  16 You cast confusion centered on yourself.
  17 A lesser demon chosen and controlled by the DM appears in an unoccupied space within 15 feet of you, then disappears 1 minute later
  18 You teleport to Argus until the end of your next turn, after which time you return to the space you previously occupied or the next unoccupied space if that space is occupied.
  19 You regain an expended spell slot.
  20 Maximize the damage of the next damaging spell you cast within the next minute.

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 Rage
Reserve
Maneuvers
Known
1st +2 Fighting Style, Inner Rage 2 2
2nd +2 Victory Rush 2 2
3rd +2 Martial Archetype, 3 2
4th +2 Ability Score Improvement 3 2
5th +3 Extra Attack, Martial Archetype feature 4 2
6th +3 Stance Mastery 4 3
7th +3 Martial Archetype feature 5 3
8th +3 Ability Score Improvement 5 3
9th +4 Martial Archetype feature 6 3
10th +4 Bloodrage, Victory Rush (2 hit dice) 6 3
11th +4 Martial Archetype feature, Extra attack (2) 7 3
12th +4 Ability Score Improvement 7 3
13th +5 Techniques 3/day 8 4
14th +5 Bloodrage (two uses) 8 4
15th +5 Martial Archetype feature 9 4
16th +5 Ability Score Improvement 9 4
17th +6 Extra Attack (3) 10 5
18th +6 Techniques 4/day 10 5
19th +6 Ability Score Improvement 10 5
20th +6 Rallying Cry 10 5

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?

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.

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 fighting style 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.

Great Weapon Fighting

When you attack, you can choose to forgo your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack’s damage. The weapon must have the two-handed or versatile property for you to use this benefit.

Interception

When a creature you can see hits a target, other than you, within 10 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).

Protection

When a creature you can see attacks a target other than you that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Sentinel Fighting

While wielding a weapon with the reach property, creatures provoke an opportunity attack when they move to within your reach or move 5 feet or greater while within your reach.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Versatile Weapon Fighting

When you are wielding a single versatile weapon and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon.

Inner Rage

Also, you learn to harness the fury of battle to unleash devastating techniques on your foes.

Rage Points

You start with 0 rage points and gain one rage point when your attack action resolves for each successful melee attack you made as part of it, so long as no attacks spent Rage. You can spend rage on special maneuvers detailed under Rage Maneuvers at the end of the chapter.

Your warrior level determines the maximum number of rage points you can have, as shown in the Maximum Rage Points column of the Warrior table. Any unspent Rage Points are lost when combat ends.

Rage Maneuvers

You know a small number of special techniques called rage maneuvers which you can use to enhance your attacks in various ways. All rage maneuvers cost two rage points to use and are declared when you hit a target with a weapon attack of any kind, unless otherwise stated in the maneuver's description. You can only use one maneuver with a single attack, with the exception of Heroic Strike.

You begin by knowing two maneuvers of your choice. You also know the Heroic Strike maneuver, which does not count against your number of maneuvers known. You learn additional maneuvers at the levels shown in the Maneuvers Known column of the Warrior class table. Each time you gain a warrior level, you can also replace one maneuver you know with a different one.

Saving Throws

Some of your rage maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Rage maneuver save DC = 8 + your proficiency bonus +

your Strength modifier

Victory Rush

At 2nd level, When you defeat your foes you surge forward, bolstering your resolve to stay in the fight. As a reaction to reducing an enemy to 0 hit points, you may use your reaction to spend 1 hit die and recover health as per a short rest. At 10th level you may spend up to 2 hit dice.

Martial Archetype

At 3rd level, you choose a specialization which enhances your combat styles and techniques. Choose Arms, Fury, or Protection, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level land again at 5th, 7th, 9th, 11th, and 15th 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 by1. As normal, you can't increase an ability score above 20using 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 17th level in this class.

Stance Mastery

At 6th level the warrior stances become second nature to you, weaving between then effortlessly to match the needs of the combat. When you roll initiative you may decide which stance enter, gaining access to it's unique reaction. You may change between stances as a bonus action.

Battle Stance

Opportunity attacks against you have disadvantage, and when you leave an enemies reach you may use your reaction to reduce their speed by 10 feet until the end of their next turn.

Berserker Stance

You have advantage when you roll hit dice with Victory Rush, and when you critically strike with a melee weapon you may use your reaction to Victory Rush.

Defensive Stance

You may add your Constitution modifier in place of any other when you roll a saving throw against a damaging spell or effect, and when you succeed on a saving throw against a damaging spell or effect you may use your reaction to reduce any damage taken by your Warrior level

Bloodrage

At 10th level, you can push yourself beyond your normal limits for a moment. On your turn, you can gain 3 rage points, up to your maximum

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 14th level, you can use it twice before a rest, but only once per turn.

Rallying Cry

At 20th level you can unleash a powerful war cry to rally you and your allies. All friendly creatures within 60 feet gain 20 temporary hit points and may immediately use 1 action in place of their reaction for the round.

You must complete a short rest to Use this cry again.

Warrior Specializations

Different warriors choose different approaches to perfecting their fighting prowess. The specialization you choose reflects your approach.

Arms

Arms Warriors in World of Warcraft are masters of battlefield combat, wielding massive two-handed weapons and focusing on powerful strikes, bleeding their foes, and controlling the flow of battle. They are known for their deadly ability to dispatch weakened opponents, making them formidable front-line combatants on the battlefield.

Tactician

When you chose this specialization, you learn to view the battlefield as a whole and see with clarity the pieces on the chess board. You gain the following benefits.

  • You may Help or Disengage as a bonus action.
  • The first rage ability on your turn costs 1 less rage.
  • You gain proficiency in the Insight skill, or expertise if you were already proficient.

Slam

Also at 3rd level, you are accustomed to wielding the weight and heft of large weaponry that would tax the strength of lesser fighters. You may add your Constitution modifier to two-handed weapon damage.

Arms Techniques

While all warriors can use their rage to fuel special combat maneuvers, at 5th level you learn how to use more potent rage maneuvers. You can use this feature two times, selecting any of the Rage Maneuvers listed below and spending rage as normal, and regain all expended uses of it when you finish a long rest. You gain an additional use of this ability at 13th and 19th level.

Colossus Smash: When you hit with a melee attack, you may use this technique to rend your target's defenses. Any time a friendly creature hits it with an attack or spell before the start of your next turn, they may add your Strength modifier to the damage.

Bladestorm: As an action you may make a melee attack against each enemy within your reach, and your reach is increased to 10 feet. at the start of your next turn you may repeat this action without spending rage

Overpower: When you are hit by a melee weapon attack but before damage is rolled, you can use your reaction to increase your AC by 5. If this causes the attack to miss you, you can immediately make one weapon attack against your attacker as part of the same reaction, if they are within reach of your weapon.

Deadly Calm

At 7th level you can read the ever changing battlefield as if in slow motion, granting you a clarity to unleash your blows without any wasted effort or movement. Until the end of your next turn you gain the following benefits.

  • Your rage maneuvers cost 2 less rage.
  • Heroic strike may only be used once on each attack

You must complete a long rest before using this feature again

PART 1 | CLASSES

Die by the Sword

At 9th level you can become a whirling storm of impenetrable steel as a bonus action. Until the end of your next turn you get a special reaction that you can take once per turn to perform a free Overpower.

You must complete a long rest to use this feature again.

Seasoned Soldier

At 11th level, your mastery of the battlefield is epitomic. You may choose a second option from the Fighting Style class feature.

Deep Wounds

Starting at 15th level, when you hit a creature capable of bleeding with a rage maneuver it begins to hemorrhage profusely, you may use your reaction when it's turn begins to inflict weapon damage as their wounds take a toll and begin to bleed out. The condition remains until you use deep wounds on a new target or they receive healing.

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, these merciless warriors have become masters of carnage.

Frothing Berserker

As a fury warrior you are untethered and your rage knows no bounds, you gain the following benefits.

  • You gain proficiency in the Intimidation skill, or expertise if you were already proficient. You may use Strength in place of Charisma for Intimidation checks.
  • Your successful two-weapon fighting attacks also generate 1 rage, so long as they don't spend any.
  • You ignore one point of exhaustion you are suffering from, and you remove an extra point of exhaustion upon completing a long rest.
  • Single Minded Fury. You can use two-weapon fighting even with melee weapons that are not light.
  • Titan's Grip. You ignore the two-handed trait on melee weapons you wield. You have a -2 penalty on attack rolls made when wielding a two-handed weapon this way.

Death Wish

Also at 3rd level, 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.

Fury Techniques

While all warriors can use their rage to fuel maneuvers, 5th level fury warriors learn how to use thier hatred of foes as a weapon. You can use this feature two times, selecting any of the Rage Maneuvers listed below and spending rage as normal, regaining all expended uses of it when you finish a long rest. You gain an additional use of this ability at 13th and 19th level.

Rampage. When you take the Attack action, you may take an additional Attack action this turn, but neither generate Rage.

Bloodthirst. When you hit an enemy with a melee att-
ack, you may use your victory rush feature as a reaction.

Whirlwind. As an action you may make an attack and a two weapon fighting attack against each enemy within your reach. You may not make any more attacks this turn.

Recklessness

Reaching 7th level allows you to throw caution to the wind, you attack with everything you have behind each strike. As a free action you gain the following effects for 1 minute.

  • As long as your attacks hit, they are critical hits regardless of the result of the d20
  • You suffer a level of exhaustion at the end of each of your turns.
  • You may end recklessness anytime you suffer exhaustion.

You must complete a long rest to use this feature again.

Enraged Regeneration

At 9th level, If you are bellow half your maximum hit points when your turn ends, you regain hit points equal to you Constitution modifier for each rage point you generated this turn.

Thirst for Blood

Upon reaching 11th level you crave violence and revel in conflict, working up an unquenchable thirst for bloodshed. You can roll one additional weapon damage die when dete-
rmining the extra damage for a melee weapon critical hit.

War Machine

Upon reaching 15th level, your wanton disregard for your own safety as you wade into the fray of battle reaches it's apex. Your Strength and Constitution scores both increase by 2, and their maximums increase by the same amount.

Protection

Protection warriors demonstrate a knack for the use of a shield, nullifying opponent’s advances and creating oppor - tunities for counterattacks. For them, being the toughest soldier on the front means nothing if allies are left vulner - able to the enemy's attack. These stalwart defenders are integral to the success of any military campaign.

Vigilance

When you choose this specialization at 3rd level, you gain the following benefits.

  • Proficiency with the Perception skill or expertise if you were already proficient.
  • You have advantage on Perception checks made to detect creatures attempting to hide from you.
  • When you reduce damage with Shield Block or deal damage with Shield Slam, you gain 1 rage.
  • You learn the Taunting Strike maneuver which costs 1 fewer rage, and does not prompt a saving throw.

Sword and Board

Also at 3rd level, you are an expert at using your shield for defense as well as offense. You gain the following abilities:

Shield Block. You can use a bonus action to assume a defensive posture with your shield. You reduce the next source of physical damage you take by your warrior level plus your Constitution modifier.

Shield Slam. When you take the Attack action while wielding a shield, you can use a bonus action to make a melee weapon attack with your shield. This attack uses the same ability modifier as your primary attack. The damage die for this attack is a d4 + Strength Modifier, and it deals bludgeoning damage.

If your shield offers an additional bonus to AC above its normal bonus, you add the additional bonus to the attack and damage rolls of Shield Slam, and twice the bonus to the reduction of Shield Block.

PART 1 | CLASSES
PART 1 | CLASSES

Protection Techniques

While all warriors can use their rage to fuel special combat maneuvers, at 5th level you have mastered the defensive arts. You can use this feature two times, selecting any of the Rage Maneuvers listed below, and regain all expended uses of it when you finish a long rest. You gain an additional use of this ability at 13th and 19th level.

Shield Wall. As a bonus action you gain resistance to all damage until the start of your next turn

Spell Reflect. When you succeed on a saving throw or when a spell attack roll fails to hit you and you were it's only target, you may spend a reaction to reflect it. The spell is recast with the caster as the new target.

Thunder Clap. You can use your action to shatter the ground beneath you. Each creature within 15 feet of you must make a Wisdom saving throw. On a failed save, a creature takes thunder damage equal to 2d12 + your warrior level and has their speed reduced by half. On a success, a creature takes half damage and no speed penalty

Avatar

From 7th level on, you can become an Avatar of war and bring terrible pain to all those in your path. For 1 minute you gain the following benefits

  • You may Thuder Clap as an action once on your turn without spending rage or consuming a use per day.
  • You gain resistance to the first source of damage that hits you each round.
  • Your size becomes large and your reach increases by 5 feet, taking on a glistening sheen of metal or stone.
  • You have advantage on Strength related ability checks.

Once you use this feature you must complete a long rest to use it again.

Intervene

Beginning at 9th level, you learn the interception fighting style. If you already knew this fighting style you learn the interception fighting mastery. If you already know this mastery you gain an extra reaction you may use each turn only for this fighting style.

Indomitable

Beginning at 11th level, even the strongest of blows will not fault your defense. Any critical hit against you becomes a normal hit and you have advantage on any check or saving throw made to avoid being knocked prone.

Revenge

Starting at 15th level, you lash back at foes careless enough to try to circumvent you defenses. When you attack an enemy who missed you with an attack roll since your last turn, you do so with advantage.

Rage Maneuvers

Anger Management

Requirements: 6th level

When you change stances, you may spend 1 rage to do so without spending a bonus action.

Battle Shout

As a bonus action, you may shout a cry of battle, granting all other allies who can hear you advantage on their next attack roll until your next turn.

Berserker's Rage

Requirements: Fury

You may spend a bonus action to end a condition effecting you other than Grappled and Unconscious.

Cleave

If the result of this attack would have succeeded against another enemy within your reach, roll damage once and apply the result to both enemies.

Charge

As a bonus action for one rage, you can use this maneuver to move up to your speed toward a creature that you can see, which doesn't provoke opportunity attacks. You must end this move in the closest empty square. If this maneuver is used on the first round, it generates one rage instead.

Rage Maneuvers (Cont.)

Disarm

Your target must succeed on a Strength saving throw or drop one item of your choice that it is holding; the object lands in a square adjacent to the creature of your choice.

Execute

Requirements: 11th level

When you hit a creature with a melee weapon attack, you can spend 4 rage points to kill the creature so long as it has fewer hit points than 4 times your warrior level. You may attempt a DC 12 Insight check to determine if a creature is bellow this threshold

Hamstring

For 1 rage, your target's movement speed is halved until the end of your next turn.

Heroic Leap

You can use your bonus action to leap up to your speed towards an unoccupied space, which ignores intervening enemies as you leap over them. Each creature within 10 feet of you when you land must make a Dexterity saving throw. On a failed save, a creature takes bludgeoning damage equal to 1d10 + your warrior level. On a success, a creature takes half as much damage.

Heroic Strike

After you roll damage with a weapon attack, you can spend one rage point to reroll the weapon's damage dice and use either result. You may still generate rage on an Attack action that uses Heroic Strike.

Ignore Pain

Requirements: Protection

You can use your reaction when hit by a weapon attack to give yourself resistance towards bludgeoning, piercing, and slashing damage for this turn.

Mortal Strike

Requirements: Arms

Your two-handed weapon attack ignores your target's damage resistances add 1d10 to the damage roll. You may forgo any number of attacks you could make this turn to roll 2d10 extra damage.

Pummel

For 1 rage, if your target makes a concentration check as a result of this attack, they have disadvantage on that roll.

Raging Blow

Requirements: Fury

This attack adds your Proficiency bonus to the damage once per successful melee attack you have made so far this turn.

Rend

When you hit a creature with a melee weapon attack, you can open a deep wound. The target must succeed on a Constitution saving throw or lose 1d6 hit points due to blood loss and another d6 at the end of each of it's turns. The deep wound lasts for 1 minute. At 7th level this increases to 2d6, and at 13th level 3d6

Storm Bolt

Requirements: 5th level

In place of one of your attacks this turn, you may summon and throw a charged hammer with tremendous force. A target within 30 feet must make a Constitution saving throw or be stunned until the end of your next turn. An enemy who succeeds on this save becomes Incapacitated instead.

Sunder Armor

For 1 rage, the next successful attack roll made by an ally against your target before the end of your next turn may add your proficiency bonus to the damage and roll it's damage twice, taking either result.

Taunting Strike

Your target must succeed on a Wisdom saving throw or become Taunted by you until the end of your next turn. This maneuver can only be used with melee weapon attacks.

PART 1 | CLASSES

Hero Classes

Hero classes are powerful, often times rare classes that allow players to explore options not readily taught or learned as is true for a traditional class. It is important to note that while less common, and tremendously powerful in different ways, hero classes are not a step up from those presented earlier in this chapter and should not be viewed as an "upgrade" in anyway. Instead, hero classes require much more thought be put into character creation. What were the circumstances that lead your character down this path? How has it shaped your new life from your past?

Selecting a Hero Class

Before selecting a Hero Class, make sure your character will fit in with the story, setting, time period, and tone of the campaign or story your DM is planning to run. Hero classes also require you to consider the circumstances under which you became either a Death Knight or Demon Hunter. The specifics of their respective rituals and rites, as well as a brief history are detailed bellow.

Be sure to explain in detail your own personal transition to the class you are now, and maybe even what kind of life you lead before.

Becoming a Death Knight

For most, becoming a death knight was not a choice, the vast majority of death knights were raised by the Lich King and enslaved under his control, hardly any remain of the death knights that were freed from his control. Because of this very few new death knights are made, as death knights do not wish to give other their fate, living a life without feelings, in constant battle against the Lich King's ever present control. Necromancers cared little for what death knights wanted, and in secret studied incantations and rituals that would make them able to gain the powers of the revered death knights. Eventually they succeed and crafted a dark simulacrum, detailing complex spells that would allow them to gain the powers of a death knight, without the sacrifice of death, and outside the Lich King's control. To this day their efforts have been nearly eliminated and their simulacrums all but lost to time.

As you choose to use the simulacrum to become a death knight, consider why you decided to undergo the transfor-mation. Did you seek greater power that what was offered in the living world? Were you seeking a means to end the scourge? Perhaps you were simply curious as to the tomes spells and did not know what you were entering? Perhaps you were sick of your previous life, and wished for a new beginning?

Think about what effect the transformation has done to you, becoming a death knight comes at a cost, it splits a fragment of your soul, forever changing part of you, while these death knights are still alive, the resurrection often changes how one acts, if not for the memory of having sacrificed yourself, then the necrotic energy now rushing through your body.

Becoming a Demon Hunter

As you choose to become a demon hunter, consider why you decided to undergo their deadly rituals. Were your family slaughtered by demons of the Burning Legion and you seek to avenge them? Did you strive for greater power through fel, and wished to control it? Were you full of rage and anger and wished to put it to use beyond raw strength? Think of the demon hunters that put you through the rituals and did the rites on you, your relationship to them, are you angry at them for what they have done? pleased with their accomplishment?

Think about what affect the transformation has done on you, physically as well as mentally. All demon hunters who survive the transformation grows horns, varying for tiny studs to massive horns stretching the length of their head. Some demon hunters grow scales on parts of their body, claws on their hands, or have entire limbs misshapen into a crude limb of a demon being. No demon hunter goes through the rites unchanged, and no two hunters come out with the same mutations, the mutations vary as much as the demon soul which now lives within them. Consider what it has done to your personality. Many demon hunters gains a temper from the ferocity of the demon within them, or change personality entirely.

PART 1 | CLASSES

Death Knight

A hero... that's what you once were. You stood against the shadow, and purchased another dawn for this world at the cost of your life. But the evil you fought is not so easily banished, the victory you claimed not so easily held. The specter of death looms over this world again, it has found new champions to bring about its final reign. Knights of darkness, this is the hour of your dark rebirth . . .

— A knight of the Ebon Blade  

A human clad in heavy armor, wielding a greatsword with both hands, as he clutches it close, runes flash along its edge, leaving a stream of black smoke behind his swings.

An orc surrounded by kobolds, forces his axe into the ground as the earth around him wither and die, frightening the kobolds as they run for their life.

Biting cold rushes through the battle, as a lone blood elf walks forward, her armor clad in a layer of frost, she walks with firm steps, freezing the earth beneath her feet.

No matter their past calling, death knights serve the powers of death, wielding weapons infused with runes of power. They are ruthless and practical warriors resurrected by the powerful val'kyrs and granted the powers of the revered death knights of the Ebon Hold. Although these warriors seem dead at a glance, they are very much alive.

The Ebon Blade

The Knights of the Ebon Blade are an organization of renegade death knights. Freed from the grasp of the Lich King during the Battle for Light's Hope Chapel, they regrouped under the banner of Highlord Darion Mograine, took control of Acherus: The Ebon Hold as their headquarters, and cooperated with the Argent Crusade to defeat Arthas Menethil during the Scourgewar.


After getting their vengeance, the death knights found themselves without a cause and without a home. One by one they trickled into the land of the living in search of a new purpose. They dedicated themselves to the protection of Azeroth, and some of their members rejoined the ranks of the Alliance and Horde, of which they were members before their death against the Scourge.

Outcast for Life

Although these death knights are not undead as the genera-tions before them, they carry much of the essence of the knights that came before them, and from a distance have the look of a dead person, their blank white stares peering at the world around them. Even though they are alive and not emotionless, it means little to most they meet who shun them because of what they have become. Death knights are bringers of death and destroy, a fact not easily forgotten.

This has lead most death knights down a solitary path, many keep to the outskirts of towns and cities, or hide their appearance well before entering.

Death Knight History

The original death knights were created for Orgrim Doomhammer by Gul'dan as powerful soldiers of the Horde. These death knights were created by placing the souls of slain Shadow Council warlocks into the corpses of fallen Stormwind knights, the first of whom was Teron Gorefiend.

Years after the destruction of Draenor, the immensely powerful Lich King created a new breed of death knights: malevolent, rune-wielding warriors of the Scourge. The first and greatest of these was the Lich King's chosen champion, Prince Arthas Menethil, once a mighty paladin of the Silver Hand who sacrificed his soul to claim the runeblade Frostmourne in a desperate bid to save his people. The rest are primarily made up of other fallen paladins whose souls were twisted and bound to the will of the Frozen Throne.

PART 1 | CLASSES
Death Knight
Level
─Spell Slots per Spell Level─
Proficiency
Bonus
Features Runic Power Runic Die Spells Known   1st     2nd     3rd     4th     5th  
1st +2 Dark Rebirth, Rune Weapons, Runic Power 3 1d4
2nd +2 Spellcasting, Veteran of the Third War 3 1d4 2 2
3rd +2 Malignant Presence, Undead Constitution 3 1d4 3 3
4th +2 Ability Score Improvement 3 1d4 3 3
5th +3 Malignant Presence Feature, Horn of Winter 4 1d6 4 4 2
6th +3 On a Pale Horse, Runeforging 4 1d6 4 4 2
7th +3 Malignant Presence Feature 4 1d6 5 4 3
8th +3 Ability Score Improvement 4 1d6 5 4 3
9th +4 Malignant Presence Feature 5 1d8 6 4 3 2
10th +4 Will of the Grave 5 1d8 6 4 3 2
11th +4 Malignant Presence Feature 5 1d8 7 4 3 3
12th +4 Ability Score Improvement 5 1d8 7 4 3 3
13th +5 On a Pale Horse (Greater) 6 1d10 8 4 3 3 1
14th +5 Unholy Aura 6 1d10 8 4 3 3 1
15th +5 Malignant Presence Feature 6 1d10 9 4 3 3 2
16th +5 Ability Score Improvement 6 1d10 9 4 3 3 2
17th +6 Greater Runeforging 7 1d12 10 4 3 3 3 1
18th +6 Horn of Winter (Unlimited) 7 1d12 10 4 3 3 3 1
19th +6 Ability Score Improvement 7 1d12 11 4 3 3 3 2
20th +6 Master of Death 7 1d12 11 4 3 3 3 2

Unlike Gul'dan's death knights, these dark champions possess unholy strength; however, they do not possess free will and their minds are inexorably entwined with and dominated by the Lich King's vast consciousness. Despite the potential loss of free will, some powerful mortals are intrigued by the promise of immortality and pledge their souls freely into the Lich King's service to achieve it. Baron Rivendare is an example of this.

In the years since Arthas shattered the Frozen Throne and merged with the Lich King, the power and fury of the death knights has only grown. Now these unrelenting crusaders of the damned eagerly await the Lich King's command to unleash their fury on Azeroth once again. Unlike death knights of the Old Horde, the Scourge's death knights are not limited to their use of ranged spell casting abilities. In addition, these tireless death knights are considerably stronger, faster, and more agile than they were in life. However, both generations are equally destructive and terrifying to engage in the field of battle.

A new group of death knights, the Death knights of Acherus, was later created by the Lich King to garrison the necropolis of Acherus: The Ebon Hold for the ultimate purpose of assaulting Light's Hope Chapel and destroying the Argent Dawn. These death knights were freed from the will of the Lich King and allied themselves with their former factions.

Class Features

As a death knight, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per death knight level
  • Hit points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 + your Constitution modifier per death knight level

Proficiencies


  • Armor: All armors
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Athletics, Deception, Intimidation, Investigation, Perception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon or (b) two short swords
  • (a) five javelins or (b) any simple weapon
  • (a) scale mail or (b) chain mail
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A trinket from your past life
PART 1 | CLASSES

Dark Rebirth

As a death knight, you straddle the line between the living and the dead, existing in both worlds and neither. You gain the following traits:

  • You are considered both a humanoid and undead. You can be affected by anything that would affect either of those creature types. For example, because you are an undead, you will register on a paladin's Divine Sense, but because you are also a humanoid, you can be healed by that paladin's Lay on Hands.
  • You don't need to sleep, instead you enter a semi- conscious state where you feed your eternal hunger by reminiscing on the agony you have caused. After doing so for 4 hours, you gain the same benefits that a human does from 8 hours of sleep.
  • You have advantage on saves versus any effect that turns or exclusively affects undead, such as a priest's shackle undead spell.
  • You gain darkvision of 60 feet, or 120 feet if you already had darkvision

Rune Weapons

You know how to inscribe runes onto weapons, empower­ing them and binding them to you. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapons must be within your reach throughout the ritual. You can only have a single two-handed weapon bound to you, or two one-handed weapons. Bonding new weapons immediately breaks the bond with any previous rune weapons.

You can't be disarmed of your rune weapons unless you are incapacitated. If they are on the same plane of existence as you, you can summon your rune weapons as a bonus action on your turn, causing them to teleport instantly to your hands. If you have two one-handed rune weapons, when a death knight feature refers to your rune weapon, you may choose which one to use (but not both).

Runic Power

Necrotic energies rush through your body. This energy
is represented by a pool of d4s that replenishes when you finish a long rest and increase in size as shown in the Death Knight table. You have a pool of runic power equal to 1 + your proficiency bonus and you can spend any number of runic dice when a feature allows you to. You gain 1 Runic Power each time you succeed on an attack roll with a Death Knight cantrip. As your cantrips heighten in power, so does your ability to generate runic power. At 5th, 11th, and 17th level your cantrips generate an extra runic power when they deal damage.

Death Coil

You can spend Runic Power dice as an action and choose one creature that you can see within 120 feet of you. If the creature is undead, it regains hit points equal to the result rolled. Otherwise, you make a ranged spell attack using your Charisma modifier. On a hit, you deal necrotic damage equal to the result rolled + your Charisma Modifier.

Rune Strike

When you take the Attack action, you may declare a runic strike and spend dice from your Runic Power pool. You deal extra necrotic damage equal to the result rolled from the spent dice if successful, in addition to the weapon's damage. If the attack misses your runic dice are refudned. Your presence choice at 3rd level grants you additional Rune Strike effects.

Veteran of the Third War

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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Grave Warden (Blessed Fighterr)

You learn the ✦Shadow Bolt and Blade Ward cantrips from the Warlock spell list.

Great Weapon Fighting

When you attack with a weapon wielded in both hands, you can choose to forgo your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack’s damage.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Versatile Weapon Fighting

When you are wielding a single versatile weapon and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon.

Protection

When a creature you can see attacks a target other than you that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Spellcasting

Also at 2nd level, the dark power bestowed upon you by
the forces of death 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 the death knight spell list.

Spell Slots

The death knight table shows how many spell slots you have to cast your death knight spells of 1st through 5th level. 1st level and higher. To cast one of these 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. Many death knights manifest their spell slots visibly as runes of power on their rune weapons.

PART 1 | CLASSES

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the death knight spell list.

The Spells Known column of the death knight table shows when you learn more death knight spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the death knight spells you know and replace it with another spell from the death knight spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your death knight 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 death knight 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 rune weapon as a spellcasting focus for your death knight spells.

Undead Constitution

By 3rd level, your undead nature makes you immune to disease and the poisoned condition, and resistant to poison damage.

Malignant Presence

When you reach 3rd level, you commit yourself fully to one aspect of death: Blood, Frost, or Unholy. Your choice grants you features at 3rd level and again at 5th, 7th, 9th, 11th, and 15th 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.

Horn of Winter

Beginning at 5th level, you can infuse your deathly will into the sounding of a gjallarhorn as a free action when you would roll initiative. The resulting drone causes you to instantly regain runic power equal to your proficiency bonus, you and all allies within 60 feet of you receive a Grave Inspiration die which is a d4. At any point during the next 10 minutes as a free action, the ally can spend the die and add it's result to a failed attack roll or saving throw. You must complete a long rest to use this feature again. At 18th level you may use this ability each time you roll initiative.

On a Pale Horse

Upon reaching 6th level, you gain mastery over an Deathcharger. A once noble steed reanimated in undeath and bound to your will for eternity. You always know find steed but only as a ritual and it may only summon a Riding Horse with the Undead trait. At 13th level this ability allows Find Greater Steed, summoning a Pegasus with the same restrictions.

Runeforging

Also at 6th level, you learn to inscribe enchantments onto your rune weapons. Whenever you finish a long rest, you may inscribe one of the runes presented at the end of this section onto your weapons.
You gain the benefits of the rune while wielding the rune weapon. You can only have one rune inscribed at a time.

Will of the Grave

Starting at 10th level, you can't be charmed or frightened while you are conscious. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Unholy Aura

Beginning at 14th level, you emanate with the ferocity of the grave. This grants all allies within 30 feet a bonus to initiative equal to your proficiency bonus.

Greater Runeforging

Upon reaching 17th level, you may inscribe two different runes onto your rune weapons at once (as described in your Runeforging feature), both of which may be changed when you complete a long rest.

Master of Death

At 20th level, you bond with your runic weapons transcends death. While they are within your possession, you gain 1 runic power at the start of each of your turns. This ritual also allows you to resurrect 24 hours after you are killed so long as your weapons remain intact.

PART 1 | CLASSES

Malignant Presence

Death knights are the warriors of the damned, created to desecrate the land they walk upon. The paths walked by death knights can be broadly placed into three presences. Choose one of these for your death knight.

Blood Presence

In undeath, some death knights find a special affinity for the blood and bone of the living. They carve into their enemies, sustaining themselves with deadly sanguine strikes, while using the bloody, shattered remains of the dead to fortify their own defenses. These crimson-soaked knights bend the very rules of mortality to control the frontlines of the battlefield.

Red Thirst

Your thirst is insatiable, your affinity for blood grants you the following features

  • Dark command. When you choose this presence at 3rd level, you gain the ability to influence other creatures. When you damage a creature through your Runic Strike feature, that creature is taunted by you until the end of your next turn.
  • Heart Strike. You learn the heart strike cantrip.
  • Gorefiend's grasp. You know the death grip spell in addition to spells normally known, any enemy targeted is Taunted until your next turn and their saving throw is made with disadvantage.

Death Strike

Also at 3rd level, you learn to empower your Runic Strike with blood magic. You heal for the amount rolled by the runic dice + your charisma modifier.

Blood Shield

Starting at 5th level, any healing you recieve from Death Strike that exceeds your maximum hit points, is converted into temporary hit points. These temporary hit points last 1 minute and hit points from multiple Marrowrends may stack together up to half your hit point maximum, but do not stack with other sources of temporary hit points as normal.

Dancing Rune Weapon

At 7th level, as a bonus action are able to summon a spectral copy of your rune weapon, which dances menacingly in your space. The dancing rune weapon lasts for a number of round equal to your proficiency bonus, and is identical to your rune weapon. Once you use this feature, you can't use it again until you finish a long rest.

At the beginning of each of your turns, you can command your dancing rune weapon to act in one of the following ways until the start of your next turn (no action required).

Defensively. You gain the benefits of the Dodge action. In addition, you get a special reaction that you can take once on every creature's turn, except your own. You can use this special reaction when a creature you can see makes an attack against an ally that is within 15 feet of you, the ally may use your AC for the triggering attack if higher.

Offensively. When you take the Attack action on your turn or attack as part of a cantrip, you may make one additional attack with the dancing rune weapon as part of the same action. In addition, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack with your dancing rune weapon when an enemy enters a square in your reach.

Purgatory

Starting at 9th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead and have your Marrowrend's temporary hit points replenished to twice your death knight level.

Once you use this ability, you can't use it again until you finish a long rest.

Blood Boil

Beginning at 11th level, as an action you may spend runic power and boil the blood of all nearby foes. Each enemy within 20 feet of you is affected by Blood Plague (See Unholy Diseases), and takes a runic die of fire damage per point of runic power spent. It takes this damage again each time it fails it's saving throw. You must complete a short rest to use Blood Boil again.

Vampiric Blood

At 15th level you can call upon the power latent in your body to empower restorative effects on you. When an effect restores hit points to you, it restores an additional amount equal to twice your charisma modifier.

Frost Presence

Death knights of the frost presence walk in the footsteps of those that came before them, using cold and ice in a way only matched by mages to do their bidding. They are exceptional combatants able to deliver devastating blows.

Frigid Executioner

Your enemies wilt before your might, you learn the frost strike cantrip, and may benefit from one of the following.

  • Killing Machine. You may engage in two weapon fighting when you make a melee attack as part of casting a cantrip, with a bonus action as normal.
  • Might of the Frozen Wastes. Any two handed weapon you wield adds additional damage equal to your Charisma modifier.

Obliterate

Also at 3rd level, your Runic Strikes are imbued with biting cold and now deal cold damage, becoming enhanced depending on your choice of Frigid Executioner. On a miss, the target still takes half the damage of the runic dice.

  • Killing Machine. You may add the Runic power dice to a successful two-weapon fighting attack, should your Attack action miss.
  • Might of the Frozen Wastes. Your Attack action is made with advantage.
PART 1 | CLASSES

Inexorable Assault

So determined is your advance into combat, few can stand before you. At 5th level if you spend the maximum amount of runic power when you runic strike, you may make an extra attack this round.

Pillar of Frost

At 7th level, you are able to channel the icy might of the Frozen Throne itself. When you take the Attack action, you can magically become an avatar of all-consuming winter, gaining the following benefits for a number of rounds equal to your proficiency bonus:

  • When you would normally roll one or more dice to deal cold damage with a death knight spell or ability, you instead use the highest number possible for each die.
  • You may reroll one missed attack on your turn.

Once you use this feature, you can't use it again until you finish a long rest.

Icebound Fortitude

At 9th level, as a reaction to being hit by a melee attack, you may spend a runic power die and add it to your AC for the round. You also gain resistance the damage of the triggering attack.

You must complete a short rest to use this feature again.

Frost Scythe

Beginning at 11th level, when you use your runic strike feature, you may deal the damage of runic dice rolled to another enemy within your reach if the attack roll would have hit them as well.

Breath of Sindragosa

Beginning at 15th level, you can use your action and spend 1 runic power to summon a spectral visage of Sindragosa to spew frozen death in a 15 foot cone in front of you.

All creatures in the cone must make a Dexterity saving throw or take frost damage equal to the amount rolled from your runic die + Death Knight level, taking half as much on a successful saving throw. As a free action on your following turns you may spend another runic power to sustain the effect. Any creature that enters the cone while it is active is subject to it's effects and the cone is considered difficult terrain.

Once you use this feature, you can't use it again until you finish a short or long rest.

Unholy Presence

Death knights of the unholy presence are shunned by most for their deeds, especially by the Holy Light, they wield ne-crotic energy in a way matched only by warlocks, removing any shred of Holy Light around them as they drain their surroundings of joy and hope.

Plaguebringer

All those who stand before you wilt, manifesting in the following benefits.

  • Scourge Strike You learn the scourge strike cantrip
  • Festering Wounds When you strike an enemy afflicted by your diseases, they take extra necrotic damage equal to your runic power die
  • Decompose You learn the Decompose cantrip
PART 1 | CLASSES

All Will Serve

You learn to raise a dead humanoid as an undead minion. You may raise a servant upon completing a long or short rest, or you can use your action and spend a spell slot of your highest level to animate the corpse of a humanoid creature within 30 feet of you. See the creature's game statistics in Appendix F. You can only have one undead minion and raising a new corpse destroys the magic that binds your previous minion, reducing it to a rotting corpse.

The undead minion obeys your commands as best it can. In combat, it shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action. If you are incapacitated or absent, the minion acts on its own.

Your ghoul grows in power as your command of death improves, adjust the following as you advance.

  • When you gain an Ability Score Improvement, your ghoul does as well but may not take a feat in it's place.
  • The damage die of your ghoul's purtid claw increases at the same rate of your runic power dice.
  • When you expend Hit Dice to regain hit points, your minion regains the same amount.

Festering Strike

Also at 3rd level, When you deal damage with a Runic Strike, you can afflict the creature with a terrible plague. You choose which of the diseases detailed in the "Unholy Diseases" sidebar to inflict on your target, which takes effect immediately.

At the end of each of the creature’s turns, it can make the saving throw specified in the disease’s description. On a failure, the creature takes your runic die + Charisma modifier necrotic damage and continues to suffer the effects of the disease. On a success, the disease ends, or after 1 minute has passed.

If a target is inflicted with a new unholy disease while already suffering from an unholy disease, the original one ends and the new one takes effect.

Outbreak

At 5th level, when a creature afflicted with one of your unholy diseases dies, you can spread the disease to a different creature you can see within 30 feet of the dead creature as a reaction, provided you aren’t incapacitated.

Dark Transformation

At 7th level, you may infuse your Undead Minion with terrible power, transforming it into a hulking abomination. As a bonus action your minion gains the following benefits until the end of your next turn.

  • It may immediately attack as if commanded
  • It may make 2 attacks when you command it
  • It adds your runic die to it's damage rolls

You must complete a long rest to use this feature again.

Death Pact

At 9th level, your command of the undead who serve you is unflinching. As a reaction to being attacked or failing a saving throw against a damaging effect, you may sacrifice your Undead Minion, killing it in the process, to instantly gain twice your death knight level as temporary health until the end of your next turn.

Bursting Sores

Beginning at 11th level, you can cause your diseases to explode in a shower of plague and pestilence. As a free action when you deal extra damage with Festering Wounds you may end your active disease on the target to deal a number of runic power dice equal to your proficiency bonus in necrotic damage to all enemies within 15 feet of the target.

Summon Gargoyle

At 15th level your command of the undead is unsurpassed. You can Summon a terrible gargoyle to rain death upon your foes by spending a runic power and a bonus action. The gargoyle lasts until the end of your next turn, unless you spend 1 runic power to sustain the effect for another round. The gargoyle acts on your initiative identically to your undead minion, and you can command both with the same bonus action. See Appendix F for Gargoyle statistics.

You must complete a long rest before summoning another gargoyle.

Unholy Diseases

    Blood Plague. The diseased creature can’t regain hit points and is Taunted. Blood Plague is resisted by Constitution.

Crypt Blight. If the diseased creature makes a concentration saving throw, it does so with disadvantage. Crypt Blight is resisted by Wisdom.

Frost Fever. The diseased creature’s speed is reduced by 10 feet, and it can’t take reactions. Frost Fever is resisted by Dexterity.

PART 1 | CLASSES

Weapon Runes

Rune of Cinderglacier

Whenever you succeed on an spell attack roll or a creature fails a saving throw against your spells, that spell deals additional damage equal to your Charisma modifier, even if it already adds it or does not normally deal damage.

Rune of the Fallen Crusader

Whenever you score a critical hit or reduce a creature to 0 hit points with a weapon attack, you may immediately roll a runic power die and heal for twice the result and you gain one runic power.

Rune of the Lichsworn

You gain a +2 bonus to your spell attack modifier and your spell DC.

Rune of Spellwarding

You add your Charisma modifier to saving throws.

Rune of Swordbreaking

You gain a +1 bonus to your Armor Class.

Rune of Wraithwalk

Your movement speed increases by 10 feet, and you gain a bonus to your initiative equal to your Charisma modifier (minimum of +1).

Rune of Razorice

Your rune weapon gains a +1 bonus to attacks and damage rolls made with it.

Rune of the Stoneskin Gargoyle

Your maximum hit points are increased by your Death Knight level, and you gain your level in temporary HP when you complete a short rest.

Rune of Necromancy

Your maximum mana is increased by your proficiency bonus.

Rune of the Nerubian Carapace

When an enemy hits you with a melee attack, they take damage equal to your charisma modifier in necrotic damage.

Demon Hunter

You... were not prepared. The enemy came into our world, desiring to extinguish all life. They slaughtered our loved ones, razed our homes.. our cities. You could not stop them. So you came to me, nothing but rage and determination left, I taught you that what once tormented you could give you power. Now you know, no sacrifice is too great if it brings an end to the Burning Legion

— Illidan Stormrage  

A lone night elf clutching a pair of curved blades, peers to the ground as enemies surround him on all sides, before leaping backwards over the heads of his enemies, swinging his swords at one of them in the process.

A blood elf sprints to the distant aid of her allies, a pair of heavy warglaives in her hands, she releases the fel within, leaving a trail of fel in her path as she rushes in inhumane speed to their aid to jump on the nearest enemy.

A heavily built human standing afar as his allies engage a massive demon, in two swift motions he effortlessly slings his warglaives through the air at the demon, making deep gauges in its hide before returning to his firm grasp.

These hunters have sworn their life to a sacred cause, al-though their motivation may vary, demon hunters are one of Azeroths protectors, these agile hunters carry exceptio-nal skill against the foe they face. They wield both mortal strength and the devastating effects of fel magic, carrying out both with extreme precision

Feared and Revered

Society often shun demon hunters. Most don't understand the sacrifice that they make, therefore, many choose to become outcasts from their societies. Eyes are commonly turned at them when they wade through towns, most distrust and fear them for what they have become.

Even though the world are untrusting of demon hunters, it matters not the the hunter themselves, cause they are protectors of the common folk against threats wishing the destruction of Azeroth, and most importantly demon. They are not righteous like paladins that fight for the Holy Light, or selfless like some rogues and warriors. They are the force who battles evil and although shunned by common folk, their aid is appreciated by experienced fighters.

Power Granted for a Price

Demon hunters are not trained like warriors are, they are created. It is a harsh and incurable process, leaving scars on the individual that will never heal. Most who attempt to undergo the rites to become a demon hunter end up dying from the horrors of what now possess them, or kill them-selves because of what they have seen.

At the very core of becoming a demon hunter is the con­sumption of a demon's soul in a ceremony, forever binding it to the demon hunter and suppressing it from taking control through magical inscriptions on the hunters skin, infused with fel. Finishing the binding of soul to the demon hunter by burning out their eyes with a magically imbued blade, forever binding the chaotic soul of the demon to the hunter. Other processes are done to create a demon hunter, slowly creating a fully fleshed demon hunter by removing much of who they were in their past lives.

Demon Hunter History

Illidan Stormrage is the most famous demon hunter and was the first of their kind. Even Illidan's own brother did not appreciate his sacrifice, locking him below ground for ten thousand years for trafficking with dark powers and creating a new version of the Well of Eternity. Illidan's creation was unique. Sargeras, lord of the Burning Legion, burned away Illidan's eyes with magic fire until only scorched sockets remained. Illidan's resulting sight was a maddening display of violent colors. His altered vision allowed him to easily recognize both demons and mortals with magic powers. In addition, Sargeras covered Illidan's body with black tattoos that increased his arcane power.

PART 1 | CLASSES
Demon Hunter
Level Proficiency
Bonus
Features Fel
Points
Chaos
Die
Fel
Mutations
1st +2 Illidari Training, Spectral Sight
2nd +2 Demonic Wards, Fel 2 d4
3rd +2 Demonic Mark, Fel Mutations 2 d4 1
4th +2 Ability Score Improvement, Shattered Souls 3 d4 1
5th +3 Extra Attack, Demonic Mark Feature 3 d6 1
6th +3 Fel Mutation (2nd) 3 d6 2
7th +3 Metamorphosis, Demonic Mark Feature 4 d6 2
8th +3 Ability Score Improvement 4 d6 2
9th +4 Demonic Mark Feature 4 d8 2
10th +4 The Demon Within 5 d8 2
11th +4 Demonic Mark Feature 5 d8 2
12th +4 Ability Score Improvement, Pierce the Veil 5 d8 2
13th +5 Illidari Mastery 6 d10 2
14th +5 Fel Mutation (3rd) 6 d10 3
15th +5 Demonic Mark Feature 6 d10 3
16th +5 Ability Score Improvement 7 d10 3
17th +6 Demonic Origins 7 d12 3
18th +6 Demon Within upgrade 7 d12 3
19th +6 Ability Score Improvement 8 d12 3
20th +6 Prepared 8 d12 3

Later, a group of night elves, inspired by Illidan's example, made a pact to turn the Burning Legion's powers against it, fighting destruction with destruction. Obviously they could not gain their powers in the same way Illidan did, but they discovered other means. In the millennia since, other night elves, and a few creatures of other races, have made the same pact, binding demonic essence in their bodies and using it to destroy the Legion's minions.

Demon hunters have a variety of abilities that assist them in destroying demons, though the power coursing through their bodies also allows them to prevail over lesser foes. Demon hunters eschew heavy armor, valuing mobility and speed. As a demon hunter grows in power, they undergo a gradual evolution, becoming more and more demonic in appearance. The changes are cosmetic and can take many different forms, from burning eyes to black blood. By the time demon hunters reaches the pinnacle of their development, they are a twisted and dark version of their former selves. Though the chaotic energy in their body does not affect their personality or allegiance (so the demon hunters claim), it wreaks great changes on their physical form. Their gradual evolution achieves its pinnacle as they become a demonic entity. Their appearance has changed to something frightening: changes can include glowing red eyes, horns, clawed feet and hands, wings, cloven hooves, a spiked tail, dark skin, a deep, rumbling voice, and similar cosmetic changes.

Class Features

Requirements: Blood Elf or Night Elf

As a demon hunter, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per demon hunter level
  • Hit Points at Higher Levels: 1d8 + your Constitution modifier per demon hunter level
PART 1 | CLASSES

Proficiencies


  • Armor: Light
  • Weapons: Simple weapons, martial weapons, warglaives, twinblades
  • Tools: None

  • Saving Throws: Dexterity and Strength
  • Skills: Choose two from Acrobatics, Insight, Investigation, Perception, Stealth, and Survival

Equipment

You gain the following equipment when you choose this prestige class.

  • (a) A pair of warglaives or (b) A twinblade
  • Leather armor
  • A mask or eye covering

Spectral Sight

You have ritually blinded your eyes, you eye sockets infused with magic, giving you a new sight. You can see normally in both normal and magical darkness within 120 feet of you and are able to discern colors in darkness. Additionally, your passive perception equals 15 + your perception bonus and you are immune to the blinded condition.

Illidari Training

When you reach 1st level, you learn how to most effectively hunt demons and their ilk. You have advantage on attack rolls against, and Wisdom or Intelligence rolls pertaining to fiends or fiendish lore. In addition, choose one of the following Illidari paths:

Executioner

You have learned to leverage the size of great weapons for both offense and defense, you gain the following fighting style unique to executioners.

Twinblade Fighting. When you attack with a twinblade, you can choose to forgo your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack’s damage. While wielding a twinblade, you gain a +1 bonus to AC.

Slayer

You have learned to wield two weapons with terrible fero-
ocity and grace. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. Also, you gain the following fighting style.

Glaive Fighting. When you make an opportunity attack with a warglaive, you may make a two-weapon fighting attack for free, and you can use two-weapon fighting when using throwing weapons.

Demonic wards

Upon reaching 2nd level, you gain protective tattoos which help control your demonic nature. You gain one of the following depending on your choice of Illidari Training.

  • Executioner: While you are wearing light armor and not wielding a shield, you may add your Constitution modifier instead of your Dexterity modifier (your choice) when calculating your AC.

  • Slayer: You are always considered proficient in saving throws against spells that target or effect you.

Fel

Also at 2nd level, you are able to harness the demonic power within you to unleash fel abilities in battle. Your access to this power is represented by a number of fel points. Your demon hunter level determines the number of points you have, as shown in the Fel Points column of the demon hunter table.

You can spend these points to fuel various fel abilities. You start knowing three such features: blur, demon's bite, and momentum. Your demon hunter specialization may grant you additional fel abilities.

When you spend a fel point, it is unavailable until you finish a short or long rest, at the end of which you replenish your demonic strength.

Some of your fel abilities require your target to make a saving throw to resist the ability's effects. The saving throw DC is calculated as follows:

Fel save DC = 8 + your proficiency bonus +

your Constitution modifier

Chaos Die

Many fel abilities involve rolling a chaos die for their effects, which begins as a d4 and changes as you gain demon hunter levels, as shown in the Chaos Die column of the Demon Hunter table.

When you roll a chaos die to deal damage to a fiend with a fel ability or demon hunter feature, it takes double that amount of damage. A fiend can take this extra damage only once per turn.

Fel Abilities

You can initially spend fel points in the following ways.

Demon's Bite. When you make a melee weapon attack as a bonus action (Such as when two weapon fighting), you may spend 1 fel point to make a second attack as part of that bonus action with the same profile, both attacks add your chaos die to the damage.

Momentum. You can spend 1 fel point to take the Disengage or Dash action as a bonus action on your turn.

Blur: You may spend 2 fel points as a reaction to being targeted by an attack to gain the benefits of a dodge action.

Demonic Mark

At 3rd level, you choose a mark that shapes the nature of your demonically infused body. Choose the Mark of Havoc, or the Mark of Vengeance, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th level, 9th, 11th and 15th level.

PART 1 | CLASSES

Fel Mutations

At 3rd level, the demonic power coursing in your veins has begun to mutate your body. You gain a fel mutation of your choice and one determined by your Mark, detailed at the end of the class description.

When you gain certain demon hunter levels, you gain additional mutations of your choice, as shown in the Fel Mutations column of the Demon Hunter table.

Initially you only gain the base benefits of your fel mutations. At higher levels, when you use your Metamorphosis or The Demon Within feature, you can gain your mutations' Greater Mutation benefits.

Shattered Souls

Starting at 4th level, whenever you roll a critical hit on an attack roll against a creature, or assist in killing a significant threat (GM's discretion, generally at least one CR higher than your level), you sever a greater soul fragment from your target. You heal a number of hit points equal to your demon hunter level and regain 1 chaos point, up to the normal maximum for your level. You may only gain one soul fragment per round.

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 increase two ability scores of your choice by 1.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Metamorphosis

When you reach 7th level, as a free action when you make an Attack, you may transform into a hellish demonic form. You leap and land at a point you can see within 30 feet, dealing damage equal to your chaos die to all enemies within 10 feet then make your attack as normal. While in demon form, you gain the following benefits:

  • Your type is Fiend.
  • Your may Demon's Bite on each of your turns for free.
  • You gain the Greater benefits of your Fel Mutations.
  • Havoc (Nemesis): Your melee attacks critically strike on a natural roll of 18 or higher, so long as they all target the same creature in a round.
  • Vengeance (Last Resort): You may activate this feature as a reaction to to avoid falling unconscious when reduced to 0 health. You gain twice your demon hunter level in hit points, and all enemies you damage with this leap are taunted for 1 round.

This transformation lasts until the end of your next turn. Once you use this feature, you must finish a long rest to use it again.

The Demon Within

Beginning at 10th level, you can spend a fel point and use a bonus action to gain the Greater Mutation benefit of one of your fel mutations in your normal form for a number of rounds equal to the chaos die. If you use this feature again, the previous Greater Mutation benefit ends and the new one takes effect. When you reach 18th level, your Greater Mutation lasts indefinitely, until you use this feature to manifest a new one.

Pierce the Veil

Beginning 12th level, you can concentrate fel into your charred eyes to reveal the truth of the world around you. As an action, you can spend 2 fel points to gain the benefits of the true seeing spell for 1 minute.

Illidari mastery

When you reach 13th level, you've mastered the ways of hunting and slaying demons. If you would make an attack roll against a fiend with disadvantage, you instead roll normally, as long as your target isn't hidden from you. In addition, you gain one of the following benefits depending on the Illidari training path you chose at 2nd level.

Executioner While you are wielding a two-handed weapon with which you are proficient, you may re-roll damage rolls of 1. Additionally the size of your damage dice increase one step.

Slayer Once on each of your turns when you miss with a melee weapon attack, you can roll the attack roll again.

Demonic Origins

At 17th level the primal fel that courses through your body has granted you an unimaginably long lifespan. For every 10 years that pass, your body ages only 1 year and you can't be aged magically.

Additionally you may use your Metamorphosis twice between long rests.

Prepared

At 20th level, your supernatural senses allow you to act at a moments notice. You can take two turns during the first round of any combat. You take your first turn on initiative count 30 and your second turn at your rolled initiative. Furthermore, when you roll initiative and have no fel points remaining, you regain 2 fel points.

Demonic Marks

Each demon hunter have absorbed the soul of a demon and fights a continuous battle for control with this demon. Even though the hunter is in control, the demon within will show itself and force some of its qualities upon its demon hunter. Although demon souls are unpredictable, most of their souls fall into one of two categories and leaving a mark of havoc or vengeance on the demon hunter.

Mark of Havoc

Havoc demon hunters unleashes the potent energy stored up within them, they are the pinnacle of close quarter fight-ing. They harness destructive powers in its most raw form to unravel it upon their enemies.

Demonic Presence

When you select this mark at 3rd level you gain several benefits that make you far quicker than most mortals, granting the following boons.

  • You gain proficiency in acrobatics, or expertise if you are already proficient.
  • You also add your proficiency bonus to your initiative rolls when you are not surprised.
  • You gain the Hellish Agility fel mutation which does not count against your mutations known.

Fel Rush

At 3rd level, you gain the ability to dance through the battle-
field with your momentum. Whenever you spend a fel point on the Momentum fel feature, you may perform a fel rush instead, gaining the benefits of both a Dash and Disengage action until the end of your turn with the following restrictions.

  • Your dash must be exactly half your speed, and it must be in a straight line
  • You may move through enemies unhindered
  • Enemies you move through with this dash take felfire damage equal to your chaos die

Chaos Strike

At 5th level your strikes ooze with fickle chaos that can quickly overwhelm and enemy. When you use your demon's bite, if both bonus attacks hit you are refunded a fel point.

Blind Fury

At 7th level you can use your action to unleash a concentrated beam of destructive felfire. You add the following fel ability to those known.

Eye Beam: As an action you may spend 2 fel points and roll eight chaos dice. Each creature in a line 30 feet long and 10 feet wide must make a Dexterity saving throw against your fel save DC. On a failed save, a creature takes felfire damage equal to the total, or half as much damage on a success.

Once you use this ability, you must finish a long rest before using it again.

PART 1 | CLASSES
Felfire Damage

Many demon hunter abilities deal felfire damage, which consists of both fire and necrotic damage. A creature is vulnerable to felfire damage if it is vulnerable to either fire or necrotic damage. A creature is resistant to felfire damage only if it's resistant to both fire and necrotic damage, or resistant to one damage type and immune to the other.

Cover of Darkness

At 9th level you know how to summon a swirling pool of fel darkness at your feet, enveloping and protecting allies who stand inside it. You learn the Darkness fel ability.

Darkness You may cast darkness as a reaction to a friendly creature within 15 feet being targeted by a hostile effect for 2 fel points. You must target your own square and allies within the effect receive the benefits of half cover in addition to it's normal effects.

You must complete a long rest before you can use this feature again.

Trail of Ruin

Beginning at 11th level, you gain the ability to pass through short distances in the blink of an eye, ravaging your enemies before they can react. You learn the blade dance fel ability.

Blade Dance: You may spend 1 fel points when you take the Attack action to make a Blade Dance. During this action and for any bonus action you may make attacks against any enemies within 10 feet of you as you dash and flip gracefully around the battlefield. If you attack at least two different creatures during your Attack action, you can make one additional attack against a third creature and all three attacks add your chaos die to the damage roll.

Eye of Leotheras

Upon reaching 15th level, your gaze paralyzes enemy spellcasters and wracks them with a fel feedback. You learn the Mana Burn fel ability.

Mana Burn. As a bonus action, you can spend a fel point to corrupt the essence of a creature you can see within 60 feet of you that can cast spells, which must make a Constitution saving throw. The creature takes felfire damage equal to your chaos die plus your demon hunter level on a failed save, or half damage on a success. If a creature that failed its save casts a spell of 1st level or higher before the start of your next turn, it takes felfire damage equal to 10 x the spell's level.

Mark of Vengeance

Vengeance demon hunters empowers themselves through the energies within, they are hunters that continue to be able to stand and fight when all else fails. By empowering themselves they are able to take an enormous number of hits and still come out victorious by the fights end.

Void Reaver

Starting when you choose this mark, you unlock the seething hatred of your demonic mark, conferring the abilities bellow.

  • You gain proficiency in the Intimidation skill, or expertise if already proficient.
  • You may use your Strength in place of Charisma when you use the intimidate skill.
  • In addition, you gain the Fel Hide fel mutation which does not count against your mutations known.

Soul Cleave

Also at 3rd level, when you spend a fel point to use your demon's bite ability, any target hit by a bonus attack is Taunted until the start of your next turn and you regain health equal to the result of any 1 chaos die rolled.

Infernal Strike

Finally at 3rd level, you learn to leap through the air, landing at your target and dealing felfire damage to all adjacent enemies. Whenever you spend a fel point on the Momentum feature to dash, you may perform an infernal strike. Your movement ignores all intervening terrain and creatures so long as they are less than 30 feet tall. You only provoke attacks of opportunity from creatures you were adjacent to at the start of this movement and all enemies within 10 feet of your landing take 1 chaos die of felfire damage.

Soul Barrier

At 5th level you master the ability to carve out larger fragments of your victims soul. Any time you consume a soul fragment or gain health from a class ability, you gain any excess health as temporary hitpoints. These temporary hit points stack with each other only, and may not exceed twice your demon hunter level.

Additionally, you sever a lesser soul fragment any time you deal the killing blow to a target of any challenge, these lesser fragments restore a chaos die of hitpoints, but do not generate a fel point.

PART 1 | CLASSES

Fel Devastation

Beginning at 7th level, you have learned to channel a gout of felfire upon all enemies in front of you, relishing in their pain and surging forward in their anguish. You know the Fel Devastation abilitry.

Fel Devastation: All creatures in a 20ft cone must make a Dexterity saving throw, taking 6 chaos dice in felfire damage on a failed save or half as much on a success, healing you for half the amount rolled and taunting all those effected for 1 round.

Once you use this ability, you must finish a long rest before using it again.

Sigils

Upon reaching 9th level, you learn Sigil of Flames and one more of the following sigils of your choice. Once you use this feature, you can't use it again until you finish a short or long rest.

Sigil of Flames As an action, chose a point within 60 feet of you, any creature within 15 feet of that point must make a Dexterity saving throw, taking 4 chaos dice of felfire damage on a failed save or half as much on a success. All enemies effected are taunted by you until your next turn.

Sigil of Chains. As a bonus action, choose a point within 60 feet of you, any creature within 15 feet of that point must make a Dexterity saving throw or be pulled to the nearest adjacent square and lose their movement on the next turn they take. They may still dash as normal.

Sigil of Misery. As an action, choose a point within 30 feet of you, creating a sigil that extend in a 10 feet radius around it. Each creature within range succeed on a Wisdom saving throw, or be frightened for 1 minute. At the end of each of its turns, and each time it takes damage, a creature can make another Wisdom saving throw, ending the effect on a successful save.

Sigil of Silence. As an action, you force each creature of your choice within 10 feet of you to make a Wisdom saving throw. On a failed save, the creature becomes unable to speak and can't cast any spells with a vocal component for 1 minute. Any creature concentrating on a spell must make a concentration check against your fel DC. At the end of each of its turns, the creature can make another Wisdom saving throw, ending the effect on a successful save.

Spirit Bomb

At 11th level, the consumption of severed souls can cause an eruption from your body, scouring nearby enemies in felfire. you learn the spirit bomb fel ability

Spirit Bomb: When you consume a greater soul fragment from your shatter souls feature, you may spend the regained fel point causing it to explode as a free action, dealing two chaos die + demon hunter level in felfire damage to any enemy within 15 feet of you. Enemies may make a Dexterity saving throw, taking only half damage on a success.

Grip of the Betrayer

Beginning at 15th level, you learn one of the Master of the Illidari's most devastating techniques, Illidan's Grasp.

Illidan's Grasp In place of one of your attacks, you may spend 2 fel points to target an enemy within 30 feet who must make a Strength saving throw. The target is stunned until the end of your next turn and takes 3 chaos dice of felfire damage on a failed save, and half as much damage and only becomes grappled on a success. When the effect ends you may throw your target to an unoccupied space within 30 feet as a bonus action, taking 3 chaos dice of felfire damage again and land prone.

Fel Mutations

As your power grows, your body changes to become more like the demons you hunt. Each fel mutation has a base effect, as well as a Greater Mutation which offers a powerful benefit while using Metamorphosis or The Demon Within. You know the number of mutations shown in the Fel Mutations column of the Demon Hunter table, in addition to any gained from your Demonic Mark.

Hellish Agility

requirement: Mark of Havoc

Your walking speed increases by a number of feet equal to 5 x your proficiency bonus. In addition, you can use your Strength or Dexterity to determine how far you can jump and make athletics checks to jump.

Greater Mutation. If you move at least 20 feet in a straight line toward a target right before making a melee weapon attack against it, that attack deals additional felfire damage equal to your chaos die.

Fel Mutations (Cont.)

Master of the Twinblade

requirement: Executioner

When you use your Twinblade Fighting you may knock your opponent prone if you hit instead of adding extra damage and your reach increases by 5 feet for this attack.

Greater Mutation. You still gain the extra damage from your fighting style when using Master of the Twinblade.

Soul Rending

requirement: 6th level

Your thirst for the power contained within your foes souls is unending, you gain the following power.

Havoc: When you consume a greater soul fragment, you may gain any extra hit points as temporary health.

Vengeance: When you consume a greater soul fragment you gain advantage on your next Attack action.

Greater Mutation. Creatures you assist in killing have their souls fragments severed regardless of their challenge.

Dread Wings

As a reaction when falling, you can manifest wings suitable for gliding. Until you land, you can slow your rate of descent to 30 feet per round. You cannot ascend while falling, but can otherwise glide freely using your movement. When you land, you take no falling damage and can land on your feet.

Greater Mutation. You gain a flying speed equal to 10 x your proficiency bonus.

Master of the Glaive

requirement: Slayer

The range of your thrown weapons doubles and you may cause your glaives to bounce to nearby enemies. You may make any secondary attacks with the same glaive (such as those from extra attack, haste, or demon's bite) against a new target within 10 feet of the first.

Greater Mutation. You may bounce secondary attacks to targets within 15 feet.

Fel Hide

requirement: Mark of Vengeance

Your hit point maximum increases by an amount equal to your demon hunter level. In addition, you may add your Constitution or Strength to your AC so long as it does not already include that modifier.

Greater Mutation. You have resistance to bludgeoning, piercing, and slashing damage.

Demon Spikes

Your body is adorned with fearsome demonic spikes. You have advantage on ability checks to start or escape grapples. When you successfully start a grapple, you can deal felfire damage equal to your Constitution modifier to the grappled creature. When you start your turn grappling a creature or being grappled by a creature, that creature takes felfire damage equal to your Constitution modifier.

Greater Mutation. You add your chaos die to the felfire damage dealt by this mutation's base benefit. Whenever a creature successfully hits you with a melee attack, they take demon spikes damage.

Infernal Might

Demonic power bolsters your strength. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks and saving throws.

Greater Mutation. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category. Your equipment changes size accordingly while in your possession. In addition, once on your turn when you hit with a melee weapon attack, you can try to shove your target as part of the same action.

Empowered Wards

Your hide has resistance to spells, when you critically succeed on a saving throw or an enemy critically fails a spell attack roll that targets you, you may turn it back on the caster with them as the new target, re-roll the attack or saving throw with the caster as the new target.

Greater Mutation. You have advantage on saving throws against spells, and enemies have disadvantage on spell attack rolls against you.

Backgrounds

Chapter III

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.

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.

Diverse Champions Among Factions

In the vast and diverse tapestry of Azeroth, where the clash of alliances, the dance of magic, and the struggle for dominance play out on a grand scale, there exists a multitude of enigmatic factions that transcend the traditional confines of a single class.

While it is true that certain organizations are often closely associated with a particular class, such as the verdant realms of the Cenarion Circle being predominantly populated by druids, or the arcane halls of the Kirin Tor resonating with mages, the currents of fate have woven a different destiny for others. The shadowed enclaves of Ravenholdt, once synonymous with rogues, have expanded their clandestine ranks to include any who possess an affinity for espionage, sabotage, and subtlety. Similarly, the Argent Crusade, once the domain of the paladins and priests, now welcomes warriors, hunters, and even arcane casters to stand united against the encroaching darkness.

As these factions evolve and adapt, the diversity of their members reflects the ever-changing nature of Azeroth itself, forging a union where skill, dedication, and purpose supersede the limitations of class, ensuring that champions from all walks of life may join their ranks and contribute to the greater good.

Backgrounds
Name Description
Argent Crusader Crusading champion of the Light, resolute in vanquishing darkness and protecting the innocent from malevolent forces.
Cenarion Protector Guardian of nature's balance, attuned to the elements and charged with preserving the world's natural harmony.
Darkmoon Entertainer Delights crowds in the vibrant spectacle of the Darkmoon Faire, a captivating performer of acrobatics and magic.
Double Agent Infiltrator skilled in secrets and deceit, navigating treacherous alliances with finesse.
Earthen Ring Member Embraces an elemental affinity and harmony, serving as a conduit between the natural world and the elements.
Ex Bloodsail Buccaneer Former pirate seeking redemption, striving to leave behind a life of plunder and violence for a path of honor.
Faction Fostered Devoted to faction's cause, a true believer in its ideals, and a staunch defender of its interests.
Kirin Tor Apprentice Arcane apprentice seeking mastery within the esteemed order of the Kirin Tor, harnessing potent magical energies.
League of Explorers Novice Aspiring adventurer of mysteries, drawn to the unknown, and driven to unearth hidden truths and artifacts.
Lorewalker Seeker of historical wisdom, dedicated to uncovering ancient lore and preserving the stories of Azeroth's past.
Ravenholdt Operative Master of covert operations, adept in espionage, sabotage, and the art of subterfuge, striking from shadows.
Renegade Defector Escaped from a former faction to forge an independent path, embracing newfound freedom and purpose.
Steamwheedle Merchant Prospers through shrewd trade and cunning commerce, amassing wealth through resourceful transactions.
Tribal Member Embraces ancestral traditions, tightly woven into the fabric of a tribal community, and upholds its values.
Veteran of the Battlegrounds Battle-hardened hero of past conflicts, honed through experience in the crucible of Azeroth's battlegrounds.

Backgrounds Adapted

5e Background Warcraft Analog
Acolyte Army of the Light, Scarlet Crusader, Tidesage Priest
Charlatan Sentinel Hill Swindlers, Stranglethorn Grifters
City Watch Stormwind / Orgrimar guard, Booty Bay enforcer
Criminal Defias Brotherhood, the Syndicate
Entertainer Booty Bay Bards, Thunder Bluff Storytellers
Folk Hero Raid member responsible for killing Onyxia, Hogger etc
Guild Artisan Thorium Brotherhood, Ironforge Guild of Smiths, Farstriders' Quiversmiths, Royal Apothecary Society
Guild Merchant Consortium representative, Undercity Apothecaries
Hermit Anglers fisherman, Tillers farmer
Noble Baron of a small region near stormwin, daughter of the head shaman in your tribe
Outlander Wanderer of Outlands, Northrend cartographer
Sage Keepers of Time attendant, Tortollan Seekers
Sailor 7th legion sailor, Honorbound airship pilot, Kul'tiran rigger
Soldier Veteran of the Wrathgate, the fourth war in Zandalar or Kul'tiras, the shattered sun offensive
Spy Si7 agent, Farstriders
Urchin Dalaran sewer rat, Undercity scrounger

Argent Crusader

As a valiant member of the Argent Crusade, you are a staunch defender against the forces of darkness that threaten Azeroth. Forged in the crucible of conflict, you bear the banner of hope and wield the power of righteousness to vanquish undead horrors and other malevolent entities. Your unwavering dedication to honor, duty, and justice drives you to stand at the forefront of battles, leading the charge against the darkness that seeks to engulf the world.


Skill Proficiencies: Religion, Athletics
Tool Proficiencies: One type of gaming set, Vehicles (Land)
Equipment: A set of fine clothes, a gaming set of your choice, a holy symbol, a set of traveler's clothes, a pouch containing 15 gp.

Feature: Unyielding Resolve

Your unwavering commitment to the cause grants you an advantage on saving throws against being frightened so long as the source is Undead. Additionally, you can cast the Bless spell but it's effects only apply to attack rolls against and saving throws versus Undead. You regain this ability after finishing a long rest.

Suggested Characteristics

All members of the Argent Crusade share an unshakeable commitment to eradicating the Scourge and other forces of evil from the world. They are known for their unyielding determination, unwavering faith in their cause, and willingness to lay down their lives to protect the innocent and uphold justice.

  d8    Personality Trait
  1 I am unyielding in my defense of the innocent, and I draw strength from my unbreakable resolve.
  2 Years of combat experience have instilled in me a calm and focused demeanor even in the midst of chaos.
  3 I am fueled by a fervent faith in the Light, which guides my actions and illuminates my path.
  4 When I commit to a goal, I pursue it with an unwavering determination that knows no bounds.
  5 The bonds forged in the crucible of battle are unbreakable, and I would give my life for my fellow crusaders.
  6 I heed the call to battle without hesitation, ready to defend the innocent and strike down the forces of darkness.
  7 My prayers and rituals strengthen my connection to the divine, filling me with the power of righteousness.
  8 Fear has no hold over me, and I stand tall in the face of danger, inspiring those around me with my bravery.
  d6    Ideal
  1 Justice Above All I am driven by an unwavering commitment to justice, seeking to cleanse the world of evil and ensure that wrongs are righted.
  2 Self-Sacrifice I am willing to make any personal sacrifice to protect the innocent and secure a better future for Azeroth.
  3 Divine Will I see my actions as guided by the divine, and I strive to carry out the will of the Light in all that I do.
  4 Redemption I believe that even the most corrupted souls can be redeemed, and I offer them a chance at salvation through my actions.
  5 Unity in Purpose I am dedicated to fostering unity among the various races and factions, recognizing the common goal of defeating darkness.
  6 Eternal Vigilance I recognize that evil can arise from unexpected sources, and I am ever watchful for signs of corruption and deceit.
PART 1 | PERSONALITY & BACKGROUND
  d6    Bond
  1 I have sworn an unbreakable oath to avenge the fallen and ensure that their sacrifices were not in vain.
  2 I carry the teachings and ideals of a revered Argent Crusade mentor, and I strive to uphold their legacy.
  3 The camaraderie and shared hardships with my fellow crusaders have forged bonds that transcend ordinary friendship.
  4 I possess a revered relic of the Light, entrusted to me by the Argent Crusade, which I safeguard with my life.
  5 I am determined to redeem a particular individual who has fallen into darkness, believing that their salvation is possible.
  6 I am on a quest for personal redemption, seeking to atone for a past mistake or transgression through my crusade.
  d6    Flaw
  1 My unwavering devotion to the cause sometimes blinds me to the nuances of situations and the perspectives of others.
  2 I am quick to pass harsh judgment on those I deem evil, sometimes disregarding potential for redemption.
  3 The memories of fallen comrades weigh heavily on my heart, occasionally clouding my judgment in battle.
  4 My desire for vengeance against a specific enemy occasionally consumes my thoughts and actions.
  5 I find it challenging to consider alternative viewpoints or adapt my strategies, as I am firmly committed to my convictions.
  6 I blame myself for the suffering caused by the forces of darkness and feel an overwhelming responsibility to stop them.

Cenarion Protector

Cenarion Protectors are dedicated guardians of nature, bound by an unbreakable connection to the natural world and a solemn duty to preserve its balance. With a deep reverence for the wilderness, they possess an innate affinity for healing and mastery over plants and animals. These protectors draw strength from their unwavering commitment to safeguarding the environment, often venturing into the heart of untamed lands to defend against threats and nurture the harmony of Azeroth's ecosystems.


Skill Proficiencies: Nature, Medicine
Tool Proficiencies: Herbalism Kit, One artisan's tools
Equipment: A set of druidic robes or rugged clothing, an herbalism kit, an artisan's tool of your choice, a small trinket or token from the Cenarion Circle, and a pouch containing 10 gp.

Feature: Nature's Guardian

When in a natural environment or wilderness, your group can't become lost except by magical means. You may also attempt a DC 13 Intelligence (Nature) check to determine if the environment within 10 miles is tainted, defiled, desecrated, or magically altered in any way. Additionally, you can comprehend basic ideas and emotions from animals, allowing you to understand them to some extent.

Suggested Characteristics

Those aligned with the Cenarion Circle are devoted to preserving nature's balance, possessing a deep affinity for the wilderness and a calling to safeguard its sanctity.

  d8    Personality Trait
  1 I'm empathetic and can often sense the emotions of animals and plants.
  2 I'm patient and attuned to the ebb and flow of the seasons and cycles of life.
  3 I have a deep sense of responsibility toward the natural world and its inhabitants.
  4 I'm in awe of the beauty and complexity of nature, finding solace in its serenity.
  5 I'm fiercely protective of the environment and will do whatever it takes to preserve its beauty and balance.
  6 I'm observant and attuned to the smallest changes in my surroundings.
  7 I often find myself lost in thought, pondering the intricate interconnectedness of all living things.
  8 I possess an inner strength that allows me to endure adversity with grace and patience.
  d6    Ideal
  1 Balance I believe in the delicate equilibrium of nature and strive to maintain harmony in all things. (Neutral)
  2 Preservation I am dedicated to protecting the natural world from harm and preventing its exploitation. (Good)
  3 Mastery I seek to perfect my druidic abilities and unlock the true potential of my connection to nature. (Any)
  4 Freedom I value the untamed and wild aspects of the natural world and will fight to ensure its survival. (Chaotic)
  5 Unity I believe that all forms of life are interconnected, and I strive to forge bonds of understanding between different species and cultures. (Neutral)
  6 Legacy I am dedicated to leaving a positive impact on the world, ensuring that future generations inherit a thriving and vibrant natural realm. (Good)
  d6    Bond
  1 I owe my training and druidic powers to a wise and respected mentor within the Cenarion Circle.
  2 I have a deep connection to a specific natural location or sacred grove that holds great significance to me.
  3 I am part of a larger network of Cenarion Circle members who share information and collaborate on missions.
  4 I am driven by a desire to uncover ancient druidic secrets and hidden knowledge that could benefit the natural world.
  5 I feel a deep connection to a mystical, ancient tree or natural landmark that has guided and protected me on my path.
  6 I have sworn an oath to serve the spirits of the land and the creatures that inhabit it, and I will honor that oath above all else.
  d6    Flaw
  1 I can be overly critical of those who show disregard for nature and its delicate balance.
  2 I'm haunted by visions of a world consumed by corruption and destruction, driving me to take extreme measures to prevent it.
  3 I'm prone to fits of melancholy when witnessing the degradation of the environment or the suffering of creatures.
  4 I have difficulty understanding the perspectives of those who prioritize civilization and progress over nature.
  5 I struggle to comprehend the priorities of city-dwellers and find myself frustrated by their detachment from nature.
  6 I am plagued by doubts about my own worthiness as a protector of nature, fearing that my actions may inadvertently cause harm.

Darkmoon Entertainer

You are a captivating performer within the enigmatic realm of the Darkmoon Faire. With your mesmerizing acts of magic, artistry, or daring feats, you draw crowds to witness your displays of wonder. As a Darkmoon Entertainer, you provide a much-needed escape from the world's troubles, bringing smiles and amazement to those who gather beneath the Faire's colorful banners. However, amidst the enchantment, you sense a deeper mystery that shrouds the Faire's origins, and you navigate its secrets as skillfully as you craft your performances.


Skill Proficiencies: Performance, Sleight of Hand
Tool Proficiencies: Disguise Kit, One type of gaming set or one Instrument.
Languages: One of your choice
Equipment: A set of traveling clothes, a disguise kit, a set of cards or dice, a colorful scarf or accessory, a small trinket or souvenir from the Darkmoon Faire, and a pouch containing 10 gp.

Feature: Mesmerizing Performance

You have honed your talents as an entertainer to captivate and enchant your audience. When you are able to perform for at least one minute, you can use your skills to create an entrancing and magical display. This display has a chance to distract and delight those watching, granting you advantage on Charisma (Deception) checks made to distract or divert attention. Additionally, you can use Charisma (Performance) to maintain a wealthy lifestyle during downtime or secure lodging by exchanging services at most inns or taverns

Suggested Characteristics

Characters with the Darkmoon Entertainer background share a common thread of being captivating performers within the enigmatic Darkmoon Faire, enchanting audiences with their unique talents while harboring a curiosity and drive to uncover the hidden mysteries that surround the Faire's origins.

  d8    Personality Trait
  1 I'm a natural show-off and love being the center of attention.
  2 I'm a master of disguise, able to assume different personas to suit the mood of the crowd.
  3 I'm confident and have an uncanny ability to charm even the most skeptical audience.
  4 I'm empathetic and find joy in making people smile and forget their troubles.
  5 I have a flair for the dramatic and love adding extravagant gestures and flourishes to my performances.
  6 I cultivate an air of mystery and mystique, leaving my audience intrigued and eager for more.
  7 I always see the silver lining and find hope even in the darkest of situations.
  8 I enjoy playing pranks and tricks on both friends and strangers, delighting in their surprised reactions.
  d6    Ideal
  1 Joy I believe that bringing happiness and wonder to people's lives is a noble pursuit. (Good)
  2 Freedom I value the freedom to express myself and defy conventions through my performances. (Chaotic)
  3 Mastery I strive to perfect my craft and become a legendary performer known throughout the land. (Any)
  4 Fame I am driven by a desire to gain recognition and leave my mark on the world. (Any)
  5 Wonder I believe in the power of awe and wonder, and I strive to elicit these feelings in every performance I give. (Good)
  6 Escapism I see my performances as a way to help people escape their troubles and briefly forget the challenges of their lives. (Neutral)
  d6    Bond
  1 The Darkmoon Faire has become my second family, and I'm fiercely loyal to its members.
  2 I owe my skills as a performer to a mysterious figure who taught me the secrets of captivating an audience.
  3 I have a deep attachment to a particular item or game at the Darkmoon Faire and consider it my lucky charm.
  4 I'm dedicated to uncovering the true purpose and origins of the Darkmoon Faire.
  5 I consider my fellow Darkmoon Faire performers as my closest friends and companions.
  6 I've uncovered cryptic clues and hints about the Darkmoon Faire's origins, and I'm committed to unraveling its mysteries.
  d6    Flaw
  1 I can be overly dramatic and prone to exaggeration, often embellishing my stories.
  2 I'm easily distracted by shiny objects and new attractions, sometimes neglecting my responsibilities.
  3 I have a tendency to lie and manipulate the truth to fit the narrative of my performances.
  4 I struggle with insecurity and have a fear of failing to impress or entertain an audience.
  5 I'm addicted to the thrill of taking risks and often make impulsive decisions without considering the consequences.
  6 Despite my confident demeanor, I suffer from intense stage fright before every performance, fearing I won't live up to expectations.

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 their information.
  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 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 a loved one.
  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.

Earthen Ring Member

As a revered member of the Earthen Ring, you harness the primal forces of the elements to restore balance to Azeroth. Guided by ancient traditions and a profound connection to nature, you have mastered the art of shamanism, channeling the powers of earth, air, fire, and water. With an unwavering devotion to healing, protection, and elemental mastery, you stand as a guardian of the natural order, entrusted with the responsibility of maintaining harmony between the elements and the world they shape.


Skill Proficiencies: Nature, Medicine
Tool Proficiencies: Herbalism Kit, One type of musical instrument
Languages: Elemental (Primordial)
Equipment: A set of traveler's clothes, an herbalism kit, a musical instrument of your choice, a talisman gifted to you by a mentor, and a pouch containing 10 gp.

Feature: Elemental Attunement

Your deep connection to the elements grants you insight into their subtle shifts. You can predict impending natural phenomena, such as storms or earthquakes, by interpreting the behavior of the elements in your surroundings. Additionally, you can cast Augury as a ritual, taking 10 minutes. You will only receive an answer if the elements have a vested interest in the outcome of the course of action and you would be acting in their best interest. You must complete a long rest to cast Augury again this way.

Suggested Characteristics

Earthen Ring Shamans universally share a profound respect for the balance of the elements, an unwavering commitment to healing and protection, and a deep connection to the natural world.

  d8    Personality Trait
  1 I approach every situation with a reverence for the delicate equilibrium between the elements and strive to maintain harmony.
  2 I possess a keen understanding of the interconnectedness of all living things, and I'm attuned to the emotions of those around me.
  3 I am quick to adjust my strategies and tactics to align with the ever-changing flow of the elements.
  4 The serenity of the elements flows through me, allowing me to remain composed even in the midst of chaos.
  5 I have a natural instinct to heal and protect, finding solace in tending to the well-being of others.
  6 I often retreat into quiet introspection, seeking guidance from the spirits and elements that surround me.
  7 The natural world speaks to me, revealing its secrets and guiding my actions in harmony with its rhythms.
  8 My attention is unwavering when tending to the wounds and ailments of others, channeling the elements' vitality with precision.
  d6    Ideal
  1 Balance I strive to maintain harmony between the elements and respect the delicate equilibrium that sustains life.
  2 Guardianship My duty as a shaman is to safeguard the world's natural order and protect it from threats.
  3 Connection I believe in the deep connection between all living things and feel a responsibility to nurture that bond
  4 Wisdom I seek to gain understanding and insight from the spirits and elements, embracing their guidance.
  5 Empowerment My mastery over the elements grants me the power to create positive change and inspire others to do the same.
  6 Preservation I am dedicated to preserving sacred places, ancient knowledge, and traditions that honor the elements.
  d6    Bond
  1 A wise shaman has guided my path, shaping my connection to the elements and my understanding of their ways.
  2 I bear a mark of elemental favor, a token gifted by a powerful elemental entity that has blessed my journey.
  3 I am devoted to protecting a specific natural landmark or sacred site, acting as its guardian and advocate.
  4 My family has a long line of revered shamans, and I carry the weight of their legacy upon my shoulders.
  5 I am drawn to a particular element and feel a strong kinship with it, seeking to channel its power.
  6 I owe a debt to a particular community or creature that I once healed or aided through my shamanic abilities.
  d6    Flaw
  1 I find it challenging to wait for the elements to respond, often growing restless when their guidance is not immediate.
  2 I am overly cautious when it comes to the well-being of those around me, sometimes to the point of being stifling.
  3 My strong connection to the elements can make me resistant to alternative approaches or viewpoints.
  4 My deep introspection occasionally causes me to lose focus on the immediate world around me.
  5 My empathetic nature makes me susceptible to absorbing the emotions of others, leading to moments of emotional instability.
  6 I hold myself to an extremely high standard in my shamanic practice, sometimes causing frustration when things don't go as planned.

Ex Buccaneer

You were once a fearsome member of a notorious crew, terrorizing the seas with your piratical exploits. However, you've turned your back on your criminal past. Now, you navigate the world, striving to prove your worth beyond the life of piracy. Whether you were a member of the Bloodsail Buccaneers, the Blackwater Raiders, the Bilge Rats, or any other crew you are viewed the same by almost all.


Skill Proficiencies: Deception, Athletics
Tool Proficiencies: Navigator's Tools, One artisan's tools
Equipment: A set of common clothes, a set of navigator's tools, a trinket from your days as a Bloodsail Buccaneer, a token of your new path, and a pouch containing 10 gp.

Feature: Seasoned Scalawag

Your past as a corsair has granted you insight into the criminal underworld and an uncanny familiarity with the open seas. You are no longer slowed by half when swimming and must choose one of the following. You gain advantage on Charisma (Deception) checks so long as they are in service of committing a crime or subverting a law, or you gain advantage on Wisdom (Survival) checks when at sea or on a ship.

Suggested Characteristics

Bloodsail Buccaneers share a dark history of piracy and lawlessness, often united by their ruthless nature, cunning survival skills, and a penchant for seeking treasure and power through plunder on the high seas.

  d8    Personality Trait
  1 My past life as a pirate has taught me to adjust to ever-changing circumstances, and I can find solutions even in the most challenging situations.
  2 While I carry the weight of my past, I believe in the possibility of redemption and strive to see the best in people, even as I remain vigilant.
  3 I'm determined to prove that I've changed and will go to great lengths to make amends.
  4 My experiences have taught me to carefully evaluate every situation before taking action.
  5 I can think on my feet and come up with clever solutions to unexpected challenges.
  6 My time as a pirate has made me skeptical of others' intentions.
  7 I strive to understand others' struggles and offer help when I can.
  8 I seek new experiences and thrills as I forge a new path in life.
  d6    Ideal
  1 Redemption I am committed to making up for my past crimes and proving that I've changed for the better. (Good)
  2 Freedom I value personal liberty and despise those who would impose their will on others. (Chaotic)
  3 Protective I am driven to shield innocents from the dangers I once helped create. (Good)
  4 Ambition I strive to build a new legacy, leaving behind the shadows of my piratical past. (Any)
  5 Comradeship I believe in the power of forming strong bonds with others, standing united against adversity. (Any)
  6 Resourcefulness My life as a pirate has taught me to make the most of limited resources and adapt to any situation. (Any)
  d6    Bond
  1 I owe a significant favor to someone who helped me break free from my pirate life.
  2 I've joined a group of adventurers who've accepted me and given me a chance at redemption.
  3 I possess a map to a legendary treasure hidden during my pirating days, and I'm determined to ensure it doesn't fall into the wrong hands.
  4 I have a family member or friend whom I left behind when I abandoned piracy, and I'm working to mend those relationships.
  5 A fellow pirate from my past still bears a grudge, and our paths occasionally cross in unexpected ways.
  6 I seek revenge against a former captain or crewmate who betrayed me during my time as a pirate.
  d6    Flaw
  1 Memories of my criminal actions sometimes overwhelm me with guilt and self-doubt.
  2 I'm prone to acting on instinct, sometimes making rash decisions without considering the consequences.
  3 I keep my past a closely guarded secret, fearing judgment or retribution if it comes to light.
  4 I'm accustomed to living life on the edge and can sometimes take dangerous risks without fully assessing the danger.
  5 My time as a pirate has made me reluctant to trust others, especially those who seem too good to be true.
  6 I can become overly protective of those I care about, sometimes to the point of being overbearing.

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 former faction, a manifest or token given to you by your faction leader demonstrating your allegiance, 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, eyes may wander upon you as you walk, but most will not stop and ask questions, or raise arms against you. Authorities might stop you, but your allegiance is easily proven by your manifest.

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, Dalaran's 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 can cast the Message spell once per long rest with unlimited range, but it can only target your mentor. Your mentor is not always obligated to respond in a timely manner, as their studies and teaching occupy a great deal of time.

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.
  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 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.

League of Explorers Novice

You are a proud member of the renowned League of Explorers, an esteemed organization dedicated to uncovering hidden treasures, ancient artifacts, and the mysteries of Azeroth's past. With a thirst for adventure and a passion for discovery, you have traversed uncharted territories, faced perilous challenges, and unraveled enigmatic puzzles in your quest for knowledge. As a League of Explorers member, you embody the spirit of curiosity, courage, and camaraderie, ever driven to unveil the world's secrets and share them with eager minds.


Skill Proficiencies: History, Investigation
Tool Proficiencies: Cartographer's Tools, One type of artisan's tools
Equipment: A set of traveler's clothes, a set of cartogr-
apher's tools, a trinket from one of your expeditions, a map of an unexplored region, and a pouch containing 10 gp.
Languages: One of your choice

Feature: Trailblazer

Your extensive experience in exploration has granted you keen instincts for navigating unfamiliar terrain. You can't become lost except by magical means, and you can always recall the general layout of an area you've visited within the last 24 hours. Lastly, you have advantage on passive perception checks to spot traps.

Suggested Characteristics

League of Explorers members universally share an insatiable curiosity for the unknown, a steadfast camaraderie that transcends borders, and an unquenchable thirst for discovery.

  d8    Personality Trait
  1 I'm endlessly curious about the world's mysteries and driven to uncover hidden truths.
  2 Danger and the unknown don't deter me; they excite my spirit of adventure.
  3 I possess a gift for storytelling, recounting my explorations with vivid and captivating detail.
  4 Navigating uncharted territories has honed my ability to improvise and adapt to unexpected challenges.
  5 No matter how dire the situation, I always believe that a solution lies just beyond the horizon.
  6 I'm willing to brave any danger in the pursuit of knowledge and discovery.
  7 I meticulously plan each expedition, leaving no detail to chance in my pursuit of successful discoveries.
  8 The wonders of the world never cease to amaze me, and I often find myself lost in the beauty and mystery of my surroundings.
  d6    Ideal
  1 Discovery Unveiling new truths and uncovering history's secrets drive me to explore and share my findings.
  2 Curiosity The thirst for knowledge propels me forward, leading me to new horizons and untold treasures.
  3 Camraderie I value the bonds forged through shared experiences and am dedicated to protecting and supporting my fellow explorers.
  4 Independence I embrace the freedom of charting my own course and resisting conformity.
  5 Stewardship I believe in preserving ancient wonders and protecting the world's heritage for future generations.
  6 Enrichment My discoveries are a means to enrich my understanding and the world's collective knowledge.
  d6    Bond
  1 An esteemed member of the League of Explorers mentored me, shaping my skills and values.
  2 I possess a map with an unexplored region that has piqued my curiosity, driving me to uncover its secrets.
  3 I am connected to a group of fellow explorers with whom I share a profound bond and common goal.
  4 I seek to prove or disprove a legendary tale, determined to uncover the truth behind the myth.
  5 My family has a storied history of exploration, and I'm determined to uphold that legacy.
  6 I pursue exploration to overcome a personal obstacle or to prove my worth to doubters.
  d6    Flaw
  1 I My eagerness to uncover new knowledge sometimes leads me to rush into situations without proper planning.
  2 Once fixated on a discovery, I can become consumed by it, neglecting other responsibilities.
  3 I may underestimate risks in my pursuit of the unknown, putting myself and others in peril.
  4 I challenge authority and tradition, often clashing with those who adhere to established norms.
  5 My love for artifacts and treasures sometimes leads me to obsessively collect items of historical significance.
  6 I find it difficult to stay in one place for too long, constantly seeking the next unexplored realm.

Lorewalker

As a devoted member of the Lorewalkers, you are an ardent seeker of knowledge, driven by a passion to unravel the rich tapestry of history, legend, and culture that weaves throughout Azeroth. Your insatiable curiosity and meticulous attention to detail make you a skilled historian and storyteller, entrusted with the preservation of the world's most treasured stories. With reverence for the past and a desire to share its lessons, you embark on quests for forgotten lore and hidden truths, ensuring that the legacy of Azeroth endures for generations to come.


Skill Proficiencies: History, Insight
Tool Proficiencies: Calligrapher's Supplies, One type of musical instrument
Equipment: A set of calligrapher's supplies, a musical instrument of your choice, a tome of ancient legends, a magnifying glass, and a pouch containing 10 gp.

Feature: Scholarly Insight

Your deep understanding of history grants you an advantage on Intelligence (History) checks related to uncovering hidden lore or deciphering codes. Additionally, You can spend 10 minutes and attempt a DC 13 Intelligence (History) check to gain the benefits of comprehend languages, using your expertise to decipher and interpret written texts from various cultures and languages.

Suggested Characteristics

Lorewalkers, as a collective, share an insatiable thirst for knowledge, an unquenchable curiosity about the world's mysteries, and an unerring dedication to preserving and sharing the stories that shape Azeroth's past, present, and future.

  d8    Personality Trait
  1 I approach every mystery and artifact with a sense of wonder and the determination to uncover its secrets.
  2 My keen eye for detail allows me to notice subtle connections and insights in the stories and relics I encounter.
  3 I am willing to invest the time and effort required to painstakingly piece together the fragments of history.
  4 I have a talent for conveying complex stories and historical events in a captivating and engaging manner.
  5 I treat every piece of lore and artifact with the care and respect due to a precious relic, regardless of its material value
  6 When sharing tales, my expressive storytelling style enchants and captivates my audience.
  7 Every entry in my tome is meticulously crafted, reflecting my commitment to accuracy and attention to detail.
  8 I revel in the challenge of unraveling complex riddles and mysteries, finding joy in the pursuit of hidden truths.
  d6    Ideal
  1 Preservation I am driven to safeguard the past and ensure that the stories of Azeroth's civilizations are not forgotten.
  2 Curiosity I am relentlessly curious and passionately driven to explore and uncover the mysteries that lie hidden within our world.
  3 Wisdom I seek knowledge not for its own sake, but to gain insights and wisdom that can guide the present and future.
  4 Unity I believe that understanding the histories and cultures of others fosters unity and cooperation among different races and factions.
  5 Legacy My goal is to contribute to Azeroth's legacy by collecting and sharing the stories that define its diverse peoples.
  6 Champion of Truth I strive to uncover and reveal the truth, even if it challenges widely accepted beliefs or exposes hidden agendas.
  d6    Bond
  1 A venerable Lorewalker has guided my studies and ignited my passion for uncovering hidden knowledge.
  2 I have made a significant discovery that sheds new light on an aspect of Azeroth's history, driving me to learn even more.
  3 I have taken an oath to protect and preserve the precious lore entrusted to my care, defending it from those who would misuse or destroy it.
  4 I am part of a Lorewalker team, united by a common goal to seek out and document the world's forgotten stories.
  5 I am committed to fostering understanding and camaraderie between different races and cultures through the sharing of lore.
  6 I am driven by a personal connection to a particular historical event or lineage, seeking to honor its memory.
  d6    Flaw
  1 My unquenchable thirst for knowledge sometimes leads me to neglect other aspects of my life or disregard immediate dangers.
  2 My fascination with stories makes me susceptible to being overly trusting, especially when presented with seemingly authentic lore.
  3 I am so engrossed in historical research that I occasionally overlook the present, missing important details.
  4 My preference for quiet contemplation and scholarly pursuits can make it challenging to connect with others emotionally.
  5 I hold lofty expectations for the potential impact of sharing lore, which can leave me disillusioned when reality falls short.
  6 I am easily drawn into the mysteries of hidden plots and conspiracies, sometimes at the cost of more practical pursuits.

Ravenholdt Operative

Members of the Ravenholdt Operative background are adept infiltrators and covert agents within the enigmatic Ravenholdt organization. Possessing a knack for espionage and subterfuge, they excel at gathering critical information, executing stealthy missions, and unveiling concealed truths. These operatives navigate a world of secrecy, driven by personal motives or loyalties, as they manipulate shadows to accomplish their clandestine objectives.


Skill Proficiencies: Stealth, Investigation
Tool Proficiencies: Poisoner's Kit, Disguise Kit
Equipment: A set of dark and nondescript clothing, a poisoner's kit, a set of thieves' tools, a set of false identity papers, a dagger, and a pouch containing 15 gp.

Feature: Shadow Network

As an operative of Ravenholdt, you have access to a vast network of spies, informants, and fellow agents. You can use your connections to gather information, seek safe houses, and communicate with other members of Ravenholdt. Additionally, you have advantage on Intelligence (Investigation) checks made to gather information or uncover secrets in urban environments.

Suggested Characteristics

These characters are skilled infiltrators and agents of the secretive Ravenholdt organization, proficient in espionage and subterfuge while pursuing hidden agendas and uncovering covert truths.

  d8    Personality Trait
  1 I'm always vigilant and ready for danger, constantly scanning my surroundings for threats.
  2 I'm skilled in the art of deception and can effortlessly assume different personas.
  3 I'm fiercely loyal to Ravenholdt and would sacrifice anything to protect its secrets.
  4 I'm observant and pay attention to even the smallest details that others might overlook.
  5 I prefer to stay in the background, watching and listening to gather information before striking.
  6 I'm adept at adapting to unexpected situations and coming up with clever solutions on the fly.
  7 No matter how dire the situation, I maintain a collected demeanor, never revealing my anxiety.
  8 I question everything and trust no one completely, always suspecting hidden motives.
  d6    Flaw
  1 I'm haunted by the faces of those I've killed in the line of duty and struggle with guilt and remorse.
  2 I have difficulty forming genuine connections with others, always keeping them at arm's length.
  3 I can be overly paranoid and have trouble trusting even my closest allies.
  4 I'm willing to betray or sacrifice others if it means protecting Ravenholdt's secrets and reputation.
  5 I struggle to connect with others on an emotional level, always maintaining a professional distance
  6 My past experiences have left me constantly wary of being betrayed by those I trust.
  d6    Ideal
  1 Ends Justify the Means believe that achieving Ravenholdt's goals is more important than following traditional notions of morality. (Neutral)
  2 Sacrifice I am willing to give up my own safety and well-being for the greater good of Ravenholdt and its mission. (Good)
  3 Loyalty I am devoted to Ravenholdt and its cause, and I will carry out any assignment without question. (Lawful)
  4 Freedom I believe in the power of individuals to shape their own destinies and fight against oppression. (Chaotic)
  5 Pragmatism I'm willing to make difficult choices and get my hands dirty to achieve Ravenholdt's goals. (Neutral)
  6 Vengeance I am driven by a desire to avenge a personal betrayal or injustice and will stop at nothing to achieve it. (Any)
  d6    Bond
  1 My family has a long history of serving Ravenholdt, and I am proud to continue the tradition.
  2 I owe my life to a fellow operative who rescued me from a dangerous mission gone awry.
  3 The information I carry could change the course of history, and I'll do whatever it takes to protect it.
  4 I'm determined to uncover the identity of a traitor within Ravenholdt's ranks who threatens our operations.
  5 I'm secretly protecting someone dear to me from the dangers of my double life as a Ravenholdt operative.
  6 I owe my skills and survival to a seasoned operative who trained me and guided me in my early days.

Renegade Defector

Renegade Defectors are individuals who have cast aside the confines of their former faction, driven by a thirst for personal freedom and a desire to shape their own destiny. Disenchanted with the ideologies that once bound them, they navigate a complex path as independent agents, driven by a newfound sense of autonomy and often guided by their own moral compass. These renegades are united by their courage to break free from the past, embracing a life of uncertainty as they forge alliances, challenge norms, and seek their own place in the tumultuous world of Azeroth.


Skill Proficiencies: Insight, Survival
Tool Proficiencies: One type of gaming set or musical instrument
Equipment: A set of common clothes, a disguise kit, a gaming set or musical instrument of your choice, a small trinket or memento from your past faction, and a pouch containing 10 gp.

Feature: Faction Saboteur

Having once been a trusted member of your original faction, you have insights into its strategies and tactics. You can use your familiarity to your advantage when dealing with individuals from your former faction. You have advantage on Charisma (Deception) checks made to impersonate a member of your original faction, and you can use your Intelligence modifier instead of your Charisma modifier when making Charisma (Deception) checks.

Suggested Characteristics

Renegade Defectors are individuals who have broken free from their faction's grasp, driven by a desire for personal autonomy and a chance to rewrite their destinies on their own terms.

  d8    Personality Trait
  1 I'm determined to prove my loyalty to my new faction and gain their trust.
  2 I'm haunted by guilt over betraying my old allies and seek redemption.
  3 I'm secretive and keep my true loyalties hidden to protect myself from discovery.
  4 I'm empathetic and understand the struggles faced by those who make difficult choices.
  5 I'm a charismatic chameleon, able to blend seamlessly into different factions and cultures.
  6 I'm haunted by visions of my former allies' faces, both accusing and pleading.
  7 I have a knack for reading people and can quickly discern their true intentions.
  8 I often find myself lost in thought, reflecting on the choices that led me to this point.
  d6    Ideal
  1 Freedom I believe in the right to choose one's path and will stand up against oppression. (Chaotic)
  2 Loyalty I am steadfast in my devotion to my new faction and will do whatever it takes to protect them. (Lawful)
  3 Redemption I seek to make amends for my past actions by serving my new faction with honor. (Good)
  4 Ambition I'm driven by a desire for power and influence in my new faction. (Any)
  5 Justice I defected to bring about justice and expose the corruption within my former faction. (Good)
  6 Survival. My allegiance is to myself above all else, and I'll do whatever it takes to stay alive. (Neutral)
  d6    Bond
  1 I owe my life to a member of my new faction who rescued me from danger..
  2 I have a deep hatred for my former faction and am determined to thwart their plans.
  3 I hold valuable information about my former faction's weaknesses and vulnerabilities.
  4 I feel a strong kinship with other defectors and seek to unite them for a common cause.
  5 I hold a deep grudge against a specific commander or leader within my former faction.
  6 I discovered a hidden artifact in my former faction's archives, and it holds the key to a greater truth.
  d6    Flaw
  1 I struggle with guilt and self-doubt, often questioning whether I made the right choice.
  2 I'm overly paranoid and have trouble trusting anyone, even members of my new faction..
  3 I'm easily influenced by charismatic individuals and can be swayed by persuasive arguments.
  4 I'm haunted by memories of my past faction and suffer from recurring nightmares.
  5 I can't shake the feeling that I'm being constantly watched, even by those I now call allies.
  6 I'm tormented by nightmares of my former faction's downfall, fearing that it will come to pass again.

Steamwheedle Merchant

Characters with the Steamwheedle Merchant background are savvy traders and resourceful entrepreneurs within the bustling ranks of the Steamwheedle Cartel. Armed with business acumen and an eye for opportunity, they thrive on striking profitable deals, navigating complex markets, and maximizing their gains. These merchants are driven by a pursuit of wealth and influence, often forging alliances and rivalries in their quest to amass fortunes and establish their name in the world of commerce.


Skill Proficiencies: Persuasion, Insight
Tool Proficiencies: Navigator's Tools, One type of artisan's tools
Equipment: A set of fine clothes, a set of navigational tools, an artisan's tool of your choice, a small trinket or token from a successful trade deal, and a pouch containing 50 gp.
Languages: Goblin

Feature:

Your affiliation with the Steamwheedle Cartel has granted you access to a vast network of contacts and trade connections. You can use your connections to gather information about market trends, locate rare goods, or negotiate favorable deals. Additionally, you have advantage on Charisma (Persuasion) checks made to haggle, negotiate, or persuade others in matters of trade and commerce.

Suggested Characteristics

Steamwheedle Merchants are astute traders, adept at striking deals and capitalizing on opportunities in their pursuit of wealth and influence.

  d8    Personality Trait
  1 I'm a shrewd negotiator, always seeking the best possible deal in any transaction.
  2 I'm resourceful and have an uncanny ability to turn seemingly worthless items into profitable assets.
  3 I'm charismatic and can easily win others over with my charm and wit.
  4 I'm observant and have a keen eye for spotting hidden opportunities in any situation.
  5 I have a penchant for risk-taking and thrive on the excitement of exploring new markets and opportunities.
  6 My enthusiasm for business is contagious, and I can motivate others to join me in my ventures.
  7 My quick wit and clever remarks keep conversations lively and often leave others laughing.
  8 I remain composed and resolute even in the face of adversity, refusing to let setbacks deter me.
  d6    Ideal
  1 Prosperity I believe that accumulating wealth and resources is a measure of success and a path to power. (Neutral)
  2 Innovation I am driven to invent new products, services, or ways of doing business to stay ahead in a competitive market. (Any)
  3 Independence I value my freedom and autonomy, and I'm wary of alliances or contracts that could limit my options. (Chaotic)
  4 Ambition I strive to climb the ranks of the Steamwheedle Cartel and become a respected figure in the world of trade. (Any)
  5 Equality I believe in treating all parties in a transaction fairly and equitably, ensuring that both sides benefit. (Lawful)
  6 Community I recognize the importance of nurturing relationships and working collaboratively to achieve mutual prosperity. (Good)
  d6    Bond
  1 I owe my business success to a seasoned member of the Steamwheedle Cartel who took me under their wing.
  2 A rival trader cheated me in a high-stakes deal, and I'm determined to get even and restore my reputation.
  3 I am part of a close-knit group of fellow Steamwheedle members who share resources and information for mutual benefit.
  4 I have a deep attachment to a specific location or trading hub that holds significant sentimental value to me.
  5 I come from a long line of successful merchants, and I'm determined to uphold my family's reputation.
  6 I have a complex history with a rival trader, and our ongoing competition drives my every move.
  d6    Flaw
  1 I'm overly suspicious of others and find it difficult to trust anyone, even my closest allies.
  2 I have a tendency to prioritize profit over personal relationships, often putting business before the needs of friends and family.
  3 I'm driven by a relentless pursuit of wealth and can become consumed by greed and avarice.
  4 I can be manipulative and have no qualms about using deception or underhanded tactics to secure an advantage in negotiations.
  5 I'm addicted to high-stakes deals and often take unnecessary risks, jeopardizing both my wealth and well-being.
  6 My charm hides a darker side; I have no qualms about bending the truth to close a profitable deal.

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.

Veteran of the Battlegrounds

Battleground Veterans are battle-hardened warriors with extensive experience in the fierce conflicts of Azeroth's iconic battlegrounds. These veterans possess a mix of adaptability, camaraderie, and competitive spirit that have been honed through countless battles. They thrive on the thrill of victory, embody honor on the battlefield, and bear the scars of their past triumphs and defeats. Battleground Veterans inspire allies, forge unbreakable bonds, and relentlessly pursue glory, all while facing their own inner demons born from the chaos of war.


Skill Proficiencies: Athletics, Perception
Tool Proficiencies: One type of gathering tool, One type of musical instrument
Equipment: A set of common clothes, a gaming set of your choice, a gathering tool of your choice, a trinket from your most memorable battleground victory, a tabard from the battleground you fought in (Silverwing Sentinels / Warsong Outriders, League of Arathor / The Defilers, or Stormpike Guard / Frostwolf Clan) and a pouch containing 10 gp.

Feature: Battle-Hardened

Your extensive experience in the heat of battle has honed your instincts and combat prowess. When you can spend an hour planning with and inspiring your party, you and your allies gain a +1 to Initiative rolls and 5 feet of extra speed on their first turn during the next combat. The party must follow the plan you devise and it must be the next combat you engage in or these bonuses are lost.

Suggested Characteristics

Battleground Veterans are battle-hardened warriors with tactical prowess, strong camaraderie, and an unyielding spirit, defined by their adaptability, courage, and competitive nature in the face of conflict.

  d8    Personality Trait
  1 I quickly assess my surroundings and adapt my strategies to exploit every advantage.
  2 Cooperation is key in battle, and I always strive to work seamlessly with my allies.
  3 I've faced the deadliest foes and lived to tell the tale, instilling me with unshakable courage.
  4 The thrill of victory and the desire to outperform others drives me to push my limits.
  5 I possess a sharp mind that allows me to make snap decisions in the heat of battle.
  6 Experience has taught me to be cautious of unexpected traps and ambushes.
  7 As a veteran I have a taste for excitement and seek challenges beyond the battlefield.
  8 I have learned to cope with the emotional toll of war, dealing with scars and memories.
  d6    Ideal
  1 Victory I'm driven to emerge triumphant in every battle, pushing myself to secure victory at all costs.
  2 Comradeship The bonds forged on the battlefield are unbreakable; I'd do anything for my fellow warriors.
  3 Adaptation I believe in the power of versatility and adapt my tactics to overcome any challenge.
  4 Glory I seek renown and recognition, striving to make a name for myself through my battlefield prowess.
  5 Fair Play Regardless of the chaos, I adhere to a code of honor and strive for fair and honorable combat.
  6 Inspiration My deeds on the battlefield inspire others to greatness, reminding them of their true potential.
  d6    Bond
  1 I share an unbreakable bond with fellow veterans who have fought by my side.
  2 A seasoned warrior took me under their wing and shaped me into the formidable combatant I am today.
  3 I harbor a burning desire for revenge against a foe who bested me in battle.
  4 I possess a prized possession from a battleground that holds deep sentimental value.
  5 I've pledged my loyalty to a specific faction or leader, and I will honor that oath with unwavering dedication.
  6 I fight to uphold the honor of my family name, determined to add to its storied history.
  d6    Flaw
  1 My eagerness for combat occasionally leads me to make impulsive and ill-considered choices.
  2 The horrors of past battles occasionally haunt my dreams, causing emotional turmoil.
  3 My victories have instilled in me a sense of invincibility that can cloud my judgment.
  4 I struggle to accept defeat and may become overly competitive, even in non-combat situations.
  5 My willingness to take risks can sometimes put myself and my allies in danger.
  6 Certain sights, sounds, or triggers can transport me back to the chaos of battle, leaving me paralyzed.

Feats

Chapter IV

Racial Feats

Leveling up in a class is the main way a character evolves during a campaign. Some DMs also allow the use of feats to customize a character. Feats are an optional rule in chapter 6, of the Player's Handbook. The DM decides whether they're used and may also decide that some feats are available in a campaign and others aren't.

This section introduces a collection of special feats that allow you to explore your character's race further. These feats are each associated with a race from chapter 1, as summarized in the Racial Feats table. A racial feat repre-sents either a deepening connection to your race's culture or a physical transformation that brings you closer to an aspect of your race's lineage.

The cause of a particular transformation is up to you and your DM. A transformational feat can symbolize a latent quality that has emerged as you age, or a transformation might be the result of an event in the campaign, such as ex-posure to powerful magic or visiting a place of ancient sig-nificance to your race. Figuring out why your character has changed can be a rich addition to your campaign's story.

Arcane Teleportation

Prerequisite: Elf (shal'dorei / sin'dorei)

Your study of high elven lore has unlocked arcane power that few other elves possess. Drawing on the ley lines, you can momentarily stride through space to shorten your path from one place to another. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Racial Feats
  Race Feat
  Any Race Faction Grudge
  Draenei Hand of A'dal
  Dwarf Dwarven Fortitude
  Dwarf Squat Nimbleness
  Dwarf (wildhammer) Spiritual Guidance
  Dwarf (dark iron) Spiritual Guidance
  Elf (kaldorei) Critter Friend
  Elf (kaldorei) Darnassian Heritage
  Elf (shal'dorei / sin'dorei) Arcane Teleportation
  Elf (ren'dorei) Embrace of the Void
  Forsaken Legacy of the Banshee Queen
  Gnome Squat Nimbleness
  Gnome Mechanical Tinker
  Goblin Teachings of the Trade Prince
  Goblin Squat Nimbleness
  Human Descendant of Arathor
  Orc Orcish Fury
  Orc Spiritual Guidance
  Pandaren Tushui / Huojin Disciple
  Tauren Tauren Endurance
  Tauren Spiritual Guidance
  Troll Spiritual Guidance
  Troll Blood of the Loa
  Vulpera Nomadic Resourcefulness
  Vulpera Squat Nimbleness
  Worgen Hardened Predator
PART 1 | CUSTOMIZATION OPTIONS

Blood of the Loa

Prerequisite: Troll (any)

The troll belief system is complex, full of dark spirits and primal, often animalistic gods known as loa. Countless loa exist, most weak, but some very powerful. Most are shapeless, whereas others have animal or creature forms.

  • Increase your Wisdom or Constitution score by 1, to a maximum of 20.
  • Your Regeneration is enhanced, when you start or when you finish a short rest, you regain half your proficiency bonus in hit dice.

Critter Friend

Prerequisite: Elf (kal'dorei)

Your friendship with animals mystically deepens. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Animal Handling skill. If you're already proficient in it, your gain expertise instead.
  • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the Find Familiar spell, and can cast it as a ritual, without expending a spell slot. The familiar must be a fey and take the form of a creature suitable to your environment.

Darnassian Heritage

Prerequisite: Elf (kal'dorei)

Your connection to your kin deepens, unlocking unique gifts. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Nature or Survival skill, or expertise if already proficient.
  • You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Descendant of Arathor

Prerequisite: Human (any)

Arathor was the first great human nation founded from the unification of the various tribes of the northern reaches of Eastern Kingdoms, united against the troll empire of old.

  • One ability score of your choice increases by 1, to a maximum of 20.
  • Whenever you roll a 20 on an attack roll, saving throw, or ability check, you gain one point of inspiration.
  • You may spend inspiration to allow an ally who can see or hear you to reroll a failed d20 roll.

Dwarven Fortitude

Prerequisite: Dwarf (any)

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a max of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Embrace of the Void

Prerequisite: Elf (ren'dorei)

You learn to embrace the call of the void lords. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Your darkvision can pierce even magical darkness.
  • You can cast the darkness spell once per long rest as an innate spell, using your Intelligence score.

Faction Grudge

Prerequisite: Any race

You have a deep hatred for a particular member of the opposite faction. Choose two races of the opposite faction to bear the burden of your wrath (each race includes all of it's sub races). You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.
  • During the first round of combat against your chosen foes, your attack rolls against them have advantage.
  • You may add your proficiency bonus to damage rolls targeting your chosen foe.
  • When any of your chosen foes make an opportunity attack against you, it makes the attack roll with disadvantage.
  • When you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient in the skill.
PART 1 | CUSTOMIZATION OPTIONS

Hand of A'dal

Prerequisite: Draenei (any)

It has been nearly 13,000 years since the Naaru revealed themselves to Velen, and guided your people to safety from the burning legion and Argus. Today the Naaru leader A'dal counts only those most wise and worthy to bear this title.

  • Increase your Wisdom score by 1, to a maximum of 20.
  • Your gift of the naaru or light's judgment abilities are regained upon completing a short rest.
  • You become trained in Religion, or gain expertise if already proficient.

Hardened Predator

Prerequisite: Worgen

You have grown accustom to your worgen form, realizing the benefits that come with it. You gain the following benefits while in your worgen form:

  • Your Wisdom or Strength increases by 1, to a maximum of 20.
  • While both your hands are empty and you can run on all fours, your speed becomes 60 feet. This is usually not possible in combat.
  • Your claws grow large, and become natural weapons, which you can use to make unarmared strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of normal bludgeoning damage for an unarmed strike.
  • If you make a bite attack as an action, you can use your bonus action to make an attack with your claws.

Legacy of the Banshee Queen

Prerequisite: Forsaken

You may be a veteran of the Wrathgate, a soldier who witnessed the burning of Teldrassil, or a proud defender of Lordaeron at the onset of the fourth war. Lady Sylvanus Windrunner is the hammer that shatteres the chains binding you to the will of the Lich King, your ambitions and hers are one in the same.

  • Your Constitution score increases by 1, to a maximum of 20.
  • You are immune to poison damage and resistant to necrotic damage.
  • You have advantage on death saving throws and you die after four failures instead of three.

Mechanical Tinker

Prerequisite: Gnome

You master the tinker techniques of your kin. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain expertise with tinker's tools.
  • You may take the Engineer, Master feat without it's prerequisite.
  • Using tinker's tools, you can spend 10 minutes 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:

Alarm: This device senses when a creature moves within 15 feet of it without speaking aloud a password chosen by you when making the device. One round after the creature moves within range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
    Calculator: This device makes accurate and complex mathematics easy.
    Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
    Timekeeper: This pocket watch keeps accurate time.
    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.
    Parachute. When opened as a reaction, this canvas canopy grants you the effects of feather fall for 1 minute.
   

At your GM's discretion you may be able to make contraptions of your own design but they should be similarly powerful and niche in their application.

Nomadic Resourcefulness

Prerequisite: Vulpera

Intelligent and resourceful, Vulpera travel across the dunes in caravans and survive by scavenging and trading. Constant persecution by the Sethrak has solidified your clever problem solving.

  • Your Intelligence or Wisdom score increases by 1, to a maximum of 20.
  • You gain expertise in the Survival skill.
  • Your nose for trouble grants you immunity instead of resistance, and your bag of tricks refreshes after completing a short rest.

Orcish Fury

Prerequisite: Orc

Your fury burns tirelessly. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
  • Immediately after you use your Hardiness trait, you can make one weapon attack as a reaction.

Spiritual Guidance

Prerequisite: Dwarf (wildhamnmer), orc, tauren, or troll

You have seen the balance and harmony the spirits bring. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You have advantage on saving throws against being frightened.
  • You gain proficiency in Religion or Nature, or expertise if already proficient.
  • You learn the healing spirit spell, and can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability.

Squat Nimbleness

Prerequisite: Dwarf or a Small race

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You may ignore the heavy property on weapons.
  • You gain proficiency in the Acrobatics or Athletics skill, or expertise if already proficient.
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Tauren Endurance

Prerequisite: Tauren

Your hide toughens, improving your ability to shrug off attacks. You gain the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • Your hide thickens. While you aren't wearing armor, you can calculate your AC as 11 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.

Teachings of the Trade Prince

Prerequisite: Goblin

You've improved your living through chemistry, and have become an expert in its practices. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You have advantage on ability checks to locate rare or uncommon equipment in a city or settlement. You may roll without advantage for items that otherwise might not be available (GM's discretion).
  • During downtime you can make systematic withdrawals from your investments You maintain an aristocratic lifestyle automatically and earn 10% of your current gold value at the end of each week.
  • When selling items, you receive 75% of their value from friendly merchants.

Tushui / Huojin Disciple

Prerequisite: Pandaren

The Huojin, led by the intrepid Ji Firepaw, firmly believe injustice must be met with a swift and decisive response, though this response should be flexible and calculated for the situation at hand; to the Huojin, the end will always ultimately justify the means.

The Tushui, led by Master Aysa Cloudsinger, teach living a venerable life through meditation, rigorous training, and moral conviction. Tushui are contemplative, focused on abstract ideals of justice and morality, and believe that a principled life is the only one worth living.

  • Your Dexterity or Wisdom score increase by 1, to a maximum of 20, and chose one of the following.
  • Huojin. You can use your quaking palm as part of any melee attack you make on your turn.
  • Tushui. You have advantage on Wisdom saving throws, and gain proficiency in a Wisdom skill of your choice.

Fighting Mastery Feats

Certain class features, or the Fighting Initiate feat might grant you a choice of fighting style during character creation or gaining certain levels. The mastery feats presented here build upon these styles, you must possess the respective fighting style to learn it's mastery.

Versatile Weapon Mastery

You've mastered the art of using weapons in different ways, altering your attack patterns mid-swing. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:

  • If you miss a melee weapon attack you make on your turn while wielding a versatile weapon with two hands, you can immediately make a new melee weapon attack against the same target using your weapon with one hand. You can only make this attack once per turn.
  • If you are wielding a versatile weapon in one hand, you may use your object interaction to grab and lower your target's shield, reducing their AC accordingly for the next attack you make.

Great Weapon Mastery

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a reaction.
  • While you are wielding a two-handed weapon with which you are proficient, when you miss with a melee weapon attack, you can use your bonus action to repeat the attack against the same target.

Munitions Mastery

You can use the strength and range of heavy ranged weapons to dispatch your foes. You gain the following benefits:

  • Crossbows you wield treat any weapon damage roll of 5 or lower as a 6.
  • Firearms you wield add 20 feet to their normal range.
  • When you succeed at a ranged attack with a loading weapon against a target greater than 30 feet from you, you may reduce the target's speed by half until the end of their next turn.

Archery Mastery

Your bow is an extension of yourself as much as an arm or leg, unerring aim causing you arrows to fly true.

  • The result needed to critically strike with a bow is reduced by 1, this stacks with other features.
  • When you make a ranged attack with a bow and have advantage on the roll, you may instead roll three d20 and take the highest.

Defense Mastery

Clad in armor as formidable as your determination, you stand resolute against the onslaught of attacks. The precision of your defense is matched only by your unwavering spirit. Each strike against you is met with unyielding resistance, and your armor becomes an extension of your will, a sanctuary against harm.

  • While wearing armor, weapon damage rolls against you are reduced by an amount equal to your proficiency bonus.
  • You may always add your proficiency bonus to saving throws against damaging effects, except psychic damage so long as you are wearing armor.

Two Weapon Mastery

In the midst of combat, your dual-wielding prowess shines brilliantly. A whirlwind of strikes, your weapons dance with deadly finesse, catching foes off-guard. Your mastery over the art of dual-wielding makes you a force to be reckoned with.

  • Once per round, when you make an opportunity attack while wielding separate weapons in each hand, you can attack with both weapons. Make a separate attack roll with each weapon.
  • When you engage in Two-Weapon Fighting, you can choose to forgo your proficiency bonus. If you do so, you can make an additional attack with that weapon, also without your proficiency bonus. If you would normally make more than one attack with your bonus action, only one attack is made without your proficiency bonus.

Close Quarters Mastery

Adept at harrying foes from just out of reach, you are never to far to capitalize on any opening.

  • Enemies provoke an opportunity attack from you when they move while within 30 feet of you.
  • Once per turn, you may move 5 feet as part of making a ranged attack with a close quarters weapon. This movement does not provoke opportunity attacks.

Sentinel Mastery

Unyielding guardian of the battlefield, your presence is an unshakable bulwark. Evading your watchful eye is a futile endeavor, and your precision strikes halt enemies in their tracks, turning the tide in your favor.

  • Creatures within your reach provoke opportunity attacks from you even if they take the Disengage action.
  • When you take the Dodge action, once per round, you can take two reactions on the same turn, instead of only one. You can only take one reaction per trigger.
  • Creatures you hit with an opportunity attack have their speed reduced to 0 until the start of their next turn.

Protection Mastery

As your enemies strike with ill intent, you stand as an unyielding bulwark, your expertise in defense turning the tide of battle. Your extended range and swift reactions grant you the power to retaliate against those who dare threaten your comrades.

  • The range on your fighting style increases by 5 feet.
  • When an enemy misses an ally with an attack roll you protected with your reaction, you may both choose to spend your reactions to make a weapon attack against the triggering enemy.

Interception Mastery

Swift as a guardian spirit, your watchful eye and swift movements allow you to safeguard your allies from harm. With an unwavering commitment, you position yourself deftly, absorbing blows that would strike your companions, and your profound mastery enables you to diminish the impact with remarkable precision.

  • The range increases to 15 feet, you must move adjacent to your ally as part of the reaction which does not provoke attacks of opportunity.
  • You may double your proficiency bonus when calculating the damage you reduce to your ally.

Blessed Fighter Mastery

In the crucible of battle, your devotion and martial prowess intertwine, granting you the divine gift of magic. As your weapon sings through the air, so too do the incantations of mystic energy, bestowed upon you by higher powers. With each swing and spell, you become a force of righteous might, a fusion of martial and mystical might.

  • You learn a first and second level spell from the class your cantrips belong to, which you can cast once per long rest each.

Dueling Mastery

With unmatched finesse and precision, those who attain Mastery of the Duelist's style can turn any one-on-one encounter into a deadly dance. Their weapon strikes are both swift and calculated, ensuring that every swing finds its mark, while their calculated defenses provoke enemies into costly mistakes.

  • The bonus damage from your duelist fighting style is now equal to your proficiency bonus.
  • When an enemy within your reach misses you with an attack, they provoke an attack of opportunity from you.

Equipment

Chapter V

New Equipment

Whether it's the grid-like market stalls of Stormwind City, the artisans nestled into the Orgrimmar cliff sides, or a pop-up bazaar in the sands of Vol'dun, a vivid spectrum of life unfolds. Dwarven smiths showcase their craftsmanship, elf woodcarvers reveal their artistry, and a tapestry of cultures mingles among troll charms, goblin relics, gnome jewelry, and the hues of humanity. In the largest cities, the inventory seemingly knows no bounds—exotic spices, lavish attire, sturdy wicker baskets, pragmatic swords, and the elegance of elven bows all find their place.

For those embarking on perilous adventures, equipment isn't just a commodity; it's a lifeline. Armor, weapons, backpacks, and more can determine survival in dungeons or the untamed wilds. This chapter delves into the practical and extraordinary wares that adventurers commonly seek, helping them navigate the challenges presented by Azeroth's diverse threats.

Starting Equipment

During character creation, the equipment you acquire stems from both your chosen class and background. Alternatively, you have the option to begin with a sum of gold pieces linked to your class and then use these to acquire items from the lists found in this chapter. To determine your available gold, consult the Starting Wealth by Class table. You're free to decide how your character obtained this initial equipment. It might have been inherited or purchased during upbringing. Equally, it could be military-issued gear like a weapon, armor, and backpack. Alternatively, your character could have procured their gear through other means, such as thievery. Weapons might even be heirlooms passed down over generations until your character embraced the adventurous legacy of their forebearers.

Starting Wealth by Class
  Class Funds            
Druid 2d4 x 10 gp
Hunter 5d4 x 10 gp
Mage 4d4 x 10 gp
Monk 8d4 gp
Paladin 6d4 x 10 gp
Priest 4d4 x 10 gp
Rogue 5d4 x 10 gp
Shaman 5d4 x 10 gp
Warlock 4d4 x 10 gp
Warrior 6d4 x 10 gp

Expanding Your Arsenal

It's important to note that the equipment presented in this chapter is far from exhaustive. While we offer an array of new gear inspired by the world of Azeroth, the scope of equipment available in the core 5e rulebooks remains entirely permissible for use within this system as well. Feel free to draw from the extensive range of items provided in those core materials to enrich your characters' arsenals and outfit them with a diverse array of tools suited to their unique adventures and preferences.

Firearms in Azeroth

In this ruleset, we introduce firearms as a distinct element to enrich your adventures. While firearms are rare in the forgotten realms, they stand as a prominent staple within the vibrant world of Azeroth. Their inclusion offers a unique opportunity to delve into the technological advancements and diverse combat dynamics found in this setting. By introducing firearms, we aim to capture the essence of Azeroth while embracing the inventive spirit that brings together the fantastical and the mechanical. This addition offers a fresh layer of complexity to combat encounters and enhances the array of choices available to players, allowing characters to wield these remarkable tools in a manner that resonates with Azeroth's lore.

Adventuring Gear

This section describes items that have special rules or require further explanation.

Libram. The Paladin's Libram is a radiant emblem that connects the divine with the martial. Crafted with precision, it empowers paladins to cast spells using somatic components even while wielding weapons and shields. This sacred tool symbolizes the unwavering commitment of paladins, allowing them to seamlessly blend their holy magic with their combat prowess.

Shamanic Totem. The Shaman's Totem embodies the elemental forces of nature, acting as a conduit for the shaman's magic. With this totem in their possession, shamans can cast spells requiring somatic components while using weapons and shields. The Totem reflects the shaman's bond with the natural world, enabling them to seamlessly merge their spellcasting with martial actions.

Ammo Pouch This leather pouch can hold up to 60 rounds of firearm ammunition, such as bullets or shot.

Adventuring Gear
Item Cost Weight
Ammo pouch 1 gp 1/2 lb.
Ammunition
 Pistol / Musket Ball (20) 4 gp 2 lb.
 Blunderbuss Shot (20) 8 gp 2 lb.
Spellcasting Foci
 Libram 10 gp 5 lb.
 Shamanic totem 5 gp 3 lb.
Firearms
  Name Cost      Damage Weight      Properties  
  Flintlock Firearms  
    Blunderbuss 300 gp 2d8 piercing 10 lb. (range 15/60), two-handed, loading  
    Musket 300 gp 1d12 piercing 10 lb. (range 50/150), two-handed, loading  
    Pistol 150 gp 1d8 piercing 3 lb. (range 30/90), light, reload  
Racial Weapons
  Name Cost      Damage Weight      Properties  
    Kal'dorei Moon sword 15 gp 1d8 slashing 4 lb. Versatile (2d6)
    Kal'dorei Moonglaive 20 gp 1d6 slashing 3 lb. Finesse, light, thrown (range 20/60)
    Sin'dorei Warblade 25 gp 1d10 slashing 5 lb. Finesse, two-handed
    Tauren War-totem 20 gp 2d8 bludgeoning 45 lb. Heavy, two-handed
    Orc Warclaw 20 gp 1d6 slashing 2 lb. Light, special
Exotic Weapons
  Name Cost      Damage Weight      Properties  
  Demon Hunter Glaives  
    Twinblade 300 gp 2d4 slashing 3 lb. Special, Two-handed  
    Warglaive 150 gp 1d8 slashing 2 lb. Finesse, Special, Thrown (range 20/60)  

New Weapons

Blunderbuss. "A heavy, wide-mouthed firearm with a flared muzzle, the blunderbuss unleashes a thunderous blast of pellets, wreaking havoc on foes at close range."

Kald'orei Moon Sword. Forged by skilled Kald'orei artisans, the Moon Sword is an elegant blade that reflects the luminescence of the moon itself. Its silvered edge carries an otherworldly gleam, resonating with the night elves' deep connection to nature and the celestial forces that grace Azeroth's night sky.

Kald'orei Moonglaive. The Kald'orei Moonglaive, a marvel of elven craftsmanship, embodies the night elves' bond with both the natural and the mystical. With a crescent blade that shimmers like moonlight, it serves as both a deadly melee weapon and a graceful throwing implement, harmonizing with the moonlit dances of its wielders.

Musket. The musket, a testament to ingenuity and firepower, stands as a symbol of progress within Azeroth's ever-evolving conflicts. With its polished barrel, intricate mechanisms, and resounding report, the musket's lethal precision bridges the gap between traditional arms and modern innovation.

Orc Warclaw. Wielded by orcs, shamans, and those who revere the wilds, warclaws feature curved talons extending from a grip or gauntlet. Some are single blades or exotic designs. Donning or doffing takes an action. While worn, you can't be disarmed of it and that hand counts as empty for object use or somatic spell components. You can't use a weapon or shield in the warclaw hand.

Pistol. The flintlock pistol, a blend of craftsmanship and firepower, echoes Azeroth's combat diversity. With ornate engravings, a sturdy stock, and crackling ignition, it embodies charm and precision wielded by adventurers. Favored by outlaws and pirates, it's an icon of lawless spirits. Allows two-weapon fighting while loaded.

Sin'dorei Warblade. A masterwork of Sin'dorei craft, the warblade radiates elegance and arcane mastery. Adorned with runes and gemstones, it reflects magic and martial prowess. Symbolic of enduring resilience, it's testament to the Sin'dorei spirit in adversity.

Tauren War-totem. Hewn from Kalimdor's timber, the War-totem embodies ancestral strength and spiritual connection. Adorned with carvings, feathers, and beads, it resonates with primal forces guiding Tauren in battle. A badge of honor, manifesting unwavering bond with land and heritage.

Twinblade. Crafted for arcane spellbreakers, the twinblade radiates anti-magic essence. With two balanced blades adorned in runes, it disrupts spells. Wielded by those who counter magic, it stands against the weave itself, a sentinel of disruption. If you attack with a twinblade as part of the Attack action on your turn, you can use a bonus action to make a melee attack with the other end. This attack deals 1d4 slashing damage on a hit, instead of 2d4.

Warglaive. A symbol of the relentless hunt, the warglaive is the favored weapon of demonhunters. Its curved, twin blades signify their eternal struggle against the fel forces. Infused with fel energy, it is both a tool of vengeance and a manifestation of their unwavering dedication. When you make a ranged attack with a warglaive, it returns to your hand at the end of your turn.

Magic

Chapter VI

Death Kt. Spells

Cantrips (0 Level)

✦Frost Strike
✦ Heart Strike
✦ Scourge Strike

1st Level

Absorb Elements XGE
Bane
Cause Fear XGE
✦ Chains of Ice
Command
Compelled Duel
✦ Corpse Explosion
✦ Death Grip
Detect Evil and Good
Detect Magic
Detect Poison and Disease
✦ Dread Favor
Fog Cloud
Heroism
Ice Knife XGE
✦ Icy Touch
Prot. from Evil and Good
Ray of Sickness

2nd Level

✦ Anti-Magic Shell
Blindness/Deafness
Calm Emotions
Crown of Madness
Darkvision
Find Steed
✦ Freezing Touch
Gentle Repose
Hold Person
✦ Howling Blast
Ray of Enfeeblement
Silence
Snilloc's Snowball
    Swarm XGE

3rd Level

Animate Dead
✦ Asphyxiate
Bestow Curse
Dispel Magic
Enemies Abound XGE
Fear
✦ Mantle of the
    Fallen Crusader
✦ Mind Freeze
Phantom Steed
Sleet Storm
Speak with Dead
Vampiric Touch
Water Walk

4th Level

Arcane Eye
Blight
✦ Death and Decay
Death Ward
✦ Dominate Undead
Find Greater Steed XGE
Ice Storm
Shadow of Moil XGE
Sickening Radiance XGE
Stoneskin
✦ Summon Undead
Vitriolic Sphere XGE

5th Level

Antilife Shell
✦ Army of the Dead
Danse Macabre XGE
✦ Death Chain
✦ Deathwyrm's Fury
Dispel Evil and Good
Enervation XGE
Hallow
Hold Monster
Negative Energy Flood XGE
✦ Unholy Weapon

Anti-Magic Shell

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you are the target of or effected by a spell
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You surround yourself with a field of necrotic energy that repels harmful magic. For the duration of the spell, you have advantage on saving throws against spells, and resistance to the damage from spells and magical effects. Furthermore, when a spell allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. While the shell holds, you gain one runic power for each spell you are a target of.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the shell lasts for an additional round for each slot level above 2nd.

Army of the Dead

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (brain matter from a humanoid killed within the past 24 hours)
  • Duration: Concentration, up to 1 minute

You voice profane words, and summon an army of the dead to kill and consume everything in its path. A horde of sham­bling corpses appears around you, and disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the horde, which has its own turns. You cannot control the horde. It spends its turns pursing and attacking the nearest nonundead to the best of its ability.
It will use its Slams action to attack and grapple creatures before moving to occupy its victims’ spaces and engulf them on the next turn with its Flesh-Eating Compulsion feature. If no creatures are within its reach, the horde will use its full movement to approach any nonundead crea­tures it can see or hear. If no such creatures are evident, it will mindlessly follow you until targets present themselves.

When you first cast this spell, you can designate any number of creatures that you can see to be ignored by the shambling horde, and which will be unaffected by its Flesh-Eating Compulsion feature. If you stop concentrating on the spell before it reaches its full duration, the horde remains for 1d6 rounds if it still has hit points, and no longer ignores these creatures.

Asphyxiate

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

Shadowy tendrils extend from you and swirl around the throat of a creature you can see within range. The target must make a successful Dexterity saving throw or be restrained for the spells duration. While restrained in this way, the target is also suffocating and unable to speak.

At the end of each of its turns, the target must make a Constitution saving throw. On a failed save, the target loses 1 minute of air until the target is knocked unconscious. On a successful save, the target is freed from the tendrils and the spell ends.


Shambling Horde

Gargantuan horde of Medium undead, chaotic evil


  • Armor Class 8
  • Hit Points 145 (10d20 + 40)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
25 (+7) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +2
  • Damage Immunities poison
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
  • Senses darkvision 60 ft., passive perception 8
  • Languages
  • Challenge 8 (3,900 XP)

Flesh-Eating Compulsion. The horde can share a space with another creature. If a creature that is not an un­dead or a construct share a space with the horde at the beginning of the horde's turn, the horde is incapa­citated (ignoring its incapacitated immunity) and the creature is engulfed. While engulfed, the creature is restrained, and it takes 21 (6d6) piercing damage at the start of each of the horde's turns, or 10 (3d6) piercing damage if the horde has half of its hit points or fewer, and the creature must succeed on a DC 15 Constitution saving throw or become infected with an Unholy Disease of your choice (Unholy Presence section)
   Engulfed creatures can try to escape by making a DC 18 Strength check as an action. On a success, the creature escapes and enters a space of its choice within 5 feet of the shambling horde.

Horde. The horde can occupy the space of a Large or smaller creature and vice versa, and the horde can move through any opening large enough for a Medium zombie. The horde can’t regain hit points.

Undead Fortitude. If the horde takes damage, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the horde takes no damage instead.

Actions

Multiattack. The shambling horde can make up to three Slams attacks, and each attack must be against a different target.

Slams. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (6d6) bludgeoning damage, or 10 (3d6) bludgeoning damage if the horde has half of its hit points or fewer. If the target is Large or smaller, it is also grappled (escape DC 18).

Soul Reaper

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (5 feet)
  • Components: V, S
  • Duration: Concentration, Up to 1 minute

You plant the seeds of death into an enemy you can see, preparing them for the reaping. As part of casting this spell you must make a melee attack against an enemy within your reach. If the attack hits the target's soul is marked for harvest. If the marked enemy dies before your next turn, you siphon their soul to fuel you own powers. Until the spell ends, your speed is doubled, you gains a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Chains of Ice

1st-level evocaation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: 1 minute

Frost ridden chains erupt from the ground beneath a target that you can see within range. The target must succeed on a Strength saving throw, or have their movement speed halved for the spell’s duration.

The chained target must make a Strength saving throw at the end of each of its turns. On a successful save, the chains break and the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd.

Corpse Explosion

1st-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a corpse, which the spell destroys)
  • Duration: Instantaneous

The corpse of a recently deceased creature rapidly bloats at your command and erupts in a gruesome explosion. You target the corpse of a creature that's been dead for no longer than 1 minute that you can see within range. Each creature within 5 feet of that corpse must make a Dexterity saving throw. A target takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one. The radius of the explosion increases by 5 feet for every size category of the corpse above Medium.

A corpse detonated in this way is destroyed and cannot be raised or resurrected by any ability that requires a com­plete corpse. Not all creatures leave a corpse; construts and oozes almost never do, neither do incorporeal undead.

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

Death and Decay

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You reach out towards a point you can see within range, creating a 20-foot radius sphere filled with festering, necro­tic energy that withers and decays everything within it. When a creature enters the blighted area for the first time on a turn or starts its turn there, it must make a Constitu­tion saving throw. On a failed save, the creature takes 4d8 necrotic damage. In addition, until the beginning of its next turn, the creature subtracts 1d4 from all of its attack rolls and saving throws, as if under the effect of the bane spell. On a successful save, the creature takes half as much damage, and suffers no additional effects.

Undead creatures in the spell’s area take no damage, and are bolstered by its necrotic power. While standing in the spell’s area, undead creatures add 1d4 to their attack rolls and saving throws, as if under the effect of a bless spell.

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

Death Chain

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Ghastly chains erupt from you towards up to three different creatures you can see within range. Make a ranged spell attack against each target. On a hit, a target takes 4d8 necrotic damage and becomes chained together with you and any other target hit for the spell's duration.

Chained creatures must succeed on a Strength saving throw to move more than 20 feet away from you. On a successful save, the target breaks the chain, ending the spell’s effect on them. Whenever you or another chained creature takes damage from a weapon attack or spell, each other creature chained together (including you) takes psychic damage equal to half the damage taken.

Damage you take through this spell does not prompt a Constitution saving throw to maintain concentration on it.

Death Grip

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Necrotic energy grasps around a Huge or smaller creature you can see that is currently at least 10 feet away from you, and within the spell’s range. The creature must make a successful Strength saving throw or be moved to an empty space within 5 feet of you. You may take the Attack action as part of casting this spell against one enemy who failed their saving throw.

At Higher Levels. When you cast this spell with a 2nd level spell slot or higher, you may target one additional enemy and the range is increased by 10 feet per spell slot above 1st.

Deathwyrm's Fury

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a scale from a slain dragon)
  • Duration: Instantaneous

You summon a mighty undead dragon to breath destruction on your enemies. You choose where to summon an ember­wyrm, frostwyrm, or vilewyrm. It appears hovering above you and unleashes its breath weapon.

The spell fails if there is insufficient room for the dragon to appear (for example, you are in a narrow tunnel). Any living dragons that witness you cast this spell will almost surely view you as a sworn enemy, if they didn’t already.

Emberwyrm. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 5d8 fire damage and 5d8 necrotic damage on a failed save, or half as much damage on a successful one.

Frostwyrm. The dragon exhales an icy blast at a point within 120 feet. Each creature within 20 feet of that point must make a Dexterity saving throw, taking 5d8 cold damage and 5d8 necrotic damage on a failed save, or half as much damage on a successful one.

Vilewyrm The dragon exhales acid in a 120-foot line
that is 10 feet wide. Each creature in that line must make a Dexterity saving throw, taking 5d8 acid damage and 5d8 necrotic damage on a failed save, or half as much damage on a successful one.

Dominate Undead

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to beguile an undead that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the undead is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue com­mands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a
5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a 7th level or higher, the duration is concentration, up to 8 hours.

Dread Favor

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You are empowered by the suffering of your victims. Until the spell ends, your weapon attacks deal an extra 1d4 necrotic damage on a hit.

Freezing Touch

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a shard of glass or ice)
  • Duration: 1 minute

Your fingers become cold to the touch as frost manifests on their surface. Make a melee spell attack against a creature within range. On a hit, the creature is incapacitated, can't move, and can't breathe until the spell ends as ice encap­sulates their body. A target who hits the creature with an attack breaks the ice and ends the spell.

Howling Blast

2nd-level evocation


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

An icy gale suddenly erupts around a point of your choice within range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. A cold fog hangs in the air afterwards, making the area heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Icy Touch

1st-level necromancy


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

You summon icy energy to strike against a creature you can see within range, freezing them with the chill of the grave. Make a rangedspell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 3d8 cold damage, and it can't regain hit points until the start of your next turn. Until then, the target’s skin grows as pale as ice. If you hit a celestial target, it also has disadvantage on attack rolls against you until the end of your next turn.

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.

Mantle of the Fallen Crusader

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Unholy power radiates from you in an aura with a 30-foot radius, awakening bloodlust in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 necrotic damage when it hits with a weapon attack.

Summon Undead

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (viscera from a creature killed
    within the past 24 hours)
  • Duration: Concentration, up to 1 hour

You summon a powerful undead being from the crypts and slaughterhouses of Northrend. You choose the undead’s type, which must be one of challenge rating 5 or lower, such as a revenant or wraith. The undead appears in an unoccupied space you can see within range, and the undead disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the undead, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

If you stop concentrating on the spell before it reaches its full duration, the undead spends the rest of the spell’s duration pursuing and attacking the nearest non-undead to the best of its ability.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

Unholy Weapon

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You imbue a weapon you touch with unholy power. Until the spell ends, the weapon creates an area of darkness
in a 30-foot radius and dim light for an additional 30 feet. The bearer of the unholy weapon is immune to this effect. In addition, weapon attacks made with it deal an extra 2d8 necrotic damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this
spell and cause the weapon to emit a torrent of corrupting shadows. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 necro­tic damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each Of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Frost Strike

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Self (5 feet)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and the target begins to freeze until the start of your next turn. If the creature ends its turn within 5 feet of you, it takes 1d6 cold damage.

This spell’s damage increases when you reach higher levels. At 5th level, the strike deals an extra 1d6 of cold damage and the secondary damage increases by 1d6. The damage increases by 1d6 for each effect at 11th level and 17th level.

Scourge Strike

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Self (5 feet)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and it is afflicted by necrosis. If the creature takes damage from another character, that character may add 1d6 additional necrotic damage to the source.

This spell’s damage increases when you reach higher levels. At 5th level, the strike deals an extra 1d6 of necrotic damage and the secondary damage increases by 1d6 . The damage increases by 1d6 for each effect at 11th level and 17th level.

Heart Strike

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Self (5 feet)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You imbue your weapon with a feverish malady. As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and the burning infection leaps from the target to a different creature of your choice that you can see within your reach. The second creature takes Fire damage equal to your Charisma modifier.

This spell’s damage increases when you reach higher levels. At 5th level, the strike deals an extra 1d6 of fire damage and the secondary damage increases by your charisma modifier. The damage increases by 1d6 for each effect at 11th level and 17th level.

Druid Spells

Cantrips (0 Level)

Dancing Lights
Druidcraft
Guidance
Gust
Insect Swarm (Infestation)
✦ Lunar Strike
Mending
Primal Savagery
Resistance
Shape Water
✦ Solar Wrath
Thorn Whip

1st Level

Animal Friendship
Beast Bond
Regrowth (Cure Wounds)
✦ Moonfire / Sunfire
Detect Poison and Disease
Earth Tremor
Entangling Roots (Entangle)
Expeditious Retreat
Faerie Fire
Fog Cloud
Goodberry
Guiding Hand
Swiftmend (Healing Word)
Jump
Longstrider
Purify Food and Drink
✦ Rejuvination
Sleep
Speak with Animals
✦ Barkskin
Wild Cunning

2nd Level

Animal Messenger
Beast Sense
✦ Cyclone
Darkvision
Dust Devil
Mark of the Wild (Enhance Ability)
Gust of Wind
Nature's Cure (Lesser Restoration)
Locate Animals or Plants
Moonbeam
Protection from Poison
Skywrite
Spike Growth
✦ Starsurge
Warding Wind
✦ Wild Charge

3rd Level

Catnap
Conjure Animals
Daylight
Efflorescence (mass healing word)
Feign Death
Hypnotic Pattern
✦ New Moon
✦ Nourish
Plant Growth
Protection from Energy
Remove Curse
Revivify
✦ Solar Beam
Speak with Plants
✦ Symbiosis
✦ Ursol's Vortex
Water Breathing
Wind Wall

4th Level

Blight
Charm Monster
Conjure Woodland Beings
Dominate Beast
Freedom of Movement
Grasping Vine
Hallucinatory Terrain
Locate Creature
✦ Starfall
Watery Sphere

5th Level

Awaken
Commune with Nature
Control Winds
Dream
Nature's Cure (Greater Restoration)
✦ Wild Growth
Tree Stride
Wrath of Nature

6th Level

Druid Grove
✦ Force of Nature
Healing Touch (Heal)
Investiture of Wind
Sunbeam
Wall of Thorns
Wind walk

7th Level

Crown of Stars
Mirage Arcane
Regenerate
Whirlwind

8th Level

Control Weather
Sunburst

9th Level

Foresight
True Resurrection

Barkskin

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your skin hardens and cracks like ancient bark, you reduce any source of damage you take by an amount equal to your Wisdom modifier.

Cyclone

2nd-level conjuration


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

A whirl of wind forms around a Large or smaller creature that you can see within range. The target must make a Strength saving throw. On a failed save, the target is lifted off the ground and is restrained for the spell's duration.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained. The cyclone then vanishes.

Force of Nature

6th-level evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Concentration up to 1 minute

You summon two animated trees which appear in unoccupied spaces that you can see within range. These treants use theLesser Treant stat block. The treants are allies to you and your companions. In combat, the creatures share your initiative count, but it take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, they takes the Dodge action and use their move to avoid danger. The treants disappear when they drop to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a spellslot of 7th level or higher, you summon an additional treant. In addition, use the higher level wherever the spell's level appears in the stat block.

Lunar Strike

Evocation cantrip


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

A streak of lunar energy flares through the air. Choose up to two creatures within range that are within 10 feet of each other. A target who fails a Dexterity save takes 1d6 force damage or half as much on a success.

At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

New Moon

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V, S
  • Duration: 10 Minutes

You summon forth the cycle of the moon to rain down from it's orbit. A target of your choice within range must make a Dexterity saving throw or take 4d6 radiant damage, or half as much with a successful save. Once during the duration you may repeat this effect as an action, summoning a half moon dealing 4d8 radiant damage. You may then repeat this effect once again as an action, finally summoning forth the power of the full moon, dealing 4d12 radiant damage. All enemies within 10 feet of your target must also make a Dexterity saving throw, taking 4d6 radiant damage or half as much with a success and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt by each phase increase by two dice for each slot level above 3rd.

Moonfire / Sunfire

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 60ft
  • Components: V, S
  • Duration: 1 round

You sear a target you can see within range with burning moonfire or sunfire. The target must make a Dexterity saving throw. It takes 1d8 + Wisdom modifier force damage (moonfire) or radiant damage (sunfire) on a failed save, or half as much damage on a successful one. If the target fails its saving throw, it takes an additional 1d8 damage of the same type at the start of its next turn.

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

Nourish

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: 1 round

You infuse a creature you can see within range with invigorating energy. That creature regains hit points equal to 3d6 + your spell casting ability modifier immediately or 3d12 + your spell casting ability modifier if you are concentrating on a spell they are a target of. Until the beginning of your next turn, the creature has advantage on saving throws. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increase by 1d6 or 1d12 for each slot level above 3rd.


Lesser Treant

Medium plant, unaligned


  • Armor Class 10 + the level of the spell (natural armor)
  • Hit Points 40 + 10 for each spell level above 5th
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 14 (+2) 10 (+0) 10 (+0) 6 (-2)

  • Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing
  • Senses passive Perception 10
  • Languages understands the languages you speak
  • Challenge —          Proficiency Bonus equals your bonus

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level bludgeoning damage.


Rejuvination

1st-level evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You imbue a creature you can see within range with restorative magic. The creature regains hit points equal to 1d4 + your spellcasting ability modifier immediately. Until the spell ends, the creature regains 1d4 hit points at the beginning of each of it's turns. This spell has no effect on undead or constructs, and only heals during active combat.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial and recurring healing increase by 1d4 for every two levels above the 2nd.

Solar Beam

6th-level evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Concentration up to 1 minute

You unleash the power of the sun in a concentrated beam of radiant energy. A 20-foot radius column of searing solar energy erupts from a point within range you choose. All creatures within the effect must make a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. For the duration, no sound can be created within or pass through the area.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Solar Wrath

Evocation cantrip


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

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

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

Starfall

4th-level evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: 1 round

Countless flashes of pure moonlight fall to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each enemy in the cylinder must make a Dexterity saving throw. A creature takes 5d6 radiant damage on a failed save, or half as much damage on a successful one. This effect repeats itself at the start of your next turn, targeting the same point.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 6th.

Starsurge

2nd-level evocation


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

A blast of moonlight bursts forward towards your target. The creature must make a Dexterity saving throw. A creature takes 3d12 force damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d12 for each slot level above 2nd.

Symbiosis

3rd-level transmutaion


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 8 Hours

You touch an ally and establish a symbiotic link between the two of you for the spells duration. For as long as the spells is active, you and the chosen ally gain the following benefits while within 120 feet of each other.

  • You have resistance to all damage, each time you take damage your linked ally takes the same amount.
  • You and the target gain proficiency in one skill that the other possesses, chosen when cast.
  • You can telepathically share thoughts and observations with each other.
  • When you would be forced to make a saving throw, you can chose to use your ally's saving throw bonus instead of your own.

Ursol's Vortex

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a point that you can see within range. An elemental force that resembles a swirling vortex extends in a 10-foot radius from the point and lasts for the spell's duration.

The area is considered to be difficult terrain and any creature who leaves or starts their turn in the vortex must make a Strength saving throw. On failed save, the creature takes 2d6 bludgeoning damage and is pulled to an empty space nearest the vortex's center. On a successful save, the creature takes half as much damage and isn't pulled.

Wild Charge

2nd-level transmutation


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

You tap into the primal nature of your form, allowing you to cast this spell even while shapeshifted. Your current form dictates the effect of this spell when cast, and you provoke no opportunity attacks during the movement.

  • Bear: Choose an enemy within 25 feet, you run to the nearest adjacent empty sqare. This movement triggers your Charge feature with disadvantage on the save.
  • Cat: Choose an enemy within 25 feet, you leap to the nearest adjacent empty sqare. This movement triggers your Pounce feature with disadvantage on the save.
  • Moonkin: When and enemy is adjacent to you, you leap backwards, directly away from them 20 feet.
  • Travel: You perform a 30 feet long jump
  • No form: Choose an ally within 30 feet, you fly to the nearest adjacent empty square.

Wild Growth

5th-level evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: 1 Round

Revitalizing energy blossoms forth from an ally of your choice within range. Choose up to four creatures within a 15-foot-radius of your target. Each ally regains hit points equal to 3d6 + your spell casting ability modifier. At the beginning of their next turn, they regain an additional 2d6 hit points.

At Higher Levels. When you cast this spell using a spellslot of 6th level or higher, the initial healing is increased by 1d6 for each slot level above 5th.

Hunter Spells

Eyes of the Eagle

Divination cantrip


  • Casting Time: 1 minute
  • Range: 1 mile
  • Components: S
  • Duration: Concentration, up to 1 minute

Your vision becomes supernaturally acute and unwavering. Pick a point within range that you can see, you see (but not hear) everything as if you were standing at that point. You may look around, but not move from the point once chosen.

While concentrating on this spell, you lose all senses other than touch from your bodies location.

Flare

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 60ft
  • Components: S
  • Duration: 1 Round

Hurling a luminous incendiary high into the air above a point within range, you reveal what might be hidden. All hidden creatures within, or who enter the 30 foot radius sphere become detected, and any invisible creature must make a Dexterity (stealth) check against your hunter class DC or become visible.

The area is considered bright light for the duration and sheds dim light to 120 feet beyond.

Mend Pet

1st-level evocation


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

With an empathic touch, you mend the wounds of a beast that is not hostile towards you. The target regains hit points equal to 2d4 + Wisdom modifier. The size of the die increases with your Hunter's Mark die.

If the creature was wounded, it's attitiude improves one step after casting this spell. A creature's attitude may only be increased this way once per week.

Tracking

1st-level divination


  • Casting Time: 1 minute
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Your ability to pinpoint your quarry is renowned. When you can this spell you must select Beast, Feind, Dragon, Elemental, Giant, Humanoids, or Undead. For the duration, you know if there is a creature of that type within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been traveled by such a creature in the last week.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Mage Spells

Cantrips (0 Level)

✦ Arcane Blast
Control Flames
Create Bonfire
Dancing Lights
Fireball (Fire Bolt)
Frostbite
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
Produce Flame
Frostbolt (Ray of Frost)

1st Level

Mana Shield (Shield)
Flame / Frost Ward (Absorb Elements)
Burning Hands
Comprehend Languages
Create or Destroy Water
Detect Magic
Feather Fall
Find Familiar
✦ Frigid Icicles
Frost Fingers
✦ Frost Nova
✦ Frostfire Bolt
Hellish Rebuke
Ice Knife XGE
Identify
Illusory Script
Mage Armor
Arcane Missiles (Magic Missile)
Silent Image
Tenser's Floating Disk
Unseen Servant

2nd Level

Aganazzar's Scorcher XGE
✦ Arcane Explosion
Arcane Lock
Blink (Misty Step)
Blur
Continual Flame
✦ Deep Freeze
Detect Thoughts
✦ Fire Blast
Flame Blade
Flaming Sphere
Heat Metal
Hold Person
Invisibility
Knock
Levitate
✦ Living Bomb
Mirror Image
Scorching Ray
See Invisibility
Snilloc's Snowball Storm

3rd Level

✦ Blizzard
Counterspell
Create food and Water
Dispel Magic
Flamestrike (Fireball)
Glyph of Warding
Haste
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Improved Frost / Flame Ward (Protection from Energy)
Remove Curse
Sending
Sleet Storm
Slow
Tongues

4th Level

✦ Amplify or
    Dampen Magic
✦ Arcane Barrage
Confusion
Conjure Minor Elementals
Dimension Door
Fire Shield
Greater Invisibility
Hallucinatory Terrain
✦ Ice Block
Ice Storm
Mordenkainen's
    Private Sanctum
Polymorph
Wall of Fire

5th Level

Cone of Cold
Creation
Dominate Person
Immolation
Passwall
✦ Pyroblast
✦ Rune of Power
Scrying
Arcane Brilliance (Skill Empowerment)
Wall of Force

6th Level

Arcane Gate
Disintegrate
✦ Glacial Spike
Globe of Invulnerability
Guards and Wards
Heroes' Feast
Investiture of Flame XGE
Investiture of Ice XGE
Frozen Orb (Otiluke's Freezing Sphere)
Programmed Illusion
Scatter XGE
True Seeing
Wall of Ice

7th Level

Delayed Blast Fireball
Etherealness
Fire Storm
Forcecage
✦ Comet Storm
Mordenkainen's
    Magnificent Mansion
Project Image
✦ Meteor
Sequester
Teleport

8th Level

Antimagic Zone (Antimagic Field)
✦ Blast Wave
Clone
Demiplane
✦ Ice Nova
Incendiary Cloud
Mighty Fortress XGE
Mind Blank

9th Level

✦ Cold Snap
Mass Polymorph
Meteor Swarm
✦ Supernova
✦ Thermal Void
Time Stop
True Polymorph

Amplify or Dampen Magic

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (something of value to the creature)
  • Duration: Concentration, up to 1 minute

You manipulate the flow of mana rushing through a creature, if the creature is unwilling you must succeed on a melee spell attack before you can manipulate their flow. When you touch a creature with this spell, you choose which effect you want to affect the creature with for the spells duration.

Amplify. You amplify a creatures magical prowess. The creature takes additional damage when hit by a spell, deals additional damage when casting a spell, and restores additional hit points to a creature with a spell by an amount equal to your spellcasting modifier.

Dampen. You dampen a creatures magical prowess. The creature reduces damage taken by spells, damage dealt by spells, and the number of hit points restored to it by a spell by an amount equal to your spellcasting modifier.


Arcane Barrage

4th-level evocation


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

You manifest two bolts of raw force and launch them at a target within range. Make a ranged spell attack for each bolt. On a hit, a target takes 4d10 force damage and is pushed 10 feet directly away from you.

At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage of each bolt increases by 1d10 for each slot level above 4th.

Arcane Blast

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You strike a creature or object you can see within range with a blast of pure mana. Make a ranged spell attack against the target, which ignores cover. On a hit, the target takes 1d8 force damage and the damage of your next arcane Blast within 1 minute increases by one die size, up to a maximum of d12. If this would increase the die beyond a d12, you may add your spellcasting ability modifier to the damage. If you fail a spell attack roll with Arcane Blast the damage resets to 1d8.

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

Arcane Explosion

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (10-foot-radius sphere)
  • Components: V, S
  • Duration: Instantaneous

You draw from the fluctuating arcane near you and burst with a wave of arcane power. Each other creature within range must make a Dexterity saving throw. A target takes 4d8 force damage on a failed saving throw, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd.

Blast Wave

8th-level evocation


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

Your hands burst into flames as you push a roaring wave of fire outward from yourself. Each creature in a 60-foot cone must make a Constitution saving throw. A target takes 12d8 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. A creature killed by this spell is reduced to ash.

Blizzard

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 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.

Frigid Icicles

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a small saphire)
  • Duration: Concentration, up to 1 minute

You spells freeze the very air around you, turning it to razor sharp shards of ice to weaponize against your foes. For the duration of the spell, any time you cast a spell that successfully deals cold damage, you may hurl one icicle at a target of the spell as a reaction. The icicle adds 1d4 piercing damage to the total.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Comet Storm

7th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (seven hailstones)
  • Duration: Instantaneous

Frozen chunks of ice plummet to the ground at seven different points you can see within range. Each creature in a 5-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. A creature takes 6d6 bludgeoning damage and 6d6 cold damage on a failed save, or half as much damage on a successful one. Any creature that fails its saving throw is also knocked prone. A creature in the area of more than one frozen burst is affected only once, but makes it's save with disavantage.

The spell damages objects in the area that aren't being worn or carried, and extinguishes nonmagical flames.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you summon an additional comet for each slot level above 7th.

Deep Freeze

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

The air itself around the target freezes solid at your command, encasing them in a block if permafrost. A creature you can see who's movement is slowed by one of your spells or Mage abilities must make a Fortitude saving throw or become incapacitated until the start of your next turn. The subject may attempt to make a Strength saving throw at the end of it's turn to break free, but it does so with disadvantage. On a successful save the target is Immobilized instead.

Fire Blast

2nd-level evocation


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

Flames rapidly engulf one creature you can see, causing them to writhe in agony. In any round where you have critically damaged an enemy, you may cast Fire Blast. The creature must make a dexterity saving throw, at disadvantage if they are suffering from periodic fire damage, or suffer 4d4 fire damage. If the target is suffering from periodic fire damage, the size of the dice increase one step.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, it deals an additional 2d4 of fire damage

Frost Nova

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: 1 round

You emit a freezing blast of ice around you, capable of rooting your foes in place. Each creature on the ground within 15 feet of you must succeed on a Constitution saving throw or be restrained by the ice until the end of your next turn. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

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 bolt of blue flames at a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 fire damage and 2d6 cold 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.

Glacial Spike

6th-level evocation


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

You form a large spike of ice above your head, and launch it at a creature that you can see within range, causing it to shatter across their body. The target must make a Constitu­tion saving throw. It takes 8d8 cold damage on a failed save, or half as much damage on a successful one. The damage is increased by 40 if your target is slowed, incapacitated, or restrained by one of your spells or Mage abilities.

If this damage reduces a creature to 0 hit points, it is reduced to shards of ice, leaving behind everything it was wearing and carrying. The creature can be restored to life only by means of a true resurrection or a wish spell.

Ice Block

4th-level abjuration


  • Casting Time: 1 reaction, when you are hit by an attack or spell or subject to a saving throw
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Ice rapidly materializes around you, protecting you from harm. You gain 50 temporary hit points and resistance to physical damage for the spells duration. While the spell is active you can't move and take any actions or reactions. The spell remains until the temporary hit points have been expend, your concentration breaks, or you end it as a free action on your turn.

Ice Nova

8th-level evocation


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

Frigid cold rapidly 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.

Living Bomb

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a flammable liquid)
  • Duration: Concentration, up to 1 minute

You manipulate the mana flowing through a creature within range, making it burn from the inside with a roaring fire. The target must make a Constitution saving throw. Taking 1d10 fire damage on a failed save, or half as much on a successful one and no further effects. At the start of each of your turns for the spells duration, a target who fails their save must make another Constitution saving throw as it takes the damage again.

When the spell ends, your concentration is broken, or your target dies. The target and each enemy within 15 feet of it must succeed on a Dexterity saving throw or take 2d6 fire damage. Each other creature who failed their saving throw explodes again for 2d6 fire damage at the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the explosion increases by 1d6 and the normal damage increases by 1d10 for each slot level above 2nd.

Meteor

7th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a fragment of lava rock)
  • Duration: 1 minute

You call down a massive fiery meteor from the sky, crashing down upon your foes. All creatures within a 20ft radius circle must make a dexterity saving throw or take 10d6 Fire damage, or half as much on a successful save. Regardless of the results, any creature that starts it's turn or enters the area for the next minute takes 4d6 fire damage as it leaves behind nothing but ash and molten rock.

Pyroblast

5th-level evocation


  • Casting Time: 1 round
  • Range: 120 feet
  • Components: V, S, M (an igneous rock and sulfur)
  • Duration: 1 round

You begin to conjure an immense fiery boulder to hurl towards a target you can see within range. If you move 0 feet this turn, at the start of your next turn you make a ranged spell attack, dealing 4d8 fire damage against the target. This attack is automatically a critical hit if it is successful.

Hit or miss, the boulder then explodes. The target and each creature within 10 feet of it must make a Dexterity saving throw. A target takes 6d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage from both sources increases by 1d8 for each slot level above 5th.

Rune of Power

5th-level transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure an arcane rune of tremendous power at your feet. While standing within 5 feet of the square from which you cast this spell, you may add 1d12 to any single target damage you do, and 1d6 to any area of effect damage you deal when casting spells.

Supernova

9th-level evocation


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

You conjure a concentrated mass of astral energy, coalescing into a singularity before exploding upward. All enemies withing a 40ft radius from a point you can see within range must make a Strength saving throw or be pulled 20 feet towards the center. Then all creatures within range must make a dexterity saving throw or be knocked up 15 feet and land prone, taking damage based on their distance from the point. 55d6 within 10 feet, 40d6 within 20 feet, 35 d6 within 30 feet, and 25d6 within 40 feet. Creatures take half as much damage on a successful save.

Thermal Void

9th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

You remove all heat from the area around a point you choose within range, instantly lowering the temperature to lethal levels. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 15d8 cold damage and is petrified, as their body is frozen solid. On a successful save, a creature takes half as much damage and suffers no additional effects. If an effected creature is brought to 0 hit points, it is reduced to shards of ice, leaving behind everything it was wearing and carrying and can be restored to life only by means of a true resurrection or a wish spell.

Paladin Spells

1st Level

✦Blessing of Might
✦Blesing of Protection
✦Blessing of Sacrifice
Ceremony
Command
Divine Favor
Flash of Light (Healing Word)
Heroism
Holy Light (Cure Wounds)
Prot. from evil and good
✦ Repentance
Seal of Truth (Searing Smite)
Seal of Fury (Wrathful Smite)

2nd Level

Aid
✦ Beacon of Light
Seal of the Martyr (Branding Smite)
Enhance Ability
Find Steed
✦ Guardian of the King
✦ Hammer of Justice
Lesser Restoration
Magic Weapon
Prayer of Healing
Protection from Poison
✦ Seal of The Crusader
Zone of Truth


3rd Level

Aura of Vitality
Beacon of Hope
✦ Blinding Light
Seal of Light (Blinding Smite)
Crusader's Mantle
Daylight
Dispel Magic
✦ Divine Shield
✦ Holy Prism
✦ Holy Wrath
Magic Circle
Mass Healing Word
Protection from Energy
Remove Curse
Revivify

4th Level

Aura of Life
Aura of Purity
Death Ward
Find Greater Steed XGE
Guardian of Faith
Seal of Justice (Staggering Smite)

5th Level

Circle of Power
Dawn
Destructive Wave
Dispel Evil and Good
Hallow
Mass Cure Wounds
Raise Dead
✦ Seal of Fury

Beacon of Light

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You extend your hand a place a holy mark on a creature within range. Once per turn when you restore hit points to a creature other than the target with a spell slot or class feature, the marked creature regains a number of hit points equal to 1d8 + your spell casting modifier. The spell ends if the creature is ever outside the spell's range.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Blessing of Might

1st-level enchantment


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

You bless up to two creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 1st.

Blessing of Protection

1st-level abjuration


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

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Blessing of Sacrifice

1st-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage, this damage can not be reduced except by immunities and does not trigger concentration checks to maintain spells.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.

Blinding Light

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot-radius)
  • Components: V, S
  • Duration: Instantaneous

You cause dazzling light to burst forth around you. Each creature within a 20-foot-radius of you must succeed on a Constitution saving throw, or be blinded for 1 minute or until it takes damage. Allies may make this roll with advantage.

A creature blinded by this spell can make another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Divine Shield

3rd-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a glass bead blessed by a priest)
  • Duration: 1 round

You surround yourself with an impenetrable barrier of divine energy. Until the beginning of your next turn, you are immune to all damage, and can't take reactions.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it lasts for an additional full round for each slot level above 3rd.

Guardian of the King

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when a creature is hit by an attack or spell
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

A barrier of holy light shields the triggering creature. Until the start of your next turn, the creature gains resistance to all damage dealt by weapon attacks, spells, and spell-like effects, including against the triggering attack. The spell does not protect you against natural sources of damage, such as molten lava or falling.

Hammer of Justice

2nd-Level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S M (A small, straight piece of iron)
  • Duration: Up to 1 minute

A creature that you can see within range must succeed on a Wisdom saving throw or be stunned for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends.

Holy Wrath

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (20-foot-radius)
  • Components: V, S
  • Duration: Instantaneous

You release a burst of radiant energy in a blast. Each creature of your choice within a 20-foot-radius of 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.

Repentance

1st-level enchantment


  • Casting Time: 1 reaction, which you take when you are targeted by a weapon or spell attack
  • Range: 30 feet
  • Components: V
  • Duration: 1 round

A sense of remorse rushes over the triggering creature. The creature must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.

Sacred Shield

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a willing creature, imbuing it with a protective ward. At the start of each of the target's turns, it gains temp-
orary hit points equal to 1d8 + your Charisma modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained at the start of each turn increase by 1d8 for each slot level above 2nd.

Seal of The Crusader

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 2d6 radiant damage, and the next attack roll mde against this target before the end of your next turn has advantage.

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

Seal of Fury

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You infuse your weapon with radiant energy, preparing to smite your foes with a burst of holy power. The next time you hit a creature with a weapon attack during the spell's duration, the radiant energy erupts, dealing 4d8 radiant damage to the target and up to 2 enemies within 10 feet.

Bestow Faith

2nd-level evocation


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

You channel your divine energy into a willing creature you touch, offering them potent healing that takes effect at the beginning of your next turn. The spell restores a significant amount of hit points to the target, ensuring they are revitalized when they need it most.

The target regains hit points equal to 3d8 + your spellcasting ability modifier. These hit points are not immediately restored but instead remain dormant within the target until the start of your next turn. Once your next turn begins, the target is healed for the full amount, and any excess healing beyond their maximum hit points becomes temporary hit points, lasting until the end of their next long rest.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Priest Spells

Cantrips (0 Level)

Guidance
Light
Mending
✦ Mind Flay
Resistance
Smite (Sacred Flame)
Spare the Dying
Thaumaturgy
Toll the Dead
Word of Radiance

1st Level

✦ Angelic Feather
Arms of Hadar
Bless
Psychic Horror (Cause Fear)
Ceremony
Heal (Cure Wounds)
✦ Dark Void
Detect Evil and Good
Detect Magic
Dissonant Whispers
Guiding Bolt
Flash Heal (Healing Word)
Inflict Wounds
Prot. from Evil and Good
✦Mind Vision
Sanctuary
✦ Inner Fire

2nd Level

Aid
Blindness/Deafness
Calm Emotions
Crown of Madness
Gentle Repose
✦ Holy Fire
Hold Person
Lesser Restoration
Lightwell (Healing Spirit)
✦ Mind Blast
Mind Spike
Prayer of Healing
Protection from Poison
Shadow Blade
✦ Shining Force
Silence
Suggestion

3rd Level

Animate Dead
Beacon of Hope
Bestow Curse
✦ Divine Star
Dispel Magic
Glyph of Warding


Shadowfiend (Summon Shadowspawn)
Life Transference
Circle of Healing (Mass Healing Word)
Power Infusion (Haste)
Protection from Energy
Psychic Scream (Fear)
Remove Curse
Revivify
Speak with Dead
✦ Mind Sear
Tongues
✦ Vampiric Touch
✦ Void Shift

4th Level

Death Ward
Divination
Evard's Black Tentacles
Freedom of Movement
Guardian of Faith
Locate Creature

5th Level

Dawn
Dispel Evil and Good
Dominate Person
Greater Restoration
Hallow
Prayer of Healing (Mass Cure Wounds)
Negative Energy Flood
Raise Dead
✦ Shadow Crash
Wall of Light

6th Level

Find the Path
Forbiddance
Harm
Greater Heal (Heal)
Mass Suggestion
True Seeing
Word of Recall

7th Level

Divine Word
Regenerate
Resurrection

8th Level

Holy Aura
Maddening Darkness
Mind Blank

9th Level

Foresight
Mass Heal
Mind Bomb (Psychic Scream)
True Resurrection

Angelic Feather

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a feather)
  • Duration: 1 Minute

You create a celestial feather in a square within range as a reaction. Any friendly creature who moves through this feather immediately gains a bonus to their speed for the turn. The bonus to speed is equal to 15 feet.

On your following two turns, as a bonus action, you can create a second celestial feather in an unoccupied square within range.

At Higher Levels. When you cast this spell using a 2nd level spell slot, the feathers also impose disadvantage on attacks of opportunity.

Dark Void

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a holy symbol)
  • Duration: Instantaneous

You grasp the fabric around a target within range, pulling necromantic energies from it and creatures of your choice within 5 feet of it. A target must make a Constitution saving throw, taking 2d4 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Divine Star

3rd-level evocation


  • Casting Time: 1 action
  • Range: self (30-foot line)
  • Components: V, S
  • Duration: Instantaneous

A star of divine energy streaks forward in a 30-foot-long and 10-foot-wide line from you. Each creature in the star's path must make a Dexterity saving throw.

Friendly creatures regain hit points equal to 2d6 + your spellcasting ability modifier. Hostile creatures take radiant damage equal to 2d6 on a failed save, or half as much damage on a successful one.

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

Holy Fire

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You smite a creature you can see within range with righteous flame. Immediately, and at the beginning of each of its turns, the target must make a Dexterity saving throw. It takes 1d10 fire damage and 1d10 radiant damage on a failed save, or half as much damage on a successful one and the spell ends. For the spell's duration, the burning target sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire and radiant damage both increase by 1d10 for each slot level above 2nd.

Inner Fire

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a candle wick)
  • Duration: 8 hours

You touch a willing creature who isn't wearing armor, and it is protected by your faith and conviction until the spell ends. The target's base AC becomes 10 + your Charisma modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Mind Blast

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: 1 round

You overload the senses of a creature you can see within range with a psychic onslaught. The target must make a Wisdom saving throw. On a failed save, it takes 6d6 psychic damage On a successful save, the target takes half as much damage

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

Mind Flay

Evocation cantrip


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

You fire a beam of psychic energy at a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. If you used this spell against that target on your previous turn, it instead takes 1d12 psychic damage and has it's speed reduced by 10 feet.

At Higher Levels. The spell's damage increases by one die when you reach 5th level (2d6 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or 4d12).

Mind Sear

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose one creature within range, which begins to glow with an eerie darkness. It suffers no ill effects, but you may use your bonus action to cause them to radiate corrosive shadow energy. All other creatures within 15 feet of the initial target must make a successful Wisdom saving throw or take 3d8 psychic damage. A creature that succeeds on its saving throw takes half this amount of damage. On each of your turns until the spell ends, you can use your bonus action to repeat this shadowy pulse, dealing damage to all creatures within 15 feet of the initial target. The spell ends if your initial target is ever more than 120 feet away from you.

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.

Mind Vision

1st-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You extend your arm and touch a willing creature within reach. For the duration of the spell, you see through the creatures eyes and hear what it hears. During this time, you lose of your own senses and are considered blinded, deafened, and stunned. You can end your mind vision as a free action on your turn.

Shadow Crash

5th-level necromancy


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

A bolt of shadow energy forms from your palm to a point you choose within range and blankets the area as inescap-able darkness covers all. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 8d10 necrotic damage on a failed save, or half as much damage on a successful one. The darkness spreads around corners.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Shining Force

1st-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Bright light bursts out from a creature you can see within range, pushing away hostile creatures. Each medium enemy of your choice within a 5-foot-radius of the target must succeed a Dexterity saving throw, or be pushed 10 feet away from the target and be knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it effects one size larger enemy and pushes 5 feet further for each spell slot above 1st, up to a maximum of 3rd level.

Void Shift

3rd-level necromancy


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

You call upon the void to shift the health of you and another creature. Choose a willing creature within range, you and the chosen creature exchange your current hit point totals, this can not exchange more hit points than a creatures maximum. If the creature with fewer hit points after the spell is cast is bellow half it's maximum, it regains 2d8 + your spellcasting ability modifier.

Mass Dispel

4th-level abjuration


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

You channel the power of your faith to unravel and dissipate magical effects within an area. Choose a point within range. A 20-foot radius sphere centered on that point becomes awash with dissipative force. Each creature and object within the sphere must make a Wisdom saving throw. On a failed save, up to one magical effect of 3rd level or lower you choose on the target is immediately dispelled. Creatures may chose to fail this saving throw.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet and the level of effect it can dismiss increases by one for each slot level above 4th.

Vampiric Touch

3rd-level necromancy


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

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a ranged spell attack against a creature within range. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

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.

Vampiric Embrace

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You unleash dark energies that envelop you and your nearby allies, siphoning life from your enemies to heal yourselves.

While concentrating on this spell, whenever you deal necrotic damage with a spell slot of 1st level or higher to a creature, up to three friendly creatures within range are healed for 1d6 hit points

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

Shaman Spells

Cantrips (0 Level)

✦ Earthliving
✦ Flametongue
Frostbite
✦ Frostbrand
Gust
✦ Invoke Elements
✦ Lightning Blast
Mending
Mold Earth
Produce Flame
✦ Rockbiter
Shape Water
Shocking Grasp
Thunderclap

1st Level

Absorb Elements
Create or Destroy Water
Detect Poison and Disease
Earth Tremor
✦ Elemental Shock
Fog Cloud
Healing Wave (Cure Wounds)
Lesser Healing Wave (Healing Word)
✦ Lightning Shield
Searing Smite
Thunderwave
Thunderous Smite

2nd Level

Augury
✦ Astral Recall
Cleanse Spirit (Lesser Restoration)
Continual Flame
Dust Devil
✦ Earth Shield
Gust of Wind
Heat Metal
✦ Lava Burst
Maximilian's Earthen Grasp
Protection from Poison
Shatter
Warding Wind
✦ Wellspring

3rd Level

Call Lightning
✦ Chain Heal
✦ Earthen Spike
Elemental Weapon
Erupting Earth
Haste
✦ Lesser Chain Lightning
Lightning Bolt
Meld Into Stone
Protection from Energy
Purge (Dispel Magic)
Spirit Guardians (Fire, Cold, and Lightning damage)
Tidal Wave
Wall of Water

Water Breathing
Water Walk
Wind Shear (Counterspell)
Wind Wall

4th Level

Conjure Minor Elementals
Control Water
Elemental Bane
Freedom of Movement
Hex (Polymorph)
Locate Creature
Stone Shape
Stoneskin
Storm Sphere
✦ Stormkeeper
Watery Sphere

5th Level

Commune with Nature
Conjure Elemental
Control Winds
Greater Restoration
✦ Healing Rain
Legend Lore
Maelstrom
Scrying
Steel Wind Strike
✦ Sundering
Wall of Stone

6th Level

Bones of the Earth
Chain Lightning
✦ Elemental Blast
Flesh to Stone
Investiture of Stone
Investiture of Wind
Move Earth
Primordial Ward
Wind Walk

7th Level

Etherealness
Prismatic Spray
Regenerate
Whirlwind

8th Level

✦ Cataclysm
Control Weather
Earthquake
Tsunami

9th Level

Foresight
Storm of Vengeance
True Resurrection

Ancestral Guidance

2nd-level conjuration


  • Casting Time: 1 Bonus Action
  • Range: Self (5 feet)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

For the duration of this spell, your blows summon forth the power of the ancestors to revitalize you and your allies. Any time you successfully strike a creature with a melee or spell attack roll, you may heal two friendly creatures within 30 feet of you for 1d4 health.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot level above 2nd.

Cataclysm

8th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a silver ring)
  • Duration: Concentration, up to 10 minutes

The ground cracks as fissures reveal molten magma beneath the surface in a 20-foot radius centered on a point within range. The fissures are harmless and too small to deal damage to any creature that moves over them.

Once while you are concentrating on the spell, you can use your action to erupt the fissures in a torrent of flames until the spell ends or you use your bonus action to calm the fissures. Each creature in the area of the cataclysm must make a Constitution saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one.

A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

Chain Heal

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Your primary target regains hit points equal to 1d8 + your spellcasting modifier. The spell then jumps to a second creature within 15 feet of the primary target, who regains 1d6 + your spellcasting modifier hit points. Lastly, the spell jumps to a third creature within 15 feet of the second one, and replenishing 1d4 + your spellcasting modifier hit points to it. The spell has no effect on constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing each target receives increase by one die for each slot level above 3rd.

Earthen Spike

3rd-level transmutation


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

You place your hand on the ground and evoke the element of earth, erupting a spike of earth at a point within range. A 5-foot radius, 15-foot high spike of earth erupts from that point. Each creature within that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage, or half as much damage on a success. Each creature affected by this spike is pushed away from the point of the spell to the nearest empty space. A creature who failed the saving throw falls prone.

The earthen spike remains for the duration of the spell or until your concentration is broken at which point it crumbles, leaving its area as difficult terrain. When it crumbles, each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Earth Shield

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You draw forth a mote of raw earthen renewal, surrounding your target for the duration. As a reaction to your target taking damage from a hostile source, you may heal them for 2d6 hit points.

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

Earthliving

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Self (5 feet)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and is wreathed in warding magic. The first time it would deal damage before the start of your next turn, that damage is reduced by 1d6.

This power’s damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Elemental Blast

6th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a stone touched by elementals of air, fire, and water)
  • Duration: Instantaneous

You unleash a bolt of pure elemental energy against a target you can see within range, which must make a Dexterity saving throw. A target takes takes 5d6 cold damage, 5d6 fire damage, and 5d6 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cold, fire, and lightning damage all increase by 1d6 for each slot level above 6th.

Elemental Shock

1st-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You overwhelm a creature you can see within range with elemental energy. Choose one of the shocks listed below, and then make a ranged spell attack against the target. If the attack hits, the creature takes 2d10 damage and suffers the listed effect.

Earth Shock. The spell deals acid damage, and the next attack roll the target makes before the end of your next turn has disadvantage.

Flame Shock. The spell deals fire damage, and the target is set ablaze. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.

Frost Shock. The spell deals cold damage, and the target's speed is halved until the end of your next turn.

Wind Shock. The spell deals thunder damage, and the target is pushed up to 10 feet away from you in a straight line.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. The secondary effects are unaffected.

Flametongue

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Self (5 feet)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack’s normal effects, and your weapon surges with intense heat until the start of your next turn. If a hostile creature ends its turn within 5 feet of you, it takes 1d4 fire damage.

This power’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

Frostbrand

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Self (5 feet)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and becomes engulfed by a freezing aura until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 cold damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Astral Recall

2nd-level conjuration (ritual)


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

You momentarily connect with the ethereal plane, harnessing its power to teleport yourself to a familiar location.

When you cast this spell, you must designate a location that you have previously visited and are intimately familiar with or that is attuned to you through a magical item, such as a teleportation circle or a personal beacon. Upon casting, you vanish from your current location and instantly reappear at the designated destination.

If the designated location is occupied or otherwise inaccessible, the spell fails, and you remain at your current location. The spell also fails if you attempt to teleport into a space that is magically warded or otherwise protected against teleportation.

Healing Rain

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a vial of rain water)
  • Duration: Concentration, up to 1 minute

You summon a cloud at a point within range, blanketing a 15-foot radius area around it in rain. Each friendly creature enters the rain for the first time on their turn, or starts their turn within the rain regains 2d6 hit points. The healing rain extinguishes nonmagical fires within its area of effect.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the healing increases by 1d6 for every two slot levels above 5th.

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. 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.

Lava Burst

2nd-level evocation


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

You manifest molten stone and magma into a ferocious ball, and hurl it at a target within range. The target must make a Dexterity saving throw. On a failed save, it takes 3d6 fire damage and 3d6 bludgeoning damage, or half as much on a successful one. If the target is on fire (DM's discretion) the fire damage dice are increased to d10s.

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

Lesser Chain Lightning

3rd-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a bit of fur; a piece of amber or glass; and three silver pins)
  • Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Forming a chain from that target and through three other targets, each of which must be within 30 feet of the previous target.
A target can be a creature or an object. A target must make a Dexterity saving throw. The target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning can form a chain through one additional target for each slot level above 3rd.

Lightning Blast

Evocation cantrip


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

An arc of lightning streaks from your palms towards a creature within range. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage. If the target is wearing armor made of metal, it instead takes 1d12 lightning damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Lightning Shield

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A bit of fur and a rod of amber, crystal, or glass)
  • Duration: Concentration, up to 10 minutes

You summon motes of lightning to orbit your body. Until the spell ends, whenever a creature hits you with a melee attack, it takes 1d4+1 lightning damage. In addition, once per turn when you deal damage to a creature with an attack or spell, you can deal an additional 1d4+1 lightning damage to that creature.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Rockbiter

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Self (5 feet)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and becomes coated in corrosive bile until the start of your next turn. If the target willingly attacks a creature other than the caster before then, it immediately takes 1d8 acid damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for attacking increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Stormkeeper

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You raise your weapon into the sky, summoning forth and harnessing the latent fury of the storm from the air around you . While this spell persists, you may cast a cantrip that deals thunder or lightning damage on each of your turns as a bonus action.

Sundering

5th-level evocation


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

You strike the earth, and explosively sunder the ground in a line originating from you that is 60 feet long and 5 feet wide. The line follows the elevation of the ground, even travelling up walls or down cliffs. Each target within 5 feet of this line must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

In addition, the ground in the sundered line becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Wellspring

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You emit a wave of soothing energy. Each creature in a 15-foot cone regains hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Warlock Spells

Cantrips (0 Level)

Blade Ward
Chill Touch
✦ Diabolism
✦ Fel Flame
Fire Bolt
Friends
Green-Flame Blade
✦ Incinerate
Mage Hand
✦ Shadow Bolt
Toll the Dead

1st Level

Armor of Agathys
Arms of Hadar
Bane
Comprehend Languages
✦ Corruption
✦ Demonbolt
Disguise Self
False Life
Fear (Cause Fear)
✦ Fel Armor
Hellish Rebuke
Hex
Illusory Script
Puppet
Ray of Sickness
Shadowflame (Burning Hands)
Tasha's Hideous Laughter

2nd Level

Aganazzar’s Scorcher
Alter Self
Crown of Madness
Darkness
✦ Drain Life
✦ Doom
Enthrall
Find Steed
✦ Hellfire
Hold Person
✦ Immolate
Ray of Enfeeblement
Scorching Ray
Shadow Blade

3rd Level

Bestow Curse
✦ Conflagrate
Dispel Magic
✦ Drain Soul
Enemies Abound
✦ Health Funnel
Howl of Terror (Fear)
Hunger of Hadar
Life Transference
✦ Mortal Coil
Protection From Energy
Speak With Dead
Stinking Cloud
Summon Lesser Demons
Tiny Servant
Tongues

4th Level

Banishment
Charm Monster
Curse of Elements _(Elemental Bane)
Evard's Black Tentacles
Eye of Kilrog (Arcane Eye)
Hallucinatory Terrain
✦ Netherward
Shadow of Moil
✦ Shadowfury
Sickening Radiance
Summon Greater Demon

5th Level

Cloudkill
Contact Other Plane
Danse Macabre
Dominate Person
Enervation
Hold Monster
Insect Plague
Negative Energy Flood
✦ Rain of Fire
✦ Ritual of Summoning
Scrying
Synaptic Static

6th Level

Circle of Death
✦ Channel Demonfire
Contingency
Create Undead
Eyebite
Harm
Mental Prison
Otto's Irresistible Dance
Scatter
Soul Cage
True Seeing

7th Level

Etherealness
Finger of Death
Fire Storm
✦ Phantom Singularity
Sequester

8th Level

Abi-Dalzim's Horrid Wilting
✦ Cataclysm
Demiplane
Dominate Monster
Feeblemind
Glibness
Maddening Darkness

9th Level

Imprisonment
✦ Rain of Chaos
Weird

Cataclysm

8th-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a piece of charcoal)
  • Duration: Instantaneous

You cause the ground to crack and split, with molten magma and fire spitting up out in a 60-foot radius centered on a point within range. Each creature in the area must make a Dexterity saving throw or take 10d6 fire damage, taking half damage on a success.

A creature who takes fire damage from this spell is set aflame, taking an additional 2d6 fire damage at the beginning of each of their turns. They or another adjacent creature can use their action to put out the flames, taking 1d4 fire damage in the process.

The ground in the area of this spell remains damaged, turning into difficult terrain. It remains hot for 1 minute, and any creature who enters the area for the first time on their turn or starts their turn there takes 1d4 fire damage.

Channel Demonfire

6th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of sulfur)
  • Duration: Concentration, up to 1 minute

You suffuse your body with searing demonfire, which you can use to immolate your foes. When you cast the spell, and as an action on your subsequent turns, you can choose three different targets you can see within 120 feet of you. Make a ranged spell attack for each target. On a hit, the target takes 6d6 fire damage. Regardless of if these attacks hit or miss, you also take 1d6 fire damage, which can't be reduced or prevented in any way.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Conflagrate

3rd-level evocation


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

You set a creature you can see within range ablaze with debilitating flame. The target must make a Constitution saving throw. On a failed save, it takes 5d8 fire damage, and is incapacitated until the end of your next turn. On a successful save, the target takes half as much damage and isn't incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Corruption

1st-level necromany


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

A target within range succumbs to a withering miasma. The target must make a Constitution saving throw, or take 2d4 necrotic damage, and 1d4 damage at the start of each of your turns. The target takes the initial 2d4 damage on a successful save but does not take further damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial and periodic damage increase by 1d4 for each slot level above 1st.

Demonbolt

1st-level evocation


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

You hurl a swirling ball of demonic flame and shadow at a target you can see within range. Make a spell attack roll. On a hit, the target takes 2d10 fire and necrotic damage. Whether the spell hits or not, you summon a Wild Imp if you possess that class feature.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10.

Diabolism

Necromany cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Up to 1 hour

This spell channels a small amount of dark energy. You create one of the following magical effects within range:

  • Choose a point within 30 feet. In a 5-foot radius of that point, bright light becomes dim light, and dim light becomes darkness for 1 hour. Any light sources within the area have the light they produce suppressed for the duration.
  • An object up to 1 cubic foot in size or an area up to 1 square foot that you touch lightly decays. Wood rots, glass cracks, flowers wilt. Casting the spell and then continuing to touch the target advances the decay; after 1 minute, the target is destroyed. This spell cannot affect creatures, magical objects, or sturdy materials like metal and stone.
  • You can reanimate a Tiny 0 CR beast for 1 hour. It is undead and obeys all of your commands to the best of it's abilities, though it cannot attack. You cannot use this effect again until the reanimated creature dies, or the effect ends.
  • You instantaneously light a candle, torch, or small campfire. The fire glows your choice of a smoldering red, bright green, or shadowy purple until extinguished. Your fingertip glows green or purple for up to 1 minute. While it glows, you can use your finger to draw glowing lines of the same color on a solid surface that last for 1 hour.

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

Doom

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Up to 1 minute

With a profane incantation, you mark your target for it's untimely demise. At the start of each of your next turns, roll a d4. On the result of a 4 the bane of doom detonates, dealing 4d12 psychic damage. If the spell fails to detonate, you may add +1 to your roll next turn, up to a total of +3.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d12 for each slot level above 2nd.

Drain Life

2nd-level necromancy


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

You cause a green stream of energy to trail from the target creature's eyes and mouth and into your hand, forming a continuous stream of energy to bind you two together.

Make a ranged spell attack against that creature. On a hit, the target takes 2d6 necrotic damage, and on each of your turns for the duration you can repeat this attack . Each time the target takes damage from this spell, you gain a number of hit points equal to half the damage dealt and their maximum hit point total is reduced by the same amount. This reduction lasts until they finish a long rest.

The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. This spell has no effect on the creature if they are a construct or undead.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Fel Armor

1st-level abjuration, ritual


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (tanned demon hide)
  • Duration: 8 hours

You reinforce yourself with demonic resilience. Your base AC becomes 8 + your spellcasting ability modifier + your Constitution modifier. In addition, once per turn when you would gain health through a spell or effect, you gain extra health equal to your Constitution modifier. The spell ends if you don armor or if you dismiss the spell as an action.

Health Funnel

3rd-level necromancy


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

You bleed some of you life essence, channeling it into your summoned demon. A flow of crimson links the two of you.

Your demon regains 3d8 + your Charisma modifier hit points, and you take damage equal to half that amount.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.

Hellfire

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cube)
  • Components: V, S
  • Duration: Up to 1 minute, concentration

A gout of flame sweeps outward from your position. Each creature (including you) in a 15 foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage or half as much on a successful one. Roll for damage once and apply to all effected targets, you automatically pass this saving throw.

In addition, you may spend your bonus action while concentrating on this spell to trigger it in following rounds.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Immolate

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 3d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-feet and dim light for an additional 30 feet.

At the beginning of each of your turns, the target repeats the saving throw. It takes 1d8 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each damage increases by 1d8 for each slot level above 2nd.

Incinerate

Evocation cantrip


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

A scalding flame skitters across the ground towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. Fel flame ignores fire resistance, and creatures immune to fire damage are considered to be resistant.

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

Mortal Coil

3rd-level evocation


  • Casting Time: 1 reaction
  • Range: 15 feet
  • Components: S
  • Duration: 1 round

You quickly project a spectral skull wreathed in green fel energy at an enemy closing on your position. As a reaction to a target that moves within range, they must make a Wisdom saving throw. On a failed save, the target takes 3d6 necrotic damage and you heal for the same amount, and the target becomes frightened until their next turn, spending any remaining movement to move as far from you as possible. If the target succeeds their saving throw, they take half as much damage and are not frightened.

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

Netherward

4th-level abjuration


  • Casting Time: 1 reaction
  • Range: self
  • Components: V
  • Duration: instantaneous

The duplicitous nature of the twisting nether can shield you against your enemies spells. As a reaction when you are the only target of a 3rd level spell or lower, you ward yourself against it. If the spell requires a saving throw, you may treat a failure as a success instead, if the spell requires an attack roll, you may treat any hit as a miss. If you succeed on your saving throw or the attack roll misses, you reflect the spell back on it's caster who must resolve the spell with itself as the new target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may ward against a spell of one level higher for each slot level above 4th.

Phantom Singularity

7th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of obsidian)
  • Duration: Concentration, up to 1 minute

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 20 feet. The area within this sphere is filled with horrifying darkness that saps the will and life of creatures within it. As a bonus action, you can move the sphere up to 20 feet.

The sphere's area is filled with magical darkness, which spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 7th level or lower, can't illuminate the area. Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Wisdom saving throw. The creature takes 6d6 psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw is frightened until the beginning of its next turn.

For the spell's duration, you regain 3d6 hit points at the beginning of each of your turns, provided this spell damaged a creature since the end of your last turn.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage and healing increase by 1d6 for each slot level above 7th.

Rain of Chaos

9th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a fragment of igneous rock)
  • Duration: Concentration, 1 minute

Blazing meteors of brimstone and felfire plummet to the ground at three different points you can see within range. Each creature in a 20-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 5d6 fire damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one meteor strike is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

On your next turn, towering infernals (app. F) appear at each of the three points where the meteorites fell. Each infernal begins in the closest empty space to a meteor.

The infernals are allies to you and your companions. In combat, the infernals share your initiative count, but take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, they take the Dodge action and use their move to avoid danger. The infernals disappear when they drop to 0 hit points or when the spell ends, crumbling into rubble.

Rain of Fire

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon a cloud at a point within range, causing flaming raindrops to blanket a 15-foot radius area around it. Each creature entering the area for the first time on their turn, or who starts their turn there, must make a Dexterity saving throw, taking 3d12 fire damage on a failed save, or half as much on a success.

As a bonus action you can move the cloud up to 15 feet to a point you can see. Unattended flammable objects in the area are ignited.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, it deals an additional 1d12 points of fire damage for each spell level above 5th.

Drain Soul

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You extend your hand as it wreathes in soul energy, siphoning the life essence of an enemy within range. Your target must make a Constitution saving throw or take 2d8 psychic damage and you may repeat this attack action on each of your turns while the spell persists. If the target dies before the spell ends you immediately generate 1 Soul Shard or 2 if the target's CR was higher than your level.

The spell ends if you fall unconscious or the target is ever out of range.

At Higher Levels: When you cast this spell using a 5th level spell slot, it deals an additional 1d8 points of psychic damage for each spell level above 5th.

Ritual of Summoning

5th-level conjuration (ritual)


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (a blood sapphire worth 100 gp)
  • Duration: 1 hour

You call forth a summoning portal in an empty space within range. Appearing as a shadowy statue of a cloaked figure, holding open the cloak to reveal a gapping swirl into the twisting nether.

Using 1 minute, you can channel energy into the statue, and call forth the true name of a creature. If the creature is on your plane of existence, a shimmering mirror appears in front of it that only it can see, through the mirror the creature is able to perceive you and your surroundings, but you can not see it.

A creature can choose to ignore the mirror, in which case it vanishes after 1 minute and a new mirror can't appear in front of that creature again for another 24 hours, or pass through it, in which case it is teleported to the space in front of the summoning stone.

The ritual of summoning is only able to call creatures too it, a creature can't use the summoning stone to traverse back to their previous location.

Shadow Bolt

Necromancy cantrip


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

You fire a blast of necrotic energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. When the spell hits, you can choose to take 1 point of psychic damage to increase the damage dealt to 1d12 necrotic damage.

The spell’s damage dealt increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). The optional damage taken increases by 2 when you reach 5th level (3), 11th level (5), and 17th level (7).

Shadowfury

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet (10-foot radius)
  • Components: V, S
  • Duration: 1 round

You unleash a wave of necrotic energy to overwhelm nearby foes. Each creature within 10 feet of a point within range must succeed on a Constitution saving throw or take 4d6 necrotic damage, and be incapacitated until the end of your next turn. A creature that succeeds on its saving throw takes half as much damage and isn't incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Variant Rules

Chapter VII

Variant Rules

As you delve into the upcoming chapters, you'll encounter a range of variant rules and house rules that enrich the gameplay experience in our Azerothian realm. Some of these rules are integral, forming the bedrock upon which our world stands—integral components that seamlessly blend Azeroth's essence with D&D mechanics. Others present you with options to consider, allowing you to venture down different avenues and experiment with alternate approaches. Approach these rules with a spirit of curiosity and a willingness to try new things. Just as Azeroth is a realm of diverse landscapes, these variant rules offer a palette of choices. Tailor your experience to your preferences, selecting rules that resonate with your group's dynamic. Let your exploration be guided by your interests, and may these variant rules serve as tools to enhance the tapestry of your adventures in unexpected and exciting ways.

Taunt

This condition is applied primarily by tank specializations and can be found referenced throughout this book. A Taunted creature has disadvantage on attack rolls against creatures other than enemy that inflicted this condition. Any spell a taunted creature casts must include the taunter as a target. A taunted creature's movement does not provoke opportunity attacks so long as it moves directly to the closest adjacent square.

Exhaustion when downed

In traditional D&D, being reduced to 0 hit points, while scary, rarely has any real consequence once an ally dumps a healing potion on you or casts a level 1 healing word. In fact this tends to promote a "Yo-Yo" style gameplay loop where once a PC is downed, it's more economic to invest only enough to get them on their feet, cause they will likely just be downed again next round. This optional rule adds a level of exhaustion to a character who is reduced to 0 hit points, stacking as normal. Players can remove a level of Exhaustion when taking a short rest by spending a hit die or passing a DC 12 Constitution saving throw.

Bloodied

The bloodied status is primarily narrative, allowing GMs to communicate how hurt an enemy is without giving away exact hit points. For mechanics that reference this status, a creature becomes Bloodied when they are bellow half their maximum hit points.

Critical Inspiration

Many GMs are guilty (Myself included) of forgetting or otherwise being pre-occupied doing a million other tasks to award inspiration at an appropriate rate. This rule variant still permits inspiration being awarded as normal, but when a player is the victim of a Critical Strike, or rolls a natural 1 on an ability check, saving throw, or attack roll, they re-gain inspiration. Along with making crit fails suck less of the fun out of a session, the increased rate players will gain inspiration discourages hoarding it for the "perfect moment" and encourages players to spend it on rolls that are important to them.

Secret death saving throws

This optional rule is intended to add a degree of suspense when a player is downed during combat. When a player would make a death saving throw, they instead roll it in secret, the result known only to the player and the GM. The intention being to create a sense of urgency that might otherwise disappear should the party witness their downed comrade succeed on their first two death saving throws.

No racial ability scores

Races are a critical component of what makes a character unique and fun, and many players relish in the prospect of the unique statistical bonuses their race gives them over other options. However not everyone wants to feel limited in what race they should make their rogue based on who gets the best Dexterity bonus. This optional rule removes all racial attribute bonuses and instead gives all new characters +2 to one ability score and +1 to a second. Ever wanted to try that Tauren Rogue? Now you can!

Roll with Consequences

Popularized by Brennan Lee Mulligan and similar to Advantage and Disadvantage, this rule variant allows the GM to impose greater stakes to a roll when they deem it appropriate. This should be saved to checks where the only possible outcomes are triumphant success or grave failure, such as jumping into a dragons mouth to stab it in the brain. The GM will call for a "Roll with consequences" and the player will make the check rolling two d20, but taking the result FURTHEST from the number 10, re-rolling in the result of a tie.

Mana

With this variant rule, a character who has the Spellcasting feature uses mana instead of spell slots to fuel spells. Mana gives a caster more flexibility, at the cost of complexity.
    In this variant, each spell has a mana cost based on its level. The Mana Cost table summarizes the cost in mana of slots from 1st to 9th level. Cantrips don't require spell slots and there-for don't require mana.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of mana instead. You can expend a number of your mana to create a spell slot of a given level, and then use that slot to cast a spell. Your mana can't be reduce to less than 0, and you regain all spent mana when you finish a long rest.

Spells of 6th level and higher are particularly straining to cast. You can use your mana to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.

The number of mana you have to spend is based on your level as a spellcaster, as shown in the Mana by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough mana to create a slot above this maximum, you can't do so.

The Mana by Level table applies to druids, mages, pala-dins, priests and shaman. A druid (Feral or Guardian), and a paladin refer to the half-caster column of the table, whilst the remaining classes refer to the full caster column.

This system can be applied to monsters that cast spells using spell slots, but it isn't recommended that you do so. Tracking mana expenditures for a monster can be a hassle.

Mana Cost
Spell Level Mana Cost
1st 1
2nd 3
3rd 5
4th 7
Spell Level Mana Cost
5th 9
6th 11
7th 13
8th 15
9th 17
Mana by Level
Class Level Full Caster Half-Caster Max Spell Level
1st 3 0 1st
2nd 6 2 1st
3rd 9 3 2nd
4th 12 4 2nd
5th 16 5 3rd
6th 20 7 3rd
7th 24 9 4th
8th 28 11 4th
9th 33 13 5th
10th 38 15 5th
11th 43 18 6th
12th 48 21 6th
13th 54 24 7th
14th 60 27 7th
15th 66 30 8th
16th 72 34 8th
17th 79 38 9th
18th 86 42 9th
19th 93 46 9th
20th 100 50 9th
PART 2 | SPELLS

Companions

Chapter VIII

Appendix A: Druid Shapeshifts


Aquatic Form

Medium beast


  • Armor Class 11 + Dexterity modifier
  • Speed 5 ft., swim 50 ft.

Amphibious. You can breathe air and water.

Blindsight. You gain blindsight 60 ft.

Actions

Bite. Melee Weapon Attack: (Str + Prof bonus) to hit, reach 5 ft., one target. Hit: (1d8 + Str) piercing damage.


Common shapes taken are as followed:

Sea Lion, Shark, Dolphin, Orca, Manta Ray.


Bear Form

Large beast


  • Armor Class 12 + Dexterity & Constitution modifier
  • Speed 30 ft., climb 20 ft.

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

Charge. If you move at least 20 feet in a straight line towards an enemy and end in the closest adjacent square to you, right before hitting it with a claw attack, the target takes an extra (1d6) slashing damage. If the target is a creature, it must succeed on a Strength saving throw or their speed becomes 0 for the round. The target must be no more than 1 size larger than you.

Might of the Bear Spirit. Your current and maximum hit points increase by twice your druid level so long as you maintain this form. You can not drop bellow 1 hit point when leaving Bear Form.

Actions

Claws. Melee Weapon Attack: (Dex + Prof bonus) to hit, reach 5 ft., one target. Hit: (1d6 + Dex) slashing damage.

Bite. Melee Weapon Attack: (Dex) to
hit, reach 5 ft., one target. Hit: (2d4 + Dex + 2xPB) piercing damage.


Common shapes taken are as followed:

Brown Bear, Black Bear, Grey Bear, Grizzly Bear.


Cat Form

Medium beast


  • Armor Class 12 + Dexterity modifier
  • Speed 40 ft., climb 40 ft.

Darkvision. You gain darkvision 60 ft.

Predator's Instict. You have advantage on Wisdom (Perception) checks that rely on smell, and Dexterity (Stealth) checks in light foliage, dim light, or darkness.

Pounce. If you move at least 20 feet in a straight line towards an enemy and end in the closest adjacent square to you, right before hitting it with a claw attack, the target must succeed on a Strength saving throw or be knocked prone. If the target is knocked prone by the pounce, your claw deals an extra 1d8 slashing damage. The target must be no more than 1 size larger than you.

Actions

Bite. Melee Weapon Attack: (Dex) to hit, reach 5 ft., one target. Hit: (1d10 + Dex + 2xPB) piercing damage.

Claw. Melee Weapon Attack: (Dex + Prof bonus) to hit, reach 5 ft., one target. Hit: (1d8 + Dex) slashing damage.


Common shapes taken are as followed:

(Snow) Leopard, Lion, Lynx, Panther, Tiger.


Flight Form

Medium beast


  • Armor Class 10 + Dexterity modifier
  • Speed 10 ft., 70 ft.

Flyby. You don't provoke opportunity attacks when you fly out of an enemy's reach.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Actions

Beak. Melee Weapon Attack: (Str/Dex + Prof bonus) to hit, reach 5 ft., one target. Hit: (2d4 + Str/Dex) piercing damage.

Talons. Melee Weapon Attack: (Str/Dex + Prof bonus) to hit, reach 5 ft., one target. Hit: (2d6 + Str/Dex) slashing damage.


Common shapes taken are as followed:

Dire Bat, Dire Hawk, Dire Owl, Eagle, Storm Crow, Glimmermoth.

APPENDIX A | SHAPESHIFTS

Moonkin Form

Medium size


  • Armor Class 11 + Dexterity modifier + Wisdom Modifier
  • Speed 30 ft.

Darkvision. You gain darkvision 60 ft.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.

Spellcasting. You can cast druid spells and perform their spell components while in this shape so long as they do not restore hit points. You may still hold and use items such as weapons, staffs, wands, and consumables.

Elune's Guidance. When you deal damage with a spell and roll a 1 on a die, you may re-roll it.

Actions

Beak. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d6 + strength) piercing damage.

Talon. Melee Weapon Attack: Reach 5 ft., one target.
Hit: (1d4 + dexterity) slashing damage.


Travel Form

Medium beast


  • Armor Class 12 + Dexterity modifier
  • Speed 50 ft.

Longstride. You may dash as a bonus action.

Actions

Hooves. Melee Weapon Attack: (Str + Prof bonus) to hit, reach 5 ft., one target. Hit: (2d4 + Str) bludgeoning damage.


Common shapes taken are as followed:

Moose, Cheetah, Raptor, Stag, Elk


Travel Form (Improved)

Medium beast


  • Armor Class 13 + Dexterity modifier
  • Speed 60 ft.

Mountable. Medium creatures may use you as a mount, ignoring the normal size requirements.

Improved Longstride. You may dash as a bonus action and opportunity attacks have disadvantage against you.

Actions

Hooves. Melee Weapon Attack: (Str + Prof bonus) to hit, reach 5 ft., one target. Hit: (2d4 + Str) bludgeoning damage.


Common shapes taken are as followed:

Elk, Horse, Stag, Reindeer.

Druidic Forms

Shapeshifts are an extension of the druid. Both as a person, but also as a race, a taurens shape-shift might grow horns similar to his own. An orc or troll might want their forms to have tusks, and a night elf might decorate theirs with signs of elune. Likewise, their beast might be different, one may choose a slim panther, and another a strong lion, or another feline beast. Some druid's Moonkin forms are translucent and dotted with constelations.

A list of the most common beasts druids have taken for that shape. Choose one of them as your shape, and modify its appearance as you wish to fit your race, or talk to your DM about becoming something not on the list.

APPENDIX A | SHAPESHIFTS

Appendix B: Shaman Spirits

Shamans bond with spirit animals and are granted their favor, making them able to assume the form of their spirit animal at will through the aid of the spirits of the wild. Whilst druids are able to take the complete shape of certain animals, shifting into various beasts, the strain upon a shamans ghost form lies much deeper within. As a result the shape they take appears as an incorporeal transparent shape in the material world.

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 extension 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.


Greater Feral Spirit

Medium undead, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points 57 (7d10 + 21)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 10 (+0) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, fright­ened, grappled, paralyzed, petrified, poisoned, and restrained
  • Senses passive Perception 13
  • Languages
  • Challenge 4 (1,100 XP)

Elemental Assault: The Wolf knows one of the following cantrips, chosen upon summoning - Frostbrand✦, Earthliving✦, Flametongue✦ Rockbiter✦.

Keen Hearing and Smell. The feral spirit has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The feral spirit has advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: + (Spell attack modifier) to hit, reach 5 ft., one target. Hit: 1d4 slashing.


Lesser Feral Spirit

Medium undead, unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points Five times your Shaman Level
  • Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 10 (+0) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, fright­ened, grappled, paralyzed, petrified, poisoned, and restrained
  • Senses passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Elemental Assault: The Wolf knows one of the following cantrips, chosen upon summoning - Frostbrand✦, Earthliving✦, Flametongue✦ Rockbiter✦.

Keen Hearing and Smell. The feral spirit has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: + (Spell attack modifier) to hit, reach 5 ft., one target. Hit: 1d4 slashing.

APPENDIX B | SHAMAN SPIRITS

Appendix C: Hunter Companions


Beast of the Land

Medium beast, unaligned


  • Armor Class 11 + PB + Dex
  • Hit Points 6 + (4 + Con) per hunter level (the beast has a number of Hit Dice [d8s] equal to your hunter level)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 5 (-3) 14 (+2) 11 (+0)

  • Saving Throws Dex, Con
  • Senses darkvision 60 ft., passive Perception 12 + PB
  • Languages understands the languages you speak
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Maul. Melee Weapon Attack: PB + Str, reach 5 ft., one target. Hit: 1d6 + Str slashing damage.


Beast of the Sky

Small beast, unaligned


  • Armor Class 11 + PB + Dex
  • Hit Points 5 + (4 + Con) per hunter level (the beast has a number of Hit Dice [d6s] equal to your hunter level)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 5 (-3) 15 (+2) 11 (+0)

  • Saving Throws Dex, Wis
  • Senses darkvision 60 ft., passive Perception 12 + PB
  • Languages understands the languages you speak
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Keen Sight. The beast has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Shred. Melee Weapon Attack: PB + Dex, reach 5 ft., one target. Hit: 1d4 + Dex slashing damage.

Appendix D: Mage Elementals


Water Elemental

Medium elemental, neutral


  • Armor Class 12 + PB (natural armor)
  • Hit Points 5 + five times your mage level (the elemental has a number of Hit Dice [d8s] equal to your mage level)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 7 (-2) 15 (+2) 8 (-1)

  • Saving Throws Con +2 plus PB, Wis +2 plus PB
  • Damage Immunities poison, cold
  • Condition Immunities exhaustion, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages of its summoner but can't speak
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeoning damage.

Waterbolt. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d6 + PB cold damage.

Freeze (Recharges after a Long Rest). The water elemental may unleash a surge of freezing magic. All creatures within 10 feet of the elemental must make a Dexterity save. On a failed save, a creature's speed becomes 0, and it is subject to your Permafrost, until the end of the elemental's next turn.


Greater Water Elemental

Medium elemental, neutral


  • Armor Class 14 + PB (natural armor)
  • Hit Points 6 + six times your mage level (the elemental has a number of Hit Dice [d10s] equal to your mage level)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 7 (-2) 15 (+2) 8 (-1)

  • Saving Throws Con +3 plus PB, Wis +2 plus PB
  • Skills Athletics + PB
  • Damage Immunities poison, cold
  • Condition Immunities exhaustion, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages of its summoner but can't speak
  • Challenge —  Proficiency Bonus (PB) equals your bonus

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + PB + your Int modifier bludgeoning damage.

Waterbolt. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 2d6 + PB cold damage.

Freeze (Recharges after a Short or Long Rest). The water elemental may unleash a surge of freezing magic. All creatures within a 15 foot radius of a point within 30 feet, must make a Dexterity save. On a failed save, a creature's speed becomes 0, and it can't benefit from any bonus to its speed, until the end of the elemental's next turn.

Frigid Backlash. Reaction: When a creature hits your Water Elemental he may attempt to grapple it as a reaction.

Appendix E:
Warlock Demons


Felguard (Lesser)

Medium fiend (demon), lawful evil


  • Armor Class 14 (fel armor)
  • Hit Points 5 + Five times your warlock level (the demon has a number of Hit Dice [d8s] equal to your warlock level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 8 (-1) 14 (+2) 14 (+2)

  • Saving Throws Con 2+PB, Wis 2+PB
  • Skills Athletics 3+PB, Intimidation 2+PB
  • Damage Resistance Necrotic
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Eredun, Common, Orcish

Demonic Magic. A warlock who summons a felguard minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description.

1st level: Wrathful Smite
2nd level: hold person
3rd level: crusader's mantle (necrotic damage)

Fel Armaments. The felguard may equip and use melee weapons with the two-handed trait. This does not change the damage die or traits of his Slash, but he does benefit from any magical bonuses or effects the weapon has.

Intercept. When the felguard hits a creature with an opportunity attack, the creature's speed is reduced by 15 feet until the end of it's turn.

Actions

Slash. Melee Weapon Attack: +(3+PB) to hit, reach 5 ft., one target you can see. Hit: 1d6+PB slashing damage.


Wrathguard (Greater)

Medium fiend (demon), lawful evil


  • Armor Class 15 (fel armor)
  • Hit Points 6 + Six times your warlock level (the demon has a number of Hit Dice [d8s] equal to your warlock level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 16 (+3)

  • Saving Throws Con 2+PB, Wis 2+PB
  • Skills Athletics 4+PB, Intimidation 3+PB
  • Damage Resistance Necrotic
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Eredun, Common, Orcish

Demonic Magic. A warlock who summons a felguard minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description.

1st level: Wrathful Smite
2nd level: hold person
3rd level: crusader's mantle (necrotic damage)
4th level: Staggering Smite

Fel Armaments. The wrathguard may equip and use melee weapons with the two-handed trait. This does not change the damage die or traits of his Slash, but he does benefit from any magical bonuses or effects the weapon has.

Intercept. When the wrathguard hits a creature with an opportunity attack, the creature's speed is reduced by 15 feet until the end of it's turn.

Legion Strike. Once on each of the wrathguard's turns when it succeeds on a Slash attack, it can make another Slash attack against a different creature that is within reach of the wrathguard.

Actions

Slash. Melee Weapon Attack: +(4+PB) to hit, reach 10 ft., one target you can see. Hit: 1d10+PB slashing damage.


Felhunter (Lesser)

Medium fiend (demon), neutral evil


  • Armor Class 12 (fel hide)
  • Hit Points 4 + four times your warlock level (the demon has a number of Hit Dice [d6s] equal to your warlock level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 6 (-2)

  • Saving Throws Dex 2+PB, Int 1+PB
  • Skills Perception 2+PB, Survival 2+PB
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Eredun and the languages you speak

Demonic Magic. A warlock who summons a felhunter minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description.

1st level: detect magic
2nd level: see invisibility
3rd level: counterspell

Disrupt Magic. If the felhunter damages a creature that then has to make a Constitution saving throw to maintain concentration on a spell, that saving throw is made with disadvantage.

Magic Resistance. The felhunter has advantage on saving throws against spells and other magical effects.

Actions

Shadow Bite. Melee Weapon Attack: +(2+PB) to hit, reach 5 ft. Hit: 1d4+PB necrotic damage.

Maul. Melee Weapon Attack: +(2+PB) to hit, reach 5 ft. Hit: 1d4+PB slashing damage.


Observer (Greater)

Medium fiend (demon), neutral evil


  • Armor Class 13 (fel hide)
  • Hit Points 5 + five times your warlock level (the demon has a number of Hit Dice [d8s] equal to your warlock level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 6 (-2)

  • Saving Throws Dex 3+PB, Int 2+PB
  • Skills Perception 3+PB , Survival 3+PB
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands Eredun and the languages you speak

Demonic Magic. A warlock who summons a felhunter minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description.

1st level: detect magic
2nd level: see invisibility
3rd level: counterspell
4th level: locate creature

Disrupt Magic. As Felhunter

Magic Resistance. As Felhunter

Magical Scent. The Felstalker is always under the effects of Detect Magic

Actions

Shadow Bite. Melee Weapon Attack: +(3+PB) to hit, reach 5 ft., one target you can see. Hit: 1d8+PB necrotic damage.

Eye Beam. Ranged Weapon Attack: +(3+PB) to hit, range 60 ft., one target you can see. Hit: 1d8+PB psychic damage.


Succubus (Lesser)

Medium fiend (demon), chaotic evil


  • Armor Class 12 (natural armor)
  • Hit Points 4 + four times your warlock level (the demon has a number of Hit Dice [d6s] equal to your warlock level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 14 (+2)

  • Saving Throws Dex +2, Cha +2
  • Skills Deception +2, Persuasion +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Eredun, Common, Orcish, Telepathy 60 ft.

Demonic Magic. A warlock who summons a succubus minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description.

1st level: charm person
2nd level: tasha's mind whip
3rd level: tongues

Shapechanger. The succubus can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Soothing Mien. Upon rolling initiative, the succubus gains the effect of a sanctuary spell, which uses your spell save DC and can end early as normal.

Actions

Lash of Pain. Melee Weapon Attack: +2 +PB, reach 10 ft., one target you can see. Hit: 1d4 + +PB necrotic damage.

Seduction. The succubus may use its action to magically enthrall another creature it can see within 30 feet. The target must succeed on a Wisdom saving throw against your spell save DC or be charmed by the succubus until the end of your next turn. During this time, the charmed creature has disadvantage on all attack rolls.

Once a creature is targeted by this effect, a succubus can't use this feature on that creature again until you finish a long rest.


Shivarra (Greater)

Medium fiend (demon), neutral evil


  • Armor Class 12 (natural armor)
  • Hit Points 5 + five times your warlock level (the demon has a number of Hit Dice [d8s] equal to your warlock level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 16 (+3)

  • Saving Throws Dex +3, Cha +3
  • Skills Deception +3, Persuasion +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Eredun, Common, Orcish, Telepathy 60 ft.

Demonic Magic. A warlock who summons a succubus minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description.

1st level: charm person
2nd level: tasha's mind whip
3rd level: tongues
4th level: confusion

Shapechanger. As Succubus

Soothing Mien. At the start of each of your turns, the succubus gains the effect of a sanctuary spell, which uses your spell save DC and can end early as normal.

Actions

Lash of Pain. Melee Weapon Attack: +3 +PB, reach 10 ft., one target you can see. Hit: 1d6 + +PB necrotic damage.

Seduction. As Succubus


Imp (Lesser)

Tiny fiend (demon), chaotic evil


  • Armor Class 10
  • Hit Points 3 + three times your warlock level (the demon has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 10 (+0)

  • Saving Throws Dex: 2 + PB, Wis: 2 + PB
  • Skills Sleight of Hand: 2 + PB, Stealth: 2 + PB
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Eredun, Common, Orcish

Demonic Magic. A warlock who summons an imp minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description.

1st level: silent image
2nd level: invisibility
3rd level: blink

Demon Sight. Magical darkness doesn't impede the imp's darkvision.

Master's Gaze. While the imp is within 100 feet of you, you can communicate telepathically. Additionally, you can use an action to see through the imp's eyes and hear what it hears until the start of their next turn. During this time, you are deaf and blind with regard to your own senses.

Actions

Firebolt. Ranged Spell Attack: +2 + PB, range 60 ft., one target you can see. Hit: 1d4 + PB fire damage.

Invisibility. The imp magically turns invisible so long as it stays within 100ft of you, until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.


Fel Imp (Greater)

Tiny fiend (demon), chaotic evil


  • Armor Class 11
  • Hit Points 4 + four times your warlock level (the demon has a number of Hit Dice [d4s] equal to your warlock level)
  • Speed 20 ft., fly 20ft

STR DEX CON INT WIS CHA
6 (-2) 16 (+2) 12 (+1) 16 (+2) 14 (+2) 10 (+0)

  • Saving Throws Dex 3 + PB, Wis 2 + PB
  • Skills Sleight of Hand 3 + PB, Stealth 3 + PB
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Eredun, Common, Orcish

Demonic Magic. A warlock who summons an imp minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description.

1st level: silent image
2nd level: invisibility
3rd level: blink
4th level: fireball

Demon Sight. As Imp

Master's Gaze. As Imp

Flaming Aegis The Fel imp is always under the effects of fire shield

Actions

Firebolt. Ranged Spell Attack: +3 + PB, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Invisibility. The imp magically turns invisible so long as it stays within 100ft of you, until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.


Voidwalker (Lesser)

Medium fiend (demon), neutral evil


  • Armor Class 14 (void armor)
  • Hit Points 5 + five times your warlock level (the demon has a number of Hit Dice [d8s] equal to your warlock level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Con +2, Wis +2
  • Skills Insight +2, Perception +2
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Eredun and the languages you speak, Telepathy 60 ft.

Demonic Magic. A warlock who summons a voidwalker minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description.

1st level: heroism
2nd level: warding bond
3rd level: fear

Threatening Presence. Any creature damaged by the voidwalker's Suffering attack has disadvantage on any attack roll it makes on a target other than the voidwalker, until the end of the voidwalker's next turn.

Actions

Suffering. Melee Weapon Attack: 2 + PB, reach 5 ft., one target you can see. Hit: 1d4 + PB necrotic damage.

Slam. Melee Weapon Attack: 2 + PB, reach 5 ft., one target you can see. Hit: 1d4 + PB bludgeoning damage.

Shadow Bulwark. The voidwalker gains temporary hit points equal to your warlock level + your spellcasting ability modifier.


Voidlord (Greater)

Medium fiend (demon), neutral evil


  • Armor Class 15 (void armor)
  • Hit Points 6 + six times your warlock level (the demon has a number of Hit Dice [d10s] equal to your warlock level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (-1) 16 (+2) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Con +3, Wis +2
  • Skills Insight +2, Perception +2
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Eredun and the languages you speak, Telepathy 60 ft.

Demonic Magic. A warlock who summons a voidwalker minion temporarily learns the spells listed below, as detailed in the Demon Summoning feature in the warlock class description.

1st level: heroism
2nd level: warding bond
3rd level: fear
4th level: gravity sinkhole

Threatening Presence. Any creature damaged by the voidwalker's Suffering attack has disadvantage on any attack roll it makes on a target other than the voidwalker, until the end of the voidwalker's next turn.

Actions

Suffering. Melee Weapon Attack: 3 +PB, reach 5 ft., one target you can see. Hit: 1d6 + PB necrotic damage.

Slam. Melee Weapon Attack: 3 + PB, reach 5 ft., one target you can see. Hit: 1d6 + PB bludgeoning damage.

Shadow Bulwark. The voidwalker gains temporary hit points equal to your warlock level + twice your spellcasting ability modifier.


Doomguard (Major)

Large fiend (demon), chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 150
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 21 (+5) 12 (+2) 16 (+3) 13 (+1)

  • Saving Throws Str +10, Dex +7, Wis +7, Cha +7
  • Damage Immunities fire, poison
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Eredun, Common, Orcish, Telepathy 60 ft.

Magic Resistance. The doomguard has advantage on saving throws against spells and other magical effects.

Cripple. Any creature hit by a doomguard's attacks must make a DC 21 Strength saving throw or have their movement reduced by half for 1 minute. A creature can only be subjected to this effect once every 24 hours.

Fear Aura. Any creature hostile to the doomguard that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the doomguard's Fear Aura for the next 24 hours.

Actions

Multiattack. The pit fiend makes two attacks with its claws

Doombolt. Melee Weapon Attack: +14 to hit, range 60 ft., one target. Hit: 5d6 + 8 necrotic damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 2d6 + 6 slashing damage.


Infernal (Major)

Large fiend (demon), neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 125
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 16 (+3) 12 (+1)

  • Damage Immunities fire, poison, necrotic
  • Damage Resistances Physical damage from non-magical sources
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Eredun, Common, Orcish, Telepathy 60 ft.

Innate Spellcasting. A Infernal can cast the following spells each once.

1st level: hellish rebuke (at will)
2nd level: heat metal
3rd level: fireball
4th level: wall of fire

Immolation Aura. Any enemy that starts it's turn within 10 ft. of the Infernal takes 2d6 fire damage

Meteoric Impact When summoned, you may have an inferal appear in a square within 60 ft. of you, all creatures within 10ft of that square must make a DC 20 Dexterity saving throw or be Stunned until the end of their next turn.

Actions

Smoldering Fist. Melee Weapon Attack: +12, reach 10 ft., one target you can see. Hit: 1d8 + 4 bludgeoning damage + 1d6 fire damage.

Appendix F:
Death Knight Minions


Undead Minion

Medium undead, neutral evil


  • Armor Class 12+PB+Dex (natural armor)
  • Hit Points 6 + six times your death knight level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Str 3+PB, Con 2+PB
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages it knew in life but can't speak

Undead Fortitude. If damage reduces the minion to 0 hit points, it must succeed on a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the minion drops to 1 hit point.

Shambling Rush (1/short or long rest). At the beginning of its turn, the minion may double its speed until the end of its turn. If it hits a Large or smaller creature on the same turn, the creature must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Actions

Putrid Claw. Melee Weapon Attack: Str + PB, reach 5 ft., one target you can see. Hit: (1d4 + PB + Str) necrotic damage. If the target is a creature suffering from one of your diseases, it must make it's next save against it with disadvantage.


Gargoyle

Medium undead, neutral evil


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your death knight level
  • Speed 20 ft. 50 ft. flying

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Saving Throws Dex 3+PB5, Con 2+PB
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 9

Undead Fortitude. If damage reduces the minion to 0 hit points, it must succeed on a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the minion drops to 1 hit point.

Bombing Run (1/short or long rest). At the beginning of its turn, the minion may make a strafing run, moving up to it's speed in a straight line and make an attack against any enemy it passes over

Actions

Necrotic Bolt Ranged Spell Attack: Dex + PB to hit, range 30 ft., one target you can see. Hit: (3d6 + PB) necrotic damage.

Credits

An incredible and heartfelt thank you to all those whose art adorns these pages. The talented individuals listed below are deserving of your attention and I strongly encourage you to check them out. I spent a large portion of the time writing this book selecting art that would bring my vision to life in the reader's eyes, no piece was selected in haste.

In alphabetic order by first name for independent artists and those credited by Blizzard. Unlisted Blizzard Entertainment art is personal use for non commercial purposes in compliance with "Total Conversion" legal FAQ.

If your art is contained within these pages and you do NOT see a credit, or someone has taken credit wrongfully for your art please contact me immediately via Discord.

Afterword

As you reach the end of this volume and your thoughts linger in the revered halls of Azeroth, I want to extend my heartfelt thanks to you, dear reader and fellow traveler. Your journey through these pages speaks to the shared passion that brings this world to life—a world where the threads of Dungeons & Dragons and Azeroth are interwoven, carrying with them wonder, magic, and companionship.

Your steadfast support, your enthusiasm, and your willingness to explore the realms I've crafted bring me immense joy and satisfaction. This endeavor draws its energy from the collective pulse of a community united by a love for storytelling, exploration, and the limitless potential of the imagination.

Every word penned, each idea meticulously honed, and every fragment of lore thoughtfully assembled is infused with the aspiration that you, intrepid reader, would find solace within these pages. You stand as the true champions of this world, breathing vitality into the tapestry and rendering it more vibrant and enchanting than I could have ever envisaged.

With a humble heart, I acknowledge that this journey is not mine alone. It's a shared voyage that reflects the resolute spirit of collaboration and the profound influence of imagination. As you etch your own legends into these realms, recognize that your presence has left an enduring imprint on the very core of our creation.

From the depths of my heart, I extend my sincerest gratitude to you—for embarking on this adventure, for sharing in this vision, and for playing an integral role in this collective narrative. To those who contributed to making this endeavor a reality, I wish to express an additional note of appreciation. To the playtesters who fearlessly ventured into uncharted territories, whose insights and feedback shaped this world, I owe a debt of gratitude that words cannot fully convey. Your dedication and passion have refined this endeavor into a tapestry of extraordinary depth and resonance. May your days be graced with countless tales and unforgettable quests, spanning the realms of Azeroth and far beyond.

With profound appreciation,

- Galackharg

Thanks for Reading

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