WD&D Compressed
WD&D Compressed
WD&D Compressed
Dragonflights
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G
reetings readers, Dungeon Masters, the architects of epic tales, value
As you embark on this exploration of stability and consistency in their campaigns. In acknow-
tabletop adventures, I extend a warm ledgment of this, I strongly recommend downloading the
welcome to a dynamic world that is PDF version of this content from our dedicated discord
continually shaped by the feedback and channel. This not only provides you with a snapshot of the
playtesting of our community. These pages rules at the time of your download but also ensures a
are far from static; they are living seamless and uninterrupted journey through your ongoing
documents, adapting and evolving to create an ever- narrative. You are still always able to keep track of the
improving gaming experience. As I continue to develop latest updates via GM Binder.
with the deluge of feedback from the community, I want to My commitment to improvement and responsiveness to
address potential pit-falls of a project like this in hopes community input drive the evolution of these materials. I
readers can avoid them. appreciate your understanding of the collaborative nature
of this journey and hope that your campaigns unfold with
the richness and stability you seek.
Thank you for joining in this ever-expanding adventure.
World of Warcraft®
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World of Warcraft, Warcraft and Blizzard Entertainment
are trademarks or registered trademarks of Blizzard
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Looking for Group
(A Preface)
In the realm of imagination, where worlds converge and Within these pages, a synthesis of familiar and novel
tales are spun, we set forth on a journey that melds the enc- awaits-a fusion of Azeroth's landscapes with the chasis of
hantment of Dungeons & Dragons with the vibrant tapestry D&D. It's a tribute to the cherished lore, the epic tales, and
of Azeroth—a realm that has captivated minds and hearts the beloved characters that have been steadfast comp-
for decades. Amidst these pages, a new tapestry is unfurled anions on our quests. As you venture across this expansive
—one woven with inspiration drawn from those who dared world, you'll discover echoes of journeys undertaken by
to imagine the fusion of two cherished universes. others—a testament to the shared ardor that unites us.
In the creation of this homage to Azeroth and its I beckon you, brave adventurer, to embrace the
denizens, I humbly pay tribute to those who have led the Azerothian spirit, embarking on new quests, fostering
way. The convergence of Dungeons & Dragons with alliances, and wielding arcane might that transcends the
Azeroth's dynamic realm has been explored previously, and boundaries of both realms. May this amalgamation of
their devoted efforts have left an indelible mark on this worlds kindle your imagination and evoke the same sense
endeavor. To them, I offer my gratitude, as their inspiration of wonder that has ignited the dreams of countless souls
continues to burn brightly, fueling our creative exploration. who partake in our shared passion.
Drawing wisdom from discussions within forums, the Please explore the Credits and thank you page at the
camaraderie of online communities, and the meticulously conclusion of this tome, and take a moment to discover the
crafted homebrew content by fellow adventurers, I've works of other remarkable creators who have helped
woven the collective insights of those who embraced the inspire this project as well as the artists whose work brings
magic of melding two iconic universes. This pursuit stands these pages to life.
as both homage and a testament to the enduring strength With deepest appreciation for those who have helped
of collaborative imagination. carved this path,
- Galackharg
Design Philosophy
Fun: At the heart of my design philosophy, I'm dedicated to Loyalty: Embracing the spirit of loyalty, I've diligently
ensuring that fun takes center stage. Every player at the balanced the beloved conventions of Dungeons & Dragons
table should discover enjoyment not only in their 5th Edition with the rich lore of Azeroth. My intent is to
character's journey, but also in the shared experiences with offer you a seamless passage into the world of Warcraft,
others. This emphasis on enjoyment guarantees that your welcoming both seasoned D&D players and fervent
passage through Azeroth is marked by exciting twists, Warcraft enthusiasts alike. The familiar rhythm of
creative opportunities, and unforgettable moments. gameplay, streamlined rules, and recognizable mechanics
Whether it's embarking on heroic quests or engaging in uphold the core of D&D, all while effortlessly immersing
light-hearted exchanges with eccentric NPCs, my aim is to you in Azeroth's expansive landscapes, intricate politics,
make your adventures in the World of Warcraft setting an and epic chronicles. This harmonious blend ensures that
enriching and delightful journey for all, while remaining you can embark on your heroic escapade, regardless of
true to its origins, sparking nostalgia and a sense of your background.
familiarity for both veterans of Azeroth and D&D. Balance: As we traverse this creative voyage, it's
Identity: In my pursuit of encapsulating the very essence important to acknowledge the presence of balance—a
of the World of Warcraft, I hold the concept of identity in crucial yet secondary consideration in this venture. While
high esteem. Each class, race, and faction embodies a I'm dedicated to providing a harmonious experience for all,
unique identity, and I've strived to infuse this distinctive my central focus lies in delivering fun, capturing class
essence into the game's mechanics. Whether you embody identity, and nurturing a distinctive immersion within the
the courage of a charging warrior, the enigmatic grace of a Azerothian narrative. Classes, races, and feats presented
night elf rogue, or the arcane prowess of a gnome mage, here may not conform precisely to the rigid standards of
my design seeks to ensure that your character's abilities perfect balance in traditional 5e character options. Instead,
resonate with the defining traits that anchor them within I invite you to embrace these heroes as vibrant personas
the Warcraft universe, aiming for more than a mere within your adventures, understanding that their power
cosmetic transformation of existing classes and races. may rise and fall, akin to the tides of Azeroth. My sincere
Synergy: The notion of synergy has guided my design, hope is that you connect with these characters beyond
crafting a world distinctly Azerothian while remaining true mechanics, allowing them to shape the rich tapestry of
to the foundations of D&D 5th Edition. My aim is to your quests.
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.
Feedback and suggestions?
PART 1 | RACES
Table of Contents
(Not Final as Pages Shuffle)
Chapter I: Races 5 Chapter III: Backgrounds 148
Races of the Alliance ...........................................7 Chapter IV: Feats 166
Human ..................................................................................... 9
Dwarf ..................................................................................... 11 173
Night Elf ................................................................................ 13 Chapter V: Equipment
Gnome ...................................................................................15
Draenei ..................................................................................17 Chapter VI: Magic 176
Worgen .................................................................................. 19
Void Elf .................................................................................. 21 Chapter VII: Rules 203
Races of the Horde ...............................................23
Orc ..........................................................................................25 Appendix VIII: Companions 206
Forsaken ............................................................................... 27
Tauren ....................................................................................29 Credits 219
Troll ........................................................................................ 31
Blood Elf ............................................................................... 33
Goblin .................................................................................... 35
Nightborne ............................................................................37
Vulpera .................................................................................. 39
Independent Races ................................................. 41
Pandaren ...............................................................................43
Chapter II: Classes 45
Druid ......................................................................................... 47
Hunter .......................................................................................57
Mage ..........................................................................................66
Monk ..........................................................................................75
Paladin ......................................................................................83
Priest .........................................................................................90
Rogue ........................................................................................ 98
Shaman ..................................................................................106
Warlock .................................................................................. 114
Warrior ................................................................................... 122
Hero Classes ......................................................................... 130
Death Knight ..................................................................... 132
Demon Hunter .................................................................. 140
Races
Chapter I
Races
I
n the intricate weave of Azeroth's vibrant tapestry, Bridging the Chasm: Factional
the choice of one's race is a profound and
compelling decision that transcends the Allegiances in Cooperative Tales
boundaries of mere character creation. Within the In the sprawling expanse of Azeroth, the delicate balance
world of Dungeons & Dragons 5th Edition, this between the Horde and the Alliance often shapes the
choice transforms into a portal through which the destiny of nations and civilizations. When stepping into the
rich and diverse lore of Azeroth is channeled, realm of cooperative storytelling, it is crucial to consider
connecting your character to the very essence of this the tapestry of factional allegiances that binds adventurers
boundless realm. Each race is not merely a collection of together. While exceptions do exist, a harmonious narrative
traits and attributes, but a living embodiment of cultures, is often woven when characters from the same faction
histories, and experiences that have shaped the course of embark on shared quests. Engaging in open dialogue with
Azeroth's destiny. As you embark on the exhilarating fellow players and your Game Master becomes a vital
journey of selecting your Azerothian race within the endeavor. Together, you'll discern which faction best aligns
framework of 5th Edition, you venture into the heart of with the overarching tale you wish to unravel, forging
what makes this world an epic and unforgettable realm of alliances that will reverberate through the annals of your
fantasy. Whether you stand as a noble night elf, a fierce orc, cooperative adventure. For those daring few who venture to
a cunning gnome, or any of the other storied races that call defy factional norms, the dynamic interactions that arise
Azeroth home, your choice is a declaration—an affirmation from playing characters hailing from opposing allegiances
that you are not only a player in a game, but a participant in are rich with potential. Embrace the tensions, rivalries, and
a saga where your actions and identity will forever be unlikely bonds that flourish amidst the backdrop of conflict,
etched into the living legends of this remarkable world. but do so with a meticulous consideration for the "how"
Embracing the Lore: A Journey and "why" of such collaborations. In the tapestry of
factional dynamics, your choices are the threads that shape
Beyond the Surface the narrative, weaving tales of camaraderie and enmity that
As you stand at the crossroads of race selection, the path breathe life into the timeless conflict of Azeroth.
ahead is illuminated by a myriad of possibilities. To truly Forging Unconventional Bonds:
inhabit your chosen race is to delve into the depths of its
customs, beliefs, and traditions. Embrace the lore that has The Intersection of Class and
sculpted these races, for within their stories lie the key to Race
immersive and compelling roleplaying. Understanding the
intricacies of your race's history will empower you to As you tread the path of character creation, remember that
breathe life into your character, infusing their actions and the harmonious convergence of class and race carries
decisions with an authenticity that resonates with the profound implications rooted in the annals of Azeroth's
world around them. Consider how your chosen race's history. Traditional lore often binds certain classes to
values and culture align with the broader setting and specific races, weaving a narrative tapestry of cultural
narrative, ensuring a seamless integration that enhances practices and ancestral teachings. While exceptional cases
the collective storytelling experience. In this exploration, do exist, where the rare and daring transcend these
you become not only an adventurer but an ambassador, confines, it is imperative to approach such deviations with
representing the very essence of your chosen race within thoughtful consideration. Engage in candid conversations
the grand tapestry of Azeroth. 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.
6
Races of the Alliance
Alliance Class Suggestions
Here are some recommended class options inspired by Two class suggestion charts are provided, one for the pre-
World of Warcraft for the Alliance races. It's advisable to Cataclysm era and another for the post-Cataclysm era. This
select a class aligned with your race's suggested options to division acknowledges the Cataclysm's significant impact
maintain thematic consistency. Nevertheless, heroes often on Azeroth's history, prompting the Alliance races to
defy conventions, so feel free to choose a class uncommon acquire new abilities and power sources to combat
for your race. In such cases, collaborate with your Dungeon emerging threats. Before the Cataclysm, the Alliance races
Master to craft a backstory justifying your unconventional were more resistant to exploring and adopting new classes,
choice. predominantly adhering to their traditional class
structures.
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
8
Human
“Once again, we face a new and great threat. Even now, we
bear the fresh scars of evil forces bent upon our destr-
uction. But humanity is not so easily cowed! We stand in
the breach and we hold the line! We will never be slaves to
fear! Let us unite this day. Let us renew our promise to
uphold and protect the Light, and together we will face
down this dark new storm and stand firm against it—as The Prince's Fall
humanity always has... and humanity always will!” Lordaeron faced further calamity when a mysterious
— High King Varian Wrynn plague, turning thousands into undead minions of the Lich
Humans (collectively referred to as mankind or humanity) King, swept through the kingdom. Even Prince Arthas
are a resilient species native to the world of Azeroth. Menethil succumbed to manipulation, resulting in him
Recent discoveries have shown that humans are descended slaying his own father and merging with the Lich King in
from the barbaric half-giant vrykul of Northrend. Born Northrend. Over the next five years, the Lich King plotted
"weak" and "deformed" as a result of the Curse of Flesh, and amassed forces. The unleashed plague, however, was a
they had to be exterminated to keep the vrykul race pure, prelude to the Burning Legion's demonic invasion, a long-
but not all vrykul could bear to kill their children, and they sought plan to annihilate all life on Azeroth. In the ensuing
took them away to a land far away from Northrend, in the Third War, humans, alongside other races, united for a
northern Eastern Kingdoms. costly victory against the Legion.
PART 1 | RACES
9
Bent but Unbroken
Kul Tiras
Following the fall of Lordaeron, Stormwind emerged as the The natives of Kul Tiras, residing on isles, exhibit a variety
preeminent stronghold of humanity and the leading force of skin tones and a generally tall and muscular build. Their
in the diverse Alliance. Under King Anduin Wrynn's culture is deeply connected to the sea, emphasizing
leadership, succeeding his father Varian Wrynn, the people maritime skills, naval prowess, and a strong sense of duty.
of Stormwind uphold principles of honor and justice while Tirasian Names: (Masculine) Tobias, Dorian, Finnian,
steadfastly defending their settlements and families. Cedric, Callum, Declan, Eamon, Broderick, Branigan,
Despite being among the younger races on Azeroth, Thorne. (Feminine) Aislinn, Bronwyn, Caoimhe, Elowen,
humans have faced numerous challenges with fortitude Morrigan, Saoirse, Niamh, Aoife, Isolde, Brigid
and resilience. Their capacity to adapt and rebuild has
solidified them as a crucial force in an ever-evolving world. Stormwind
In the southern region, Stormwindians display a mix of
The Crown Passes skin tones, from tawny to fair, and diverse builds. The
During the Battle for Broken Shore, humanity suffered the cultural tapestry of Stormwind is rich and varied, reflecting
loss of two prominent heroes: Highlord Tirion Fordring a melting pot of influences, fostering a vibrant society with
was captured and eventually met his demise, while Varian a blend of names like Ander and Ilsa.
Wrynn was executed by Gul'dan while safeguarding the Stormwindian Names: (Masculine) Anduin, Varian, Llane,
retreat of his forces. Anduin Wrynn, in the wake of these Lothar, Bolvar, Genn, Mathias, Alaric, Arion, Gregor.
tragedies, assumed the role of High King, compelled to (Feminine) Taria, Lorna, Adariall, Marwyn, Aegwynn,
lead the Alliance into war. Meanwhile, Dalaran returned to Tessia, Isabella, Jaina, Calia, Llane
a stance of neutrality, following Khadgar's counsel,
prompting Jaina's departure from the Council of Six in Stromgarde
disapproval. Anduin later journeyed to Wrynnfall, Shorter in stature compared to other humans, Stromics
contemplating his newfound responsibilities, where he exhibit a range of skin tones and possess a generally pale
took up his father's sword. complexion. Their culture is steeped in tradition, empha-
sizing close-knit communities and a strong sense of unity.
The Kingdoms of Mankind Stromic Names: (Masculine) Aric, Galen, Maric, Tyran,
Humans, known for their diversity, inhabit numerous Eldric, Thoren, Garrick, Torran, Gregor, Ulric. (Feminine)
kingdoms and thrive in varied and distinct realms. Each Amina, Céline, Clarisse, Ella, Emeline, Iris, Mara, Marine,
kingdom brings its unique culture, governance, and history, Adalyn, Seraphina
contributing to the rich tapestry of human civilization Human Traits
across the vast landscapes of Azeroth.
Humans, because of or in spite of their diversity all share at
Alterac least some universal traits that make them Human.
Nestled in the Alterac Mountains, Alterac's citizens display Ability Score Increase. One ability score of your choice
a range of skin tones, from pale to umber, and a moderate increases by 2, and another increases by 1. Or three ability
build. They often adopt names from neighboring human scores of your choice increase by 1.
regions and have a rich cultural blend influenced by their Age. Humans reach adulthood in their late teens and live
mountainous surroundings. less than a century.
Alteraci Names: (Masculine) Beric, Eldric, Thoren, Alignment. Humans tend toward no particular
Garrick, Aric, Kelric, Roderic, Alaric, Torran, Gregor. alignment. The best and the worst are found among them.
(Feminine) Elara, Miria, Selene, Freya, Lyra, Thalia, Size. Humans vary widely in height and build, from
Seraphina, Isolde, Calista, Rowena barely 5 feet to well over 6 feet tall, averaging at 170
Dalaran pounds. Your size is Medium.
In the floating city of Dalaran, fair-skinned and slender Speed. Your base walking speed is 30 feet.
Dalaranians with brown hair ranging from blond to black Diplomacy. You gain proficiency in the Persuasion skill.
engage in extensive magical studies. Their culture is Versatility. You gain proficiency in one skill and one tool
steeped in arcana, drawing people from across the Eastern of your choice.
Kingdoms to pursue knowledge and mastery of magic. The Human Spirit. When you would fail an attack roll,
ability check, or saving throw, you can re-roll with advant-
Dalaranian Names: (Masculine) Anton, Kel'thuzad, Arugal, age. Once you use this ability, you can’t use it again until
Rhonin, Kael'thas, Jaina, Medivh, Khadgar, Arthas, you finish a short rest or after failing an attack roll, ability
Archimonde. (Feminine) Aethas, Sylvanas, Vereesa, check, or saving throw with a natural 1 on the d20.
Aegwynn, Alleria, Tyrande, Anveena, Aethas, Liadrin Languages. You can speak, read, and write Common and
Gilneas one extra language of your choice.
Along the coast, Gilneas is home to a diverse populace with
a wide range of skin tones and builds. Gilneans, known for
their resilience, have a rich cultural heritage, often
celebrating their maritime traditions and close-knit
communities.
Gilnean Names: (Masculine) Gideon, Fenris, Greyson,
Cedric, Lysander, Tobias, Roderick, Gareth, Eamon,
Ambrose. (Feminine) Rosalind, Isolde, Genevieve,
Seraphina, Elowen, Gwendolyn, Thea, Ophelia, Camille,
Lenore
PART 1 | RACES
10
Titanic Origins
Dwarf Dwarves trace their ancestry back to the earthen, a stone-
based prototype race created by the titan-forged keepers.
As the mountains endure, so shall the dwarven spirit The original design resulted in troggs, prompting the
persist. With axes honed and shields raised, we stand creation of the craggy and kindhearted Earthen, tasked
unwavering for the Alliance. Through the fiery trials of with crafting mountains and shaping the world. After the
Khaz Modan's forge, our hearts are tempered like the finest Curse of Flesh tainted their origins, the Earthen battled
steel. Let the hammer's song echo across Azeroth, for we troggs and faced the Winterskorn giants. Despite
are the bulwark, and our allegiance is unyielding. Forged in challenges, Tyr and the Earthen resisted, later seeking
stone, bound by honor, we march, united, for the glory of refuge and studying Loken's betrayal. Awaking to the
the Alliance! Sundering's pain, some retreated to Uldaman, while
— Muradin Bronzebeard
others, rallying under Jarod Shadowsong, resisted the
In the cradle of Azeroth's formidable peaks, the dwarves, a Burning Legion. The hibernation in titan cities like Uldum
race as enduring as the mountains they inhabit, forge an and Ulduar ensued. Upon awakening, their once rocky
indomitable legacy. Known for their unparalleled forms softened into flesh, leading to the emergence of
craftsmanship and unwavering resilience, these stout dwarves, who built Ironforge in Khaz Modan. The dwarves
beings delve into the depths of the earth, unearthing also embraced kinship with the gnomes and became
precious metals and gems to adorn their subterranean masters of smithing, thanks to Ironforge's abundant
realms. Amidst the echoing laughter and the rhythmic resources. This transformation created diverse dwarven
clang of hammers in Ironforge, dwarves stand as the subgroups, from fully fleshy to those still embodying soil
masters of the forge, their fiery beards a symbol of both and stone.
their strength and the warmth that binds them. Allies of the
Alliance, they shoulder the ancestral duty to defend Khaz The Explorer's League
Modan's snowy peaks, a testament to the unbreakable
spirit that courses through their veins. King Magni Bronzebeard, in a quest to unravel dwarven
heritage, shifted the dwarves' focus to archaeology, forming
One With the Earth the Explorer's League. Seeking titan artifacts and ruins, the
Dwarves, both literally and metaphorically close to the League spans Azeroth and Outland, analyzing findings in
earth, embody a unique connection to Azeroth's bedrock. Ironforge's Hall of Explorers. Established before the Third
With stout builds and shorter stature, their physicality War, the League's rigorous entry demands diverse skills.
reflects an earthly resilience. Moreover, their lineage, Brann Bronzebeard, a seasoned explorer, leads the League,
stemming from the earthen through the enigmatic Curse of providing valuable insights. While allies like humans and
Flesh, intertwines their fate with the very essence of the gnomes offer support, the League's endeavors led to
land. As descendants of stone, the dwarves carry the weight discovering ancient abilities, such as "Stoneform,"
of ancestral ties to the earth, forging a cultural identity revealing ties to the earthen and a shared origin with
grounded in both literal and figurative foundations. humans.
PART 1 | RACES
11
Stick to Your Ribs Dark Iron Dwarf
Dwarves indulge in hearty meals and robust drinks, Dark Iron Dwarves exhibit cunning and agility,
favoring fare like haggis and Ironforge pale ale, a beloved distinguishing themselves from their kin by favoring
lunch for over 1,000 years. Spice bread and boar meat are strategic and indirect combat approaches. They adeptly
enduring favorites, with Thelsamar known for bear meat wield darker magics, often boasting dark grey to coal black
blood sausages. Arctic char, unique to Dun Morogh's cold skin, fiery red eyes that emit an ominous glow, and hair that
waters, is a popular fish, alongside crayfish and cock-a- ranges from fiery red to deep black.
leekie soup in dwarven cuisine. During diplomatic visits, Ability Score Increase. Your Intelligence or Charisma
dwarves serve braised boar meat with brown bread, score increases by 1.
roasted vegetables, and pastries. Customarily, indulgent Fireblood. You can cast the lesser restoration spell on
meals are followed by a moment for digestion with a pipe. 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
Names can cast greater restoration instead.
Dwarves typically bear names reflecting their robust Forged in Flames. You have resistance to fire damage.
heritage. Surnames often stem from family members' Superior Darkvision. Your darkvision has a radius
achievements during quests or moments of notoriety, of 120 feet
becoming part of the family legacy. Masters of the Forge. You gain proficiency with
Masculine Names: Dromar, Torvik, Keldan, Gruffin, blacksmith tools, or expertise if you were already
Bramir, Falgar, Durak, Kragg, Thrain, Rurik proficient.
Feminine Names: Helja, Bryna, Eilif, Runa, Hilda, Ironforge Dwarf
Grenda, Solveig, Astrid, Belga, Hildur, Faela Ironforge dwarves epitomize hardiness and strength,
Clan Names: Ironpeak, Stonehelm, Thunderforge, standing as the most militarily organized among their kin.
Firebeard, Frostbeard, Stormshield, Goldhammer, Renowned for their prowess in both close-quarters and
Emberforge, Steelheart, Deepstone ranged combat, they dwell in the snowy mountains of Dun
Dwarf Traits Morogh. Notably, they exhibit lighter colorations compared
to their dwarven counterparts.
Ability Score Increase. Your Constitution ability score Ability Score Increase. Your Strength increases by 1.
increases by 2. Might of the Mountain Your hit point maximum
Age. Dwarves mature at the same rate as humans, but increases by 1, and it increases by 1 every time you gain a
they're considered young until they reach the age of 40. On level.
average, they live about 320 years. Explorer. You have proficiency in the Survival Skill.
Alignment. Most dwarves are lawful, believing firmly in Stoneform. You can use your reaction upon being hit by
the benefits of a well-ordered society. They tend toward a melee weapon attack to give yourself resistance towards
good as well, with a strong sense of fair play and a belief bludgeoning, piercing, and slashing damage until the start
that all deserve to share in the benefits of a just order. of your next turn. You must then finish a short or long rest
Size. Dwarves stand between 4 and 5 feet tall and to use this feature again.
average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is Wildhammer Dwarf
not reduced by wearing heavy armor. Wildhammer dwarves, known for their untamed nature,
Darkvision. Accustomed to life underground, you have reside farther north in the Eastern Kingdoms, engrossed in
superior vision in dark and dim conditions. You can see in their own affairs and embracing shamanistic practices.
dim light within 60 feet of you as if it were bright light, and Distinguishing themselves with a taller and slenderer
in darkness as if it were dim light. You can't discern color in physique compared to other dwarves, they sport tanned
darkness, only shades of gray. skin adorned with tribal tattoos.
Dwarven Resilience. You have advantage on saving Ability Score Increase. Your Wisdom increases by 1.
throws against poison, and you have resistance against Brave Beyond Reason. You have advantage on saving
poison damage. throws against being frightened.
Languages. You can speak, read, and write Common Gryphon Rider. You gain proficiency with the Animal
and Dwarven. Dwarven is full of hard consonants and Handling skill, and have advantage on Wisdom (animal
guttural sounds, and those characteristics spill over into handling) checks made towards gryphons.
whatever other language a dwarf might speak. Masters of the Aerie. You learn the gust cantrip and can
Subrace. Ancient divides among dwarves have resulted cast it at will. At 5th level you learn gust of wind and can
in three main subraces: dark iron, ironforge, and wild- cast it once per day. Constitution is you spellcasting ability
hammer dwarves. Choose one of these subraces. for this spell if you do not already have one.
PART 1 | RACES
12
Night Elf
As the shadows weave their silent tapestry, justice remains
my unwavering guide. In the dance between light and
darkness, those who defy the balance shall feel the sting of
my blades. No refuge exists beyond the reach of vigilant
pursuit; even the deepest recesses cannot shroud one from Wa
the gaze of justice's relentless gaze. In the quiet, the truth
unfolds, and in the shadows, righteousness prevails. The c
of Az
— Maiev Shadowsong deme
Rooted in pride and ancient wisdom, the kaldorei, or aura,
night elves, once held dominion over Azeroth as a mighty of cal
nation. Pioneers of magic, they were the first to unravel its ties w
mysteries and unleash its might upon the world during the symb
First War. However, the ensuing chaos led many night elves Th
to forsake the arcane arts, focusing instead on harnessing carrie
raw strength and the primal forces of nature, seeking nothi
balance in the aftermath of magical upheaval. ambi
Sarge
A Sempiternal Legacy porta
Night elves, or kaldorei, are an ancient and mystical race inten
with origins dating back to the earliest epochs. Once sough
masters of magic, they unleashed its power upon the world by th
thousands of years before the First War. After a devastating As
conflict with the Burning Legion resulted in the Great emiss
Sundering, the night elves forsook arcane magic, a wor
embracing druidism and living in harmony with nature. Whis
Led by Malfurion Stormrage and Tyrande Whisperwind, impe
they established Darnassus, a capital symbolizing their invas
cultural resurgence and deep connection to Elune, the Guar
moon goddess. The majestic World Tree Nordrassil, a living furbo
manifestation of their survival and resilience, stands as a Malfu
testament to their commitment to safeguarding Azeroth's enter
natural balance. Today, as venerable guardians of the doom
natural world, they continue to uphold their rich history
and traditions.
PART 1 | RACES
13
A Flash Amidst Eternity
Night elves are among the longest-lived races in Azeroth,
with lifespans reaching thousands of years. This extended
lifespan shapes their perspectives and interactions with
other races. Their longevity allows them to witness the rise
and fall of civilizations, fostering a sense of patience and
measured decision-making.
Night elves often perceive the more ephemeral races, like
humans and orcs, as transient and impulsive, contrasting
with their own enduring existence. This prolonged life also
contributes to their cautious approach to forging alliances,
as they weigh the potential consequences over the
centuries, seeking stability and continuity in their
relationships with other races.
Night Elf Names
Kaldorei names weave intricate meanings in the tapestry of
Darnassian significance. Departing from typical family
naming conventions, the surnames among night elves serve
as enduring tributes to the distinctive triumphs of their
ancestors. However, deviating from tradition, certain night
elves opt for new family names, symbolizing their own
noteworthy achievements.
Masculine Names: Veridorn, Eldarin, Thaerion, Lythoril,
Maeloran, Elunaris, Seladorn, Astravar, Kyndaris, Valyrian
Feminine Names: Solariel, Elandra, Elara, Thessalia,
Seraphi, Lunara, Sylvareth, Astridelle, Faeloria
Surnames: Starshaper, Shadowwhisper, Moonstrider,
Dreamweaver, Thornheart, Silversong, Nightshroud
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. Living in harmony with the natural world,
night elves maintain an unparalleled connection to nature,
defending it ardently and often embracing the good aspects
of chaotic as they value freedom and diversity.
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. 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, and kaldorei moonglaives moon swords.
Languages. You can speak, read, and write Common and
Darnassian.
PART 1 | RACES
14
The early gnomes, now flesh-bound, settled in the snowy
mountains west of Uldaman, facing challenges from harsh
elements, ice trolls, and other threats. Over generations,
they devoted themselves to technological progress as a
means of survival. Despite losing knowledge of their titan-
forged origins, the gnomes forged a new society,
constructing fortified dwellings within the cold mountains
Gnome of what would later be named Dun Morogh.
Behold the wonders of tinkering! Every experiment, The Spark of Ingenuity
successful or not, brings us one step closer to unlocking
the secrets of invention. Embrace the chaos, for in the Renowned for their unparalleled inventiveness and natural
world of innovation, every unexpected outcome is a lesson aptitude for tinkering, gnomes have cultivated a society
waiting to be discovered! deeply rooted in technological innovation. Their insatiable
curiosity and keen intellects drive them to constantly
— Tinkmaster Overspark explore the boundaries of mechanical possibilities.
A race of diminutive and intellectually gifted beings, Gnomish communities thrive on a culture that values
Gnomes exhibit a profound affinity for all things inventiveness as a cornerstone, with workshops and
mechanical and technological. Originating from the vibrant laboratories bustling with activity. Every aspect of gnome
techno-city of Gnomeregan, these clever inventors possess life, from daily routines to grand endeavors, is infused with
an insatiable curiosity and a penchant for tinkering with the spirit of invention. Their knack for crafting ingenious
gears, gadgets, and innovative devices. Though physically gadgets, devices, and quirky contraptions not only
small, gnomes make up for their stature with an unpar- enhances their daily lives but also contributes to the
alleled intellect and a love for exploration. In the face of advancement of Azeroth's technological landscape. In the
challenges, gnomes bring forth their analytical skills and an heart of gnome society, engineering is not just a profession
irrepressible spirit of enthusiasm, contributing significantly but a way of life, shaping their interactions, pursuits, and
to the Alliance's endeavors. Their technological prowess, the very fabric of their unique and imaginative culture.
coupled with a quirky and whimsical nature, sets them
apart amongst Azeroth's races. Jovial Comrades
Self Sufficient Survival Gnomes are known for their amiable and agreeable
temperaments, fostering a sense of camaraderie within
The initial iteration of gnomes, originally mechagnomes, their communities. Despite their relentless pursuit of
were crafted by Watcher Mimiron as clockwork servants technological mastery, gnomes exhibit a lighthearted and
akin to the earthen. Following Loken's betrayal, these affable demeanor. This friendly disposition extends beyond
mechagnomes took charge of Uldaman's maintenance their interactions with fellow gnomes to include the diverse
alongside the remaining earthen. As Archaedas and races of Azeroth.
Ironaya focused on the Curse of Flesh, the mechagnomes Quick to make friends and always eager to share their
and earthen managed Uldaman. After the Great Sundering, latest inventions, gnomes contribute a whimsical charm to
active earthen entered stasis, leaving only the the world. Their openness and cooperative nature make
mechagnomes. Over time, they succumbed to the Curse of them valued allies, forging bonds that transcend cultural
Flesh, transforming into gnomes who lost their purpose differences. Gnomes' easygoing personalities, coupled with
and abandoned Uldaman 3,000 years before the Dark their inventive prowess, add a delightful touch to the
Portal's opening. tapestry of Azeroth's varied societies.
PART 1 | RACES
15
Gnomeregan Culture Darkvision. Due to your subterranean upbringing, you
Gnomes, a race driven by ambition and a passion for possess enhanced vision in dark and dim environments.
creativity, cherish a profound understanding of scientific Within 60 feet, you can see in dim light as if it were bright,
principles. Originally scholars focused on avoiding conflict, and in complete darkness, you perceive shades of gray
the loss of Gnomeregan led them to become more resilient without discerning colors.
and combat-ready. Gnomish society emphasizes innovation Subrace. Two subraces of gnome exist: Gnomeregan
and experimentation, with little concern for historical or Gnomes, and Mechagnomes. Choose one of them for your
non-scientific records. Their philosophy centers on character.
forward-thinking concepts, puzzles, and technological Languages. You can speak, read, and write Common and
advancements. Gnomish.
Gnomes value hierarchy as a means for masters to care Gnomeregan Gnomes
for and guide their followers. While gnomish groups form
slowly, they endure for a lifetime, with strong family ties Once inhabitants of a subterranean marvel of steam-driven
and cooperative business ventures. The intricacies of innovation, are now a resilient community shaped by
gnomish marriages remain unclear, but familial bonds tragedy. Despite losing their city to a massive trogg
endure even when love fades. invasion, these gnomes showcase indomitable intellect and
resourcefulness. As refugees in the dwarven lands, they
Names tirelessly contribute their inventive skills to aid allies and
Gnomes inherit family names signifying the achievements navigate a new way of life above ground.
of esteemed ancestors, which they retain until reaching Escape Artist. You can move through the space of any
their 30s. Gnome society anticipates that, by this age, creature that is of a size larger than yours. You may also
individuals will have made significant personal have advantage on ability checks and saving throws to
achievements. Consequently, gnomes craft new names that escape from being grappled or the restrained condition.
encapsulate their own accomplishments, replacing the Expansive Mind. You gain proficiency in an intelligence
family name with this self-defined identifier. skill of your choice, and expertise in an intelligence skill
you are proficient in.
Maculine Names: Grizzlebolt, Snazzleflare, Whizgleam, Arcane Resistance. You have advantage on Intelligence
Sparkflux, Blizzgear, Shockspark, Tinkerclank, and Wisdom saving throws versus spells.
Glimmerfuse, Cogwhirl, Fizzlebang
Feminine Names: Glimmerblitz, Tinkertwig, Gizmosa, Mechagnomes
Sparkleshock, Sprockette, Joltspindle, Whirligig, Dynamoa Mechagnomes, born from Watcher Mimiron's clockwork
Family Names: Gearwhiz, Sparkspanner, Fluxwrench, creations, seamlessly merge metal and innovation. Once
Blizzbang, Tinkerblast, Cogsmash, Boltspindle, Joltstrike, mere mechanical servants, they evolved into a distinctive
race with a unique blend of machinery and organic
Gnome Traits elements. Despite their mechanized past, mechagnomes
Your gnome character has certain abilities, learned through now bring their inventive skills and adaptability to enrich
generations of gnomes. the broader gnome and Allied races' communities.
Ability Score Increase. Your Intelligence increases by 2, Emergency Failsafe After you are brought to 0 hitpoints,
and one other score of your choice by 1. you may activate your failsafe as a reaction. You may spend
Age. Gnomes mature at the same rate humans do, and a number of hit die up to your proficiency bonus to
most are expected to settle down into an adult life by immediately restore the normal amount of health. You may
around age 40. They can live 350 to almost 500 years. only use this feature once per long rest.
Alignment. Gnomes are inherently kind-hearted, and Hyper-Organic Light Originator You learn the minor
even those with mischievous tendencies are more inclined illusion cantrip, and at 3rd level you may cast mirror image
toward playful antics than true malice. Instances of evil once per long rest using your Intelligence modifier.
among them are often driven by madness, fueled by an Mastercraft You are always considered to be carrying,
overwhelming and consuming innovative idea. and proficient with, every artisan tool.
Size. Gnomes are between 3 and 4 feet and generally Maintenance Mode Rather than sleep, you must spend
compactly built. Your size is Small. 3 hours performing routine maintenance during a long rest
Speed. Your base walking speed is 25 feet. 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.
PART 1 | RACES
16
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PART 1 | RACES
17
Names
Draenei lack last names and receive a name from their
parents at birth. Upon reaching adulthood, they select a
name for themselves, which remains with them for life.
Masculine Names: Meolrak, Bimorn, Hikron, Ocdarian,
Nosran, Ondarin, Brorukar, Oteran, Lacasik, Midirgerd
Feminine Names: Eshira, Izelle, Rukala, Nalrea, Hahsara,
Efaena, Lyssia, Thalara, Sylthara, Orelle, Maevra
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 in their early 20s, aging slowly and
attaining extraordinary lifespans, often surpassing even the
ancient ages of night elves.
Alignment. Draenei tend to be good, with law-leaning
individuals choosing roles like sages, priests, paladins,
vindicators, or scholars, while those favoring chaos often
become warriors, and hunters.
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.
Subrace. Two subraces of draenei exist: exodar draenei,
and lightforged draenei. Choose one of them for your
character.
Exodar Draenei
A group of noble and resilient beings striving to rebuild
their lives and fulfill a destiny tied to the cosmic forces of
the Light. Despite the challenges they face, they bring with
them a deep connection to the virtues of order,
compassion, and arcane knowledge.
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
Lightforged draenei, forged in the crucible of the Army of
the Light, bring their unwavering dedication to the fight
against the Burning Legion, embodying the virtues of
justice and righteousness. With their formidable presence,
they stand as beacons of hope on Azeroth.
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
Blighted and Cursed
The tumultuous relationship between the worgen and the
Forsaken traces its roots to the Forsaken's strategic
Worgen interest in conquering Gilneas, spearheaded by Sylvanas
Windrunner. In their pursuit, the Forsaken deployed the
In the shadows of the night, I yearned to understand the deadly plague, inadvertently triggering the worgen curse
fearsome power that coursed through my people's veins. that swept through Gilneas.
The path to the throne demands more than regal bearing; it The once-isolated kingdom transformed into a
demands empathy and connection. Guided by the wisdom battleground as its citizens succumbed to the curse,
of Vassandra Stormclaw, I sought to comprehend the adopting lupine forms to resist Forsaken aggression. This
worgen's struggle without losing myself to the curse. In the unintended consequence gave rise to a profound animosity,
dance between moonlight and shadow, I learned to rule not with both factions nursing deep-seated grudges. The
just with a crown, but with a heart intertwined with the Forsaken, seeking territorial expansion, clashed with the
very essence of Gilneas. worgen's unwavering resolve to reclaim their homeland.
— Tess Greymane The scars of this cataclysmic clash linger, perpetuating a
Worgen, a once-proud human race hailing from the bitter enmity and embodying the lasting impact of these
resilient kingdom of Gilneas, has a haunting saga woven turbulent events.
with threads of history and a chilling curse. In a cruel twist Allies to the Crown
of fate, these ordinary humans were thrust into a
nightmarish existence when the malevolent curse of the Genn Greymane's bond with the Wrynns, Varian and
worgen swept through their kingdom, transforming them Anduin, is layered with tragedy and camaraderie. Genn's
into fearsome wolf-like creatures. The curse, born of friendship with Varian Wrynn, the former King of
ancient druidic magic, originated from the desperate Stormwind, was forged on the battlefields where they
measures taken to repel the undead Scourge and later fought side by side against common enemies. The tragic
confront the Forsaken. events during the Battle for the Broken Shore resulted in
Forced into the shadows and haunted by feral instincts, Varian's demise, leaving Genn to mourn the loss of a dear
the worgen find themselves trapped in a perpetual struggle, friend. The connection deepened as Genn assumed a
torn between their human nature and the untamed ferocity protective role towards Varian's son, Anduin Wrynn, acting
within. As they grapple with the mysteries and complexities as a stalwart advisor and mentor. This bond symbolizes not
of their dual existence, the worgen navigate the challenges only a shared history of battles and losses but also the
of survival and redemption in the enigmatic landscapes of enduring strength of unity among leaders in the face of
Gilneas, marking their place as a distinctive and enduring Azeroth's constant challenges.
force within Azeroth's tales.
PART 1 | RACES
19
Names
Worgen names adhere to the human tradition, as worgen
were originally humans from Gilneas. Over time, some
worgen may have forsaken their original surnames, opting
instead to create names reflective of their personal
accomplishments in their cursed existence.
Male Names: Thorne, Corwin, Flint, Gareth, Jaxon,
Reynard, Silas, Darian, Larkin, Alaric, Orion
Female Names: Elowen, Seraphina, Linnea, Maris, Elara,
Aria, Thalia, Freya, Althea, Sylva, Celestia
Gilnean Surnames: Bromley, Clerys, Cromwell,
Goodfellow, Waldron, Whitewood, Hammett, Haleworth
Worgen Surnames: Shadowfang, Moonwhisper, Ironclaw,
Frostpelt, Embermane, Silverhowl, Stormcrest, Nightshade
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.
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
20
Umbral Origins
Alleria Windrunner traced the path of Magister Umbric
Void Elf and his group to the Ghostlands, uncovering their void-
Remember, control demands sacrifice. Power never comes related research and empathizing with their exile.
without a price. You risk losing those closest to you in order Concerned about the potential consequences of their
to save them. This is the bargain we have made. exploration, Alleria followed the trail to Dawnstar Spire
— Alleria Windrunner and opened a portal to Telogrus, meeting Umbric just as he
prepared to unlock a mysterious cube. Despite
Void elves, known as ren'dorei or "children of the Void" Silvermoon's suspicions, Umbric shared Alleria's belief in
in Thalassian, emerged from a group of blood elves led by controlling the void for good. During the ritual, the cube
Magister Umbric. Exiled from Silvermoon City due to their unleashed Nether-Prince Durzaan, aiming to corrupt
Void research, they underwent a transformation by void Umbric and his followers. Alleria resisted Durzaan's
ethereals. Alleria Windrunner intervened, rescuing them influence, defeating him but transforming the elves in the
and instructing them in mastering their newfound dark process. Swearing allegiance to Alleria and the Alliance,
powers. In gratitude, they pledged allegiance to the the void elves emerged, embracing a new identity as
Alliance, not out of convenience but because of a shared ren'dorei, children of the void.
belief in its values.
These transformed elves, permanently altered by the Lure of the Old Gods
Void, seek to wield their potent but perilous abilities in During the Black Empire Campaign, certain void elves
defense of Azeroth, proving their worth to those who doubt were corrupted by N'Zoth, becoming Sleepless
them while resisting the tempting call of madness from the Voidseekers under his sway. Collaborating with X'korr the
Void. For Magister Umbric and his followers, loyalty lies Compelling in the Karazhan Catacombs, they pursued the
with the kingdom of Quel'Thalas rather than the Horde, black dragon Wrathion, targeted by the Black Empire for
and they aspire to bring Silvermoon back into the Alliance researching ways to combat the Old Gods.
fold. The Telogrus Rift, a fragmented and ancient Void- Corrupted void elves, including Magister Umbric and
infested world, serves as their training ground, where they Fallen Riftwalkers, were observed in the Vision of
harness their powers and guard against the encroaching Stormwind supporting Alleria Windrunner. Following the
madness of the Void. Riding shadow-infused striders, their Fourth War, void elves who perished were resurrected as
racial mounts symbolize their commitment to wielding death knights by Bolvar Fordragon, joining the Alliance's
Void magic for the sake of the Alliance. forces in Stormwind.
PART 1 | RACES
21
Enigmatic Appearance Void Elf Traits
Void elves bear extremely pale skin, blue eyes, and hair in Your elf character has few natural abilities that are shared
various shades of purple and blue, sometimes taking the amongst all of the elven kin.
form of tentacle-shaped dreadlocks. In combat, they can Ability Score Increase. Your Dexterity score increases
fully embrace the void, cloaking their bodies in purple by 2, and your Constitution score or your Intelligence score
shadow magic. Post-transformation, their blood turned increases by 1.
purple, and their voices carry a dark echo, yet their hearts Age. Void elves reach adulthood at the rate of humans,
and minds remain their own. Adjusting to their new forms but are not considered to have entered adulthood until they
took time, with some noting temporary hindrances to their reach 60, and can live to become many hundreds of years
usual dexterity. The shadow energies that transformed old with ease. That said, many of the void elves have lived
them also opened their minds to the Void's whispers, a for thousands of years due to the power of the Sunwell
relentless assault seeking to corrupt them. Void elves, extending their lifespan.
disciplined and resilient, constantly combat these whispers Alignment. Most void elves tend to be lawful, much like
to retain control over their thoughts and emotions. The their blood elven kin. Those who do become chaotic are
Void's ultimate goal is to strip them of flesh and mortality, those who lose control of their void powers and become
making them slaves to its insatiable hunger. Additionally, consumed by them.
their pulsing Void energy attracts other void creatures, Size. Void elves in many ways resemble humans, but
potentially endangering powerful sources like the Sunwell with slender builds, and much more refined features.
if they cannot be corrupted. Usually just over 6 feet tall, with very little difference
Adapting to New Allegiances between male and females. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Under Alleria Windrunner's guidance and the instruction of Darkvision. Accustomed to twilit forests and the night
Locus-Walker, the void elves have made progress in sky, you have superior vision in dark and dim conditions.
understanding and mastering their void-infused nature. You can see in dim light within 60 feet of you as if it were
Telogrus serves as their headquarters, and though not bright light, and in darkness as if it were dim light. You
actively recruiting, they are open to those who share their can’t discern color in darkness, only shades of gray.
interests. Scholars and wayfarers from Silvermoon, Preternatural Calm. You may add your proficiency
including blood elves and high elves, have been drawn to bonus to Concentration saves, this combines if you are
Telogrus. The void elves aim to reproduce the proficient in Constitution saves already.
transformation process that changed them. Chill of Night. You have resistance to Necrotic damage.
Names Spatial Rift. As a bonus action, you can open a visible
rift through the void to an unoccupied space you can see
The void elves, a marginalized faction of blood elves within 30 feet of your current position. When you receive
reshaped by the void, adopt names reminiscent of their damage, you may spend your reaction to teleport through
blood elven heritage. Some opt to alter their names as a the rift, otherwise you may choose to teleport at the start of
symbol of embracing the transformative influence of their your next turn.
newfound void abilities. As you teleport you gain resistance to all damage
Masculine Names: Evander, Thelian, Zephon, Aradan, including the triggering effect until the start of your next
Valorian, Malachi, Aerion, Uldran, Tyren, Kaldorin turn as you become enveloped in void energy. Once you use
Feminine Names: Elowen, Seraphina, Drysta, Calista, this feature, you can’t do so again until you finish a long
Alara, Mirelia, Zephyra, Lyria, Sylvara, Amarra rest.
Surnames: Frostshade, Moonfeast, Voidshadow, Languages. You can speak, read, and write Common and
Duskcloud, Darkblood, Veilstorm, Nightwalker, Voidheart Thalassian. Thalassian is a derivative of the Darnassian
language, and in many ways sound the same to an
inexperienced ear.
PART 1 | RACES
22
Races of the Horde
Horde Class Suggestions
The following are a set of class suggestions, pulled from You will likely notice that there are two class suggestion
World of Wacraft, as the classes the Horde races will more charts. One for Pre-Cataclysm, and one for Post-Cataclysm.
than likely be. It is suggested that you pick from among This was done because the Cataclysm is a major turning
your race's suggested classes to keep with the thematic point in the history of Azeroth, and the races of the Horde
elements of the setting. That said, heroes are meant to began learning new abilities and sources of power, in order
break molds and be the exception to rules, so feel free to to fight back against the threats that assail their world.
pick a class that is not typically used by your race. If you do Prior to the Cataclysm, the Horde races were less open to
pick outside your racial classes though, work with your sharing knowledge of and learning about new classes and
Dungeon Master to create a backstory for why you are a tended to stay within the traditional classes of their race.
member of this class.
Pre-Cataclysm
Races Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior Death Knight
Orc ✦ ✦ ✦ ✦ ✦ ✦
Forsaken ✦ ✦ ✦ ✦ ✦ ✦
Tauren, mulgore ✦ ✦ ✦ ✦ ✦
Troll ✦ ✦ ✦ ✦ ✦ ✦ ✦
Blood Elf ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Post-Cataclysm
Races Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Death Knight Demon Hunter
Orc ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Forsaken ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Tauren, mulgore ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Tauren, highmountain ✦ ✦ ✦ ✦ ✦
Troll ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Blood Elf ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Goblin ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
Nightborne ✦ ✦ ✦ ✦ ✦ ✦ ✦
Vulpera ✦ ✦ ✦ ✦ ✦ ✦ ✦ ✦
PART 1 | RACES
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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 Spiritual
When the orcs were freed from the Burning Legion, they As far back as orcish history has been recorded, shaman
experienced a spiritual revolution as the unnatural have been mentioned, and learning to speak with the
bloodlust left their bodies, connecting them with states of elemental spirits of Draenor was a pivotal achievement in
heart and mind that were common to their ancestors. This destiny for the orc clans. The first orcs to learn the ways of
new generation of orcs for the most part followed Thrall as shamanism hailed from the Shadowmoon clan, but many
he forged to reform the Horde through shamanism and clans claim the mythical "First Shaman" arose from their
tribal tradition. ranks, even though the truth is that no one is sure of his or
Though prone to fits of rage in warfare, orcs tend to her allegiance.
display a curious feral grace that can rival even the finest Several orc shaman worship or at least acknowledge the
fencing of an elven noble. The orcs of today continue to Earth Mother, the benevolent creator deity primarily
stand in drastic contrast to those that were enslaved by the worshipped by the tauren.
Burning Legion, who embodied a bestial and diabolical
force which was barely being controlled by warlock magic. Frightful Appearance
Mindful Race Orc males are massive and brutish looking creatures.
Weighing in at 250 to 300 pounds and standing from 6 to 7
To orcs, prowess in battle bestows great personal honor on feet in height, they are not a small race. Even orc women
an individual. This notion of honor pervades every echelon tend to be only a half-foot or so shorter than most males,
of orcish culture, and the loss or gain of honor has equal having broad shoulders and muscular, powerful bodies.
consequence to all orcs regardless of their stature in Orcs tend to have bristly hair and beards, often black or
society. brown in color. Their skin ranges from a light green to a
Even the naming of orcs is temporary until they have dark drab olive. Eyes range in color from a fierce red to a
performed rites of passage; only when orcs bring honor to pale blue. Orcs have broad, flat noses, tusk-like teeth jutting
themselves and thus to their clan do elders grant them from their lower and sometimes upper jaws, and large,
adult names based upon their deeds. Orcs may appear pointed ears. They favor clothes of hide, and armor and
quick to anger but they are tempered by the wisdom of the arm themselves with a variety of gear.
shamans, who are revered across Horde society.
While many in the Alliance still perceive the orcs as Affiliation
brutish or even mindless, they have forged a complex Thrall formed the Horde with determination and sheer will,
culture embracing many occupations and many different and created an alliance of races that has shaken the
races. No doubt Thrall's leadership aided in bringing this foundations of the world to its core. Having destroyed the
about, yet it is apparent that the Alliance has legacy of Grom Hellscream by bringing the orcs out of the
underestimated the orcs' ability to construct a society that depths of demon worship and servitude to unseen powers.
is highly influential in world affairs.
PART 1 | RACES
25
Names
Most orcish names derive from words in their language Hunter Clans
that have some complex meaning or hidden significance to Some orc clans, prefer a more stealth approach to things,
their families. Typically, this is the name of a favorite thing hiding and waiting for the perfect time to ambush, such
or relative. Family names don’t exist; most orcs have last clans include The Shattered Hand, and Bleeding Hollow.
names related to some great deed of heroism or honor. Two large orc clans, that go in for a much more stealthy
Male Names: Grom, Thrum, Drog, Gorrum, Harg, Thurg, approach to things.
Karg, Regg, Kavenk, Uketel, Thrarturg, Crurn Ability Score Increase. Your Dexterity increases by 2.
Female Names: Groma, Hargu, Igrim, Agra, Dragga, Agility. Your reflexes and agility allow you to move with a
Grima, Fehmo, Mohma, Sherge, Zuri, Orgis burst of speed. When you move on your turn in combat, you
Deed Names: Cravensmile, Steelflame, Twinthunder, can double your speed until the end of the turn. Once you
Gravepride, Aridfire, Coldbrass, Foebinder, Elfkiller use this trait, you can't use it again until you move 0 feet on
one of your turns.
Orc Traits Ambusher. You gain proficiency in the Stealth skill.
Ability Score Increase. Your Strength increases or your
Constitution increases by 1. Mystic Clans
Age. Orcs mature a little faster than humans, reaching Not many orc clans go in for the use of magic, and those
adulthood around age 14. They age noticeably faster and that do are usually more secretive than the rest. Generally
rarely live longer than 75 years. less keen on working with other clans are spend their time
Alignment. Orcs might not have an innate tendency as a nomadic folk rather than settling in a certain area.
toward evil, but many end up there. Evil or not, many orcs Such clans include The Shadowmoon, and Stormreaver.
lean toward a chaotic alignment, while many still revere Ability Score Increase. Increase your Wisdom by 2.
and cherish honor and the clan structure. Ancestral Call. You know the thaumaturgy cantrip.
Size. Orcs are muscularly built, only just towering above Starting at 3rd level, you can cast the absorb elements spell
humans, with a height of 6 to 7 feet. Your size is Medium. with this trait. Starting at 5th level, you can also cast the
Speed. Your base walking speed is 30 feet. augury spell with this trait, without requiring a material
Darkvision. Thanks to your blood, you have superior component. Once you cast absorb elements or augury with
vision in dark and dim conditions. You can see in dim light this trait, you can’t cast that spell with it again until you
within 60 feet of you as if it were bright light, and in finish a long rest. Wisdom is your spellcasting ability for
darkness as if it were dim light. these spells when you cast them with this trait.
Powerful Build. You count as one size larger when Mystic Wisdom. You gain proficiency in the Insight skill.
determining your carrying capacity and weight you can Warrior Clans
push, drag, or lift. Most known orc clans go for the brute forced approach,
Languages. You are fluent in Common and Orcish. entering combat gladly with raised weapons, hammering
Blood Fury. As a bonus action, you can fly into a Blood down everything in their way. Some of the larger clans
Fury, which lasts for 1 minute. You gain a bonus to any include Warsong, Burning Blade, and the Frostwolves.
damage roll you make equal to your proficiency bonus, but Ability Score Increase. Your Strength increases by 1,
your AC is reduced by 1 for the duration. You must and your Constitution increases by 1.
complete a long rest to use this feature again. Hardiness. You have advantage on saving throws against
Orc Clan. Orcs come from many clans, these clans have effects that would stun or incapacitate you.
been put into three categories: Hunter, Mystic, and Warrior Savage Attacks. When you roll a 1 on a damage die for
clans. Choose one of these clans. 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
26
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 Though initially the Forsaken alliance with the Horde was
control, the Forsaken are a strange and dark force. Hailing one of pure convenience, in recent times it appears that
from the twisted, skittering darkness of Undercity, the their position in the faction has begun to solidify and many,
Forsaken are nominally allied with the Horde but serve though not all, of the Forsaken appear to be more or less
only themselves. loyal to the Horde now.
Under the Lich Kings crusade, the elven Ranger General
Sylvanas Windrunner fell in combat. Prince Arthas raised Strange Behaviors
her as a banshee and compelled her to follow his
command. When the Lich King’s power waned in the Forsaken culture is strange, a perverse combination of the
incidents surrounding the Frozen Throne, Sylvanas lives they once knew as mortals and the mindless slavery
harnessed her fury and tore herself free from his skeletal they experienced in the Scourge, colored by white-hot rage
grasp. She freed many other undead as well, and recruited toward the Lich King and an almost equally intense
powerful allies from the Burning Legion and the devotion to their queen.
surrounding ogre clans. Sylvanas dubbed her new force the Some Forsaken attempt to reclaim their humanity by
Forsaken, and the undead established their capital in the acting in kind and helpful ways. Others allow hatred to
labyrinthine crypts beneath Lordaeron’s capital city. Their fester into cruelty and rage.
sprawling, subterranean realm now called Undercity.
Extreme Alchemists
Necessary Alliance
Never sleeping, eating or falling ill, abandoned by those
The Forsaken originally became allies of the Horde out of they once loved, the Forsaken have a brutal set of priorities.
necessity and convenience. They have no love for orcs, A great portion of their efforts focus on dark alchemy,
tauren or any other living creature, but they need time to and the Royal Apothecary Society commands great power
strike against the Scourge and allies to help them do it. The in Undercity’s oily tunnels. The apothecaries constantly
Forsaken claim that they joined the Horde to prove their send Forsaken on missions to gather odd materials for
desire to leave their evil ways behind, but no one really their twisted experiments. Rumors tell that the undead
believes this. The Horde accepts the forsaken’s help, as creatures are working to create a plague that will
they do indeed have a common enemy: the Scourge. The exterminate the Scourge and every living being on Azeroth.
Horde is leery of the forsaken’s tactics, however, and keeps
watchful eyes on them.
27
Dreadful Looks Darkvision. Forsaken can see normal in dark and dim
Forsaken, unsurprisingly, look like dead people. Their skin conditions. You can see in dim light within 60 feet of you as
is gray and rotting, showing bone and flesh in places. Their if it were bright light, and in darkness as if it were dim light.
pupil-less eyes glow with dim, white ghostlight. Their You can't discern color in darkness, only shades of gray.
muscles are withered, making them scrawny. Their move- Alignment. Forsakens alignment varies, as their race
ments are slow but jagged. Necromantic magic keeps them origin, most tend to become more chaotic, and very few
preserved, but natural decay still proceeds, just at an keep to good after decades of being an undead.
extremely slow rate compared to normal. Size. Forsaken size reflects that of their living counter-
parts. Many getting more hunched over with the decades.
Affiliation Your size is Medium.
Though the Forsaken do not trust anyone and no one trusts Speed. Your base walking speed is 30 feet.
them, they are members of the Horde and, for now, do their Cannibalism. Using 1 minute, you can cannibalize the
best to help their allies and placate their ambassadors. corpse of a humanoid that has been dead for less than 1
Forsaken have even less love for the Alliance, particularly hour. When done, you regain a number of hit points equal
because they clash constantly with the human organization to one Hit Die + twice your level. Once you use this trait,
called the Scarlet Crusade. you can't use it again until you finish a short rest.
The only other Horde faction they have a semblance of Touch of the Grave. Forsaken don't need to sleep.
trust with is Silvermoon City and the blood elves. This is Instead, they enter a semiconscious state of the afterlife for
because their ruler Sylvanas Windrunner, and a small 4 hours a day. After resting in this way, you gain the same
portion of forsaken were once blood elves. benefit that a human does from 8 hours of sleep.
Undead. You have two creature types: humanoid and
Names undead. You can be affected by a game effect if it works on
Most forsaken keep the human or blood elven name they either of your creature types. In addition, you gain the
had when they were alive. If a forsaken cannot remember following benefits:
their name, or simply wishes to change it, they make up a You don't require food, or water.
suitable name or read one from a headstone. Some invent Triple your Constitution modifier when calculating how
surnames that imply their desire to eradicate the Scourge long you may hold your breath.
or about their undead nature. You have resistance to poison damage, and advantage
Forsaken Traits on saving throws against being poisoned.
Your forsaken character has certain traits deriving from Will of the Forsaken. You can reroll a saving throw
humans, as well as forsaken traits. that you fail against a fear, charm or sleep effect with
Ability Score Increase. One ability score of your choice advantage. If you do so, you must use the new roll, and you
increases by 2, and your Constitution score increases by 1. can't use this feature again until you finish a short rest.
Age. Forsakens do not age, they are undead. The age Languages. You can speak, read, and write Common and
they were when brought back as forsaken is the age they Gutterspeak. Gutterspeak is a simple form of common that
will be until destroyed. mixes in Dwarven and Thalassian slurs.
PART 1 | RACES
28
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
Tauren a demand for tauren warriors and healers. Many must
spend time putting great thought into the actions they
Our people have walked this land for many, many years, perform on the field of battle. Taking another life, whether
and in that time have learned much about the world. Our it is man or beast, is an act filled with great significance
allies will need to look to us for wisdom and guidance. My and responsibility to the tauren.
father once made a promise to the Horde, to repay a debt
we owed them for their service to our race. I, for one, Majestic Appearance
intend to deliver on that promise.
Tauren are large, and muscular with bull-like heads. Males
— High Chieftain Baine Bloodhoof average 7 1/2 feet tall and 400 pounds, while females are
usually a bit shorter and lighter. Tauren are mostly muscle,
Introduction having incredibly developed physiques and brawny frames
The plains of Kalimdor have long been a home to these most suitable for combat. Soft, downy fur covers the tauren
gargantuan nomads. The tauren are a race of spiritual body, with manes growing along head and neck, the lengths
shamans, hunters, and fighters, who long ago developed a of the arms, and the shins.
complex culture and system of living without the aid of Coloration can range from solid black to blond and even
stonework, steel or conquest. This is not to say that the to white, or mottled pelts with a range of spots and
tauren are a race of pacifists, when they are angered they different colors. Horns are most prominent on males,
are capable of retaliating with swift and decisive brutality. although all tauren have horns.
The tauren are a noble race that embrace the natural Affiliation
world. They have shed their nomadic roots and united in
their ancestral lands. Their race may be one of spirituality, Tauren are members of the horde. When they first
reverence for nature, and respect for elders, but it also encountered the orcs, the tauren recognized them as
possesses powerful warriors that willingly fight when the spiritual brethrens. No other race shared such a similar
situation demands it. Although strong and capable warriors outlook on the world, and the shamans of both races met
when roused in battle, most tauren reserve combat for frequently to discuss the matters of the spirit world. The
when all other options are exhausted. tauren allied with the orcs out of a shared vision, one of a
They prefer course of wise discussion and careful collective of allies keeping each other well guarded.
rumination before embarking on any great endeavor, and While the tauren see the orcs and trolls as friends to
they have great respect for the wise, spiritual and elderly welcome, they rarely trust the forsaken with more than a
among their people. The tauren are not wrathful by nature, nod and a place to set their withered feet, and give blood
but sometimes a thirst for justice causes them to take up elves the same treatment, the taint of magic still lingering
arms in anger. 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
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Tauren bear no personal ill will to members of the
Alliance unless directly threatened by them. They view Subrace. Two subraces of tauren exist: highmountain
night elves with awe and fear. Tauren and night elves have tauren, and mulgore tauren. Choose one of them for your
coexisted on Kalimdor for centuries, and tauren have long character.
seen the Kaldorei as a mythical race of demigods, wielders Languages. You can speak, read, and write Common and
of great magic and steeped in natural powers. Taur-ahe. Taur-ahe is a harsh, and low sounding language,
without a proper alphabet, their written language is made
Names of elaborate pictograms and pictoforms.
The language of the tauren is often harsh and low
sounding, which is reflected in the names of their children. Highmountain Tauren
The last name of a tauren is usually a family name, handed Highmountains are among the more secluded tauren,
down through the generations. If the tauren has performed residing atop highmountain on the broken isles, they are a
some act that has made an impression on the elders of his peaceful, and generally kind hearted tauren kin.
tribe, however, he may choose to take on his own last name Ability Score Increase. Your Wisdom increases by 2.
to commemorate that act. Bull Rush. You may spend your bonus action to move up
to half your speed in a straight line so long as you end your
Male Names: Azok, Bron, Turok, Garaddon, Hruon, Etu, movement adjacent to an enemy. You make make an attack
Jeddek, Mechi, Cochu, Huslu, Idra, Naalnish with you Horns as part of this movement, and if you
Female Names: Argo, Serga, Grenda, Beruna, Halfa, succeed the target falls prone or is shoved 10 feet directly
Atepa, Chepi, Mabu, Foston, Pakuna, Halona away from you, your choice. You must complete a short rest
Family Names: Darkthorn, Thunderhoof, Stormhorn, to use this feature again.
Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker Rugged Tenacity. You can use your reaction to brace for
an incoming attack. You gain a bonus to AC equal to your
Tauren Traits proficiency bonus against that attack roll, potentially
Tauren share certain characteristics no matter what tribe causing it to miss. You can use this reaction a number of
they come from. times equal to your proficiency bonus, and you regain all
Ability Score Increase. Your Constitution score expended uses when you finish a long rest.
increases by 1. Pride of Ironhorn. You gain proficiency with the Miner's
Age. Tauren reaches adulthood in their mid teens, and Kit.
most grow to be 80 years old, few live beyond a century. Mulgore Tauren
Alignment. Most tauren are lawful, keeping to their tribal The tauren of Mulgore are a peaceful and honorable
code. Those who are evil are shunned upon, most either people, that nonetheless are fierce fighters when roused.
outlaws or corrupted in some form. Hunting and shamanism are held in high regard in their
Size. Tauren stand between 7-9 feet tall, most heavily culture, as is their worship of the Earth Mother and respect
built with broad shoulders. Your size is Medium. for the land and nature.
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Strength increases by 2.
Horns. Your horns are natural weapons, which you can Endurance. Your hit point maximum increases by 1, and
use to make an unarmed strike. When you hit with them, it increases by 1 every time you gain a level.
the target takes piercing damage equal to 1d6 + your War Stomp. You can cast the earth tremor once with
Strength modifier. this trait by stomping your hoof into the ground, but the
Powerful Build. You count as one size larger when casting time becomes a bonus action. At 4th, 7th, 10th,
determining your carrying capacity and the weight you can 13th and 16th level the spell is automatically cast at 1 spell
push, drag, or lift. level higher. You regain the ability to do so when you finish
Tauren Weapon Training. You are proficient with the a short rest. Strength is your spellcasting ability.
halbard, tauren war-totem, shortbow, and longbow. Cultivation. You are proficient with Herbalism Kits.
PART 1 | RACES
30
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
Not all trolls practice voodoo, but it is widespread. It was
Introduction given to the trolls by their worshiped gods the Loa, and the
The jungle trolls are sometimes referred to as Gurubashi exact emergence of voodoo among the trolls is unknown,
trolls, after the ancient empire of the same name. Their for most tribes that possess such knowledge are unwilling
capital, Zul'Gurub, is located in Stranglethorn Vale, along to share it with outsiders.
with many smaller towns, cities, and villages, many of
which are in a state of ruin or disrepair. The largest jungle Tall and Muscular
troll settlement outside Stranglethorn is Sen'jin Village Trolls are often tall, lanky, and muscular. They have both
founded by the Darkspear tribe, who had been displaced elven and orcish characteristics with their fierce fangs and
from their exile on the Broken Isles and Echo Isles. long ears. Their long arms, strong legs and quick reflexes
Forest trolls hold all other races in contempt — make them adept hunters.
especially blood elves, whom they consider the despoilers Trolls have only two fingers and a thumb on their hands,
of their ancient homeland. They will only work with others and they have only two toes on each foot. Some trolls have
if it means the elimination of an even more hated enemy. a toenail on their heels, and they do not wear standard
Forest troll culture is tribal and primitive. Though not as shoes or boots due to their unusual foot shape and comfort
violent as their ice troll cousins, forest trolls nonetheless in wading barefooted within different terrains.
have a fearsome reputation in battle.
Ice trolls are a subspecies of troll that lives in cold Affiliation
climates. They have angular features, bright blue eyes, and
mottled blue-white skin covered in hides and pelts. This Trolls are steadfast members of the horde. Though they
troll has blue-white skin under grayish leather armor, and practice voodoo and many retain their savage natures, they
he sports a red mohawk. are respected within the horde by the orcs. They feel a
Ice trolls are generally evil and like most trolls, they are great debt to them, and their time fighting alongside the
fierce protectors of their homes and may attack travelers to tauren has made them friends of these creatures as well.
gain weapons, materials, clothing and food. They practice They are suspicious of the forsaken, but so is everyone else.
cannibalism and sometimes eat their slain enemies raw. The troll tribes doesn’t really hate the Alliance races, but
their loyalty to the Horde and their bloodthirstiness makes
Cannibalists and Voodooism the Alliance a great target. However, their respect for the
Warchief prevents them from waging a private war against
Cannibalism was a relatively common practice amongst Theramore.
trolls, although through the decades, and with their Ice trolls however are steadfastly loyal to themselves
integration into the horde, their cannibalism had been above all others, their harsh society and brutal way of life
frowned upon by most, and has since been made a makes them notorious amongst the Horde. They disobey
forbidding practice by the horde, some still practice it, but their demand of ending their ways of cannibalism, making
non do so openly. them uncommon members of the horde.
PART 1 | RACES
31
Names Wilderness Knowledge. You gain proficiency with two of
Troll names look simple but are surprisingly complex. the following skills of your choice: Nature, Perception,
Their language is largely syllabic, and various syllables can Stealth, and Survival.
be added to the beginning or end of a troll’s name to denote
status and ability. Trolls don't have family names, although Drakkari Troll
some use their clan name as their surname. As an ice troll, you're strong and hardy, accustomed to cold
Male Names: Vol, Ros, Mig, Gal, Traxe, Maaho, Tuben, Ju, climates. You rise above other troll subspecies, and tend
Goz, Akash, Vithek, Tian, Vazkono, Rhas, Vog toward lighter coloration. The ice trolls hail from the frigid
Female Names: Shi, Mith, Hai, So, Ozdun, Imo, Aju, regions of Dun Morogh and Northrend.
Zhokre, Xullah, Joz, Fahze, Zil, Ruso, Mooh Ability Score Increase. Your Strength increases by 2.
Frostworn Skin. You have resistance to cold damage.
Troll Traits Tundra Walker. You ignore environmental hazards due
to extreme cold.
Your troll character has certain characteristics in common Loa's Subjugation. Your tribe sacrificed their sacred
with all other trolls. Loas for power at great cost to fight the scourge. You know
Ability Score Increase. Your Dexterity increases by 1. the chill touch cantrip. When you reach 3rd level, you can
Age. A troll reaches adulthood in their late teens and cast the Bane spell once per long rest. When you reach 5th
generally dies within a century, although they can live to level, you can also cast the borrowed knowledge spell once
become well over a century old. per long rest with no material components.
Alignment. Trolls are a neutral race, their alignment
varying drastically between them. Most trolls tend to be Darkspear Troll
lawful, their tribes often having particular customs and As a jungle troll, you have a knowledge of voodoo, a ferocity
rules for them to abide by. unmatched by your kin, and a uniformed tribal society. You
Size. Even though most trolls stand bend forward with stand shorter than any other troll specie, and tend to have
their slender builds and broad shoulders, they still tower skin of purple or gray colorations. The jungle trolls of
above other races with an average height of 7 feet. Your Stranglethorn are by many considered the most brutal of
size is Medium. all troll races, yet the ones that have joined the Horde have
Speed. Your base walking speed is 30 feet. been forced to leave much of their brutality behind.
Darkvision. Trolls retain their vision in dark and dim Ability Score Increase. Your Wisdom score increases
conditions. You can see in dim light within 60 feet of you as by 2.
if it were bright light, and in darkness as if it were dim light. Gurubashi Weapon Training. You have proficiency with
You can't discern color in darkness, only shades of gray. the hand axe, javelin, and spear.
Regeneration. At the start of your turn, if you are below Beast Slaying. You have advantage on Wisdom
your maximum hit points you gain temporary hit points (Survival) checks related to beasts and proficiency in
equal to your proficiency bonus. These may combine with Animal Handling.
other sources, but not themselves. Voodoo Shuffle. You ignore non-magical difficult terrain,
Languages. You can speak, read, and write Common and and your base walking speed increases to 35 feet.
Zandali. Zandali is the tongue of all trolls. It is a largely
syllabic language, and taught down through generations as Zandalari Troll
it has no physical script. As a zandalari troll, you have a unparalleled connection to
Berserking. When you score a critical hit with an attack the loas, a strong intuition, and ancient traditions to uphold.
roll, you can roll one of the damage dice one additional Unlike most trolls, you stand upright, and tend toward a
time and add it to the extra damage of the critical hit. gray stone like complexion. The zandalari trolls are the
pinnacle of all troll society, their temple city on Zandalar
Amani Troll sits as a union for all trolls to converge to for meetings.
As a forest troll, you have a keen sense of the natural world, Ability Score Increase. Your Charisma score increases
a cunning for warfare, and a hatred of men and elves. Their by 2.
skin is often a lush green, with a moss like substance grow- Ancient lore. You gain proficiency in the History skill.
ing on its surface. The forest trolls of Azeroth once ruled an Loa's Embrace. You know the guidance cantrip. When
empire that has been brought to its knees by an alliance of you reach 3rd level, you can cast the guiding hand spell
human and high elves, liberating the region of Lordaeron. once per long rest. When you reach 5th level, you can also
Ability Score Increase. Your Constitution score cast the enhance ability spell once per long rest. When you
increases by 1, and your Dexterity score increases by 1. cast this version of guiding hand, the hand appears as a
Mask of the Wild. You have advantage on Stealth checks tiny animal, representing a specific loa.
when lightly obscured by plants, or other types of foliage.
PART 1 | RACES
32
Blood Elf
We must put this misery behind us. We must enter a new Crimson
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 As a culture, the sin'dorei have retained the look and feel of
and sisters, our parents, and our children, as of this day we their fallen high elven kingdom, though have developed a
will take the name of our royal lineage! As of this day, we greater penchant for the colour of crimson: the colour of
are sin'dorei! For Quel'Thalas! their namesake. Crimson-red robes, decor and armour
have become far more commonplace within blood elven
— Kael'thas Sunstrider society prior to the fall of the high elven people, a reference
Nourished and strengthened by the Sunwell’s potent to the blood of their many brethren who had perished in
energies, the high elves’ enchanted kingdom of Quel'Thalas the Third War. The iconic and traditional blood elven
prospered within the verdant forests north of Lordaeron. colours are red, gold, and to a lesser extent, blue – all of
During the Third War, the high elves were nearly scoured which can be seen on their racial crest, the Icon of Blood.
from Azeroth. Led by the death knight Arthas, the scourge
army slaughtered almost all of the kingdom’s population. In Proud Society
the slaughter, Arthas tainted the sunwell, reanimating a lost In general, the blood elves are a proud, pragmatic, and
necromancer. Prince Kael'thas rushed to his homeland's somewhat jingoistic people; they place great emphasis on
aid, and the survivors of the onslaught were renamed their love for their homeland, and are ruthless to their
'blood elves' in honor of their fallen kin. The blood elves enemies. Their reputation for isolationism is well-earned,
grew addicted to the sunwells tainted energies. Kael'thas and they prefer to keep to their own kind, although excep-
desperately searching for a cure for his kin, traveling the tions to this stereotype exist. Blood elves are a resilient
world to avenge his people and find a way to sate their race of survivors, and their most prominent figures stand
hunger for magic. as beacons of courage, tenacity, and the strength to fight
Kael'thas assured his people he would return to on, regardless of what foes stand in their way.
Quel'Thalas and lead them to paradise, yet on Outland, the
prince became twisted with the corrupting essence wielded Beautiful and Graceful
by the demonic Burning Legion. Getting under the sway of
the Legion's commander. The prince was later killed on his Blood elves are, biologically and physiologically high elves.
return to Quel'Thalas for his treachery, and with the aid of With the largest difference being their emerald glowing
the draenei prophet, Velen, the magic taint lingering on the eyes compared to the high elves blue.
sunwell was vanquished, restore it as a fount of both arcane They are slenderly built, standing at 5 feet tall to just
and holy energy. over 6 feet, and averaging at 150 pounds. They have long
Inspired by the Sunwell's rebirth, the blood elves have pointy ears, high cheekbones, and are generally considered
since entered into a shining new era in their ancient race's highly attractive by the standards of most mortal races.
history. Although some elves remain hesitant to abandon Both males and females commonly have long hair in light
their dependence on arcane magic, others have embraced colorations, and males ability to grow facial hair is limited,
change for the betterment of Quel'Thalas. resulting in very few having beards beyond an inch, and
large facial hairs being completely absent.
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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 using your Intelligence modifier.
If you successfully dispel an effect you regain mana equal
to your proficiency bonus or 1 of the following; Focus, Chi,
Energy, Soul Shard, Rage, Runic Power, Fel Point. You may
use this ability once per long rest.
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
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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 goblin technology is proving to be of a quality that rivals the
dwarves and their firearms.
I never cover up the things I'm proud of. If the world was While other races often try to build reliable machines
gonna split in half tomorrow, I’d buy the Dark Portal, slap a that would stay for generations, goblins aim for devices of
toll booth on it, and charge refugees the last of their pocket marginally bearable reliability that should only last long
change, the rings off their fingers, a bite of their meal, and a enough to make it's construction justified. Weird as it is,
contractual obligation to build me a rocket palace in the this approach allows them to build more machines, or to
skies of Nagrand. It’s the goblin way! Supply and demand! build a more complex and powerful machine using the
Deal with it! same time and resources.
— Trade Prince Jastor Gallywix
Born Traders
Introduction Goblins have taken to the role of merchants, and it's hard
Slaves of the jungle trolls on their home isle, forced to mine to travel for more than a week or two without stumbling
kaja'mite ore out of the volcanic bowels of Mount Kajaro. across a goblin shop of some size. Goblin shops can be
The ore had an unexpected effect on the goblins, granting found nearly anywhere on Azeroth, seemingly regardless of
them cunning intelligence. They began to rebel in secret, whether or not there are towns nearby and heedless of
engineering artifacts, and brewing alchemical substances dangers such as the Scourge. The goblins will sell anything
to successfully overthrow their oppressors and claim to anyone, at only slightly inflated prices.
Kezan their homeland. Though many shops remain independent, a growing
Their prior prison become an expanding empire in the number of them have signs declaring that they are owned
mines they had dugged. To their dismay, the effects of the and operated by the Venture Company, which the
kaja'mite ore wore off, and their increased intelligence proprietors claim is headquartered in a faraway city ruled
waned, as the ore itself became scarce and dwindled. Their by goblins where the streets are paved with gold.
brilliant engineering dwindled in ingenuity, looking The goblins are also legendary for the sheer variety of
haphazardly put together. Their remaining craftiness and trade in which they are willing to indulge and for their
greed soon took its place, lifting the race to preeminence as tenacity in bargaining.
masters of mercantilism. Great fortunes were amassed,
and the isle became a hub for goblin traders.
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35
Small But Standing Tall Age. Goblins mature slightly slower than humans, reach-
ing adulthood in their early 20, and die within a century.
Goblins are slight and wiry, averaging 3 feet in height and Alignment. Most goblins tend to be chaotic to a certain
weighing between 30 and 50 pounds. They have long, degree, even when lawful, they have a spark of chaoticness
sharp noses, chins and ears, and green skin. Their arms in them that they cannot get rid off.
are long and slender and their fingers deft. Size. Goblins are between 3 and 4 feet and somewhat
Female goblins are on average taller than most male slender. Your size is Small.
goblins, even though the difference is miniscule, and close Speed. Your base walking speed is 25 feet.
to nothing compared to other races. Darkvision. Goblins naturally have superior vision in
dark and dim conditions. You can see in dim light within 60
Affiliation feet of you as if it were bright light, and in darkness as if it
Goblins have found a recent enemy in the Alliance. Unpro- were dim light. You can't discern color in darkness, only
fitable encounters with the secretive SI:7 forces have shades of gray.
driven them away from comfortable neutrality with both Best Deals Anywhere. You have advantage on any
sides. Forcing them to reforge old pacts with their business ability check made to appraise the price of an item.
partners and now allies the horde. Goblin Engineering. You are proficient with the artisan's
Although the Alliance is not fond of goblins, they still for tools (tinker's tools). You may also use one of the following
the most part do trade with them when stumbled upon abilities once between short rests.
outside Stormwinds borders. Only member of the Alliance Rocket Jump. This explosive container can be strapped
they tend to stay from are night elves, who carry a deep to a person's belt or boot. As a bonus action, you may
dislike towards the goblins because of their disrespect for ignite your rocket pack, launching you 20 feet in a
the nature they continuously harvest for resources. direction of your choice. For example, a creature can
Names choose to launch 15 feet into the air, 5 feet forward, this
action does not provoke opportunity attacks.
Every goblin has a given name and a family name. The Rocket Blast. A crude rocket fixed with flash powder.
family names portray some ancestor’s achievement, though As a bonus action, you can choose a creature within 30
a goblin may take a new family name if he feels he has feet. They must make a Dexterity saving throw, or take
made an accomplishment that outstrips that of his forebear. 1d10 times your proficiency bonus in fire damage and
Male Names: Nees, Ford, Joxdeld, Zatval, Fivinkle, Bova, be blinded for one round. Targets take half damage and
Geevegbix, Rolaz, Ixa, Saz, Menzen, Gilmaxle are not blinded on a successful save. You may use your
Female Names: Trutte, Meez, Kleqe, Suva, Tweedo, Dexterity or Intelligence and proficiency bonus with
Cynmee, Twinkle, Klasi, Teexma, Ninzi Tinker's Tools to calculate the DC.
Family Names: Brokenblast, Shifttale, Saltsnipe, Mechanical Familiarity. You are proficient in firearms.
Deadknob, Nifttweak, Cogbeast, Slyfire, Manbelt Time is Money. As a bonus action you can shout at an
ally and command them to move. That creature can use it's
Goblin Traits reaction to move up to its speed. You can't use this feature
Your goblin character has certain abilities, learned through again until you finish a short or long rest.
generations of goblins. Languages. You can speak, read, and write Common,
Ability Score Increase. Your Intelligence increases by 1, Goblin and one language of your choice. Goblins are
and your Charisma or Dexterity score increases by 2. traders, and trade with every race willing to buy from them,
picking up languages as they go.
PART 1 | RACES
36
Born in the Darkness
Sealed off within their capital of Suramar, the nightborne
physique in many ways resemble that of their night elven
Nightborne kin, with tall slender bodies and muscular builds. The ever
darkened sky of their city have changed their skin to be a
It had to be done this way, there was no other alternative. dark blue or purple, rather than the more vibrant colors of
We no longer need the Nightwell, nor do we need its power. the night elves. The Shal'dorei still practice arcane magic,
We must forge our own destiny from now on. giving their eyes a dim blue or purple glow, instead of the
— First Arcanist Thalyssra golden glow of the night elves.
An impenetrable barrier was placed around their capital The nightborne are fiercely proud of the arcane ways,
city Suramar, shielding the highborne from the Sundering. and proudly shows off shimmering tattoos of arcane energy
This shield would keep the highborne isolated from the that has been placed upon their body. The tattoos have no
rest of Azeroth's new continents for thousands of years. known impact on the nightborne capabilities, yet it stands
Forcing the highbornes to rely on their Nightwell for their as a show of a nightbornes comprehension of the arcane.
magical powers. The highbornes evolved over the ages, and
they called themselves the shal'dorei or nightborne. Highborne Civilization
When Suramar run out of food, the shal'dorei began to The Shal'dorei have an air of superiority that often comes
utilize the substance of their Nightwell as nourishment and across as pompous. They revel in their unequalled magical
was thus spared an untimely death, however, this soon civilization but having no exposure to the current races of
caused them to be unable to survive without drawing magic Azeroth until the rebellion led an invading force to free
from the Nightwell. Crime was punished by exile. Cutting Suramar, many still regard outside races and the world as
them off from the Nightwell, the exiled would diminish into it was back then, full of the unworthy, the uncultured, and
husks of their former selves, and eventually irreversible low born far beneath the standards and levels of the
into mindless withered, waiting for death. nightborne civilization.
Ten thousand years later the nightborne lowered their These were the less admirable qualities of night elven
shield and surrender to the Burning Legion by orders from civilization back then, and the shal'dorei continue in them
their leader, Grand Magistrix Elisande. Many nightborne as if nothing has changed and as if they still remain the
did not agree with her decision, but none dared speak center of the world.
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.
PART 1 | RACES
37
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 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,
and Charisma saving throws against magic.
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 short 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
38
Customs
Vulpera Vulpera commonly use idioms that refer to the desert, such
as "Hot sands" (an exclamation) or "Thank the sands".
We vulpera have always been resourceful. No matter the Other sayings include "Home is where the wagon is", "One
adversity, we do what it takes to survive... and keep our broken wheel stops the caravan", and "having a yip of a
family strong. The Horde helped us when we needed it, and time". One vulpera gesture of thanks apparently consists of
now it's time to return the favor. A fair trade, if you ask me. licking the other person on the cheek.
A whole world of adventure is awaiting you out there. Vulpera caravans are composed of both families and also
Explore it and become a hero. For the vulpera... and for the individuals with no family, acting as a sort of chosen family.
Horde! Some vulpera are referred to as "Elders" and vulpera reach
— Kiro adulthood upon a certain age. Each caravan has a Wailing
The Vulpera have lived in Vol'dun as free traders and Bone, which is a bone of a dead vulpera inscribed with a
merchants for countless generations. For much of that poem in an ancient script. This bone lead the caravan to
time, they have been oppressed by the Faithless Sethrak, the final resting place of a vulpera who has died, allowing
who have enslaved countless Vulpera over the years and the spirit of the bone to help the dead cross the veil.
forced them to work and fight for them. The Vulpera are Joining the Horde
mostly a passive people and as such never found the ability
to stop the Sethrak. At least one caravan tried to fight back, With the Horde having shown them that there is more to
but they met only with defeat. life than mere survival, the vulpera eventually decided to
The vulpera are a keen and intelligent race of nomadic join the faction in order to explore the world beyond
scavengers. They are capable of turning what they find into Vol'dun. They traveled to Orgrimmar to speak with Baine
opportunities to thrive and are skilled at solving problems, Bloodhoof, but he was forced to decline giving them
no matter their size. Despite their small stature, vulpera membership as troubles in the Twilight Highlands,
are fierce and cunning in battle, bringing down any enemy Zuldazar, and Suramar had stretched the Horde's resouces
foolish enough to underestimate them. While they have thin and he could not agree to add new members to their
permanent settlements in burrows, their caravans mostly ranks while their current allies were struggling. The
travel from hideaway to hideaway, scavenging for supplies, vulpera decided to offer their help in order to prove their
trading them where they can, and spreading information worth to the Horde: Kiro traveled to the Highlands to quell
they pick up along the way. Their scavenging often takes a peon revolt near Crushblow, Nisha headed to Zuldazar to
the form of looting artifacts and treasure from ancient fend off an invasion by the Nazeshi naga, and Meerah
ruins and selling them to the highest bidder. Dwelling in journeyed to Suramar to get the nightborne's arcwine
Vol'dun, the vulpera can't afford to waste resources. Over production back on track.When the three vulpera returned
time, they have learned to take anything that looks even to Orgrimmar, Baine realized that he had been wrong to
remotely useful and be creative using what they have, and dismiss them so quickly and offered them a place in the
they have learned to recognize value wherever it hides in Horde, which they gladly accepted. Thus the vulpera
the desert. When warned that gold from the Port of became allies of the Horde, giving them a home beyond the
Zem'lan was cursed, Norah replied that "A little curse never dunes.
kept the vulpera from a worthy treasure".
PART 1 | RACES
39
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, and
over 10 minutes you can attempt a DC 12 Wisdom
(Survival) check. If successful up to three allies gain the
effects of cat nap. You must complete a long rest to use this
feature again.
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.
Languages. You can speak, read, and write Common and
Vulpera.
PART 1 | RACES
40
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
42
https
Pandaren
To ask why we fight... is to ask why the leaves fall. It is in
their nature. Perhaps, there is a better question. A Spiritual Race
Why do we fight? To protect home, and family... To preserve Pandaren have a fierce and deep belief in the connection of
balance, and bring harmony. the material and spiritual world. In many ways their faith
For my kind, the true question is, what is worth fighting for? mirrors the ancient beliefs of night elves, and beliefs of the
— Chen Stormstout tribal races of Kalimdor.
The pandaren have long been a mystery to other races of Like the races of Kalimdor, the pandaren follow a
Azeroth, their history stretching back thousands of years, shamanistic faith, they worship the Earth Mother and give
to before the raise of the kaldorei. Denizens of a wondrous passage to their dead. They are a society that reacts, rather
and fertile land, the pandaren were slaves to the ancient than being the ones to act first. Many pandarens claim to
titan-forged mogu. Through tenacity, diplomacy, and a be the water that flows around a rock -- it never pushes the
unique form of unarmed combat, they staged a successful rocks out of its way, but merely goes around it. This stands
revolution that deposed the mogu, and established the as the core of their society, a simple means of everyday life.
foundation of the pandaren empire that would prosper for If they set their mind to a task and fail, then they believe
thousands of years. they went about it the wrong way, and try again.
As the sundering took place, Pandaria was shrouded in a Covered in Fur
magical mist that would last for thousand of years. As the Covered in colorful fur from head to toe, pandaren appear
years came to an end, the mist around Pandaria unveiled. like massive humanoid bears towering above the heads of
Drawing the attention of both factions, wishing to claim most of Azeroth's inhabitants. They stand far over the head
this 'unexplored' land, and learn of what lied on its surface. of humans, ranging from just under 7 feet to a few inches
Harmony in All Things short of 8 feet. Pandarens are naturally curvy, only made
larger in size by their thick fur, weighing between 310 to
Pandarens are slow to anger, they prefer a measured 440 pounds. Males stand slightly taller than females, and
solution to problems. It takes a great deal to wound up a males are often much heavier than females.
pandaren. On their homeland Pandaria, negative emotions Pandaren colorations varies widely, from a dark brown to
are harnessed, and take physical form to wreak havoc on a golden yellow, one thing that is consistent throughout all
the isle. Pandarens emphasize and cultivate a quiet life of pandarens are their white markings, all pandarens have
inner harmony and focus. Conflicts, no matter how bitter, these upon their face, and many also have patches of white
are quickly forgotten over cold drinks once the matter is on their paws of torso. Pandarens don't have hair, but many
resolved. stylize their fur on top of their head, letting it grow longer to
resemble hair.
PART 1 | RACES
43
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 350 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
must make a Constitution save or be incapacitated until the
end of your next turn. You can use your Wisdom or
Dexterity to calculate the DC. You can use this feature a
number of times equal to your proficiency bonus between
long rests.
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
44
Classes
Chapter II
H
eroes are extraordinary people, driven by a Your class gives you a variety of special features, such as
thirst for excitement into a life that others a warrior's mastery of weapons and armor, and a mage's
would never dare lead. They are heroes, spells. At low levels, your class gives you only two or three
compelled to explore the dark places of features, but as you advance in level you gain more and
Azeroth and take on the challenges that your existing features often improve.
lesser women and men can't stand against. Heroes sometimes advance in more than one class. A
Class is the primary definition of what rogue might switch direction in life and swear the oath of a
your character can do. It's more than a profession; it's your paladin. A barbaric warrior might discover latent magical
character's calling. Class shapes the way you think about ability and dabble in the arcanic classes while continuing to
the world and interact with it and your relationship with advance as a warrior. Elves are known to combine martial
other people and powers in the multiverse. A warrior, for mastery with magical training and advance as warriors and
example, might view the world in pragmatic terms of mages simultaneously. Examples are rare in Azeroth but to
strategy and maneuvering, and see herself as just a pawn in exist, always consult your GM and decide what is
a much larger game. A priest, by contrast, might see appropriate for your campaign
himself as a willing servant in a god's unfolding plan or a Twelve classes — listed in the Classes table — define the
conflict brewing among various deities. While the warrior average spectrum of heroes on Azeroth, these are made as
has contacts in a mercenary company or army, the priest stand-alone classes, but playing them alongside classes
might know a number of healers, paladins, and devotees from the Player's Handbook is not strictly prohibited.
who share his faith.
Classes
Hit
Class Description Die Primary Ability Saving Throws Armor and Weapons
A watcher of nature, wielding
Intelligence Light and medium armor,
Druid powers of elune, and able to d8 Wisdom
& Wisdom simple weapons
transform into animals.
A prowess ranger, with keen skills Light and medium armor,
Strength &
Hunter and knowledge of the wild and its d10 Dexterity simple and martial weapons,
Dexterity
animals. firearms
A scholar of magic, capable of
Intelligence
Mage evoking arcane, shaping it to their d6 Intelligence Simple weapons
& Wisdom
needs.
A martial artist, harnessing the
Strength & Light armor, simple weapons
Monk power of the body in pursuit of d8 Dexterity
Dexterity and shortswords
spiritual perfection.
A holy warrior, wielding the light
Strength or Wisdom & All armor, shields, simple and
Paladin to aid their allies and defeat their d10
Charisma Charisma martial weapons
enemies.
A divine healer, who wields the Wisdom &
Priest d6 Charisma Simple weapons
powers of the light and the void. Charisma
A master assassin who uses Light armor, simple weapons,
Dexterity &
Rogue stealth and trickery to overcome d8 Dexterity hand crossbows, longswords,
Intelligence
obstacles. rapiers, shortswords
A wielder of elements, calling Light and medium armor,
Strength &
Shaman them to his aid, and bending d8 Wisdom shields, simple and martial
Wisdom
them to his will. weapons
A wielder of void and fel magic,
Intelligence or Intelligence & Simple weapons, longswords,
Warlock gaining power through a secret d8
Charisma Wisdom rapiers, scimitars, shortswords
grimoire.
An exceptional fighter, skilled
Strength & All armor, shields, simple and
Warrior with a variety of weapons and d10 Strength
Constitution martial weapons, firearms
armor.
A unholy warrior, wielding
Death* necrotic powers to aid Strength & All armor, simple and martial
d10 Strength
Knight themselves and defeat their Constitution weapons
enemies.
An agile combatant made
Demon* Dexterity or Dexterity & Light Armor, simple and martial
through personal sacrifices, d8
Hunter Strength Strength weapons, warglaives
imbued with the powers of fel.
PART 1 | CLASSES
46
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
Druid and restore life to fallen allies.
Standing in the way of nature is heresy. Even when nature's They are deeply in tune with the animal spirits of
force is a destructive one. Azeroth. As master shapeshifters, druids can take on the
forms of a variety of beasts, morphing into a bear, cat,
— Malfurion Stormrage creatures of water, and creatures of air with ease. This
Clutching an engraved staff stitched with leaves, a night flexibility allows them to fill different roles during their
elf summons the powers of elune, calling down raw blue adventures, tearing enemies to shreds one minute and
energy of the moon upon a terrible foe, smashing upon its surveying the battlefield from the sky the next. These
body and encasing it hole for a brief moment. keepers of the natural order are among the most versatile
Crouching out of sight on a low hanging tree branch, in heroes in Azeroth, and they must be prepared to adjust to
the form of a large feral tiger, a worgen scouts out from his new challenges on a moment’s notice.
hiding stop towards the constructions of Zul'Gurub.
Watching every move of the jungle trolls patrolling. Protectors of Balance
Holding near her sickle and staff, a young tauren druid is
making beautiful ritual, making tiny seeds sprinkle into a Guardians of nature who seek to preserve balance and
perfect circle of faintly glowing green lights, healing an protect life, Druids have unmatched versatility on the field
endured ally to the best of her capabilities. of battle. This is in part because druidism is much more
Rushing forward towards his companions aid, rumbling than a fighting discipline.
the ground as his body transforms into a giant bear It’s a way of life steeped in traditions so ancient that even
creature with tusks, an experienced troll runs to his allies the origin of their kind is preserved largely in mythology.
aid, blocking a fatal blow with its fur. Druids harness nature’s raw energy for an incredible
breadth of offensive and defensive abilities, as well as to
Creating a Druid restore life to the wounded. Through communion with
nature and the demigod Cenarius, Lord of the Forest,
When making a druid, consider why your character has Druids are supernaturally endowed with the gift of
such a close bond with nature. Perhaps your character was shapeshifting, allowing them to take the form of all manner
raised by a druid after being abandoned in the depths of a of nature’s creature and access powers distinct and diverse.
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.
PART 1 | CLASSES
47
The Druid
Proficiency Cantrips —Spell Slots per Spell Level— Affinity
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Points
1st +2 Druidic, Spellcasting 3 2 — — — — — — — — —
2nd +2 Shapeshifting, Druid Path, 3 3 — — — — — — — — -
3rd +2 Affinities (2) 3 4 2 — — — — — — — 4
Ability Score Improvement, Druid
4th +2 4 4 3 — — — — — — — 4
Path feature
5th +3 Affinity (3rd) 4 4 3 2 — — — — — — 5
Druid Path feature, Shapeshifting
6th +3 4 4 3 3 — — — — — — 5
Improvement
7th +3 Affinity (4th) 3 4 3 3 1 — — — — — 6
Ability Score Improvement, Druid
8th +3 4 4 3 3 2 — — — — — 6
Path feature
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
Proficiencies
Class Features Armor: Light armor
As a druid, you gain the following class features. Weapons: Simple weapons
Tools: Herbalism kit
Hit Points Saving Throws: Intelligence, Wisdom
Hit Dice: 1d8 per druid level Skills: Choose two from Arcana, Animal Handling. lnsight,
Hit Points at 1st Level: 8 + your Constitution modifier Medicine, Nature, Perception, Religion, and Survival
Hit Points at Higher Levels: 1d8 + your Constitution
modifier per druid level after 1st 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
48
Druidic Path Spells
You know Druidic, the secret language of druids. You can Some paths have a list of spells that you gain at the druid
speak, read and write Druidic, a language sacred to druids levels noted in the path description. Once you gain a path
that is not taught to outsides without severe consequences spell, you always have it prepared, and it doesn't count
for the teacher and teached. against the number of spells you can prepare each day.
Spellcasting Shapeshifting
Drawing on the divine essence of nature itself, you can cast Starting at 2nd level, you can use your action to magically
spells to shape that essence to your will. See chapter 10 of assume the shape of specific animals. There is no
the Player's Handbook for the general rules of spellcasting limitation to how often you are able to shapeshift into a
shape that you know.
and chapter 6 of this book for the druid spell list. Your druid level determines the shapes you can trans-
Cantrips form into, as shown in the Shapeshifts table. At 2nd level,
At 1st level, you know three cantrips of your choice from for example, you can assume the shape of a large feral cat,
the druid spell list. You learn additional druid cantrips of or a thick furred bear. Each shapeshift and its benefits are
your choice at higher levels, as shown in the Cantrips described in Appendix A at the end of this book.
Known column of the Druid table. Shapeshifts
Preparing and Casting Spells Level Shapeshift Forms
The Druid table shows how many spell slots you have to 2nd Cat, Bear, Moonkin
cast your spells of 1st level and higher. To cast a druid spell, 6th Travel, Aquatic
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. 9th Flight, Travel (Improved)
You prepare the list of druid spells that are available for
you to cast, choosing from the druid spell list. When you do You can stay shapeshifted for as long as you wish. You can
so, choose a number of druid spells equal to your Wisdom revert to your normal form by using a bonus action on your
modifier + your druid level, or + half your druid level for turn. You automatically revert if you fall unconscious, drop
Feral and Guardiian (minimum of one spell). The spells to 0 hit points, or die.
must be of a level for which you have spell slots. While you are transformed, the following rules apply:
For example, if you are a 3rd-level druid, you have four Your retain your game statistics, alignment, and person-
1st-level and two 2nd-level spell slots. With a Wisdom of 16, ality. You also retain all of your skill and saving throw
your list of prepared spells can include six spells of 1st or proficiencies, in addition to gaining those of the shape.
2nd level, in any combination. If you prepare the 1st-level Shapeshifting does not change your hit points, and any
spell cure wounds, you can cast it using a 1st-level or 2nd- damage taken whilst in a shapeshift carries over to your
level slot. Casting the spell doesn't remove it from your list humanoid form upon reverting back.
of prepared spells. You can't cast spells unless they state otherwise, and
You can also change your list of prepared spells when your ability to speak or take any action that requires
you finish a long rest. Preparing a new list of druid spells hands is limited to the capabil-ities of your shapeshift.
requires time spent in prayer and meditation: at least 1 Transforming doesn't break your concentration on a
minute per spell level for each spell on your list. spell you've already cast, however, or prevent you from
taking actions that are part of a spell you've already cast.
Spellcasting Ability You retain the benefit of any features from your class,
Wisdom is your spellcasting ability for your druid spells, race, or other source and can use them if the shapeshift
since your magic draws upon your devotion and attune- is physically capable of doing so.
ment to nature. You use your Wisdom whenever a spell Your gear melds into your new form, so long as you are
refers to your spellcasting ability. In addition, you use your proficient with it, it retains al magical bonuses and
Wisdom modifier when setting the saving throw DC for a effects but no other mundane features or traits.
druid spell you cast and when making an attack with one. Affinity
Spell save DC = 8 + your proficiency bonus + Also at 3rd level, you are able to transfer part of your
your Wisdom modifier druidic magic into your shapeshifts, harnessing their true
Spell attack modifier = your proficiency bonus + potential. Your access to this magic is represented by
your Wisdom modifier affinities and are fueled by affinity points. Your druid level
Ritual Casting determines the number of points you have, as shown in the
You can cast a druid spell as a ritual if that spell has the Affinity Points column of the druid table. For Balance
ritual tag and you have the spell prepared. druids these points are called Astral Power, for Feral they
are called Energy, Guardians have Rage, and Restoration
Spellcasting Focus Druids have Seeds of Life.
You can use a druidic focus as a spellcasting focus for your Some affinities require you to spend these points to fuel
druid spells. various affinity features, some are passive and always
Druid Paths active. You start knowing 1 affinity of your choice and 1
determined by your Druidic Path, and learn another at 5th,
At 2nd level, you choose to identify with a druidic path: 7th, 11th, and 15th level. Unless marked as at will, that
Balance, Feral, Guardian, or Restoration, all detailed at the ability is not usable again until you complete a short rest.
end of the class description. Your choice grants you featur- Any time you gain a Druid level, you may exchange one
es at 2nd level and again at 4th, 8th, 10th, and 14th level. Affinity you know for a new one.
PART 1 | CLASSES
49
Druids of the Balance path recieve Starweaver, Feral Eclipse
druids learn Mangle, Guardians gain Growl, and followers Beginning at 2nd level, your spell attack rolls with
of Restoration are blessed with the Cenarion Ward affinity. damaging cantrips have advantage, and enemies have
When you spend an affinity point, it is unavailable until disadvantage on saving throws against them so long as
you finish a short or long rest, at the end of which your they are not a repeat of the last cantrip you cast this
strained link to the beasts affinity is restored. encounter.
Some of your affinity features require your target to
make a saving throw to resist the feature's effect. The Shooting Stars
saving throw DC equals your druid Spell Save DC. Also at 2nd level, Elune's wrath rains down upon your foes,
Ability Score Improvement patient but fierce. At Initiative count 20 of each round, a
smoldering star falls upon an enemy you can see within
When you reach 4th level, and again at 8th, 12th, 16th, and 120 feet, dealing your Wisdom modifier in force damage.
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice Umbral Intesity
by 1. As normal, you can't increase an ability score above 20 Beginning at 4th level, when you cast a spell of 1st level or
using this feature. higher that deals radiant or force damage you gain the
Soul of the Forest following benefits. You can only receive the benefits of this
feature once per minute.
At 20th level, your connection with nature has grown to an Your next ✦ Solar Wrath adds your Wisdom modifier to
incredible level, deepening beasts respect for you, and mak- the damage of each damage die.
ing you able to conjure a gateway to the Emerald Dream. Your next ✦ Lunar Strike targets up to 3 creatures
Using 10 minutes in an area of unspoiled nature, you can within 10 feet of a point within range and a succesful
conjure a gateway to the Emerald Dream, the entrance save only reduces the damage taken by half.
shimmers faintly and is 5 feet wide and 10 feet tall. You and
any creature you designate when conjuring the gateway Moonkin Aura
can enter into the Emerald Dream for as long as the gate- Upon reaching 6th level you become a beacon of lunar
way remains open. You can open and close the gateway if inspiration to those who fight at your side. Allies within
you are within 30 feet of it. While closed, the gateway on 100 feet of you benefit from Elune's Guidance (Appendix A)
Azeroth crumbles and is effectively invisible. The gateway so long as you are in your Moonkin shapeshift form, and
remains conjured for 24 hours, at which point it crumbles you may re-roll spell damage results of 1 or 2.
entire and cannot be conjured again for 7 days.
Additionally, beasts and plants of the wilds can sense Incarnation: Chosen of Elune
your connection to nature, giving you advantage on all skill At 8th level, you have been chosen by Elune and can let her
and ability checks made to communicate with them and powers flow through you, taking on an appearance as you
you no longer age with the passing of time. choose. For examples, the colors and stars of elune might
Finally, you regain your Incarnation on a short rest. move across your skin, your moonkin shape might shine
with a dim blue glow, or you might have a crescent moon
Druid Paths floating above your head
Although all druids have a deep love for nature and wilder- As a bonus action you can assume your incarnation and
ness, some druids have a deeper love for their animal let the powers of the goddess flow through you, entering
shapeshifts, preferring that form over their humanoid one. Moonkin form if not already. Until the end of your next
Some have a deep love for the goddess Elune, others wish turn, you gain the following benefits.
to preserving life. Druids fall into four categories: Balance, You can choose to ignore the once per minute
Feral, Guardian, or Restoration druids. restriction of Umbral Intensity, or to have the restriction
reset after Incarnation ends.
Path of Balance You cast a free moonbeam spell at your highest spell
Druids on the path of balance leverage the sacred powers level, lasting until the end of your next turn.
of the moon, the sun, and the stars, accessing a mixture of Your shooting stars also fall at initiative count 10 for the
arcane and nature powers to aid in the fight against the next minute.
imbalance that threatens the natural order of all things. Once you use this feature you can't use it again until you
complete a long rest.
Path of Balance Spells Cosmic Rapidity
Druid Level Spells From 10th level onward, your mastery of the moon and
3rd ✦ Starsurge, moonbeam stars approaches it's apex. When you gain Umbral
Intensity, you can cast a Druid cantrip as a bonus action
5th plant growth, ✦ New Moon once within the next minute.
7th grasping vine, ✦ starfall Owlkin Frenzy
9th commune with nature, wrath of nature 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.
PART 1 | CLASSES
50
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
51
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 Feral / Guardian Spellcasting
transformation. Until the end of your next turn, as you Druid Cantrips
remain in cat form, you gain the following benefits: Level Known 1st 2nd 3rd 4th 5th
Your first Affinity each turn costs 1 less Energy.
Your shapeshift attacks have advantage. 2nd 2 3 — — — —
You may regain the use of 1 Afiinity, or you may use 1 3rd 2 3 — — — —
Affinity without incurring it's recharge.
4th 2 3 — — — —
You must complete a long rest to use this feature again.
5th 2 4 2 — — —
Infected Wounds
Upon reaching 10th level, the wounds you inflict deepen 6th 2 4 2 — — —
and fester, afflicting their victims with noxious lacerations. 7th 2 4 3 — — —
Any enemy under the effects of your Rake feature has
disadvantage on Constitution saving throws and their 8th 3 4 3 — — —
speed is reduced by 10 feet, this is a poison effect. 9th 3 4 3 2 — —
Ravage 10th 3 4 3 2 — —
At 14th level your ability to eviscerate foes you catch
unaware is unmatched. When you critically strike an enemy 11th 3 4 3 3 — —
who you are hidden from, you may double any static 12th 3 4 3 3 — —
bonuses in addition to the damage dice. Additionally,
multiple applications of your Rake feature stack. 13th 3 4 3 3 1 —
Druids that go down the guardian path takes the form of 15th 4 4 3 3 2 —
massive bears, becoming walls of fur, claw, and tooth, that 16th 4 4 3 3 2 —
are able to deliver devastating blows. Aided by the forces of 17th 4 4 3 3 3 1
nature, they stand between allies and any opposing threat.
Mark of Ursol 18th 4 4 3 3 3 1
When you choose this path at 2nd level, you have begun 19th 4 4 3 3 3 2
spending more time familiarizing yourself as a bear. While 20th 4 4 3 3 3 2
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 Incarnation: Guardian of Ursoc
impenetrable aegis as a reaction to being successfully At 8th level, you can take on the form of an unparalleled
attacked, shapeshifting you into a bear if you aren't already. protector. Boasting your defenses by manifesting armor of
While ironfur is active you have resistance to bludgeoning, bark, and improving your combat prowess. Using your
piercing, and slashing damage. bonus action, you undergo a transformation. Until the end
Your ironfur lasts until the end of your next turn. It ends of your next turn as long as you are in bear form, you gain
early if you are unconscious, or if you leave bear form. the following benefits:
You can use this feature twice between long rests. The first melee attack you make on your turn may target
Beginning at 8th level, you can use ironfur three times, and 2 enemies within reach.
at 14th level, you can use ironfur four times . You may immediately use the Growl affinity for 0 rage, if
Nature's Guardian you already know growl it targets all enemies within 15
At 4th level, as a guardian of the Emerald Dream you have feet of you.
an innate affinity with restorative magic, enhancing it's You are treated as if under the effects of ironfur.
effects on yourself. When a spell or effect from an ally You gain temporary hit points equal to twice your level.
would restore hit points to you, that spell or effect restores You must complete a long rest to use this feature again.
an additional amount equal to your proficiency bonus. You
may only receive this bonus once per turn. Pack Defender
At 10th level, When a willing creature you can see within 5
Pulverize feet of you is being targeted by an attack roll, so long as you
Beginning at 6th level, the damage of your melee weapon are in bear form, you can use your reaction to swap places
attacks improve. Your Bear Form Claws increases to 2d6 with the creature and have the attack target you instead.
damage, and your Bite increases to 2d10 damage.
Additionally, your melee attacks count as magical while Thorns of Iron
shapeshifted. 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
52
Path of Restoration Mark of the Wild
Druids of the restoration path builds a stronger bond with 6th level unlocked the boons of the Emerald Dream and it
things that grow than the rest of their kin, gaining denizens. As an action, you can grant yourself and a
inspiration from the flower’s bloom, the seeds sprout, the number of allies up to you Wisdom modifier a +1 bonus to
mushroom’s spores, and the tree’s growth. damage rolls, saving throws, and AC for 1 minute. You may
Path of Restoration Spells use this ability a number of times equal to your proficiency
bonus between long rests.
Druid Level Spells
3rd ✦ barkskin, ✦ rejuvenation Incarnation: Tree of Life
At 8th level, you can draw strength from the world trees of
5th ✦ nourish, revivify Azeroth, taking on the tranquil shape of a tree of life.
7th ✦ ursol's Vortex, guardian of nature You can assume your tree form, an incarnate tree of life,
9th greater restoration, ✦ wild growth
any time you cast a spell that restores hit points. Until the
end of your next turn, you gain the following benefits.
Swiftmend Your Swiftmend no longer requires a bonus action or
When you choose this path at 2nd level, you gain the reaction to use.
blessings of Elune, granting you a font of energy that offers When you restore hit points with a spell or Swiftmend
respite from injuries. You have a pool of energy represented to a target, another creature of your choice within 60
by a number of d4s equal to your druid level. feet of you regains hit points equal to half that amount.
As a bonus action when you cast a spell that would You ✦ Rejuvenation spell increases it's die size to d8s.
restore hit points, you can choose one target and spend a Once you use this feature, you can't use it again until you
number of those dice equal to half your druid level or less. finish a long rest.
Roll the spent dice and add them to the number of hit
points restored. You may choose to use this feature after Tranquility
rolling the initial hit points. You may also use this feature Starting at 10th level, you can become as calm as spring,
as a reaction when a spell you cast restores hit points to a soothing your allies. As an action while not shapeshifted,
creature on their turn, with the same restrictions. you evoke a healing energy that restores a number of hit
You regain all expended dice when you finish a long rest. points equal to your Druid level + Wisdom modifier to all
allies within 60 feet.
Germination Once you use this feature, you can't use it again until you
Also at 2nd level, your periodic healing spells flourish finish a long rest.
under your mending guidance. You may have a number of
✦ rejuvenations active equal to your proficiency bonus and Ysera's Gift
your Regrowth (Cure Wounds) has a range of 30ft. Upon reaching 14th level, you are bestowed with the
Mother of Dreams' most potent blessing. When an ally you
Thorns can see fails a saving throw, attack roll, or ability check you
Beginning at 4th level, your regenerative spells protect may spend your reaction and a Swiftmend die to add it's
those affected with thorny vines, rebuking attackers. When result to the triggering roll.
a creature who is under the effects of a spell you cast is the Additionally, once on each of your turns in combat you
victim of a successful melee attack, you may use your may use this feature on yourself for any attack roll, damage
reaction to inflict a number of d4s equal to your proficiency roll, or ability check you would make without spending a
bonus in piercing damage to the attacker. use of Swiftmend, no action required.
PART 1 | CLASSES
53
Predatory Swiftness (At Will)
Wild Affinities Prerequisite: 5th level, Path of Feral
If a wild affinity has prerequisites, you must meet them to You can use your Mark of Ashamane feature, casting the
learn it. You can learn the affinity at the same time that you chosen spell as a bonus action when you critically strike
meet its prerequisites. A level prerequisite refers to your with a melee attack or reduce an enemy to 0 hit points.
level in this class. This does not count against your uses per day.
Astral Influence Feline Momentum
Prerequisite: Path of Balance Prerequisite: 5th level
When you are in moonkin form, the range of your spells While shapeshifted as a cat, you can move along vertical
is doubled and you can cast spells that restore hit points. surfaces on your turn without falling during the move. You
fall if you end your turn on a vertical surface.
Beast Speech
You can cast speak with animals and beast bond at will, Dash (At will)
without expending a spell slot. While in cat form, you can take the dash or disengage
actions as a bonus action while in Cat form.
Master Shapeshifer
You are able to shapeshift as a bonus action on your turn, Nature's Focus
even if in another form already, and you can enter a Prerequisite: Path of Restoration or Balance
shapeshift form as a reaction upon rolling initiative. You may spend an affinity point to re-roll a failed
Displacer Beast
concentration check.
You can expend 1 affinity point and a bonus action to Innervate
cast the misty step spell. When you do, you reappear in the Prerequisite: 5th level
unoccupied space as an available shapeshift of your choice. You may spend 2 affinity points upon completing a short
Nine Lives / Flap (At will) rest to grant an ally within 30 feet mana equal to your
While shapeshifted as cat or moonkin, you can use your Druid level. This may not restore more than half a targets
reaction and spend 1 affinity point to give yourself the mana rounded up.
benefits of a feather fall spell until the end of your turn. Growl (At will)
Ferocious Bite. While in bear form, you can expend 1 rage and a bonus
Prerequisite: Path of Feral 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 hit another creature with a bite attack, you can when an enemy targets an ally with an attack and both are
spend energy as a bonus action up to your proficiency within 30 feet. The enemy may chose a new target.
bonus to add an equal amount of d6s to the damage.
Leader of the Pack (At will)
Frenzied Regeneration Prerequisite: Path of Feral or guardian
Prerequisite: 5th level, Path of Guardian You may spend 1 energy / rage as a reaction when an
You may spend 2 rage and a bonus action while in bear friendly creature within 120 feet rolls a 19 on an attack roll,
form, to cast Regrowth (Cure Wounds) at the highest level the attack becomes a critical hit.
known without spending a spell slot targeting yourself. This
healing occurs again at the start of your next turn at one Nature's Balance (At will)
spell level lower. Prerequisite: Path of Balance, 7th level
Lifebloom You constantly receive a small trickle of astral power
Prerequisite: 5th level, Path of Restoration from the moon and stars above. When roll initiative you
regain 1 astral power.
When you would lose concentration on a spell that
restores hit points to a creature you may spend living seeds Mangle (At will)
up to your highest level of spell slot, one such creature After you take the Attack action while shapeshifted, you
blooms with a swelling of healing life. They regain hit can spend 1 affinity point to make an attack as a bonus
points equal to a regrowth (cure wounds) cast at a spell action with an attack you did not already use this round.
level equal to the points spent. Ironbark
Survival Instincts Prerequisite: Path of Restoration, Barkskin
Prerequisite: Path of Feral or guardian For 2 living seeds you can cast ✦ barkskin with a range
While shapeshifted, when you are reduced to 0 hit points of 30 feet on an ally you can see, it loses it's concentration
but not outright killed, you can drop to your druid level in requirement and they always benefit from your harmony
hit points instead by spending 1 rage or energy. feature if you have it.
PART 1 | CLASSES
54
Maul (At will) Swipe
Prerequisite: Path of Guardian Prerequisite: 5th level, Path of Feral or guardian
When you take the claw action, you may spend one rage When you take the Attack action, you may spend 1
and your bonus action to make the attack with advantage, Energy or Rage to attack across a broad arc with your
and add 1d6 to the damage if successful. Claws, hitting all enemies in front of you. Roll each attack
Rip. (At will) and damage once, comparing the results to the AC of each
Prerequisite: Path of Feral enemy within 5 feet of you.
When a creature misses you with a melee weapon attack, Twin Moons (At will)
you can spend 1 energy and your reaction to make an Prerequisite: 7th level, Path of Balance, moonfire / sunfire
opportunity attack against the target with your claws. When you cast moonfire / sunfire while shapeshifted as a
Prowl moonkin, you can choose two targets within 15 feet of each
While in cat form, you can spend 2 energy to cast invis- other by spending 1 astral power. Both targets still need to
ibility on yourself. This effect ends if you leave cat form. be within the spell's range and you must cast the spell at
least 1 level lower than your maximum spell level.
Starweaver (At will)
Prerequisite: Path of Balance Ursol's / Ashamane's Favor
You may spend a bonus action and 1 lunar power when Prerequisite: Path of Feral or Guardian
you would cast a cantrip that benefits from your Eclipse You can use Mark of Ursol a number of times equal to
feature. If successful you may add one extra damage die. your Wisdom modifier + 2. You regain all spent uses after
finishing a short or long rest.
Skull Bash
Prerequisite: 5th level, Path of Feral or Guardian Bramblefur. (At will)
While shapeshifted, you can cast counterspell once for 2 Prerequisite: Path of Guardian
rage, but with a range of touch. As a reaction upon taking damage, you can spend 1 rage
points to reduce the damage by an amount equal to your
Stampeding Roar druid level, and deal the reduced damage back to the
While shapeshifted, you can expend 1 affinity points and attacker as piercing damage.
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 Mighty Bash
movement does not provoke attacks of opportunity. Prerequisite: Path of Feral or Guardian, 5th level
When you hit another creature with a melee attack while
Typhoon shapeshifted, you can spend 2 rage or energy to attempt to
Prerequisite: Path of Balance stun it. The target must succeed on a Constitution saving
While shapeshifted as a moonkin, you may spend 1 throw against your druid spell save DC or be incapacitated
astral power and a bonus action to cause all enemies in a until the end of your next turn.
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. Heart of the Wild
Cenarion Ward (At will) Prerequisite: 7th level
Prerequisite: Path of Restoration By spending a bonus action and 2 affinity points, your
For 1 living seed, when you cast a spell that restores hit capabilities outside your Druid Path are empowered for 1
points to a single ally, it's effects do not take place until minute. You gain the following benefits except for the listed
after they receive damage and you activate it as a reaction. Path you chose at level 2.
This includes it's duration and concentration requirement. Balance: While in Moonkin form your damaging Druid
You may only have 1 Cenarion Ward active at a time. cantrips add your Wisdom modifier to the damage roll,
Inner Peace and you gain the Shooting Stars (p.50) feature for the
Prerequisite: 11th level, Path of Restoration duration.
You can use your tranquility feature twice between rests Feral: When you take the Attack action, you may make
but it only restores health to up to three allies. an attack as a bonus action with an attack you did not
already use this round while in cat form.
Lunar Downpour Guardian: While in Bear form your successful melee
Prerequisite: 7th level, Path of Balance attacks Taunt any enemy hit, and you may use the
You may spend 2 astral power as a bonus action to call Ironfur (p.52) feature once.
down a Shooting Star on up to 5 targets within range. Your Restoration: Regrowth (Cure Wounds) is always
next shooting stars targets up to 5 creatures as well. considered prepared and gains a range of 30 feet. You
may treat it as if cast one spell level higher for free.
55
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
Hunter 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
The way of the hunter is one of mastery over the beasts of with nature, and calls some of its mightiest beasts his
the world, an unparalleled precision in marksmanship, and allies.
the knowledge of how to survive in situations where others Of Azeroth's many creatures, few can resist the hunter's
would perish. call, and fewer can survive his fury. Hunters are as varied as
— Ranger Sallina the world's many climates, but they are universally
Wild and barbaric looking, a human stalks alone through renowned for their amazing abilities to find and bring it
the shadow of trees, hunting the orcs he knows are down their prey. Most hunters seek to aid the balance of
planning to raid a nearby farm. Clutching a spear in his nature along with their druidic allies.
hands, he charges in with intense fury, a large bear running The Hunters Choice
at his side, roaring as he engages, cutting down one enemy The hunter is the choice of life for those who reject
after another. societies that oppress the natural role as prey and hunter,
Tumbling away from a cone of freezing air, a night elf and also reject the druidic stance that we should be healers
finds her feet and draws back her bow to loose an arrow at and observers rather than active participants in the "Great
the blue dragon. Shrugging off the wave of fear that Hunt".
emanates from the dragon like the cold of its breath, she They follow a life of reverence for nature complimenting
sends one arrow after another to find the gaps between the their tradition and willingness to use man-made tools. We
dragon's thick scales. are all tool-using creatures after all, and it is only natural to
Holding his hand high, a blood elf whistles to the hawk use that advantage afforded by nature to be better hunters.
that circles high above him, calling the bird back to his There are however also those hunters who prefer a more
side. Whispering instructions in Thalassian, he points to direct approach to tracking and hunting.
the owlbear he's been tracking and sends the hawk to
distract the creature while he readies his bow.
PART 1 | CLASSES
56
The Hunter
Proficiency Hunter's Focus
Level Bonus Features Mark 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 2
4th +2 Ability Score Improvement, Focus (3 Techniques) 1d4 3
5th +3 Animal Aspect, Hunter Archetype feature 1d4 3
6th +3 Focus (4 Techniques) 1d4 3
7th +3 Hunter Archetype feature. Tame Beast (2nd) 1d6 3
8th +3 Ability Score Improvement, Animal Aspect 1d6 4
9th +4 Hunter Archetype feature 1d6 4
10th +4 Focus (5 Techniquess), Companion Bond Talent 1d6 4
11th +4 Hunter Archetype feature 1d6 4
12th +4 Ability Score Improvement, Animal Aspect 1d8 5
13th +5 Readiness 1d8 5
14th +5 Focus (6 Techniques) 1d8 5
15th +5 Hunter Archetype feature 1d8 5
16th +5 Ability Score Improvement 1d8 6
17th +6 Honed Senses 1d10 6
18th +6 Focus (7 Techniques) 1d10 6
19th +6 Ability Score Improvement 1d10 6
20th +6 Aspect of the Wild 1d10 7
Creating a Hunter
As you create your hunter character, consider the nature of Class Features
the training that gave you your particular capabilities. Did As a hunter, you gain the following class features.
you train with a single mentor, wandering the wilds
together until you mastered the hunter's ways? Did you Hit Points
leave your apprenticeship. or was your mentor slain, Hit Dice: 1d10 per hunter level
perhaps you learned your skills as part of a band of hunters Hit Points at 1st Level: 10 + your Constitution modifier
affiliated with a druidic circle, trained in mystic paths as Hit Points at Higher Levels: 1d10 + your Constitution
well as wilderness lore. You might be self-taught, a recluse modifier per hunter level after 1st
who learned combat skills, tracking, and even a magical
connection to nature through the necessity of surviving in Proficiencies
the wilds. Armor: Light armor, medium armor
Is your adventuring career a continuation of your work in Weapons: Simple weapons, martial weapons, firearms
protecting the borderlands, or a significant change? What Tools: None
made you join up with a band of adventurers? Do you find it Saving Throws: Strength, Dexterity
challenging to teach new allies the ways of the wild, or do Skills: Choose three from Animal Handling, Insight,
you welcome the relief from solitude that they offer? Investigation, Nature, Perception, Stealth, and Survival
Quick Build Equipment
You can make a hunter quickly by following these sugges- You start with the following equipment, in addition to the
tions. First, make Dexterity your highest ability score, equipment granted by your background:
followed by Wisdom. (Some hunters who focus on melee
fighting make Strength higher than Dexterity.) (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
57
Thrill of the Hunt Focus
The pursuit of your quarry drives you to great lengths, like Starting at 2nd level, you learn to enter a heightened state
an unquenchable thirst. Granting you the following: of focus in combat. Your access to this focus is represented
You have advantage on initiative rolls. by a number of focus dice the same size as your hunter's
On your first turn during combat, you have advantage on mark. Your hunter level determines the number of focus
attack rolls against creatures that have not yet acted. dice you have, as shown in the Hunter table.
You can spend these points to perform various
Hunter's Mark techniques. Each technique must be declared before
You are able to mark a target as your quarry. Once on your making an attack, unless otherwise specified. You can only
turn, choose a creature within 120 feet of you that you can use one focus technique per attack roll.
see. The target is marked for 1 hour (no action), until you Upon gaining this feature, you learn one technique of
use this feature again, until it dies, or you fall unconscious. your choice and one determined by your archetype. These
Once per turn, you can deal an extra 1d4 damage to that techniques are detailed under the list of Focus Techniques
creature when you or your pet hit it with a weapon attack at the end of hunter class section. You learn an additional
or deal damage with a hunter technique. The amount of focus technique of your choice at 4th, 6th, 10th, 14th, and
extra damage increases as you gain levels in this class, as 18th level. When you learn a new focus technique, you can
shown in the Hunter table. also replace one focus technique you know with another
In addition, you have advantage on Wisdom (Perception), from the list. Beast Masters learn Kill Command,
and Wisdom (Survival) checks you make to find your mark. Survivalists learn Mongoose Bite, and Marksmen learn
Steady Shot.
Animal Empathy When you spend a focus die, it is unavailable until you
At 2nd level Your mastery of hunter lore allows you to finish a short or long rest, at the end of which your focus is
establish a link to beasts and to the land around you. regained. Additionally you regain 1 expended focus point
You have an innate ability to communicate with beasts, each time you critically strike on an attack with a weapon,
and they recognize you as a kindred spirit. Through sounds or deal the killing blow to a creature of significant threat
and gestures, you can communicate simple ideas to a beast with an attack that did not use focus (DM's discretion).
as an action, and can read its basic mood and intent. You Some of your techniques require your target to make a
learn its emotional state, whether it is affected by magic of saving throw to resist the attacks effect. The saving throw
any sort, its short-term needs, and actions you can take to DC is calculated as follows:
persuade it to not attack. Technique save DC = 8 + your proficiency bonus +
your Wisdom modifier
Fighting Style
Hunter Archetype
At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can't At 3rd level, you choose to emulate the ideals and training
take a Fighting Style option more than once, even if you of a hunter archetype: Beast Master, Marksman or Survival,
later get to choose again. each detailed at the end of the class description. Your
choice grants you features at 3rd level and again at 5th,
Archery 7th, 9th, 11th, and 15th level.
You gain a +2 bonus to attack rolls with bows.
Close Quarters Shooter
Tame Beast
When wielding a shortbow, light crossbow, or pistol. your Beginning at 3rd level, you show a strengthened connection
ranged attacks while within 5 feet of a hostile creature do to the wilds and are able to create a powerful bond with a
not have disadvantage , you may also make opportunity creature of the natural world.
attacks with these ranged weapons and your attacks with You may attempt to tame a beast within 60 feet of you
these weapons reduce partial cover by one step against that can see and hear you, you chose whether to tame a
targets within 30 feet of you. Beast of the Sky or Land (Appendix C). Taming a beast is a
Two-Weapon Fighting process that often takes many hours of work, or days. Your
When you engage in two-weapon fighting, you can add your DM can decide what beasts are suitable for taming.
ability modifier to the damage of the second attack. You may spend 1 minute dismissing your pet, leaving
them to hunt and explore on their own until you call them
Great Weapon Fighting back to your side as another 1 minute activity.
When you attack with a weapon wielded in both hands, you Upon reaching 7th level you may tame and bond with a
can choose to forgo your proficiency bonus. If the attack second beast, although only one may be active at a time.
hits, you add twice your proficiency bonus to the attack’s You must dismiss the other as described above.
damage.
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.
58
Companion's Bond Ability Score Improvement
Your beast companion gains a variety of benefits once When you reach 4th level, and again at 8th, 12th, 16th, and
Tame. 19th level, you can increase one ability score of your choice
Your companion obeys your commands as best it can. It by 2, or you can increase two ability scores of your choice
acts during your turn and you determine its actions, by 1. As normal, you can't increase an ability score above 20
decisions, and attitudes. If you are incapacitated or using this feature.
absent, the companion acts on its own. Animal Aspect
Your beast gains proficiency in two skills from the
following; Athletics, Acrobatics, Stealth, Perception, or Upon reaching 5th level, you learn to emulate a beast of the
Survival. wild. Choose one of the aspects listed below to gain it's
Whenever you would gain an Ability Score benefits. You may only have one of the following aspects
Improvement (4th, 8th, 12th, 16th, 19th), your active at a time and you learn another aspect at 8th and
companions abilities improve as well, applying all the 12th level. Switching between aspects is a bonus action.
rules of increasing ability scores that applies to you. Aspect of the Chameleon
Your pet gains one Talent, and a second at 6th level
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.
Pet Talents
Your pet knows one of the special talents below Aspect of the Cheetah
at 1st level, and learns an additional talent at 6th Your speed increases by 5 feet, and you can use the Dash
level. The pets of beast master hunters learn an action as a bonus action.
extra talent at 3rd level.
Armored hide. The pet has +1 to its AC, and Aspect of the Fox
gains proficiency in a save of choice. You can use the Disengage action as a bonus action, and
Charge. If the pet moves at least 20 feet you ignore non-magical difficult terrain.
straight toward a target and then hits it with an
attack on the same turn, it must succeed on a Aspect of the Monkey
Strength saving throw against your hunter focus You can use the Dodge action as a bonus action, and a
save DC or be knocked prone. climb speed of 15 feet.
Constrictor. When the pet deals damage with
its innate attack, the target is grappled (escape Aspect of the Turtle
DC equal to your hunter focus save DC). Until When an attacker that you can see hits you with an attack,
this grapple ends, the pet can't attack a different
target. The target is then immune for 24 hours.
you can use your reaction to halve the attack's damage.
Dire. The pet grows, it has an additional Aspect of the Viper
number of hit points equal to your hunter level.
Enhanced senses. The pet doubles the
When you would gain a focus point from a critical strike or
proficiency bonus added to its Wisdom
killing blow, you instead gain up to 2.
(Perception) rolls and can't be surprised. It also Readiness
has tremorsense (Beast of the Land) or blindsight
(Beast of the Sky) with a range of 60 feet. Beginning at 13th level, you are never caught unprepared
Intelligent. Your pet's Intelligence score and without your most powerful abilities. You may use your
increases to 8. It can understand one language Beastial Wrath, Trueshot, or Aspect of the Eagle twice
and gains proficiency in a skill from the list in before needing to complete a rest.
Companion's Bond
Pack tactics. Your pet has advantage on attack Honed Senses
rolls against a creature if at least one of the pet's At 17th level, you gain the ability to counterattack when
allies is within 5 feet of the creature your prey tries to sabotage you. If the target of your
Poisonous. Once per turn, the pet may try to Hunter's Mark forces you to make a saving throw or targets
poison a creature damaged by its innate attack. you with an attack, you can spend 1 focus and use your
The creature must make a Constitution saving reaction to make one weapon attack against the quarry
throw against your hunter focus save DC or be immediately before. If the attack hits, you may add your
poisoned until the end of the pet's next turn. A Focus die to the saving throw or to your AC for the
target is immune for 1 day on a successful save.
Protector. The pet may Taunt the first creature
triggering effect.
it hits on its turn. Aspect of the Wild
Prowl. The pet may add your proficiency bonus
to its Dexterity (Stealth) rolls. In addition, any hit At 20th level, you become an unparalleled hunter. Once on
the pet scores against a creature that is surprised each of your turns, you can add your Wisdom modifier to
is a critical hit. the attack roll and damage roll of an attack you or your pet
Swift. Add 10 feet to all of the pet's speeds. In make. You can choose to use this feature before or after the
addition, opportunity attacks against your pet roll, but before any effects of the roll are applied.
have disadvantage.
PART 1 | CLASSES
59
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 to grant them advantage on their
next attack roll.
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
60
Dire Beast Survivalist's Cunning
At 11th level your pet gains becomes specialized in one of Also at 3rd level, you have learned how to create a variety of
three Families, chose one of the following benefits bellow. explosive devices and cunning traps for use in combat. At
Cunning. You and your pet's Speed increases by 10 feet the end of each long rest, choose two Survival Gear options
Ferocity. When your pet deals damage with an attack, it from the list at the end of this specialization. You can use
gains temporary hit points equal to your wisdom modifier. each option twice, and regain all uses when you complete a
Tenacity. You and your pet gain proficiency in a saving long rest. Your trap and bomb damage is always a number
throw of your choice. of d8s equal to your proficiency bonus.
Command Pet
Bombs are thrown in place of one attack when taking the
Attack action, and effect all creatures in a 10 foot cube at a
At 15th level, you can spend a bonus action and a focus die point within 30 feet.
to command your pet to perform a powerful ability of it's Traps are deployed as a bonus action in an adjacent
bestial family, depending on your selected Dire Beast. square, if they are deployed at least 15 feet from an enemy
Cunning: Master's Call - An friendly creature within 30 they are Invisible unless that enemy makes a Wisdom
feet of your pet that is suffering from an ongoing negative (Perception) check or their passive Perception beats your
effect or condition may immediately attempt a saving throw Focus DC, both means are calculated with disadvantage.
against that effect and add your Focus Die to the result, if Traps are triggered when an enemy moves into the chosen
they succeed they may spend their reaction to make an square. If a trap is left untriggered, you may spend an
attack or move up to their speed without provoking attacks action to disarm and reclaim it.
of opportunity. You can choose an additional Survival Gear option each
Ferocity: Primal Rage - Until the beginning of your next rest at 7th level and 15th level.
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 Coordinated Assault
to any attack or damage rolls they make. At 5th level you and your pet have mastered working in
Tenacity: Survival of the Fittest - Your pet let's out a unison. As long as you are wielding a melee weapon and
goading roar granting them resistance to all damage. All your pet is within 5 feet of your target, you may make an
enemies within 15 feet are taunted by your pet. This effect extra attack when you take the Attack action.
ends at the start of your next turn. Aspect of the Eagle
Once you use this feature you must complete a long rest Upon reaching 7th level you learn the secret ability know
before you can use it again. as Aspect of the Eagle. You can activate this feature as part
Survival of taking the Attack action and gain it's benefits until the
end of your next turn.
All hunters feel a calling to the wild, but some serve as a Mongoose Bite is not limited to your first attack per turn
reflection of its brutality. To them, the hunt is defined by and does not cost a bonus action.
unrelenting ferocity. Weapons of great range are thrown Melee attacks with Reach have advantage.
away for close-quarters combat. You gain 2 focus immediately, and 1 at the start of your
Born to be Wild next turn.
When you chose this specialization at 3rd level, your years You must complete a long rest to use this feature again.
spent in the wildest portions of Azeroth accumulate in the
following benefits. Natural Mending
You gain proficiency in the Survival Skill or Expertise if At 9th level, when you spend a focus die you gain
you were already proficient. temporary hit points equal to the amount rolled plus your
You learn how to cast pass without trace one per day. Wisdom modifier.
You treat all melee weapons as Finesse, if they already Guerilla Tactics
have Finesse you instead treat them as Light. 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 in a 15 foot cube.
Your traps now trigger when an enemy moves into an
adjacent square as well.
PART 1 | CLASSES
61
Terms of Engagement
At 15th level, you show unparalleled control over your traps Flash Bomb; You throw a bomb laced with luminous
and utilize the openings they create. You gain the following: blasting powder. All affected creatures must make a
Constitution saving throw or take radiant bomb damage
Lock and Load. You may make a weapon attack against and be blinded until the end of it's next turn. A successful
one enemy who triggers any of your traps as a reaction save reduces the damage by half no blinded condition.
Trap Launcher. You can now deploy your traps to an Icy Bomb: When you throw this frigid explosive, it
unoccupied square within 30 feet. shatters upon impact and shards of ice splinter all nearby
Survival Gear
creatures and make the ground slick. Affected creatures
must make a Dexterity saving throw or take piercing and
These ingenious contraptions, designed for the skilled cold (your choice) bomb damage and fall prone. A
Survivalist, offer tactical advantages in the heat of battle. successful save reduces the damage by half and creatures
Whether you seek to ensnare your prey, disrupt the enemy's do not fall prone.
advance, or simply revel in the chaos of explosive artistry, Virulent Bomb: A vile concoction of poisons and
your arsenal beckons. afflictions course through the payload of this bomb. Each
Explosive Trap: When triggered this trap explodes in a creature within the detonation must make a Constitution
powerful and volatile blast. Any creature within 15 feet saving throw or take poison bomb damage, taking only half
must make a Dexterity saving throw or take your trap as much on a successful save. For the next minute a thick
damage as fire damage. Any Creature adjacent to the trap cloud of toxins lingers in affected squares and any squares
makes the save with disadvantage and also takes your trap adjacent to them. Enemies who enter this area or end their
damage in thunder damage and is knocked directly away turn within must repeat the save above, gaining the
15 feet. A successful save reduces any damage taken by Poisoned condition on a failure in addition to the damage.
half and is not knocked back. Steel Trap: A creature who triggers this brutal trap has
Freezing Trap; When triggered, this trap rapidly freezes it's steel jaws clamp down on bite deep into their flesh.
the air around it to sub-zero temperatures. The triggering They must attempt a Dexterity saving throw or take
creature must make a Constitution saving throw. On a bludgeoning or piercing (your choice) trap damage and
failed save they take cold trap damage and are then become restrained for 1 minute. On a successful save the
petrified for 1 minute or until they take any further damage. damage taken is halved and they suffer no additional
A successful save reduces the damage taken by half and effects. A restrained creature can use its action to try to
they are not petrified. At the end of each of it's turns a escape. To do so, it must succeed on a Strength (Athletics)
petrified creature can repeat the saving throw, ending it on or Dexterity (Acrobatics) check against your Focus DC.
a success. Wildfire Bomb: This highly unstable charge detonates
Tar Trap: Foes unfortunate enough to activate this trap with fulminating power and covers foes in a sticky napalm
are covered in a corrosive tar-like sticky substance, bogging like substance. Affected creatures must attempt a Dexterity
down and impeding any movement or actions. The saving throw or take fire bomb damage plus your wisdom
triggering creature takes acid trap damage, being reduced modifier immediately and again at the start of it's next turn.
by half on a successful Dexterity saving throw for the A successful save reduced the initial damage by half and
following effect. All squares within 10 feet are covered with they are not set ablaze. Any flamable objects not being
the substance for 1 minute, turning it into difficult terrain worn or carried in the radius ignite.
for the duration. Each creature within its area must Pheromone Bomb: Formulated with the most potent
succeed on a Dexterity saving throw or fall prone. A odors and essence known, this vial explodes on impact
creature that enters the area or ends its turn there must showering foes with an assaulting bouquet. Affected
also succeed on a Dexterity saving throw or fall prone. 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
62
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 gain the extra attack feature. 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.
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 when you take the Attack
action.
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Focus Techniques Trap Dabbling
The following section contains available choices for your Prerequisite: Beast Master or Marksmanship
Focus Hunter ability. You must meet the prerequisites at You gain the ability to use a small selection of traps in
the time you select a given technique, if it has any. combat. You gain the Survivalist's Cunning ability and
may select 1 survival gear which you may use twice
Aimed Shot between long rests. You may select this technique more
Prerequisite: Marksmanship, 6th level than once, increasing the number of survival gear known
By spending a bonus action to take aim and a focus die, and uses by 1 each time.
you can target your enemies vitals. The next ranged Intimidate
weapon attack you make this turn has advantage, and you Prerequisite: Beast Master
may add the focus die to damage. When your animal companion attacks, you can expend
Multi-Attack
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
Prerequisite: 6th level the creature must make a Wisdom saving throw. On a
Your specialization allows you to engage multiple failed save, the creature is frightened of your pet until the
enemies with ease, you may spend a focus die to perform end of your pet's next turn.
the ability for your spec.
Beast Master: Beast Cleave - As its action, your pet can Serpent Sting
tear into enemies. All hostile creatures adjacent to your pet Prerequisite: Survival
must make a Dexterity saving throw against your focus DC. When you make a weapon attack, you can expend one
On a failure, creatures take your pet's normal damage plus focus die to attempt to poison the creature with a deadly
1 focus die. On a success, creatures take half as much serpent sting. If the attack hits, the target takes additional
damage. poison damage equal to the focus die roll, and is poisoned
Survival: Carve - As an action, you can make a single until the end of it's next turn.
attack roll against up to 3 targets within your reach. Roll Mongoose Bite
damage once and apply it to all enemies hit, adding the Prerequisite: Survival
focus die. When you declare the first melee attack on your turn, you
Marksmanship: Chimera Shot - When you take the can spend 1 focus die and a bonus action to make that
Attack action with a ranged weapon, you may substitute attack a Mongoose Bite, increasing your reach by 5 feet
one of your attacks with a twin headed shot. You can make until the end of your turn as you lunge in before your foes
a single attack roll against two targets within 10 feet of can react. If your attack is successful, you add your focus
each other. Roll damage normally for each target hit, die to the damage and your next Mongoose Bite within 1
adding your focus die to one target. One shot deals poison minute adds an extra Focus die to it's damage if it hits.
damage and the other deals cold damage.
Misdirect
Concussive Shot / Wing Clip When you make an attack, you can expend one focus die to
Prerequisite: Marksmanship or Survival attempt to redirect your target's attention. You add the
When you make a weapon attack against a creature, you focus die to the attack roll, and on a hit the target is
can spend 1 focus die to attempt to dizzy your opponent. Taunted by an ally of your choice within 30 feet of it until
On a hit, the creature suffers normal damage and must the end of your next turn.
make a Constitution saving throw or their speed becomes 0
until the end of their next turn. On a success the target's Kill Shot
speed is reduced by half instead. Prerequisite: 10th level
Disengage / Harpoon
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
Beast Master or Marksmanship. As a reaction when an proficiency bonus. Roll to hit as normal with a weapon and
enemy ends its movement with you in its reach, you may if the attack hits, add the focus dice to damage. If this
spend one focus die to move up to 20 feet in a straight line would kill the target you regain 1 extra focus die.
away from the enemy, opportunity attacks have
disadvantage. Expose Weakness
Survival. As a bonus action, you may spend a focus die to Prerequisite: 6th level
target an enemy within 30 feet and move to the closest When you would apply your Hunter's Mark to an enemy,
adjacent square within your reach and the next attack you you may spend 1 Focus and a bonus action to allow all
make has advantage. If this is your first turn in a combat friendly creatures to benefit from it's effects until the start
this has no focus cost. of your next turn. You may only use this technique once per
minute.
64
Chakrams
Prerequisite: Survival, 6th level
As an action, you may spend a focus die and hurl a pair
of magical chakrams at an enemy within 30 feet. The target
and all enemies in a line between you must make a
Dexterity saving throw or take damage equal to one melee
weapon you are wielding + focus die as they cut through
creatures while returning to your hands. Creatures who
succeed on this save take no damage.
Murder of Crows
Prerequisite: Beast Master, 6th level
As an action by spending a focus die you may summon a
flock of birds 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. You learn
any spell for which you are high enough level as shown
bellow, and you can cast a number of them per day equal to
your Wisdom modifier (Minimum 1).
Hunter Spells
Hunter
Level Spells
1st ✦ mend pet, ✦ flare
feign death (self), cause fear (beasts only),
3rd
✦ Tracking
5th animal messenger, pass without trace
Binding Shot
Prerequisite 4th level
As a bonus action, you may spend a focus die to launch a
magical projectile at a point you can see within 30 feet. 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.
65
Masters of Time and Space
Students gifted with a keen intellect and unwavering
discipline may walk the path of the mage. The arcane
Mage magic available to magi is both great and dangerous, and
thus is revealed only to the most devoted practitioners. To
Always remember that power is a double-edged blade. One avoid interference with their spellcasting, mages wear only
side light, the other dark. It calls to you, where you are cloth armor, but arcane shields and enchantments give
most desperate; when victory seems worth any sacrifice. them additional protection. To keep enemies at bay, mages
There is a price to be paid for such a gift, and many eagerly can summon bursts of fire to incinerate distant targets and
accept the bargain. Power alone is not to be feared. cause entire areas to erupt, setting groups of foes ablaze.
Fear, instead, those who wield it. Masters of ice can command blizzards that tear into flesh
and limit movement. Should enemies manage to survive
— Jaina Proudmoore this assault, mages can shrink them into harmless sheep in
Clad in a golden robe, a blood elf closes her eyes to shut the blink of an eye.
out the distractions of the battlefields and begins her quiet Powerful magi can even generate enhancements and
chant. Fingers weaving in front of her, she completes her portals, assisting allies by sharpening their minds and
spell and launches a bead of fire toward the enemy ranks, transporting them instantly across the world.
where it erupts into an engulfing conflagration.
The air shimmers, as a draenei lifts his hands above his Scholars of the Arcane
head twisting the air around him into a barrier of force
engulfs him, blocking a barrage of attacks against him. Wild and enigmatic, varied in form and function, the power
Golden eyes flashing, a human stomps his foot into the of magic draws students who seek to master its mysteries.
ground as a crippling fire sets him ablaze, as swords clash Some aspire to become like the titans, shaping reality itself.
against him, an inferno of fire spews out at the attackers, Though the casting of a typical spell requires merely the
engulfing them in hellfire. utterance of a few strange words, fleeting gestures, and
Mages are supreme magic-users, defined and united as a sometimes a pinch or clump of exotic materials, these
class by the spells they cast. Drawing on the leylines of surface components barely hint at the expertise attained
magic that permeates Azeroth, mages cast spells of explo- after years of apprenticeship and countless hours of study.
sive fire, arcing lightning, and subtle deception. Their Mages live and die by their spells. Everything else is
magic can conjure monsters from other planes of exis- secondary. They learn new spells as they experiment and
tence, or glimpses the future. Their mightiest spells change grow in experience. They can also learn them from other
one substance into another, call meteors down from the mages, from ancient tomes or inscriptions, and from
sky, or open portals across continents. ancient creatures that are steeped in magic.
PART 1 | CLASSES
66
The Mage
Mana
Proficiency Gem Cantrips
Level Bonus Charges Features 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 — — — — — — — —
Incanter's Tricks, Barrier of the
3rd +2 2 3 4 2 — — — — — — —
Magister
Ability Score Improvement,
4th +2 2 4 4 3 — — — — — — —
Magical Studies Feature
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 — — — — —
Ability Score Improvement,
8th +3 5 4 4 3 3 2 — — — — —
Magical Studies Feature
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 Class Features
dominated by at least one extraordinary event. How did As a mage, you gain the following class features.
your character first come into contact with magic? How did
you discover you had an aptitude for it? Do you have a Hit Points
natural talent, or did you simply study hard and practice Hit Dice: 1d6 per mage level
incessantly? Did you encounter a magical creature or an Hit Points at 1st Level: 6 + your Constitution modifier
ancient tome that taught you the basics of magic? Hit Points at Higher Levels: 1d6 (or 4) + your
What drew you forth from your life of study? Did your Constitution modifier per mage level after 1st
first taste of magical knowledge leave you hungry for more? Proficiencies
Have you received word of a secret repository of knowledge Armor: None
not yet plundered by any other mages? 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
67
Spellcasting
As a student of arcane, you own a spellbook with spells that Your Spellbook
show the glimmerings of your true power. See chapter 10 The spells that you add to your spellbook as you
of Player's Handbook for the general rules of spellcasting gain levels reflect the arcane research you
and related section of this book for the mage spell list. conduct on your own, as well as intellectual
Cantrips breakthroughs you have had about the nature of
the multiverse. You might find other spells
At 1st level, you know three cantrips of your choice from during your adventures. You could discover a
the mage spell list. You learn additional mage cantrips of spell re-corded on a scroll in an evil sorcerer's
your choice at higher levels, as shown in the Cantrips chest, for example, or in a dusty tome in an
Known column of the Mage table. ancient library.
Spellbook Copying a Spell into the Book. When you find a
At 1st level, you have a spellbook containing six 1st-level mage spell of 1st level or higher, you can add it
mage spells of your choice. Your spellbook does not contain to your spellbook if it is of a level for which you
your known cantrips. can prepare and if you can spare the time to
decipher and copy it.
Preparing and Casting Spells Copying a spell into your spellbook involves
The Mage table shows how many spell slots you have to reproducing the basic form of the spell, then
cast your spells of 1st level and higher. To cast one of these deciphering the unique system of notation used
spells, you must expend a slot of the spell's level or higher. by the mage who wrote it. You must practice the
You regain expended spell slots when you finish a long rest. spell until you understand the sounds or gestures
You prepare the list of mage spells that are available for required, then transcribe it into your spellbook
you to cast. To do so, choose a number of mage spells from using your own notation.
your spellbook equal to your Intelligence modifier + your For each level of the spell, the process takes 2
mage level (minimum of one spell). The spells must be of a hours and costs 50 gp. The cost represents
level for which you have spell slots. material components you expend as you
experiment with the spell to master it, as well as
For example. if you're a 3rd-level mage, you have four the fine inks you need to record it. Once you
1st-level and two 2nd-level spell slots. With an Intelligence have spent this time and money, you can prepare
of 16, your list of prepared spells can include six spells of the spell just like your other spells.
1st or 2nd level, in any combination, chosen from your Replacing the Book. You can copy a spell from
spellbook. If you prepare the 1st-level spell magic missile, your own spellbook into another book — for
you can cast it using a 1st-level or a 2nd-level slot. Casting example, if you want to make a backup copy of
the spell doesn't remove it from your list of prepared. your spellbook. This is just like copying a new
You can change your list of prepared spells when you spell into your spellbook, but faster and easier,
finish a long rest. Preparing a new list of mage spells since you understand your own notation and
requires time spent studying your spellbook and memori- already know how to cast the spell. You need
zing the incantations and gestures you must make to cast spend only 1 hour and 10 gp for each level of
the spell: 1 minute per spell level for each spell on your list. the copied spell.
68
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.
69
Barrier of the Magister
Also at 3rd level, you can weave the very magic you wield Student of the Mind
around yourself for protection. When you cast a spell of 1st At 18th level, you have achieved such mastery over certain
level or higher, you can create a barrier on yourself that spells that you can cast them at will. Choose a 1st-level
lasts until you finish a long rest. The barrier has hit points mage spell and a 2nd-level mage spell that are in your spell-
equal to twice your mage level + your Intelligence modifier, book. You can cast those spells at their lowest level without
your barrier can never have more health than this amount. expending mana when you have them prepared. If you want
Whenever you take damage, the barrier takes the to cast either spell at a higher level, you must expend a spell
damage instead. If this damage reduces the barrier to 0 hit slot as normal.
points, you take any remaining damage. You can spend 8 hours in study, and change one or both
Once you create the barrier, you can’t create it again until of the spells you chose for different spells of the same level.
you finish a short or long rest. Master of the Mind
Ability Score Improvement When you reach 20th level, you gain mastery over
When you reach 4th level, and again at 8th, 12th, 16th, and two powerful spells and can cast them with little effort.
19th level, you can increase one ability score of your choice Choose two 3rd-level mage spells in your spellbook as your
by 2, or you can increase two ability scores of your choice signature spells. You always have these spells prepared,
by 1. As normal, you can't increase an ability score above 20 they don't count against the number of spells you have
using this feature. prepared, and you can cast each of them once at 3rd level
without expending mana. When you do so, you can't do so
Alter Time again until you finish a short or long rest.
Upon reaching 7th level, you can bend the temporal strands If you want to cast either spell at a higher level, you must
that surround you, snapshotting different timelines for later expend a mana as normal.
use. When you roll initiative you may note your position
and health. At the end of the first round (initiative count 0) Magical Studies
you may, as a reaction snap back to the previous reality you Mages are spellcasters who favor magics involving the
noted at the start of combat, returning to the same position cardinal elements of the universe. Students gifted with a
and hit points total. keen intellect and unwavering discipline may walk the path
Barrier of the Archmage of the mage. The magic available to mages is both great
and dangerous, and thus is revealed only to the most
From 11th level onward, your Barrier of the Magister is devoted practitioners.
empowered depending on your choice of study.
Arcane: When targeted by a spell while active, you may Study of Arcane
gain arcane charges as though you had cast a spell of Mages of the arcane are diviners of secrets, balancing the
the same level. ebb and flow of incredible mystic energies. These practi-
Fire: When your barrier is reduced to 0 hit points, you tioners push their magical knowledge to its very limits.
may cast hellish rebuke at the triggering creature at Those who master this craft are capable of releasing a
your highest spell level, even if it isn't prepared. barrage of unrelenting power upon their enemies.
Frost: When your barrier is reduced to 0 hit points, a Student of the Arcane
free ✦ frost nova is cast automatically at the highest At 2nd level, your studies into the Arcane Arts lead to you
level spell slot you can cast.. make new discoveries about the universe daily. You gain the
Temporal Anomaly Following benefits.
From 15th level onward, you learn to dilate the very flow of You gain proficiency in the Arcana skill or Expertise if
time around you. When you cast haste with yourself as the you were already proficient.
target you may spend the additional action to cast a Mage You learn ✦Arcane Blast as a bonus cantrip
cantrip instead of it's normal uses for the duration. You can When you use your Evocate feature, you restore extra
not use haste in this way again until you complete a long mana equal to your proficiency bonus.
rest.
70
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 Study of Fire
hostile spell, roll a d20. If the result of the die plus your While any worthy mage is an unparalleled expert in the use
proficiency bonus equals or exceeds 20 you gain the of magic and heavily dedicated to their craft, those who
following effect. master the forces of fire tend to be a little more audacious
Once during the next minute you may heighten a spell than their peers. These mages take pride, even pleasure in
one level at no additional mana cost, or cast a 1st level spell igniting their enemies in wild bursts of flame.
for zero mana. You may cast above your usual known spell
level for this spell. Student of Fire
Arcane Power At 2nd level, your desire for knowledge burns intensely.
From 8th level onward, you can conjure a swelling of raw Some may see you as teetering on the edge of madness,
primal power to enhance your spells until the end of your but that's exactly where you must reside to burn brightest.
next turn. As part of any spell casting, you gain the The following features become available to you.
following benefits. Your spell attack rolls that deal fire damage critically
Your may re-roll a number of spell damage dice up to strike on a natural 19 or 20, and any time an enemy rolls
your Intelligence Modifier. a natural 1 or 2 on a saving throw against a spell that
Your spells heighten by one level as if Clearcasting. deals fire damage you may also treat the damage roll as
a critical strike.
You must complete a long rest before using this feature You gain proficiency in Investigation, or expertise if
again. already proficient.
Presence of Mind You gain Firebolt as a bonus cantrip.
When you reach 10th level, you may consume 1 charge Ignite
from your Mana Crystal to greatly accelerate casting for the Additionally at 2nd level, your fire spells continue to
round, granting you the benefits of the quickened smolder your enemies even after you cast them. When you
metamagic feat for the turn. deal damage with a critical strike on a spell that deals fire
Arcane Brilliance damage, including those as a result of Student of Fire, you
Upon reaching 14th level, few on Azeroth rival your cause the target to erupt in flames. The target takes 1d4
otherworldy cunning and acumen. You learn Arcane times your proficiency bonus in fire damage at the start of
Intellect as a bonus Incater's Trick (see end of chapter), if it's turn until it takes an action to extinguish the flames.
you already knew this trick or learn it at a later level, you If an enemy suffering from your Ignite dies, it erupts in a
instead increase your Intelligence score by 2, and increase fiery death. You may transfer the Ignite effect to an enemy
your maximum Intelligence by 2. within 10 feet.
71
Firestarter Sun King's Blessing
From 4th level on, the blazing energy of your spells At 14th level Your Student of Fire feature now treats any
intensifies. When you make a spell attack roll with a fire spell attack roll of 18 or higher, and any saving throw of 3
cantrip, any roll of 15 or higher on the die is considered a or lower as a critical strike.
critical hit, so long as your target is not missing any hit Study of Frost
points and the attack would have hit normally. Additionally,
you gain a bonus to initiative equal to your Intelligence Frost mages stand apart from their colleagues, in that their
modifier. chosen school of magic focuses on maintaining supreme
control over the capabilities of their enemies. Mages who
Cauterize command frost perform chilling displays on the battlefield,
Upon reaching 6th level, if you are reduced to 0 hit points, rendering foes immobile as they bombard them with ice.
you can use your reaction to draw on the fiery energy that Student of Frost
burns within you. You are instead reduced to 1 hit point, At 2nd level, your attunement to the primal elements of
and each creature within 10 feet of you takes fire damage water and and ice have hardened your resolve. Some
equal to one round of your ignite damage. As part of this mistake your cold determination for a calous disregard for
reaction you may move up to twice your speed, this other, but your capability to protect your allies surpasses
movement does not provoke attacks of opportunity. At the even the greatest amongst your peers. You gain the
start of your next turn, you take fire damage equal to your following benefits.
level.
Once you use this feature, you can’t use it again until you You learn how to summon a Water Elemental as a ritual
finish a long rest. (See Appendix D) taking 10 minutes. The elemental is
Combustion under your command as long as it lives and you may
Beginning at 8th level, you can ignite the embers that only have one active at a time. The elemental acts on
smolder within you, releasing a torrent of flames. As a your initiative either directly before or after your turn. At
bonus action, you wreathe yourself in swirling fire. Until 11th level you may summon a Greater Water Elemental
the end of your next turn, you gain the following benefits: instead. Your Frostbolt (Ray of Frost) heals your
elemental when targeted instead of dealing damage.
You shed bright light in a 30 foot radius. You gain Proficiency in Nature, or expertise if you were
Your first spell attack roll each turn is always considered already proficient
a critical strike, so long as it would hit normally. You learn Frostbolt (Ray of Frost) as a bonus cantrip
When you roll Ignite damage, that damage is also dealt Permafrost
to any enemy within 10 feet of the victim. Also at 2nd level, the cold spells you wield are so frigid they
You must complete a long rest before using this feature permeate even the thickest of protection, making your
again. targets further susceptible to cold damage. Any spell you
cast of 1st level or higher that successfully deals cold
Pyromaniac damage also slows affected enemies movement speed by
When you reach 10th level, you can manipulate your fire 10 feet until the end of your next turn. If a Spell would
spells to reach incredible temperatures and incinerate your already reduce the movement of a target or they are already
foes. You may spend 2 charges of your mana Crystal after suffering from Permafrost, that target also loses it's
you roll damage with a fire spell to treat a number of dice reaction and subtracts an additional 10 feet of speed.
up to your Intelligence modifier as if they rolled the highest Shatter
result.
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.
72
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 can cast teleportation circle as a ritual once per day
by spending 2 Mana Crystal charges and it's material costs.
You know the sigils that link to the major cities of your
faction, depending on your setting and timeline your GM
may allow further locations such as Dalaran or Shattrath.
Shimmer
Required: Blink (Misty Step)
You can cast Blink (Misty Step) when an enemy targets
you with a melee attack as a reaction by spending 1 charge
from your Mana Crystal in addition to it's normal cost.
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 of 4th level or lower, you can
spend a number of Mana Crystal charges equal to half the
level of the spell used (rounded up) to create an echo of the
spell until the end of your next turn. When a creature starts
it's turn you can use your reaction to unleash the echo,
casting the same spell again for free, but the echo uses only
half the original spell’s damage dice (rounded up). You may
choose new targets for the spell echo.
Precision
Once per minute, you may spend 1 charge from your mana
crystal to allow your spells to ignore resistance to one type
of damage you choose for 1 minute.
73
Ring of Frost Arcane Intellect
Required: Deep Freeze, 5th level, Study of Frost Required: 5th level
When you cast Deep Freeze, you may spend a charge of Your brilliant intellect allows you to achieve feats of
your Mana Crystal to target a 10 foot radius from a point staggering genius. You are always considered to be under
you can see within 30 feet instead of a creature. Until the the effects of Comprehend Languages. You can expend a
end of your next turn, any enemy that enters or leaves this use of this feature to do any of the following
area must make a Constitution saving throw or suffer the
normal effects, but only lasting until the end of their next When you cast a Mage spell that deals fire, cold, or force
turn or until they take damage. damage, you may change it's damage type to one of the
other two.
Spellsteal When you cast a Mage spell as a ritual, you can use the
Required: Dispel Magic, 5th level spell's normal casting time, rather than adding 10
When you cast Dispel Magic, you may spend 1 charge minutes to it.
from your mana crystal to gain the benefits of a dispelled When you or an ally make an Intelligence check but
effect of 3rd level or lower for it's remaining duration. The before the outcome is determined, you can choose to
cost increases by 1 charge for every spell level beyond 3rd make the roll again, using the better result.
you steal. You Must concentrate if required on any spell You may use this feature a number of times equal to your
gained this way. Intelligence modifier before completing a long rest.
Dragons Breath Arcane Concentration
Required: Burning Hands, 5th level, Study of Fire You may spend 1 charge from your mana crystal to re-roll a
When you cast Burning Hands, you may spend 1 charge failed concentration check using your Intelligence modifier
from your Mana Crystal to cause any target who fails their if it is higher.
save to be incapacitated until the end of it's next turn or
until they take any damage. Savant
Required: 9th level
Ice Floes You may change your list of prepared spells after
When you move, you may spend 1 charge from your Mana completing a short rest by spending 1 charge from your
Crystal to dash or disengage as a bonus action. mana crystal.
Focus Magic Master of Time
If you make a spell attack roll, you can spend 1 charge of Required: 9th level
your mana crystal to roll with advantage. You may use your Alter Time feature as a bonus action by
Torment the Weak spending 2 charges from your mana crystal.
When you Cast a Spell that forces a creature to make a Armor of the Kirin Tor
saving throw to resist its Effects, you can spend 1 mana Required: mage armor
crystal to give one target of the spell disadvantage on its You may expend a Mana Charge when you cast mage
first saving throw made against the spell. armor, empowering it with Arcane, Fire, or Frost magic,
depending on your choice of Magical Study.
Arcane: Whenever you are forced to make a saving
throw versus a spell or magical effect, you may make an
Intelligence saving throw instead.
Fire: When you are hit by a critical strike, roll a d20. On
a result of 11 or higher, the critical hit is negated.
Frost: You may add half of your Intelligence modifier
(rounded up) to your AC in place of your Dexterity score
when calculating your Armor Class with Mage Armor.
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.
74
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, Training and Asceticism
soothing their wounds.
A tauren springs over a barricade and throws herself into Small walled cloisters dot the world, tiny refuges from the
the massed ranks of gnolls on the other side. She whirls flow of ordinary life, where time seems to stand still. The
among them, knocking their blows aside and sending them monks who live there seek personal perfection through
reeling, until at last she stands alone. contemplation and rigorous training. Many entered the
Whatever their discipline, monks are united in their monastery as children, sent to live there when their parents
ability to magically harness the energy that flows in their died, when food couldn't be found to support them, or in
bodies. Whether channeled as a striking display of combat return for some kindness that the monks had performed
prowess or a subtler focus of defensive ability and speed, for their families.
this energy infuses all that a monk does. Some monks live entirely apart from the surrounding
population, secluded from anything that might impede their
The Flow of Chi spiritual progress. Others are sworn to isolation, emerging
Monks make careful study of the magical energy they call only to serve as spies or assassins at the command of their
chi. The pandaren word for 'spirit', they use the energy of leader, a noble patron, or other mortal or divine power.
their inner spirit, that flows through every living body. The majority of monks don't shun their neighbors,
Monks harness this power within themselves to create making frequent visits to nearby towns or villages and
magical effects and exceed their bodies' physical capabili- exchanging their service for food and other goods. As
ties. Using this energy, monks channel uncanny speed and versatile warriors, monks often end up protecting their
strength into their unarmed strikes, as they gain experi- neighbors from monsters or tyrants.
ence, their training and their mastery of chi gives them For a monk, becoming an adventurer means leaving a
more power over their bodies and the bodies of their foes. structured, communal lifes to become a wanderer. This can
be a harsh transition, and monks don't undertake it lightly.
PART 1 | CLASSES
75
The Monk
Proficiency Martial Chi Unarmored
Level Bonus Arts Points 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
PART 1 | CLASSES
76
Elusive Dance
Monastic Lessons You can spend 1 chi points to take the Dodge action as a
Beginning at 1st level, while you are wearing no armor and bonus action on your turn.
not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier. Windwalking
You can spend 1 chi point to take the Disengage or Dash
Martial Arts action as a bonus action on your turn, and your jump
At 1st level, your practice of martial arts gives you mastery distance is doubled for the turn.
of combat styles that use unarmed strikes and monk Unarmored Movement
weapons including shortswords and simple melee weapons
that don't have the two-handed, heavy, or versatile trait. Starting at 2nd level, your speed increases by 10 feet while
You gain the following benefits while you are unarmed or you are not wearing armor or wielding a shield. This bonus
wielding only monk weapons and you are benefiting from increases when you reach certain monk levels, as shown in
Monastic Lessons: the Monk table.
At 10th level, you gain the ability to move along vertical
You can use Dexterity instead of Strength for the attack surfaces and across liquids on your turn without falling
and damage rolls of your unarmed strikes and weapons. during the move.
You can roll a d4 in place of the normal damage of your
unarmed strike or monk weapon. This die changes as Roll
you gain monk levels, as shown in the Martial Arts At 3rd level, you are able to tumble across the battlefield
column of the Monk table. when you are not wearing armor or wielding a shield.
When you use the Attack action with an unarmed strike During your movement, you can tumble 10 feet in a
or a monk weapon on your turn, you can make one straight line without expending any speed, giving
unarmed strike as a bonus action. For example, if you opportunity attacks against you disadvantage. You may
take the Attack action and attack with a sickle, you can move through spaces occupied by enemies when using this
also make an unarmed strike as a bonus action. feature.
Chi 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
Starting at 2nd level, your training allows you to harness enhanced depending on your specialization.
the mystic energy of chi. Your access to this energy is Celerity (Brewmaster) When an ally within 10 feet of
represented by a number of chi points. Your monk level you is hit by an attack from a creature you can see, you may
determines the number of points you have, as shown in the roll as a reaction. If you end adjacent to the ally you may
Chi Points column of the Monk table. have the attacker re-roll the attack unless they make you
You can spend these points to fuel various chi features. the new target instead.
You start knowing three such features: Elusive Dance, Tiger's Lust (Mistweaver) When an ally within 30 feet
Vivify, and Windwalking. You learn more chi features as begins to move, as a reaction you can imbue them with
you gain levels in this class. alacrity. The ally increases their speed by 15 feet and
When you spend a chi point, it is unavailable until you ignores difficult terrain until the end of their turn.
finish a short or long rest, at the end of which you draw all Chi Torpedo (Windwalker) Your Roll transforms into a
of your expended chi back into yourself. You must spend 30 Chi Torpedo, with a violent spin you propel yourself
minutes of the rest meditating to regain your chi points. through the air. Your roll no longer provokes attacks of
Some of your chi features require your target to make a opportunity and you may travel 20 feet.
saving throw to resist the feature's effects. The saving Ability Score Improvement
throw DC is calculated as follows:
Chi save DC = 8 + your proficiency bonus + When you reach 4th level, and again at 8th, 12th, 16th, and
your Wisdom modifier 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
Vivify by 1. As normal, you can't increase an ability score above 20
You can spend 1 or more chi point and use your action to using this feature.
heal a creature within 15ft. The creature regains hit points Extra Attack
equal to your Martial Arts die. You can spend extra chi Beginning at 5th level, you can attack twice, instead of
points to add additional martial arts dice, up to your once, whenever you take the Attack action on your turn.
proficiency bonus.
PART 1 | CLASSES
77
Leg Sweep Perfect Zen
Starting at 5th level, you can knock multiple enemies off At 20th level, your chi sustains you so that you suffer none
their feet with a swift and low roundhouse. As an action, of the frailty of old age, and you can't be aged magically. You
you can make targets of your choice within 5 feet to make a can still die of old age, however. In addition, you no longer
Strength saving throw. Creatures who fail fall prone and need food or water.
are Stunned until the start of the Monk's next turn.
Chi-Strikes Monastic Traditions
Starting at 6th level, your unarmed strikes count as magical Three traditions of monastic pursuit were common in the
for the purpose of overcoming resistance and immunity to monasteries scattered across Pandaria. Most monasteries
nonmagical attacks and damage. practice one tradition exclusively, sending out monks to
teach their ways throughout Azeroth. All three traditions
Transcendence rely on the same basic techniques, diverging as the student
grows more adept.
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 Way of the Brewmaster
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 Brewmasters are often quirky and joyful, many would think
spirit's square, destroying it in the process. them merely as fools that enjoy a drink to bring gladness to
the despondent or to demonstrate humility to the arrogant,
Expel Harm but when battle is joined, the brewmaster can be a madden-
ing, masterful foe.
At 12th level, your chi can alleviate ailments from allies.
When you use Vivify, you may spend two extra chi (normal Stormstout's Legacy
limit applies) to allow your ally to use a reaction and At 3rd level, your mastery of the brewmaster arts grants
attempt a saving throw against an ongoing effect. you proficiency with the brewer's kit and deception, or
expertise if already proficient, and following benefits.
Ring of Peace Fluidity of Motion: You retain the benefits from
Upon reaching 13th level, you can spend 2 chi and use your Teachings of the Monastery, Unarmored Movement, and
action to choose a point within 30 feet that you can see. Roll while wearing light armor, but not when using a
You create a ring of peace with a radius of 10 feet at the shield.
chosen point. Until the end of your next turn enemies can Gift of the Black Ox: Your hit die changes to a d10 for
not enter the ring and any enemies inside when it is this and all future levels gained. This effects previously
created are pushed to the nearest empty space outside it. gained levels. If Hit Points per level have been rolled for,
You must complete a long rest to use this feature again. simply add 1 hp per level rolled previously.
Staggering Strikes: Two handed simple weapons and
Diffuse Magic versatile simple weapons count as Monk Weapons for
Beginning at 14th level, your mastery of chi allows you to you. When using a weapon in such a way you may add
add your proficiency bonus to all saving throws that are the the reach trait to it.
result of a magical effect or spell. Elusive Brews: You know the Black Ox brew and one
other brew of your choice, all of which are detailed in
Chi Brew the "Elusive Brews" section below. You learn one
At 17th level, when you roll initiative and have zero chi additional brew at 5th, 11th, and 17th level.
points, you may gain 4 chi. Stagger
August Blessing At 3rd level you learn to shrug off harmful attacks made
against you. You can use your reaction upon taking damage
Beginning at 18th level, whenever you make a saving throw from an attack to give yourself resistance to all damage
and fail, you can spend 1 chi point to reroll it. You must use dealt by the attack, except psychic damage. At the start of
the new result. 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.
78
Elusive Brawler Elusive Brews
Starting at 5th level, you can move in sudden, swaying The elusive brews are presented in alphabetical order. If a
ways. You gain the following benefits. brew requires a level, you must be that level in this class to
Drunken Master. You may impart disadvantage on an learn the brew.
enemy targeting you with a melee attack as a free action, When you gain a level in this class, you can choose one of
but you fall prone after. When you're prone, you can stand the brews you know and replace it with another brew that
up by spending 5 feet of movement, rather than half. you could learn at that level
Redirect Attack. When a creature misses you with a Your elusive brews all require a bonus action and chi
melee attack roll, you can spend 1 chi point as a reaction to points to be used unless specified otherwise. To use any of
cause that attack to hit one creature of your choice, other your known brews, you must have a flask of drinkable
than the attacker, that you can see within 5 feet of you. liquid on you as all brews require you to channel chi into
Celestial Invocation some liquid as you drink it.
Starting at 7th level, you may manifest an avatar of a Black Ox Brew. You can spend 1 chi point to give
celestial as a bonus action on your turn. The avatar is yourself advantage on the next melee attack you make this
incorporeal and shares your space, following you for it's turn, on a success the enemy is Taunted until the start of
duration, lasting until the end of your next turn. your next turn.
Invoke Niuzao, the Black Ox: During your turn, Niuzao Blackout Brew (11th level Required). You can spend 3
stomps a target within your reach (As Keg Smash) as a chi points to gain the effects of the blur spell for 1 minute.
free action, and the Black Ox purifies your stagger damage Breath of Fire. You can spend 1 chi points to exhale fire
at the start of your turn, granting you immunity to psychic in a 15-foot cone. Each creature in the area must make a
damage. Lastly he allows you to stagger 1 extra attack per Dexterity saving throw, taking fire damage equal to your
round as a reaction. Martial Arts die on a failed save, or half as much damage
on a success. If the target has disadvantage on the saving
Quick Sip throw they are lit on fire, taking your martial arts die in fire
At 9th level, you have mastered blending liquid damage again at the start of your turn.
consumption with the fluidity of your martial arts. You may Celestial Brew. When you take the attack action you can
make one free Martial Arts attack any time you consume an spend 1 chi point to gain the strength of Xuen, until the end
Elusive Brew. of your next turn, your melee attacks and Keg Smash deal
Keg Smash extra thunder damage equal to your Wisdom modifier.
Beginning at 11th level, you can surprise your foes with a Fortifying Brew. (5th level Required) You can spend 2
cask of ale, splintering and showering them with high proof chi point to gain temporary hit points equal to twice your
alcohol. When you take the attack action you may exchange Monk level + your Wisdom modifier.
one of your attacks and spend 1 chi, a target within reach Invigorating Brew (11th level Required). You can
and any foe within 5 feet of them must make a Constitution spend 4 chi points to gain the effects of the haste spell.
Saving throw or take damage equal to your Martial Arts die Ironskin Brew (5th level required). You can spend 2 chi
+ Dexterity Modifier and have disadvantage on Dexterity points as a reaction, for the next minute your stagger
Saving Throws until the end of your next turn. On a succe- feature effects all attacks made against you. You take
ss targets takes half as much damage and no disadvantage. damage at the start of your turn equal to 1 Martial Arts die
for each attack that hits you during the round.
Shuffle Nimble Brew (5th level Required). You can spend 2 chi
At 15th level, your flowing combat style affords you even points to gain the effects of the freedom of movement and
more protection against your foes. You may now stagger longstrider spells for 1 minute.
any damaging effect, not just damage from attacks. Purifying Brew. (17th level Required). You can spend 5
chi points to cast greater restoration on yourself.
79
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.
80
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.
81
Way of the Windwalker Celestial Invocation
Among monks, none have mastered the martial arts as the Upon reaching 7th level, you may manifest an avatar of a
windwalkers have, and few across Azeroth can fight with celestial as a bonus action on your turn. The avatar is
their grace. Windwalkers possess unparalleled physical incorporeal and shares your space, following you for it's
finesse, and are capable of overwhelming their enemies duration, lasting until the end of your next turn.
with a dizzying flurry of punches and kicks. Invoke Xuen, the White Tiger: The White Tiger mauls
Fists of Fury your foes with thunder and lightning charged attacks.
Starting when you choose this tradition at 3rd level, you When you use Fists of Fury, Xuen makes the extra
can accelerate your attacks by infusing your body with Chi. martial arts attack against your target, allowing you to
You may spend 1 Chi when you take the Attack action to use this feature for no chi cost.
make 2 Martial Arts attacks as a bonus action. You may add your wisdom modifier as lightning damage
to your Martial Arts attacks.
Ways of the Wind
Also at 3rd level, you have improved your chi abilities You must complete a long rest before using this feature
through intense training, granting the following benefits. again.
Tiger Palm When you use Windwalking, the next Touch of Karma
successful melee weapon attack you make before the At 9th level, you can harness the cyclical loop of Karma to
end of your next turn against an enemy you did not start return harm your enemies would inflict upon you. As a
the turn adjacent to deals additional damage equal to reaction to an enemy damaging you, you may spend 2 Chi
your Martial Arts die, and your target must make a to mark them with a Touch of Karma. Until the end of the
successful Strength saving throw or be knocked prone. turn you gain resistance to all damage (Including the
Unpredictable Strikes When you make an attack of triggering effect) and the enemy you selected takes half the
opportunity, you may spend 1 Chi to use your Fists of damage you do after resistance.
Fury feature.
Reflexes of Xuen You become proficient in athletics, or Spinning Crane Kick
expertise if already proficient, and you may use your At 11th level, when you use your Fists of Fury, you may
dexterity modifier in place of Strength. You also add forgo one bonus attack. Compare the result of one attack
your proficiency bonus to initiative checks. this turn against the AC of each enemy adjacent to you,
Combo Strikes applying damage to any successes normally.
At 5th level, you can chain your strikes into devastating Touch of Death
combos. When you succeed with a melee attack against a From 15th level and beyond, you gain the ability to kill with
target you have already hit this turn, it gains a bonus to just a touch. When you hit a creature with an Unarmed
damage equal to the number of successful attacks against
it this turn including the triggering attack. 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.
82
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
Paladin with plate armor so they can confront the toughest of foes,
and the blessing of the Light allows them to heal wounds
Vengeance cannot be a part of what we must do. If we and, in some cases, even restore life to the dead. Ready to
allow our passions to turn to bloodlust, then we will serve, paladins can defend their allies with sword and
become as vile as the orcs. shield, or they can wield massive two-handed weapons
— Uther the Lightbringer against their enemies. The Light grants paladins additional
Clad in plate armor that gleams in the sunlight despite power against the undead and demons, ensuring that these
the dust and grime of long travel, a human lays down her profane beings corrupt the world no longer.
sword and shield and places her hands on a mortally Paladins are not only zealots, but also guardians of the
wounded man. Divine radiance shines from her hands, the righteous, and they bestow blessings on those the Light
man's wounds knit closed, and his eyes open wide with would shine upon. The Light radiates from paladins, and
amazement. worthy allies who stand near them are emboldened by its
A dwarf crouches behind an outcrop, his black cloak power.
making him nearly invisible in the night, and watches an Beyond the Mundane Life
orc war band celebrating its recent victory. Silently, he
stalks into their midst and whispers an oath, and two orcs Almost by definition, the life of a paladin is an adventuring
are dead before they even realize he is there. life. Unless a lasting injury has taken him or her away from
Silver hair shining in a shaft of light that seems to adventuring for a time, every paladin lives on the front lines
illuminate only him, a blood elf laughs with exultation. His of the cosmic struggle against evil. Fighters are rare
spear flashes like his eyes as he jabs again and again at a enough among the ranks of the militias and armies of the
twisted giant, until at last his light overcomes its hideous world, but even fewer people can claim the true calling of a
darkness. paladin. When they do receive the call, these warriors turn
Whatever their origin and their mission, paladins are from their former occupations and take up arms to fight
united by the light to stand against the forces of evil. It is a evil. Sometimes their oaths lead them into the service of
source of power that turns a devout warrior into a blessed the crown as leaders of elite groups of knights, but even
champion. then their loyalty is first to the cause of righteousness, not
to crown and country.
PART 1 | CLASSES
83
The Paladin
Proficiency
Level 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
PART 1 | CLASSES
85
Holy Power Extra Attack
At 3rd level, you learn how to harness residual radiant Beginning at 5th level, you can attack twice, instead of
energy in your strikes to fuel your most potent abilities. You once, whenever you take the Attack action on your turn.
have a maximum pool of 3 holy power that you may tap into You may also make one melee attack after you channel
at a time and any holy power gained over your maximum is divinity as a bonus action.
lost. You regain all your Holy Power when you complete a
short or long rest. At 5th level your maximum holy power Divine Auras
increases to 4. Starting at 6th level, your choice of oath grants an aura to
Crusader Strike bolster you and your allies. At 13th level, the range of this
The first time you successfully hit and the first time you aura doubles.
critically hit (These can be the same attack), with a melee Devotion Aura (Protection)
weapon or deal radiant damage with a cantrip in a round, When an ally within 15 feet is the victim of an attack roll,
you gain 1 Holy Power. You can not gain more than 2 Holy you may spend your reaction to reduce the damage taken
Power in a round. by your proficiency bonus.
Channel Divinity Aura of Reckoning (Retribution)
Your oath allows you to channel your Holy Power to fuel When an ally within 60 feet is reduced to 0 hit points, you
magical effects. Each Channel Divinity option provided by may spend a reaction to move up to 15 feet and make an
your oath explains how to use it. attack against the triggering enemy if they are within range.
When you use your Channel Divinity, you choose which In either case, your next successful melee attack is
option to use and spend 3 Holy Power to activate it. considered a critical hit.
Some Channel Divinity effects require saving throws. Concentration Aura (Holy)
When you use such an effect from this class, the DC equals When a friendly creature within 30 feet fails a
your paladin spell save DC. concentration saving throw, you may spend a reaction to
Sacred Oath add your Charisma modifier to the result.
When you reach 3rd level, you swear the oath that binds Avenging Wrath
you as a paladin forever. Up to this time you have been in a At 7th level, you become a truly terrifying incarnation of the
preparatory stage, committed to the path but not yet sworn light. You sprout divine wings an unleash terrifying
to it. Now you choose the Oath of the Holy, the Oath of vengeance on your enemies. Until the end of your next turn
Protection, or the Oath of Retribution, all detailed at the you gain the following benefits
end of the class description. You gain up to 3 holy power
Your choice grants you features at 3rd level and again at Your channel Divinity grants 2 holy power after use
5th, 9th, 11th and 15th level. Those features include the Your attack rolls critically hit on a 18, 19, or 20
Channel Divinity feature. Your attacks deal an extra 1d8 radiant damage
Ability Score improvement You must complete a long rest to use this feature again.
When you reach 4th level, and again at 8th, 12th, 16th, and Divine Steed
19th level, you can increase one ability score of your choice At 10th level, once per short rest you may gain the benefits
by 2, or you can increase two ability scores of your choice of both Dash and Disengage as a bonus action, as your
by 1. As normal, you can't increase an ability score above 20 steed of light swiftly carries you across the battlefield.
using this feature.
Turn Evil
Blessed Hands
Upon reaching 14th level, you radiate holy energy, rebuking
Also at 4th level you may cast a blessing spell (might, the foulest of creatures who dare to challenge you. You are
protection, sacrifice) without a concentration requirement. always under the effects of a Protection from Evil and
You must complete a long rest to use this feature again. At Good spell.
18th level you may use this feature twice before resting.
PART 1 | CLASSES
86
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.
Sacred Oaths
Holy
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
87
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
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.
88
Shield of the Righteous Hammer of Wrath. As an action, you may summon forth
At 3rd level, as a bonus action when you hit with an attack, and hurl a hammer of pure light to finish your wounded
you may follow up your strike with a blow from your shield foes. In place of one of your attacks, an enemy within 30
as it becomes wreathed in holy fire. The blow adds an feet who is Bloodied must make a Constitution saving
additional 1d4 radiant damage and taunts the target until throw or take damage as though you had critically
your next turn for a 1st-level spell slot, plus 1d4 for each succeeded with a weapon attack, adding 2d6 radiant
spell level higher than 1st, to a maximum of 5d4. Lastly, you damage to the roll. A successful save results in half
reduce the next source of physical damage you take by your damage.
Strength modifier times the spell level.
Righteous Fury Templar's Verdict
At 5th level you burn with unmatched fervency and bring to At 3rd level, when you hit a creature with a melee weapon
bear upon your enemies. When you hit an enemy with attack, you can expend a spell slot and a bonus action to
more than one attack in a turn, that enemy is Taunted until deal radiant damage to the target, in addition to the
the start of your next turn. 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
Ardent Defender maximum of 5d8. Templar's Verdict damage increases by
At 9th level not even death can stop you from standing as a 1d8 if the target is an undead or a fiend.
the bulwark between foe and friend. When you would fall to
zero hit points you may instead set your hit points to twice Pursuit of Justice
your paladin level and you gain resistance to all damage At 5th level when you begin your turn without any enemies
until end of your next turn. You must complete a long rest within 20 feet, you can choose to gain the effects of
to use this feature again. ✦ blessing of might and a 10 foot bonus to speed until the
end of your turn, if you are already under this spell's effects
Holy shield you may also add the d4 to weapon damage rolls. You must
Starting at 11th level, whenever a creature makes a melee end your movement as close to an enemy as possible. You
attack against you and misses, they take radiant damage can not use this ability again until you roll initiative.
equal to 1d8 plus half your paladin level.
Blade of Justice
Seraphim Beginning at 9th level, your fervor is unmatched amongst
At 15th when you roll initiative and have less than your servants of the light and dark alike. You may add your
maximum holy power you may immediately gain up to 3. charisma modifier to two-handed melee damage rolls.
Retribution Eye for an Eye
Channel Divinity Starting at 11th level, when a creature within your reach
Your oath to rebuke evil grants you the following ways to makes an attack against an ally, you can use your reaction
use your Channel Divinity feature. to make an opportunity attack against it.
Divine Storm. As an action, you can use your Channel
Divinity to lash out in holy fury with a melee weapon. Up to Wake of Ashes
three creatures you choose within 10 feet of you must At 15th level, once per long rest when you perform a divine
succeed on a Dexterity saving throw or take your weapon storm channel divinity, you may spend a bonus action to
damage plus 1d8 radiant. On a successful save, a target unleash a fiery storm of righteous energy instead. Your
takes half as much damage. If only one enemy would be divine storm becomes a 30 foot cone, and you can spend a
effected they have disadvantage on the saving throw. At 5th bonus action to generate 3 holy power after it's effects are
level this extra damage increases to 2d8. resolved.
PART 1 | CLASSES
89
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 As light cannot exist without darkness, and darkness
dark energy out around him, his allies gaining new life, his without light, some priests tap into shadow to better
enemies feeling the rush of necrosis through their bodies. understand their own abilities, as well as the abilities of
A forsaken, surrounded in void energy pulls his holy those who threaten them.
symbol from his neck as the void covers his body. Tentacles
sprout from his back as he cackles, spew-ing bolts of Devoted Acolytes
necrotic energy towards enemies and allies.
Priests are the bridge between light and dark, they are Priests practice a complex, organized form of spirituality
the wielders of the warmth holy light of the divine, and the built around moral philosophy, the worship of a particular
void magic granted by the old gods. They serve as deity (such as Elune) in some cases, and/or idol worship,
protectors, healers, and casters of insanity. rather than around the reverence of the elements that
shamans practice, or the close divine connection with
Invokers of Light and Darkness animals and the wilderness that druids maintain. Priests
serve not only as influential religious figures in their
Priests are devoted to the spiritual, and express their respective societies, but also as powerful practitioners of
unwavering faith by serving the people. For millennia they divine magic, which they use to heal and protect, or harm
have left behind the confines of their temples and the and weaken.
comfort of their shrines so they can support their allies in Devotion to the faiths of Azeroth leads many priests to
war-torn lands. In the midst of terrible conflict, no hero the paths of courage and heroism. In dark times, priests
questions the value of the priestly orders. These masters of carry the Light of faith with them as a reminder of the
the healing arts keep their companions fighting far beyond powerful forces at work beyond the comprehension of the
their normal capacities with an array of restorative powers peoples who walk the land. Powerful healers with an
and blessings. The divine forces at the priest’s command intimate connection to the divine, priests are empowered
can also be turned against foes. with abilities that aid them in times of dire need.
PART 1 | CLASSES
90
The Priest
Proficiency Light Cantrips
Level Bonus Points Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting, 3 2 — — — — — — — —
Channel Divinity (1/rest), Divine
2nd +2 2 3 3 — — — — — — — —
Calling,
3rd +2 3 Words of Power, Font of Light 3 4 2 — — — — — — —
Ability Score Improvement, Divine
4th +2 4 4 4 3 — — — — — — —
Calling feature
5th +3 5 Words of Power 4 4 3 2 — — — — — —
6th +3 6 Channel Divinity (2/rest) 4 4 3 3 — — — — — —
7th +3 7 Body and Soul 4 4 3 3 1 — — — — —
Ability Score Improvement, Divine
8th +3 8 4 4 3 3 2 — — — — —
Calling feature
9th +4 9 Words of Power 4 4 3 3 3 1 — — — —
Divine Intervention, Word of Power,
10th +4 10 5 4 3 3 3 2 — — — —
Divine Calling feature
11th +4 11 Blessed recovery 5 4 3 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 13 Words of Power 5 4 3 3 3 2 1 1 — —
14th +5 14 Divine Calling feature 5 4 3 3 3 2 1 1 — —
15th +5 15 - 5 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 17 Word of Power 5 4 3 3 3 2 1 1 1 1
18th +6 18 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 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 Class Features
disciplined priest, in beautiful robes, monitoring a sept? or Hit Points
are you an unholy priest of shadows, fallen either by choice Hit Dice: 1d6 per priest level
or forcefully towards the necrotic arts? Hit Points at 1st Level: 6 + your Constitution modifier
How did you enter priesthood? Were you raised in a mo- Hit Points at Higher Levels: 1d6 + your Constitution
nastery? Did you hear a whisper from the light itself telling modifier per priest level after 1st
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 Proficiencies
you might have known from your earliest memories that Armor: None
the priest's life was your calling, almost as if you had been Weapons: All simple weapons
sent into the world with that purpose stamped on your soul. Tools: Healer's Kit
As guardians against forces of wickedness and evil, Saving Throws: Wisdom, Charisma
priests are rarely of any evil alignment. Most of them walk Skills: Choose two from History, Insight, Medicine,
the paths of charity and soothing, or did you never feel the Persuasion, and Religion
warmth of the holy light, and instead felt the calling of the Equipment
old gods? Their void magic wrapping around you, making You start with the following equipment, in addition to the
your actions chaotic? 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
91
Spellcasting Divine Calling
As a conduit for divine power. you can cast priest spells. At 2nd level Choose a Divine Calling: Discipline, Holy, or
See chapter 10 of the Player's Handbook for the general Shadow. Each priesthood is detailed at the end of the class
rules of spellcasting and chapter 6 of this book for the descrip-tion. Your choice grants you spells and other
priest spell list. features when you choose it at 2nd level. It also grants you
additional ways to use your Channel Divinity and additional
Cantrips benefits at 4th, 8th, 10th and 14th levels.
At 1st level, you know three cantrips of your choice from
the priest spell list. You learn additional priest cantrips of Priesthood Spells
your choice at higher levels, as shown in the Cantrips Each priesthood has a list of spells that you gain at the
Known column of the Priest table. priest levels noted in the priesthood description.
Once you gain a priesthood spell, you always have it pre-
Preparing and Casting Spells pared, and it doesn't count against the number of spells you
The Priest table shows how many spell slots you have to can prepare each day.
cast your spells of 1st level and higher. To cast one of these If you have a priesthood spell that doesn't appear on the
spells, you must expend a slot of the spell's level or higher. priest spell list, the spell is considered a priest spell for you.
You regain expended spell slots when you finish a long rest.
You prepare the list of priest spells that are available for Channel Divinity
you to cast, choosing from the priest spell list. When you do
so, choose a number of priest spells equal to your At 2nd level, you gain the ability to channel divine energy
Charisma modifier + your priest level (minimum of one directly from the holy light, using that energy to fuel
spell). The spells must be of a level for which you have spell magical effects. You start with two such effects: Shackle
slots. Undead and an effect determined by your priesthood.
For example, if you are a 3rd-level priest, you have four When you use your Channel Divinity, you choose which
1st-level and two 2nd-level spell slots. With a Charisma of effect to create. You must then finish a short or long rest to
16, your list of prepared spells can include six spells of 1st use your Channel Divinity again.
or 2nd level, in any combination. If you prepare the 1st-level Some Channel Divinity effects require saving throws.
spell flash heal, you can cast it using a 1st-level or 2nd-level When you use such an effect from this class, the DC equals
slot. Casting the spell doesn't remove it from your list of your priest spell save DC.
prepared spells. Beginning at 6th level, you can use your Channel Divinity
You can change your list of prepared spells when you twice between rests, and beginning at 18th level, you can
finish a long rest. Preparing a new list of priest spells use it three times between rests. When you finish a short or
requires time spent in prayer and meditation: at least 1 long rest, you regain your expended uses.
minute per spell level for each spell on your list. Channel Divinity: Shackle Undead
Spellcasting Ability As an action, you present your holy symbol and speak a
Charisma is your spellcasting ability for your priest spells. prayer censuring the undead. Each undead that can see or
The power of your spells comes from the light. You use hear you within 30 feet of you must make a Wisdom saving
your Charisma whenever a priest spell refers to your spell- throw. If the creature fails its saving throw, it is stunned for
casting ability. In addition, you use your Charisma modifier 1 minute or until it takes any damage.
when setting the saving throw DC for a priest spell you cast
and when making an attack roll with one. Font of Light
Spell save DC = 8 + your proficiency bonus + Also at 3rd level, you tap into a deep wellspring of divine
your Charisma modifier energy within yourself. This wellspring is represented by
Spell attack modifier = your proficiency bonus + light points, which allow you to create magical effects.
your Charisma modifier You have 3 light points, and you gain more as you reach
higher levels, as shown in the Light Points column of the
Ritual Casting Priest table. You can never have more light points than
You can cast a priest spell as a ritual if that spell has the shown on the table for your level. You regain all spent light
ritual tag and you have the spell prepared. points when you finish a long rest.
Enlightenment
Spellcasting Focus You can use your light points to fuel additional spells when
You can use a holy symbol as a spellcasting focus for your your mana is depleted. You may spend a bonus action and a
priest spells. number of light points no greater than half your level to
gain as much mana.
PART 1 | CLASSES
92
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 Divine Callings
intervene on your behalf when your need is great. Priests enter into divine priesthoods, some strive to follow
Imploring a powers aid requires your action. Describe the holy light directly, others enter sects dedicated to lesser
the assistance you seek, and roll percentile dice. If you roll powers, or fall to the void entirely. Your choice might corre-
a number equal to or lower than twice your priest level, the spond to a particular branch of priesthood, it could simply
power intervenes. The DM chooses the nature of the be a matter of personal preference, having the purpose that
intervention; the effect of any priest spell would be appeals to you the most.
appropriate.
If the light (or void) intervenes, you can't use this feature Discipline Priesthood
again for 7 days. Otherwise, you can use it again after you These priests understand that light casts a shadow, that
finish a long rest. darkness is defined by light, and that true discipline stems
from one’s ability to balance these opposing powers in
Blessed Recovery services of a greater cause. You gain the following benefits
From 11th level onward, the light aids and restores your Confessor: You gain proficiency in the Insight skill or
body in the most desperate times. When you are the Victim expertise if you were already proficient and you may use
of a critical hit or roll a natural 1 on a saving throw against your Charisma in place of Wisdom when discerning the
a damaging effect, you may heal a number of hit points truth. Whenever you make a Charisma (Insight) check
equal to your 1d8 + Priest level. You may decide to gain to determine whether a creature is lying, treat a roll of 7
these hit points before or after damage is rolled. or lower on the d20 as an 8.
Twins of the Sun Priestess Shield Discipline: You learn the Shield word of power,
which does not count against your words known.
When you reach 15th level, while you have an active power Discipline Priesthood Spells
infusion (haste) spell that you are maintaining concen- Priest Level Spells
tration on, you gain the normal benefits of the spell as well,
except the extra action may be used to cast a cantrip in 1st ✦ Inner Fire
place of a weapon attack. 3rd ✦ Holy Fire
Apotheosis 5th ✦ Divine Star
At 20th level you become wreathed in light and shadow, the 7th ✦ Void Shift
pinnacle of duality between them. Your Charisma increases
by 4 and it's maximum increases by 4. Shadow Mend
You also regain 4 light points after finishing a short rest. 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
93
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 friendly creature
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 10th 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.
94
Holy Priesthood Spells Spirit of Redemption
At 14th level, you can tend the wounds of your allies even
Priest Level Spells from the brink of death. When you are brought to 0 hit
1st ✦ Angelic Feather, heal (cure wounds) points you can chose to become a Spirit of Redemption.
3rd ✦ Shining Force
Until you stop making death saving throws, you are
immune to all damage, but can take no actions other than
5th Circle of Healing (Mass Healing Word) those that restore hit points to your allies.
7th death ward
Shadow Priesthood
Renewed Faith These priests fully embrace the void and its magics, their
At 2nd level, whenever you spend mana on a spell to res- faith equal to their holy counterparts, yet focused on dark
tore hit points, you may re-roll one die, keeping the better magics and mental manipulation. They dedicate their lives
result. Additionally, heal (cure wounds) has a range of 30 to worship, but they derive their power from the Void, stray-
feet. ing dangerously close to the domain of the Old Gods. Your
light points are referred to as Insanity and behave exactly
Channel Divinity: Sanctify the same, granting you the following benefits.
Starting at 2nd level, you can use your Channel Divinity to Master Manipulator: You gain proficiency in the
unleash an explosion of radiance. Deception skill or expertise if you are already proficient.
As an action, you present your holy symbol and evoke You have advantage on all checks and rolls to conceal
healing energy that restores a number of hit points equal to your motives, emotions, or thoughts, or when you make
three times your Priest level to all allies in a 10 foot radius a Wisdom saving throw to resist the effects of a
of a point you can see within 60 feet. divination spell.
Echoes of Light
Throes of Pain: You learn the Pain word of power,
which does not count against your words known.
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 Shadow Priesthood Spells
and it restores hit points to at least one creature, one such Priest Level Spells
creature regains hit points equal to 1d4 per spell level at 1st ✦ Dark Void
the start of it's next turn.
3rd ✦ Vampiric Embrace
Dvine Hymn
Starting at 8th level, you can use your action and present 5th ✦ Vampiric Touch
your holy symbol to evoke healing energy that can restore a 7th Evard's Black Tentacles
number of hit points equal to four times your priest level.
Choose up to four creatures within 30 feet of you, and Shadowform
divide those hit points among them. You can't use this At 2nd level you may wreathe yourself in shadowy energy.
feature on an undead or a construct. You can repeat this Until you chose to leave this form, you reap the following
action once more at the start of your following turn. benefits:
Once you use this feature, you can't use it again until you You add you Charisma modifier to the damage of any
finish a long rest. cantrip that deals necrotic damage.
Guardian Spirit Your armor class becomes 10 + Dexterity modifier +
At 10th level you can call upon a spirit to guide a fallen ally Charisma modifier
back to their body. When a creature within 60 feet of you is You ignore resistance and immunity to necrotic damage.
reduced to 0 hit points, you can use your reaction and 2 Any spell you cast that restores health and is not a
light points to stop their spirit before it leaves for the Priesthood spell reduces the size of the dice rolled by
shadowlands. The target is immediately set to 1 hit point one step, or subtracts 1 healing per spell level if already
and is immune to damage until the start of their turn. If you a d4.
cast a spell of 3rd level or lower that targets this creature You may enter this form freely as an action, and leave it as a
and restores hit points before the end of your next turn, it bonus action.
restores the maximum amount. You must complete a short
rest to use this feature again.
PART 1 | CLASSES
95
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. Only the
damage dealt by the spell is maximized, any added dice are
rolled as normal.
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) for no mana
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 a number of rounds equal to your
Charisma modifier.
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 succeed on 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.
96
Words of Power Pain
You can spend light points as a bonus action up to your
Barrier proficiency bonus when you deal damage to a creature with
You can spend 2 light points as a reaction and choose a a spell to inflict torment. If the spell hits the target with an
point within 30 feet of you, creatures within 15 feet of that attack or it fails a saving throw against the spell, at the
point gain the benefits of the protection from evil and good beginning of the target's next turn, it takes a number of d4s
spell for 1 round. Targets also have advantage on saving of necrotic damage equal to the points spent.
throws from evil creatures for the duration.
This word of power may be sustained for 1 light point at Radiance
the start of your turn to maintain it's effects. When you cast a spell that restores hit points to a single
target, as a bonus action you may spend 2 light points after
Chastise rolling and distribute the hit points evenly amongst up to
As an action, you can spend 2 light points to chastise a three allies within 30 feet of your target, each ally that
creature you can see within 60 feet. That creature must receives healing this way recovers additional hit points
make a Wisdom saving throw. On a failure, it is equal to your Charisma modifier + spell level.
incapacitated until the end of your next turn. Once a
creature is targeted by this feature it is immune for 24 Salvation
hours. When a creature you can see within 60 feet fails a
Constitution saving throw to maintain concentration on a
Death spell, you can expend 1 light point and use your reaction to
When a creature within 60 feet of you takes damage from allow the creature to reroll.
an attack or spell, you can spend 1 light point and use your
reaction to deal necrotic damage to it equal to 2d8 + half Serenity
your priest level. If this damage doesn't reduce the creature When you restore hit points with a spell or Priest Feature,
to 0 hit points, you take the same damage, which can't be you may spend light points as a bonus action up to your
reduced or prevented in any way, if it dies you regain 1 light proficiency bonus to heal an extra 1d6 per light point spent
point. to one affected creature.
Fortitude Shield
During a short rest you can fortify your allies, shoring up You can spend 1 light point as a reaction to an ally taking
their resolve to fight. When you do so, spend 2 light points damage within 60 feet of you, the chosen ally gains
and choose up to six friendly creatures (which can include temporary hit points equal to half your priest level + your
yourself) within 30 feet of you. Each creature can gain Charisma modifier.
temporary hit points equal to your level + your Charisma
modifier. Solace
Additionally your maximum hit points increase by your When you use your enlightenment ability to turn light
Priest level, and increase by 1 each time you gain a Priest points into mana, you may deal your Charisma modifier
level. times the number of points spent in radiant damage to a
target within 60 feet.
Leap
You can use your reaction and spend 1 light point when a Void
friendly creature within 60 feet of you is forced to make a When you deal psychic or necrotic damage to a creature
saving throw to avoid an area effect or falls (GM's with a spell, you can spend 1 light point to cripple its
discretion). The creature is pulled to the nearest empty resolve. That creature has disadvantage on the next saving
space within 5 feet of you and suffers no effects from the throw it makes before the end of your next turn.
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.
97
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
Rogue and vanishing into the shadows before the victim hits the
You're gonna find a number of outfits that covet our skills. ground. Rogues can dip their weapons in paralyzing toxins
Adventurers, SI:7... heck, even the disorganized rabble that render foes unable to defend themselves. These silent
wouldn't mind a spy or two inside Stormwind. But you stalkers wear leather armor so they can move
remember this: You're your own man. Don't let nobody unencumbered, ensuring that they land the first strike.
bully you into doing something you don't wanna do! With the rogue’s poisons and speed, the first strike is
Besides, we hold all the cards... at least, we do before the often the last step before the killing blow.
game's done. Rogues fend for themselves, looking for fights in which
they dictate the terms. They’re the shadows in the night
— Jorik Kerridan that remain unseen until the right moment comes to strike,
Signaling for her companions to wait, a female orc then they dispatch an opponent with quick blade work or a
creeps forward through the dungeon hall. She presses an deadly toxin snuck acutely into the bloodstream. Rogues
ear to the door, then pulls out a set of tools to pick it in the are opportunistic thieves, bandits, and assassins, but
blink of an eye. Before disappearing into the shadows as there’s an unparalleled art to what they do.
her warrior friend moves forward to kick the door open.
A human lurks in the shadows of an alley while his Skill and Precision
accomplice prepares for her part in the ambush. When Rogues devote as much effort to mastering the use of a
their target passes the alleyway, the accomplice cries out, variety of skills as they do to perfecting their combat
the slaver comes to investigate, and the assassin's blade abilities, giving them a broad expertise that few other
cuts his throat before he can make a sound. characters can match. Many rogues focus on stealth and
Suppressing a giggle, a gnome silently sneaks up behind deception, while others refine the skills that help them in a
a guard, lifting the key ring from the his belt. In a moment, dungeon environment, such as climbing, finding and
the keys are in her hand, the cell door is open, and she and disarming traps, and opening locks.
her companions are free to make their escape. When it comes to combat, rogues prioritize cunning over
Rogues rely on skill, stealth, and their foes' brute strength. A rogue would rather make one precise
vulnerabilities to get the upper hand in any situation. They strike, placing it exactly where the attack will hurt the
have a knack for finding the solution to just about any target most, than wear an opponent down with a barrage of
problem, demonstrating a resourcefulness and versatility attacks. Rogues have an almost supernatural knack for
that is the cornerstone of any successful adventuring party. avoiding danger, and a few learn magical tricks to
supplement their other abilities.
PART 1 | CLASSES
98
The Rogue
Proficiency
Level Bonus Opener Features
Expertise, Stealth,
1st +2 2d6
Openers
2nd +2 3d6 Fleet Footed, Hit and Run
Energy, Roguish
3rd +2 3d6
Specialization
Ability Score
4th +2 4d6 Improvement, Tricks of
the Trade
Feint, Roguish
5th +3 5d6
Specialization feature
Expertise, Thieves'
6th +3 5d6
Gambits (1)
Cloak of shadows,
7th +3 6d6 Roguish Specialization
feature
Ability Score
8th +3 7d6
Improvement,
Roguish Specialization
9th +4 7d6
feature
Ability Score
10th +4 8d6 Improvement, Thieves'
Gambits (2)
Roguish Specialization
11th +4 9d6
feature, Without a Trace
Ability Score
12th +4 9d6
Improvement Class Features
13th +5 10d6 Thistle Tea As a rogue, you gain the following class features.
14th +5 11d6 Thieves' Gambits (3)
Hit Points
15th +5 11d6
Preparation, Roguish Hit Dice: 1d8 per rogue level
Specialization feature Hit Points at 1st Level: 8 + your Constitution modifier
Ability Score Hit Points at Higher Levels: 1d8 + your Constitution
16th +5 12d6
Improvement modifier per rogue level after 1st
17th +6 13d6 Fleet Footed (Improved) Proficiencies
18th +6 13d6 Elusive Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords,
19th +6 14d6
Ability Score rapiers, shortswords
Improvement Tools: Thieves' tools
20th +6 15d6 Honor Among Thieves Saving Throws: Dexterity, Intelligence
Skills: Stealth, and choose three from Acrobatics,
Athletics, Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, and Sleight of
Creating a Rogue Hand
As you create your rogue character, consider the charac- Equipment
ter's relationship to the law. Do you have a criminal past, or You start with the following equipment, in addition to the
present? Are you on the run from the law or from an angry equipment granted by your background:
thieves' guild master? or did you leave your guild in search (a) a rapier or (b) a shortsword or (c) a dagger
of bigger risks and bigger rewards? Is it greed that drives (a) a shortbow and quiver of 20 arrows or (b) a
you in your adventurers, or some other desire or ideal? 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
99
Expertise
At 1st level, choose one skill proficiency other than stealth, Fleet Footed
or your proficiency with thieves' tools. Your proficiency Also at 2nd level, you are exceptionally light on your feet,
bonus is doubled for ability checks you make that use the your speed increases by 10 feet, and another 10 feet at
chosen proficiency. 17th level.
At 6th level, you can choose one more of your proficien-
cies (in skills or with thieves' tools) to gain this benefit. Hit and Run
Openers When you reach 2nd level, you learn how to land a strike
and then slip away without reprisal. During your turn, if you
Beginning at 1st level, you know how to strike with the make a melee attack against a creature, that creature can't
most lethality when you are hidden from sight. The first make opportunity attacks against you this turn.
attack you make on a turn while affected by Stealth deals
bonus damage as shown in the 'Opener' column of the Energy
Rogue table. Some class features alter the effects of your
openers or give you new ways to use them. You may not use At 3rd level, you gain a pool of energy to fuel your most
a Finisher and an Opener on the same turn. potent attacks and skills. You have a number of energy
equal to your Constitution modifier + Proficiency Bonus
Stealth and you gain 1 energy the first time you successfully attack
You are a master of the shadows, you can even bend them an enemy with a light melee weapon on your turn that is
around you to become invisible to most enemies. You gain not an opener. At 5th level you gain one energy at the start
expertise in the stealth skill and when you use the hide of your turn, and another at 11th level.
action outside of an encounter (Not during initiative steps) Your energy regenerates between encounters as well, at a
you enter a state of heightened concealment called rate of 1 per minute, increasing to 1 per round at 5th level.
'Stealth'. While in Stealth you are invisible to creatures If your energy features require your target to make a
further than 30 feet, and enemies do not get passive saving throw to resist the feature's effects. The saving
perception checks until you are within 30 feet of them, and throw DC is calculated as follows:
your speed is halved. An enemy who is adjacent to you at Energy save DC = 8 + your proficiency bonus +
any point during their turn has advantage on their passive
perception. Some class feature are only available while in your Constitution modifier
Stealth. This status ends if you make an attack or similarly You start out knowing the following 3 abilities plus 1 of
obvious action as normal, and enemies who suspect your your choice, known as Thieves' Gambits and learn 1 more
presence may still attempt to search for you actively should at 6th, 10th, and 14th level. Your specialization may grant
you give them cause to. Stealth rolls in this manner should you more way to spend energy.
be made in secret, to prevent knowledge of the result Unless otherwise specified, Thieves' Gambits may not be
impacting decisions. An enemy might have adva- used again until you complete a short rest
ntage on their perception (+5) if you are in the open, they
are on alert, or in bright environments, DM's discretion. 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.
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.
100
Without a Trace
Roguish Specialization Upon reaching 11th level, If you spend your turn taking no
At 3rd level, you choose an area to specialize yourself hostile actions, and are not within passive perception range
within, that shapes your rogue abilities: Assassination, of an enemy, you may attempt to Hide and enter stealth at
Outlaw, or Subtlety, all detailed at the end of the class the start of your next turn so long as you take no damage
description. Your specialization choice grants you features before then.
at 3rd level and then again at 5th, 7th, 9th, 11th, and 15th
level. Thistle Tea
Ability Score Improvement Beginning at 13th level, you can craft an invigorating brew
once per long rest. When consumed as a bonus action, the
When you reach 4th level, and again at 8th, 10th, 12th, tea restores Energy equal to your proficiency bonus
16th, and 19th level, you can increase one ability score of instantly.
your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can't increase an ability Preparation
score above 20 using this feature. At 15th level, you may refresh the use of all spent Thieves'
Tricks of the Trade Gambits that normally requires a short rest as a free
action.
Additionally at 4th level, your finishing moves befuddle and You must complete a long rest before you can use this
deceive your enemies, leaving them flummoxed to your true feature again.
threat. When you deal damage with a finisher, you may
force the enemy to become Taunted by an ally you can see Elusive
within 30 feet until the start of your next turn.
Beginning at 18th level, you are so evasive that attackers
Feint rarely gain the upper hand against you. No attack roll has
Starting at 5th level, when an attacker that you can see hits advantage against you while you aren't incapacitated.
you with an attack, you can use your reaction to halve the Honor Among Thieves
attack's damage against you.
At 20th level, you can use your allies success to your own
Cloak of Shadows advantage. When an ally gets a critical hit with at attack or
At 7th level, you can wreathe yourself in a rippling cloak of defeats an enemy you can see, you can make an attack
shadows against damaging spells and magic. When you are against an enemy in your reach as a reaction, do not roll
subjected to a magical effect that deals damage and allows and instead treat your roll as a natural 20.
half damage on a save, you take no damage on a successful
saving throw.
101
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.
102
Vendetta Between the Eyes (Finisher): As an bonus action, you
At 7th level, you can mark a target for elimination, may draw a pistol and fire a blast of blackpowder shot at an
executing it with extreme prejudice. When you declare the enemy. Spend 1 energy and make an attack with your pistol
attack action you can declare a Vendetta against the target at a target in range, reloading it for free if it is not loaded,
enemy that lasts until the end of your next turn or until that on a success you may spend energy to increase it's damage
creature dies. During this time you gain the following by 1d6 per energy spent. If the target was within 10ft of you
benefits. it must make a Constitution saving throw with +1 to the DC
per energy spent, or become incapacitated until the end of
You gain 1 extra point of energy at the start of your turn it's next turn. You draw and holster with such speed that
and when you activate Vendetta. you do not need a free hand to perform this action.
You may use your Envenom as a free action after any Ambush (Opener): When you successfully use an
successful attack. opener with a light melee weapon, you may treat any
You have advantage against your marked target, and natural roll of 17 or higher as a critical hit.
disadvantage on attack rolls against any target other
than your Vendetta. Dirty Tricks
You can not use this feature again until you complete a long When you choose this specialization at 3rd level, you gain
rest. proficiency with firearms and receive a Pistol for free from
the equipment section and ignore it's reload quality.
Leeching Poison You gain proficiency in Deception or Persuasion, or
Starting at 9th level, when you successfully deal Deadly expertise if you're already proficient in your choice.
Poison damage, you gain an amount of Temporary hit Additionally, being within 5 feet of a hostile creature
points equal to half the amount rolled. doesn't impose disadvantage on your pistol attack rolls.
Finally you may substitute your Charisma or Intelligence
Poison Bomb (Theives' Gambit) in place of your Constitution modifier when calculating
At 11th level, as an action to cause an enemy within 15 feet your Energy and it's Save DC.
to explode in a cloud of noxious vapor. For each point of Slice and Dice
energy you spend as part of this action, enemies within 10 At 5th level your blades move with a speed few can match.
feet of your target take your deadly poison dice in poison When you take the Attack action you may make second
damage. Efected enemies take only half damage upon a attack as part of that action.
successful Constitution saving throw.
Adrenaline Rush
Venomous Wounds At 7th level, your heart races in the heat of combat and can
At 15th level your savage cuts and bleeding wounds allow pump blood at a much faster rate. Once per long rest you
your poisons to seep deeper. When an enemy takes bleed may call upon a rush of adrenaline granting you the
damage from Garrote, you regain 1 energy. You may only following benefits until the end of your next turn.
gain energy this way once per round. When you make an attack with your bonus action using
Outlaw a light weapon, you may make an extra attack with that
weapon.
You hone your skills in larcenous arts. Burglars, bandits, You generate energy from the first 3 successful attacks
pirates, and other criminals typically follow this specializa- per round.
tion, but so do rogues who prefer to not fight fair, using Crimson Vial
dirty tricks to gain the upper hand in combat. They care Starting at 9th level, you create your own volatile mixtures
little for discretion, and happily engages in brawls head on. of high proof spirits and alchemical restoratives. You may
You gain the following benefits. drink from this vial as a bonus action and spend up to 2 hit
Sinister Strike: (Builder) You may engage in two dice, regaining hit points from each die equal to the roll
weapon fighting even when your main hand weapon is not plus your Constitution modifier. You may use this feature a
light, and you may generate energy from melee attacks with number of times equal to your proficiency bonus before
weapons that are not light. needing to complete a long rest.
PART 1 | CLASSES
103
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 Cheat Death
the enemy knows they were there. At 9th level, If you take damage that would reduce you to 0
Backstab (Builder): When you hit with a melee attack hit points, you may immediately heal for an amount of hit
while wielding a dagger in each hand, you may increase the points equal to twice your level instead of falling
size of the die to a d8 if you have advantage or an ally is unconscious.
within 5 feet of the target. You may not use this feature again until you complete a
Eviscerate (Finisher): After a successful two weapon long rest.
fighting attack but before damage, you may disembowel Additionally, you always start with one successful death
your target with a savage series of cuts. You may spend saving throw when you are reduced to zero hit points but
energy to add 1d8 to the damage for energy spent. not killed outright.
Shadowstep (Opener): When you perform an opener,
you may step through the shadows and appear in the clos- Shuriken Storm
est adjacent square to an enemy you can see within 20 feet (Theives' Gambit - At Will)
as part of the attack. Additionally, your opener dice are d8's. At 11th level you learn how to let loose a fan of razor sharp
Master of Shadows shurikens in all directions. As an action you may spend 1
At 3rd level you gain low-light vision, or darkvision of 60 energy and cause all enemies within 10 feet of you to make
feet if you already had it. If you already have darkvision it's a Dexterity saving throw or take 1d4 + Dexterity modifier +
range increases by 30 feet and you can see through proficiency bonus piercing damage, taking half as much on
magical darkness. You also master the following benefits. a success. You gain 1 energy for each target who fails their
save
You gain proficiency in Slight of Hand, or expertise if
you were already proficient Premeditation
Enemies do not get passive perception checks until you At 15th level, you can plan out a targets demise in an
move within 15 feet of them instant before they feel the cold of your steel. You may
Subterfuge spend energy on Finishers on a turn you use an Opener.
Beginning at 5th level, when you perform an opener, you Additionally, your Backstab now deals d10 damage.
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.
104
Theives' Gambits
Acrobatic Strikes
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, after an successful attack
roll, you may spend up to three energy to increase your
critical hit range by 1 for each energy spent. Rupture
Requirements: Assassination
Kidney Shot As a bonus action after successfully hitting a target
Requirements: Subtlety effected by your Garrote with an attack, rip open wide the
When you Eviscerate, you may instead perform a gushing wounds of your target. For every 2 energy you
stunning Kidney shot in place. This attack deals 1d4 and spend on this finisher you add one die to your garrote
gains a +1 to the DC per energy you spend on it and the damage. Multiple Ruptures do not stack.
target must make a Constitution saving throw or be
stunned for a round. On a successful saving throw the Sap
target takes full damage but is not stunned. You can attempt to render an unsuspecting target helpless
with a well placed blow. Select a target within 10ft and
Pistol Shot (At Will) spend 1 energy, they must attempt a wisdom saving throw
Requirements: Outlaw or become incapacitated for 1 minute or until it takes
As an action and by spending 1 energy, you may draw damage. This effect requires stealth and only works on
and fire your pistol at a target within range, reloading it if it weaker enemies (GM discretion). Enemies who pass their
is not loaded. Make an ranged attack, if you hit you saving throw gain advantage on their passive perception.
generate 2 energy. You may use this ability when you have Shadowy Duel
zero energy but it only generates 1 energy on a hit. Requirements: Subtlety
Poisoned Knife (At Will) As a bonus action for 1 energy you lock your target
Requirements: Assassination, 6th level within 15 feet in a duel contained in the shadows. For a
number of round equal to your Proficiency bonus, both you
By spending 1 energy you may throw a sharp knife and the target are invisible to all onlookers, and they are
coated in your deadly poisons. You may throw 1 knife as an invisible to both duelists. You have advantage on all attack
action or 2 by spending your bonus action as well. Make a rolls against the target for it's duration.
ranged weapon attack for each knife, if you hit you deal 1d4
+ Dexterity Modifier piercing damage and they are Shiv (At Will)
immediately exposed to your Non-Lethal poison and take Requirements: Assassination, 6th level
double damage from your Lethal Poison. If 2 knives hit the When you hit with a two-weapon fighting attack, you may
target, they make any saves at disadvantage. spend 1 energy to inflict a non-lethal poison of your choice
on the target. If you have already applied a dose, you may
Roll the Bones inflict a second poison or empower your applied dose.
Requirements: Outlaw Mind Numbing: The DC equals your Energy save DC.
When you roll initiative you may, as a reaction, spend 1 Crippling: The target's maximum speed is 10 feet.
energy to roll 2d6 and pick 1 of the corresponding results Wound: The target can take no reactions, and any
on the table bellow for 1 minute. On a roll of doubles you healing is reduced to 0.
may pick your effect.
Shroud of Concealment
Roll the Bones When you roll to enter stealth, you may spend 3 energy to
d6 Effect grant an aura of 15 feet. All allies within this aura gain the
True Bearing: Your movement speed increases by 10 benefits of your Stealth feature so long as the end their
1
feet and you do not provoke opportunity attacks. turn within the shroud. This lasts for a number of rounds
equal to your proficiency bonus
Grand Melee: You gain an additional bonus action
2
that may only be used dash or dodge. Smoke Bomb
You may spend 2 energy to cast Fog Cloud at your location.
Broadsides: Your off-hand attacks deal additional you and your allies ignore the heavy concealment of the
3 damage equal to your Charisma modifier (minimum cloud but it lasts only for 1 minute.
0).
Dismantle
4
Shark Infested Waters: You score a critical hit on a roll When you hit a creature with a weapon attack, you can
of 19 or 20 on the attack roll. spend one energy to attempt to disarm the target, forcing it
Buried Treasure: You gain one energy at the start of to drop one item of your choice that it's holding. The target
5
your turn. must make a Strength saving throw. On a failed save, it
Jolly Roger: Once on your turn when you miss with an
drops the object you choose and it lands at its feet. The
6
attack roll, you can choose to re-roll with advantage.
creature may use it's interact to pick the item back up,
provoking opportunity attacks as normal.
105
Shaman Herald of the Elements
The wolves are not tamed, not as you might understand the A Shaman's bond to their magic is unique. While a mage
word. They have come to be our friends because I invited would study it in great depth, and a warlock would bend
them. It is a part of being a shaman. We have a bond with those same power to their whim, a shaman calls upon the
the things of the natural world, and strive always to work in elements themselves for aid. They commune with forces
harmony with them. Warlocks would term them spells, but not strictly benevolent -- sometimes they may respond, and
we shamans simply term them calls. We ask, the powers sometimes they may choose not to. The elements are
we work with answer. Or not, as they will. I can call the chaotic, chained away in their elemental plane as they rage
snows, and wind, and lightning. The trees may bend to me against one another with unending primal fury. It is the call
when I ask. The rivers may flow where I ask them to. of the shaman to bring balance to this chaos.
— Drek'Thar of the Frostwolf clan These masters of the elements can also call upon ele-
An orc clad in loose plates chained together stands atop mental forces directly, unleashing torrents of lava and bolts
a lonely peak, the winds picking up around him, rattling of lightning against foes. The elements can create, destroy,
through the chains of his armor, before he releases a glist- support, and hinder. An experienced shaman balances the
ening bolt of lightning toward his enemies. vast spectrum of these primordial forces into an array of
A gray haired dwarf slowly lumps his way across the diverse abilities, making shaman versatile adventurers and
battlefield, emptying a bottle of water into the earth as he valued members of any group.
walks, before lifting it from the soil, and gently waves it over
the body of a wounded ally, soothing his grave wounds. Respected and Feared
A human sprinting through the thicket, a pair of massive Since the early days of mortal life on both Azeroth and
wolves of spectral vision running at his side. In the flash of Draenor, the elements have been both feared and wor-
a moment he howls as his body turns into a wolf of similar shiped. Mystics have sought to commune with them, to tap
visage to his pets. into the raw power of earth, air, fire, and water. In time,
Shamans are mortal mediators between the elements these spiritual guides have come to understand the depth
themselves. Often a spiritual guide in their community, and gravity of the powers they wield. That the elements are
these mystical figures may commune with ancestral spirits not wholly benevolent, but rather a torrent of neverending
and weave elemental powers into their spells. Both to conflict, as the elemental lord vie for control. The calling of
strengthen and heal their allies, and to strike down on the the shaman is as a conduit of these volatile energies,
battlefield with devestating force. Shamans can imbue their leveraging them both to heal and to harm.
weapons with the elements, smite their enemies with
storm and fire, and summon forth elementals to their aid.
PART 1 | CLASSES
106
The Shaman
Proficiency Cantrips Spells
Level Bonus Features Known 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
PART 1 | CLASSES
107
Totemist
Kalimag
Staring at 2nd level, you can bind elemental forces into
You know Kalimag, the language of elementals. You can totems. Effigies of elemental power, bound to your will.
speak the language and use it to leave messages in rocks
and pools of water that only you and other shamans spot. Totems Known
The messages are spoken as through a sending spell, with When you gain this feature, you learn two totems of your
the limitations that come of that spell. choice. The totems available to you are detailed at the end
of the class description.
Spellcasting You can learn two additional totems at 6th level, and
Drawing on the elements themselves, you can manifest another two totems and 12th level.
them into casting spells. See chapter 10 of the Player's Additionally, when you gain a level in this class, you can
Handbook for the general rules of spellcasting and chapter choose one of the totems you know and replace it with
6 of this book for the shaman spell list. another totem that you could learn at that level.
Cantrips Summoning a Totem
You know two cantrips of your choice from the shaman You can use a bonus action to summon a totem that you
spell list. You learn additional shaman cantrips of your know to an empty space within 15 feet of you that you can
choice at higher levels, as shown in the Cantrips Known see. The totem lasts for 1 minute, until it is destroyed, or
column of the Shaman table. until you summon another one. You can also dismiss an
active totem as a bonus action. Totems have a number of
Spell Slots hit points equal to twice your shaman level and an AC
The Shaman table shows how many spell slots you have to equal to your spell save DC.
cast your spells of 1st level and higher. To cast one of these You may use this feature twice between long rests.
spells, you must expend a spell slot of the spell's level or beginning at 6th level, you can use your Totemist feature
higher. You regain all expended spell slots when you finish three times between rests, and beginning at 12th level, you
a long rest. can use it four times between rests.
Spells Known of 1st Level and Higher Activating a Totem
You know four 1st-level spells of your choice from the The specific actions available to each totem is detailed in
shaman spell list. the totem's description. If a totem requires a bonus action
The Spells Known column of the Shaman table shows to activate, you may activate it the first time for free as part
when you learn more shaman spells of your choice. Each of of the bonus action used to summon it. If a totem is
these spells must be of a level for which you have spell activated as a reaction, it may be summoned as a reaction
slots. For instance, when you reach 3rd level in this class, to the same trigger.
you learn one new spell of 1st or 2nd level. The totem uses your shaman spellcasting ability to
Additionally, when you gain a level in this class, you can determine its spell save DC and attack modifier.
choose one of the shaman spells you know and replace it Totem powers that involve rolling 1d4 roll additional dice
with another spell from the shaman spell list, which also as you gain shaman levels: 2d4 at 5th level, 3d4 at 11th
must be of a level for which you have spell slots. level, and 4d4 at 17th level.
Spellcasting Ability Shamanic Binding
Wisdom is your spellcasting ability for your shaman spells, At 3rd level, you choose a shamanic binding to tune your-
since your power comes from the elements and spirits. You self to: Elemental, Enhancement, or Restoration, each of
use your Wisdom whenever a shaman spell refers to your which are detailed at the end of the class description.
spellcasting ability. In addition, you use your Wisdom Your choice grants you features at 3rd level and again at
modifier when setting the saving throw DC for a shaman 5th, 7th, 9th, 11th and 15th level.
spell you cast and when making an attack roll with one.
Binding Spells
Spell save DC = 8 + your proficiency bonus + Each Shamanic Binding has a list of spells that you gain at
your Wisdom modifier the shaman levels noticed in the binding description. Once
Spell attack modifier = your proficiency bonus + you gain a binding spell, you always have it prepared, and it
your Wisdom modifier doesn't count against your number of spells known.
If you have a binding spell that isn't on the shaman spell
Ritual Casting list, the spell is nonetheless a shaman spell for you.
You can cast a shaman spell you know as a ritual if that
spell has the ritual tag. Ability Score Improvement
Weapon Imbuements
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
You can infuse your weapons with primal magic, allowing by 2, or you can increase two ability scores of your choice
them to be used to channel your spellcasting. You may by 1. As normal, you can't increase an ability score above 20
complete somatic components of spells so long as you are using this feature.
wielding a one handed weapon.
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
108
You can stay in this form for a number of hours equal to Elemental
half your Shaman level before reverting to your normal
form. You can revert to your normal form earlier by using a More than any other, Elemental shamans have dedicated
bonus action, and revert automatically if you fall uncon- themselves to forging a deep bond with the elements.
scious, drop to 0 hit points, or die. This bond often favoring the element of fire, allowing them
While you are transformed, the following rules apply: to wield their powers to great effect, manipulating the land
Your base movement speed changes to 50 feet. itself. To battle an Elemental shaman is to Taunt the very
forces of nature.
If you make an attack or cast a spell you immediately
revert to your normal form. Transforming doesn't break Elemental Binding Spells
your concentration on a spell you've already cast, how- Shaman Level Spells
ever, or prevent you from taking actions that are part of 3rd Thunderwave, Lava Burst ✦
a spell that you've already cast, such as call lightning.
Your equipment merges into your ghost form and has no 5th Lesser Chain Lightning ✦ , Lightning Bolt
effect until you leave the shape again. 7th Stormkeeper ✦
At 13th level, your Ghost Wolf becomes Spirit Wolf,
confering the following additional benefits. 9th Maelstrom, Conjure elemental
You can dash as a bonus action Totemic Power
You may add your Wisdom Modifier to your AC You learn the following totem, wich does not count against
You gain resistance to the first source of physical your totems known.
damage you take each round. Totem of wrath The totem fuels nearby creatures with
Totemic Projection primal fury. You can use your reaction when an ally within a
Starting at 8th level, you can manipulate a summoned 60-foot radius of the totem rolls damage for an attack or
totem. As a bonus action, you can move your summoned spell, to re-roll the damage, using either result.
totem to an empty space within range that you can see. Elemental Overload
Additionally, the distance at which you can summon and At 3rd level, your spells surge and echo with reverberating
move a totem increases to 30 feet. power. When you roll damage for a spell, and roll the
maximum amount on any die, you may re-roll that die and
Summon Earth Elemental add it to the total, these dice can not overload again.
At 10th level, you are able to summon forth might earth Lightning Rod
elementals to aid you in battle. Once per long rest you may At 5th level, you gain resistance to lightning and thunder
cast conjure elemental as an action for no mana, but only damage. In addition, whenever you cast a spell that deals
to summon an earth elemental with the following benefits. lightning or thunder damage, stormy magic erupts from
At 18th level you may summon a greater earth elemental. your target, or one creature you select affected by the spell.
Enemies hit by the elemental are Taunted for 1 round This eruption causes other creatures of your choice within
It acts on your turn, and you may control it's actions 15 feet of them to take lightning or thunder damage equal
It lasts for 1 minute to twice the spell's level.
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 connec-
tion 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.
PART 1 | CLASSES
109
Ascendance
At 7th level you can assume the form of an elemental
ascendant. Using your bonus action, you undergo a Enhancement Spellcasting
transformation. Until the end of your next turn, you gain
the following benefits. Cantrips Spells ─Spell Slots─
You may treat any spell damage dice rolled as 1 facing Level Known Known 1st 2nd 3rd 4th 5th
higher, up to the normal maximum of the die, this 3rd 2 3 3 — — — —
increased facing can trigger elemental overload.
You may cast lava burst✦ at two spell levels lower than 4th 2 3 3 — — — —
your maximum once per turn, without spending mana. 5th 2 4 4 2 — — —
Once you use this feature, you can't use it again until you 6th 2 4 4 2 — — —
finish a long rest.
7th 3 5 4 3 — — —
Master of the Elements
From 9th level onward, your mastery of the elements 8th 3 5 4 3 — — —
reaches a pinnacle few have witnessed, weaving fragments 9th 3 6 4 3 2 — —
of power from each element into your spells to overcome
resistances and immunities alike. When you deal damage 10th 3 6 4 3 2 — —
to an enemy who is immune to your damage type, you 11th 3 7 4 3 3 — —
instead treat them as resistant, and enemies who are
resistant are instead dealt damage normally. Finally 12th 3 7 4 3 3 — —
enemies who are vulnerable to a source of your damage 13th 3 8 4 3 3 1 —
instead take two and a half times the normal damage.
14th 3 8 4 3 3 1 —
Thunderstorm
Upon reaching 11th level, you learn to harness the fury of 15th 3 9 4 3 3 2 —
the storm to protect yourself, hurling would be attackers 16th 3 9 4 3 3 2 —
away. You may cast thunderwave as a reaction to any
enemy moving within 5 feet of you. You must cast the spell 17th 3 10 4 3 3 3 1
at 2nd level or higher to use it this way. 18th 3 10 4 3 3 3 1
Primal Elementalist
19th 4 11 4 3 3 3 2
At 15th level when you use your summon earth elemental
ability or cast a spell that summons an elemental, it gains 20th 4 11 4 3 3 3 2
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 Totem Warrior
attack modifier with your spell attack modifier. When you choose this specialization at 3rd level, you gain
It adds your proficiency bonus to its damage rolls. proficiency with martial weapons. When wielding a
The damage from its attacks is considered magical. weapon you are proficient with, you can use it as a
You can summon any elemental, not just earth spellcasting focus for your shaman spells.
In addition, you may use your Wisdom modifier instead
Enhancement of Dexterity for the purposes of determining your AC. You
For Enhancement shamans, their bond with the elements still must respect the limitations, conditions, and
is the means to an end for their martial prowess. Often restrictions of any armor you wear. In particular, if your
keeping the element of air as their closest ally, channeling armor limits the maximum Dexterity modifier you may
their powers through their weapons, they favor facing their apply to your AC, that limitation also applies to your
adversaries up close with devastating force. Wisdom modifier.
Enhancement Binding Spells
You refer to the Enhancement Spellasting table to
Shaman Level Spells determine your spells known and spell slots gained
whenever you gain a level in this class. You may prepare a
3rd ✦ lightning shield number of shaman spells equal to your Wisdom modifier +
5th haste half your shaman level, rounded down (minimum of one
spell). You otherwise follow the rules for shaman
9th wind shear (counterspell) spellcasting as described earlier in the class description.
Finally, you gain the following features
Totemic Power
You learn the following totem, wich does not count against Elemental Assault: You learn one of the following
your totems known. bonus cantips: Frostbrand✦, Earthliving✦,
Windfury Totem You can activate this totem with a Flametongue✦ Rockbiter✦.
reaction when an ally within 30 feet of it declares a melee Windfury: You may engage in two-weapon fighting as
weapon attack, this attack has advantage. part of casting an Elemental Assault cantrip.
110
Maelstrom Weapons
Starting at 3rd Level, when you successfully hit a creature
with a melee weapon attacks on your turn, you can expend Lesser Chain Heal: A quick upwelling of restorative
one spell slot to unleash the maelstrom built up from tides bathes your nearby allies. As a bonus action for a
repeated blows once per turn in the following ways. first level spell you may restore 2d4 hit points to up to
Lava Lash: Molten rock and magma spew forth and three friendly creatures, no creature may be more than
bathe your target. This attack deals 2d6 extra fire 15 feet from at least one other target and the first ally
damage for a 1st-level spell slot, plus 1d6 for each Spell must be within 30 feet. Increase the healing by 1d4 for
Level higher than 1st, to a maximum of 5d6. each spell level higher than 1st, to a maximum of 5d4.
Healing Surge: A quick infusion of restorative energy Molten Assault
surges forth and washes over an ally. As a bonus action By 11th level, you are so suffused with the powers of flame
you may restore 2d6 hit points to a creature within 30 that all your melee weapon strikes carry this surging heat
feet of you for a 1st-level spell slot, plus 1d6 for each with them. Whenever you hit a creature with a melee
Spell Level higher than 1st, to a maximum of 5d6. weapon, the creature takes an extra 1d8 fire damage.
If you successfully hit with two melee weapon attacks on
your turn, you may instead chose to gain the benefits of Elemental Spirits
quickened spell meta-magic this turn. This spell can not At 15th level, your Feral Spirits swell with elemental fury,
include a melee weapon attack as part of it's casting. and wreak unsurpassed havoc upon your foes. Your Feral
Casting a spell through your weapon in this way does not Spirits elemental assault spells now highten with your
impose disadvantage on ranged attack rolls in melee. Shaman Level.
Doom Winds
From 5th level onward, you are further infused with the Restoration
power and alacrity of wind, accelerating your actions in a Restoration shamans have formed a deep connection with
blur of hurricane gales. The haste spell is treated as a 2nd the element of water, drawing on its soothing powers to
level spell for you, and your windfury totem can now also restore life and heal afflictions. They finding harmony in
be used as a reaction when an ally misses with a melee the the churning waves of their powers, as they unleash it
weapon attack, to reroll the triggering attack. like a tidal surge washes against a sandy shore.
Feral Spirits Restoration Binding Spells
At 7th level you can call upon the spirits of the earth to
summon forth a pair of spectral wolves to ravage your foes Shaman
Level Spells
once per long rest. As a bonus action, until the end of your
next turn, 2 lesser feral spirits (Appendix B) appear in 3rd
earth shield ✦ , healing wave (cure
adjacent squares and act on your initiative. Spirit Wolf wounds)
melee attacks count towards your Maelstrom Weapons. 5th chain heal ✦
Overflowing Maelstrom 9th healing rain ✦
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, Totem Power
a flood of lightning electrocutes the ground. This attack You learn the following totem, which does not count
deals 2d4 bonus lightning damage to your target and up against your totems known.
to two other targets within 10 feet for a first level spell Cleansing Totem As a bonus action, choose a creature
slot, plus 1d4 for each spell level higher than 1st, to a within 30 feet suffering from Blinded, Deafened, Paralyzed,
maximum of 5d4. Petrified, or Poisoned. That condition immediately ends.
111
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 Bloodied, 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 spell levels lower as a
bonus action this turn and it's range becomes 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 ✦ does not reduce it's die size when it
jumps, and jumps to a fourth target. You can not benefit
from this feature again for the next minute.
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.
Spirit Link Totem
Reaching 15th level unlocks powerful knowledge of a totem
few shamans ever learn to master, able to divert and
redistribute damage amongst willing allies. A Spirit Link
Totem can be activated as a reaction, and emits a protective
ring in a 15 foot radius, allowing anyone within it's range to
spend their reaction upon taking damage to split that
damage evenly with every friendly creature also within it's
radius. This totem can not be used again until you
complete a long or short rest.
112
Magma
Totems The totem surges with magma, heating up the air around it.
If a totem has prerequisites, you must meet them to learn As a bonus action, you can cause the totem to erupt. Each
it. You can learn a totem at the same time that you meet its enemy within a 10-foot radius of the totem must make a
prerequisites. A level prerequisite for a totem refers to your Dexterity saving throw. A creature takes 1d4 + Wisdom
shaman level, not your character level. modifier fire damage on a failed save, or half as much on a
successful one.
Earthbind
The totem hinders movement of creatures around it. As a Resistance
bonus action, you can cause the totem to warp the ground The totem shields nearby creatures from the elements. You
in a 15-foot radius around it. The area is considered can use your reaction when a creature within a 15-foot
difficult terrain by your enemies until the start of your next radius of the totem is hit by an attack that deals cold, fire,
turn. lightning, poison, or thunder damage, to give the creature
resistance against one of the damage types mentioned
Healing Stream above for the attack.
Trickles of restorative energy flow from the totem. As a
bonus action, a creature you can see within 30 feet of the Strength of Earth
totem regains 1d4 hit points. The totem bolsters creatures around it. You can use your
reaction when a creature within a 15-foot radius of the
Searing totem is forced to make a Strength or Dexterity check to
The totem emits dim light in a 10-foot radius around it. give them advantage on the roll.
Using your bonus action, the totem hurls a bolt of magma
at a target within 60 feet of it. Make a ranged spell attack. Tranquil Mind
On a hit, the target takes 1d4 + Wisdom modifier fire Prerequisite: 6th level
damage. The fire ignites flammable objects hit by it that The totem stills the mind of nearby creatures. You can use
isn't being worn or carried. your reaction when a creature within a 10-foot radius of the
Grace of Air totem is forced to make a saving throw to maintain concen-
The totem guides the step of creatures around it. You can tration to give it advantage on the check.
use your reaction when a creature within a 15-foot radius Wind Rush
of the totem is forced to make a Dexterity, Strength, or The totem quickens creatures around it. As a bonus action,
Constitution saving throw, to give them advantage on the choose a number of creatures within a 15-foot radius of the
roll. totem, up to your Wisdom modifier. The creatures have
Grounding their movement speed increased by 20 feet and ignore non
Prerequisite: 6th level - magical difficult terrain, until the start of your next turn.
The totem redirects spells that pass nearby. You can use Stoneclaw
your reaction when a creature within a 10-foot radius of the This totem draw the ire of nearby enemies. As a bonus
totem is the target of a harmful spell, forcing the caster of action it may Taunt a creature within 15 feet of this totem
the spell to make a Wisdom saving throw. On a failed save, until the start of your next turn. It has a number of hitpoints
the caster must target the totem or lose the spell. Creatures equal to 4 times your shaman level.
are aware of the totem and its effect before casting their
spell. Tremor
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.
113
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
Warlock Eredun
In the face of demonic power, most heroes see death. You can speak, read, and write Eredun, the profane
Warlocks see only opportunity. Dominance is their aim, and language of demons. Additionally, whenever you make a
they have found a path to it in the dark arts. These Charisma check when interacting with demons, your
voracious spellcasters summon demonic minions to fight proficiency bonus is doubled if it applies to the check.
beside them. At first, they command only the service of
imps, but as a warlock's knowledge grows, seductive Shadow Magic
succubi, loyal voidwalkers, and horrific felhunters join the Your research of shadow and its devastating magic have
dark sorcerer's ranks to wreak havoc on anyone who given you facility with spells. See chapter 10 of the Player's
stands in their master's way. Warlocks can ignite distant Handbook for the general rules of spellcasting and chapter
enemies in searing flame, send them fleeing in terror and 6 of this book for for the warlock spell list.
pain, or afflict them with corrupting diseases and curses
that steal the victim's vitality. Cantrips
You know two cantrips of your choice from the warlock
Class Features spell list. You learn additional warlock cantrips of your
choice at higher levels, as shown in the Cantrips Known
As a warlock, you gain the following class features. column of the Warlock table.
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
114
Warlock
Proficiency Cantrips Spells Spell Slot
Level Bonus Features Known Known Slots 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
Demonic Summoning (4th Demon, Greater Demons), Soul Shard
9th +4 3 6 2 5
improvements
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
116
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).
117
Dark Soul Seed of Corruption
At 20th level, you can draw on your inner reserve of shadow Upon reaching 10th level, Your corruption becomes so
to regain expended spell slots. You can spend 1 minute to virulent and contagious that it spreads amongst your foes
regain all your expended spell slots from your Spellcasting like wildfire. You can spend your bonus action to cause the
feature. Once you regain spell slots with this feature, you next corruption you cast to be delayed. Pick a target as
cannot do so again until you finish a long rest. normal but it makes no save until it takes damage. When it
does, all enemies within 15 ft. must make the saving throw
Fel studies and are subjected to the spell as if cast at third level.
Warlocks have come into contact with the powerful fel, Nightfall
studying its uncontrollable energy. Three such studies When you reach 14th level, using a spell slot that deals
exist, each delving into a different aspect of fel power. necrotic or psychic damage enters you into a shadow
Study of Affliction trance. Before the end of your turn, you may cast one
cantrip as a bonus action, or your summoned demon may
Warlocks that study affliction become masters of shadow- make an extra Attack.
touched powers, unlike priests of the shadow priesthood,
warlocks delight in the use of fel as a force to cause pain Study of Demonology
and leaving their enemies in whirls of torment.
Warlocks that study demonology harness the powers of the
Expanded Spell List malefic demon beings of the twisting nether. Uncovering
The following spells are learned at the listed levels secrets unknown by residents of Azeroth, and twisting their
automatically and do not count against your spells known. magic with the aid of demonic powers from the great dark.
Affliction Expanded Spells
Spell Level Spells
Fel Influence
Warlock who take on the study of demonology tend to take
1st corruption ✦ on some characteristics of their demonic companions,
2nd drain life ✦
blurring the line between mortal and fiend. You learn the
friends cantrip, or one of your choice if already known. You
3rd bestow curse also must roll once on the table bellow, and may chose a
4th blight
second if desired.
5th cloudkill d10 Quirk
1 Your eyes turn green and glow in the dark.
Haunt
Starting at 2nd level, you gain the ability to place a baleful 2 Your skin turns green or red.
haunt on someone. As a bonus action, choose one creature Your teeth grow into fangs or tusks and your
you can see within 30 feet of you. The haunt ends early if 3
fingernails and toenails resemble black claws.
the target dies, you die, or you are incapacitated. For the
next minute you gain the following benefits: 4 You sprout horns from your forehead.
You gain a bonus to damage rolls against the haunted 5 Your skin sprouts spikes or becomes scale-like.
target equal to your proficiency bonus. You appear to have aged by several decades,
The target has disadvantage on saving throws against 6
though this does not reduce your lifespan.
your spells.
You can use this feature twice. You regain expended uses 7
Your blood turns bright green and faintly glows
when you finish a short or long rest. through your skin.
118
Master Demonologist
At 2nd level, your mastery over the demons you summon Soul Link
begins to manifest. Your Demonic Summoning is When you reach 4th level, you can share your pain with
empowered depending on the choice you made at 1st level, your demonic thralls. Whenever you take damage while
and you add the Felgaurd and Wrathguard to your within 60 feet of a demon you summoned with Demonic
available demons and greater demons respectively. Summoning, you may use your reaction to reduce the
Grimoire of Servitude damage taken by half. Your demon immediately takes the
Your demon may cast a spell from it's demonic magic same amount of damage, which can't be reduced in any
way. This feature doesn't transfer any other effects that
twice between short rests. might accompany the damage.
You treat your proficiency bonus as two higher for your
demon's statistics and abilities that reference it. Metamorphosis
Grimoire of Sacrifice At 6th level, demon blood courses through your veins. You
You may have 1 demon active while a demonic core is in can unlock it's true potential and enter a metamorphosis
your possession, and it is bound indefinitely so long as it until the end of your next turn as a bonus action, granting
is not they same demon. the following benefits.
You may add your proficiency bonus to one saving throw You gain a fly speed equal to twice your normal speed.
a sacrificed demon has listed under it's saves, even if Your cantrips deal an extra 1d4 necrotic and 1d4 fire
that save would already include your proficiency bonus. damage and can't suffer from disadvantage.
Wild Imps You summon 1d4+1 Wild Imps.
Also at 2nd level, your spells are able of open rifts into the You gain twice your warlock level in temporary hit
twisting nether to bring forth wild imps. Each time you points, and again at the start of your turn.
critically strike on a spell attack, or deal the killing blow to All enemies adjacent to you take half your Warlock level
a creature of moderate threat (DM's discretion). You in fire damage when you end your movement.
summon an imp in an unoccupied space within 5 feet of
you. When you take your action they deal 1d4 fire damage You must complete a long rest to use this feature again.
per imp to one enemy within 60 feet of you automatically. Demonic Pact
They follow you to the best of their ability and stay within Upon reaching 10th level, you can cast Summon Greater
5ft but do not occupy a space of their own. any direct attack Demon once without spending a spell slot, and regain the
is enough to kill an imp but they are immune to area ability to do so when you finish a long rest.
attacks and spells.
Imps stay for 1 minute or until the end of combat before In addition, whenever you cast a spell that summons a
being dragged back to the twisting nether. You can have a demon, you can modify it so that it doesn't require
number of imps summoned equal to your proficiency concentration. If you do so, the spell's duration becomes 1
bonus. 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.
119
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 ✦
120
Twisting Nether
Backdraft
Upon reaching 6th level, the obliteration of your foes spurs d20 Effect
your spellcasting to even greater heights. When you reduce A greater demon chosen and controlled by the
an enemy of sufficient challenge (GM's discretion) to zero 01 DM appears in an unoccupied space within 15
hit points or are the victim of a critical strike, you gain feet of you, then disappears 1 minute later.
Backdraft until the end of your next turn. During this time Each creature within 30 feet of you takes PBxd4
you may cast a damaging cantrip with the effect of a 02 necrotic damage. You regain hit points equal to
Quickened Spell. the sum of the necrotic damage dealt.
Emberstorm 03
Your size increases by one size category for the
At 10th level you learn new ways to avail your Burning next minute.
Embers. You learn the following abilities, each of which Roll a d10. Your age changes by a number of
costs a bonus action and a burning ember to activate years equal to the roll. If the roll is odd, you get
unless otherwise noted. 04
younger (minimum 1 year old). If the roll is even,
Fire and Brimstone you get older.
Your next cantrip cast this turn effects all enemies within You teleport up to 60 feet to an unoccupied
10 feet of the target. Roll to hit against all enemies as 05
space of your choice that you can see.
normal but roll damage once. Critical hits can not generate
Burning Embers through Fire and Brimstone. You may not 06 You regain your PB in hit dice.
use Searing Pain on this spell. 07 You cast grease centered on yourself.
Ember Tap For the next minute, any flammable object you
You instantly gain the effects of a cure wounds spell at 08 touch that isn't being worn or carried by another
the highest spell level you can cast, including your Shadow creature bursts into flame.
Mastery ability.
09 You cast fog cloud centered on yourself.
Flames of Xoroth
You revive your most recently summoned demon if it is Each creature within 30 feet of you becomes
dead, If you have a demonic core you may recharge the 10 invisible for the next minute. The invisibility ends
spell bound on a creature when it attacks or casts a spell.
Burning Rush 11
You cast magic missiles at your highest spell level
(Including shadow mastery).
You gain the benefits of the dash and disengage actions
until the end of your turn. This is a free action. 12
You cast polymorph on yourself. If you fail the
save, you turn into a sheep for the duration.
Power Overwhelming
Three creatures you choose within 30 feet of you
finally at 14th level, you are fully attuned as a conduit of the 13
take PBxd10 fire damage.
twisting nether. When you complete a long or short rest,
roll twice on the Twising Nether table and pick one result. 14 You gain resistance to all damage for one minute.
Any time you cast a spell between now and your next rest You cast fireball as a 3rd-level spell centered on
that does not trigger a roll on the table, you may chose to 15
yourself, the spell deals force damage instead.
activate the saved result as if you had rolled it.
16 You cast confusion centered on yourself.
A lesser demon chosen and controlled by the DM
17 appears in an unoccupied space within 15 feet of
you, then disappears 1 minute later
You teleport to Argus until the end of your next
turn, after which time you return to the space you
18
previously occupied or the next unoccupied
space if that space is occupied.
19 You regain an expended spell slot.
Maximize the damage of the next damaging spell
20
you cast within the next minute.
121
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 The warrior’s battle cries embolden friends and leave foes
before her as she charges toward the massed kobolds. A cowering in fear. With legendary precision, warriors target
night elf behind her, clad in studded leather armor, peppers the smallest gaps in armor and slice at hamstrings in a blur
the kobolds with arrows loosed from his exquisite bow. The of steel.
dwarf nearby shouts orders, helping the two combatants Every dragon slain, corrupted tyrant toppled, and demon
coordinate their assault to the best advantage. banished from Azeroth has trembled in the face of these
An orc in chainmail interposes his shield between the lords of war.
ogre's club and his companion in a swift action, knocking Warriors are the quintessential fearless fighters on the
the deadly blow aside. His companion, a blood elf in scale battlefield, and their pure martial prowess inspires courage
armor, swings two scimitars in a blinding whirl as she in allies and despair in enemies. Experts in all manner of
circles the ogre, looking for a blind spot in its defenses. melee weaponry and possessing incredible physical
A gladiator fights for sport in an arena, a master with his strength and skill, Warriors are perfectly suited to serve as
trident and net, skilled at toppling foes and moving them frontline combatants and battlefield commanders.
around for the crowd's delight, and his own tactical
advantage. His opponent's sword flares with blue light an Well-Rounded Specialists
instant before she sends lightning flashing forth to smite Warriors learn the basics of all combat styles. Every
him. warrior can swing an axe, fence with a rapier, wield a
longsword or a greatsword, use a bow, and even trap foes in
Ancient Practice a net with some degree of skill. Likewise, a warrior is adept
For as long as war has raged, heroes from every race have with shields and every form of armor. Beyond that basic
aimed to master the art of battle. Warriors combine degree of familiarity, each fighter specializes in a certain
strength, leadership, and a vast knowledge of arms and style of combat. Some concentrate on protection their
armor to wreak havoc in glorious combat. Some protect allies from mortal blows, some on fighting with two
from the front lines with shields, locking down enemies weapons at once, and some prefer a single large weapon
while allies support the warrior from behind with spell and able to be wielded with extraordinary force. This
bow. Others forgo the shield and unleash their rage at the combination of broad general ability and extensive
closest threat with a variety of deadly weapons. specialization makes fighters superior combatants on
battlefields and in dungeons alike.
PART 1 | CLASSES
122
The Warrior
Proficiency Rage Maneuvers
Level Bonus Features Reserve 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
124
Stance Mastery Tactician
When you chose this specialization, you learn to view the
At 6th level the warrior stances become second nature to battlefield as a whole and see with clarity the pieces on the
you, weaving between then effortlessly to match the needs chess board. You gain the following benefits.
of the combat. When you roll initiative you may decide You may Help or Disengage as a bonus action.
which stance enter, gaining access to it's unique reaction.
You may change between stances 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
Battle Stance you were already proficient.
Opportunity attacks against you have disadvantage, and Slam
when you leave an enemies reach you may use your Also at 3rd level, you are accustomed to wielding the weight
reaction to reduce their speed by 10 feet until the end of and heft of large weaponry that would tax the strength of
their next turn. lesser fighters. You may add your Constitution modifier to
Berserker Stance two-handed weapon damage.
You have advantage when you roll hit dice with Victory Arms Techniques
Rush, and when you critically strike with a melee weapon While all warriors can use their rage to fuel special combat
you may use your reaction to Victory Rush. maneuvers, at 5th level you learn how to use more potent
Defensive Stance rage maneuvers. You can use this feature two times,
You may add your Constitution modifier in place of any selecting any of the Rage Maneuvers listed below and
other when you roll a saving throw against a damaging spending rage as normal, and regain all expended uses of it
spell or effect, and when you succeed on a saving throw when you finish a long rest. You gain an additional use of
against a damaging spell or effect you may use your this ability at 13th and 19th level.
reaction to reduce any damage taken by your Warrior level Colossus Smash: When you hit with a melee attack, you
Bloodrage may use this technique to rend your target's defenses. Any
time a friendly creature hits it with an attack or spell before
At 10th level, you can push yourself beyond your normal the start of your next turn, they may add your Strength
limits for a moment. On your turn, you can gain 3 rage modifier to the damage.
points, up to your maximum Bladestorm: As an action you may make a melee attack
Once you use this feature, you must finish a short or long against each enemy within your reach, and your reach is
rest before you can use it again. Starting at 14th level, you increased to 10 feet. at the start of your next turn you may
can use it twice before a rest, but only once per turn. repeat this action without spending rage
Overpower: When you are hit by a melee weapon attack
Rallying Cry but before damage is rolled, you can use your reaction to
At 20th level you can unleash a powerful war cry to rally increase your AC by 5. If this causes the attack to miss you,
you and your allies. All friendly creatures within 60 feet you can immediately make one weapon attack against your
gain 20 temporary hit points and may immediately use 1 attacker as part of the same reaction, if they are within
action in place of their reaction for the round. reach of your weapon.
You must complete a short rest to Use this cry again. Deadly Calm
At 7th level you can read the ever changing battlefield as if
Warrior Specializations in slow motion, granting you a clarity to unleash your blows
Different warriors choose different approaches to without any wasted effort or movement. Until the end of
perfecting their fighting prowess. The specialization you your next turn you gain the following benefits.
choose reflects your approach. Your rage maneuvers cost 2 less rage.
Arms Heroic strike may only be used once on each attack
You must complete a long rest before using this feature
Arms Warriors in World of Warcraft are masters of again
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.
PART 1 | CLASSES
125
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.
126
Recklessness
Reaching 7th level allows you to throw caution to the wind,
you attack with everything you have behind each strike. As Vigilance
a free action you gain the following effects for 1 minute. When you choose this specialization at 3rd level, you gain
As long as your attacks hit, they are critical hits the following benefits.
regardless of the result of the d20 Proficiency with the Perception skill or expertise if you
You suffer a level of exhaustion at the end of each of were already proficient.
your turns. You have advantage on Perception checks made to
You may end recklessness anytime you suffer detect creatures attempting to hide from you.
exhaustion. When you reduce damage with Shield Block or deal
You must complete a long rest to use this feature again. damage with Shield Slam, you gain 1 rage.
Enraged Regeneration You learn the Taunting Strike maneuver which costs 1
At 9th level, If you are Bloodied when your turn ends, you fewer rage, and does not prompt a saving throw.
regain hit points equal to you Constitution modifier for Sword and Board
each rage point you generated or spent this turn. Also at 3rd level, you are an expert at using your shield for
Thirst for Blood defense as well as offense. You gain the following abilities:
Upon reaching 11th level you crave violence and revel in Shield Block. You can use a bonus action to assume a
conflict, working up an unquenchable thirst for bloodshed. defensive posture with your shield. You reduce the next
You can roll one additional weapon damage die when dete- source of physical damage you take by your warrior level
rmining the extra damage for a melee weapon critical hit. plus your Constitution modifier.
War Machine Shield Slam. When you take the Attack action while
Upon reaching 15th level, your wanton disregard for your wielding a shield, you can use a bonus action to make a
own safety as you wade into the fray of battle reaches it's melee weapon attack with your shield. This attack uses the
apex. Your Strength and Constitution scores both increase same ability modifier as your primary attack. The damage
by 2, and their maximums increase by the same amount. die for this attack is a d4 + Strength Modifier, and it deals
bludgeoning damage.
Protection If your shield offers an additional bonus to AC above its
Protection warriors demonstrate a knack for the use of a normal bonus, you add the additional bonus to the attack
shield, nullifying opponent’s advances and creating oppor - and damage rolls of Shield Slam, and twice the bonus to
tunities for counterattacks. For them, being the toughest the reduction of Shield Block.
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.
PART 1 | CLASSES
127
Protection Techniques Revenge
While all warriors can use their rage to fuel special combat Starting at 15th level, you lash back at foes careless enough
maneuvers, at 5th level you have mastered the defensive to try to circumvent you defenses. When you attack an
arts. You can use this feature two times, selecting any of the enemy who missed you with an attack roll since your last
Rage Maneuvers listed below, and regain all expended uses turn, you do so with advantage.
of it when you finish a long rest. You gain an additional use
of this ability at 13th and 19th level. Rage Maneuvers
Shield Wall. As a bonus action you gain resistance to all
damage until the start of your next turn Anger Management
Spell Reflect. When you succeed on a saving throw or Requirements: 6th level
when a spell attack roll fails to hit you and you were it's When you change stances, you may spend 1 rage to do
only target, you may spend a reaction to reflect it. The spell so without spending a bonus action.
is recast with the caster as the new target. Battle Shout
Thunder Clap. You can use your action to shatter the As a bonus action, you may shout a cry of battle, granting
ground beneath you. Each creature within 15 feet of you all other allies who can hear you advantage on their next
must make a Wisdom saving throw. On a failed save, a attack roll until your next turn.
creature takes thunder damage equal to 2d12 + your
warrior level and has their speed reduced by half. On a Berserker's Rage
success, a creature takes half damage and no speed penalty Requirements: Fury
Avatar You may spend a bonus action to end a condition
From 7th level on, you can become an Avatar of war and effecting you other than Grappled and Unconscious.
bring terrible pain to all those in your path. You gain the
following benefits until the end of your next turn. Cleave
You may Thuder Clap as an action once on your turn If the result of this attack would have succeeded against
without spending rage or consuming a use per day. another enemy within your reach, roll damage once and
You gain resistance to the first source of damage that apply the result to both enemies.
hits you each round. Charge
Your size becomes large and your reach increases by 5 As a bonus action for one rage, you can use this maneuver
feet, taking on a glistening sheen of metal or stone. to move up to your speed toward a creature that you can
You have advantage on Strength related ability checks.
Once you use this feature you must complete a long rest to see, which doesn't provoke opportunity attacks. You must
use it again. end this move in the closest empty square. If this maneuver
is used on the first round, it generates one rage instead.
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.
128
Rage Maneuvers (Cont.) Mortal Strike
Requirements: Arms
Disarm Your two-handed weapon attack ignores your target's
Your target must succeed on a Strength saving throw or damage resistances, and add 1d10 to the damage roll. You
drop one item of your choice that it is holding; the object may forgo any number of attacks you could make this turn
lands in a square adjacent to the creature of your choice. to roll 2d10 extra damage for each attack.
Execute Pummel
Requirements: 11th level For 1 rage, if your target makes a concentration check as a
When you hit a creature with a melee weapon attack, you result of this attack, they have disadvantage on that roll.
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 Raging Blow
attempt a DC 12 Insight check to determine if a creature is Requirements: Fury
bellow this threshold This attack adds your Proficiency bonus to the damage
once per successful melee attack you have made so far this
Hamstring turn.
For 1 rage, your target's movement speed is halved until
the end of your next turn. Rend
Heroic Leap
When you hit a creature with a melee weapon attack, you
can open a deep wound. The target must succeed on a
You can use your bonus action to leap up to your speed Constitution saving throw or lose 1d6 hit points due to
towards an unoccupied space, which ignores intervening blood loss and another d6 at the end of each of it's turns.
enemies as you leap over them. Each creature within 10 The deep wound lasts for 1 minute. At 7th level this
feet of you when you land must make a Dexterity saving increases to 2d6, and at 13th level 3d6
throw. On a failed save, a creature takes bludgeoning
damage equal to 1d10 + your warrior level. On a success, a Storm Bolt
creature takes half as much damage. Requirements: 5th level
Heroic Strike In place of one of your attacks this turn, you may
After you roll damage with a weapon attack, you can spend summon and throw a charged hammer with tremendous
force. A target within 30 feet must make a Constitution
one rage point to reroll the weapon's damage dice and use saving throw or be stunned until the end of your next turn.
either result. You may still generate rage on an Attack An enemy who succeeds on this save becomes
action that uses Heroic Strike. Incapacitated instead.
Ignore Pain Sunder Armor
Requirements: Protection For 1 rage, the next successful attack roll made by an ally
You can use your reaction when hit by a weapon attack to against your target before the end of your next turn may
give yourself resistance towards bludgeoning, piercing, and add your proficiency bonus to the damage and roll it's
slashing damage for this turn. damage twice, taking either result.
Taunting Strike
Your target takes an extra 1d6 damage and 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 or thrown weapon attacks.
PART 1 | CLASSES
129
Hero Classes
H
ero classes are powerful, often times rare As you choose to use the simulacrum to become a death
classes that allow players to explore options knight, consider why you decided to undergo the transfor-
not readily taught or learned as is true for a mation. Did you seek greater power that what was offered
traditional class. It is important to note that in the living world? Were you seeking a means to end the
while less common, and tremendously scourge? Perhaps you were simply curious as to the tomes
powerful in different ways, hero classes are spells and did not know what you were entering? Perhaps
not a step up from those presented earlier you were sick of your previous life, and wished for a new
in this chapter and should not be viewed as an "upgrade" in beginning?
anyway. Instead, hero classes require much more thought Think about what effect the transformation has done to
be put into character creation. What were the you, becoming a death knight comes at a cost, it splits a
circumstances that lead your character down this path? fragment of your soul, forever changing part of you, while
How has it shaped your new life from your past? these death knights are still alive, the resurrection often
changes how one acts, if not for the memory of having
Selecting a Hero Class sacrificed yourself, then the necrotic energy now rushing
Before selecting a Hero Class, make sure your character through your body.
will fit in with the story, setting, time period, and tone of the Becoming a Demon Hunter
campaign or story your DM is planning to run. Hero As you choose to become a demon hunter, consider why
classes also require you to consider the circumstances you decided to undergo their deadly rituals. Were your
under which you became either a Death Knight or Demon family slaughtered by demons of the Burning Legion and
Hunter. The specifics of their respective rituals and rites, as you seek to avenge them? Did you strive for greater power
well as a brief history are detailed bellow. through fel, and wished to control it? Were you full of rage
Be sure to explain in detail your own personal transition and anger and wished to put it to use beyond raw strength?
to the class you are now, and maybe even what kind of life Think of the demon hunters that put you through the
you lead before. rituals and did the rites on you, your relationship to them,
Becoming a Death Knight are you angry at them for what they have done? pleased
For most, becoming a death knight was not a choice, the with their accomplishment?
vast majority of death knights were raised by the Lich King Think about what affect the transformation has done on
and enslaved under his control, hardly any remain of the you, physically as well as mentally. All demon hunters who
death knights that were freed from his control. Because of survive the transformation grows horns, varying for tiny
this very few new death knights are made, as death knights studs to massive horns stretching the length of their head.
do not wish to give other their fate, living a life without Some demon hunters grow scales on parts of their body,
feelings, in constant battle against the Lich King's ever claws on their hands, or have entire limbs misshapen into a
present control. Necromancers cared little for what death crude limb of a demon being. No demon hunter goes
knights wanted, and in secret studied incantations and through the rites unchanged, and no two hunters come out
rituals that would make them able to gain the powers of the with the same mutations, the mutations vary as much as
revered death knights. Eventually they succeed and crafted the demon soul which now lives within them. Consider
a dark simulacrum, detailing complex spells that would what it has done to your personality. Many demon hunters
allow them to gain the powers of a death knight, without gains a temper from the ferocity of the demon within them,
the sacrifice of death, and outside the Lich King's control. or change personality entirely.
To this day their efforts have been nearly eliminated and
their simulacrums all but lost to time.
PART 1 | CLASSES
131
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
Death Knight before their death against the Scourge.
A hero... that's what you once were. You stood against the Outcast for Life
shadow, and purchased another dawn for this world at the
cost of your life. But the evil you fought is not so easily Although these death knights are not undead as the genera-
banished, the victory you claimed not so easily held. The tions before them, they carry much of the essence of the
specter of death looms over this world again, it has found knights that came before them, and from a distance have
new champions to bring about its final reign. Knights of the look of a dead person, their blank white stares peering
darkness, this is the hour of your dark rebirth . . . at the world around them. Even though they are alive and
— A knight of the Ebon Blade not emotionless, it means little to most they meet who shun
A human clad in heavy armor, wielding a greatsword with them because of what they have become. Death knights are
bringers of death and destroy, a fact not easily forgotten.
both hands, as he clutches it close, runes flash along its This has lead most death knights down a solitary path,
edge, leaving a stream of black smoke behind his swings. many keep to the outskirts of towns and cities, or hide their
An orc surrounded by kobolds, forces his axe into the appearance well before entering.
ground as the earth around him wither and die, frightening
the kobolds as they run for their life. Death Knight History
Biting cold rushes through the battle, as a lone blood elf The original death knights were created for Orgrim
walks forward, her armor clad in a layer of frost, she walks Doomhammer by Gul'dan as powerful soldiers of the
with firm steps, freezing the earth beneath her feet. Horde. These death knights were created by placing the
No matter their past calling, death knights serve the souls of slain Shadow Council warlocks into the corpses of
powers of death, wielding weapons infused with runes of fallen Stormwind knights, the first of whom was Teron
power. They are ruthless and practical warriors resurrected Gorefiend.
by the powerful val'kyrs and granted the powers of the Years after the destruction of Draenor, the immensely
revered death knights of the Ebon Hold. Although these powerful Lich King created a new breed of death knights:
warriors seem dead at a glance, they are very much alive. malevolent, rune-wielding warriors of the Scourge. The
The Ebon Blade first and greatest of these was the Lich King's chosen
champion, Prince Arthas Menethil, once a mighty paladin
The Knights of the Ebon Blade are an organization of of the Silver Hand who sacrificed his soul to claim the
renegade death knights. Freed from the grasp of the Lich runeblade Frostmourne in a desperate bid to save his
King during the Battle for Light's Hope Chapel, they people. The rest are primarily made up of other fallen
regrouped under the banner of Highlord Darion Mograine, paladins whose souls were twisted and bound to the will of
took control of Acherus: The Ebon Hold as their the Frozen Throne.
headquarters, and cooperated with the Argent Crusade to
defeat Arthas Menethil during the Scourgewar.
PART 1 | CLASSES
132
Death Knight
Proficiency Runic Runic Spells ─Spell Slots per Spell Level─
Level Bonus Features Power Die Known 1st 2nd 3rd 4th 5th
Dark Rebirth, Rune Weapons, Runic
1st +2 3 1d4 — — — — — —
Power
Spellcasting, Veteran of the Third
2nd +2 3 1d4 2 2 — — — —
War
Malignant Presence, Undead
3rd +2 3 1d4 3 3 — — — —
Constitution
4th +2 Ability Score Improvement 3 1d4 3 3 — — — —
Malignant Presence Feature, Horn
5th +3 4 1d6 4 4 2 — — —
of Winter
6th +3 Death's Advance, 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 Greater Runeforging 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 - 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
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Dark Rebirth Rune Strike
As an action, you can choose to empower your Runeblade
As a death knight, you straddle the line between the living and spend any number of Runic Power to make a special
and the dead, existing in both worlds and neither. You gain melee weapon attack. If the attack is successful you add 1
the following traits: Runic Die per Runic Power spent as bonus necrotic
You are considered both a humanoid and undead. You damage. On a miss the Runic Power is refunded.
can be affected by anything that would affect either of
those creature types. For example, because you are an Veteran of the Third War
undead, you will register on a paladin's Divine Sense,
but because you are also a humanoid, you can be healed At 2nd level, you adopt a particular style of fighting as your
by that paladin's Lay on Hands. specialty. Choose one of the following options. You can't
You don't need to sleep, instead you enter a semi- take a Fighting Style option more than once, even if you
conscious state where you feed your eternal hunger by later get to choose again.
reminiscing on the agony you have caused. After doing Defense
so for 4 hours, you gain the same benefits that a human While you are wearing armor, you gain a +1 bonus to AC.
does from 8 hours of sleep.
You have advantage on saves versus any effect that Grave Warden (Blessed Fighterr)
exclusively affects undead, such as a priest's shackle You learn the ✦Shadow Bolt and Blade Ward cantrips from
undead ability. the Warlock spell list.
You gain darkvision of 60 feet, or 120 feet if you already
had darkvision. Great Weapon Fighting
Rune Weapons When you attack with a weapon wielded in both hands, you
can choose to forgo your proficiency bonus. If the attack
You know how to inscribe runes onto weapons, empower- hits, you add twice your proficiency bonus to the attack’s
ing them and binding them to you. You perform the ritual damage.
over the course of 1 hour, which can be done during a short
rest. The weapons must be within your reach throughout Two-Weapon Fighting
the ritual. You can only have a single two-handed weapon When you engage in two-weapon fighting, you can add your
bound to you, or two one-handed weapons. Bonding new ability modifier to the damage of the second attack.
weapons immediately breaks the bond with any previous
rune weapons. Versatile Weapon Fighting
You can't be disarmed of your rune weapons unless you When you are wielding a single versatile weapon and no
are incapacitated. If they are on the same plane of existence other weapons, you gain a +1 bonus to attack and damage
as you, you can summon your rune weapons as a bonus rolls with that weapon.
action on your turn, causing them to teleport instantly to
your hands. If you bind a magical weapon as your Rune Protection
Weapon, it keeps all of it's abilities and features it had When a creature you can see attacks a target other than
before the inscription of runes. you that is within 10 feet of you, you can use your reaction
Runic Power to impose disadvantage on the attack roll.
Necrotic energies rush through your body. This energy Spellcasting
is represented by a pool of d4s that replenishes when you Also at 2nd level, the dark power bestowed upon you by
finish a long rest and increase in size as shown in the the forces of death have given you facility with spells. See
Death Knight table. You have a pool of runic power equal to chapter 10 of the Player's Handbook for the general rules
1 + your proficiency bonus and you can spend any number of spellcasting and chapter 6 of this book for the death
of runic dice when a feature allows you to. You gain 1 knight spell list.
Runic Power each time you succeed on an attack roll with
a Death Knight cantrip. As your cantrips heighten in power, Spell Slots
so does your ability to generate runic power. At 5th, 11th, The death knight table shows how many spell slots you
and 17th level your cantrips generate 1 extra runic power. have to cast your death knight spells of 1st through 5th
Death Coil level. 1st level and higher. To cast one of these spells, you
You can spend any number Runic Power dice as a bonus must expend a slot of the spell's level or higher. You regain
action and choose one creature that you can see within 120 all expended spell slots when you finish a long rest. Many
feet of you. If the creature is undead, it regains hit points death knights manifest their spell slots visibly as runes of
equal to the result of the Runid Dice. Otherwise, you make power on their rune weapons.
a ranged spell attack. On a hit, you deal necrotic damage
equal to the total of the Runic dice + your Charisma
Modifier. On a failed attack roll the Runic Power is
refunded.
PART 1 | CLASSES
134
Ma
At 20
death
runic
also a
long
PART 1 | CLASSES
135
Offensively. When you take the Attack action on your
Malignant Presence turn or attack as part of a cantrip, you may make one
additional attack with the dancing rune weapon as part of
Death knights are the warriors of the damned, created to the same action. In addition, you get a special reaction that
desecrate the land they walk upon. The paths walked by you can take once on every creature's turn, except your
death knights can be broadly placed into three presences. turn. You can use this special reaction only to make an
Choose one of these for your death knight. opportunity attack with your dancing rune weapon when an
enemy enters a square in your reach.
Blood Presence
In undeath, some death knights find a special affinity for Purgatory
the blood and bone of the living. They carve into their Starting at 9th level, when you are reduced to 0 hit points
enemies, sustaining themselves with deadly sanguine and are not killed outright, you can choose to drop to 1 hit
strikes, while using the bloody, shattered remains of the point instead and have your Blood Shield's temporary hit
dead to fortify their own defenses. These crimson-soaked points replenished to twice your death knight level.
knights bend the very rules of mortality to control the Once you use this ability, you can't use it again until you
frontlines of the battlefield. finish a long rest.
Red Thirst Blood Boil
Your thirst is insatiable, your affinity for blood grants you Beginning at 11th level, as an action you may spend runic
the following features power and boil the blood of all nearby foes. Each enemy
Dark command. When you choose this presence at 3rd within 20 feet of you is affected by Blood Plague (See
level, you gain the ability to influence other creatures. Unholy Diseases), and takes a runic die of fire damage per
When you damage a creature through your Runic Strike point of runic power spent. It takes this damage again each
feature, that creature is taunted by you until the end of time it fails it's saving throw. You must complete a short
your next turn. rest to use Blood Boil again.
Heart Strike. You learn the heart strike cantrip. Vampiric Blood
Gorefiend's grasp. You know the death grip spell in At 15th level you can call upon the power latent in your
addition to spells normally known, any enemy targeted body to empower restorative effects on you. When an effect
is Taunted until your next turn and their saving throw is restores hit points to you, it restores an additional amount
made with disadvantage. equal to twice your charisma modifier.
Death Strike
Also at 3rd level, you learn to empower your Runic Strike Frost Presence
with blood magic. Whenever you deal damage with a Rune Death knights of the frost presence walk in the footsteps of
Strike, you regain hit points equal to the necrotic damage those that came before them, using cold and ice in a way
deal plus your Charisma modifier. only matched by mages to do their bidding. They are
exceptional combatants able to deliver devastating blows.
Blood Shield
Starting at 5th level, any healing you recieve from Death Frigid Executioner
Strike that exceeds your maximum hit points, is converted Upon gaining this Presence, your enemies wilt before your
into temporary hit points. These temporary hit points last 1 might, you learn the frost strike cantrip, and choose one of
minute and hit points from multiple Blood Shields may the following features to gain permanently.
stack together up to half your hit point maximum, but do Killing Machine. You may engage in Two-Weapon
not stack with other sources of temporary hit points as Fighting if you used your action to perform a Rune
normal. Strike or make a weapon attack as part of casting a
Dancing Rune Weapon cantrip.
At 7th level, as a bonus action are able to summon a Might of the Frozen Wastes. Any two handed weapon
spectral copy of your rune weapon, which dances you wield adds additional damage equal to your
menacingly in your space. The dancing rune weapon lasts Charisma modifier.
until the end of your next turn, and is identical to your rune Obliterate
weapon. Once you use this feature, you can't use it again Also at 3rd level, your Runic Strikes are imbued with biting
until you finish a long rest. cold and now deal cold damage, becoming enhanced
At the beginning of each of your turns, you can command depending on your choice of Frigid Executioner.
your dancing rune weapon to act in one of the following
ways until the start of your next turn (no action required). Killing Machine. You may use your Rune Strike on a
Defensively. You gain the benefits of the Dodge action. successful Two-weapon fighting attack, in addition to it's
In addition, you get a special reaction that you can take normal use.
once on every creature's turn, except your own. You can use Might of the Frozen Wastes. Your Attack
this special reaction when a creature you can see makes an is made with advantage when you use Rune Strike.
attack against an ally that is within 15 feet of you, the ally
may use your AC for the triggering attack if higher.
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136
Inexorable Assault
So determined is your advance into combat, few can stand
before you. At 5th level, if you spend at least 4 runic power
with your Rune Strike, you may make an extra melee
weapon attack as part of it's activation.
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 until the end of your turn.
When you would roll one or more dice to deal cold
damage with a Death Knight spell or feature, you
instead use the maximum value on each of the dice.
Once per turn, when you would miss an attack roll with
a melee weapon, you may reroll the attack.
Once you use this feature, you can't use it again until you
finish a long rest.
Icebound Fortitude
At 9th level, when you you are the target of a successful
attack you can spend your reaction and a Runic Power to
roll your Rune Die and add the result to your AC for one
round. You also gain resistance to the damage of the
triggering attack.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Frost Scythe
Beginning at 11th level, when you make a Rune Strike, you
may choose to deal the additional damage dealt by the
Runic Dice to one additional creature within reach if the
original attack roll would have hit them as well.
Remorseless Winter
Upon reaching 15th level the frigid winds of Northrend
envelop you and assail your foes wherever you go. Enemies
treat squares within 10 feet of you as difficult terrain and
can not take the disengage action in these squares.
Enemies provoke attacks of opportunity from you and your
allies any time they move out of a square adjacent to you,
even if they would remain within your reach.
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
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137
All Will Serve Dark Transformation
You learn to raise a dead humanoid as an undead minion. At 7th level, you may infuse your Undead Minion with
You may raise a servant upon completing a long or short terrible power, transforming it into a hulking abomination.
rest, or you can use your action and spend a spell slot of As a bonus action you may command your minion and it
your highest level to animate the corpse of a humanoid gains the following benefits until the end of your next turn.
creature within 30 feet of you. See the creature's game It may make 2 attacks when you command it, or 1
statistics in Appendix F. You can only have one undead attack against each adjacent enemy.
minion and raising a new corpse destroys the magic that It adds your runic die to it's damage rolls
binds your previous minion, reducing it to a rotting corpse.
The undead minion obeys your commands as best it can. You must complete a long rest to use this feature again.
In combat, it shares your initiative count, but takes its turn Death Pact
immediately after yours. It can move and use its reaction At 9th level, your command of the undead who serve you is
on its own, but the only action it takes on its turn is the unflinching. As a reaction to being attacked or failing a
Dodge action, unless you take a bonus action to command saving throw against a damaging effect, you may sacrifice
it to take one of the actions in its stat block or the Dash, your Undead Minion, killing it in the process, to instantly
Disengage, or Help action. If you are incapacitated or gain twice your death knight level as temporary health until
absent, the minion acts on its own. the end of your next turn.
Your ghoul grows in power as your command of death
improves, adjust the following as you advance. Bursting Sores
Beginning at 11th level, you can cause your diseases to
When you gain an Ability Score Improvement, your explode in a shower of plague and pestilence. As a free
ghoul does as well but may not take a feat in it's place. action when you deal extra damage with Festering
The damage die of your ghoul's purtid claw increases at Wounds you may end your active disease on the target to
the same rate of your runic power dice. deal a number of runic power dice equal to your proficiency
When you expend Hit Dice to regain hit points, your bonus in necrotic damage to all enemies within 15 feet of
minion regains the same amount. the target.
Festering Strike Summon Gargoyle
Also at 3rd level, When you deal damage with a Runic At 15th level your command of the undead is unsurpassed.
Strike that spends at least one runic die, you can afflict the You can Summon a terrible gargoyle to rain death upon
creature with a terrible plague. You choose which of the your foes when you would use your bonus action to
diseases detailed in the "Unholy Diseases" sidebar to inflict command your minion. The gargoyle lasts 1 minute. The
on your target, which takes effect immediately. gargoyle acts on your initiative identically to your undead
At the end of each of the creature’s turns, it can make the minion, and you can command both with the same bonus
saving throw specified in the disease’s description. On a action. See Appendix F for Gargoyle statistics.
failure, the creature takes your runic die + Charisma You must complete a long rest before summoning
modifier necrotic damage and continues to suffer the another gargoyle.
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 Unholy Diseases
already suffering from an unholy disease, the original one Blood Plague. The diseased creature can’t
ends and the new one takes effect. regain hit points and is Taunted. Blood Plague is
Outbreak resisted by Constitution.
At 5th level, when a creature within 30 feet afflicted with Crypt Blight. If the diseased creature makes a
concentration saving throw, it does so with
one of your unholy diseases dies, you can spread the disadvantage. Crypt Blight is resisted by Wisdom.
disease to a different creature you can see within 30 feet of Frost Fever. The diseased creature’s speed is
the dead creature as a reaction. reduced by 10 feet, and it can’t take reactions.
Additionally, you can use your bonus action to spread a Frost Fever is resisted by Dexterity.
disease on an enemy to new targets with the same range
restrictions, spending 1 Runic Power per new afflicted
target.
PART 1 | CLASSES
138
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, healing for twice the result and gaining
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 may add your Charisma modifier to saving throws
against spells and magical effects in place of any other
modifier.
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 the light property.
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 half your Death
Knight level.
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.
139
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 Power Granted for a Price
his swords at one of them in the process.
A blood elf sprints to the distant aid of her allies, a pair of Demon hunters are not trained like warriors are, they are
heavy warglaives in her hands, she releases the fel within, created. It is a harsh and incurable process, leaving scars
leaving a trail of fel in her path as she rushes in inhumane on the individual that will never heal. Most who attempt to
speed to their aid to jump on the nearest enemy. undergo the rites to become a demon hunter end up dying
A heavily built human standing afar as his allies engage a from the horrors of what now possess them, or kill them-
massive demon, in two swift motions he effortlessly slings selves because of what they have seen.
his warglaives through the air at the demon, making deep At the very core of becoming a demon hunter is the con-
gauges in its hide before returning to his firm grasp. sumption of a demon's soul in a ceremony, forever binding
These hunters have sworn their life to a sacred cause, al- it to the demon hunter and suppressing it from taking
though their motivation may vary, demon hunters are one control through magical inscriptions on the hunters skin,
of Azeroths protectors, these agile hunters carry exceptio- infused with fel. Finishing the binding of soul to the demon
nal skill against the foe they face. They wield both mortal hunter by burning out their eyes with a magically imbued
strength and the devastating effects of fel magic, carrying blade, forever binding the chaotic soul of the demon to the
out both with extreme precision hunter. Other processes are done to create a demon hunter,
slowly creating a fully fleshed demon hunter by removing
Feared and Revered much of who they were in their past lives.
Society often shun demon hunters. Most don't understand Demon Hunter History
the sacrifice that they make, therefore, many choose to
become outcasts from their societies. Eyes are commonly Illidan Stormrage is the most famous demon hunter and
turned at them when they wade through towns, most was the first of their kind. Even Illidan's own brother did
distrust and fear them for what they have become. not appreciate his sacrifice, locking him below ground for
Even though the world are untrusting of demon hunters, ten thousand years for trafficking with dark powers and
it matters not the the hunter themselves, cause they are creating a new version of the Well of Eternity. Illidan's
protectors of the common folk against threats wishing the creation was unique. Sargeras, lord of the Burning Legion,
destruction of Azeroth, and most importantly demon. They burned away Illidan's eyes with magic fire until only
are not righteous like paladins that fight for the Holy Light, scorched sockets remained. Illidan's resulting sight was a
or selfless like some rogues and warriors. They are the maddening display of violent colors. His altered vision
force who battles evil and although shunned by common allowed him to easily recognize both demons and mortals
folk, their aid is appreciated by experienced fighters. with magic powers. In addition, Sargeras covered Illidan's
body with black tattoos that increased his arcane power.
PART 1 | CLASSES
140
Demon Hunter
Proficiency Fel Chaos Fel
Level Bonus Features Points Die 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
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142
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.
143
Pierce the Veil Mark of Havoc
Beginning 12th level, you can concentrate fel into your Havoc demon hunters unleashes the potent energy stored
charred eyes to reveal the truth of the world around you. As up within them, they are the pinnacle of close quarter fight-
an action, you can spend 2 fel points to gain the benefits of ing. They harness destructive powers in its most raw form
the true seeing spell for 1 minute. to unravel it upon their enemies.
Illidari mastery Demonic Presence
When you select this mark at 3rd level you gain several
When you reach 13th level, you've mastered the ways of benefits that make you far quicker than most mortals,
hunting and slaying demons. You may ignore disadvantage granting the following boons.
on any attack roll against a fiend, as long as your target isn't
hidden from you. In addition, you gain one of the following You gain proficiency in acrobatics, or expertise if you are
benefits depending on the Illidari training path you chose already proficient.
at 2nd level. You also add your proficiency bonus to your initiative
Executioner While you are wielding a two-handed rolls when you are not surprised.
weapon with which you are proficient, you may re-roll You gain the Hellish Agility fel mutation which does not
damage rolls of 1. Additionally the size of your damage dice count against your mutations known.
increase one step. Fel Rush
Slayer Once on each of your turns when you miss with a At 3rd level, you gain the ability to dance through the battle-
melee weapon attack, you can roll the attack roll again. field with your momentum. Whenever you use your
Momentum feature, you may perform a fel rush instead,
Demonic Origins gaining the benefits of both a Dash and Disengage action
At 17th level the primal fel that courses through your body until the end of your turn with the following restrictions.
has granted you an unimaginably long lifespan. For every Your dash must be exactly half your speed, and it must
10 years that pass, your body ages only 1 year and you can't be in a straight line
be aged magically. You may move through enemies unhindered
Additionally you may use your Metamorphosis twice Enemies you move through with this dash take felfire
between long rests. damage equal to your chaos die
Chaos Strike
Prepared At 5th level your strikes ooze with fickle chaos that can
At 20th level, your supernatural senses allow you to act at a quickly overwhelm an enemy. When you use your demon's
moments notice. You can take two turns during the first bite, if both bonus attacks hit you are refunded a fel point.
round of any combat. You take your first turn on initiative Blind Fury
count 30 and your second turn at your rolled initiative. At 7th level you can use your action to unleash a
Furthermore, when you roll initiative and have no fel points concentrated beam of destructive felfire. You add the
remaining, you regain 2 fel points. following fel ability to those known.
Eye Beam: As an action you may spend 2 fel points and
Demonic Marks roll eight chaos dice. Each creature in a line 30 feet long
Each demon hunter have absorbed the soul of a demon and and 10 feet wide must make a Dexterity saving throw
fights a continuous battle for control with this demon. Even against your fel save DC. On a failed save, a creature takes
though the hunter is in control, the demon within will show felfire damage equal to the total, or half as much damage
itself and force some of its qualities upon its demon hunter. on a success.
Although demon souls are unpredictable, most of their Once you use this ability, you must finish a long rest
souls fall into one of two categories and leaving a mark of before using it again.
havoc or vengeance on the demon hunter.
PART 1 | CLASSES
144
Felfire Damage Mark of Vengeance
Many demon hunter abilities deal felfire damage, Vengeance demon hunters empowers themselves through
which consists of both fire and necrotic damage. the energies within, they are hunters that continue to be
A creature is vulnerable to felfire damage if it is able to stand and fight when all else fails. By empowering
vulnerable to either fire or necrotic damage. A themselves they are able to take an enormous number of
creature is resistant to felfire damage only if it's hits and still come out victorious by the fights end.
resistant to both fire and necrotic damage, or
resistant to one damage type and immune to the
Void Reaver
other. Starting when you choose this mark, you unlock the
seething hatred of your demonic mark, conferring the
abilities bellow.
Cover of Darkness You gain proficiency in the Intimidation skill, or
At 9th level you know how to summon a swirling pool of fel expertise if already proficient.
darkness at your feet, enveloping and protecting allies who You may use your Strength in place of Charisma when
stand inside it. You learn the Darkness fel ability. you use the intimidate skill.
Darkness You may cast darkness as a reaction to a In addition, you gain the Fel Hide fel mutation which
friendly creature within 15 feet being targeted by a hostile does not count against your mutations known.
effect for 2 fel points. You must target your own square and Soul Cleave
allies within the effect receive the benefits of half cover in Also at 3rd level, when you spend a fel point to use your
addition to it's normal effects. demon's bite ability, any target hit by a bonus attack is
You must complete a long rest before you can use this Taunted until the start of your next turn and you regain
feature again. health equal to the result of any 1 chaos die rolled.
Trail of Ruin Infernal Strike
Beginning at 11th level, you gain the ability to pass through Finally at 3rd level, you learn to leap through the air,
short distances in the blink of an eye, ravaging your landing at your target and dealing felfire damage to all
enemies before they can react. You learn the blade dance adjacent enemies. Whenever you use your momentum
fel ability. feature to dash, you may perform an infernal strike. Your
Blade Dance: You may spend 1 fel points when you take additional movement ignores all intervening terrain and
the Attack action to make a Blade Dance. During this creatures so long as they are less than 30 feet tall. You only
action and for any bonus action you may make attacks provoke attacks of opportunity from creatures you were
against any enemies within 10 feet of you as you dash and adjacent to at the start of this movement and all enemies
flip gracefully around the battlefield. If you attack at least within 10 feet of your landing take 1 chaos die of felfire
two different creatures during your Attack action, you can damage and are taunted for 1 round.
make one additional attack against a third creature and all Soul Barrier
three attacks add your chaos die to the damage roll. At 5th level you master the ability to carve out larger
Eye of Leotheras fragments of your victims soul. Any time you consume a
Upon reaching 15th level, your gaze paralyzes enemy soul fragment or gain health from a Demon Hunter ability,
spellcasters and wracks them with a fel feedback. You learn you gain any excess health as temporary hitpoints. These
the Mana Burn fel ability. temporary hit points stack with each other only, and may
Mana Burn. As a bonus action, you can spend a fel point not exceed twice your demon hunter level.
to corrupt the essence of a creature you can see within 60 Additionally, you sever a lesser soul fragment any time
feet of you that can cast spells, which must make a you deal the killing blow to a target of any challenge, these
Constitution saving throw. The creature takes felfire lesser fragments restore a chaos die of hitpoints, but do not
damage equal to your chaos die plus your demon hunter generate a fel point and ignore the once per turn limit.
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.
PART 1 | CLASSES
145
Fel Devastation Spirit Bomb
Beginning at 7th level, you have learned to channel a gout At 11th level, the consumption of severed souls can cause
of felfire upon all enemies in front of you, relishing in their an eruption from your body, scouring nearby enemies in
pain and surging forward in their anguish. You know the felfire. you learn the spirit bomb fel ability
Fel Devastation abilitry. Spirit Bomb: When you consume a greater soul
Fel Devastation: All creatures in a 20ft cone must make fragment from your shatter souls feature, you may spend
a Dexterity saving throw, taking 6 chaos dice in felfire the regained fel point causing it to explode as a free action,
damage on a failed save or half as much on a success, dealing two chaos die + demon hunter level in felfire
healing you for half the amount rolled and taunting all damage to any enemy within 15 feet of you. Enemies may
those effected for 1 round. make a Dexterity saving throw, taking only half damage on
Once you use this ability, you must finish a long rest a success.
before using it again.
Grip of the Betrayer
Sigils Beginning at 15th level, you learn one of the Master of the
Upon reaching 9th level, you learn Sigil of Flames and one Illidari's most devastating techniques, Illidan's Grasp.
more of the following sigils of your choice. Once you use Illidan's Grasp In place of one of your attacks, you may
this feature, you can't use it again until you finish a short or spend 2 fel points to target an enemy within 30 feet who
long rest. must make a Strength saving throw. The target is stunned
Sigil of Flames As an action, chose a point within 60 until the end of your next turn and takes 3 chaos dice of
feet of you, any creature within 15 feet of that point must felfire damage on a failed save, and half as much damage
make a Dexterity saving throw, taking 4 chaos dice of felfire and only becomes grappled on a success. When the effect
damage on a failed save or half as much on a success. All ends you may throw your target to an unoccupied space
enemies effected are taunted by you until your next turn. within 30 feet as a bonus action, taking 3 chaos dice of
Sigil of Chains. As a bonus action, choose a point within felfire damage again and land prone.
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 Fel Mutations
next turn they take. They may still dash as normal. As your power grows, your body changes to become more
Sigil of Misery. As an action, choose a point within 30 like the demons you hunt. Each fel mutation has a base
feet of you, creating a sigil that extend in a 10 feet radius effect, as well as a Greater Mutation which offers a
around it. Each creature within range succeed on a powerful benefit while using Metamorphosis or The
Wisdom saving throw, or be frightened for 1 minute. At the Demon Within. You know the number of mutations shown
end of each of its turns, and each time it takes damage, a in the Fel Mutations column of the Demon Hunter table, in
creature can make another Wisdom saving throw, ending addition to any gained from your Demonic Mark.
the effect on a successful save.
Sigil of Silence. As an action, you force each creature of Hellish Agility
your choice within 10 feet of you to make a Wisdom saving requirement: Mark of Havoc
throw. On a failed save, the creature becomes unable to Your walking speed increases by a number of feet equal
speak and can't cast any spells with a vocal component for to 5 x your proficiency bonus. In addition, you can use your
1 minute. Any creature concentrating on a spell must make Strength or Dexterity to determine how far you can jump
a concentration check against your fel DC. At the end of and make athletics checks to jump.
each of its turns, the creature can make another Wisdom Greater Mutation. If you move at least 20 feet in a
saving throw, ending the effect on a successful save. 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.
146
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
Fel Mutations (Cont.) Constitution or Strength to your AC so long as it does not
already include that modifier.
Master of the Twinblade Greater Mutation. You have resistance to bludgeoning,
requirement: Executioner piercing, and slashing damage.
When you use your Twinblade Fighting you may knock
your opponent prone if you hit instead of adding extra Demon Spikes
damage and your reach increases by 5 feet for this attack. Your body is adorned with fearsome demonic spikes. You
Greater Mutation. You still gain the extra damage from have advantage on ability checks to start or escape
your fighting style when using Master of the Twinblade. grapples. When you successfully start a grapple, you can
deal felfire damage equal to your Constitution modifier to
Soul Rending the grappled creature. When you start your turn grappling
requirement: 6th level a creature or being grappled by a creature, that creature
Your thirst for the power contained within your foes takes felfire damage equal to your Constitution modifier.
souls is unending, you gain the following power. Greater Mutation. You add your chaos die to the felfire
Havoc: When you consume a greater soul fragment, you damage dealt by this mutation's base benefit. Whenever a
may gain any extra hit points as temporary health. creature successfully hits you with a melee attack, they take
Vengeance: When you consume a greater soul fragment demon spikes damage.
you gain advantage on your next Attack action. Infernal Might
Greater Mutation. Creatures you assist in killing have Demonic power bolsters your strength. Your carrying
their souls fragments severed regardless of their challenge. capacity (including maximum load and maximum lift) is
Dread Wings doubled, and you have advantage on Strength checks and
As a reaction when falling, you can manifest wings suitable saving throws.
for gliding. Until you land, you can slow your rate of descent Greater Mutation. Your size doubles in all dimensions,
to 30 feet per round. You cannot ascend while falling, but and your weight is multiplied by eight. This growth
can otherwise glide freely using your movement. When you increases your size by one category. Your equipment
land, you take no falling damage and can land on your feet. changes size accordingly while in your possession. In
Greater Mutation. You gain a flying speed equal to 10 x addition, once on your turn when you hit with a melee
your proficiency bonus. weapon attack, you can try to shove your target as part of
the same action.
Master of the Glaive
requirement: Slayer Empowered Wards
The range of your thrown weapons doubles and you may Your hide has resistance to spells, when you critically
cause your glaives to bounce to nearby enemies. You may succeed on a saving throw or an enemy critically fails a
make any secondary attacks with the same glaive (such as spell attack roll that targets you, you may turn it back on
those from extra attack, haste, or demon's bite) against a the caster with them as the new target, re-roll the attack or
new target within 10 feet of the first. saving throw with the caster as the new target.
Greater Mutation. You may bounce secondary attacks to Greater Mutation. You have advantage on saving throws
targets within 15 feet. against spells, and enemies have disadvantage on spell
attack rolls against you.
147
Backgrounds
Chapter III
148
New Backgrounds
E
very story has a beginning. Your Backgrounds
character's background reveals where Name Description
you came from, how you became an Crusading champion of the Light,
adventurer, and your place in the world. resolute in vanquishing darkness and
Your warrior might have been a Argent Crusader
protecting the innocent from
courageous knight or a grizzled soldier. malevolent forces.
Your mage could have been a sage or an
artisan. Your rogue might have gotten by as a guild thief or Guardian of nature's balance, attuned
commanded audiences as a jester. Cenarion to the elements and charged with
Choosing a background provides you with important Protector preserving the world's natural
story cues about your character's identity. The most harmony.
important question to ask about your background is what Delights crowds in the vibrant
changed? Why did you stop doing whatever your back- Darkmoon spectacle of the Darkmoon Faire, a
ground describes and start adventuring? Where did you Entertainer captivating performer of acrobatics
get the money to purchase your starting gear, or, if you and magic.
come from a wealthy background, why don't you have more
money? How did you learn the skills of your class? What Double Agent
Infiltrator skilled in secrets and deceit,
navigating treacherous alliances with
sets you apart from ordinary people who share your finesse.
background?
The backgrounds in this chapter are meant as additions Embraces an elemental affinity and
to the factions presented in the Player's Handbook, not as Earthen Ring harmony, serving as a conduit
replacements for them. Member between the natural world and the
elements.
Customizing a Background Former pirate seeking redemption,
You might want to tweak some of the features of a back- Ex Bloodsail striving to leave behind a life of
ground so it better fits your character or the campaign Buccaneer plunder and violence for a path of
setting. To customize a background, you can replace one honor.
feature with any other one, choose any two skills, and
choose a total of two tool proficiencies or languages from Devoted to faction's cause, a true
the sample backgrounds. Faction Fostered believer in its ideals, and a staunch
You can either use the equipment package from your defender of its interests.
background or spend coin on gear as described in chapter Arcane apprentice seeking mastery
4. (If you spend coin, you can't also take the equipment Kirin Tor within the esteemed order of the Kirin
package suggested for your class.) Finally, choose two Apprentice Tor, harnessing potent magical
personality traits, one ideal, one bond, and one flaw. If you energies.
can't find a feature that matches your desired background, Aspiring adventurer of mysteries,
work with your DM to create one. League of
drawn to the unknown, and driven to
Explorers Novice
unearth hidden truths and artifacts.
Diverse Champions Among Factions
In the vast and diverse tapestry of Azeroth, where the clash Seeker of historical wisdom, dedicated
of alliances, the dance of magic, and the struggle for Lorewalker
to uncovering ancient lore and
dominance play out on a grand scale, there exists a preserving the stories of Azeroth's
multitude of enigmatic factions that transcend the past.
traditional confines of a single class. Master of covert operations, adept in
While it is true that certain organizations are often Ravenholdt
espionage, sabotage, and the art of
closely associated with a particular class, such as the Operative
subterfuge, striking from shadows.
verdant realms of the Cenarion Circle being predominantly
populated by druids, or the arcane halls of the Kirin Tor Renegade
Escaped from a former faction to
resonating with mages, the currents of fate have woven a Defector
forge an independent path, embracing
different destiny for others. The shadowed enclaves of newfound freedom and purpose.
Ravenholdt, once synonymous with rogues, have expanded Prospers through shrewd trade and
their clandestine ranks to include any who possess an Steamwheedle
cunning commerce, amassing wealth
affinity for espionage, sabotage, and subtlety. Similarly, the Merchant
through resourceful transactions.
Argent Crusade, once the domain of the paladins and Embraces ancestral traditions, tightly
priests, now welcomes warriors, hunters, and even arcane Tribal Member woven into the fabric of a tribal
casters to stand united against the encroaching darkness. community, and upholds its values.
As these factions evolve and adapt, the diversity of their
members reflects the ever-changing nature of Azeroth Veteran of the
Battle-hardened hero of past conflicts,
itself, forging a union where skill, dedication, and purpose Battlegrounds
honed through experience in the
supersede the limitations of class, ensuring that champions crucible of Azeroth's battlegrounds.
from all walks of life may join their ranks and contribute to
the greater good.
149
Feature: Unyielding Resolve
Backgrounds Adapted Your unwavering commitment to the cause grants you an
5e advantage on saving throws against being frightened so
Background Warcraft Analog long as the source is Undead. Additionally, you can cast the
Bless spell but it's effects only apply to attack rolls against
Acolyte
Army of the Light, Scarlet Crusader, and saving throws versus Undead. You regain this ability
Tidesage Priest after finishing a long rest.
Sentinel Hill Swindlers, Stranglethorn
Charlatan Suggested Characteristics
Grifters
All members of the Argent Crusade share an unshakeable
City Watch
Stormwind / Orgrimar guard, Booty Bay
enforcer
commitment to eradicating the Scourge and other forces of
evil from the world. They are known for their unyielding
Criminal Defias Brotherhood, the Syndicate determination, unwavering faith in their cause, and
Entertainer Booty Bay Bards, Thunder Bluff Storytellers
willingness to lay down their lives to protect the innocent
and uphold justice.
Raid member responsible for killing
Folk Hero d8 Personality Trait
Onyxia, Hogger etc
Thorium Brotherhood, Ironforge Guild of I am unyielding in my defense of the innocent,
1
Guild Artisan Smiths, Farstriders' Quiversmiths, Royal and I draw strength from my unbreakable resolve.
Apothecary Society Years of combat experience have instilled in me a
Guild Consortium representative, Undercity 2 calm and focused demeanor even in the midst of
Merchant Apothecaries chaos.
Hermit Anglers fisherman, Tillers farmer I am fueled by a fervent faith in the Light, which
3
guides my actions and illuminates my path.
Baron of a small region near stormwin,
Noble When I commit to a goal, I pursue it with an
daughter of the head shaman in your tribe 4
unwavering determination that knows no bounds.
Wanderer of Outlands, Northrend
Outlander The bonds forged in the crucible of battle are
cartographer
5 unbreakable, and I would give my life for my
Keepers of Time attendant, Tortollan fellow crusaders.
Sage
Seekers
I heed the call to battle without hesitation, ready
7th legion sailor, Honorbound airship 6 to defend the innocent and strike down the forces
Sailor
pilot, Kul'tiran rigger of darkness.
Veteran of the Wrathgate, the fourth war in My prayers and rituals strengthen my connection
Soldier Zandalar or Kul'tiras, the shattered sun 7 to the divine, filling me with the power of
offensive righteousness.
Spy Si7 agent, Farstriders Fear has no hold over me, and I stand tall in the
Urchin Dalaran sewer rat, Undercity scrounger 8 face of danger, inspiring those around me with my
bravery.
d6 Flaw
My unwavering devotion to the cause sometimes
1 blinds me to the nuances of situations and the
perspectives of others.
I am quick to pass harsh judgment on those I
2 deem evil, sometimes disregarding potential for
redemption.
The memories of fallen comrades weigh heavily
3 on my heart, occasionally clouding my judgment
in battle.
My desire for vengeance against a specific enemy
4
occasionally consumes my thoughts and actions.
I find it challenging to consider alternative
5 viewpoints or adapt my strategies, as I am firmly
committed to my convictions.
I blame myself for the suffering caused by the
6 forces of darkness and feel an overwhelming
responsibility to stop them.
151
d6 Ideal
Cenarion Protector
Balance I believe in the delicate equilibrium of
Cenarion Protectors are dedicated guardians of nature, 1 nature and strive to maintain harmony in all
bound by an unbreakable connection to the natural world things. (Neutral)
and a solemn duty to preserve its balance. With a deep
reverence for the wilderness, they possess an innate affinity Preservation I am dedicated to protecting the
for healing and mastery over plants and animals. These 2 natural world from harm and preventing its
protectors draw strength from their unwavering exploitation. (Good)
commitment to safeguarding the environment, often Mastery I seek to perfect my druidic abilities and
venturing into the heart of untamed lands to defend against 3 unlock the true potential of my connection to
threats and nurture the harmony of Azeroth's ecosystems. nature. (Any)
Skill Proficiencies: Nature, Medicine Freedom I value the untamed and wild aspects of
Tool Proficiencies: Herbalism Kit, One artisan's tools 4 the natural world and will fight to ensure its
Equipment: A set of druidic robes or rugged clothing, an survival. (Chaotic)
herbalism kit, an artisan's tool of your choice, a small Unity I believe that all forms of life are
trinket or token from the Cenarion Circle, and a pouch interconnected, and I strive to forge bonds of
containing 10 gp. 5
understanding between different species and
Feature: Nature's Guardian cultures. (Neutral)
When in a natural environment or wilderness, your group Legacy I am dedicated to leaving a positive impact
can't become lost except by magical means. You may also 6 on the world, ensuring that future generations
attempt a DC 13 Intelligence (Nature) check to determine if inherit a thriving and vibrant natural realm. (Good)
the environment within 10 miles is tainted, defiled,
desecrated, or magically altered in any way. Additionally, d6 Bond
you can comprehend basic ideas and emotions from
animals, allowing you to understand them to some extent. 1
I owe my training and druidic powers to a wise
and respected mentor within the Cenarion Circle.
Suggested Characteristics I have a deep connection to a specific natural
Those aligned with the Cenarion Circle are devoted to 2 location or sacred grove that holds great
preserving nature's balance, possessing a deep affinity for significance to me.
the wilderness and a calling to safeguard its sanctity.
I am part of a larger network of Cenarion Circle
d8 Personality Trait 3 members who share information and collaborate
I'm empathetic and can often sense the emotions on missions.
1
of animals and plants. I am driven by a desire to uncover ancient druidic
I'm patient and attuned to the ebb and flow of the 4 secrets and hidden knowledge that could benefit
2 the natural world.
seasons and cycles of life.
I have a deep sense of responsibility toward the I feel a deep connection to a mystical, ancient tree
3 5 or natural landmark that has guided and protected
natural world and its inhabitants.
me on my path.
I'm in awe of the beauty and complexity of nature,
4 I have sworn an oath to serve the spirits of the
finding solace in its serenity.
6 land and the creatures that inhabit it, and I will
I'm fiercely protective of the environment and will honor that oath above all else.
5 do whatever it takes to preserve its beauty and
balance. d6 Flaw
I'm observant and attuned to the smallest changes I can be overly critical of those who show
6 1
in my surroundings. disregard for nature and its delicate balance.
I often find myself lost in thought, pondering the I'm haunted by visions of a world consumed by
7
intricate interconnectedness of all living things. 2 corruption and destruction, driving me to take
I possess an inner strength that allows me to extreme measures to prevent it.
8
endure adversity with grace and patience. I'm prone to fits of melancholy when witnessing
3 the degradation of the environment or the
suffering of creatures.
I have difficulty understanding the perspectives of
4 those who prioritize civilization and progress over
nature.
I struggle to comprehend the priorities of city-
5 dwellers and find myself frustrated by their
detachment from nature.
I am plagued by doubts about my own worthiness
6 as a protector of nature, fearing that my actions
may inadvertently cause harm.
152
d8 Personality Trait
Darkmoon Entertainer
I'm a natural show-off and love being the center
You are a captivating performer within the enigmatic realm 1
of attention.
of the Darkmoon Faire. With your mesmerizing acts of
magic, artistry, or daring feats, you draw crowds to witness 2
I'm a master of disguise, able to assume different
your displays of wonder. As a Darkmoon Entertainer, you personas to suit the mood of the crowd.
provide a much-needed escape from the world's troubles, I'm confident and have an uncanny ability to
bringing smiles and amazement to those who gather 3
charm even the most skeptical audience.
beneath the Faire's colorful banners. However, amidst the
enchantment, you sense a deeper mystery that shrouds the 4
I'm empathetic and find joy in making people
Faire's origins, and you navigate its secrets as skillfully as smile and forget their troubles.
you craft your performances. I have a flair for the dramatic and love adding
5 extravagant gestures and flourishes to my
Skill Proficiencies: Performance, Sleight of Hand performances.
Tool Proficiencies: Disguise Kit, One type of gaming set
or one Instrument. 6
I cultivate an air of mystery and mystique, leaving
my audience intrigued and eager for more.
Languages: One of your choice
Equipment: A set of traveling clothes, a disguise kit, a set 7
I always see the silver lining and find hope even in
of cards or dice, a colorful scarf or accessory, a small the darkest of situations.
trinket or souvenir from the Darkmoon Faire, and a pouch I enjoy playing pranks and tricks on both friends
containing 10 gp. 8 and strangers, delighting in their surprised
reactions.
Feature: Mesmerizing Performance
You have honed your talents as an entertainer to captivate
and enchant your audience. When you are able to perform d6 Ideal
for at least one minute, you can use your skills to create an 1
Joy I believe that bringing happiness and wonder
entrancing and magical display. This display has a chance to people's lives is a noble pursuit. (Good)
to distract and delight those watching, granting you Freedom I value the freedom to express myself
advantage on Charisma (Deception) checks made to 2 and defy conventions through my performances.
distract or divert attention. Additionally, you can use (Chaotic)
Charisma (Performance) to maintain a wealthy lifestyle
during downtime or secure lodging by exchanging services Mastery I strive to perfect my craft and become a
at most inns or taverns 3 legendary performer known throughout the land.
(Any)
Suggested Characteristics Fame I am driven by a desire to gain recognition
Characters with the Darkmoon Entertainer background 4
and leave my mark on the world. (Any)
share a common thread of being captivating performers
within the enigmatic Darkmoon Faire, enchanting Wonder I believe in the power of awe and wonder,
audiences with their unique talents while harboring a 5 and I strive to elicit these feelings in every
curiosity and drive to uncover the hidden mysteries that performance I give. (Good)
surround the Faire's origins. Escapism I see my performances as a way to help
6 people escape their troubles and briefly forget the
challenges of their lives. (Neutral)
153
d6 Bond Suggested Characteristics
The Darkmoon Faire has become my second Having to work for two sides, hearing each sides story and
1
family, and I'm fiercely loyal to its members. delivering crucial information false or not. This is not a life
for all, often shaping carries to leave personal connections
I owe my skills as a performer to a mysterious behind, distance themselves from 'close' allies.
2 figure who taught me the secrets of captivating
an audience. d8 Personality Trait
I have a deep attachment to a particular item or 1 People are only as valuable as their information.
3 game at the Darkmoon Faire and consider it my
lucky charm. 2 I act sophisticated and proper.
I'm dedicated to uncovering the true purpose and Being simple keeps me unnoticed and
4 3
origins of the Darkmoon Faire. underestimated.
I consider my fellow Darkmoon Faire performers 4 I always share with those in need.
5
as my closest friends and companions. 5 I am paranoid and a nervous wreck.
I've uncovered cryptic clues and hints about the 6 I gather as much information as I can before I act.
6 Darkmoon Faire's origins, and I'm committed to
unraveling its mysteries. I hide behind a facade, only showing my true self
7
to trusted friends.
d6 Flaw I am always calm, no matter what the situation. I
8
never raise my voice or let emotions control me.
I can be overly dramatic and prone to
1
exaggeration, often embellishing my stories.
d6 Ideal
I'm easily distracted by shiny objects and new
2 attractions, sometimes neglecting my Selfless I use my position to help good people
1
responsibilities. avoid prosecution or victimization. (Good)
I have a tendency to lie and manipulate the truth Manipulative I use secrets to manipulate and
3 2
to fit the narrative of my performances. blackmail others. (Evil)
I struggle with insecurity and have a fear of failing Just Means I get my hands dirt for the greater
4 3
to impress or entertain an audience. good. (Lawful)
I'm addicted to the thrill of taking risks and often Freedom I support mine and others right to do as
4
5 make impulsive decisions without considering the we wish. (Chaotic)
consequences. Everyone has something to hide, so I trust no one.
5
Despite my confident demeanor, I suffer from (Neutral)
6 intense stage fright before every performance, Secretive Everyone has secrets, no one will ever
fearing I won't live up to expectations. 6
know mine. (Any)
154
d6 Ideal
Earthen Ring Member
Balance I strive to maintain harmony between the
As a revered member of the Earthen Ring, you harness the 1 elements and respect the delicate equilibrium that
primal forces of the elements to restore balance to Azeroth. sustains life.
Guided by ancient traditions and a profound connection to
nature, you have mastered the art of shamanism, Guardianship My duty as a shaman is to safeguard
channeling the powers of earth, air, fire, and water. With an 2 the world's natural order and protect it from
unwavering devotion to healing, protection, and elemental threats.
mastery, you stand as a guardian of the natural order, Connection I believe in the deep connection
entrusted with the responsibility of maintaining harmony 3 between all living things and feel a responsibility
between the elements and the world they shape. to nurture that bond
Wisdom I seek to gain understanding and insight
Skill Proficiencies: Nature, Medicine 4 from the spirits and elements, embracing their
Tool Proficiencies: Herbalism Kit, One type of musical guidance.
instrument
Languages: Elemental (Primordial) Empowerment My mastery over the elements
Equipment: A set of traveler's clothes, an herbalism kit, a 5 grants me the power to create positive change
musical instrument of your choice, a talisman gifted to you and inspire others to do the same.
by a mentor, and a pouch containing 10 gp. Preservation I am dedicated to preserving sacred
6 places, ancient knowledge, and traditions that
Feature: Elemental Attunement honor the elements.
Your deep connection to the elements grants you insight
into their subtle shifts. You can predict impending natural d6 Bond
phenomena, such as storms or earthquakes, by interpreting
the behavior of the elements in your surroundings. A wise shaman has guided my path, shaping my
Additionally, you can cast Augury as a ritual, taking 10 1 connection to the elements and my
minutes. You will only receive an answer if the elements understanding of their ways.
have a vested interest in the outcome of the course of I bear a mark of elemental favor, a token gifted by
action and you would be acting in their best interest. You 2 a powerful elemental entity that has blessed my
must complete a long rest to cast Augury again this way. journey.
Suggested Characteristics I am devoted to protecting a specific natural
Earthen Ring Shamans universally share a profound 3 landmark or sacred site, acting as its guardian and
respect for the balance of the elements, an unwavering advocate.
commitment to healing and protection, and a deep My family has a long line of revered shamans, and
connection to the natural world. 4 I carry the weight of their legacy upon my
shoulders.
d8 Personality Trait
I am drawn to a particular element and feel a
I approach every situation with a reverence for the
5 strong kinship with it, seeking to channel its
1 delicate equilibrium between the elements and
power.
strive to maintain harmony.
I owe a debt to a particular community or creature
I possess a keen understanding of the
6 that I once healed or aided through my shamanic
2 interconnectedness of all living things, and I'm
abilities.
attuned to the emotions of those around me.
I am quick to adjust my strategies and tactics to d6 Flaw
3
align with the ever-changing flow of the elements.
I find it challenging to wait for the elements to
The serenity of the elements flows through me, 1 respond, often growing restless when their
4 allowing me to remain composed even in the guidance is not immediate.
midst of chaos.
I am overly cautious when it comes to the well-
I have a natural instinct to heal and protect, 2 being of those around me, sometimes to the
5 finding solace in tending to the well-being of point of being stifling.
others.
My strong connection to the elements can make
I often retreat into quiet introspection, seeking 3 me resistant to alternative approaches or
6 guidance from the spirits and elements that viewpoints.
surround me.
My deep introspection occasionally causes me to
The natural world speaks to me, revealing its 4
lose focus on the immediate world around me.
7 secrets and guiding my actions in harmony with
its rhythms. My empathetic nature makes me susceptible to
5 absorbing the emotions of others, leading to
My attention is unwavering when tending to the moments of emotional instability.
8 wounds and ailments of others, channeling the
elements' vitality with precision. I hold myself to an extremely high standard in my
6 shamanic practice, sometimes causing frustration
when things don't go as planned.
155
Ex Buccaneer d6 Ideal
You were once a fearsome member of a notorious crew, Redemption I am committed to making up for my
terrorizing the seas with your piratical exploits. However, 1 past crimes and proving that I've changed for the
you've turned your back on your criminal past. Now, you better. (Good)
navigate the world, striving to prove your worth beyond the
life of piracy. Whether you were a member of the Bloodsail 2
Freedom I value personal liberty and despise those
Buccaneers, the Blackwater Raiders, the Bilge Rats, or any who would impose their will on others. (Chaotic)
other crew you are viewed the same by almost all. Protective I am driven to shield innocents from
3
the dangers I once helped create. (Good)
Skill Proficiencies: Deception, Athletics
Tool Proficiencies: Navigator's Tools, One artisan's tools 4
Ambition I strive to build a new legacy, leaving
Equipment: A set of common clothes, a set of navigator's behind the shadows of my piratical past. (Any)
tools, a trinket from your days as a Bloodsail Buccaneer, a Comradeship I believe in the power of forming
token of your new path, and a pouch containing 10 gp. 5 strong bonds with others, standing united against
Feature: Seasoned Scalawag adversity. (Any)
Your past as a corsair has granted you insight into the Resourcefulness My life as a pirate has taught me
criminal underworld and an uncanny familiarity with the 6 to make the most of limited resources and adapt
open seas. You are no longer slowed by half when to any situation. (Any)
swimming and must choose one of the following. You gain
advantage on Charisma (Deception) checks so long as they d6 Bond
are in service of committing a crime or subverting a law, or
you gain advantage on Wisdom (Survival) checks when at 1
I owe a significant favor to someone who helped
sea or on a ship. me break free from my pirate life.
156
d6 Ideal
Faction Fostered
Loyalty I never betray a friend, no matter their
You were abandoned at birth and found by members of the 1
allegiance. (Lawful)
opposing faction, taken in by a family and raised as a
member of their faction. Having had a harsh childhood of 2 People I help those who help me. (Any)
being shunned upon by members of the faction, never fully Aspiration I will prove im worthy of this faction.
being accepted but merely tolerated in their presence. 3
(Good)
You might be a tauren born in the eastern kingdoms, and
abandoned by your parents, to be found by human farmers 4 Family Blood is thicker than water. (Lawful)
that took you in, nurtured you and raised you as their own, Anger I was abandoned and am angry at my kin
or you may be a human of Theramore, who ran away from 5
for being left behind. (Evil)
your home, to be taken in by orcs and raised as a member
of the horde within Orgrimmar, taught how to fight and 6 Peace All races deserve peace. (Neutral)
learn the language of orcs.
Discuss with your DM the details of the faction and race d6 Bond
who raised you, as not all races of Azeroth have an equal 1 My family means everything to me.
relationship towards other races.
I owe everything to the people that took me in,
2
Skill Proficiencies: History, Perception and would do anything for them.
Languages: Two of your choice from the faction you were My foster parents were better than my birth
raised ins faction languages. 3
parents and I love them dearly.
Equipment: A set of common clothes, hooded cloak, a 4 I strive to one day find the parents that left me.
trinket of your former faction, a manifest or token given to
you by your faction leader demonstrating your allegiance, 5
I must prove myself worthy of the love of a
and a belt pouch containing 10 gp prominent family member.
158
d8 Personality Trait
I'm endlessly curious about the world's mysteries d6 Bond
1
and driven to uncover hidden truths.
An esteemed member of the League of Explorers
Danger and the unknown don't deter me; they 1
2 mentored me, shaping my skills and values.
excite my spirit of adventure.
I possess a map with an unexplored region that
I possess a gift for storytelling, recounting my 2 has piqued my curiosity, driving me to uncover its
3
explorations with vivid and captivating detail. secrets.
Navigating uncharted territories has honed my I am connected to a group of fellow explorers
4 ability to improvise and adapt to unexpected 3 with whom I share a profound bond and common
challenges. goal.
No matter how dire the situation, I always believe I seek to prove or disprove a legendary tale,
5 4
that a solution lies just beyond the horizon. determined to uncover the truth behind the myth.
I'm willing to brave any danger in the pursuit of My family has a storied history of exploration, and
6 5
knowledge and discovery. I'm determined to uphold that legacy.
I meticulously plan each expedition, leaving no I pursue exploration to overcome a personal
7 detail to chance in my pursuit of successful 6
obstacle or to prove my worth to doubters.
discoveries.
The wonders of the world never cease to amaze d6 Flaw
8 me, and I often find myself lost in the beauty and I My eagerness to uncover new knowledge
mystery of my surroundings. 1 sometimes leads me to rush into situations
without proper planning.
d6 Ideal
Once fixated on a discovery, I can become
Discovery Unveiling new truths and uncovering 2
consumed by it, neglecting other responsibilities.
1 history's secrets drive me to explore and share my
findings. I may underestimate risks in my pursuit of the
3
unknown, putting myself and others in peril.
Curiosity The thirst for knowledge propels me
2 forward, leading me to new horizons and untold I challenge authority and tradition, often clashing
4
treasures. with those who adhere to established norms.
Camraderie I value the bonds forged through My love for artifacts and treasures sometimes
3 shared experiences and am dedicated to 5 leads me to obsessively collect items of historical
protecting and supporting my fellow explorers. significance.
Independence I embrace the freedom of charting I find it difficult to stay in one place for too long,
4 6
my own course and resisting conformity. constantly seeking the next unexplored realm.
159
d6 Ideal
Lorewalker
Preservation I am driven to safeguard the past and
As a devoted member of the Lorewalkers, you are an 1 ensure that the stories of Azeroth's civilizations
ardent seeker of knowledge, driven by a passion to unravel are not forgotten.
the rich tapestry of history, legend, and culture that weaves
throughout Azeroth. Your insatiable curiosity and Curiosity I am relentlessly curious and passionately
meticulous attention to detail make you a skilled historian 2 driven to explore and uncover the mysteries that
and storyteller, entrusted with the preservation of the lie hidden within our world.
world's most treasured stories. With reverence for the past Wisdom I seek knowledge not for its own sake,
and a desire to share its lessons, you embark on quests for 3 but to gain insights and wisdom that can guide
forgotten lore and hidden truths, ensuring that the legacy of the present and future.
Azeroth endures for generations to come. Unity I believe that understanding the histories
4 and cultures of others fosters unity and
Skill Proficiencies: History, Insight cooperation among different races and factions.
Tool Proficiencies: Calligrapher's Supplies, One type of
musical instrument Legacy My goal is to contribute to Azeroth's
Equipment: A set of calligrapher's supplies, a musical 5 legacy by collecting and sharing the stories that
instrument of your choice, a tome of ancient legends, a define its diverse peoples.
magnifying glass, and a pouch containing 10 gp. Champion of Truth I strive to uncover and reveal
6 the truth, even if it challenges widely accepted
Feature: Scholarly Insight beliefs or exposes hidden agendas.
Your deep understanding of history grants you an
advantage on Intelligence (History) checks related to d6 Bond
uncovering hidden lore or deciphering codes. Additionally,
You can spend 10 minutes and attempt a DC 13 A venerable Lorewalker has guided my studies and
Intelligence (History) check to gain the benefits of 1 ignited my passion for uncovering hidden
comprehend languages, using your expertise to decipher knowledge.
and interpret written texts from various cultures and I have made a significant discovery that sheds
languages. 2 new light on an aspect of Azeroth's history,
driving me to learn even more.
Suggested Characteristics
Lorewalkers, as a collective, share an insatiable thirst for I have taken an oath to protect and preserve the
knowledge, an unquenchable curiosity about the world's 3 precious lore entrusted to my care, defending it
mysteries, and an unerring dedication to preserving and from those who would misuse or destroy it.
sharing the stories that shape Azeroth's past, present, and I am part of a Lorewalker team, united by a
future. 4 common goal to seek out and document the
world's forgotten stories.
d8 Personality Trait
I am committed to fostering understanding and
I approach every mystery and artifact with a sense
5 camaraderie between different races and cultures
1 of wonder and the determination to uncover its
through the sharing of lore.
secrets.
I am driven by a personal connection to a
My keen eye for detail allows me to notice subtle
6 particular historical event or lineage, seeking to
2 connections and insights in the stories and relics I
honor its memory.
encounter.
I am willing to invest the time and effort required d6 Flaw
3 to painstakingly piece together the fragments of
history. My unquenchable thirst for knowledge sometimes
1 leads me to neglect other aspects of my life or
I have a talent for conveying complex stories and disregard immediate dangers.
4 historical events in a captivating and engaging
manner. My fascination with stories makes me susceptible
2 to being overly trusting, especially when
I treat every piece of lore and artifact with the care presented with seemingly authentic lore.
5 and respect due to a precious relic, regardless of
its material value I am so engrossed in historical research that I
3 occasionally overlook the present, missing
When sharing tales, my expressive storytelling important details.
6
style enchants and captivates my audience.
My preference for quiet contemplation and
Every entry in my tome is meticulously crafted, 4 scholarly pursuits can make it challenging to
7 reflecting my commitment to accuracy and connect with others emotionally.
attention to detail.
I hold lofty expectations for the potential impact
I revel in the challenge of unraveling complex 5 of sharing lore, which can leave me disillusioned
8 riddles and mysteries, finding joy in the pursuit of when reality falls short.
hidden truths.
I am easily drawn into the mysteries of hidden
6 plots and conspiracies, sometimes at the cost of
more practical pursuits.
160
Ravenholdt Operative d6 Ideal
Members of the Ravenholdt Operative background are Ends Justify the Means believe that achieving
adept infiltrators and covert agents within the enigmatic 1 Ravenholdt's goals is more important than
Ravenholdt organization. Possessing a knack for espionage following traditional notions of morality. (Neutral)
and subterfuge, they excel at gathering critical information,
executing stealthy missions, and unveiling concealed Sacrifice I am willing to give up my own safety and
truths. These operatives navigate a world of secrecy, driven 2 well-being for the greater good of Ravenholdt and
by personal motives or loyalties, as they manipulate its mission. (Good)
shadows to accomplish their clandestine objectives. Loyalty I am devoted to Ravenholdt and its cause,
Skill Proficiencies: Stealth, Investigation 3 and I will carry out any assignment without
Tool Proficiencies: Poisoner's Kit, Disguise Kit question. (Lawful)
Equipment: A set of dark and nondescript clothing, a Freedom I believe in the power of individuals to
poisoner's kit, a set of thieves' tools, a set of false identity 4 shape their own destinies and fight against
papers, a dagger, and a pouch containing 15 gp. oppression. (Chaotic)
Feature: Shadow Network Pragmatism I'm willing to make difficult choices
As an operative of Ravenholdt, you have access to a vast 5 and get my hands dirty to achieve Ravenholdt's
network of spies, informants, and fellow agents. You can goals. (Neutral)
use your connections to gather information, seek safe Vengeance I am driven by a desire to avenge a
houses, and communicate with other members of 6 personal betrayal or injustice and will stop at
Ravenholdt. Additionally, you have advantage on nothing to achieve it. (Any)
Intelligence (Investigation) checks made to gather
information or uncover secrets in urban environments. d6 Bond
Suggested Characteristics My family has a long history of serving
These characters are skilled infiltrators and agents of the 1 Ravenholdt, and I am proud to continue the
secretive Ravenholdt organization, proficient in espionage tradition.
and subterfuge while pursuing hidden agendas and
uncovering covert truths. 2
I owe my life to a fellow operative who rescued
me from a dangerous mission gone awry.
d8 Personality Trait
The information I carry could change the course
I'm always vigilant and ready for danger, 3 of history, and I'll do whatever it takes to protect
1
constantly scanning my surroundings for threats. it.
I'm skilled in the art of deception and can I'm determined to uncover the identity of a traitor
2
effortlessly assume different personas. 4 within Ravenholdt's ranks who threatens our
I'm fiercely loyal to Ravenholdt and would operations.
3
sacrifice anything to protect its secrets. I'm secretly protecting someone dear to me from
I'm observant and pay attention to even the 5 the dangers of my double life as a Ravenholdt
4 operative.
smallest details that others might overlook.
I prefer to stay in the background, watching and I owe my skills and survival to a seasoned
5 6 operative who trained me and guided me in my
listening to gather information before striking.
early days.
I'm adept at adapting to unexpected situations
6
and coming up with clever solutions on the fly.
No matter how dire the situation, I maintain a
7
collected demeanor, never revealing my anxiety.
I question everything and trust no one completely,
8
always suspecting hidden motives.
d6 Flaw
I'm haunted by the faces of those I've killed in the
1
line of duty and struggle with guilt and remorse.
I have difficulty forming genuine connections
2
with others, always keeping them at arm's length.
I can be overly paranoid and have trouble trusting
3
even my closest allies.
I'm willing to betray or sacrifice others if it means
4
protecting Ravenholdt's secrets and reputation.
I struggle to connect with others on an emotional
5
level, always maintaining a professional distance
My past experiences have left me constantly wary
6
of being betrayed by those I trust.
161
d6 Ideal
Renegade Defector
Freedom I believe in the right to choose one's
Renegade Defectors are individuals who have cast aside 1 path and will stand up against oppression.
the confines of their former faction, driven by a thirst for (Chaotic)
personal freedom and a desire to shape their own destiny.
Disenchanted with the ideologies that once bound them, Loyalty I am steadfast in my devotion to my new
they navigate a complex path as independent agents, driven 2 faction and will do whatever it takes to protect
by a newfound sense of autonomy and often guided by their them. (Lawful)
own moral compass. These renegades are united by their Redemption I seek to make amends for my past
courage to break free from the past, embracing a life of 3 actions by serving my new faction with honor.
uncertainty as they forge alliances, challenge norms, and (Good)
seek their own place in the tumultuous world of Azeroth. Ambition I'm driven by a desire for power and
4
influence in my new faction. (Any)
Skill Proficiencies: Insight, Survival
Tool Proficiencies: One type of gaming set or musical Justice I defected to bring about justice and
instrument 5 expose the corruption within my former faction.
Equipment: A set of common clothes, a disguise kit, a (Good)
gaming set or musical instrument of your choice, a small Survival. My allegiance is to myself above all else,
trinket or memento from your past faction, and a pouch 6
and I'll do whatever it takes to stay alive. (Neutral)
containing 10 gp.
Feature: Faction Saboteur d6 Bond
Having once been a trusted member of your original 1
I owe my life to a member of my new faction who
faction, you have insights into its strategies and tactics. You rescued me from danger..
can use your familiarity to your advantage when dealing I have a deep hatred for my former faction and am
with individuals from your former faction. You have 2
determined to thwart their plans.
advantage on Charisma (Deception) checks made to
impersonate a member of your original faction, and you 3
I hold valuable information about my former
can use your Intelligence modifier instead of your faction's weaknesses and vulnerabilities.
Charisma modifier when making Charisma (Deception) I feel a strong kinship with other defectors and
checks. 4
seek to unite them for a common cause.
Suggested Characteristics 5
I hold a deep grudge against a specific
Renegade Defectors are individuals who have broken free commander or leader within my former faction.
from their faction's grasp, driven by a desire for personal I discovered a hidden artifact in my former
autonomy and a chance to rewrite their destinies on their 6 faction's archives, and it holds the key to a greater
own terms. truth.
d8 Personality Trait
d6 Flaw
I'm determined to prove my loyalty to my new
1 I struggle with guilt and self-doubt, often
faction and gain their trust. 1
questioning whether I made the right choice.
I'm haunted by guilt over betraying my old allies
2 I'm overly paranoid and have trouble trusting
and seek redemption. 2
anyone, even members of my new faction..
I'm secretive and keep my true loyalties hidden to
3 I'm easily influenced by charismatic individuals
protect myself from discovery. 3
and can be swayed by persuasive arguments.
I'm empathetic and understand the struggles
4 I'm haunted by memories of my past faction and
faced by those who make difficult choices. 4
suffer from recurring nightmares.
I'm a charismatic chameleon, able to blend
5 I can't shake the feeling that I'm being constantly
seamlessly into different factions and cultures. 5
watched, even by those I now call allies.
I'm haunted by visions of my former allies' faces,
6 I'm tormented by nightmares of my former
both accusing and pleading.
6 faction's downfall, fearing that it will come to pass
I have a knack for reading people and can quickly again.
7
discern their true intentions.
I often find myself lost in thought, reflecting on
8
the choices that led me to this point.
162
d6 Ideal
Steamwheedle Merchant
Prosperity I believe that accumulating wealth and
Characters with the Steamwheedle Merchant background 1 resources is a measure of success and a path to
are savvy traders and resourceful entrepreneurs within the power. (Neutral)
bustling ranks of the Steamwheedle Cartel. Armed with
business acumen and an eye for opportunity, they thrive on Innovation I am driven to invent new products,
striking profitable deals, navigating complex markets, and 2 services, or ways of doing business to stay ahead
maximizing their gains. These merchants are driven by a in a competitive market. (Any)
pursuit of wealth and influence, often forging alliances and Independence I value my freedom and autonomy,
rivalries in their quest to amass fortunes and establish their 3 and I'm wary of alliances or contracts that could
name in the world of commerce. limit my options. (Chaotic)
Ambition I strive to climb the ranks of the
Skill Proficiencies: Persuasion, Insight 4 Steamwheedle Cartel and become a respected
Tool Proficiencies: Navigator's Tools, One type of artisan's figure in the world of trade. (Any)
tools
Equipment: A set of fine clothes, a set of navigational tools, Equality I believe in treating all parties in a
an artisan's tool of your choice, a small trinket or token 5 transaction fairly and equitably, ensuring that both
from a successful trade deal, and a pouch containing 50 gp. sides benefit. (Lawful)
Languages: Goblin Community I recognize the importance of
nurturing relationships and working
Feature: 6
collaboratively to achieve mutual prosperity.
Your affiliation with the Steamwheedle Cartel has granted (Good)
you access to a vast network of contacts and trade
connections. You can use your connections to gather d6 Bond
information about market trends, locate rare goods, or
negotiate favorable deals. Additionally, you have advantage I owe my business success to a seasoned member
on Charisma (Persuasion) checks made to haggle, 1 of the Steamwheedle Cartel who took me under
negotiate, or persuade others in matters of trade and their wing.
commerce. A rival trader cheated me in a high-stakes deal,
2 and I'm determined to get even and restore my
Suggested Characteristics reputation.
Steamwheedle Merchants are astute traders, adept at
striking deals and capitalizing on opportunities in their I am part of a close-knit group of fellow
pursuit of wealth and influence. 3 Steamwheedle members who share resources and
information for mutual benefit.
d8 Personality Trait
I have a deep attachment to a specific location or
I'm a shrewd negotiator, always seeking the best 4 trading hub that holds significant sentimental
1
possible deal in any transaction. value to me.
I'm resourceful and have an uncanny ability to turn I come from a long line of successful merchants,
2
seemingly worthless items into profitable assets. 5 and I'm determined to uphold my family's
reputation.
I'm charismatic and can easily win others over
3
with my charm and wit. I have a complex history with a rival trader, and
6
our ongoing competition drives my every move.
I'm observant and have a keen eye for spotting
4
hidden opportunities in any situation.
d6 Flaw
I have a penchant for risk-taking and thrive on the
5 excitement of exploring new markets and I'm overly suspicious of others and find it difficult
1
opportunities. to trust anyone, even my closest allies.
My enthusiasm for business is contagious, and I I have a tendency to prioritize profit over personal
6 2 relationships, often putting business before the
can motivate others to join me in my ventures.
needs of friends and family.
My quick wit and clever remarks keep
7 conversations lively and often leave others I'm driven by a relentless pursuit of wealth and
3
laughing. can become consumed by greed and avarice.
I remain composed and resolute even in the face I can be manipulative and have no qualms about
8 4 using deception or underhanded tactics to secure
of adversity, refusing to let setbacks deter me.
an advantage in negotiations.
I'm addicted to high-stakes deals and often take
5 unnecessary risks, jeopardizing both my wealth
and well-being.
My charm hides a darker side; I have no qualms
6
about bending the truth to close a profitable deal.
163
d6 Bond
Tribal Member
1 My family and my tribe are everything to me.
You were born and raised in the lands of your tribe. Your
tribe has a territory on which they reside. You may come 2
I left my tribe to prove my right to a prominent
from of the many smaller tauren tribes that populate place in the tribe hierarchy.
Kalimdor, or from one of the vast expanding tribes of the I love a prominent tribe member and must prove
trolls. Perhaps you are a member of one of the prominent 3
I am worthy of their love.
orc clans. You may come from a tribe who have isolated
themselves, and have little contact with the outside world, 4 My tribe is threatened and I must protect them.
or a tribe that actively trade with civilized societies. My tribe was destroyed and I must have
5
vengeance.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: One type of artisan's tools, one type of 6
I was dishonored and thrown out of my tribe, I
musical instrument must prove my worth.
Equipment: A set of common traveler's clothes, a set of
artisan's tools (one of your choice), a musical instrument d6 Flaw
(one of your choice), tribal trinket, and a belt pouch 1 I don't understand social nuances.
containing 10 gp.
2 I drink to excess.
Feature: At One with Nature 3 I don't trust anyone not of my tribe.
You are intimately familiar with the geography of your
home region. 4 I trust everyone to say what they mean.
You know where water, shelter, and food can be found I believe might proves right and will not listen to
anywhere within several miles of your home. You are good 5
those who are 'weak'.
at finding these areas when outside your home region as
well when in a climate like that of your home. 6
I am insecure since my tribe appears weak
compared to larger, more modern societies.
Suggested Characteristics
As a member of a tribe, the community is what matters Veteran of the Battlegrounds
most, all have to work together and fill their shoes to make
the tribe work. Leaving no one behind to pick up the slack. Battleground Veterans are battle-hardened warriors with
extensive experience in the fierce conflicts of Azeroth's
d8 Personality Trait iconic battlegrounds. These veterans possess a mix of
adaptability, camaraderie, and competitive spirit that have
1 I am loyal and will do anything to protect my tribe. been honed through countless battles. They thrive on the
2
I speak plainly and often don't understand thrill of victory, embody honor on the battlefield, and bear
subtlety. the scars of their past triumphs and defeats. Battleground
3 I am contemptuous of larger civilizations.
Veterans inspire allies, forge unbreakable bonds, and
relentlessly pursue glory, all while facing their own inner
4 I do not trust arcane magic and its casters. demons born from the chaos of war.
5 I am naive and friendly to everyone.
Skill Proficiencies: Athletics, Perception
6 I am baffled by cities and grand architecture. Tool Proficiencies: One type of gathering tool, One type of
7 I am unshakable and never back down. musical instrument
Equipment: A set of common clothes, a gaming set of your
8 I feel empathy for all that suffer. choice, a gathering tool of your choice, a trinket from your
most memorable battleground victory, a tabard from the
d6 Ideal battleground you fought in (Silverwing Sentinels / Warsong
Humility I am no better or worse than anyone else
Outriders, League of Arathor / The Defilers, or Stormpike
1
on this world. (Good)
Guard / Frostwolf Clan) and a pouch containing 10 gp.
2
Xenophobia I do not understand the ways of Feature: Battle-Hardened
others, but know they are wrong. (Evil) Your extensive experience in the heat of battle has honed
Order Every place has rules which must be
your instincts and combat prowess. When you can spend
3
followed for everyone's good. (Lawful)
an hour planning with and inspiring your party, you and
your allies gain a +1 to Initiative rolls and 5 feet of extra
4
Freedom There is no rule in the wild, do what you speed on their first turn during the next combat. The party
can to live. (Chaotic) must follow the plan you devise and it must be the next
Balance All things and ways of being are natural combat you engage in or these bonuses are lost.
5
and necessary. (Neutral)
Suggested Characteristics
6 Unity A tribe that works together is strong. (Any) 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.
164
d8 Personality Trait d6 Bond
I quickly assess my surroundings and adapt my I share an unbreakable bond with fellow veterans
1 1
strategies to exploit every advantage. who have fought by my side.
Cooperation is key in battle, and I always strive to A seasoned warrior took me under their wing and
2
work seamlessly with my allies. 2 shaped me into the formidable combatant I am
today.
I've faced the deadliest foes and lived to tell the
3
tale, instilling me with unshakable courage. I harbor a burning desire for revenge against a foe
3
who bested me in battle.
The thrill of victory and the desire to outperform
4
others drives me to push my limits. I possess a prized possession from a battleground
4
that holds deep sentimental value.
I possess a sharp mind that allows me to make
5
snap decisions in the heat of battle. I've pledged my loyalty to a specific faction or
5 leader, and I will honor that oath with unwavering
Experience has taught me to be cautious of
6 dedication.
unexpected traps and ambushes.
I fight to uphold the honor of my family name,
As a veteran I have a taste for excitement and 6
7 determined to add to its storied history.
seek challenges beyond the battlefield.
I have learned to cope with the emotional toll of d6 Flaw
8
war, dealing with scars and memories.
My eagerness for combat occasionally leads me to
1
make impulsive and ill-considered choices.
d6 Ideal
The horrors of past battles occasionally haunt my
Victory I'm driven to emerge triumphant in every 2
dreams, causing emotional turmoil.
1 battle, pushing myself to secure victory at all
costs. My victories have instilled in me a sense of
3
invincibility that can cloud my judgment.
Comradeship The bonds forged on the battlefield
2 are unbreakable; I'd do anything for my fellow I struggle to accept defeat and may become
warriors. 4 overly competitive, even in non-combat
situations.
Adaptation I believe in the power of versatility and
3
adapt my tactics to overcome any challenge. My willingness to take risks can sometimes put
5
myself and my allies in danger.
Glory I seek renown and recognition, striving to
4 make a name for myself through my battlefield Certain sights, sounds, or triggers can transport
prowess. 6 me back to the chaos of battle, leaving me
paralyzed.
Fair Play Regardless of the chaos, I adhere to a
5 code of honor and strive for fair and honorable
combat.
Inspiration My deeds on the battlefield inspire
6 others to greatness, reminding them of their true
potential.
165
Feats
Chapter IV
166
Racial Feats Racial Feats
Race Feat
Leveling up in a class is the main way a character evolves
during a campaign. Some DMs also allow the use of feats Any Race Faction Grudge
to customize a character. Feats are an optional rule in Draenei Hand of A'dal
chapter 6, of the Player's Handbook. The DM decides
whether they're used and may also decide that some feats Dwarf Dwarven Fortitude
are available in a campaign and others aren't. Dwarf Squat Nimbleness
This section introduces a collection of special feats that
allow you to explore your character's race further. These Dwarf (wildhammer) Spiritual Guidance
feats are each associated with a race from chapter 1, as Dwarf (dark iron) Spiritual Guidance
summarized in the Racial Feats table. A racial feat repre-
sents either a deepening connection to your race's culture Elf (kaldorei) Critter Friend
or a physical transformation that brings you closer to an Elf (kaldorei) Darnassian Heritage
aspect of your race's lineage.
The cause of a particular transformation is up to you and Elf (shal'dorei / sin'dorei) Arcane Teleportation
your DM. A transformational feat can symbolize a latent Elf (ren'dorei) Embrace of the Void
quality that has emerged as you age, or a transformation
might be the result of an event in the campaign, such as ex- Forsaken Legacy of the Banshee Queen
posure to powerful magic or visiting a place of ancient sig- Gnome Squat Nimbleness
nificance to your race. Figuring out why your character has
changed can be a rich addition to your campaign's story. Gnome Mechanical Tinker
Goblin Teachings of the Trade Prince
Arcane Teleportation
Goblin Squat Nimbleness
Prerequisite: Elf (shal'dorei / sin'dorei)
Human Descendant of Arathor
Your study of high elven lore has unlocked arcane power
that few other elves possess. Drawing on the ley lines, you Orc Orcish Fury
can momentarily stride through space to shorten your path Orc Spiritual Guidance
from one place to another. You gain the following benefits:
Pandaren Tushui / Huojin Disciple
Increase your Intelligence or Charisma score by 1, to a
maximum of 20. Tauren Tauren Endurance
You learn the misty step spell and can cast it once Tauren Spiritual Guidance
without expending a spell slot. You regain the ability to
cast it in this way when you finish a short or long rest. Troll Spiritual Guidance
Intelligence is your spellcasting ability for this spell. Troll Blood of the Loa
Vulpera Nomadic Resourcefulness
Vulpera Squat Nimbleness
Worgen Hardened Predator
169
Nomadic Resourcefulness Tauren Endurance
Prerequisite: Vulpera Prerequisite: Tauren
Intelligent and resourceful, Vulpera travel across the Your hide toughens, improving your ability to shrug off
dunes in caravans and survive by scavenging and trading. attacks. You gain the following benefits:
Constant persecution by the Sethrak has solidified your
clever problem solving. Increase your Strength, Dexterity or Constitution score
by 1, to a maximum of 20.
Your Intelligence or Wisdom score increases by 1, to a Your hide thickens. While you aren't wearing armor, you
maximum of 20. can calculate your AC as 11 + your Dexterity modifier +
You gain expertise in the Survival skill. your Constitution modifier. You can use a shield and still
Your nose for trouble grants you immunity instead of gain this benefit.
resistance, and your bag of tricks refreshes after Your hit point maximum increases by an amount equal
completing a short rest. to your level when you gain this feat. Whenever you gain
a level thereafter, your hit point maximum increases by
Orcish Fury an additional 1 hit point.
Prerequisite: Orc
Your fury burns tirelessly. You gain the following benefits: Teachings of the Trade Prince
Prerequisite: Goblin
Increase your Strength or Constitution score by 1, to a
maximum of 20. You've improved your living through chemistry, and have
When you hit with an attack made with a simple or become an expert in its practices. You gain the following
martial weapon, you can roll one of the weapon's benefits:
damage dice an additional time and add it as extra Increase your Intelligence or Charisma score by 1, to a
damage of the weapon's damage type. Once you use this maximum of 20.
ability, you can't use it again until you finish a short or You have advantage on ability checks to locate rare or
long rest. uncommon equipment in a city or settlement. You may
Immediately after you use your Hardiness trait, you can roll without advantage for items that otherwise might
make one weapon attack as a reaction. not be available (GM's discretion).
During downtime you can make systematic withdrawals
Spiritual Guidance from your investments You maintain an aristocratic
Prerequisite: Dwarf (wildhamnmer), orc, tauren, or troll lifestyle automatically and earn 10% of your current
gold value at the end of each week.
You have seen the balance and harmony the spirits bring. When selling items, you receive 75% of their value from
You gain the following benefits: friendly merchants.
Increase your Wisdom or Charisma score by 1, to a Tushui / Huojin Disciple
maximum of 20. Prerequisite: Pandaren
You have advantage on saving throws against being
frightened. The Huojin, led by the intrepid Ji Firepaw, firmly believe
You gain proficiency in Religion or Nature, or expertise injustice must be met with a swift and decisive response,
if already proficient. though this response should be flexible and calculated for
You learn the healing spirit spell, and can cast it once the situation at hand; to the Huojin, the end will always
with this feat, without expending a spell slot. You regain ultimately justify the means.
the ability to cast it in this way when you finish a long The Tushui, led by Master Aysa Cloudsinger, teach living
rest. Wisdom is your spellcasting ability. a venerable life through meditation, rigorous training, and
moral conviction. Tushui are contemplative, focused on
Squat Nimbleness abstract ideals of justice and morality, and believe that a
principled life is the only one worth living.
Prerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the Your Dexterity or Wisdom score increase by 1, to a
following benefits: maximum of 20, and chose one of the following.
Huojin. You can use your quaking palm as part of any
Increase your Strength or Dexterity score by 1, to a melee attack you make on your turn.
maximum of 20. Tushui. You have advantage on Wisdom saving throws,
Increase your walking speed by 5 feet. and gain proficiency in a Wisdom skill of your choice.
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.
170
Fighting Mastery Feats Defense Mastery
Certain class features, or the Fighting Initiate feat might Clad in armor as formidable as your determination, you
grant you a choice of fighting style during character stand resolute against the onslaught of attacks. The
creation or gaining certain levels. The mastery feats precision of your defense is matched only by your
presented here build upon these styles, you must possess unwavering spirit. Each strike against you is met with
the respective fighting style to learn it's mastery. unyielding resistance, and your armor becomes an
extension of your will, a sanctuary against harm.
Versatile Weapon Mastery While wearing armor, weapon damage rolls against you
You've mastered the art of using weapons in different ways, are reduced by an amount equal to your proficiency
altering your attack patterns mid-swing. While you are bonus.
wielding a melee weapon with the versatile property with You may always add your proficiency bonus to saving
which you are proficient and no other weapons, you gain throws against damaging effects, except psychic
the following benefits: damage so long as you are wearing armor.
If you miss a melee weapon attack you make on your Two Weapon Mastery
turn while wielding a versatile weapon with two hands, In the midst of combat, your dual-wielding prowess shines
you can immediately make a new melee weapon attack brilliantly. A whirlwind of strikes, your weapons dance with
against the same target using your weapon with one deadly finesse, catching foes off-guard. Your mastery over
hand. You can only make this attack once per turn. the art of dual-wielding makes you a force to be reckoned
If you are wielding a versatile weapon in one hand, you with.
may use your object interaction to grab and lower your
target's shield, reducing their AC accordingly for the Once per round, when you make an opportunity attack
next attack you make. while wielding separate weapons in each hand, you can
attack with both weapons. Make a separate attack roll
Great Weapon Mastery with each weapon.
You’ve learned to put the weight of a weapon to your When you engage in Two-Weapon Fighting, you can
advantage, letting its momentum empower your strikes. choose to forgo your proficiency bonus. If you do so, you
You gain the following benefits: can make an additional attack with that weapon, also
without your proficiency bonus. If you would normally
On your turn, when you score a critical hit with a melee make more than one attack with your bonus action, only
weapon or reduce a creature to 0 hit points with one, one attack is made without your proficiency bonus.
you can make one melee weapon attack as a reaction.
While you are wielding a two-handed weapon with Close Quarters Mastery
which you are proficient, when you miss with a melee Adept at harrying foes from just out of reach, you are never
weapon attack, you can use your bonus action to repeat to far to capitalize on any opening.
the attack against the same target.
Enemies provoke an opportunity attack from you when
Munitions Mastery they move while within 30 feet of you.
You can use the strength and range of heavy ranged Once per turn, you may move 5 feet as part of making a
weapons to dispatch your foes. You gain the following ranged attack with a close quarters weapon. This
benefits: movement does not provoke opportunity attacks.
Crossbows you wield treat any weapon damage roll of 5 Sentinel Mastery
or lower as a 6. Unyielding guardian of the battlefield, your presence is an
Firearms you wield add 20 feet to their normal range. unshakable bulwark. Evading your watchful eye is a futile
When you succeed at a ranged attack with a loading endeavor, and your precision strikes halt enemies in their
weapon against a target greater than 30 feet from you, tracks, turning the tide in your favor.
you may reduce the target's speed by half until the end
of their next turn. Creatures within your reach provoke opportunity
attacks from you even if they take the Disengage action.
Archery Mastery When you take the Dodge action, once per round, you
Your bow is an extension of yourself as much as an arm or can take two reactions on the same turn, instead of only
leg, unerring aim causing you arrows to fly true. one. You can only take one reaction per trigger.
Creatures you hit with an opportunity attack have their
The result needed to critically strike with a bow is speed reduced to 0 until the start of their next turn.
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.
171
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.
172
Equipment
Chapter V
173
New Equipment Expanding Your Arsenal
It's important to note that the equipment presented in this
W
hether it's the grid-like market stalls of chapter is far from exhaustive. While we offer an array of
Stormwind City, the artisans nestled into new gear inspired by the world of Azeroth, the scope of
the Orgrimmar cliff sides, or a pop-up equipment available in the core 5e rulebooks remains
bazaar in the sands of Vol'dun, a vivid entirely permissible for use within this system as well. Feel
spectrum of life unfolds. Dwarven smiths free to draw from the extensive range of items provided in
showcase their craftsmanship, elf those core materials to enrich your characters' arsenals
woodcarvers reveal their artistry, and a and outfit them with a diverse array of tools suited to their
tapestry of cultures mingles among troll charms, goblin unique adventures and preferences.
relics, gnome jewelry, and the hues of humanity. In the
largest cities, the inventory seemingly knows no bounds— Firearms in Azeroth
exotic spices, lavish attire, sturdy wicker baskets, In this ruleset, we introduce firearms as a distinct element
pragmatic swords, and the elegance of elven bows all find to enrich your adventures. While firearms are rare in the
their place. forgotten realms, they stand as a prominent staple within
For those embarking on perilous adventures, equipment the vibrant world of Azeroth. Their inclusion offers a
isn't just a commodity; it's a lifeline. Armor, weapons, unique opportunity to delve into the technological
backpacks, and more can determine survival in dungeons advancements and diverse combat dynamics found in this
or the untamed wilds. This chapter delves into the practical setting. By introducing firearms, we aim to capture the
and extraordinary wares that adventurers commonly seek, essence of Azeroth while embracing the inventive spirit
helping them navigate the challenges presented by that brings together the fantastical and the mechanical.
Azeroth's diverse threats. This addition offers a fresh layer of complexity to combat
Starting Equipment encounters and enhances the array of choices available to
players, allowing characters to wield these remarkable
During character creation, the equipment you acquire tools in a manner that resonates with Azeroth's lore.
stems from both your chosen class and background. Adventuring Gear
Alternatively, you have the option to begin with a sum of
gold pieces linked to your class and then use these to This section describes items that have special rules or
acquire items from the lists found in this chapter. To require further explanation.
determine your available gold, consult the Starting Wealth Libram. The Paladin's Libram is a radiant emblem that
by Class table. You're free to decide how your character connects the divine with the martial. Crafted with
obtained this initial equipment. It might have been precision, it empowers paladins to cast spells using
inherited or purchased during upbringing. Equally, it could somatic components even while wielding weapons and
be military-issued gear like a weapon, armor, and backpack. shields. This sacred tool symbolizes the unwavering
Alternatively, your character could have procured their gear commitment of paladins, allowing them to seamlessly
through other means, such as thievery. Weapons might blend their holy magic with their combat prowess.
even be heirlooms passed down over generations until your Shamanic Totem. The Shaman's Totem embodies the
character embraced the adventurous legacy of their elemental forces of nature, acting as a conduit for the
forebearers. shaman's magic. With this totem in their possession,
Starting Wealth by Class shamans can cast spells requiring somatic components
Class Funds
while using weapons and shields. The Totem reflects the
shaman's bond with the natural world, enabling them to
Druid 2d4 x 10 gp seamlessly merge their spellcasting with martial actions.
Hunter 5d4 x 10 gp Ammo Pouch This leather pouch can hold up to 60
rounds of firearm ammunition, such as bullets or shot.
Mage 4d4 x 10 gp
Monk 8d4 gp
Paladin 6d4 x 10 gp Adventuring Gear
Priest 4d4 x 10 gp Item Cost Weight
Rogue 5d4 x 10 gp Ammo pouch 1 gp 1/2 lb.
Shaman 5d4 x 10 gp Ammunition
Warlock 4d4 x 10 gp Pistol / Musket Ball (20) 4 gp 2 lb.
Warrior 6d4 x 10 gp Blunderbuss Shot (20) 8 gp 2 lb.
Spellcasting Foci
Libram 10 gp 5 lb.
Shamanic totem 5 gp 3 lb.
174
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, loading
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)
176
Death Kt. Spells Army of the Dead
5th-level necromancy
Cantrips (0 Level) 3rd Level Casting Time: 1 action
✦ Decompose Animate Dead Range: Self
✦Frost Strike ✦ Asphyxiate Components: V, S, M (brain matter from a humanoid killed
✦ Heart Strike Bestow Curse within the past 24 hours)
✦ Scourge Strike Dispel Magic Duration: Concentration, up to 1 minute
Enemies Abound XGE You voice profane words, and summon an army of the dead
1st Level Fear to kill and consume everything in its path. A horde of sham-
Absorb Elements XGE ✦ Mantle of the bling corpses appears around you, and disappears when it
Bane Fallen Crusader drops to 0 hit points or when the spell ends.
Cause Fear XGE Mind Freeze (counterspell) Roll initiative for the horde, which has its own turns. You
✦ Chains of Ice Phantom Steed cannot control the horde. It spends its turns pursing and
Command Sleet Storm attacking the nearest nonundead to the best of its ability.
Compelled Duel Speak with Dead It will use its Slams action to attack and grapple creatures
✦ Corpse Explosion Vampiric Touch before moving to occupy its victims’ spaces and engulf
✦ Death Grip Water Walk them on the next turn with its Flesh-Eating Compulsion
Detect Evil and Good feature. If no creatures are within its reach, the horde will
Detect Magic 4th Level
use its full movement to approach any nonundead crea-
Detect Poison and Disease Arcane Eye tures it can see or hear. If no such creatures are evident, it
✦ Dread Favor Blight will mindlessly follow you until targets present themselves.
Fog Cloud ✦ Death and Decay When you first cast this spell, you can designate any
Heroism Death Ward number of creatures that you can see to be ignored by the
Ice Knife XGE ✦ Dominate Undead
shambling horde, and which will be unaffected by its Flesh-
✦ Icy Touch Find Greater Steed XGE Eating Compulsion feature. If you stop concentrating on
Prot. from Evil and Good Ice Storm the spell before it reaches its full duration, the horde
Ray of Sickness Shadow of Moil XGE remains for 1d6 rounds if it still has hit points, and no
Sickening Radiance XGE longer ignores these creatures.
2nd Level Stoneskin
✦ Anti-Magic Shell ✦ Summon Undead Asphyxiate
Blindness/Deafness Vitriolic Sphere XGE 3rd-level necromancy
Calm Emotions Casting Time: 1 action
Crown of Madness 5th Level
Darkvision Antilife Shell Range: 30 feet
Find Steed ✦ Army of the Dead
Components: S
✦ Freezing Touch Danse Macabre XGE Duration: Concentration, up to 1 minute
Gentle Repose ✦ Death Chain Shadowy tendrils extend from you and swirl around the
Hold Person ✦ Deathwyrm's Fury throat of a creature you can see within range. The target
✦ Howling Blast Dispel Evil and Good must make a successful Dexterity saving throw or be
Ray of Enfeeblement Enervation XGE restrained for the spells duration. While restrained in this
Silence Hallow way, the target is also suffocating and unable to speak.
Snilloc's Snowball Hold Monster At the end of each of its turns, the target must make a
Swarm XGE Negative Energy Flood XGE Constitution saving throw. On a failed save, the target loses
✦ Unholy Weapon 1 minute of air until the target is knocked unconscious. On
a successful save, the target is freed from the tendrils and
Anti-Magic Shell the spell ends.
2nd-level abjuration
Casting Time: 1 reaction, when you are affected by a spell Decompose
or magical effect Necromancy cantrip
Range: Self Casting Time: 1 action
Components: V, S Range: Touch
Duration: 1 round Components: V, S
You surround yourself with a field of necrotic energy that Duration: 1 minute
repels harmful magic. For the duration of the spell, you You reach out and touch the corpse of a creature. Over the
have advantage on saving throws against spells and next minute, the corpse begins to rapidly decompose,
magical effects, and resistance to the damage from spells sprouting fungus and moss as it begins to degrade into
and magical effects. Furthermore, when a magical source compost and mulch. An odd-colored flower or two may also
allows you to make a saving throw to take only half spring from the corpse in this time. Applicable
damage, you instead take no damage if you succeed on the requirements for resurrection are unaffected by this
saving throw. While the shell holds, you gain one runic decomposition.
power for each magical effect you are affected by.
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.
177
Soul Reaper
3rd-level necromancy
Shambling Horde Casting Time: 1 action
Gargantuan horde of Medium undead, chaotic evil Range: Self (5 feet)
Components: V, S
Armor Class 8
Duration: Concentration, Up to 1 minute
Hit Points 145 (10d20 + 40) You plant the seeds of death into an enemy you can see,
Speed 20 ft. 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
STR DEX CON INT WIS CHA harvest. If the marked enemy dies before your next turn,
25 (+7) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3) you siphon their soul to fuel you own powers. Until the
spell ends, your speed is doubled, you gains a +2 bonus to
Saving Throws Wis +2
AC, have advantage on Dexterity saving throws, and gain
Damage Immunities poison an additional action on each of your turns. That action can
Condition Immunities blinded, charmed, deafened, be used only to take the Attack (one weapon attack only),
exhaustion, frightened, grappled, incapacitated, Dash, Disengage, Hide, or Use an Object action.
paralyzed, petrified, poisoned, prone, restrained,
stunned, unconscious Chains of Ice
Senses darkvision 60 ft., passive perception 8 1st-level evocaation
Languages — Casting Time: 1 bonus action
Challenge 8 (3,900 XP) Range: 60 feet
Components: V
Flesh-Eating Compulsion. The horde can share a Duration: 1 minute
space with another creature. If a creature that is
not an undead or a construct share a space with Frost ridden chains erupt from the ground beneath a target
the horde at the beginning of the horde's turn, the that you can see within range. The target must succeed on
horde is incapacitated (ignoring its incapacitated a Strength saving throw, or have their movement speed
immunity) and the creature is engulfed. While halved for the spell’s duration.
engulfed, the creature is restrained, and it takes The chained target must make a Strength saving throw
21 (6d6) piercing damage at the start of each of at the end of each of its turns. On a successful save, the
the horde's turns, or 10 (3d6) piercing damage if chains break and the spell ends on the target.
the horde has half of its hit points or fewer, and At Higher Levels. When you cast this spell using a spell
the creature must succeed on a DC 15 slot of 2nd level or higher, you can target one additional
Constitution saving throw or become infected creature for each slot level above 2nd.
with an Unholy Disease of your choice (Unholy
Presence section) Corpse Explosion
Engulfed creatures can try to escape by making a 1st-level necromancy
DC 18 Strength check as an action. On a success,
the creature escapes and enters a space of its Casting Time: 1 action
choice within 5 feet of the shambling horde. Range: 120 feet
Components: S, M (a corpse, which the spell destroys)
Horde. The horde can occupy the space of a Large Duration: Instantaneous
or smaller creature and vice versa, and the horde
can move through any opening large enough for a
The corpse of a recently deceased creature rapidly bloats
Medium zombie. The horde can’t regain hit at your command and erupts in a gruesome explosion. You
points. target the corpse of a creature that's been dead for no
longer than 1 minute that you can see within range. Each
Undead Fortitude. If the horde takes damage, it creature within 5 feet of that corpse must make a Dexterity
must make a Constitution saving throw with a DC saving throw. A target takes 2d6 necrotic damage on a
of 5 + the damage taken, unless the damage is failed save, or half as much damage on a successful one.
radiant or from a critical hit. On a success, the The radius of the explosion increases by 5 feet for every
horde takes no damage instead. size category of the corpse above Medium.
Actions A corpse detonated in this way is destroyed and cannot
be raised or resurrected by any ability that requires a com-
Multiattack. The shambling horde can make up to plete corpse. Not all creatures leave a corpse; construts and
three Slams attacks, and each attack must be oozes almost never do, neither do incorporeal undead.
against a different target. At Higher Levels. When you cast this spell using a spell
Slams. Melee Weapon Attack: +10 to hit, reach 5 slot of 2nd level or higher, the damage increases by 2d6 for
ft., one target. Hit: 21 (6d6) bludgeoning damage, each slot level above 1st.
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).
178
Deathwyrm's Fury
Death and Decay 5th-level conjuration
4th-level necromancy Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 60 feet Components: V, S, M (a scale from a slain dragon)
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute
You summon a mighty undead dragon to breath destruction
You reach out towards a point you can see within range, on your enemies. You choose where to summon an ember-
creating a 20-foot radius sphere filled with festering, necro- wyrm, frostwyrm, or vilewyrm. It appears hovering above
tic energy that withers and decays everything within it. you and unleashes its breath weapon.
When a creature enters the blighted area for the first time The spell fails if there is insufficient room for the dragon
on a turn or starts its turn there, it must make a Constitu- to appear (for example, you are in a narrow tunnel). Any
tion saving throw. On a failed save, the creature takes 4d8 living dragons that witness you cast this spell will almost
necrotic damage. In addition, until the beginning of its next surely view you as a sworn enemy, if they didn’t already.
turn, the creature subtracts 1d4 from all of its attack rolls Emberwyrm. The dragon exhales fire in a 60-foot cone.
and saving throws, as if under the effect of the bane spell. Each creature in that area must make a Dexterity saving
On a successful save, the creature takes half as much throw, taking 5d8 fire damage and 5d8 necrotic damage on
damage, and suffers no additional effects. a failed save, or half as much damage on a successful one.
Undead creatures in the spell’s area take no damage, and Frostwyrm. The dragon exhales an icy blast at a point
are bolstered by its necrotic power. While standing in the within 120 feet. Each creature within 20 feet of that point
spell’s area, undead creatures add 1d4 to their attack rolls must make a Dexterity saving throw, taking 5d8 cold
and saving throws, as if under the effect of a bless spell. damage and 5d8 necrotic damage on a failed save, or half
At Higher Levels. When you cast this spell using a spell as much damage on a successful one.
slot of 5th level or higher, the damage increases by 1d8 for Vilewyrm The dragon exhales acid in a 120-foot line
each slot level above 4th. that is 10 feet wide. Each creature in that line must make a
Death Chain
Dexterity saving throw, taking 5d8 acid damage and 5d8
5th-level necromancy necrotic damage on a failed save, or half as much damage
on a successful one.
Casting Time: 1 action Dominate Undead
Range: Self (20-foot radius) 4th-level enchantment
Components: V, S
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 60 feet
Ghastly chains erupt from you towards up to three different Components: V, S
creatures you can see within range. Make a ranged spell Duration: Concentration, up to 1 minute
attack against each target. On a hit, a target takes 4d8
necrotic damage and becomes chained together with you You attempt to beguile an undead that you can see within
and any other target hit for the spell's duration. range. It must succeed on a Wisdom saving throw or be
Chained creatures must succeed on a Strength saving charmed by you for the duration. If you or creatures that
throw to move more than 20 feet away from you. On a are friendly to you are fighting it, it has advantage on the
successful save, the target breaks the chain, ending the saving throw.
spell’s effect on them. Whenever you or another chained While the undead is charmed, you have a telepathic link
creature takes damage from a weapon attack or spell, each with it as long as the two of you are on the same plane of
other creature chained together (including you) takes existence. You can use this telepathic link to issue com-
psychic damage equal to half the damage taken. mands to the creature while you are conscious (no action
Damage you take through this spell does not prompt a required), which it does its best to obey. You can specify a
Constitution saving throw to maintain concentration on it. simple and general course of action, such as “Attack that
creature,” “Run over there,” or “Fetch that object.” If the
Death Grip creature completes the order and doesn’t receive further
1st-level evocation direction from you, it defends and preserves itself to the
best of its ability.
Casting Time: 1 action You can use your action to take total and precise control
Range: 30 feet of the target. Until the end of your next turn, the creature
Components: V, S takes only the actions you choose, and doesn’t do anything
Duration: Instantaneous that you don’t allow it to do. During this time, you can also
Necrotic energy grasps around a Huge or smaller creature cause the creature to use a reaction, but this requires you
you can see that is currently at least 10 feet away from you, to use your own reaction as well.
and within the spell’s range. The creature must make a Each time the target takes damage, it makes a new
successful Strength saving throw or be moved to an empty Wisdom saving throw against the spell. If the saving throw
space within 5 feet of you. You may make a melee weapon succeeds, the spell ends.
attack or Rune Strike as part of casting this spell against At Higher Levels. When you cast this spell with a
one enemy who failed their saving throw. 5th-level spell slot, the duration is concentration, up to 10
At Higher Levels. When you cast this spell with a 2nd minutes. When you use a 6th-level spell slot, the duration is
level spell slot or higher, you may target one additional concentration, up to 1 hour. When you use a 7th level or
enemy and the range is increased by 10 feet per spell slot higher, the duration is concentration, up to 8 hours.
above 1st.
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Dread Favor Mantle of the Fallen Crusader
1st-level necromancy 3rd-level evocation
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Self (30-foot radius)
Components: V, S Components: V
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You are empowered by the suffering of your victims. Until Unholy power radiates from you in an aura with a 30-foot
the spell ends, your weapon attacks deal an extra 1d4 radius, awakening bloodlust in friendly creatures. Until the
necrotic damage on a hit. spell ends, the aura moves with you, centered on you.
While in the aura, each nonhostile creature in the aura
Freezing Touch (including you) deals an extra 1d4 necrotic damage when it
2nd-level evocation hits with a weapon attack.
Casting Time: 1 action Summon Undead
Range: Touch
Components: V, S, M (a shard of glass or ice) 4th-level conjuration
Duration: 1 minute Casting Time: 1 action
Your fingers become cold to the touch as frost manifests on Range: 60 feet
their surface. Make a melee spell attack against a creature Components: V, S, M (viscera from a creature killed
within range. On a hit, the creature is incapacitated, can't within the past 24 hours)
move, and can't breathe until the spell ends as ice encap- Duration: Concentration, up to 1 hour
sulates their body. A target who hits the creature with an You summon a powerful undead being from the crypts and
attack breaks the ice and ends the spell. slaughterhouses of Northrend. You choose the undead’s
type, which must be one of challenge rating 5 or lower,
Howling Blast such as a revenant or wraith. The undead appears in an
2nd-level evocation unoccupied space you can see within range, and the
Casting Time: 1 action undead disappears when it drops to 0 hit points or when
Range: 60 feet the spell ends.
Components: V, S Roll initiative for the undead, which has its own turns.
Duration: 1 round When you summon it and on each of your turns thereafter,
you can issue a verbal command to it (requiring no action
An icy gale suddenly erupts around a point of your choice on your part), telling it what it must do on its next turn. If
within range. Each creature in a 15-foot-radius sphere you issue no command, it spends its turn attacking any
centered on that point must make a Constitution saving creature within reach that has attacked it.
throw. A creature takes 3d8 cold damage on a failed save, If you stop concentrating on the spell before it reaches its
or half as much damage on a successful one. A cold fog full duration, the undead spends the rest of the spell’s
hangs in the air afterwards, making the area heavily duration pursuing and attacking the nearest non-undead to
obscured. It lasts for the duration or until a wind of the best of its ability.
moderate or greater speed (at least 10 miles per hour) At Higher Levels. When you cast this spell using a spell
disperses it. slot of 5th level or higher, the challenge rating increases by
At Higher Levels. When you cast this spell using a spell 1 for each slot level above 4th.
slot of 3rd level or higher, the damage increases by 1d8 for
each slot level above 2nd. Unholy Weapon
Icy Touch
5th-level evocation
1st-level necromancy Casting Time: 1 bonus action
Casting Time: 1 action Range: Touch
Components: V, S
Range: 60 feet Duration: Concentration, up to 1 hour
Components: V, S
Duration: 1 round You imbue a weapon you touch with unholy power. Until
the spell ends, the weapon creates an area of darkness
You summon icy energy to strike against a creature you can in a 30-foot radius and dim light for an additional 30 feet.
see within range, freezing them with the chill of the grave. The bearer of the unholy weapon is immune to this effect.
Make a rangedspell attack against the creature to assail it In addition, weapon attacks made with it deal an extra 2d8
with the chill of the grave. On a hit, the target takes 3d8 necrotic damage on a hit. If the weapon isn’t already a
cold damage, and it can't regain hit points until the start of magic weapon, it becomes one for the duration.
your next turn. Until then, the target’s skin grows as pale as As a bonus action on your turn, you can dismiss this
ice. If you hit a celestial target, it also has disadvantage on spell and cause the weapon to emit a torrent of corrupting
attack rolls against you until the end of your next turn. shadows. Each creature of your choice that you can see
At Higher Levels. When you cast this spell using a spell within 30 feet of the weapon must make a Constitution
slot of 2nd level or higher, the damage increases by 1d8 for saving throw. On a failed save, a creature takes 4d8 necro-
each slot level above 1st. tic 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.
180
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. The next time this creature takes damage from
another player character, that character may add 1d6
additional necrotic damage to the total.
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.
181
Barkskin
Druid Spells 3rd Level 1st-level transmutation
Cantrips (0 Level)
Catnap Casting Time: 1 action
Conjure Animals Range: Self
Dancing Lights Daylight Components: V, S
Druidcraft Efflorescence (mass healing Duration: Concentration, up to 1 minute
Guidance word)
Gust Feign Death Your skin hardens and cracks like ancient bark, you reduce
Insect Swarm (Infestation) Hypnotic Pattern any source of damage you take by an amount equal to your
✦ Lunar Strike ✦ New Moon Wisdom modifier.
Mending ✦ Nourish Cyclone
Primal Savagery Plant Growth 2nd-level conjuration
Resistance Protection from Energy
Shape Water Remove Curse Casting Time: 1 action
Shillelagh Revivify Range: 30 feet
✦ Solar Wrath ✦ Solar Beam Components: V, S
Thorn Whip Speak with Plants Duration: Concentration, up to 1 minute
✦ Symbiosis A whirl of wind forms around a Large or smaller creature
1st Level ✦ Ursol's Vortex that you can see within range. The target must make a
Animal Friendship Water Breathing Strength saving throw. On a failed save, the target is lifted
Beast Bond Wind Wall off the ground and is restrained for the spell's duration.
Regrowth (Cure Wounds) To break out, the restrained target can use its action to
✦ Moonfire / Sunfire 4th Level make a Strength check against your spell save DC. On a
Detect Poison and Disease Blight success, the target escapes and is no longer restrained. The
Earth Tremor Charm Monster cyclone then vanishes.
Entangling Roots (Entangle) Conjure Woodland Beings
Expeditious Retreat Dominate Beast Force of Nature
Faerie Fire Freedom of Movement 6th-level evocation
Fog Cloud Grasping Vine Casting Time: 1 action
Goodberry Hallucinatory Terrain Range: 60ft
Guiding Hand Locate Creature Components: V, S
Swiftmend (Healing Word) ✦ Starfall Duration: Concentration up to 1 minute
Jump Watery Sphere
Longstrider You summon two animated trees which appear in
Purify Food and Drink 5th Level unoccupied spaces that you can see within range. These
✦ Rejuvenation Awaken treants use the Lesser Treant stat block. The treants are
Sleep Commune with Nature allies to you and your companions. In combat, the
Speak with Animals Control Winds creatures share your initiative count, but it take their turns
✦ Barkskin Dream immediately after yours. They obey your verbal commands
Wild Cunning Nature's Cure (Greater (no action required by you). If you don't issue any, they takes
Restoration) the Dodge action and use their move to avoid danger. The
2nd Level ✦ Wild Growth
treants disappear when they drop to 0 hit points or when
Animal Messenger Tree Stride the spell ends.
Beast Sense Wrath of Nature At Higher Levels. When you cast this spell using a
✦ Cyclone spellslot of 7th level or higher, you summon an additional
Darkvision 6th Level treant. In addition, use the higher level wherever the spell's
Dust Devil Druid Grove level appears in the stat block.
Mark of the Wild (Enhance ✦ Force of Nature
Ability) Lunar Strike
Healing Touch (Heal) Evocation cantrip
Gust of Wind Investiture of Wind
Nature's Cure (Lesser Sunbeam Casting Time: 1 action
Restoration) Wall of Thorns Range: 60ft
Locate Animals or Plants Wind walk Components: V, S
Moonbeam Duration: Instantaneous
Protection from Poison 7th Level
A streak of lunar energy flares through the air. Choose up
Skywrite Crown of Stars to two creatures within range that are within 10 feet of
Spike Growth Mirage Arcane each other. A target who fails a Dexterity save takes 1d6
✦ Starsurge Regenerate
Warding Wind force damage or half as much on a success.
Whirlwind At Higher Levels. This spell's damage increases by 1d6
✦ Wild Charge
8th Level
when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
Control Weather
Sunburst
9th Level
Foresight
True Resurrection
182
New Moon
3rd-level evocation
Casting Time: 1 action
Range: 120ft Lesser Treant
Components: V, S Medium plant, unaligned
Duration: 10 Minutes
You summon forth the cycle of the moon to rain down from Armor Class 10 + the level of the spell (natural
it's orbit. A target of your choice within range must make a armor)
Dexterity saving throw or take 4d6 radiant damage, or half Hit Points 40 + 10 for each spell level above 5th
as much with a successful save. Once during the duration Speed 30 ft.
you may repeat this effect as an action, summoning a half
moon dealing 4d8 radiant damage. You may then repeat STR DEX CON INT WIS CHA
this effect once again as an action, finally summoning forth
the power of the full moon, dealing 4d12 radiant damage. 16 (+3) 6 (-2) 14 (+2) 10 (+0) 10 (+0) 6 (-2)
All enemies within 10 feet of your target must also make a
Dexterity saving throw, taking 4d6 radiant damage or half Vulnerabilities Fire
as much with a success and the spell ends. Damage Resistances Bludgeoning, Piercing
At Higher Levels. When you cast this spell using a spell Senses passive Perception 10
slot of 4th level or higher, the damage dealt by each phase Languages understands the languages you speak
increase by two dice for each slot level above 3rd. Challenge — Proficiency Bonus equals your
bonus
Moonfire / Sunfire
1st-level evocation False Appearance. While the treant remains
Casting Time: 1 bonus action motionless, it is indistinguishable from a normal
Range: 60ft tree.
Components: V, S Actions
Duration: 1 round
Slam. Melee Weapon Attack: your spell attack
You sear a target you can see within range with burning modifier to hit, reach 5 ft., one target. Hit: 1d6 +
moonfire or sunfire. The target must make a Dexterity 3 + the spell's level bludgeoning damage.
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 Rejuvenation
damage of the same type at the start of its next turn. 1st-level evocation
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 2nd level or higher, the immediate and delayed Range: 60ft
damage increase by 1d8 for each slot level above 1st. Components: V, S
Nourish Duration: 1 minute
3rd-level evocation You imbue a creature you can see within range with
Casting Time: 1 action prolonged restorative magic. The creature regains 1d4 hit
Range: 60ft points immediately. Until the spell ends, the creature
Components: V, S regains 1d4 hit points at the beginning of each of it's turns.
Duration: 1 round This spell has no effect on undead or constructs, and ends
if the target falls unconscious. You may only have 1
You infuse a creature you can see within range with Rejuvenation active at a time.
invigorating energy. That creature regains hit points equal At Higher Levels. When you cast this spell using a spell
to 3d6 + your spell casting ability modifier immediately or slot of 2nd level or higher, the initial and recurring healing
3d12 + your spell casting ability modifier if you are increase by 1d4 for every level above 1st.
concentrating on a spell they are a target of. Until the
beginning of your next turn, the creature has advantage on Solar Beam
saving throws. This spell has no effect on undead or 6th-level evocation
constructs. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 60ft
slot of 4th level or higher, the healing increase by 1d6 or Components: V, S
1d12 for each slot level above 3rd. 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.
183
Solar Wrath Ursol's Vortex
Evocation cantrip 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60ft Range: 60ft
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You release a blast of the sun's wrath against a creature Choose a point that you can see within range. An elemental
within range. Make a ranged spell attack against the force that resembles a swirling vortex extends in a 10-foot
creature. On a hit, the target takes 1d10 radiant damage. radius from the point and lasts for the spell's duration.
At Higher Levels. This spell's damage increases by The area is considered to be difficult terrain and any
1d10 when you reach 5th level (2d10), 11th level (3d10), creature who leaves or starts their turn in the vortex must
and 17th level (4d10). make a Strength saving throw. On failed save, the creature
takes 2d6 bludgeoning damage and is pulled to an empty
Starfall space nearest the vortex's center. On a successful save, the
4th-level evocation creature takes half as much damage and isn't pulled.
Casting Time: 1 action
Range: 60ft Wild Charge
Components: V, S 2nd-level transmutation
Duration: 1 round Casting Time: 1 bonus action
Countless flashes of pure moonlight fall to the ground in a Range: Self
20-foot-radius, 40-foot-high cylinder centered on a point Components: V
within range. Each enemy in the cylinder must make a Duration: Instantaneous
Dexterity saving throw. A creature takes 5d6 radiant You tap into the primal nature of your form, allowing you to
damage on a failed save, or half as much damage on a cast this spell even while shapeshifted. Your current form
successful one. This effect repeats itself at the start of your dictates the effect of this spell when cast, and you provoke
next turn, targeting the same point. no opportunity attacks during the movement.
At Higher Levels. When you cast this spell using a spell Bear: Choose an enemy within 25 feet, you run to the
slot of 5th level or higher, the damage increases by 1d6 for nearest adjacent empty sqare. This movement triggers
each slot level above 6th. your Charge feature with disadvantage on the save.
Starsurge Cat: Choose an enemy within 25 feet, you leap to the
2nd-level evocation nearest adjacent empty sqare. This movement triggers
Casting Time: 1 action your Pounce feature with disadvantage on the save.
Range: 60ft Moonkin: When and enemy is adjacent to you, you leap
Components: V, S backwards, directly away from them 20 feet.
Duration: Instantaneous Travel: You perform a 30 feet long jump
A blast of moonlight bursts forward towards your target. No form: Choose an ally within 30 feet, you fly to the
The creature must make a Dexterity saving throw. A nearest adjacent empty square.
creature takes 3d12 force damage on a failed save, or half
as much damage on a successful one. Wild Growth
At Higher Levels. When you cast this spell using a spell 5th-level evocation
slot of 3rd level or higher, the damage increases by 2d12 Casting Time: 1 action
for each slot level above 2nd. Range: 60ft
Components: V, S
Symbiosis Duration: 1 Round
3rd-level transmutaion Revitalizing energy blossoms forth from an ally of your
Casting Time: 1 Action choice within range. Choose up to four creatures within a
Range: Touch 15-foot-radius of your target. Each ally regains hit points
Components: V, S equal to 3d6 + your spell casting ability modifier. At the
Duration: 8 Hours beginning of their next turn, they regain an additional 2d6
You touch an ally and establish a symbiotic link between hit points.
the two of you for the spells duration. For as long as the At Higher Levels. When you cast this spell using a
spells is active, you and the chosen ally gain the following spellslot of 6th level or higher, the initial healing is
benefits while within 120 feet of each other. increased by 1d6 for each slot level above 5th.
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.
184
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.
185
Mage Spells 3rd Level 6th Level
8th Level
Antimagic Zone (Antimagic
Cantrips (0 Level) ✦ Blizzard Arcane Gate Field)
✦ Arcane Blast
Counterspell Disintegrate ✦ Blast Wave
Control Flames Create food and Water ✦ Glacial Spike Clone
Create Bonfire Dispel Magic Globe of Invulnerability Demiplane
Dancing Lights Flamestrike (Fireball) Guards and Wards ✦ Ice Nova
Fireball (Fire Bolt) Glyph of Warding Heroes' Feast Incendiary Cloud
Frostbite Haste Investiture of Flame XGE Mighty Fortress XGE
Mage Hand Hypnotic Pattern Investiture of Ice XGE Mind Blank
Mending Magic Circle Frozen Orb (Otiluke's
Message Major Image Freezing Sphere) 9th Level
Minor Illusion Nondetection Programmed Illusion ✦ Cold Snap
Prestidigitation Improved Frost / Flame Scatter XGE Mass Polymorph
Produce Flame Ward (Protection from True Seeing Meteor Swarm
Frostbolt (Ray of Frost) Energy) Wall of Ice ✦ Supernova
Remove Curse ✦ Thermal Void
Sending 7th Level
1st Level
Sleet Storm Time Stop
Mana Shield (Shield) Delayed Blast Fireball True Polymorph
Flame / Frost Ward (Absorb Slow
Tongues
Etherealness
Fire Storm
Elements) Forcecage
Burning Hands 4th Level ✦ Comet Storm
Comprehend Languages ✦ Amplify or Mordenkainen's
Create or Destroy Water Dampen Magic Magnificent Mansion
Detect Magic ✦ Arcane Barrage Project Image
Feather Fall Confusion ✦ Meteor
Find Familiar Conjure Minor Elementals Sequester
✦ Frigid Icicles
Frost Fingers Dimension Door Teleport
✦ Frost Nova
Fire Shield
✦ Frostfire Bolt
Greater Invisibility
Hellish Rebuke Hallucinatory Terrain
✦ Ice Block
Ice Knife XGE Ice Storm
Identify Mordenkainen's
Illusory Script Private Sanctum
Mage Armor Polymorph
Arcane Missiles (Magic Wall of Fire
Missile)
Silent Image 5th Level
Tenser's Floating Disk Cone of Cold
Unseen Servant
Creation
2nd Level Dominate Person
Aganazzar's Scorcher XGE Immolation
✦ Arcane Explosion
Passwall
✦ Pyroblast
Arcane Lock ✦ Rune of Power
Blink (Misty Step) Scrying
Blur Arcane Brilliance (Skill
Continual Flame Empowerment)
✦ Deep Freeze
Detect Thoughts Wall of Force
✦ 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
186
Amplify or Dampen Magic Arcane Explosion
4th-level abjuration 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (10-foot-radius sphere)
Components: S, M (something of value to the creature) Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You manipulate the flow of mana rushing through a You draw from the fluctuating arcane near you and burst
creature, if the creature is unwilling you must succeed on a with a wave of arcane power. Each other creature within
melee spell attack before you can manipulate their flow. range must make a Dexterity saving throw. A target takes
When you touch a creature with this spell, you choose 4d8 force damage on a failed saving throw, or half as much
which effect you want to affect the creature with for the damage on a successful one.
spells duration. At Higher Levels. When you cast this spell using a spell
Amplify. You amplify a creatures magical prowess. The slot of 3rd level or higher, the damage increases by 2d8 for
creature takes additional damage when hit by a spell, deals each slot level above 2nd.
additional damage when casting a spell, and restores
additional hit points to a creature with a spell by an amount Blast Wave
equal to your spellcasting modifier. 8th-level evocation
Dampen. You dampen a creatures magical prowess. The Casting Time: 1 action
creature reduces damage taken by spells, damage dealt by Range: Self (60-foot cone)
spells, and the number of hit points restored to it by a spell Components: V, S
by an amount equal to your spellcasting modifier. Duration: Instantaneous
Arcane Barrage Your hands burst into flames as you push a roaring wave of
4th-level evocation fire outward from yourself. Each creature in a 60-foot cone
must make a Constitution saving throw. A target takes
Casting Time: 1 action 12d8 fire damage on a failed save, or half as much damage
Range: 120 feet on a successful one. The fire spreads around corners. It
Components: V, S ignites flammable objects in the area that aren’t being worn
Duration: Instantaneous or carried. A creature killed by this spell is reduced to ash.
You manifest two bolts of raw force and launch them at a Blizzard
target within range. Make a ranged spell attack for each 3rd-level evocation
bolt. On a hit, a target takes 4d10 force damage and is
pushed 10 feet directly away from you. Casting Time: 1 action
At Higher Levels. When you cast this spell using a Range: 60 feet
spell slot of 5th level or higher, the damage of each bolt Components: V, S, M (shards of glass)
increases by 1d10 for each slot level above 4th. Duration: Concentration, up to 1 minute
Arcane Blast A cold light flashes from your hand into the sky, as blue
Evocation cantrip shards hurl down at a point you choose within range, slash-
ing through flesh with a biting cold. Each creature in a 20-
Casting Time: 1 action foot-radius, 60-foot-high cylinder centered on a point within
Range: 90 feet range must make a Dexterity saving throw. A target takes
Components: V, S 4d6 cold damage on a failed save, or half as much damage
Duration: Instantaneous on a successful one.
You strike a creature or object you can see within range As an action on each of your turns before the spell ends,
with a blast of pure mana. Make a ranged spell attack you can call down another blizzard in the same location.
against the target, which ignores cover. On a hit, the target At Higher Levels. When you cast this spell using a spell
takes 1d8 force damage and the damage of your next slot of 4th level or higher, the damage increases by 1d6 for
arcane Blast within 1 minute increases by one die size, up each slot level above 3rd.
to a maximum of d12. If this would increase the die beyond Frigid Icicles
a d12, you may add your spellcasting ability modifier to the
damage. If you fail a spell attack roll with Arcane Blast the 1st-level transmutation
damage resets to 1d8. Casting Time: 1 bonus action
The spell's damage increases by 1d8 when you reach 5th Range: Self
level (2d8), 11th level (3d8), and 17th level (4d8). 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.
187
Comet Storm Frost Nova
7th-level conjuration 1st-level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self (15-foot radius)
Components: V, S, M (seven hailstones) Components: V, S
Duration: Instantaneous Duration: 1 round
Frozen chunks of ice plummet to the ground at seven You emit a freezing blast of ice around you, capable of
different points you can see within range. Each creature in rooting your foes in place. Each creature on the ground
a 5-foot-radius sphere centered on each point you choose within 15 feet of you must succeed on a Constitution saving
must make a Dexterity saving throw. A creature takes 6d6 throw or be restrained by the ice until the end of your next
bludgeoning damage and 6d6 cold damage on a failed save, turn. A creature restrained by the ice can use its action to
or half as much damage on a successful one. Any creature make a Strength check against your spell save DC. On a
that fails its saving throw is also knocked prone. A creature success, it frees itself.
in the area of more than one frozen burst is affected only
once, but makes it's save with disavantage. Frostfire Bolt
The spell damages objects in the area that aren't being 1st-level evocation
worn or carried, and extinguishes nonmagical flames. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 30 feet
slot of 8th level or higher, you summon an additional comet Components: V, S, M (a piece of glass and sulfur)
for each slot level above 7th. Duration: Instantaneous
Deep Freeze You hurl a bolt of blue flames at a creature within range.
2nd-level transmutation Make a ranged spell attack against the creature. On a hit,
the target takes 2d6 fire damage and 2d6 cold damage.
Casting Time: 1 bonus action At Higher Levels. When you cast this spell using a spell
Range: 30 feet slot of 2nd level or higher, the fire and cold damage
Components: V, S increases by 1d6 for each slot level above 1st.
Duration: 1 round
The air itself around the target freezes solid at your Glacial Spike
command, encasing them in a block if permafrost. A 6th-level evocation
creature you can see who's movement is slowed by one of Casting Time: 1 action
your spells or Mage abilities must make a Fortitude saving Range: 120 feet
throw or become incapacitated until the start of your next Components: V, S
turn. The subject may attempt to make a Strength saving Duration: Instantaneous
throw at the end of it's turn to break free, but it does so You form a large spike of ice above your head, and launch it
with disadvantage. On a successful save the target is
Immobilized instead. at a creature that you can see within range, causing it to
shatter across their body. The target must make a Constitu-
Fire Blast tion saving throw. It takes 8d8 cold damage on a failed
2nd-level evocation save, or half as much damage on a successful one. The
damage is increased by 40 if your target is slowed,
Casting Time: 1 bonus action incapacitated, or restrained by one of your spells or Mage
Range: 60 feet abilities.
Components: V, S If this damage reduces a creature to 0 hit points, it is
Duration: Instantaneous reduced to shards of ice, leaving behind everything it was
Flames rapidly engulf one creature you can see, causing wearing and carrying. The creature can be restored to life
them to writhe in agony. In any round where you have only by means of a true resurrection or a wish spell.
critically damaged an enemy, you may cast Fire Blast. The
creature must make a dexterity saving throw, at Ice Block
disadvantage if they are suffering from periodic fire 4th-level abjuration
damage, or suffer 4d4 fire damage. If the target is suffering Casting Time: 1 reaction, when you are hit by an attack or
from periodic fire damage, the size of the dice increase one spell or subject to a saving throw
step. Range: Self
At Higher Levels. When you cast this spell using a spell Components: V, S
slot of 8th level or higher, it deals an additional 2d4 of fire Duration: Concentration, up to 1 minute
damage
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.
188
Ice Nova Pyroblast
8th-level evocation 5th-level evocation
Casting Time: 1 action Casting Time: 1 round
Range: 120 feet Range: 120 feet
Components: V, S, M (glass dust and water) Components: V, S, M (an igneous rock and sulfur)
Duration: Instantaneous Duration: 1 round
Frigid cold rapidly expands in a 15-foot-radius centered on You begin to conjure an immense fiery boulder to hurl
a point you choose within range. Each creature in the cold towards a target you can see within range. If you move 0
must succeed on a Dexterity saving throw. On a failed save, feet this turn, at the start of your next turn you make a
a creature takes 10d6 cold damage and is grappled for 1 ranged spell attack, dealing 4d8 fire damage against the
hour as ice encases the lower part of their legs. On a target. This attack is automatically a critical hit if it is
successful save, it takes half as much damage and isn't successful.
grappled by this spell. Hit or miss, the boulder then explodes. The target and
A creature can break the grapple by using their action to each creature within 10 feet of it must make a Dexterity
make a Strength saving throw, or deal a total of 40 hit saving throw. A target takes 6d8 fire damage on a failed
points worth of damage to the ice. save, or half as much damage on a successful one.
Living Bomb
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the fire damage from both
2nd-level evocation sources increases by 1d8 for each slot level above 5th.
Casting Time: 1 action Rune of Power
Range: 60 feet 5th-level transmutation
Components: V, S, M (a flammable liquid)
Duration: Concentration, up to 1 minute Casting Time: 1 bonus action
Range: self
You manipulate the mana flowing through a creature within Components: V, S
range, making it burn from the inside with a roaring fire. Duration: Concentration, up to 1 minute
The target must make a Constitution saving throw. Taking You conjure an arcane rune of tremendous power at your
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 feet. While standing within 5 feet of the square from which
your turns for the spells duration, a target who fails their you cast this spell, you may add 1d12 to any single target
save must make another Constitution saving throw as it damage you do, and 1d6 to any area of effect damage you
takes the damage again. deal when casting spells.
When the spell ends, your concentration is broken, or Supernova
your target dies. The target and each enemy within 15 feet 9th-level evocation
of it must succeed on a Dexterity saving throw or take 2d6 Casting Time: 1 action
fire damage. Each other creature who failed their saving Range: 120 feet
throw explodes again for 2d6 fire damage at the start of Components: V, S, M (a shard of a dying star)
your next turn. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell You conjure a concentrated mass of astral energy,
slot of 3rd level or higher, the damage of the explosion coalescing into a singularity before exploding upward. All
increases by 1d6 and the normal damage increases by enemies withing a 40ft radius from a point you can see
1d10 for each slot level above 2nd. within range must make a Strength saving throw or be
Meteor pulled 20 feet towards the center. Then all creatures within
7th-level conjuration range must make a dexterity saving throw or be knocked
Casting Time: 1 action up 15 feet and land prone, taking damage based on their
Range: 90 feet distance from the point. 55d6 within 10 feet, 40d6 within
Components: V, S, M (a fragment of lava rock) 20 feet, 35 d6 within 30 feet, and 25d6 within 40 feet.
Duration: 1 minute Creatures take half as much damage on a successful save.
You call down a massive fiery meteor from the sky, crashing Thermal Void
down upon your foes. All creatures within a 20ft radius 9th-level evocation
circle must make a dexterity saving throw or take 10d6 Casting Time: 1 action
Fire damage, or half as much on a successful save. Range: 150 feet
Regardless of the results, any creature that starts it's turn Components: V, S
or enters the area for the next minute takes 4d6 fire Duration: Instantaneous
damage as it leaves behind nothing but ash and molten You remove all heat from the area around a point you
rock. 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.
189
Paladin Spells 3rd Level
Aura of Vitality Blessing of Protection
1st Level Beacon of Hope 1st-level abjuration
✦ Blinding Light Casting Time: 1 action
✦Blessing of Might
✦Blesing of Protection
Seal of Light (Blinding Range: 30 feet
✦Blessing of Sacrifice
Smite) Components: V, S
Ceremony Crusader's Mantle Duration: Concentration, up to 1 minute
Command Daylight
Dispel Magic A shimmering field appears and surrounds a creature of
Divine Favor ✦ Divine Shield your choice within range, granting it a +2 bonus to AC for
Flash of Light (Healing ✦ Holy Prism the duration.
Word) ✦ Holy Wrath
Heroism Magic Circle Blessing of Sacrifice
Holy Light (Cure Wounds) Mass Healing Word 1st-level abjuration
Prot. from evil and good Protection from Energy Casting Time: 1 action
✦ Repentance
Seal of Truth (Searing Remove Curse Range: 60 feet
Smite) Revivify Components: V, S
Seal of Fury (Wrathful Duration: Concentration, up to 1 minute
4th Level
Smite) Aura of Life This spell wards a willing creature you touch and creates a
Aura of Purity mystic connection between you and the target until the
2nd Level spell ends. While the target is within 60 feet of you it has
Aid Death Ward resistance to all damage. Also, each time it takes damage,
✦ Beacon of Light
Find Greater Steed XGE you take the same amount of damage, this damage can not
Seal of the Martyr Guardian of Faith be reduced except by immunities and does not trigger
(Branding Smite) Seal of Justice (Staggering concentration checks to maintain spells.
Enhance Ability Smite) The spell ends if you drop to 0 hit points or if you and the
Find Steed 5th Level target become separated by more than 60 feet. It also ends
✦ Guardian of the King if the spell is cast again on either of the connected
✦ Hammer of Justice
Circle of Power creatures.
Lesser Restoration Dawn
Magic Weapon Destructive Wave Blinding Light
Prayer of Healing Dispel Evil and Good 3rd-level evocation
Protection from Poison Hallow
Mass Cure Wounds Casting Time: 1 action
✦ Seal of The Crusader Range: Self (30-foot-radius)
Zone of Truth Raise Dead
✦ Seal of Fury Components: V, S
Duration: Instantaneous
Beacon of Light You cause dazzling light to burst forth around you. Each
2nd-level evocation creature within a 20-foot-radius of you must succeed on a
Casting Time: 1 bonus action Constitution saving throw, or be blinded for 1 minute or
Range: 120 feet until it takes damage. Allies may make this roll with
Components: V, S advantage.
Duration: Concentration, up to 10 minutes A creature blinded by this spell can make another
You extend your hand a place a holy mark on a creature Constitution saving throw at the end of each of its turns.
within range. Once per turn when you restore hit points to On a successful save, it is no longer blinded.
a creature other than the target with a spell slot or class
feature, the marked creature regains a number of hit points Divine Shield
equal to 1d8 + your spell casting modifier. The spell ends if 3rd-level abjuration
the creature is ever outside the spell's range. Casting Time: 1 bonus action
At Higher Levels. When you cast this spell using a spell Range: Self
slot of 3rd level or higher, the healing increases by 1d8 for Components: V, S, M (a glass bead blessed by a priest)
each slot level above 2nd. Duration: 1 round
Blessing of Might You surround yourself with an impenetrable barrier of
1st-level enchantment divine energy. Until the beginning of your next turn, you are
Casting Time: 1 action immune to all damage, and can't take reactions.
Range: 30 feet At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 4th level or higher, it lasts for an additional full
Duration: Concentration, up to 1 minute round for each slot level above 3rd.
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.
190
Guardian of the King Seal of The Crusader
2nd-level abjuration 2nd-level evocation
Casting Time: 1 reaction, which you take when a creature Casting Time: 1 bonus action
is hit by an attack or spell Range: Self
Range: 30 feet Components: V
Components: V, S Duration: Concentration, up to 1 minute
Duration: 1 round The next time you hit with a melee weapon attack during
A barrier of holy light shields the triggering creature. Until this spell's duration, your attack deals an extra 2d6 radiant
the start of your next turn, the creature gains resistance to damage, and the next attack roll mde against this target
all damage dealt by weapon attacks, spells, and spell-like before the end of your next turn has advantage.
effects, including against the triggering attack. The spell At Higher Levels. When you cast this spell using a spell
does not protect you against natural sources of damage, slot of 3rd level or higher, the extra damage increases by
such as molten lava or falling. 1d6 for each slot level above 2nd.
Hammer of Justice Seal of Fury
2nd-Level Conjuration 5th-level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet Range: Self
Components: V S M (A small, straight piece of iron) Components: V
Duration: Up to 1 minute Duration: Concentration, up to 1 minute
A creature that you can see within range must succeed You infuse your weapon with radiant energy, preparing to
on a Wisdom saving throw or be stunned for the duration. smite your foes with a burst of holy power. The next time
At the end of each of its turns, the target can make another you hit a creature with a weapon attack during the spell's
Wisdom saving throw. On a success, the spell ends. duration, the radiant energy erupts, dealing 4d8 radiant
Holy Wrath damage to the target and up to 2 enemies within 10 feet.
3rd-level evocation Bestow Faith
Casting Time: 1 action 2nd-level evocation
Range: Self (20-foot-radius) Casting Time: 1 action
Components: V, S Range: Touch
Duration: Instantaneous Components: V, S
You release a burst of radiant energy in a blast. Each Duration: Instantaneous
creature of your choice within a 20-foot-radius of you must You channel your divine energy into a willing creature you
make a Wisdom saving throw. A target takes 6d6 radiant touch, offering them potent healing that takes effect at the
damage on a failed save, or half as much damage on a beginning of your next turn. The spell restores a significant
successful one. The blast spreads around corners. amount of hit points to the target, ensuring they are
At Higher Levels. When you cast this spell using a spell revitalized when they need it most.
slot of 4th level or higher, the damage increases by 1d6 for The target regains hit points equal to 3d8 + your
each slot level above 3rd. spellcasting ability modifier. These hit points are not
Repentance immediately restored but instead remain dormant within
1st-level enchantment the target until the start of your next turn. Once your next
turn begins, the target is healed for the full amount, and
Casting Time: 1 reaction, which you take when you are any excess healing beyond their maximum hit points
targeted by a weapon or spell attack becomes temporary hit points, lasting until the end of their
Range: 30 feet next long rest.
Components: V At Higher Levels. When you cast this spell using a spell
Duration: 1 round slot of 3rd level or higher, the healing increases by 1d8 for
A sense of remorse rushes over the triggering creature. each slot level above 2nd.
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.
191
Angelic Feather
Priest Spells Shadowfiend (Summon 1st-level conjuration
Shadowspawn) Casting Time: 1 bonus action
Cantrips (0 Level) Life Transference Range: 30 feet
Guidance Circle of Healing (Mass Components: V, S, M (a feather)
Light Healing Word) Duration: 1 Minute
Mending Power Infusion (Haste) You create a celestial feather in a square within range. Any
✦ Mind Flay Protection from Energy friendly creature who moves through this feather
Resistance Psychic Scream (Fear) immediately gains a 15 foot bonus to their speed that turn.
Smite (Sacred Flame) Remove Curse On your following turns as a bonus action, you can create
Spare the Dying Revivify another celestial feather in an unoccupied square within
Thaumaturgy Speak with Dead range. The spell ends when you have made three feathers.
Toll the Dead ✦ Mind Sear
At Higher Levels. When you cast this spell using a 2nd
Word of Radiance Tongues level spell slot, the feathers also impose disadvantage on
✦ Vampiric Embrace attacks of opportunity.
1st Level ✦ Void Shift
✦ Angelic Feather Dark Void
Arms of Hadar 4th Level 1st-level evocation
Bless Death Ward Casting Time: 1 action
Psychic Horror (Cause Divination Range: 30 feet
Fear) Evard's Black Tentacles Components: V, S, M (a holy symbol)
Ceremony Freedom of Movement Duration: Instantaneous
Heal (Cure Wounds) Guardian of Faith
✦ Dark Void Locate Creature You grasp the fabric around a target within range, pulling
Detect Evil and Good necromantic energies from it and creatures of your choice
Detect Magic 5th Level within 5 feet of it. A target must make a Constitution saving
Dissonant Whispers Dawn throw, taking 2d4 necrotic damage on a failed save, or half
Guiding Bolt Dispel Evil and Good as much damage on a successful one.
Flash Heal (Healing Word) Dominate Person At Higher Levels. When you cast this spell using a spell
Inflict Wounds Greater Restoration slot of 2nd level or higher, the damage increases by 1d4 for
Prot. from Evil and Good Hallow each slot level above 1st.
✦Mind Vision Prayer of Healing (Mass Divine Star
Sanctuary Cure Wounds) 3rd-level evocation
✦ Inner Fire Negative Energy Flood
Raise Dead Casting Time: 1 action
2nd Level ✦ Shadow Crash
Range: self (30-foot line)
Aid Wall of Light Components: V, S
Blindness/Deafness Duration: Instantaneous
Calm Emotions 6th Level A star of divine energy streaks forward in a 30-foot-long
Crown of Madness Find the Path and 10-foot-wide line from you. Each creature in the star's
Gentle Repose Forbiddance path must make a Dexterity saving throw.
✦ Holy Fire Harm Friendly creatures regain hit points equal to 2d6 + your
Hold Person Greater Heal (Heal) spellcasting ability modifier. Hostile creatures take radiant
Lesser Restoration Mass Suggestion damage equal to 2d6 on a failed save, or half as much
Lightwell (Healing Spirit) True Seeing damage on a successful one.
✦ Mind Blast Word of Recall At Higher Levels. When you cast this spell using a spell
Mind Spike slot of 4th level or higher, the spells healing and damage
Prayer of Healing 7th Level increases by 1d6 for each slot level above 3rd.
Protection from Poison Divine Word
Shadow Blade Regenerate Holy Fire
✦ Shining Force Resurrection 2nd-level evocation
Silence Casting Time: 1 action
Suggestion 8th Level Range: 120 feet
✦ Vampiric Touch Holy Aura Components: V, S
3rd Level
Maddening Darkness Duration: Concentration, up to 1 minute
Mind Blank You smite a creature you can see within range with
Animate Dead righteous flame. Immediately, and at the beginning of each
Beacon of Hope 9th Level
of its turns, the target must make a Dexterity saving throw.
Bestow Curse Foresight It takes 1d10 fire damage and 1d10 radiant damage on a
✦ Divine Star Mass Heal
Dispel Magic failed save, or half as much damage on a successful one
Mind Bomb (Psychic and the spell ends. For the spell's duration, the burning
Glyph of Warding Scream) target sheds bright light in a 10-foot radius and dim light
True Resurrection 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.
192
Inner Fire At Higher Levels. When you cast this spell using a spell You c
1st-level abjuration slot of 4th level or higher, the damage increases by 1d6 for creat
each slot level above 3rd. the ch
Casting Time: 1 action this c
Range: Touch Mind Vision maxi
Components: V, S, M (a candle wick) 1st-level divination spell
Duration: 8 hours Casting Time: 1 action abilit
You touch a willing creature who isn't wearing armor, and it Range: Touch hit po
is protected by your faith and conviction until the spell Components: V, S a rea
ends. The target's base AC becomes 10 + your Charisma Duration: Concentration, up to 1 hour appli
modifier. The spell ends if the target dons armor or if you You extend your arm and touch a willing creature within
dismiss the spell as an action. reach. For the duration of the spell, you see through the
Mind Blast creatures eyes and hear what it hears. During this time,
2nd-level evocation you lose of your own senses and are considered blinded,
deafened, and stunned. You can end your mind vision as a
Casting Time: 1 action free action on your turn.
Range: 120 feet
Components: S Shadow Crash
Duration: 1 round 5th-level necromancy
You overload the senses of a creature you can see within Casting Time: 1 action
range with a psychic onslaught. The target must make a Range: 120 feet
Wisdom saving throw. On a failed save, it takes 6d6 psychic Components: V, S
damage On a successful save, the target takes half as much Duration: Instantaneous
damage A bolt of shadow energy forms from your palm to a point
At Higher Levels. When you cast this spell using a spell you choose within range and blankets the area as inescap-
slot of 3rd level or higher, the damage increases by 2d6 for able darkness covers all. Each creature in a 20-foot-radius
each slot level above 2nd. sphere centered on that point must make a Constitution
Mind Flay saving throw. A creature takes 8d10 necrotic damage on a
Evocation cantrip failed save, or half as much damage on a successful one.
The darkness spreads around corners.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 60 feet slot of 6th level or higher, the damage increases by 1d10 for
Components: S each slot level above 5th.
Duration: Instantaneous
You fire a beam of psychic energy at a creature that you can Shining Force
see within range. The target must succeed on a Wisdom 1st-level abjuration
saving throw or take 1d6 psychic damage. If you used this Casting Time: 1 action
spell against that target on your previous turn, it instead Range: 30 feet
takes 1d12 psychic damage and has it's speed reduced by Components: V, S
10 feet. Duration: Instantaneous
At Higher Levels. The spell's damage increases by one Bright light bursts out from a creature you can see within
die when you reach 5th level (2d6 or 2d12), 11th level (3d6 range, pushing away hostile creatures. Each medium
or 3d12), and 17th level (4d6 or 4d12). enemy of your choice within a 5-foot-radius of the target
Mind Sear must succeed a Dexterity saving throw, or be pushed 10
3rd-level evocation feet away from the target and be knocked prone.
At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 2nd level or higher, it effects one size larger enemy
Range: 120 feet and pushes 5 feet further for each spell slot above 1st, up to
Components: V, S a maximum of 3rd level.
Duration: Concentration, up to 1 minute
Choose one creature within range, which begins to glow Void Shift
with an eerie darkness. It suffers no ill effects, but you may 3rd-level necromancy
use your bonus action to cause them to radiate corrosive Casting Time: 1 action (Or reaction)
shadow energy. All other creatures within 15 feet of the Range: 60 feet
initial target must make a successful Wisdom saving throw Components: V, S
or take 3d8 psychic damage. A creature that succeeds on Duration: Instantaneous
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.
193
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
2nd-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 2d6 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 3rd level or higher, the damage increases by 1d6 for
each slot level above 2nd.
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.
194
Shaman Spells Water Breathing Ancestral Guidance
Water Walk 2nd-level conjuration
Cantrips (0 Level) Wind Shear (Counterspell)
Wind Wall Casting Time: 1 Bonus Action
✦ Earthliving Range: Self (5 feet)
✦ Flametongue 4th Level Components: V, S
Frostbite Conjure Minor Elementals Duration: Concentration, up to 1 minute
✦ Frostbrand
Gust Control Water For the duration of this spell, your blows summon forth the
✦ Invoke Elements
Elemental Bane power of the ancestors to revitalize you and your allies. Any
✦ Lightning Blast
Freedom of Movement time you successfully strike a creature with a melee or spell
Mending Hex (Polymorph) attack roll, you may heal two friendly creatures within 30
Mold Earth Locate Creature feet of you for 1d4 health.
Produce Flame Stone Shape At Higher Levels. When you cast this spell using a spell
✦ Rockbiter
Stoneskin slot of 3rd level or higher, the healing increases by 1d4 for
Shape Water Storm Sphere each slot level above 2nd.
✦ Stormkeeper
Shocking Grasp Watery Sphere
Thunderclap Cataclysm
1st Level 5th Level
8th-level conjuration
Absorb Elements Commune with Nature Casting Time: 1 action
Create or Destroy Water Conjure Elemental Range: 120 feet
Detect Poison and Disease Control Winds Components: V, S, M (a silver ring)
Earth Tremor Greater Restoration Duration: Concentration, up to 10 minutes
✦ Elemental Shock ✦ Healing Rain The ground cracks as fissures reveal molten magma
Fog Cloud Legend Lore beneath the surface in a 20-foot radius centered on a point
Healing Wave (Cure Maelstrom within range. The fissures are harmless and too small to
Wounds) Scrying deal damage to any creature that moves over them.
Lesser Healing Wave Steel Wind Strike Once while you are concentrating on the spell, you can
(Healing Word) ✦ Sundering use your action to erupt the fissures in a torrent of flames
✦ Lightning Shield Wall of Stone until the spell ends or you use your bonus action to calm
Searing Smite the fissures. Each creature in the area of the cataclysm
Thunderwave 6th Level must make a Constitution saving throw. A creature takes
Thunderous Smite Bones of the Earth 10d8 fire damage on a failed save, or half as much damage
2nd Level Chain Lightning on a successful one.
✦ Elemental Blast A creature must also make this saving throw when it
Augury Flesh to Stone enters the spell's area for the first time on a turn or ends its
✦ Astral Recall
Investiture of Stone turn there.
Cleanse Spirit (Lesser Investiture of Wind
Restoration) Move Earth Chain Heal
Continual Flame Primordial Ward 3rd-level evocation
Dust Devil Wind Walk
✦ Earth Shield Casting Time: 1 action
Gust of Wind 7th Level Range: 30 feet
Heat Metal Components: V, S
✦ Lava Burst
Etherealness Duration: Instantaneous
Maximilian's Earthen Grasp Prismatic Spray
Regenerate Your primary target regains hit points equal to 1d8 + your
Protection from Poison Whirlwind spellcasting modifier. The spell then jumps to a second
Shatter creature within 15 feet of the primary target, who regains
Warding Wind 8th Level 1d6 + your spellcasting modifier hit points. Lastly, the spell
✦ Wellspring jumps to a third creature within 15 feet of the second one,
✦ Cataclysm
3rd Level Control Weather and replenishing 1d4 + your spellcasting modifier hit
Call Lightning Earthquake points to it. The spell has no effect on constructs.
✦ Chain Heal Tsunami At Higher Levels. When you cast this spell using a spell
✦ Earthen Spike
slot of 4th level or higher, the healing each target receives
Elemental Weapon 9th Level increase by one die for each slot level above 3rd.
Erupting Earth Foresight
Haste Storm of Vengeance
✦ Lesser Chain Lightning True Resurrection
Lightning Bolt
Meld Into Stone
Protection from Energy
Purge (Dispel Magic)
Spirit Guardians (Fire, Cold,
and Lightning damage)
Tidal Wave
Wall of Water
195
Earthen Spike Elemental Blast
3rd-level transmutation 6th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 90 feet
Components: V, S, M (a granite pebble) Components: V, S, M (a stone touched by elementals of air,
Duration: Concentration, up to 1 hour fire, and water)
You place your hand on the ground and evoke the element Duration: Instantaneous
of earth, erupting a spike of earth at a point within range. A You unleash a bolt of pure elemental energy against a
5-foot radius, 15-foot high spike of earth erupts from that target you can see within range, which must make a
point. Each creature within that area must make a Dexterity saving throw. A target takes takes 5d6 cold
Dexterity saving throw. On a failed save, a creature takes damage, 5d6 fire damage, and 5d6 lightning damage on a
6d8 bludgeoning damage, or half as much damage on a failed save, or half as much damage on a successful one.
success. Each creature affected by this spike is pushed At Higher Levels. When you cast this spell using a spell
away from the point of the spell to the nearest empty space. slot of 7th level or higher, the cold, fire, and lightning
A creature who failed the saving throw falls prone. damage all increase by 1d6 for each slot level above 6th.
The earthen spike remains for the duration of the spell
or until your concentration is broken at which point it Elemental Shock
crumbles, leaving its area as difficult terrain. When it 1st-level evocation
crumbles, each creature within 5 feet of it must succeed on Casting Time: 1 action
a Dexterity saving throw or take 1d6 bludgeoning damage. Range: 90 feet
At Higher Levels. When you cast this spell using a spell Components: V, S
slot of 4th level or higher, the damage increases by 1d8 for Duration: Instantaneous
each slot level above 3rd.
You overwhelm a creature you can see within range with
Earth Shield elemental energy. Choose one of the shocks listed below,
2nd-level conjuration and then make a ranged spell attack against the target. If
the attack hits, the creature takes 2d10 damage and suffers
Casting Time: 1 action the listed effect.
Range: 60 feet Earth Shock. The spell deals acid damage, and the next
Components: V, S attack roll the target makes before the end of your next
Duration: Concentration, up to 1 minute turn has disadvantage.
You draw forth a mote of raw earthen renewal, surrounding Flame Shock. The spell deals fire damage, and the
your target for the duration. As a reaction to your target target is set ablaze. Until a creature takes an action to
taking damage from a hostile source, you may heal them douse the fire, the target takes 1d10 fire damage at the
for 2d6 hit points. start of each of its turns.
At Higher Levels. When you cast this spell using a spell Frost Shock. The spell deals cold damage, and the
slot of 3rd level or higher, the healing increases by 1d6 for target's speed is halved until the end of your next turn.
each slot above 2nd. Wind Shock. The spell deals thunder damage, and the
target is pushed up to 10 feet away from you in a straight
Earthliving line.
Evocation cantrip At Higher Levels. When you cast this spell using a spell
Casting Time: 1 Action slot of 2nd level or higher, the damage increases by 1d10
Range: Self (5 feet) for each slot level above 2nd. The secondary effects are
Components: V, M (a melee weapon worth at least 1 sp) unaffected.
Duration: 1 round Flametongue
As part of the action used to cast this power, you must Evocation cantrip
make a melee weapon attack against one creature within Casting Time: 1 Action
your reach, otherwise the power fails. On a hit, the target Range: Self (5 feet)
suffers the attack’s normal effects, and is wreathed in Components: V, M (a melee weapon worth at least 1 sp)
warding magic. The first time it would deal damage before Duration: 1 round
the start of your next turn, that damage is reduced by 1d6.
This power’s damage reduction increases by 1d6 when As part of the action used to cast this power, you must
you reach 5th level (2d6), 11th level (3d6), and 17th level make a melee weapon attack against one creature within
(4d6). 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.
196
Frostbrand Invoke Elements
Evocation cantrip Transmutation cantrip
Casting Time: 1 Action Casting Time: 1 action
Range: Self (5 feet) Range: 30 feet
Components: V, M (a melee weapon worth at least 1 sp) Components: V, S
Duration: 1 round Duration: Up to 1 minute
You brandish the weapon used in the spell's casting and You invoke a minor portion of the elements. You create one
make a melee attack with it against one creature within 5 of the following magical effects within range:
feet of you. On a hit, the target suffers the weapon attack's You create a harmless sensory effect that predicts what
normal effects, and becomes engulfed by a freezing aura the weather will be for the next 24 hours. This effect
until the start of your next turn. If the target willingly moves persists for 1 round.
before then, it immediately takes 1d8 cold damage, and the You light or put out a small flame.
spell ends. You cause flames to flicker, brighten, drim, or change
This spell's damage increases when you reach higher color for 1 minute.
levels. At 5th level, the melee attack deals an extra 1d8 cold You cause harmless tremors in the ground for 1 minute.
damage to the target, and the damage the target takes for You cool or heat up a small amount of liquid.
moving increases to 2d8. Both damage rolls increase by
1d8 at 11th level and 17th level. 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
Astral Recall dismiss such an effect as an action.
2nd-level conjuration (ritual) Lava Burst
Casting Time: 1 minute 2nd-level evocation
Range: Self Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: Instantaneous Components: V, S
You momentarily connect with the ethereal plane, Duration: Instantaneous
harnessing its power to teleport yourself to a familiar You manifest molten stone and magma into a ferocious ball,
location. and hurl it at a target within range. The target must make a
When you cast this spell, you must designate a location Dexterity saving throw. On a failed save, it takes 3d6 fire
that you have previously visited and are intimately familiar damage and 3d6 bludgeoning damage, or half as much on a
with or that is attuned to you through a magical item, such successful one. If the target is on fire (DM's discretion) the
as a teleportation circle or a personal beacon. Upon fire damage dice are increased to d10s.
casting, you vanish from your current location and instantly At Higher Levels. When you cast this spell using a spell
reappear at the designated destination. slot of 3rd level or higher, the damage increases by 1d6 fire
If the designated location is occupied or otherwise and bludgeoning damage for each slot above 2nd.
inaccessible, the spell fails, and you remain at your current
location. The spell also fails if you attempt to teleport into a Lesser Chain Lightning
space that is magically warded or otherwise protected 3rd-level evocation
against teleportation. Casting Time: 1 action
Range: 150 feet
Healing Rain Components: V, S, M (a bit of fur; a piece of amber or
5th-level transmutation glass; and three silver pins)
Casting Time: 1 action Duration: Instantaneous
Range: 120 feet You create a bolt of lightning that arcs toward a target of
Components: V, S, M (a vial of rain water) your choice that you can see within range. Forming a chain
Duration: Concentration, up to 1 minute from that target and through three other targets, each of
You summon a cloud at a point within range, blanketing a which must be within 30 feet of the previous target.
15-foot radius area around it in rain. Each friendly creature A target can be a creature or an object. A target must make
enters the rain for the first time on their turn, or starts their a Dexterity saving throw. The target takes 3d8 lightning
turn within the rain regains 2d6 hit points. The healing rain damage on a failed save, or half as much damage on a
extinguishes nonmagical fires within its area of effect. successful one.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the healing increases by 1d6 for slot of 4th level or higher, the lightning can form a chain
every two slot levels above 5th. through one additional target for each slot level above 3rd.
197
Lightning Blast Stormkeeper
Evocation cantrip 4th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
An arc of lightning streaks from your palms towards a You raise your weapon into the sky, summoning forth and
creature within range. Make a ranged spell attack. On a hit, harnessing the latent fury of the storm from the air around
the target takes 1d8 lightning damage. If the target is you . While this spell persists, you may cast a cantrip that
wearing armor made of metal, it instead takes 1d12 deals thunder or lightning damage on each of your turns as
lightning damage. a bonus action.
This spell's damage increases by 1d8 when you reach Sundering
5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th 5th-level evocation
level (4d8 or 4d12).
Casting Time: 1 action
Lightning Shield Range: Self (60-foot line)
1st-level evocation Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Self You strike the earth, and explosively sunder the ground in a
Components: V, S, M (A bit of fur and a rod of amber, line originating from you that is 60 feet long and 5 feet
crystal, or glass) wide. The line follows the elevation of the ground, even
Duration: Concentration, up to 10 minutes travelling up walls or down cliffs. Each target within 5 feet
You summon motes of lightning to orbit your body. Until of this line must succeed on a Dexterity saving throw or
the spell ends, whenever a creature hits you with a melee take 6d8 bludgeoning damage, and be knocked prone. A
attack, it takes 1d4+1 lightning damage. In addition, once creature that succeeds on its saving throw takes half as
per turn when you deal damage to a creature with an attack much damage and isn't knocked prone.
or spell, you can deal an additional 1d4+1 lightning damage In addition, the ground in the sundered line becomes
to that creature. difficult terrain until cleared. Each 5-foot-square portion of
At Higher Levels. When you cast this spell using a spell the area requires at least 1 minute to clear by hand.
slot of 2nd level or higher, the damage increases by 1d4 for At Higher Levels. When you cast this spell using a spell
each slot level above 2nd. slot of 6th level or higher, the damage increases by 1d8 for
each slot level above 5th.
Rockbiter
Evocation cantrip Wellspring
2nd-level evocation
Casting Time: 1 Action Casting Time: 1 action
Range: Self (5 feet)
Components: V, M (a melee weapon worth at least 1 sp) Range: Self (15-foot cone)
Duration: 1 round Components: V, S
Duration: Instantaneous
You brandish the weapon used in the spell's casting and You emit a wave of soothing energy. Each creature in a 15-
make a melee attack with it against one creature within 5 foot cone regains hit points equal to 1d6 + your
feet of you. On a hit, the target suffers the weapon attack's
normal effects, and becomes coated in corrosive bile until spellcasting ability modifier. This spell has no effect on
the start of your next turn. If the target willingly attacks a undead or constructs.
creature other than the caster before then, it immediately At Higher Levels. When you cast this spell using a spell
takes 1d8 acid damage, and the spell ends. slot of 3rd level or higher, the healing increases by 1d6 for
This spell's damage increases when you reach higher each slot level above 2nd.
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.
198
Warlock Spells 4th Level 8th-level conjuration
Cantrips (0 Level) Banishment Casting Time: 1 action
Blade Ward Charm Monster Range: 150 feet
Chill Touch Curse of Elements Components: V, S, M (a piece of charcoal)
✦ Diabolism _(Elemental Bane) Duration: Instantaneous
Fire Bolt Evard's Black Tentacles You cause the ground to crack and split, with molten
Friends Eye of Kilrog (Arcane Eye) magma and fire spitting up out in a 60-foot radius centered
Green-Flame Blade Hallucinatory Terrain on a point within range. Each creature in the area must
✦ Incinerate ✦ Netherward
Mage Hand Shadow of Moil make a Dexterity saving throw or take 10d6 fire damage,
✦ Shadowfury
taking half damage on a success.
✦ Shadow Bolt
Toll the Dead Sickening Radiance A creature who takes fire damage from this spell is set
Summon Greater Demon aflame, taking an additional 2d6 fire damage at the
1st Level beginning of each of their turns. They or another adjacent
Armor of Agathys 5th Level creature can use their action to put out the flames, taking
Arms of Hadar Cloudkill 1d4 fire damage in the process.
Bane Contact Other Plane The ground in the area of this spell remains damaged,
Comprehend Languages Danse Macabre turning into difficult terrain. It remains hot for 1 minute,
✦ Corruption Dominate Person and any creature who enters the area for the first time on
✦ Demonbolt Enervation their turn or starts their turn there takes 1d4 fire damage.
Disguise Self Hold Monster
False Life Channel Demonfire
Insect Plague 6th-level evocation
Fear (Cause Fear) Negative Energy Flood
✦ Fel Armor ✦ Rain of Fire Casting Time: 1 action
Hellish Rebuke ✦ Ritual of Summoning Range: Self
Hex Scrying Components: V, S, M (a pinch of sulfur)
Illusory Script Synaptic Static Duration: Concentration, up to 1 minute
Puppet You suffuse your body with searing demonfire, which you
Ray of Sickness 6th Level can use to immolate your foes. When you cast the spell, and
Shadowflame (Burning Circle of Death as an action on your subsequent turns, you can choose
Hands) ✦ Channel Demonfire three different targets you can see within 120 feet of you.
Tasha's Hideous Laughter Contingency Make a ranged spell attack for each target. On a hit, the
2nd Level Create Undead target takes 6d6 fire damage. Regardless of if these attacks
Aganazzar’s Scorcher Eyebite hit or miss, you also take 1d6 fire damage, which can't be
Alter Self Harm reduced or prevented in any way.
Crown of Madness Mental Prison At Higher Levels. When you cast this spell using a spell
Darkness Otto's Irresistible Dance slot of 7th level or higher, the damage increases by 1d6 for
✦ Drain Life Scatter each slot level above 6th.
✦ Doom Soul Cage
Enthrall True Seeing Conflagrate
Find Steed 7th Level
3rd-level evocation
✦ Hellfire Casting Time: 1 action
Hold Person Etherealness Range: 120 feet
✦ Immolate Finger of Death Components: V, S, M (a pinch of sulfur)
Ray of Enfeeblement Fire Storm Duration: Instantaneous
Scorching Ray ✦ Phantom Singularity
Shadow Blade Sequester You set a creature you can see within range ablaze with
debilitating flame. The target must make a Constitution
3rd Level 8th Level saving throw. On a failed save, it takes 5d8 fire damage,
Bestow Curse Abi-Dalzim's Horrid Wilting and is incapacitated until the end of your next turn. On a
✦ Conflagrate ✦ Cataclysm successful save, the target takes half as much damage and
Dispel Magic Demiplane isn't incapacitated.
✦ Drain Soul Dominate Monster At Higher Levels. When you cast this spell using a spell
Enemies Abound Feeblemind slot of 4th level or higher, the damage increases by 1d8 for
✦ Health Funnel Glibness each slot level above 3rd.
Howl of Terror (Fear) Maddening Darkness
Hunger of Hadar
Life Transference 9th Level
✦ Mortal Coil Imprisonment
Protection From Energy ✦ Rain of Chaos
Speak With Dead Weird
Stinking Cloud
Summon Lesser Demons
Tiny Servant
Tongues
Cataclysm
199
Corruption Doom
1st-level necromany 2nd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, S
Duration: 1 minute Duration: Up to 1 minute
A target within range succumbs to a withering miasma.
The target must make a Constitution saving throw, or take With a profane incantation, you mark your target for it's
2d4 necrotic damage, and 1d4 damage at the start of each untimely demise. At the start of each of your next turns, roll
of your turns. The target takes the initial 2d4 damage on a a d4. On the result of a 4 the bane of doom detonates,
successful save but does not take further damage. dealing 4d12 psychic damage. If the spell fails to detonate,
At Higher Levels. When you cast this spell using a spell you may add +1 to your roll next turn, up to a total of +3.
slot of 2nd level or higher, the initial and periodic damage At Higher Levels. When you cast this spell using a spell
increase by 1d4 for each slot level above 1st. slot of 3rd level or higher, the damage increases by 2d12
for each slot level above 2nd.
Demonbolt
1st-level evocation Drain Life
Casting Time: 1 action 2nd-level necromancy
Range: 60 feet Casting Time: 1 action
Components: V, S Range: 30 feet
Duration: instantaneous Components: V, S
You hurl a swirling ball of demonic flame and shadow at a Duration: 1 minute, concentration
target you can see within range. Make a spell attack roll. On You cause a green stream of energy to trail from the target
a hit, the target takes 2d10 fire and necrotic damage. creature's eyes and mouth and into your hand, forming a
Whether the spell hits or not, you summon a Wild Imp if continuous stream of energy to bind you two together.
you possess that class feature.
At Higher Levels. When you cast this spell using a spell Make a ranged spell attack against that creature. On a
slot of 2nd level or higher, the damage increases by 2d10. hit, the target takes 2d6 necrotic damage, and on each of
your turns for the duration you can repeat this attack . Each
Diabolism time the target takes damage from this spell, you gain a
Necromany cantrip number of hit points equal to half the damage dealt and
Casting Time: 1 action their maximum hit point total is reduced by the same
Range: Self amount. This reduction lasts until they finish a long rest.
Components: S The spell ends if you use your action to do anything else.
Duration: Up to 1 hour The spell also ends if the target is ever outside the spell’s
This spell channels a small amount of dark energy. You range or if it has total cover from you. This spell has no
create one of the following magical effects within range: effect on the creature if they are a construct or undead.
Choose a point within 30 feet. In a 5-foot radius of that At Higher Levels. When you cast this spell using a spell
point, bright light becomes dim light, and dim light slot of 3rd level or higher, the damage increases by 1d8 for
becomes darkness for 1 hour. Any light sources within each slot level above 2nd.
the area have the light they produce suppressed for the Fel Armor
duration. 1st-level abjuration, ritual
An object up to 1 cubic foot in size or an area up to 1 Casting Time: 1 action
square foot that you touch lightly decays. Wood rots, Range: Self
glass cracks, flowers wilt. Casting the spell and then Components: V, S, M (tanned demon hide)
continuing to touch the target advances the decay; after Duration: 8 hours
1 minute, the target is destroyed. This spell cannot
affect creatures, magical objects, or sturdy materials You reinforce yourself with demonic resilience. Your base
like metal and stone. AC becomes 8 + your spellcasting ability modifier + your
You can reanimate a Tiny 0 CR beast for 1 hour. It is Constitution modifier. In addition, once per turn when you
undead and obeys all of your commands to the best of would gain health through a spell or effect, you gain extra
it's abilities, though it cannot attack. You cannot use this health equal to your Constitution modifier. The spell ends if
effect again until the reanimated creature dies, or the you don armor or if you dismiss the spell as an action.
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.
200
Health Funnel Mortal Coil
3rd-level necromancy 3rd-level evocation
Casting Time: 1 bonus action Casting Time: 1 reaction
Range: 60 feet Range: 15 feet
Components: V, S Components: S
Duration: Instantaneous Duration: 1 round
You bleed some of you life essence, channeling it into your You quickly project a spectral skull wreathed in green fel
summoned demon. A flow of crimson links the two of you. energy at an enemy closing on your position. As a reaction
Your demon regains 3d8 + your Charisma modifier hit to a target that moves within range, they must make a
points, and you take damage equal to half that amount. Wisdom saving throw. On a failed save, the target takes
At Higher Levels. When you cast this spell using a spell 3d6 necrotic damage and you heal for the same amount,
slot of 4th level or higher, the healing increases by 1d8 for and the target becomes frightened until their next turn,
each slot level above 3rd. spending any remaining movement to move as far from you
Hellfire as possible. If the target succeeds their saving throw, they
2nd-level evocation take half as much damage and are not frightened.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: Self (15-foot cube) slot of th level or higher, each damage increases by 1d6 for
Components: V, S each slot level above 3rd.
Duration: Up to 1 minute, concentration Netherward
A gout of flame sweeps outward from your position. Each 4th-level abjuration
creature (including you) in a 15 foot cube originating from Casting Time: 1 reaction
you must make a Dexterity saving throw. On a failed save, a Range: self
creature takes 3d8 fire damage or half as much on a Components: V
successful one. Roll for damage once and apply to all Duration: instantaneous
effected targets, you automatically pass this saving throw.
In addition, you may spend your bonus action while The duplicitous nature of the twisting nether can shield you
concentrating on this spell to trigger it in following rounds. against your enemies spells. As a reaction when you are the
At Higher Levels. When you cast this spell using a spell only target of a 3rd level spell or lower, you ward yourself
slot of 3rd level or higher, the damage increases by 1d8 for against it. If the spell requires a saving throw, you may treat
each slot level above 2nd. 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
Immolate saving throw or the attack roll misses, you reflect the spell
2nd-level evocation back on it's caster who must resolve the spell with itself as
Casting Time: 1 action the new target.
Range: 90 feet At Higher Levels. When you cast this spell using a spell
Components: V slot of 5th level or higher, you may ward against a spell of
Duration: 1 minute one level higher for each slot level above 4th.
Flames wreathe one creature you can see within range. Phantom Singularity
The target must make a Dexterity saving throw. It takes 7th-level necromancy
3d8 fire damage on a failed save, or half as much damage
on a successful one. On a failed save, the target also burns Casting Time: 1 action
for the spell’s duration. The burning target sheds bright Range: 60 feet
light in a 30-feet and dim light for an additional 30 feet. Components: V, S, M (a piece of obsidian)
At the beginning of each of your turns, the target repeats Duration: Concentration, up to 1 minute
the saving throw. It takes 1d8 fire damage on a failed save, This spell creates a sphere centered on a point you choose
and the spell ends on a successful one. These magical within range. The sphere can have a radius of up to 20 feet.
flames can’t be extinguished by nonmagical means. The area within this sphere is filled with horrifying
At Higher Levels. When you cast this spell using a spell darkness that saps the will and life of creatures within it.
slot of 3rd level or higher, each damage increases by 1d8 As a bonus action, you can move the sphere up to 20 feet.
for each slot level above 2nd. The sphere's area is filled with magical darkness, which
Incinerate spreads around corners. A creature with darkvision can't
Evocation cantrip see through this darkness. Nonmagical light, as well as
light created by spells of 7th level or lower, can't illuminate
Casting Time: 1 action the area. Any creature that enters the spell's area for the
Range: 60 feet first time on a turn or starts its turn there must make a
Components: V, S Wisdom saving throw. The creature takes 6d6 psychic
Duration: Instantaneous damage on a failed save, or half as much damage on a
A scalding flame skitters across the ground towards a successful one. A creature that fails its saving throw is
creature within range. Make a ranged spell attack against frightened until the beginning of its next turn.
the target. On a hit, the target takes 1d10 fire damage. For the spell's duration, you regain 3d6 hit points at the
Incinerate ignores fire resistance, and creatures immune to beginning of each of your turns, provided this spell
fire damage are considered to be resistant. damaged a creature since the end of your last turn.
This spell's damage increases by 1d10 when you reach At Higher Levels. When you cast this spell using a spell
5th level (2d10), 11th level (3d10), and 17th level (4d10). slot of 8th level or higher, the damage and healing increase
by 1d6 for each slot level above 7th.
201
Rain of Chaos
9th-level conjuration Ritual of Summoning
Casting Time: 1 action 5th-level conjuration (ritual)
Range: 120 feet Casting Time: 10 minutes
Components: V, S, M (a fragment of igneous rock) Range: 10 feet
Duration: Concentration, 1 minute Components: V, S, M (a blood sapphire worth 100 gp)
Blazing meteors of brimstone and felfire plummet to the Duration: 1 hour
ground at three different points you can see within range. You call forth a summoning portal in an empty space within
Each creature in a 20-foot-radius sphere centered on each range. Appearing as a shadowy statue of a cloaked figure,
point you choose must make a Dexterity saving throw. The holding open the cloak to reveal a gapping swirl into the
sphere spreads around corners. A creature takes 5d6 fire twisting nether.
damage and 5d6 bludgeoning damage on a failed save, or Using 1 minute, you can channel energy into the statue,
half as much damage on a successful one. A creature in the and call forth the true name of a creature. If the creature is
area of more than one meteor strike is affected only once. on your plane of existence, a shimmering mirror appears in
The spell damages objects in the area and ignites front of it that only it can see, through the mirror the
flammable objects that aren't being worn or carried. creature is able to perceive you and your surroundings, but
On your next turn, towering infernals (app. F) appear at you can not see it.
each of the three points where the meteorites fell. Each A creature can choose to ignore the mirror, in which case
infernal begins in the closest empty space to a meteor. it vanishes after 1 minute and a new mirror can't appear in
The infernals are allies to you and your companions. In front of that creature again for another 24 hours, or pass
combat, the infernals share your initiative count, but take through it, in which case it is teleported to the space in
their turns immediately after yours. They obey your verbal front of the summoning stone.
commands (no action required by you). If you don't issue The ritual of summoning is only able to call creatures too
any, they take the Dodge action and use their move to avoid it, a creature can't use the summoning stone to traverse
danger. The infernals disappear when they drop to 0 hit back to their previous location.
points or when the spell ends, crumbling into rubble.
Rain of Fire Shadow Bolt
5th-level evocation Necromancy cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S *Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You summon a cloud at a point within range, causing You fire a blast of necrotic energy at a creature within
flaming raindrops to blanket a 15-foot radius area around range. Make a ranged spell attack against the target. On a
it. Each creature entering the area for the first time on their hit, the target takes 1d8 necrotic damage. When the spell
turn, or who starts their turn there, must make a Dexterity hits, you can choose to take 1 point of psychic damage to
saving throw, taking 3d12 fire damage on a failed save, or increase the damage dealt to 1d12 necrotic damage.
half as much on a success. The spell’s damage dealt increases by one die when you
As a bonus action you can move the cloud up to 15 feet reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and
to a point you can see. Unattended flammable objects in 17th level (4d8 or 4d12). The optional damage taken
the area are ignited. increases by 2 when you reach 5th level (3), 11th level (5),
At Higher Levels: When you cast this spell using a spell and 17th level (7).
slot of 6th level or higher, it deals an additional 1d12 points Shadowfury
of fire damage for each spell level above 5th. 4th-level evocation
Drain Soul Casting Time: 1 action
3rd-level necromancy Range: 30 feet (10-foot radius)
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: 1 round
Components: V, S You unleash a wave of necrotic energy to overwhelm
Duration: Concentration, up to 1 minute nearby foes. Each creature within 10 feet of a point within
You extend your hand as it wreathes in soul energy, range must succeed on a Constitution saving throw or take
siphoning the life essence of an enemy within range. Your 4d6 necrotic damage, and be incapacitated until the end of
target must make a Constitution saving throw or take 2d8 your next turn. A creature that succeeds on its saving throw
psychic damage and you may repeat this attack action on takes half as much damage and isn't incapacitated.
each of your turns while the spell persists. If the target dies At Higher Levels. When you cast this spell using a spell
before the spell ends you immediately generate 1 Soul slot of 5th level or higher, the damage increases by 1d6 for
Shard or 2 if the target's CR was higher than your level. each slot level above 4th.
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.
202
Rules
Chapter VII
203
Variant Rules Bloodied (Fundamental)
The bloodied status is primarily narrative, allowing GMs to
A
s you delve into the upcoming chapters, you'll communicate how hurt an enemy is without giving away
encounter a range of variant rules and house exact hit points. For mechanics that reference this status, a
rules that enrich the gameplay experience in creature becomes Bloodied when they are bellow half their
our Azerothian realm. Some of these rules maximum hit points.
are integral, forming the bedrock upon which
our world stands—integral components that Taunt (Fundamental)
seamlessly blend Azeroth's essence with This condition is applied primarily by tank specializations
D&D mechanics. Others present you with options to and can be found referenced throughout this book. A
consider, allowing you to venture down different avenues
and experiment with alternate approaches. Approach these Taunted creature has disadvantage on attack rolls against
rules with a spirit of curiosity and a willingness to try new creatures other than enemy that inflicted this condition.
things. Just as Azeroth is a realm of diverse landscapes, Any spell a taunted creature casts must include the taunter
these variant rules offer a palette of choices. Tailor your as a target. A taunted creature's movement does not
experience to your preferences, selecting rules that provoke opportunity attacks so long as it moves directly to
resonate with your group's dynamic. Let your exploration the closest adjacent square.
be guided by your interests, and may these variant rules Secret death saving throws
serve as tools to enhance the tapestry of your adventures in
unexpected and exciting ways. This optional rule is intended to add a degree of suspense
when a player is downed during combat. When a player
Critical Inspiration would make a death saving throw, they instead roll it in
Many GMs are guilty (Myself included) of forgetting or secret, the result known only to the player and the GM. The
otherwise being pre-occupied doing a million other tasks to intention being to create a sense of urgency that might
award inspiration at an appropriate rate. This rule variant otherwise disappear should the party witness their downed
still permits inspiration being awarded as normal, but when comrade succeed on their first two death saving throws.
a player is the victim of a Critical Strike, or rolls a natural 1 No racial ability scores
on an ability check, saving throw, or attack roll, they re-gain
inspiration. Along with making crit fails suck less of the fun Races are a critical component of what makes a character
out of a session, the increased rate players will gain unique and fun, and many players relish in the prospect of
inspiration discourages hoarding it for the "perfect the unique statistical bonuses their race gives them over
moment" and encourages players to spend it on rolls that other options. However not everyone wants to feel limited
are important to them. in what race they should make their rogue based on who
gets the best Dexterity bonus. This optional rule removes
Exhaustion when downed all racial attribute bonuses and instead gives all new
(Strongly Recommended) characters +2 to one ability score and +1 to a second. Ever
wanted to try that Tauren Rogue? Now you can!
In traditional D&D, being reduced to 0 hit points, while
scary, rarely has any real consequence once an ally dumps Roll with Consequences
a healing potion on you or casts a level 1 healing word. In
fact this tends to promote a "Yo-Yo" style gameplay loop Popularized by Brennan Lee Mulligan and similar to
where once a PC is downed, it's more economic to invest Advantage and Disadvantage, this rule variant allows the
only enough to get them on their feet, cause they will likely GM to impose greater stakes to a roll when they deem it
just be downed again next round. This optional rule adds a appropriate. This should be saved to checks where the only
level of Exhaustion to a character who is reduced to 0 hit possible outcomes are triumphant success or grave failure,
points, stacking as normal. Players can remove a level of such as jumping into a dragons mouth to stab it in the
Exhaustion when taking a short rest by spending a hit die brain. The GM will call for a "Roll with consequences" and
and passing a DC 12 Constitution saving throw. With the the player will make the check rolling two d20, but taking
increased levels of healing certain specializations are the result FURTHEST from the number 10, re-rolling in
capable of it is strongly recommended GMs adopt this rule the result of a tie.
to give healing classes a serious threat to contend with.
Mana (Fundamental) Mana Cost
This rule is widely referenced and utilized throughout the Spell Level Mana Cost Spell Level Mana Cost
book. It's goal is to add flexibility and dynamism to spell 1st 1 5th 9
casters, who have had many of the more game breaking
and world altering spells such as "Wish" pruned from their 2nd 3 6th 11
spell lists as they do not translate well into the world of 3rd 5 7th 13
Azeroth. GMs who would still prefer to use spell slots may
certainly do so, any feature or rule that references an 4th 7 8th 15
amount of mana can simply be converted into the highest 9th 17
level spell that amount of mana could cast using the Mana
Cost table to the right. Mana by Level
With this variant rule, a character who has the
Spellcasting feature uses mana instead of spell slots to fuel Class Level Full Caster Half-Caster Max Spell Level
spells. Mana gives a caster more flexibility, at the cost of 1st 3 0 1st
complexity.
In this variant, each spell has a mana cost based on its 2nd 6 2 1st
level. The Mana Cost table summarizes the cost in mana of 3rd 9 3 2nd
slots from 1st to 9th level. Cantrips don't require spell slots
and there-for don't require mana. 4th 12 4 2nd
Instead of gaining a number of spell slots to cast your 5th 16 5 3rd
spells from the Spellcasting feature, you gain a pool of
mana instead. You can expend a number of your mana to 6th 20 7 3rd
create a spell slot of a given level, and then use that slot to 7th 24 9 4th
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. 8th 28 11 4th
Spells of 6th level and higher are particularly straining to 9th 33 13 5th
cast. You can use your mana to create one slot of each level 10th 38 15 5th
of 6th or higher. You can't create another slot of the same
level until you finish a long rest. 11th 43 18 6th
The number of mana you have to spend is based on your 12th 48 21 6th
level as a spellcaster, as shown in the Mana by Level table.
Your level also determines the maximum-level spell slot you 13th 54 24 7th
can create. Even though you might have enough mana to 14th 60 27 7th
create a slot above this maximum, you can't do so.
The Full Caster column applies to Druids (Restoration or 15th 66 30 8th
Balance), Mages, Priests and Shamans. A Druid (Feral or 16th 72 34 8th
Guardian), Death Knight, or Paladin refers to the half-
caster column of the table. 17th 79 38 9th
This system can be applied to monsters that cast spells 18th 86 42 9th
using spell slots, but it isn't recommended that you do so.
Tracking mana expenditures for a monster can be a hassle. 19th 93 46 9th
20th 100 50 9th
PART 2 | SPELLS
205
Companions
Chapter VIII
206
Appendix A: Druid Shapeshifts
Aquatic Form Cat Form
Medium beast
Medium beast
Armor Class 11 + Dexterity modifier
Speed 5 ft., swim 50 ft. Armor Class 12 + Dexterity modifier
Speed 40 ft., climb 40 ft.
Amphibious. You can breathe air and water.
Darkvision. You gain darkvision 60 ft.
Blindsight. You gain blindsight 60 ft.
Predator's Instict. You have advantage on Wisdom
Actions (Perception) checks that rely on smell, and
Dexterity (Stealth) checks in light foliage, dim
Bite. Melee Weapon Attack: (Str + Prof bonus) to light, or darkness.
hit, reach 5 ft., one target. Hit: (1d8 + Str) piercing
damage. 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
Common shapes taken are as followed: a claw attack, the target must succeed on a
Sea Lion, Shark, Dolphin, Orca, Manta Ray. 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.
Bear Form
Large beast Actions
Bite. Melee Weapon Attack: (Dex) to hit, reach 5
Armor Class 12 + Dexterity & Constitution ft., one target. Hit: (1d10 + Dex + 2xPB) piercing
modifier damage.
Speed 30 ft., climb 20 ft.
Claw. Melee Weapon Attack: (Dex + Prof bonus)
to hit, reach 5 ft., one target. Hit: (1d8 + Dex)
Keen Smell. You have advantage on Wisdom slashing damage.
(Perception) checks that rely on smell.
Charge. If you move at least 20 feet in a straight Common shapes taken are as followed:
line towards an enemy and end in the closest (Snow) Leopard, Lion, Lynx, Panther, Tiger.
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
Flight Form
Medium beast
more than 1 size larger than you.
Might of the Bear Spirit. Your current and Armor Class 10 + Dexterity modifier
maximum hit points increase by twice your druid Speed 10 ft., 70 ft.
level so long as you maintain this form. You can
not drop bellow 1 hit point when voluntarily Flyby. You don't provoke opportunity attacks when
leaving Bear Form. you fly out of an enemy's reach.
Actions Keen Sight. You have advantage on Wisdom
Claws. Melee Weapon Attack: (Dex + Prof bonus) (Perception) checks that rely on sight.
to hit, reach 5 ft., one target. Hit: (1d6 + Dex)
slashing damage. Actions
Beak. Melee Weapon Attack: (Str/Dex + Prof
Bite. Melee Weapon Attack: (Dex) to bonus) to hit, reach 5 ft., one target. Hit: (2d4 +
hit, reach 5 ft., one target. Hit: (2d4 + Dex +
Str/Dex) piercing damage.
2xPB) piercing damage.
Talons. Melee Weapon Attack: (Str/Dex + Prof
Common shapes taken are as followed: bonus) to hit, reach 5 ft., one target. Hit: (2d6 +
Brown Bear, Black Bear, Grey Bear, Grizzly Bear. Str/Dex) slashing damage.
APPENDIX A | SHAPESHIFTS
207
Travel Form
Moonkin Form (Improved)
Medium size
Medium beast
Armor Class 11 + Dexterity modifier + Wisdom
Modifier Armor Class 13 + Dexterity modifier
Speed 30 ft. Speed 60 ft.
Darkvision. You gain darkvision 60 ft. Mountable. Medium creatures may use you as a
mount, ignoring the normal size requirements.
Keen Sight. You have advantage on Wisdom
(Perception) checks that rely on sight. Improved Longstride. You may dash as a bonus
action and opportunity attacks have disadvantage
Spellcasting. You can cast druid spells and perform against you.
their spell components while in this shape so long
as they do not restore hit points. You may still Actions
hold and use items such as weapons, staffs,
wands, and consumables. Hooves. Melee Weapon Attack: (Str + Prof bonus)
to hit, reach 5 ft., one target. Hit: (2d4 + Str)
Elune's Guidance. When you deal damage with a bludgeoning damage.
spell and roll a 1 on a die, you may re-roll it.
Actions
Hooves. Melee Weapon Attack: (Str + Prof bonus)
to hit, reach 5 ft., one target. Hit: (2d4 + Str)
bludgeoning damage.
APPENDIX A | SHAPESHIFTS
208
Appendix B: Shaman Spirits
S
hamans 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 L
druids are able to take the complete shape of M
certain animals, shifting into various beasts, the
strain upon a shamans ghost form lies much A
deeper within. As a result the shape they take appears as H
an incorporeal transparent shape in the material world. Sp
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 1
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 Sk
an extension of who they are, reflecting their personality. D
The only limitation given upon a spirit animal is that it
cannot have a swim, or fly speed. D
Co
Actions
Bite. Melee Weapon Attack: + (Spell attack
modifier) to hit, reach 5 ft., one target. Hit: 1d4
slashing.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 5 (-3) 14 (+2) 11 (+0) 7 (-2) 15 (+2) 12 (+1) 5 (-3) 15 (+2) 11 (+0)
Keen Hearing and Smell. The beast has advantage Keen Sight. The beast has advantage on Wisdom
on Wisdom (Perception) checks that rely on (Perception) checks that rely on sight.
hearing or smell.
Actions
Actions Shred. Melee Weapon Attack: PB + Dex, reach 5
Maul. Melee Weapon Attack: PB + Str, reach 5 ft., ft., one target. Hit: 1d4 + Dex slashing damage.
one target. Hit: 1d6 + Str slashing damage.
210
Appendix D: Mage Elementals
Water Elemental Greater Water
Medium elemental, neutral
Elemental
Armor Class 12 + PB (natural armor) Medium elemental, neutral
Hit Points 5 + five times your mage level (the
elemental has a number of Hit Dice [d8s] equal Armor Class 14 + PB (natural armor)
to your mage level) Hit Points 6 + six times your mage level (the
Speed 30 ft., swim 60 ft. 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
15 (+2) 12 (+1) 15 (+2) 7 (-2) 15 (+2) 8 (-1)
STR DEX CON INT WIS CHA
Saving Throws Con +2 plus PB, Wis +2 plus PB 17 (+3) 14 (+2) 16 (+3) 7 (-2) 15 (+2) 8 (-1)
Damage Immunities poison, cold
Condition Immunities exhaustion, poisoned, Saving Throws Con +3 plus PB, Wis +2 plus PB
unconscious Skills Athletics + PB
Senses darkvision 60 ft., passive Perception 12 Damage Immunities poison, cold
Languages understands the languages of its Condition Immunities exhaustion, poisoned,
summoner but can't speak unconscious
Challenge — Proficiency Bonus (PB) equals your Senses darkvision 60 ft., passive Perception 12
bonus Languages understands the languages of its
summoner but can't speak
Actions Challenge — Proficiency Bonus (PB) equals your
bonus
Slam. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d6 +
PB bludgeoning damage. Actions
Slam. Melee Weapon Attack: your spell attack
Waterbolt. Ranged Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 +
modifier to hit, range 60 ft., one target. Hit: 1d6 + PB + your Int modifier bludgeoning damage.
PB cold damage.
Waterbolt. Ranged Spell Attack: your spell attack
Freeze (Recharges after a Long Rest). The water
modifier to hit, range 60 ft., one target. Hit: 2d6 +
elemental may unleash a surge of freezing magic.
All creatures within 10 feet of the elemental must PB cold damage.
make a Dexterity save. On a failed save, a Freeze (Recharges after a Short or Long Rest). The
creature's speed becomes 0, and it is subject to water elemental may unleash a surge of freezing
your Permafrost, until the end of the elemental's magic. All creatures within a 15 foot radius of a
next turn. 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.
211
Appendix E:
Warlock Demons
Felguard (Lesser)
Medium fiend (demon), lawful evil
212
Felhunter (Lesser)
Medium fiend (demon), neutral evil
213
Succubus (Lesser)
Medium fiend (demon), chaotic evil
214
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.
215
Voidwalker (Lesser)
Medium fiend (demon), neutral evil
Demonic Magic. A warlock who summons a STR DEX CON INT WIS CHA
voidwalker minion temporarily learns the spells
listed below, as detailed in the Demon 16 (+3) 10 (-1) 16 (+2) 10 (+0) 14 (+2) 10 (+0)
Summoning feature in the warlock class
description. Saving Throws Con +3, Wis +2
Skills Insight +2, Perception +2
1st level: heroism Damage Resistance bludgeoning, piercing, and
2nd level: warding bond slashing from nonmagical weapons
3rd level: fear Senses darkvision 60 ft., passive Perception 12
Threatening Presence. Any creature damaged by Languages understands Eredun and the languages
the voidwalker's Suffering attack has disadvantage you speak, Telepathy 60 ft.
on any attack roll it makes on a target other than
the voidwalker, until the end of the voidwalker's Demonic Magic. A warlock who summons a
next turn. voidwalker minion temporarily learns the spells
listed below, as detailed in the Demon
Actions Summoning feature in the warlock class
Suffering. Melee Weapon Attack: 2 + PB, reach 5 description.
ft., one target you can see. Hit: 1d4 + PB necrotic 1st level: heroism
damage. 2nd level: warding bond
Slam. Melee Weapon Attack: 2 + PB, reach 5 ft., 3rd level: fear
one target you can see. Hit: 1d4 + PB bludgeoning 4th level: gravity sinkhole
damage. Threatening Presence. Any creature damaged by
Shadow Bulwark. The voidwalker gains temporary the voidwalker's Suffering attack has disadvantage
hit points equal to your warlock level + your on any attack roll it makes on a target other than
spellcasting ability modifier. 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.
216
Doomguard (Major)
Large fiend (demon), chaotic evil
Saving Throws Str +10, Dex +7, Wis +7, Cha +7 Infernal (Major)
Damage Immunities fire, poison Large fiend (demon), neutral evil
Senses darkvision 120 ft., passive Perception 13
Languages Eredun, Common, Orcish, Telepathy 60 Armor Class 17 (natural armor)
ft. Hit Points 125
Speed 30 ft.
Magic Resistance. The doomguard has advantage
on saving throws against spells and other magical
effects. STR DEX CON INT WIS CHA
Cripple. Any creature hit by a doomguard's attacks 18 (+4) 14 (+2) 18 (+4) 10 (+0) 16 (+3) 12 (+1)
must make a DC 21 Strength saving throw or have
their movement reduced by half for 1 minute. A Damage Immunities fire, poison, necrotic
creature can only be subjected to this effect once Damage Resistances Physical damage from non-
every 24 hours. magical sources
Fear Aura. Any creature hostile to the doomguard Senses darkvision 120 ft., passive Perception 13
that starts its turn within 20 feet of the pit fiend Languages Eredun, Common, Orcish, Telepathy 60
must make a DC 21 Wisdom saving throw, unless ft.
the pit fiend is incapacitated. On a failed save, the
creature is frightened until the start of its next Innate Spellcasting. A Infernal can cast the
turn. If a creature's saving throw is successful, the following spells each once.
creature is immune to the doomguard's Fear Aura
1st level: hellish rebuke (at will)
for the next 24 hours.
2nd level: heat metal
Actions 3rd level: fireball
4th level: wall of fire
Multiattack. The pit fiend makes two attacks with
its claws Immolation Aura. Any enemy that starts it's turn
within 10 ft. of the Infernal takes 2d6 fire damage
Doombolt. Melee Weapon Attack: +14 to hit,
range 60 ft., one target. Hit: 5d6 + 8 necrotic Meteoric Impact When summoned, you may have
damage. an inferal appear in a square within 60 ft. of you,
all creatures within 10ft of that square must make
Claw. Melee Weapon Attack: +12 to hit, reach 10 a DC 20 Dexterity saving throw or be Stunned
ft., one target. Hit: 2d6 + 6 slashing damage. 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 Gargoyle
Medium undead, neutral evil Medium undead, neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 6 (-2) 8 (-1) 5 (-3) 12 (+1) 18 (+4) 14 (+2) 6 (-2) 8 (-1) 5 (-3)
Saving Throws Str 3+PB, Con 2+PB Saving Throws Dex +8, Con +6
Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened, poisoned frightened, poisoned
Senses darkvision 60 ft., passive Perception 9 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
Undead Fortitude. If damage reduces the minion to saving throw with a DC of 5 + the damage taken,
0 hit points, it must succeed on a Constitution unless the damage is radiant or from a critical hit.
saving throw with a DC of 5 + the damage taken, On a success, the minion drops to 1 hit point.
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
Shambling Rush (1/short or long rest). At the strafing run, moving up to it's speed in a straight
beginning of its turn, the minion may double its line and make an attack against any enemy it
speed until the end of its turn. If it hits a Large or passes over
smaller creature on the same turn, the creature
must succeed on a Strength saving throw against Actions
your spell save DC or be knocked prone. Necrotic Bolt Ranged Spell Attack: +8 to hit, range
30 ft., one target you can see. Hit: (3d8) necrotic
Actions damage.
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.
218
Everton Lema: Tauren Backdrop
Credits Evgeniy Zagumennyy: Mage Splash Art
Fanfoxy: Nightborne Avatar
An incredible and heartfelt thank you to all those whose art Ferry1122: Cover Art
adorns these pages. The talented individuals listed below George Vostrikov: Druid Splash Art
are deserving of your attention and I strongly encourage Glenn Rane: Orc Avatar, Hunter Splash Art, Mage
you to check them out. I spent a large portion of the time Avatar, Rogue Splash Art, Warlock Splash Art, Warlock
writing this book selecting art that would bring my vision to Demons, Warrior Splash Art
life in the reader's eyes, no piece was selected in haste. Gothmary Skold: Nightborne Splash Art
In alphabetic order by first name for independent artists Imaginary Azeroth: Magic Splash Art
and those credited by Blizzard. Unlisted Blizzard InHyuk Lee: Demon Hunter Splash Art
Entertainment art is personal use for non commercial Ishmael Hoover: Vulpera Backdrop
purposes in compliance with "Total Conversion" legal FAQ. Jaemin Kim: Warlock Demons
If your art is contained within these pages and you do James Ryman: Mage Splash Art, Warlock Demons,
NOT see a credit, or someone has taken credit wrongfully Warrior Splash Art, Credits Splash Art
for your art please contact me immediately via Discord. Jarret Nahm: Priest Splash Art
A.J. Nazzaro: Hunter Splash Art JayAxer: Magic Splash Art
Aaron Lovett: Independent Races Splash Art Jayron Ju: Hunter Splash Art
Adam Törn: Druid Backdrop, Druid Splash Art, Priest Jian Guo: Night Elf Backdrop
Backdrop Jiangfeng Feng: Paladin Splash Art
Alex Alexandrov: Warrior Splash Art Jianing Hu: Hunter Splash Art
Alex Horley: Warlock Demons John Latin: Priest Splash Art
Andrea Uderzo: Shaman Splash Art John Polidora: Worgen Avatar
Anton Zemskov: Draenei Avatar Jomaro Kindred: Hunter Avatar, Paladin Splash Art
Arist0te: Mage Elementals Jordan Powers: Gnome Backdrop
Bayard Wu: Death Knight Avatar, Orc Splash Art, Jorge Jacinto: Draenei Backdrop
Variant Rules Splash Art Joseph Weston: Forsaken Avatar
Bayard Wu: Orc Splash Art, Variant Rules Splash Art, Josh Navarro: Vulpera Backdrop
Variant Rules Cover Art Juan Carlos Mesa Manchìn: Monk Splash Art
Bogdan Tauciuc: Rogue Splash Art KAaSTuroveC: Classes Chapter Splash Art, Warlock
Botos Vlad: Mage Splash Art Splash Art
Brolo: Priest Avatar Kalle: Tauren Splash Art
Caio Monteiro: Paladin Splash Art Kikoldraws: Warrior Splash Art
Chaoyuan Xu: Warlock Demons Kostan Ryuk: Demon Hunter Splash Art
Cher-Ro: Monk Splash Art Kresto: Death Knight Splash Art, Paladin Avatar,
Connor Sheehan: Dwarf Splash Art Shaman Avatar, Hero Classes Chapter Splash Art
Cryrus-C: Warlock Avatar KylePunkArt: Demon Hunter Splash Art
Dai Song: Orc Backdrop Laurel D Austin: Backgrounds Splash Art, Pandaren
Dave Allsop: Warlock Demons Backdrop
Dave Rapoza: Warlock Splash Art Lemon Sky Studio: Shaman Splash Art
Dean Oyebo: Death Knight Summons, Magic Chapter LieSetiawan: Demon Hunter Splash Art
Splash Art, Thank You Page Linsc: Monk Splash Art
Dmitry Bolotov: Backgrounds Chapter Splash Art Linxz: Dwarf Backdrop
Dmitry Prozorov: Demon Hunter Splash Art, Feats Lionel Schramm: Forsaken Backdrop
Chapter Cover, Void Elf Avatar, Demon Hunter Splash Luke Mancini: Mage Splash Art, Shaman Splash Art
Art, Companions Chapter Cover, Vulpera Avatar Matt Cavotta: Warlock Demons
Eric Braddock: Races of the Alliance Cover Matthew Mckeown: Blood Elf Avatar
219
Mauricio Herrera: Worgen Backdrop
Melvin Chan: Warlock Demons
Michaela Nienaber: Goblin Splash Art
Nathan Bowden: Warlock Demons
Nicola Saviori: Warlock Demons
oO大黄Oo: Feats Splash Art
Pavel Tomashevskiy: Death Knight Splash Art
Peet Cooper: Shaman Spirits
Peter Lee: Human Backdrop, Draenei Splash Art, Blood
Elf Splash Art, Pandaren Splash Art, Mage Backdrop,
Rogue Backdrop, Demon Hunter Backdrop, Variant
Rules Splash Art
Phillip Zhang: Backgrounds Splash Art
Piotr Kwasnicki: Backgrounds Chapter Cover
Radoartcraft: Hunter Splash Art
Ramzy Kamen: Night Elf Splash Art
Raymond Swanland: Mage Splash Art
Rhianolord: Azeroth Map
Rich Truong: Rogue Splash Art
Richard Benning: Hunter Splash Art
Rob Sevilla: Magic Chapter Cover
Sandara: Priest Splash Art, Warlock Splash Art
Sanjin Halimic: Classes Chapter Cover
Seiorai: Magic Splash Art
Seiunz: Monk Splash Art
Shabnam Nekounazar: Warlock Splash Art
ShadowPriest: Death Knight Splash Art, Rogue Splash
Art
Shao Hang Wang: Hunter Companions
Shauni Raven: Blood Elf Backdrop
SiaKim: Monk Avatar
Skadi-S: Magic Splash Art
Slawomir Maniak: Warlock Splash Art
Spas Dimitrov: Credits Splash Art
Syncmax: Druid Splash Art
Th3DutchZombi3: Backgrounds Splash Art
Thomas Dorval: Troll Splash Art
Thomas Karlsson: Warrior Splash Art
Todor Hristov: Death Knight Splash Art, Magic Chapter
Splash Art, Rogue Splash Art
Tony Washington: Backgrounds Splash Art
Tooth Wu: Goblin Avatar, Priest Splash Art, Horde Class
Table
Trent Kaniuga: Gnome Splash Art
Tyfanis: Races Chapter Cover
Tyler Wronski: Warrior Avatar
Tyson Murphy: Druid Forms
Ursula Dorada: Human Avatar, Hunter Splash Art
Vadim Simanin: Races of the Horde Cover
Van Harmontt: Druid Avatar
Veli Nyström: Independent Races Cover, Pandaren
Avatar, Monk Splash Art
Vladimir Kafanov: Backgrounds Splash Art
Wei Wang: Priest Splash Art, Shaman Splash Art,
Warrior Splash Art, Tauren Avatar
Wenhao Zhang: Druid Splash Art
William Petras: Afterword
Yunchan Choi: Hero Classes Splash Art
Zou Jianyu: Rogue Avatar
Sojin Hwang: Warlock Demons
220
Afterword
A
s 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
Warcraft 5e
This document was lovingly created
using GM Binder.