World of Warcraft 5e RPG 3.0
World of Warcraft 5e RPG 3.0
Version 3
“The sands of time have run out.”
-Medivh, the last Guardian
Many have waited for Blizzard to approve another conversion of their world to the tabletop playing
realm. Alas, many waited in vain.
“We will persevere.”
-The Blood Elves.
However, tabletop players are well-known for their persistence and tenacity in getting what they
want to play--or at least, satisfying themselves with an adequate enough replica.
“Sometimes, the hand of Fate must be forced.”
-Illidan Stormrage.
And thus, the World of Warcraft 5e RPG Conversion begun.
This conversion is of the much-loved World of Warcraft Role universe, as for 5th edition of
Dungeons and Dragons, made by the fans, for the fans.
This not only includes special classes, races, and magical spells, but also includes magical items, and
even a few subsystems (such as infusion, mana, and crafting) built in the streamlined format of 5th
edition, for the benefit of all roleplayers.
Project Start: Aug 27, 2015
Edition (Content updates only): Beta released on Oct 11, 2015. 1.7 released on July 2016. 1.9
released on August 2016. 2.0 released on November 2016. 2.4 released on June 2017. 2.5 released
on March 2018. 3 released October 4.
Credits
HOUSE RULES Djmove, Arrius Nideal
CONVERSION
5TH EDITION CORE RULES Wizards of the Coast (a subsidiary of Hasbro)
WARCRAFT INSPIRATION Blizzard Entertainment Inc.
AND SETTING
CONTRIBUTORS Mcgeneral, Big Mac, grimm, pagnabros, as well as all the commenters on the
Warcraft 5e thread on The Piazza and the Discord server
Discord Server: https://discord.gg/XntzQC8
This work is purely recreational, and is not intended to contest and/or derive any commercial benefit in any way, shape,
or form from any Wizards of the Coast or Blizzard Entertainment products (the D&D 5th Edition Roleplaying game, and
product identities including but not limited to Warcraft, World of Warcraft, World of Warcraft: The Role-Playing Game;
all text under the “Description” header of any creature, spell, magic item, artifact, or NPC listing; any elements of the
Warcraft setting, including but not limited to capitalized names, names of artifacts, beings, characters, countries,
creatures, geographic locations, gods, historic events, magic items, organizations, songs, and spells; any and all stories,
storylines, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and
cartography, likenesses, poses, logos, symbols, or graphic designs), and use of this is non-commercial in purpose, and
appeal to the ‘Fair Use’ intent of copyright infringement laws.
Introduction
The world of Warcraft has many special traits when converted to tabletop format. It has special
naming conventions, languages, and an extensive lore.
Agility Spirit
Measures: Physical agility, reflexes, balance, Measures: Awareness, intuition, wisdom
poise Important for: Druid, priest, shaman
Important for: Hunter, monk, rogue Racial Increases:
Racial Increases: Hill dwarf (+1) Draenei (+1)
Elf (+2) Forsaken (+1) Forsaken (+1) Human (+1)
Human (+1) Orc (+1) Night elf (+1) Orc (+1)
Troll (+1), Worgen (+2) Tauren (+1) Pandaren (+1)
Stamina Charisma
Measures: Health, constitution, vital force Measures: Confidence, eloquence, leadership
Important for: Everyone Important for: Warlock
Racial Increases: Racial Increases:
Dwarf (+2) Forsaken (+1) Forsaken (+1) Goblin (+1)
Gnome (+1) Human (+1) Human (+1) Orc (+1)
Orc (+1) Pandaren (+2) Troll (+1, +2 if ice
troll)
Heroic Roll. This method leads to generally stronger characters than by normal rolling.
For each ability score, roll 2d6 + 6.
Chapter 2: Races
The races of Warcraft are diverse and rich. Each race has a role in the world, and their deeds
resonate through the ages. Members of each race view each other with assumptions formed by past
conflicts and alliances. Warcraft’s history is troubled and epic, and every aspect influences the races,
their beliefs and their roles.
The races described here are not the only races in the Warcraft world, but they are the most
dominant, influential, and prone to adventuring. Other races can be found in the Monster
Manual.
Draenei
“The Legion’s end draws near.”
As one of the enlightened cousins of the Eredar, the Draenei arrived in Azeroth after the reopening
of the Dark Portal. Living out the last centuries in exile and escape from the Burning Legion, the
Draenei are steadfast champions of the Light, and will do anything in their power to prevent
another world from falling to the Flame.
Draenei Traits
Ability Score Increase. Your Strength increases by 2, and your Spirit increases by 1.
Age. A typical draenei claims adulthood around 100 years old, and can live to about ten thousand
years old. As befitting their Eredar heritage, Draenei have hooved feet, tendrils that grow from the
neck and short tails. Males’ skulls are rigid (giving the appearance of a bone plate under their skin),
while females grow foot-long, graceful curved horns.
Males range anywhere from seven feet tall to eight feet tall and weigh on average around 300 or 400
pounds. Females stand at six to seven feet tall and only weigh around 170 or 250 pounds when
fully grown.
Affiliation. Alliance or independent. The draenei have found that they have strong bonds with
humanity due to their worship of the Light, and kinship with the now-mortal night elves.
Size. Draenei stand between 7 and 8 feet tall and average about 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 ft.
Darkvision. 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.
Heroic Presence. You can spend 10 minutes inspiring your companions, shoring up their resolve
to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30
feet of you who can see or hear you and who can understand you. Each creature can gain
temporary hit points equal to your level + your Charisma or Spirit modifier. A creature can’t gain
temporary hit points from this feat again until it has finished a short or long rest.
Gift of the Naaru. You can use your bonus action to channel holy energy, casting the Renewing
Light spell as if cast as a 1st level spell. This can be used once until a short or long rest.
At 6th level, you gain another use of the ability or choose to heighten the spell’s effective level to a
3rd level spell. You can make the same choice at 11th and 16th levels (4th or 5th level, or
additional uses). While a creature benefits from this ability, they have a glowing blue mark above
their forehead (shedding light equal to Dancing Lights).
Draenei Combat Training. You have proficiency with the longsword, greathammer, glaive, and
heavy crossbow.
Fel Resistance. You have resistance to fel damage.
Gemcutting. You are proficient with the jewelcrafting kit.
Languages. You can speak, read, and write Common and Eredun. The Eredun Draenei speak is an
altered dialect that is less corrupt, and thus does not impose penalties when speaking, but is
perfectly understandable by fiends.
Male Names. Kozza, Shunn, Thylon, Velen
Female Names. Fetwa, Daalny, Corevva, Tanmatra
Family Names. Draenei do not have family names, but take a title according to their deeds.
Dwarf
Dwarves are short and stout creatures mostly inhabiting Khaz Modan in the Eastern Kingdoms.
They are shorter than humans but taller than gnomes, taking advantage of their size when possible
and relying on their robustness and strength when not. The average dwarf is steady, observant and
composed.
Dwarven Traits
Ability Score Increase. Your Stamina score increases by 2.
Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the
age of 40. On average, they live to be 450 years old.
Affiliation. Each sub-race is inclined to its own affiliations ever since the great War of the Three
Hammers.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Male dwarves tend to have long hair, and beards or facial hair often tied in ornate braids. Female
dwarves also have sturdy muscular frames, but they are buxom and lack facial hair, despite the
claims of some of the less educated sages of other races.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades of gray.
Natural Armor. Your skin is as hardened leather in toughness. When you aren't wearing armor,
your AC is 12 + your Agility modifier. You can use your natural armor to determine your AC if the
armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use
your natural armor.
Stoneform. You can focus yourself to occasionally shrug off injury. When you take damage, you
can use your reaction to roll a d12. Add your Stamina modifier to the number rolled, and reduce
the damage by that total. After you use this trait, you can't use it again until you finish a short or
long rest.
Tool Proficiency. You gain proficiency with one artisan’s tool of your choice: smith’s tools,
brewer’s supplies, or mason’s tools.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and
warhammer.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard
consonants and guttural sounds, and those characteristics spill over into whatever other language a
dwarf might speak.
Subrace. Three main subraces of dwarves populate the worlds of Azeroth: Hill dwarves
(Wildhammer Clan), Mountain dwarves (Bronzebeard Clan), and Dark dwarves (Dark Iron Clan).
Choose one of these subraces.
Elf
An elf is a member of one of the longest lived species on Azeroth known for keen perception,
grace, and great spellwork. Elves were once believed to be the first race to awaken on Azeroth.
Elven Traits
Ability Score Increase. Your Agility score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elven
understanding of adulthood goes beyond physical growth to encompass worldly experience.
A high elf typically claims adulthood around the age of 60 and can live to be 750 years old.
A night elf claim adulthood and live up to five times said age (adulthood at 300 and live up to
3,750 years old). Until the World Tree was destroyed, the Night Elves were immune to aging
effects.
Affiliation. Each sub-race is inclined to its own affiliations ever since the Great War of the
Ancients.
Size. A high or blood elf is usually a little over 6 feet in height and weighs between 100 to 175
pounds, depending on gender.
Night elves are imposing in stature, males being on average 7 feet tall. Male Kaldorei are very
muscular, with broad chests and shoulders, indicative of the strength that lies within both their
minds and bodies. Female night elves are lithe and curvaceous, yet still muscular and strong.
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.
Mystic Senses. Whenever you make any check related to the origin of magical items, lore, or spells,
you are treated as if you are proficient in the Arcana skill, and add double your proficiency to the
check, instead of your normal proficiency bonus.
Keen Senses. You are proficient with the Perception skill.
Elven Combat Training. You have proficiency with the longsword, longbow, rapier, and shortbow.
Languages. You can speak, read, and write Common and Elven (either Darnassian or Thalassian).
Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied,
and their songs and poems are famous among other races. Many musicians learn Elven so they can
add Elvish ballads to their repertoires.
Subrace. Ancient divides among the elven people resulted in two main sub-races: high elves, and
night elves, Choose one of these subraces.
Affiliation. Horde or independent. Most of the blood elves have joined the New Horde, invited to
do so by the Banshee Queen Sylvanas Windrunner.
Blood Magic. This acts as High Magic. While you use abilities granted by this ability, your eyes
glow a pale fel green instead of High Elves’ blue. Instead of the Prestidigitation cantrip, you may
choose the Thaumaturgy cantrip instead, and gain the Mana Burn spell instead of Mute.
As a night elf, you hail from Darnassus in Kalimdor. The race’s prominent eyebrows, long pointed
ears and natural aspects imply a feral grace. Skin tones range from pale white to blue or even ruddy
red, and their hair ranges in color from bright white to woodland green to lustrous black.
Ability Score Increase. Your Spirit score increases by 1.
Affiliation. Alliance or independent. The night elves are members of the Alliance, but they are not
the most trusted or highly regarded members of this group of races.
Although honorable and just, the night elves’ natural distrust has tainted their relations somewhat.
Combined with their mystical appearances and mysterious natures, interactions with other races
become uncomfortable at times. There is a strong streak of isolationism in the Kaldorei, for they
are uncomfortable leaving the verdant mists of Teldrassil.
Nature Resistance. You have advantage on against natural poison and poison damage, and have
resistance against electricity damage.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage,
heavy rain, falling snow, mist, and other natural phenomena.
Shadowmeld. When you are in dim or dark light, you gain advantage on Stealth checks.
Forsaken
“We are the Forsaken. We will slaughter anyone who stands in our way”
-Lady Sylvanas Windrunner”
Undead humans and elves freed from the Lich King’s control during the second stage of the Third
War, the Forsaken are a strange and dark force. Hailing from the twisted, skittering darkness of
Undercity, the Forsaken are nominally allied with the Horde but serve only themselves. Their
objectives are twofold: eliminate the Scourge, and establish a place for themselves on Azeroth.
Four years ago, the high elven Ranger General Sylvanas Windrunner fell in combat against the
Scourge. Prince Arthas raised her as a banshee and compelled her to follow his command. When
the Lich King’s power waned in the incidents surrounding the Frozen Throne, Sylvanas harnessed
her fury and tore herself free from his skeletal grasp. She freed many other undead as well, and
recruited powerful allies from the Burning Legion and the surrounding ogre clans. Sylvanas dubbed
her new force the Forsaken, and the undead established their capital in the labyrinthine crypts
beneath Lordaeron’s capital city. Their sprawling, subterranean realm is called Undercity.
As a forsaken undead, your alliance with the Horde started out as necessity and convenience, and
your previous life bears witness to the many tragedies of Azeroth’s reality. Needing both time and
help to fight against their former Scourge masters, the Forsaken have a reputation of utter
ruthlessness, human experimentation, and moral ambiguity.
Forsaken traits
Ability Score Increase. Two different ability scores increase by 1.
Age. Forsaken are undead, and thus do not age, and only die of violence or poisons and diseases
that can affect the undead.
Affiliation. Horde, or independent. Though the Forsaken do not trust anyone and no one trusts
them, they are members of the Horde and, for now, do their best to help their allies and placate
their ambassadors. Forsaken have even less love for the Alliance, particularly because they clash
constantly with the human organization called the Scarlet Crusade. Some have thrown their lot
with the Burning Legion, believing that only it is potent enough to defeat the Lich King.
Size. Forsaken vary based on their original form before death—those who were medium before
death are medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to dark crypts 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.
Undead Nature. You don’t require air, food, drink, or sleep. You are also immune to nonmagical
natural and manufactured poisons and diseases, and have advantage to effects that cause the
exhausted and poisoned conditions.
You also count as undead for the purposes of healing spells and effects that target undead. For this
purpose, you cannot be healed by the Holy Light spell, but are healed with the Death Coil spell,
and can be targeted by the Death Pact and Protection from Good and Evil spells, although you are
unaffected by Charm Person (but Charm Undead instead).
You may declare whether or not you are of elven or human origin before you rose, and are counted
as being elven or human much for all intents and purposes that specify race (such as gaining use of
elf and human-specific weapons).
Will of the Forsaken. You have advantage against Fear effects.
Cannibalize. You can consume the corpse of any natural creature. Eating a creature takes a minute,
allowing you to regain or spend a hit dice to heal as if you rested for one hour. A natural creature
may be cannibalized once before their corpse becomes unusable. The total amount of hit dice you
can regain cannot exceed one-half your total hit dice every 24 hours.
Knowledge from Beyond. The forsaken are uniquely acquainted with death. You can choose one
of the below abilities.
You may use your action to cast the Plague Rune as if a 1st level spell. This can be used once
until a short or long rest. At 6th level, you gain another use of the ability or choose to heighten
the spell’s effective level to a 3rd level spell. You can make the same choice at 11th and 16th
levels (4th or 5th level, or additional uses). While you use this ability, your hand and eyes emit
an eerie green glow.
You have proficiency with the Alchemy skill as a 1st level Alchemist. You have to store
alchemical formula in a formula book, which you may start out with at 1st level. If you later
gain Alchemy, you gain expertise in the skill instead.
Languages. You can speak, read, and write Common, Gutterspeech, and one extra language of your
choice, typically based upon the language you spoke before being turned into a Forsaken.
Gnome
“Up and away!”
As one of the gnomish peoples of the Alliance, you are comfortable standing with your more
physically and politically-apt allies to cover you as you go about your businesses. Proficient in the
higher arts of engineering and arcana, gnomes are behind many developments in the intellectual
and creative sides of the Alliance, creating spells, gadgets, and vehicles to propel their human,
elven, and dwarven friends (as well as their new allies in the Alliance) to a better tomorrow.
Gnomish Traits
Ability Score Increase. Your Intelligence score increases by 2, and your Stamina increases by 1.
Age. Adulthood at 40, can live up to be 500.
Alignment. Alliance. Gnomes are great friends of the Ironforge dwarves and have fought and died
alongside human soldiers. They are wary of the high elves, but so is everyone else, so they don’t feel
too bad about that. They battled the Horde in the Second War and have a bit of a grudge against
orcs, but gnomes are a kindly and forgiving lot and are willing to give the orcs a second chance.
Gnomes and goblins have always been rivals — though whether this rivalry is a friendly or brutal
one depends on the individuals involved. Gnomes have not been on Kalimdor long enough to
form proper opinions about its denizens. Tauren and night elves both seem rather rustic for gnome
sensibilities — but they can make friends with anyone.
Size. Gnomes range from between 3 to 4 feet tall and average around 40 pounds. Your size is
Small.
Speed. Your base walking speed is 25 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.
Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items,
alchemical objects, or technological devices, you have expertise instead of just proficiency.
Escape Artist. You have advantage on all saving throws to escape grapples, bonds, or other
movement-restricting abilities or effects that hamper your freedom of movement.
Tinker. You have proficiency with the Engineering skill, but it is treated as if your proficiency
bonus is +1. If you later gain Engineering, you gain expertise in the skill instead.
Gnome Cunning. You have advantage on all Intelligence, Spirit, and Charisma saving throws
against magic.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is
at least one size larger than you.
Extra Language. You can speak, read, and write one extra language of your choice.
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which
uses the Dwarvish the script, is renowned for its technical treatises and its catalogs of knowledge
about the natural world.
Goblin
“Time is money, friend!”
Goblins value technology as a useful aspect of commerce. Some say that their advantage — and their
curse — is to be the primary users of technology in a world governed by magic. While dwarves and
gnomes share focused aspects of this gift, goblin technology is more far-reaching and sinister and
makes a larger impact on the natural world, and mixes with alchemy in a gloriously unstable blend.
They employ vast teams of engineers and alchemists who expand on current technology and
produce gadgets and potions to suit a wide array of applications. They constantly build and repair
machines and work on new formulae. Unfortunately, goblins are both passionately genius yet suffer
from undisciplined minds. Their lack of focus means that many creations end up half finished as
something else catches their attention.
Goblins hired themselves out to the Horde in the Second War, but now they belong only to
themselves and whoever pays the most. Constantly building and inventing requires massive
resources, both for creating the machines themselves and maintaining those that actually work.
Cannibalizing old machines only partially sustains this fervent activity of creation, so goblins rely
on trade with as many races and cultures as possible. They are the quintessential merchants,
peddling all manner of exotic goods for the highest possible prices.
As one of the goblin-folk, you have a reputation for money-grabbing, dishonest work, and
unreliability, yet being loyal to money means you always have customers (and a place) in a war-torn
world.
Goblin Traits
Ability Score Increase. Your Intelligence score increases by 2, and your Charisma increases by 1.
Age. Goblins typically reach adulthood around 20 years old, and live to be 100 years old.
Affiliation. Independent or Horde. Goblin cartels serve as political bodies, and so far, the only
cartel that chose to join the Horde was the Bilgewater cartel.
Size. Goblins range from between 3 to 4 feet tall and average around 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 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.
Trader’s Lore. Whenever you make an Intelligence (History) check related to magic items,
alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of
any proficiency bonus you normally apply.
Best Deals Anywhere: Anything you purchase costs 10% less, and anything you sell grants you
10% more of its value. You gain proficiency with the Charisma (Persuasion) skill.
Living Better. You can gain one of the below abilities.
You have proficiency with the Engineering skill, but it is treated as if your proficiency bonus is
+1. If you later gain Engineering, you gain expertise in the skill instead.
You gain proficiency with any two skills of your choice.
You have proficiency with the Alchemy skill as a 1st level Alchemist. You have to store
alchemical formula in a formula book, which you may start out with at 1st level. If you later
gain Alchemy, you gain expertise in the skill instead.
Inured to Explosions. You have resistance to thunder damage.
Extra Language. You can speak, read, and write three extra languages of your choice.
Languages. You can speak, read, and write Common and Goblin. The Goblin language sounds as
if it were a Troll dialect, but borrows from dozens of other languages.
Human
“Go with honor, friend.”
Humans are among the youngest races on Azeroth, but they make up for it by being the most
populous. With life spans generally shorter than the other races, humans strive all the harder to
achieve great heights in empire building, exploration and magical study. This aggressive and
inquisitive nature leads the human nations to become active and influential in the world.
As a human, your people value virtue, honor and courage, though like all races they also pursue
power and wealth. Humans have spent generations battling dark forces and have lost some of their
greatest kingdoms to them. This loss embitters humans, and they have a warlike view of diplomacy
— swing first, ask questions later. Aided by belief in the Holy Light, humans have fought the
hardest and endured the most during the wars against the Horde and the Burning Legion. You may
hail from the ruins of once-glorious Lordaeron, the island-nation of Kul Tiras, the mountains of
Alterac, the highlands of Stromgarde, or the rebuilt capital of Stormwind, amongst other nations.
Despite all their tragedies, humans remain hardy and brave — thoroughly committed to building
strong societies, reinforcing their kingdoms and reclaiming their nations. Years of war have
tempered human resolve, and they are more hardened and determined than ever before.
Human traits
Ability Score Increase. Two different ability scores increase by 1.
Age. Humans reach adulthood at the age of 15, and live up to be 80.
Affiliation. Humans tend toward no particular alignment. The best and the worst are found among
them. Most are loyal to the Grand Alliance, but there are pockets of independents, horde-allied, or
even those tied to the Burning Legion or Scourge as demon-worshipping Warlocks and Scourge-
following Necromancers, respectively.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless
of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Feat. You gain one feat of your choice.
Human Spirit. You may grant yourself advantage to any one saving throw. After you use this
ability, you can’t use it again until you finish a short rest.
Skillful. You gain proficiency with one skill or tool of your choice. You may not choose alchemy,
engineering, or infusion tools.
Languages. You can speak, read, and write Common and one extra language of your choice.
Humans typically learn the languages of other peoples they deal with, including obscure dialects.
They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses,
Elvish musical expressions, Dwarvish military phrases, and so on.
Orc
“Lok’tar ogar!”
To their enemies, they are brutal and fearsome opponents, without parallel in their ferocity and
cunning. To their allies, they are noble and honorable, following the traditions of a rediscovered
past.
The orcs of Azeroth are part of a race that has once again found its true spirit, shunning the cruel
practices of arcane and demonic magic for the paths of wisdom and power. Some orcs still hang on
to the arcane practices of the past, but their time is fading.
The concept of honor pervades all echelons of orcish society. Even the naming of an orc is
temporary until he has performed a rite of passage. Once an orc has brought honor to his name
and the name of his clan, the elders give him a second name based upon his deed. For an orc,
honor is as important as his clan, and most will die defending either clan or personal reputation.
This is a new development for the orcs; before, when led by the forces tainted by the Burning
Legion, the orcs were a bestial force barely controlled by demonic magic.
As one of the orcish people, you may hail from the exodus lead by Warchiefs Thrall and Grom
Hellscream, and belong to the core tribes that form the new Horde, such as the Warsong Clan,
Frostwolf, and Bleeding Hollow clan, or you may belong to one of the sinister demon-worshipping
tribes, such as the Laughing Skull or the Burning Blade Clans.
Orcish Traits
Ability Score Increase. Your Strength score increases by 2, and your Stamina increases by 1. You
may also choose one third ability score and increase it by 1.
Age. Orcs mature and age a little faster than humans, reaching adulthood around the age of 20 and
rarely live up to be 100 years old.
Affiliation. Horde. Thrall formed the Horde with determination and sheer will, and created an
alliance of races that has shaken the foundations of the world to its core. Having destroyed the
legacy of Grom Hellscream by bringing the orcs out of the depths of demon worship and servitude
to unseen powers, Thrall rules the Horde in Kalimdor with wisdom and temperance. The orcs are
as much a part of the Horde as the Horde is part of what the orcs have become.
Size. Orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet
tall. Your size is Medium.
Speed. Your base walking speed is 30 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.
Menacing. You gain proficiency in the Intimidation skill, and may can use Strength or Stamina for
Intimidation checks instead of Charisma.
Warrior Tradition. You may choose two of the below warrior talents. You are treated as a 1st level
warrior for these effects (unless you later take a level in warrior).
Aggressive. You gain the aggressive warrior talent of the same name.
Berserker Rage. You gain the berserker rage warrior talent of the same name. If you later gain the
talent, increase the total times you can rage by 1. You may also cast spells while raging.
Brutal Critical. You gain the brutal critical warrior talent of the same name.
Relentless. You gain the relentless warrior talent of the same name. If you later gain the talent,
you reduce the base DC by 5.
Orcish Combat Training. You have proficiency with all axes, attack claws, and the shortbow.
Languages. You can speak, read, and write Common and Orcish. Orcish is a harsh, grating
language with hard consonants.
Pandaren
“You seem a little parched.”
As a Pandaren, you are an honorable and filled with a love of good company, good food -- and
every now and then, a good friendly brawl.
The pandaren have been content to live in seclusion, allowing their culture to flourish and thrive
away from the influence of the outside world.
However, every now and then, a pandaren is born with a thirst for adventure that rivals his or her
thirst for a strong drink, and he or she strikes out to explore beyond Pandaria’s shores. One of the
most famous of such wanderers was the brewmaster Chen Stormstout, who set out looking for
exotic ingredients for his special ale and wound up an integral part of the founding of the Horde.
During the bleak days that preceded the sundering of the world, when demons flooded onto
Azeroth and threw the entirety of the mortal realm into jeopardy, the last Emperor of the pandaren
discovered a way to protect his land from devastation. His deal with fate shrouded his land within
an impenetrable mist for ten thousand years, but the nature of his transaction has left Pandaria
haunted ever since.
As a Pandaren, you may have been one of the wanderers that left the misty island to explore the
outside world and bring news back home.
Your allies might wonder from where you came and whether they could visit your home, you know
that the mists shall only lift when the time is right.
Pandaren Traits
Ability Score Increase. Your Stamina score increases by 2, and your Spirit by 1.
Age. Pandaren reach adulthood on about the age of 80, and can live up to be 350.
Affiliation. Independent, Horde, or Alliance. Pandaren drift across affiliations, doing whatever
they wish and making friends in either sides.
Size. Your size is medium. Pandaren average 5 1/2 feet in height, and make assured and precise
movements, despite them often reaching the weight of 400 pounds.
Speed. You have a base walking speed of 30 feet.
Bouncy. You can use your reaction when you fall to reduce any falling damage you take by an
amount equal to five times your Stamina modifier.
Inner Peace. You are proficiency with the Insight and Perception skills. In addition, while you are
wearing light or no armor, you gain +1 to Armor Class.
Feat. You may choose one of the following feats: Tavern Brawler, Grappler, or Brew Mastery (if
your starting class is monk).
Languages. You can speak, read, and write Common and Pandaren.
Tauren Traits
Ability Score Increase. Your Strength increases by 2 and your Spirit by 1.
Age. A Tauren typically claims adulthood around the age of 50 and can live to be 150 years old.
Affiliation. Horde. When the tauren first encountered the orcs of Thrall’s Horde, the tauren
recognized the orcs as spiritual brethren. No other race shared such a similar outlook on the world,
and the shamans of both races met frequently to discuss the matters of the spirit world. While the
tauren see the orcs and trolls as potential friends to welcome, they rarely trust the Forsaken with
more than a nod and a place to set their withered feet.
Size. Tauren are much larger than other races. Males average 7 1/2 feet tall and 400 pounds, while
females are usually a bit shorter and lighter.
Tauren are mostly muscle, having incredibly developed physiques and brawny frames most suitable
for combat. They are medium sized.
Speed. You have a base walking speed of 30 feet.
Gore. You can use an attack action to make a gore attack with your horns. It is a melee unarmed
attack that deals 1d8 piercing damage plus your Strength modifier. When benefitting from your
plainswalker bonus to speed or if used after a dashing for one round, your gore attack can knock an
enemy prone (as a push). This is treated as a strike effect.
Plainswalker. You have advantage when making any check to recall a path you have traveled, or to
guide yourself and others through any terrain to find food, natural foes (or avoiding them), or
shelter.
Also, if using the Dash action once per round for three rounds, you gather enough momentum to
add a +30 bonus to your land speed, allowing you to travel as fast as a warhorse overland (at speed
60). This bonus ends if you stop dashing for one round, or if you trip.
Self-Mastery. You have proficiency in either Spirit (Nature) or Spirit (Perception) checks, and
proficiency with the Herbalism kit.
Tremor. You gain the Tremor warrior talent as a 1st level warrior. If you later gain the talent, you
can use the talent two additional times.
Languages. Common, Taur-ahe. The language of the tauren is often harsh and slow-sounding,
which is reflected in the names of their children.
Troll
Several troll subspecies exist, and they are — almost universally – considered depraved by the
civilized peoples of the world due to their brutality, cannibalistic ways, and use of dark magic.
Jungle trolls are humanoids that live in Azeroth’s wilderness, and Ice trolls are known as the
descendants of a vicious civilization that (to this day) resists the Lich King’s dominion in
Northrend.
During Thrall’s exodus from Lordaeron, the Horde rescued the Darkspear tribe, jungle trolls who
lived on one of the many islands in the great sea from the mysterious Sea Witch. The Darkspear
tribe owes Thrall and the orcs a great debt, and allied themselves with the Horde in gratitude. Their
relationship with the noble orcs and tauren has begun to change the Darkspear trolls’ dark ways.
Jungle trolls are sly and cunning, and their society is tribal yet highly regimented.
Each tribe includes a chieftain, who is either the most powerful warrior in the tribe (called Shadow
Hunters) or the most accomplished spellcaster (called Witch Doctors); the chieftain leads his
soldiers in raids against other creatures.
As a troll, you are viewed as vicious, brutal and evil, and history lends credence to this reputation.
Waging constant wars against civilization and attempt to reclaim past glories is a fervent call for
your people, who are seen (and commonly are) a lurking menace in any wilderness area and
willingly ally themselves with other dark powers to achieve their goals.
Darkspear trolls of the Horde, however, deny this legacy. The Horde has taught them camaraderie,
restraint and, to a lesser extent, kindness. Trolls are famous for their ability to heal their wounds
rapidly.
Trollish Traits
Ability Score Increase. Your Agility score increases by 1, and your Stamina increases by 1.
Age. Trolls reach adulthood at the age of 18, and live up to be 80 years old.
Affiliation. Troll affiliations are wildly different ever since the great Troll empires fell.
Size. Trolls are larger and bulkier than humans, and they average around 7 feet tall and 200
pounds, although their lanky build and slouched pose undermines their height. Your size is
Medium.
Speed. Your base walking speed is 30 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.
Warrior Culture. You can gain one of the below abilities.
You can rage as if you had the berserker rage warrior talent as a 1st level warrior. If you gain the
talent, you increase the total times you can rage by 1. Your rage also increases the damage of
ranged thrown attacks as if they were melee weapon attacks (so long as they use Strength).
You gain a favored terrain, as a 1st level hunter. If you ever become a hunter or gain a favored
terrain, you may choose another while retaining this bonus.
Rapid Regeneration. Whenever you rest or are subject to healing, you gain double the hit points
you would normally gain, and can regrow a lost limb after a week of losing them, unless the limb
was lost through your own will or through magic.
Keen Nose. You have advantage on all Spirit (Perception) tests related to smell.
Troll Combat Training. You have proficiency with the battleaxe, handaxe, and all weapons that
have the thrown or ammunition properties, except firearms (unless proficient otherwise).
Languages. You can speak, read, and write Common and Zandali.
Male Names. Drak, Gul, Zol, Vol, Ros, Mig, Gal, Doth, Mag, Ran, Vis.
Female Names. Moor, Mesk, Dan, Mel, Shi, Mith, Hai, So, Lith, Arn, Din, Mak.
Family Names. Trolls usually employ titles rather than family names, but commonly take their tribe
name as a family name.
Subrace. Ancient divides among the troll-folk resulted in two main subraces: forest trolls, and ice
trolls. Choose one of these subraces.
Note. Jungle trolls are treated as forest trolls.
As an ice troll, you belong to the tribes in Northrend or high mountains in Azeroth, commonly the
Drakkari or Frostmane tribe, respectively. Ice trolls average one foot higher than other trolls.
Worgen
“Get gabbin’ or get going.”
The worgen's first verified appearance in the Eastern Kingdoms has been traced back to the Third
War, when the archmage Arugal utilized the wolf-beasts as a weapon against the Scourge. Arugal's
weapons soon turned against him, however, as the curse of the worgen rapidly spread among the
human population, transforming ordinary men and women into ravenous, feral creatures. Arugal
adopted many of the worgen as his own and retreated to the former mansion of Baron Silverlaine,
the estate now known as Shadowfang Keep. The curse, however, was not contained. It persisted in
the lands of Silverpine and extended even into the walled nation of Gilneas, where the curse
rapidly reached pandemic levels.
The citizens of the human nation of Gilneas found themselves trapped, with no hope of escape.
They retreated deeper within the isolated domain, and there they survived, fearful of the savage
presence that lurked just outside the barricades. Tensions among the displaced citizens escalated
over time, resulting in a civil war that now threatens to destabilize the embattled nation even more.
Records indicate that the worgen, a race of lupine humanoids, existed for a time in Kalimdor.
Other evidence also suggested that the Worgen were from a different world that came through
portals by Archmage Arugal. More recent evidence suggested that their true origin might have a
connection to the night elves and a secretive druidic order from Kalimdor's distant past.
It were the night elves who (by happenstance) created the curse in the first place. Obliged to help
their newfound allies, they re-introduced them to the Alliance.
There are those among the Gilneans, however, who cling to hope. Many believe that a cure for the
worgen curse may exist, although others have nearly given up, fearful that if they should lose hope,
their humanity will be lost forever.
Worgen Traits
Ability Score Increase. Your Agility score increases by 2 and your Strength score increases by 1.
Age. As humans
Affiliation. Independent or Alliance. The Worgen of Gilneas re-joined their brethren of the
Alliance once the Worgen Curse spread through their people, but in most cases, Worgen prefer to
cater to their own hungers and ambitions.
Size. Worgens are about the same size as humans when in humanoid and Worgen form. Your size
is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your curse grants you the ability to see in dark 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.
Aberration. You have advantage to saves against natural and manufactured nonmagical poisons
and resistance against poison damage.
Worgen Form. On your turn, you can shift from human form to worgen form as a bonus action.
Shifting lasts until you end it on your turn as a bonus action. While shifting, you gain temporary
hit points equal to your level + your Stamina bonus (minimum of 1), although you can only gain
temporary hit points once per long rest, regardless of how many times you shift to worgen form.
You also gain features described below.
You can roll a 1d6 dice for your unarmed attack when you bite (piercing damage), or a 1d4 for
your unarmed attack if you use your claws (slashing damage). These act as and replace your
original human natural attacks.
When you use the Attack action with an unarmed strike with your natural weapon on your
turn, you can make another unarmed strike as a bonus action.
For example, if you take the Attack action and attack with your claws, you can also make an
unarmed strike (bite) as a bonus action, assuming you haven't already taken a bonus action this
turn.
You can use the Dash action as a bonus action.
Any attack you make with your claw can grapple a target if they are your size or smaller.
Your natural weapon dice increases in strength as if you were a monk equal to your level for
your claw attack, or a monk four levels higher for your bite attack. For example, a 7th level
Worgen warrior’s claws deal 1d6 damage (from 1d4), and their bite deals 1d8 damage.
Languages. You can speak, read, and write Common and one other language of your choice.
Half-breed Race
The Warcraft universe also has its share of mixed-origin characters (or half races), most commonly
half-elves (human and elves of any type), half-orcs (human and orcs, or draenei and orcs), and half-
ogres (orcs and ogres). Some of the more famous examples are Garona Halforcen and the half elven
Alodi, the first Guardian.
Mixed races are treated as both races with spells, magic effects, and mechanical purposes, but may
be looked down upon by their parent races.
Half-breed Traits
Ability Score Increase. The creature chooses one of either parents' racial attributes.
Affiliation. The creature usually either falls to either parents' affiliation or is independent.
Size. The creature is the average in size of both parents (if they are not both Medium sized).
Speed. The creature moves at an average of both parents (if they are not both 30 ft.)
Racial traits. The creature chooses one of either parents' racial traits.
Racial penalties. The creature takes all racial penalties of both parents (if present, such as the blood
elves’ addiction).
Languages. The creature gains the languages of both parents.
Names. Follows the naming conventions of both parents or may be wholly original. Usually mixed
creatures are titled by their ancestry, such as 'Halforcen,' 'half elven', or even 'half human'
depending on their actions and history.
For example, Drann Halforcen, (orc father, draenei mother) can choose his father's (+2 to Strength,
+1 to Stamina) or his mother's (+2 to Strength, +1 to Spirit) racial attribute bonuses. The character
may then make a decision on which race is he closer biologically to (gaining all Draenei racial traits
if the maternal side is dominant, or all Orc traits if their paternal side is dominant).
He would gain both Common, Orcish, and uncorrupted Eredun in either case.
Chapter 3: Classes
Specializations in Warcraft act as sub-classes for most intents and purposes. Some subclasses are
racially-locked, and thus can only be entered by fulfilling a racial requirement.
Classes in Azeroth have different names (as noted in the introduction), and sometimes different
abilities. These are noted below.
Paths, Archetypes, and Circle Features. Class features gained from archetypes (regardless of being
named paths, circles, traditions, etc.) can be sacrificed to grant access to a class talent, but only if
the class already has the ability to gain talents (such as the Hunter, Rogue, or Warrior).
Alchemist (ALC)
Alchemists are students, researchers, and scientists of the mysterious science of alchemy.
To choose to alchemist class is to be more than a dabbler in the art of alchemy—they are utilizers of
strange techniques that would empower themselves and their allies, experienced craftspeople who
can make potions for fractions of the normal time and cost, and some have even modified their
bodies to make full use of their skills.
Creating poisons, potions, special explosives, and empowering substances, alchemists are either
curiosities, prized members of society, or reclusive, feared experts in unstable weird sciences.
Alchemy itself is does not fall strictly in one end between science and magic, but is a potent force
nonetheless.
Alchemists support soldiers and adventurers, and could easily take to the field themselves, brewing
and concoct potions, poisons, and poultices to support (or create) allies on the field. Some work to
support their communities, others attempt to replicate (or surpass) the work of the Scourge's
necromancers, and others focus on self-empowering through strange concoctions they imbibe.
CREATING AN ALCHEMIST
QUICK BUILD
You can make an alchemist quickly by following these suggestions. First, Intelligence should be
your highest ability score. Make Agility your next-highest if you want to use ranged or finesse
weapons, or focus on throwing potions and explosives. Use Strength instead if you wish to
empower yourself in battle and engage in combat via the mutate spell. Second, choose the guild
artisan or scholar backgrounds.
CLASS FEATURES
As an alchemist, you have the following class features.
HIT POINTS
Hit Dice 1d8 per alchemist level
Hit Points at 1st Level 8 + your Stamina modifier
Hit Points at Higher Levels 1d8 (or 5) + your Stamina modifier per alchemist level after 1st
PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons, hand crossbows, maces, explosives, and short swords.
Tools: Alchemist's Tools, Engineering Tools (for explosives only), and Poisoner’s Kit
Saving Throws: Intelligence, Stamina
Skills: Choose four from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) A club or (b) a shortsword
• (a) A sling or (b) a hand crossbow with 20 bolts
• (a) A dungeoneer’s pack, or (b) an explorer’s pack
• Leather armor, alchemist's supplies
• Formula book
Alchemist Class
Level Proficiency Rarity Features Caster level (Spell level)
1st +2 Common Alchemy, Cantrips, 1 (1st)
Spontaneous Potions (4/rest), Weird Science
2nd +2 Common Quick Potions 2 (1st)
3rd +2 Common Alchemy Path 3 (2nd)
4th +2 Common Ability Score Improvement 4 (2nd)
5th +3 Uncommon Spontaneous Potions (5/rest) 5 (3rd)
6th +3 Uncommon Path Feature 6 (3rd)
7th +3 Uncommon Mettle 7 (4th)
8th +3 Uncommon Ability Score Improvement 8 (4th)
9th +4 Rare Multiple Potions, Spontaneous 9 (5th)
Potions (6/rest)
10th +4 Rare Path Feature 10 (5th)
11th +4 Rare Expert Chemist 11 (6th)
12th +4 Rare Ability Score Improvement 12 (6th)
13th +5 Very Rare Internal Clock, Spontaneous 13 (7th)
Potions (7/rest)
14th +5 Very Rare Path Feature 14 (7th)
15th +5 Very Rare 15 (8th)
16th +5 Very Rare Ability Score Improvement 16 (8th)
17th +6 Legendary Spontaneous Potions (8/rest) 17 (9th)
18th +6 Legendary Internal Clock (no reaction) 18 (9th)
19th +6 Legendary Ability Score Improvement 19 (9th)
20th +6 Legendary Synthesized Potions 20 (9th)
Alchemy. When starting with this class, you have proficiency with the Alchemy skill. You can
create alchemical mixtures from any spell that belongs to the alchemist spell list, so long as you
have the alchemical formula. This does not actually allow you to cast spells, only to know them
enough to create potions. Each level in the alchemist class provides you with 1 caster level for the
purposes of accessing alchemical formulae.
Spellcasting Ability
Intelligence is your spellcasting ability for your alchemist spells, since your powers draw upon your
scientific prowess. You use your Intelligence modifier whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an
alchemist effect you create and when making an attack roll with one.
Spontaneous Potions. Also at 1st level, you create spontaneous potions with less preparation than
normal. This costs an action (or the casting time of the spell, whichever takes longer), creating a
potion, limited to the maximum alchemist spell level you can access. This potion does not cost
money or mana, except if the spell has material components (which must be provided as normal).
You can use this ability a number of times equal to 2 plus your proficiency bonus before requiring a
long rest to regain uses of the ability. At the end of a short rest, you regain one use of this ability so
long as you have alchemist’s supplies, however. You cannot have more than one spontaneous
potion active at the same time.
These potions are unstable, and are instantly recognizable upon sight by those who have even
passing knowledge of alchemy (either by looking too watery, bubbly, or whatever form spontaneous
potions take in the setting). A spontaneous potion can be applied by your hands only (by
consumption or if thrown), and has a 50% failure chance when used by another character
(including other alchemists). You can turn a spontaneous potion into a regular potion (though this
takes the normal crafting time and costs associated).
Creative Brewing. You can attempt to create a spontaneous potion of a spell that is on your spell list
and one you can cast, but is not in your formula book, so long as you have a formula (such as by
finding rival alchemist’s formulae), and passing a DC 20 Intelligence check with Alchemy supplies.
On a failed check, this consumes one use of the ability without benefit. Succeeding has a 5%
chance the alchemist memorizes the formula and can scribe it.
Weird Science. Also at 1st level, you may choose a weird science to focus your alchemical powers
upon. Choose one of the following sciences.
Homunculus. You gain a companion that is a humanoid, undead, or construct. See Bound
Companions for more details. The companion can use your potions as if it was you. A homunculus
can be a humanoid (a charmed humanoid, ogre, an alchemically-created gargoyle, a potion-fueled
zombie, or some Frankenstein-like creature of your design). Its CR is equal to 1/4th your alchemist
level, and it retains a shadow of free will, but can be commanded to go against its nature (or what it
perceives as its nature) with a DC 15 Charisma check. Bonding with a homunculus requires
spending one hour communicating with the creature by means it can understand, and spending the
next seven hours in bonding activities (fixing/healing/conversing/etc.).
Explosive Potions. You can spontaneously create (see spontaneous potions) potions of the
Explosion spell a number of times per day equal to the times you can create a spontaneous potion
(this is added to the total). Unlike normal spontaneous potions (which requires 1 Use Object
action and another action to use), this can be created and thrown (as a ranged attack) in with one
action. You also memorize the Explosion spell, and automatically remember how to make
explosion potions, even without your formula book. As with spontaneous potions, you can regain
one use of your explosive potions ability at the end of a short rest so long as you still have your
alchemist’s supplies.
Quick Alchemy. Starting at 2nd level, your ability to whip up spontaneous potions increases your
efficiency in creating normal potions. You reduce the base cost to create potions from ¼ that of an
item of the same quality to 1/8, and crafting them is one step of complexity faster. Spell material
components are calculated separately, and their cost is not reduced.
You also gain the Flash Bomber rogue talent, but it may only be used with alchemical items.
Alchemy Path
When you reach 3rd level, you walk a path that defines you as your path of alchemy. Up to this
time you have been in a preparatory stage, committed to a path but not yet fully enveloped in it.
Now you choose the Path of the Mutant for self-transmutation and improving your combat
abilities, Path of the Transmutor for theoretical pursuits and advanced alchemical effects, or Path
of the Apothecary to go beyond morality and mortality and dabble in death and life magics, all
detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level. Those features
include path spells.
Path Spells
Each path has a list of associated spells. You gain access to these spells at the levels specified in the
path description. Once you gain access to a path spell, you always have it known and memorized.
Path spells do not need to be stored in the alchemical notebook.
If you gain a path spell that doesn’t appear on the alchemist spell list, the spell is nonetheless an
alchemist spell for you.
Mettle. Starting at 7th level, your exposure and experimentations in alchemy left your body more
resilient to certain effects, such as a rogue’s poisonous blade or a stinking cloud spell. When you
are subjected to an effect that allows you to make a Stamina saving throw to take only half damage
or a reduced effect, you instead take no damage or effect if you succeed on the saving throw, and
only half damage (or the reduced effect) if you fail.
For example, a clay golem’s reduction to maximum hit points is negated on a successful saving
throw, and you take half the effect if you fail.
Multiple Potions. Starting at 9th level, you may maintain two spontaneous potions at the same
time.
Expert Chemist. Starting at 11th level, whenever you deliver a poison, disease, or potion, you
increase the DC, damage, or duration of the effect increases by 2 points (or two rounds if possible).
Internal Clock. Starting at 13th level, whenever you make a potion and consume it, you can
choose to keep its effects latent until a condition you specify. When said condition comes to pass,
the potion activates as if you just consumed it, and costs you a reaction. You can have a number of
potions stored this way equal to your proficiency bonus.
Starting at 18th level, activating a potion on your internal clock costs no reaction.
Synthesized Potions. Starting at 20th level, you can create synthesized potions. A synthesized
potion has the benefit of one potion of a specific rarity, and includes the effect of another potion of
a rarity two steps below. For example, the rare-quality Globe of Invulnerability potion can be
synthesized with a common quality healing potion. This costs the normal cost of the potion plus
half the cost of the secondary potion.
You can possess an indefinite number of synthesized potions, but create only one every 24 hours.
Alchemy Paths
Path of the Apothecary
You recognize no boundary of morality or faith in your pursuit of weird science. Reaching beyond
the realms of experiment to dissect the supernatural, you employ necromancy, soul magic, and
unusual diseases and poisons. Apothecaries usually dress as plague doctors or experimenters,
dealing with death and strange occult things for reasons only they know.
Plague Zombies. Upon gaining this archetype at 3rd level, you learn to imbue any undead creature
you create or control with a poison or disease of your choice. This requires spending a dose of the
poison or disease, allowing any corporeal undead to act as a carrier to the disease, inflicting up to
three doses of the poison or disease (though this does not bypass the normal limitations of how a
poison or disease is infected).
Necromancy Mastery. Starting at 6th level, you add all necromancy spells from the Mage spell list
to the Alchemist spell list.
Biohazard. Starting at 10th level, you can secrete or develop poisons and diseases in your body.
You may declare development of a disease or poison 24 hours before you can secrete it. After 24
hours have passed, you can conjure up doses of said poison or disease per proficiency bonus. This
can be done once in a 24-hour circle.
You cannot develop a disease or poison that would otherwise affect you in this way. The DC to
resist the poison or disease cannot exceed a value equal to 10 + half your class level. Gaining
acquired immunity to poisons or diseases also requires only one-quarter the normal time. See the
Poisoner’s Kit for the ability to gain immunities against diseases or poisons.
Soul Science. Starting at 14th level, whenever you create or summon undead or constructs via
engineering, or the conjure or bind spells, you may grant the creature gain Blindsight against living
and undead creatures, as well as constructs and devices that work off an electrical source.
Greater Mutate. Upon gaining this archetype at 3rd level, you treat any Mutate spell you benefit
from as if it were heightened one level for no cost. This also applies to any homunculus you have.
Super Mutant. Starting at 6th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn. This only applies when you benefit from the Mutate spell.
Also, you may treat any potion you drink as if it were a Rejuvenation potion, of the same spell level
as the potion (up to a maximum of a spell level you can access).
Also, you no longer gain exhaustion from the berserker rage spell.
Battle Chemist. Starting on 10th level, you double the amount of times you may use the flash
bomber talent before a rest. Also, whenever you are in the area of effect of the explosion spell
(regardless of its source), you can benefit from the berserker rage spell.
Greater Internal Clock. Starting at 14th level, you treat your proficiency bonus as if 2 points
higher for the purposes of how many potions you can have active under your Internal Clock ability.
Also, whenever a potion’s condition passes, you may choose to withhold benefitting from it up to 1
minute, before the benefits of the potion fade harmlessly.
Fortifying Chemistry. Upon gaining this archetype at 3rd level, any potion crafted by you grants
the imbiber temporary hit points equal to your alchemist level that remain for one hour.
This cannot exceed double the target’s maximum hit points, nor be benefitted from twice within
the same hour. You may choose to suppress this quality if creating harmful potions as normal.
You also gain proficiency in Stamina saving throws.
Alchemist’s Stone. Starting at 6th level, you can spend 8 hours creating an alchemist’s stone. Any
creature holding the stone (including you) gains a benefit of your choice as long as the stone is in
the creature’s possession.
When you create the stone, choose one benefit from the following options:
• Greater Stamina. Proficiency in Stamina saving throws.
• Greater Resistance. Resistance to acid, cold, fire, lightning, or thunder damage (your choice
whenever you choose this benefit).
• Alchemical Suffusion. You may suffuse the stone with your blood and power. So long as the
creature holds the stone, they may command it to create a spontaneous potion, drawing from
your daily reserve. This may be used without your consent, though you may sever the bond
between you and the alchemist’s stone at the end of a short rest.
If you die, the alchemist stone remains active, but this benefit can be used once every week.
Shapechanger. At 10th level, you add the polymorph spell to your formula book, if it is not there
already. You may manifest the spell on yourself and transform into a beast whose Challenge is 1 or
lower without spending a potion or using your Spontaneous Potions feature.
Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest,
though you can still create it into a potion or utilize your spontaneous potions ability.
Greater Alchemist’s Stone. Starting at 16th level, you can use your action to consume the reserve
of power stored within your alchemist’s stone in a single burst. Any alchemist stone you create has
one of the following abilities. Using one ability consumes the stone.
Major Alchemy. You can transmute one nonmagical object—no larger than a 5-foot cube—into
another nonmagical object of similar size and mass and of equal or lesser value. You must
spend 10 minutes handling the object to transform it.
Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with
the alchemist’s stone. The creature also regains all its hit points.
Restore Life. You cast the Resurrection spell on a creature you touch with the alchemist’s stone,
without expending a potion or needing to have the spell in your formula book.
Restore Youth. You touch the alchemist’s stone to a willing creature, and that creature’s apparent
age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the
creature’s actual lifespan.
Corruption
Upon gaining a level in this class, you may permanently pledge your soul as well, turning yourself
into an undead creature (permanently gaining the below Undead Nature ability, and counting as
the undead creature type).
Undead Nature. You don’t require air, food, drink, or sleep. You are also immune to nonmagical
natural and manufactured poisons and diseases, and have advantage to effects that cause the
exhausted and poisoned conditions.
Also, a draenei who takes on the mantle of death knight may alter their Gift of the Naaru ability,
casting the Death Hex spell instead, as the draenei takes a unique shadow-fel shade of their Eredar
heritage in exchange of the holy powers of the Naaru. This extremely uncommon sacrifice also
takes its toll on the draenei’s body, slowly morphing their appearance through extended exposure
to fel magic to be more like the Eredar.
CLASS FEATURES
As a death knight, you have the following class features.
HIT POINTS
Hit Dice 1d10 per death knight level
Hit Points at 1st Level 10 + your Stamina modifier
Hit Points at Higher Levels 1d10 (or 6) + your Stamina modifier per death knight level after 1st
PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Spirit
Skills: Choose four from Athletics, Insight, Intimidation, Medicine, Deception, and Religion.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest’s pack or (b) an explorer’s pack
Chain mail and an unholy symbol
Special: One (or both, if using two weapons to fight) of your starting weapons is a runeblade, a
sword imbued with the power of the Lich King and his blessing. Runeblades have three benefits:
They serve as spellbooks and store spells.
You gain advantage to saving throws against any effect that controls your character or alters
their alignment against the Lich King’s will.
The blade serves as an unholy symbol.
The runeblade is a greater attunement weapon (see equipment).
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings
like heavenly music in your ears. As an action, you can open your awareness to detect such forces.
Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60
feet of you that is not behind total cover.
You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its
identity (the lich Kel’Thuzad, for instance). Within the same radius, you also detect the presence of
any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier.
When you finish a long rest, you regain all expended uses.
Corrupting Touch
Your cursed touch can cause unholy wounds. As an action, you may perform a corrupting touch on
a target, investing them with damaging energies. For every mana point you spend for Corrupting
Touch, you heal a number of hit points equal to your proficiency bonus if targeting an undead or
fiend. Amount you heal is instead treated as Shadow damage for living creatures (in which case,
this requires a melee spell attack). Excess hit points are lost. When performing Corrupting Touch
on yourself, this is instead a bonus action, and you are always healed by this ability, regardless of
your creature type.
Alternatively, you can expend the mana to inflict one disease or one poison of your choice. Each
disease or poison requires spending mana points equal to one-quarter the saving throw DC of the
poison or disease. You may inflict multiple diseases or poisons this way. You can choose be a carrier
to up to three separate poisons or diseases on your person. You need previous exposure to a poison
or disease to be a carrier.
This feature has no effect on constructs.
Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast
spells as a paladin does.
Spellcasting Ability
Charisma is your spellcasting ability for your death knight spells, since their power derives from the
strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma modifier when setting the saving throw DC for a death
knight spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellbook – Runeblade
At 2nd level, your runeblade contains three 1st-level death knight spells of your choice. When you
level up, you gain 2 additional death knight spells of your choice. You may also acquire new spells
by research, tutelage, or from the spellbooks and scrolls of spellcasters who have spells you can cast.
Your runeblade is effectively your spellbook, and you may add spells by scribing with runic inks.
You can choose to store your spells in a spellbook instead or as runes on any other surface as well.
Spellcasting Focus
You can use an unholy symbol as a spellcasting focus for your death knight spells, or you can treat
your runeblade as your focus.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the
second attack.
Runic Strike
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend mana
equal to one death knight spell to deal shadow damage to the target, in addition to the weapon’s
damage.
The extra damage is 2d8 for a 1st-level spell, plus 1d8 for each spell level higher than 1st, to a
maximum of 5d8. The damage increases by 1d8 if the target is a celestial or a follower of the Holy
Light (or if not a follower, one who merely uses it).
If you have a rune active, you may also perform a Runic Strike without expending mana (called
Runic Release), terminating the effects of the rune (plus an additional effect depending on the
seal). Despite the name, Runic Strike does not count as a Strike effect.
Aura
Starting at 3rd level, you may exert an aura you can emit in a 15-foot radius sphere centered on you
as a bonus action. You may maintain concentration with this effect for up to 1 hour. Unlike most
effects that require concentration, you may also maintain concentration on spell at the same time.
You still suffer the chance to lose the aura (DC 10 or half damage Stamina saving throw). Once the
aura ends, you cannot exert it again until you complete a long or short rest (you may exert other
auras).
All effects are treated as evil effects that have no saving throw, but can be negated by Protection
From Evil and Good and suppressed for 1 minute with dispel magic and similar abjurations. If you
are rendered unconscious, the effect ends automatically. If an aura can be resisted, it is a Spirit
saving throw with a DC equal to your spell DC.
Aura bonuses do not stack with other aura bonuses. Creatures affected by auras automatically sense
where they are emanating from.
Abandonment At level 3, you have the aura of abandonment. All hostile creatures take extra damage
from Weapon attacks equal to your proficiency bonus. This opposes Devotion Aura, and both
effects are negated.
Necrotic At level 6, you have the aura of necrosis. All hostile creatures that are reduced to 0 hit
points restore 1d4 hit points to you and a number of allies equal to your proficiency bonus. You do
not heal if the character is stabilized. This opposes Retribution Aura, and both effects are negated.
Unholy At level 10, you have the aura of the unholy. All allied creatures within range gain +10 foot
movement increase on their speed, and regenerate one hit point per proficiency bonus every hour.
This does not stack with other regenerative abilities such as restoring hit dice from resting, and has
no effect on constructs. This opposes Crusader aura, and both effects are suppressed.
Distraction At level 14, you have the aura of distraction. All hostile creatures suffer disadvantage on
Stamina saving throws to maintain their concentration on spells. Once per proficiency bonus, you
may use your reaction to force a hostile creature to treat its spellcasting as distracted. This opposes
Concentration aura, and both effects are suppressed.
Vulnerability At level 18, you have the aura of vulnerability. All hostile creatures are lightly
vulnerable against one energy type (choose once emitting the aura between acid, cold, electricity, or
fire). Affected creatures take bonus damage equal to double your proficiency bonus (cannot exceed
double the original damage). This can be resisted to negate the effect once per round. This opposes
Resistance Aura, and both effects are suppressed.
Dark Path
When you reach 3rd level, you walk a path that defines you as a death knight forever. Up to this
time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you
choose the Path of Blood for vengeance, Path of Frost for cool disregard for life, or Path of the
Unholy to defy the heavens, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features
include path spells and the Channel Divinity feature.
Path Spells
Each path has a list of associated spells. You gain access to these spells at the levels specified in the
path description. Once you gain access to a path spell, you always have it prepared. Path spells
don’t count against the number of spells you can prepare each day.
If you gain a path spell that doesn’t appear on the death knight spell list, the spell is nonetheless a
death knight spell for you.
Channel Divinity
Your path allows you to channel divine energy to fuel magical effects. Each Channel Divinity
option provided by your path explains how to use it. When you use your Channel Divinity, you
choose which option to use. You must then finish a short or long rest to use your Channel Divinity
again. Some Channel Divinity effects require saving throws. When you use such an effect from this
class, the DC equals your death knight spell save DC.
By default, you may always Turn Good, and gain an additional choice from your Path.
Turn Good
As an action, you present your unholy symbol and speak a prayer censuring humanoids, celestials,
and beasts, using your Channel Divinity. Each humanoid, celestial or beast that can see or hear you
within 30 feet of you must make a Spirit saving throw.
If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned
creature must spend its turns trying to move as far away from you as it can, and it can’t willingly
move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the
Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action
on your turn.
Cursed Carrier
Starting at 6th level, you can carry diseases in your body, and spread them by touch (if contact),
scratch (if injury), breath (if inhaled), or spit (if ingested). You can carry up to three diseases of your
choice with this ability, above the normal three added by Corrupting Touch.
Dispelling Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing
creature that you touch. You can use this feature a number of times equal to your Charisma
modifier (a minimum of once). You regain expended uses when you finish a long rest.
Aura Improvement
Beginning on 18th level, you have advantage to concentrate on auras, and the range increases to 30
feet.
Dark Paths
Dark Paths act as Paladins’ Sacred Oaths, and each death knight must choose one Dark Path
starting at 3rd level.
Path of Blood
You are a dark guardian who manipulates and corrupts life energy to sustain themselves in the face
of the enemy’s onslaught. Blood death knights invoke ancient legends of blood-drinking beings
who are immortal on the battlefield.
Path of Blood Spells
Level Spell
3rd Bane, false life
5th Rune array (vampiric), ray of enfeeblement
9th Animate undead (level 3), carrion swarm
13th Unhallow, black tentacles (or bloody grasp)
17th Contagion, circle of power
Channel Divinity.
Blood Ward. You can use your Channel Divinity to protect yourself from the effects of hostile
magic. As a reaction, you can grant yourself and everyone within range of any aura you have
advantage on saving throws versus any magical effect that you wish to ward for 1 minute (choose
one magic school).
Blood Strike [Strike]. Beginning when you choose this archetype at 3rd level, whenever you hit a
living creature with a melee weapon attack, you can spend one of your hit dice to regain health.
You can benefit from this feature only once per round.
Blood Tap. Starting at 7th level, you may expend a hit dice to restore mana equal to 2 per hit dice
expended as a bonus action. This may be used so long as you have unused hit dice.
Bloodforge. Starting at 15th level, whenever you slay a creature with your Death Pact spell, you
may opt to regain hit dice equal to the creature’s CR instead of healing yourself. Death Pact is
always prepared for you.
Life Stealer. Starting at 20th level, whenever you are dropped to 0 hit points, you may use your
Death Pact spell on any dying creature as well as undead and fiends. You may also instead tear the
life from living targets within 30 ft., stealing a number of hit points equal to ¼ their current hit
points, and restoring your hit points by the same amount.
The target may resist with an opposed Stamina saving throw. This may be used once per Charisma
modifier (minimum 1) before requiring a rest.
Path of Frost
You are a harbinger of doom, channeling runic power and delivering freezing weapon strikes. Frost
death knights are terrors of the frozen wastes.
Channel Divinity.
Freeze. You can use your Channel Divinity to cause enemies within a 20 foot radius to be wracked
with unbearable pain as you freeze their blood. The targets must succeed a Charisma save or suffer
Disadvantage to all attack rolls and skill checks, and move at half movement while in the affected
area. This lasts for a number of rounds equal to your Death Knight level.
Frost Presence. Starting when you gain this archetype at 3rd level, whenever you deal cold damage
through a spell or ability, you deal an extra cold damage equal to your proficiency bonus. You also
gain resistance to cold damage.
Might of the Wastes [Strike]. Starting at 7th level, your frost-sharpened weapons deals a critical hit
on a roll of 19 or 20. You also deal an additional 1d4 points of cold damage whenever you strike an
enemy with this. For the purposes of the Frost Presence ability, this also slows the enemy.
Frozen Soul. Starting at 15th level, you gain a free use of Unholy Strike whenever you reduce a
creature to 0 hit points from a cold spell. A creature defeated this way turns into an ice statue. You
may choose to deal half of your Unholy Strike damage in Cold damage.
Pillar of Frost. Starting at 20th level, you can cause ice to hang heavy on your body. This increases
your strength score by 4 to a max of 24 and your Stamina by 2 to a max of 22 due to the weight of
the ice.
Unholy Path
You are a pale horseman of death, leading undead troops to battle, fueled with hatred of the living.
Unholy death knights lead armies of the dead and overwhelm their enemies.
Channel Divinity.
Bolster Undead. You can use your Channel Divinity to guard undead against being turned, as well as
empowering them. All and any undead under your command within 30 ft. of you may add your
Proficiency bonus to attack rolls, skill checks, damage rolls, and saving throws for one minute, and
may ignore one Turn Undead attempt. You cannot benefit from the numeric bonus, but can
ignore one Turn Undead attempt on use. This bonus remains for one hour.
Undead Companion.
At 3rd level, you gain a bound companion that accompanies you on your adventures and can fight
alongside you. The companion must be an undead that is no larger than Medium and that has a
challenge rating of 1/4 or lower (for example, a zombie or a skeleton). See Bound Companion for
more details.
Bond
Due to your bond with the beast, you can add your proficiency bonus to the undead’s AC, attack
rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point
maximum equals its normal maximum or four times your death knight level, whichever is higher.
Leveling up
Your undead companion improves in CR the higher your level becomes, CR equal to 1 per every 8
levels of Death Knight (improving to ½ CR at level 4, 1 CR at level 8, and 2 CR at level 16). When
reaching 8th level, you can choose a Large creature.
Special
Bonding with an undead requires spending one hour animating it, and the next hour drawing from
any superficial memories before its death. You may raise your enemies to serve as undead
companions, so long as their CR are within the above guidelines. Most death knights take low-level
ghouls, before being able to bond with greater targets.
Grave March. Beginning at 7th level, your Unholy Aura can be used in conjunction with any other
aura. Targets that benefit from your Unholy Aura also have advantage to all saves that hinder or
arrest movement, or effects that hinder or remove control over their actions.
Army of the Dead. Starting at 15th level, your Animate Undead (Conjure Undead) spell is
inherently stronger than others. Whenever you cast Animate Undead, a number of zombies arise
(up to 2 per spell level) to fight for you for up to 1 minute, and collapse at the end.
These temporary undead followers are friendly to you and your allies, and are controlled as normal
summons (but do not count against your limit of summoned undead). You may channel this effect
with an action, extending their presence for up to 10 minutes.
This does not require corpses to be present--undead sprout from the very ground. However, this
cannot be used on hallowed ground, and the undead must be able to dig out of the earth.
Unholy Champion. Starting at 20th level, the Lich King has blessed you with unholy zeal, allowing
you to become surrounded with dark energies. As an action, you can be surrounded by a thick
miasma that spreads out to your aura range, and gain the following benefits for 1 minute:
At the beginning of your transformation, you are instantly healed for 3d8+10 HP.
Become resistant to damage from good aligned targets (or magical weapons).
Any undead in the miasma regains 2d6 hit points every round. This cannot exceed half
total hit points.
Druid (DRD)
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.
The druids of Azeroth nearly all belong to the circle of Cenarius. Druids otherwise corrupted still
belong to the same circle. Azerothian druids are more limited in the shapes they may choose when
transforming, but they gain an additional ability to empower said form.
CREATING A DRUID
QUICK BUILD
You can make a druid quickly by following these suggestions. First, Spirit should be your highest
ability score, followed by Stamina. Second, choose the hermit background.
PROFICIENCIES
Armor: Light armor
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Charisma, Stamina
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception,
Religion, and Survival
CLASS FEATURES
As a druid, you have the following class features.
HIT POINTS
Hit Dice 1d8 per druid level
Hit Points at 1st Level 8 + your Stamina modifier
Hit Points at Higher Levels 1d8 (or 5) + your Stamina 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) five javelins or (b) a sling and 10 bullets
Leather armor, an explorer’s pack, and a druidic focus
Druid Class
Level Proficiency Features Caster level (Spell level)
1st +2 Druidic, Spellcasting 1 (1st)
2nd +2 Wild shape, Druidic Circle, Ancient Power 2 (1st)
3rd +2 - 3 (2nd)
4th +2 Ability Score Improvement, Wild Shape 4 (2nd)
improvement (Water)
5th +3 - 5 (3rd)
6th +3 Druid Circle Feature 6 (3rd)
7th +3 - 7 (4th)
8th +3 Ability Score Improvement, Wild Shape 8 (4th)
improvement (Air)
9th +4 - 9 (5th)
10th +4 Druid Circle Feature 10 (5th)
11th +4 - 11 (6th)
12th +4 Ability Score Improvement, Wild Shape 12 (6th)
improvement (Plant)
13th +5 - 13 (7th)
14th +5 Druid Circle Feature 14 (7th)
15th +5 - 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 - 17 (9th)
18th +6 Timeless, Beast Spells 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Archdruid 20 (9th)
Druidic
You know Druidic, the secret language of druids, fey, and spirits of the wild. You can speak the
language and use it to leave hidden messages. You and others who know this language
automatically spot such a message. Others spot the message’s presence with a successful DC 15
Spirit (Perception) check but can’t decipher it without magic. If you can speak druidic, you can
communicate with all other druids and all fey creatures, even if you don’t otherwise share a
language.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
You cast Druid spells.
Cantrips
At 1st level, you know a number of cantrips equal to your proficiency bonus.
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell in your
idol. You don't need to have the spell prepared.
Spellcasting Ability
Spirit is your spellcasting ability for your druid spells, since your magic draws upon your devotion
and attunement to nature. You use your Spirit whenever a spell refers to your spellcasting ability. In
addition, you use your Spirit modifier when setting the saving throw DC for a druid spell you cast
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Spirit modifier
Spell attack modifier = your proficiency bonus + your Spirit modifier
Spellbook – Idol
At 1st level, your idol contains six 1st-level druid spells of your choice. When you level up, you gain
2 additional druid spells of your choice. You may also acquire new spells by research, tutelage, or
from the spellbooks and scrolls of spellcasters who have spells you can cast.
Your idol is effectively your spellbook, and you may add spells by meditating with it and inhaling
herbal vapors.
Spellcasting Focus
You can use a druidic idol as a spellcasting focus for your druid spells.
Druid Circle
At 2nd level, you choose to identify with a circle of druids: the Circle of the Balance to preserve the
order of nature, the Circle of the Feral Beast to act within nature’s order, or the Circle of
Restoration to keep and preserve living things, all detailed at the end of the class description. Your
choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Wild Shape
Starting at 2nd level, you may choose a land-bound beast to morph into as an action. You can use
this ability a number of times equal to your proficiency bonus before requiring a long rest. The
creature selected can be any beast that cannot fly or swim naturally, such as a wolf, lion, bear, tiger,
etc. You remain in this form a number of hours equal to half your druid level (round down).
You then revert to your normal form unless you expend another use of this feature. You can revert
to your normal form earlier by using a bonus action on your turn. You automatically revert if you
fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your
alignment, personality, and Intelligence, Spirit, and Charisma scores. You also retain all of your
skill and saving throw proficiencies, in addition to gaining those of the creature.
If the creature has the same proficiency as you and the bonus in its stat block is higher than
yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions,
you can't use them.
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to
your normal form, you retain the percentage of hit points your old form ended with (for example,
ending the spell at half hit points would leave you with half your normal hit points). If the spell
ended from your hit points being reduced to 0 or below, you revert back with 1 hit point.
You can’t cast spells unless those noted by other abilities, and your ability to speak or take
any action that requires hands is limited to the capabilities of your beast form. Transforming
doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from
taking actions that are part of a spell, such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use
them if the new form is physically capable of doing so. However, you can’t use any of your special
senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your
new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is
practical for the new form to wear a piece of equipment, based on the creature’s shape and size.
Your equipment doesn’t change size or shape to match the new form, and any equipment that the
new form can’t wear must either fall to the ground or merge with it. Equipment that merges with
the form has no effect until you leave the form.
Starting at 4th level, you may choose a creature with natural swimming capabilities and underwater
breathing, such as a sea lion, a seal, a fish, a shark, etc.
At 8th level, you may choose a creature with natural flying capabilities (such as giant eagles,
dragonhawks, storm-crows, or vultures) to the list of creatures you can transform to.
At 12th level, you may take the form of a tree or plant, and add Minor Ancients to the list of
creatures you can transform to.
The four chosen creature forms (one from each category) cannot be changed later. Creatures you
may transform to have a maximum CR of your hit dice divided by 8 (¼ at level 2, ½ at level 4, 1 at
level 8, and 2 at level 16).
Ancient Power
Starting at 2nd level, you may rapidly recover your mana by invoking ancient powers. You can use
your action and bonus action on your turn to regain mana as if completed a short rest (or rested for
one hour).
You can use this feature up to one time per every two points of proficiency bonus. You regain
expended uses when you finish a long rest.
Alternatively, if you use this during a short rest, you are treated as if you rested for two hours.
Timeless
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10
actual years you live, your body ages one year only.
Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild
Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape,
but you aren’t able to provide material components.
Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any
material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both
your normal shape and your beast shape from Wild Shape.
Druid Circles
Druids may choose from one of the below three circles.
Each druid also adds Teleportation circle to their list of spells, but may only teleport to their
counterpart in the emerald dream.
Balance
You achieve a balance between the powers and influence of the moon and sun. Balance druids
usually stand in the back lines, invigorating their allies and calling down shooting stars on their
foes.
Eclipse Pool. Starting at 2nd level, whenever you successfully deal Arcane or Holy damage to an
enemy through a Druidic spell or ability, you gain one Eclipse point. You cannot gain more than
one per round. Eclipse points may be used to empower your abilities. For every Eclipse point you
have, you may deal an additional 1 point of Arcane or Holy damage with spells and abilities that
deal direct Arcane or Holy damage. You may have a maximum number of points equal to 2 plus
your Proficiency bonus, and they remain for one hour after being acquired.
Balance of Sun and Moon. Also starting at 2nd level, you may expend one Eclipse point when
casting a spell that deals Arcane or Holy damage, and deal 1d4 points of damage of that type.
Moon-Kin. Starting at 6th level, you may transform into a wildkin. When transformed, however,
you may still cast druidic spells of the Transmutation and Evocation schools. When in this form,
such spells cost 1 mana less than normal.
Shooting Star. Starting at 10th level, you may reroll the damage roll for any spell you cast by
expending an Eclipse Point.
World in Balance. Starting at 14th level, you can command the world to hear your call, and call a
solar or lunar eclipse (depending on the time).
Solar Eclipse (Day only). The sun’s light is covered by a shadow which blankets the earth in a 5-mile
radius centered on the druid for one hour. The area becomes dim light or normal light (your
choice), and creatures sensitive to sunlight do not take penalties from sunlight. All your spells that
deal Arcane damage do so as if your Eclipse pool was full. You also gain one Eclipse Point per
minute.
Lunar Eclipse (Night only). The moon’s light is bright and cloaked in the shadow which blankets the
earth in a 5-mile radius centered on the druid for one hour. The area becomes either dim or
normal light (your choice), and creatures sensitive to moonlight or sunlight take penalties
(depending on your wish) when in the area. All your spells that deal Holy damage do so as if your
Eclipse pool is full. You also gain one Eclipse Point per minute.
Feral
Your magical talents bring you closer to beasts of the wild, making you prime and paragon above
them. Feral druids often take up traits of the beasts they shape to.
Fortitude of the Wilds. When you choose this archetype at 2nd level, you gain the ability to use
Wild Shape on your turn as a bonus action or a reaction, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one
spell to regain 1d8 hit points per level of the spell expended.
Fury of the Wilds. Also when gaining this archetype, when determining your maximum allowable
CR to transform to, you divide your level by four, and not eight, therefore (½ at level 2, 1 at level 4,
2 at level 8, and 3 at level 12, 4 at level 16, and 5 at level 20).
Primal Strike. Starting at 6th level, your attacks in beast form count as magical for the purpose of
overcoming resistance and immunity to non-magical attacks and damage.
Blessed Beast. Starting at 10th level, you may gain a special ability depending on your favored form
of a wild shape. Choose any of your forms, and you may assign one of the following abilities to it,
but only when in that form. Upon reaching 15th level, you may choose another option for each
form.
Raking beast: You gain the rogue’s Sneak Attack ability as a 1st level rogue. This can be
taken again to improve the level up to half your druid level.
Roaring beast: You can empower your allies with a primal roar. This acts exactly as the
Death Knight’s Abandonment Aura.
Defending beast: You can gain resistance to all nonmagical bludgeoning, piercing, and
slashing damage by expending a reaction. This remains for one minute, and may be used once
before a short rest.
Magical beast: You may choose any two spells from your druid spell list and cast them in
this form. This does not require somatic or verbal components.
Inspiring beast: You gain the bard’s Inspiration ability as a 1st level bard. This can be taken
again to improve the level up to half your druid level.
Prowling beast: Whenever you and an ally both threaten a creature, your ally gains advantage
to attack rolls against it.
Holy beast: You gain the priest’s Turn Undead ability as a 1st level priest. This can be taken
again to improve the level up to half your druid level. This can also act against fiends as if they were
undead.
Furious beast: You can rage as if you had the berserker rage warrior talent as a 1st level
warrior. If you gain the talent, you increase the total times you can rage by 1.
Grand Beast. Starting at 14th level, your weapon attacks while in wild shape deal an additional die
of damage. Also, while under a wild shape, you gain 5 temporary hit points at the beginning of
each round when in a wild shape. These temporary hit points do not carry over to your round.
Restoration
You focus on the renewing and resilient quality of nature. Restoration druids appreciate the more
organic side of nature, preferring to conjure plant allies (usually treants), heal their friends, and
reach out through the Emerald Dream for information and insights to the future.
Healing Lore. When you choose this archetype at 2nd level, you may alter the target of a sigil spell
effect as a bonus action, targeting any eligible target within a range equal to the spell’s original
range. The spell’s effects take place at the new target’s turn as usual.
Extended Growth. Also starting at 2nd level, the maximum duration of healing sigil spells for you
is multiplied by 5, and you gain advantage to attempts to maintain a sigil.
Seed of Life. Starting at 6th level, you may touch any creature as an action, and cast any druidic
spell, which remains latent until you discharge it with a mental command. Until the spell is
discharged, you can sense the well-being of the creature and their relative health, but cannot
perceive through their senses or realize what they are facing.
When they are hit, you receive a mental jolt that notifies you of their peril, and you may discharge
the spell you cast. A creature cannot benefit from this more than once every 24 hours, and cannot
have more than one seed active at any given time. This spell is considered active, and can be
dispelled if targeted.
Ironbark. Starting at 10th level, whenever you heal a creature, you may choose to imbue their skin
to be imbued with the strength of nature. If you do, they gain resistance to all non-magical weapon
damage for 1 minute. This can be used multiple times, although a given creature can benefit only
once every 24 hours.
Improved Seed of Life. Starting at 14th level, you may imbue up to five seeds of life at once, and
you can use an action see through the location in which you touched your ally. You may not
communicate with them, however.
Hunter (HTR)
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. Masters of their
environment, they are able to slip like ghosts through the trees and lay traps in the paths of their
enemies.
If you wish to recreate the original 5e Ranger, choose the following talents the appropriate levels:
Natural Explorer as the first talent
Primeval Awareness as the second talent
Natural Explorer as the third talent
Land’s Stride as the fourth talent
Natural Explorer as the fifth talent
Vanish as the sixth talent
Feral Senses as the seventh talent
CREATING A HUNTER
QUICK BUILD
You can make a hunter quickly by following these suggestions. First, make Agility your highest
ability score, followed by Spirit. (Some hunters who focus on two-weapon fighting make Strength
higher than Agility.) Second, choose the outlander background.
CLASS FEATURES
As a hunter, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per hunter level
Hit Points at 1st Level: 10 + your Stamina modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Stamina modifier per hunter level after 1st
PROFICIENCIES
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Agility
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception,
Stealth, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
A longbow and a quiver of 20 arrows, or a firearm of EP 2 or lower, 16 bullets, and a
powder horn.
Hunter Class
Level Proficiency Features Caster level (Spell level)
1st +2 Favored Enemy, Hunter Talent -
2nd +2 Fighting Style, Spellcasting or Sharpshooting 1 (1st)
3rd +2 Hunter Archetype, Hunter Talent 2 (1st)
4th +2 Ability Score Improvement 2 (1st)
5th +3 Extra Attack 3 (2nd)
6th +3 Favored Enemy, Hunter Talent 3 (2nd)
7th +3 Hunter Archetype Feature 4 (2nd)
8th +3 Ability Score Improvement, Hunter Talent 4 (2nd)
9th +4 - 5 (3rd)
10th +4 Hide in Plain Sight, Hunter Talent 5 (3rd)
11th +4 Hunter Archetype Feature 6 (3rd)
12th +4 Ability Score Improvement 6 (3rd)
13th +5 - 7 (4th)
14th +5 Favored Enemy Improvement, Hunter Talent 7 (4th)
15th +5 Hunter Archetype Feature 8 (4th)
16th +5 Ability Score Improvement 8 (4th)
17th +6 - 9 (5th)
18th +6 Hunter Talent 9 (5th)
19th +6 Ability Score Improvement 10 (5th)
20th +6 Foe Slayer 10 (5th)
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking
to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials,
constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on all opposed checks against your favored enemies, as well as on Intelligence
checks to recall information about them (such as Perception versus Stealth, Insight versus Bluff,
Perception to track, and Persuasion to convince), and when making an attack against them, you
deal extra damage equal to your proficiency bonus.
When you gain this feature, you also learn one language of your choice that is spoken by your
favored enemies, if they speak one at all. You gain this ability again at 6th and 14th level. As you
gain levels, your choices reflect the types of monsters you have encountered on your adventures.
Special. You may switch your favored enemy by performing the following tasks against one creature
type (or two races of humanoids):
Defeat in single combat
Track it for at least one hour
Examine its corpse for at least one hour.
You cannot change a favored enemy this way if it is limited to an organization, but can do the same
to other organizations. You may switch back to previously studied favored enemy at the end of a
long rest.
Hunter Talent
Starting at 1st level, you gain one of the following talents, representing your preferred tactics and
abilities you honed through your experience of hunting. Whenever you qualify for another talent
(at levels 3, 6, 8, 10, 14, and 18), you can choose another talent or gain another use of an existing
talent. All abilities have DCs of 8 + Proficiency + Strength or Agility (your choice) if they allow a
saving throw.
You may also choose a rogue or warrior talent you qualify for.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following
options. You can’t take a Fighting Style option more than once, even if you later get to choose
again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the
second attack.
Spellcasting or Sharpshooting
You may choose to gain the ability to cast spells (drawing from the divine essence of nature itself) or
to gain proficiency in engineering.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your
will. You cast Hunter spells and add Shot spells to your spell list.
Spellcasting Ability
Spirit is your spellcasting ability for your hunter spells, since your magic draws upon your
attunement to nature. You use your Spirit whenever a spell refers to your spellcasting ability. In
addition, you use your Spirit modifier when setting the saving throw DC for a druid spell you
cast and when making an attack roll with one.
Spellbook – Idol
At 2nd level, your idol contains three 1st-level hunter spells of your choice. When you level up,
you gain 2 additional hunter spells of your choice. You may also acquire new spells by research,
tutelage, or from the spellbooks and scrolls of spellcasters who have spells you can cast.
Your idol is effectively your spellbook, and you may add spells by meditating with it and
inhaling herbal vapors.
Shot Spells
Shot spells may be cast as a bonus action when attacking with a ranged weapon, and counts as a
strike feat for most purposes except where otherwise noted.
Some hunters eschew the arts of nature magic, and instead focus entirely on technology.
They can lose access to all spells other than Shot spells, and instead gain the Sharpshooter
feature instead of the Spellcasting Feature.
Sharpshooter
You gain proficiency in the Engineering skill and engineering weapons (such as firearms and
explosives). You also create and maintain engineering weapons with a 25% discount.
If you already have proficiency in Engineering, you instead gain expertise to all Engineering-
related checks (although this does not improve the strength of technologically-crafted items).
You may still cast hunter spells, but only [Shot] or [Strike] spells.
Hunter Archetype
At 3rd level, you choose an archetype that you strive to emulate: the Beast Master who bonds with
an animal, a Marksman who always finds their target and excels in bringing them down, and a
Survivalist, who has several terrain-based abilities and is an expert ambusher, all of which are
detailed at the end of the class description. Your choice grants you features at 3rd level and again at
7th, 11th, and 15th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action
on your turn.
Foe Slayer
Starting at 20th level, you become an unparalleled hunter of your enemies. Once on each of your
turns, you can add your Spirit modifier to the attack roll or the damage roll. You can choose to use
this feature before or after the roll, but before any effects of the roll are applied.
Hunter Talents
Dread Ambusher. You master the art of the ambush. You gain a bonus your initiative rolls equal
to your Spirit modifier. Also, the start of your first turn of each combat encounter, your speed
increases by 10 feet, which lasts until the end of that turn.
Essence Touch (requires proficiency of +3 or above). Whenever you touch a creature with innate
special abilities (such as innate spellcasting), you can gain one use of their innate special
abilities, usable only once before the essence fades away. This costs no mana, but you cannot
steal an ability that is also a spell unless you had the level to cast it normally. Only hunters may
take this talent.
Favored Enemy. You may gain another favored enemy, or gain the ability if you don’t normally
have it.
Farsight. You increase the range of all ranged weapons of one type (crossbows, bows, firearms,
axes, etc.) by half.
Feral Senses (requires proficiency +6 or above). You gain preternatural senses that help you fight
creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t
impose disadvantage on your attack rolls against it. You also permanently benefit from the See
Invisibility spell as if you cast it, but only so long as the enemy is within 60 feet.
Focused Shot (requires the ability to attack multiple times in one round). When scoring the first attack
in a given round, you may choose to release a focused shot, pooling in the damage of your extra
attacks into one devastating attack. You must score a hit with the first attack, and may then add
the one-half the damage from any extra attacks you have. This uses only one point of
ammunition, and is a strike effect.
Hunter's Sense (requires proficiency of +4 and Primeval Alertness). You can cast the Scrying spell, but
can only affect a creature detected by primeval alertness or favored enemy. The creature must
be within 10 miles of you to be affected by this ability. You may use this ability once per long
rest.
This talent can be taken multiple times, each time increasing the times this ability can be used
per long rest by two.
Iron Willed Hunter (requires proficiency +3 or above). You have honed your ability to resist the
mind—altering powers of your prey. You gain proficiency in Spirit saving throws. If you already
have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws
(your choice). Only hunters may take this talent.
Land’s Stride (requires proficiency +3 or above). You may move through nonmagical difficult terrain
without spending extra movement, and gain a +10 bonus to your speed. You can also pass
through nonmagical plants without being slowed by them and without taking damage from
them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving
throws against plants that are magically created or manipulated to impede movement, such
those created by the entangling roots spell. Only hunters may take this talent.
Magic-User’s Nemesis (requires proficiency +3 or above). You can thwart someone else’s magic.
When you see a creature casting a spell or teleporting within 30 feet of you, you can use your
reaction to try to foil it, either by using your own magic (if you can access spells), or an attack
roll (by using a ranged weapon to distract). The creature must succeed on a Spirit saving throw
against your spell save DC or opposed to 8 + your attack bonus, or its spell or teleport fails and
is wasted. Once you use this feature, you can’t use it again until you finish a short rest. Rogues
and warriors recognize this talent as kick (if used at melee range), or intercept (if at range).
Natural Explorer (also known as Favored Terrain). You are particularly familiar with one type of
natural environment and are adept at traveling and surviving in such regions. Choose one type
of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or caves and
underground. When you make an Intelligence or Spirit check related to your favored terrain,
your proficiency bonus is doubled if you are using a skill that you’re proficient in. This ability
works on any plane so long as it has a terrain of comparable nature (desert in Outland’s
Hellfire Peninsula, which counts as a desert).
While traveling for an hour or more in your favored terrain, you gain the following benefits:
o Difficult terrain doesn’t slow your group’s travel.
o Your group can’t become lost except by magical means.
o Even when you are engaged in another activity while traveling (such as foraging,
navigating, or tracking), you remain alert to danger, and have advantage to checks to
avoid being surprised in your favored terrain.
o You have advantage to saving throws against natural hazards in your favored terrain.
o You can move stealthily at your normal pace without slowing down.
o When you forage or gather, you find twice as much food as you normally would.
o While tracking other creatures, you also learn their exact number, their sizes, and how
long ago they passed through the area.
This talent can be taken multiple times, each time adding one favored terrain.
You may switch an existing favored terrain by performing the following tasks, focused on one
terrain:
o Track in the area for at least one hour
o Spend 24 hours in the terrain alone
o defeat and hunt down one native creature (though you do not have to slay it).
You may switch back to previously studied favored terrain at the end of a long rest.
Primeval Alertness. Whenever you are subjected to an effect that attempts to detect or identify
you (such as a Scry spell), you gain advantage to all saves versus such effects. If you succeed on
an opposed Spirit check, you can also reverse the spell (if possible, gaining a momentary
glimpse of who is attempting to scry on you).
Primeval Awareness. You gain awareness of your environment on a local scale. So long as you can
cast at least a level 1 spell, you can use your action and expend mana equal to any spell to gain
primeval awareness. For 1 minute per level of the spell you expended, you can sense whether
the following types of creatures are present within 1 mile of you (or within up to 6 miles if you
are in your favored terrain or if the target is a favored enemy): aberrations, celestials, dragons,
elementals, fey, fiends, and undead.
This feature doesn’t reveal the creatures’ location or number, but does hint at their strength in
rough terms (weaker, equal to you, or stronger than you), general direction, and can be used
whenever you have the mana to spend. You must have the ability to cast the Detect Magic spell
to gain this talent.
Primeval Disruption (requires the Primeval Awareness talent, and one of the two: proficiency of +3 or the
ability to cast Detect Magic). You can sense if a favored enemy is casting a divine or arcane spell
(choose one upon gaining this talent) within 3 miles. You are also aware of their general
direction. If the target is within 1 mile, you can spend a reaction to force them to roll a Spirit
saving throw against being distracted. This ability can be used a number of times equal to your
proficiency bonus before replenishing after a long rest. If there are multiple favored enemies
within the radius, you get a general awareness of them, but cannot force a disruption, unless
you are the closest creature to the target.
Tempered Hunter (requires the Favored Enemy ability). You have advantage versus divine or arcane
spells (choose one upon gaining this talent) cast by your favored enemies and advantage to all
checks to avoid being subject to the Scry spell, or being detected, or identified by similar magic.
Magics of such type also cannot be used to put you to sleep or to read your mind.
Slayer’s Counter (requires proficiency +6 or above, and Slayer’s Prey). You gain the ability to
counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you
to make a saving throw, you can use your reaction to make one weapon attack against the
quarry. You make this attack immediately before making the saving throw. If your attack hits,
your save automatically succeeds, in addition to the attack’s normal effects.
Slayer’s Prey. You can focus your ire on one foe, increasing the harm you inflict on it. As a
bonus action, you designate one creature you can see within 60 feet of you as the target of this
feature. The first time each turn that you hit that target with a weapon attack, it takes an extra
1d6 damage from the weapon. Once the creature is defeated, you can choose another target.
Only hunters may take this talent.
Stalker’s Flurry (requires proficiency +4 or above). You learn to attack with such unexpected speed
that you can turn a miss into another attack. When you miss with a weapon attack, you can
make another weapon attack as part of the same action. This can be done a number of times
equal to your Strength or Agility modifier before requiring a short rest. Only hunters may take
this talent.
Suffused Arrows. You master the art of spell-casting through arrows or infusing them. You may
choose to gain the Infusion skill (but can only infuse ranged weapons), or the Spell Strike feat
(but only for ranged weapons). Only hunters may take this talent.
Terrifying Tracker (requires proficiency +3 or above). Whenever you succeed on tracking a creature
and have them within line of sight, you gain advantage to any check to surprise them. You may
also intimidate the target without revealing yourself (usually to steer the target into one place or
another).
Umbral Sight. You gain darkvision out to a range of 60 feet. If you already have darkvision from
your race, its range increases by 30 feet. While in darkness, you can hide in plain sight against
any creature that relies on darkvision to see you in that darkness.
Vanish (requires proficiency +4 or above). You can use the Hide action as a bonus action on your
turn. If you are also proficient with Stealth, you may cast the Invisibility spell. After being used
once, the spell cannot be used again until after a short rest.
Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail, even outside
your favored terrain (if you have one).
You may also choose to gain a rogue or warrior talent you qualify for.
Hunter Archetypes
An Azerothian hunter may choose one of the three below archetypes.
Beast Master
Your bond with the land is stronger than that of other hunters, a bonded beast appropriate to your
terrain has chosen to fight alongside you. Beast master hunters are the most common adventuring
hunters to fight without aid.
Hunter’s Companion. At 3rd level, you gain a bound companion that accompanies you on your
adventures and is trained to fight alongside you. This acts as a normal bound companion. The
companion must be a beast that is no larger than Medium and that has a challenge rating of 1/2 or
lower (for example, a hawk, mastiff, or panther). See Bound Companion for more details. The
hunter is able to cast the Bind Animal spell, even if the spell is not prepared or spellcasting was
removed due to the Sharpshooter ability.
Bond
Due to your bond with the beast, you can add your proficiency bonus to the beast’s AC, attack
rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. The beast also
gains proficiency in two skills of your choice, and to all saving throws. Due to your bond, however,
the companion loses the Multiattack feature (if it possesses it).
Its hit point maximum equals its normal maximum or four times your hunter level, whichever is
higher.
Whenever you gain Extra Attack, you can give the extra attack action instead of using it yourself.
This decision is made on the start of your turn on every round.
Leveling up
Your beast companion improves in CR the higher your level becomes, CR equal to 1 per every 8
levels of Hunter (improving to 1 CR at level 4, 2 CR at level 8, and 3 CR at level 16). This either
takes the form of choosing a higher-level companion, or adding hit dice to the companion until its
CR increases.
When reaching 8th level, you can choose a Large creature. The companion also gains an Ability
Score Improvement once you do (this acts as the normal feature).
Special
While traveling through your favored terrain with your beast, you can move stealthily at a normal
pace. Bonding with a beast requires spending one hour communicating with the creature by
nonverbal cues, and spending the next seven hours in bonding activities (hunting, etc.).
Spirit Bond. Beginning at 7th level, on any of your turns, you can use a bonus action to command
the beast to take the Dash, Disengage, Dodge, or Help action on your turn. The beast also has
advantage with any saving throw to resist spells that control it (such as charm spells) or those that
make it abandon you (such as fear spells).
Frenzy. Starting at 11th level, you can command your companion to attack with a bonus action,
allowing it to make two attacks when it uses an action to attack on its turn. This stacks with giving
your animal companion an extra attack from your Extra Attack feature.
Your animal companion’s weapon attacks score a critical hit on a roll of 19 and 20.
Empowered Bond. Beginning at 15th level, you and your animal companion may share the
damage both of you take by dividing it by two so long as you are within 30 feet of one another, as if
under the effects of the Spirit Link spell.
As long as you and your animal companion are within one mile or less of one another, you may
also use an action to see through your companion’s eyes and sense through their normal senses,
though you are blind to your own surroundings if you do so.
Marksman
You are a master archer or sharpshooter who excels in bringing down enemies from afar.
Marksmen hunters are often favored allies in battle, as chosen shot spells and the ability to focus
their fire on an enemy can turn the tide of battle.
Careful Aim. Once you gain this archetype at 3rd level, you may use a bonus action as part of
shooting to grant yourself advantage your ranged weapon attack. You cannot use this if you already
moved in the previous round.
Hawk Eye. Starting at 7th level, you double your range with all ranged weapon attacks. Also, any
ranged attack you score on a creature that is surprised is a critical hit. The automatic critical hit can
be triggered once per round.
Multi-Shot Strike. Starting at 11th level, whenever you successfully strike an enemy with a ranged
attack, you may use a bonus action to attack any other target within 5 feet of the original target.
You may also instead designate five-foot-square within the range of your ranged weapon, and
bombard any number of enemies within 10 feet of said point, one attack each.
Chimera Shot [Shot]. Beginning at 15th level, you gain the ability to use Chimera Shot once per
Spirit modifier, regained at the end of a long rest. You may declare the use of Chimera Shot, which
allows you to combine the effects of up to three different shot spells, with the mana cost of only the
highest-level shot.
Survival
You are a rugged tracker who uses animal venom, explosives, and traps as deadly weapons. Survival
hunters usually walk alone, but make excellent advanced scouts and explorers who can handle
nearly any terrain.
Survival Knowledge. Starting at 3rd level, you gain proficiency in Engineering (though only to
make traps and explosives) and the Poisoner’s Kit. If you already have proficiency in Engineering,
you gain expertise in checks with it. You also gain +10 feet to your speed when wearing medium
armor or less, and when not using a shield.
Trap Expert. Starting at 7th level, any creature subjected to traps set by you have disadvantage to
their saves, or the trap has advantage to any attack against them, and you may add your Proficiency
bonus to all saving throw DCs or attack rolls made by traps you set or poisons you create.
The trap needs only to be set by you, and not necessarily built by you.
Poison Science. Starting at 11th level, you can harvest triple the normal quantity of poisons from
dead creatures. You also gain resistance to all poison damage. Gaining acquired immunity to
poisons or diseases requires only one-quarter the normal time.
Mettle. Starting at 15th level, you automatically succeed against all death saving throws after a
minute of being reduced to 0 hit points, and only suffer a loss when attacked while dying. You may
also apply poisons on your weapon as a bonus action.
You always count yourself as within your favored terrain for the purposes of travel, and whenever
one of your traps harm a creature, you always treat it as if it is surprised against you, unless combat
hasn’t already started.
Mage (MGE)
Students gifted with a keen intellect and unwavering discipline may walk the path of the Mage. The
arcane magic available to magi is both great and dangerous, and thus is revealed only to the most
devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but
arcane shields and enchantments give them additional protection. To keep enemies at bay, magi
can summon bursts of fire, waves of frost, or blasts of arcane magic to incinerate, freeze, and
destroy distant targets and cause entire areas to erupt with their magic, setting groups of foes to
waste.
The wizards of Azeroth are commonly known as mages, or magi. The magi of Azeroth acknowledge
the corrupting influence of arcane magic, and unlike Warlocks, they temper their advancement
with cool intellect and precision.
CREATING A MAGE
QUICK BUILD
You can make a mage quickly by following these suggestions. First, Intelligence should be your
highest ability score, followed by Stamina or Agility.
Second, choose the sage background. Third, choose the mage hand, light, and frost bolt cantrips,
along with the following 1st-level spells for your spellbook: burning hands, charm (humanoid),
feather fall, mana shield, arcane missile, and sleep.
CLASS FEATURES
As a mage, you gain the following class features.
Hit Points
Hit Dice: 1d6 per mage level
Hit Points at 1st Level: 6 + your Stamina modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Stamina modifier per mage level after 1st
PROFICIENCIES
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Spirit
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, 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
A spellbook
Mage Class
Level Proficiency Features Caster Level (Spell level)
1st +2 Invocation, Spellcasting 1 (1st)
2nd +2 Mage Tradition 2 (1st)
3rd +2 - 3 (2nd)
4th +2 Ability Score Improvement 4 (2nd)
5th +3 - 5 (3rd)
6th +3 Mage Tradition Feature 6 (3rd)
7th +3 - 7 (4th)
8th +3 Ability Score Improvement 8 (4th)
9th +4 - 9 (5th)
10th +4 Mage Tradition Feature 10 (5th)
11th +4 - 11 (6th)
12th +4 Ability Score Improvement 12 (6th)
13th +5 - 13 (7th)
14th +5 Mage Tradition Feature 14 (7th)
15th +5 - 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 - 17 (9th)
18th +6 Spell Mastery 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Signature Spell 20 (9th)
Invocation
Starting at 2nd level, you may rapidly recover your mana by attuning yourself to the flows of magic.
You can use your action and bonus action on your turn to regain mana as if completed a short rest
(or rested for one hour).
You can use this feature up to one time per every two points of proficiency bonus. You regain
expended uses when you finish a long rest.
Alternatively, if you use this during a short rest, you are treated as if you rested for two hours.
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first
glimmerings of your true power.
Cantrips
At 1st level, you know a number of cantrips equal to your proficiency bonus.
Conjuring and Binding
A mage can conjure and bind constructs, elementals, fiends, and undead.
Spellbook
At 1st level, you have a spellbook containing six 1st-level mage spells of your choice. When you
level up, you gain 2 additional mage spells of your choice. You may also acquire new spells by
research, tutelage, or from the spellbooks and scrolls of spellcasters who have spells you can cast.
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 with one.
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.
Mage Tradition
When you reach 2nd level, you choose a mage tradition, shaping your practice of magic through
one of eight schools, or through the disciplines of Arcane, Fire, or Frost, detailed at the end of the
class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th
level. Azerothian magi also often specialize in Necromancy or Illusion, though other traditions are
relatively rare.
The most common traditions in Azeroth are the three below: Arcane, Fire, and Frost. Arcane and
Frost are preferred by the students and people of Dalaran, but the grand power of Fire is nothing to
be ignored. Other than the above specializations, necromancers and conjurers (as described in the
core rulebook) are common in Azeroth.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will with
no mana cost. Choose a 2nd-level and one 3rd-level mage spell that are in your spellbook.
You can cast those spells at their lowest level without expending mana when you have them
prepared. If you want to cast either spell at a higher level (or if the spell consumes mana in its
description), you must expend mana as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different
spells of the same levels.
Signature Spell
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little
effort. Choose two 4th-level mage spells in your spellbook as your signature spells. You always have
these spells prepared, they don’t count against the number of spells you have prepared, and you can
cast each of them once at 4th level without expending mana. When you do so, you can’t do so
again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend mana as normal.
Mage Traditions
Arcane
You manipulate focused mysterious arcane and raw mana powers more adeptly than others,
destroying enemies with overwhelming raw magic force. Arcane mages adopt a more scholarly
persona than other mages.
Arcane Spheres. Starting at 2nd level, whenever you successfully deal arcane damage to an enemy
through a spell or ability, you gain one Arcane Sphere. You cannot gain more than one per round.
Arcane spheres may be used to empower your abilities. For every Arcane Sphere you have, you may
deal an additional 1 point of arcane damage with spells and abilities that deal direct arcane damage.
You may have a maximum number of spheres equal to 2 plus your Proficiency bonus, and they
remain for one hour after being acquired.
Arcane Blast. Also at 2nd level, you gain the ability to unleash blasts of arcane force as an action.
You gain the Mystic Blast feat, but must choose to deal arcane damage.
Transmutation Mastery: Transfusion. Starting at 6th level, any hostile target of a transmutation
spell you cast takes 2d6 arcane damage per spell level after successfully saving against your spell, or
at the end of the spell’s duration. The range of Arcane Blast increases by 20 feet.
Abjuration Mastery: Spell-Flare. At 10th level, you may twist a spell when it is dispelled by your
abjuration spells. Whenever you dispel an ongoing magical effect on a target, you may opt to deal
1d4 arcane damage per spell level dispelled to the target. This damage cannot be resisted, and
applies only once per round. Whenever you cast spell with ‘mana’ in the name (such as mana burn,
mana shield, etc.), it costs you one less point of mana.
You may also sacrifice Arcane Spheres to reduce mana cost of one spell cast. The reduction in
mana cost is one point per Arcane Sphere removed (minimum mana 1). This may be used once per
hour.
Rune of Power. Starting at 14th level, you may use an action to create a rune of power up to 30
feet away that focuses the ley lines of the realm you are in. The rune occupies a 5-feet square. Any
creature standing on this rune casts their spells with one less point of mana (minimum 1). This
rune can be treated as a fountain of mana, but for one creature only. You may dispel this rune with
a reaction. The rune remains for one hour. You may create three runes before requiring a long rest.
Fire
You ignite enemies with bolts of flame and exploding fire, heating up until you deliver the final
strike. Fire mages are well-appreciated engines of destruction in war.
Controlled Destruction. Beginning at 2nd level, you can create pockets of relative safety within the
effects of your fire evocation spells. When you cast a fire evocation spell that affects other creatures
that you can see, you can choose a number of them equal to 1 + your intelligence modifier. The
chosen creatures automatically succeed on their saving throws against the spell, and they take no
damage if they would normally take half damage on a successful save.
Also, whenever you set a target on fire with your fire spells, they are considered to be poisoned
(disadvantage to attack rolls and ability checks) so long as they are aflame.
Student of Flame. Also beginning at 2nd level, you may scribe evocation spells with other energy
types as fire spells in your spellbook. The spells act the same way, unless the DM rules it is
unreasonable (such as a slippery effect on a fire sleet spell). You also gain resistance to fire damage.
Scorch. Starting at 6th level, you may cast Fire Bolt as a bonus action. Also, you may critically hit
with any ranged fire spell attack on a 19 and a 20, dealing double damage. If the spell sets the target
on fire, the saving throw to resist being caught on flame is made at a disadvantage.
Pyromaniac. At 10th level, you add the Pyroblast spell to your spellbook if it isn’t already within it.
Whenever you critically hit with a ranged fire spell, you may spend a bonus action to gain one
round of concentration on the Pyroblast spell. The pyromaniac bonus remains for one minute or
until you cast Pyroblast, and stacks with itself. It cannot exceed the maximum damage you can deal
with Pyroblast, however. For this purpose, you count as if you critically hit if one of the targets of
your fire spells fails by a natural 1 on a saving throw, or on a natural 19-20 on a ranged attack with
a fire spell.
Black Fire. Starting at 14th level, you may spend a bonus action when targeting a creature that is
immune or resistant to fire damage, reducing its resistance to damage. If it is immune, it becomes
resistant instead. If resistant, it takes damage normally. If it takes normal damage, it is instead
vulnerable. This remains for one hour, and one creature cannot be subjected to this effect more
than once for 24 hours.
Necromancy
Frost
You debilitate and freeze your enemies in their tracks, before shattering them with ice magic or
entombing them in it for eternity. Frost mages are usually explorers, as their ability to debilitate,
slow, and evade foes gives them survivability that makes them natural to the task.
Chilling Effects. Starting at 2nd level, you may use a bonus action to inflict the chilled condition to
any target of your cold spells for one round. The condition stacks as normal.
Student of Frost. Also beginning at 2nd level, you may scribe evocation spells with other energy
types as cold spells in your spellbook. The spells act the same way, unless the DM rules it is
unreasonable (such as a burning effect on a cold spell). You also gain resistance to Cold damage.
Ice Statues. At 6th level, whenever you a target of your spells is restrained (via the chilled
condition), they are also incapacitated for the duration of the restraining.
Also, upon reaching 12th level, whenever you deal damage to a creature that exceeds one-half their
maximum hit points, they are both restrained and incapacitated for one hour (or until they thaw
out, whichever comes first). This ends prematurely if the target is hit.
Ice Lance. Starting at 10th level, you may cast the Frost Bolt cantrip as a bonus action, and you
prepare it for free. If you hit a target incapacitated with your Ice Statues ability, the spell is an
automatic critical hit, and removes the incapacitated condition.
Also, your Frost Bolt spell can freeze water in a 10-foot sphere (or any liquid that freezes at a similar
temperature), allowing you to walk on water if you spend a bonus action every round to suffuse
your step with it. The frozen path melts away in one minute (or may not if the weather is at below
freezing). The path can also be broken as a bonus action (in 10-foot segments per bonus action
spent).
White Ice. Starting at 14th level, you may spend a bonus action when targeting a creature that is
immune or resistant to cold damage, reducing its resistance to damage. If it is immune, it becomes
resistant instead. If resistant, it takes damage normally. If it takes normal damage, it is instead
vulnerable. This remains for one hour, and one creature cannot be subjected to this effect more
than once for 24 hours.
Monk (MNK)
The Monks of Azeroth usually follow Pandaren monastery tradition, ever since they were
subjugated by the mogu. They usually act independently from factions, seeing the ebb and flow of
right and wrong to belong with neither sides, and can be found in the most unusual of places,
seeking wisdom or enlightenment.
CREATING A MONK
QUICK BUILD
You can make a monk quickly by following these suggestions. First, make Agility your highest
ability score, followed by Spirit. Second, choose the hermit background.
CLASS FEATURES
As a monk, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Stamina modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina modifier per monk level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons, shortswords, darts, quarterstaffs
Tools: Choose one type of artisan’s tools or one musical instrument.
Saving Throws: Strength, Agility
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
10 darts
A keg of brew or tea
Monk Class
Level Proficiency Martial/Movement Features
1st +2 1d4/— Unarmored Defense, Martial Arts
2nd +2 1d4/+10 ft. Ki, Unarmored Movement
3rd +2 1d4/+10 ft. Monk Tradition, Deflect Missiles
4th +2 1d4/+10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6/+10 ft. Extra Attack, Stunning Strike
6th +3 1d6/+15 ft. Ki-Empowered Strikes, Monk Tradition feature
7th +3 1d6/+15 ft. Evasion, Stillness of Mind
8th +3 1d6/+15 ft. Ability Score Improvement
9th +4 1d6/+15 ft. Unarmored Movement improvement
10th +4 1d6/+20 ft. Purity of Body
11th +4 1d8/+20 ft. Monk Tradition feature
12th +4 1d8/+20 ft. Ability Score Improvement
13th +5 1d8/+20 ft. Tongue of the Sun and Moon
14th +5 1d8/+25 ft. Diamond Soul
15th +5 1d8/+25 ft. Timeless Body
16th +5 1d8/+25 ft. Ability Score Improvement
17th +6 1d10/+25 ft. Monk Tradition feature
18th +6 1d10/+30 ft. Empty Body
19th +6 1d10/+30 ft. Ability Score Improvement
20th +6 1d10/+30 ft. Perfect Self
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals
10 + your Agility modifier + your Spirit modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes
and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-
handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you
aren’t wearing armor or wielding a shield:
You can use Agility instead of Strength for the attack and damage rolls of your unarmed
strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.
This die changes as you gain monk levels, as shown in the Martial/Movement column of the Monk
table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn,
you can make one unarmed strike as a bonus action. For example, if you take the Attack action and
attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you
haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a
nunchaku (club that is two lengths of wood connected by a short chain) or a kama (sickle with a
shorter, straighter blade), or even a large tankard of alcohol (club). Whatever name you use for a
monk weapon, you can use the game statistics provided for the weapon in chapter 5 of the PHB.
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki (or Chi within
Pandaren circles). Your access to this energy is represented by a number of ki points. You have a
number of Ki points equal to your monk level.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry
of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in
this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of
which you draw all of your expended ki back into yourself.
You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki
features require your target to make a saving throw to resist the feature’s effects.
The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Spirit modifier.
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two
unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a
shield. This bonus increases when you reach certain monk levels, as shown in the Monk table
under the Martial/Movement column.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn
without falling during the move.
Monk Tradition
When you reach 3rd level, you commit yourself to a monk tradition: the way of the Brewmaster,
who excels in mysterious drinks, the way of the Mistweaver, who heals themselves and others, or
the way of the Windwalker, the adventurous and evasive combatant.
All traditions are detailed at the end of the class description. Your tradition grants you features at
3rd level and again at 6th, 11th, and 17th level.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a
ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +
your Strength or Agility modifier (your choice) + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one
hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki
point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of
the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies,
and the missile counts as a monk weapon for the attack. The range of this ability is 20/60 feet.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you
take by an amount equal to five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action
on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit
another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning
strike. The target must succeed on a Stamina saving throw or be stunned until the end of your next
turn. This is a strike effect.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming
resistance and immunity to non-magical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a
blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows
you to make an Agility saving throw to take only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you fail.
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be
charmed or frightened.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and
poison.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and
take the second result. During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material
components. When you do so, you can’t take any other creatures with you.
Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
Monk Traditions
Brewmaster
You are focused on evading blows and empowering themselves and your allies through your brews.
Brewmasters make the most common of monk adventurers.
Brewmaster Focus. Upon reaching 3rd level and gaining this monk tradition, you may add the
following Ki power to your repertoire.
Breath of Fire (2 Ki + 1 per spell level above 1st). As an action, you can cast Burning
Hands as a 1st level spell. This effect is voice-based, requiring that you be able to speak (and are not
silenced), but does not require gestures. The maximum spell level you can manifest is 1 spell level
per 3 monk levels).
Brewmaster Ki. Upon reaching 6th level, you gain the following new Ki powers and add them to
your repertoire.
Purifying Touch [Strike] (3 Ki + 1 per spell level above 3rd). As an action, you can cast
Dispel Magic as a 3nd level spell. This requires touching the effect or creature that is subject to the
effect. You may use this as a touch or as a strike effect. The maximum spell level you can manifest is
1 spell level per 3 monk levels).
Evasive Footing [Stance] (1 Ki). You may enter a stance that allows you to ignore attacks of
opportunity from movement, as long as your AC is higher than 8 + the attack bonus of the
creatures you are evading. If a creature’s attack bonus is high enough to reach the value, they may
make attacks of opportunity normally. This is a [Stance] effect.
Ox Stance [Stance] (2 Ki). Starting at 11th level, you may enter this stance. While in this stance,
you may add your Spirit modifier to all saving throws. If you are subjected to damage that is equal
to or more than one-fourth your original hit points while in this stance, you gain resistance to the
attack suffered.
Zen Pose [Stance] (2 Ki). Starting at 17th level, you can use your action to enter a Zen pose. So
long as you do not take damage from an attack and do not fail a saving throw, your enemies have
disadvantage to attack rolls against you, and you have advantage to all saving throws. Whenever you
make a successful saving throw, or when a hostile target misses you with an attack roll due to the
disadvantage, you regain 1 Ki point.
Mistweaver
You are focused on empowering and supporting allies. Mistweavers are usually the most elusive of
the monk disciplines.
Mistweaver Focus. Upon reaching 3rd level and gaining this monk tradition, you may add the
following Ki power to your repertoire.
Soothing Mist (1 Ki per 5 hit points). As an action, you may expend Ki and gain a cloud
of healing mists. The creature gains 5 hit points for every Ki point invested. You may target a
creature up to 30 feet away (or a number of creatures within 30 feet of one another), and distribute
healing amongst as many creatures as you wish. If benefitting from Thunder Focus Tea, this ability
heals 5 extra hit points (as if you spent 1 Ki point without actually spending it).
Alternatively, you can expend hit points from your pool of healing to cure the target of one disease
or neutralize one poison affecting it, with a number of hit points required equal to one-half the
saving throw DC of the poison (round up). You can cure multiple diseases and neutralize multiple
poisons with a single use of Soothing Mist, expending hit points separately for each one. This
feature has no effect on constructs or undead.
Mistweaver Ki. Upon reaching 6th level, you gain the following new Ki powers and add them to
your repertoire.
Control Ki (2 Ki + 1 per spell level above 2nd). As an action, you may cast Mute as a 2nd
level spell. Upon reaching 9th level, you may also cast Dispel Magic as a 3rd level spell. You may
either cast them with their normal ranges, or imbue them into your brews if you have the Brewer
feat. In this case, they are the only imbued effect. The maximum spell level you can manifest is 1
spell level per 3 monk levels.
Special: The cost of imbuing a brew is equal to the cost of manifesting it.
Mist Weave (2 Ki + 1 per spell level above 2nd). As an action, you can cast Fog Cloud and
Blink Step as 2nd level spells. In mists and fog, you suffer only light obstruction, and never heavy
obstruction. The maximum spell level you can manifest is 1 spell level per 3 monk levels.
Spirited Crane Stance [Stance]. Starting at 11th level, you may enter this stance. While in this
stance, whenever you successfully deal damage to a creature with an unarmed strike, you may
restore hit points to an ally within 30 feet of you, with the number of hit points being equal to your
proficiency bonus. The healing acts as a stream between the ally and you, and if interposed by
another creature, it gains the healing instead if it spends a reaction. You can heal yourself through
this ability, through in this case any adjacent creature can gain the healing if they spend a reaction.
Entering this stance costs 1 Ki.
Enlightenment. Starting at 17th level, you may cast the Resurrection (7th level) spell by spending 8 Ki
points, or the Revivify spell by spending 4 Ki. Neither can be used more than once in any given 24
hours.
Windwalker
You are focused on hand-to-hand combat and evasion of the enemy’s blows. Windwalkers are
usually the most confrontational of the monk disciplines.
Windwalker Recipes. Upon reaching 3rd level and gaining this monk tradition, you may add the
following Ki power to your repertoire.
Superior Martial Arts (2 Ki). As an action, you may deal your unarmed damage as an area
of effect (expending any number of attacks). You may choose to make it a 5-foot-burst around you
(Hurricane Kick), a 10-foot cone (Fists of Fury), or a 15-foot line (Flying Serpent Kick). You may
move within the specified area of effect without provoking reactions from the creatures in the area
of effect (such as kicking through a line of enemies and landing behind them with a Flying Serpent
Kick, or shifting 5 feet to the right after a Hurricane Kick, or moving 10 feet to one side after a
Fists of Fury).
This action counts as if you made an unarmed attack strike for the purposes of your Martial Arts
feature and Flurry of Blows ability.
Windwalker Ki. Upon reaching 6th level, you gain the following new Ki powers and add them to
your repertoire.
Destroy Mana [Strike] (3 Ki + 1 per spell level above 3rd). As an action, you can cast
Mana Burn as a 3nd level spell. This requires touching the effect or creature that is subject to the
effect, and does not require vocal components. You can choose to make this ability destroy Ki
instead, in which case it removes half the mana points it would normally remove. You may treat
this as a strike effect. The maximum spell level you can manifest is 1 spell level per 3 monk levels.
Rising Sun [Strike] (0 Ki). As a bonus action, you may perform an upwards kick, dealing
unarmed damage and imposing an additional effect. You may also choose between dealing extra
2d6 damage, or adding 1d6 to any melee weapon attack you make against the target for one
minute. They may make a Strength saving throw against your DC to half the direct damage and
negate the vulnerability.
Combo Attacks. Starting at 11th level, you score a critical hit on a 19-20. If you already possess this
range, the range increases by 1 point (18-20). When you score a critical hit, you may either use any
one Ki ability with no action or Ki cost (such as flurry of blows, Rising Sun, your Superior Martial
Arts abilities, or Quivering Palm once you gain it), or choose to regain 2 Ki.
Quivering Palm (3 Ki). At 17th level, you gain the ability to set up lethal vibrations in someone’s
body. When you hit a creature with an unarmed strike, you can use a bonus action to start these
imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations
are harmless unless you use your action to end them. To do so, you and the target must be on the
same plane of existence. When you use this action, the creature must make a Stamina saving throw.
If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 shadow damage instead. You
may place these vibrations even with a harmless touch (which may require a Deception check
opposed to Insight).
You can have only one creature under the effect of this feature at a time. You can choose to end
the vibrations harmlessly without using an action.
Paladin (PLD)
This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish
evil from the darkest corners of the world. These holy warriors are equipped with plate armor so
they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds
and, in some cases, even restore life to the dead.
CREATING A PALADIN
QUICK BUILD
You can make a paladin quickly by following these suggestions. First, Strength should be your
highest ability score, followed by Charisma. Second, choose the noble background.
CLASS FEATURES
As a paladin, you have the following class features.
HIT POINTS
Hit Dice 1d10 per paladin level
Hit Points at 1st Level 10 + your Stamina modifier
Hit Points at Higher Levels 1d10 (or 6) + your Stamina modifier per paladin level after 1st
PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Stamina, Charisma
Skills: Choose four from Athletics, Insight, Intimidation, Medicine, Deception, and Religion.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) five javelins or (b) any simple melee weapon
• (a) a priest’s pack or (b) an explorer’s pack
• Chain mail, a holy symbol, and a holy libram
Paladin Class
Level Proficiency Features Caster level (Spell level)
1st +2 Divine Sense, Lay on Hands -
2nd +2 Crusader Strike, Fighting Style, Spellcasting 1 (1st)
3rd +2 Aura (Devotion), Holy Oath 2 (1st)
4th +2 Ability Score Improvement 2 (1st)
5th +3 Extra Attack 3 (2nd)
6th +3 Divine Health, Aura (Retribution) 3 (2nd)
7th +3 Holy Oath Feature 4 (2nd)
8th +3 Ability Score Improvement 4 (2nd)
9th +4 - 5 (3rd)
10th +4 Aura (Crusader) 5 (3rd)
11th +4 Improved Crusader Strike 6 (3rd)
12th +4 Ability Score Improvement 6 (3rd)
13th +5 - 7 (4th)
14th +5 Cleansing Touch, Aura (Concentration) 7 (4th)
15th +5 Holy Oath Feature 8 (4th)
16th +5 Ability Score Improvement 8 (4th)
17th +6 - 9 (5th)
18th +6 Aura (Resistance), Aura Improvement 9 (5th)
19th +6 Ability Score Improvement 10 (5th)
20th +6 Holy Oath Feature 10 (5th)
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings
like heavenly music in your ears. As an action, you can open your awareness to detect such forces.
Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60
feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any
being whose presence you sense, but not its identity (the lich Kel’Thuzad, for instance). Within the
same radius, you also detect the presence of any place or object that has been consecrated or
desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your
Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands
Your blessed touch can cure wounds. As an action, you may lay your hands on a target, investing
them with healing energies. For every mana point you spend for Lay on Hands, you heal a number
of hit points equal to your proficiency bonus. Amount you heal is instead treated as Holy damage
for undead and fiends (in which case, this requires a melee spell attack). Excess hit points are lost.
When performing Lay on Hands on yourself, this is instead a bonus action.
Alternatively, you can expend the mana to cure one disease or one poison of your choice. Each
disease or poison requires spending mana points equal to one-quarter the saving throw DC of the
poison or disease. You may cure multiple diseases or poisons this way. This feature has no effect on
constructs.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use
your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Crusader Strike
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend mana
equal to one spell slot to deal holy damage to the target, in addition to the weapon’s damage. The
extra damage is 1d8 plus 1d8 per spell slot, (maximum 6d8 with a 5th level slot). If the target is a
fiend or an undead, you gain +5 to the strike’s damage.
If you have a seal active, you may also perform a Crusader Strike without expending mana (called
Seal Release or Judgment), terminating the effects of the seal (plus an additional effect depending
on the seal). Despite the name, Crusader Strike does not count as a Strike effect.
Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast
spells as a priest does.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the
strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma modifier when setting the saving throw DC for a
paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellbook – Libram
At 2nd level, your libram contains three 1st-level paladin spells of your choice. When you level up,
you gain 2 additional paladin spells of your choice. You may also acquire new spells by research,
tutelage, or from the spellbooks and scrolls of spellcasters who have spells you can cast.
Your libram is effectively your spellbook, and you may add spells by scribing it with new insights
regarding the faith and how to protect and promote it.
Spellcasting Focus
You can use your holy libram as a spellcasting focus for your paladin spells, as well as the store for
them.
Aura
Starting at 3rd level, you may exert an aura you can emit in a 15-foot radius sphere centered on you
as a bonus action. You may maintain concentration with this effect for up to 1 hour. Unlike most
effects that require concentration, you may also maintain concentration on spell at the same time.
You still suffer the chance to lose the aura (DC 10 or half damage Stamina saving throw). Once the
aura ends, you cannot exert it again until you complete a long or short rest (you may exert other
auras).
All effects are treated as good effects that have no saving throw, but can be negated by Protection
From Evil and Good and suppressed for 1 minute with dispel magic and similar abjurations. If you
are rendered unconscious, the effect ends automatically. If an aura can be resisted, it is a Spirit
saving throw with a DC equal to your spell DC.
Aura bonuses do not stack with other aura bonuses. Creatures affected by auras automatically sense
where they are emanating from.
Devotion At level 3, you have the aura of devotion. All allied creatures reduce the number of hit
points they take from Weapon Attack rolls by a number equal to your proficiency bonus. This
cannot reduce the damage below 1 point. This opposes Abandonment Aura, and both effects are
negated.
Retribution At level 6, you have the aura of retribution. Whenever an allied creature is damaged
with a melee weapon attack, the attacker (if within 5 feet) takes 1d4 holy damage per attack. This is
applied once per proficiency bonus in the same round, and does not cost a reaction. The damage
the attacker takes cannot exceed the damage they dealt, however. This can be resisted to half
damage.
This opposes Weakness Aura, and both effects are negated.
Crusader At level 10, you have the aura of the crusader. All allied creatures gain a +10 foot bonus to
speed, and all allied creatures automatically stabilize when reduced to 0 hit points. Once per
proficiency bonus, you may grant a stabilized creature in your aura 1 hit point as a reaction to allow
them to continue acting. This opposes Unholy Aura, and both effects are suppressed.
Concentration At level 14, you have the aura of concentration. All allied creatures gain advantage on
Stamina saving throws to maintain their concentration on a spell. Once per proficiency bonus, you
may grant any allied creature within the aura a bonus equal to your proficiency bonus to their
check to concentrate on the spell. This opposes Distraction Aura, and both effects are suppressed.
Resistance At level 18, you have the aura of resistance. You may choose one damage type (acid, cold,
electricity, or fire), and all allies take less damage from this damage type equal to double your
proficiency bonus (minimum 1 point of damage). This opposes Vulnerability Aura, and both effects
are suppressed.
Holy Oath
When you reach 3rd level, you walk a path that defines you as a paladin forever. Up to this time
you have been in a preparatory stage, committed to the path but not yet sworn to it.
You may choose the Oath of Holiness to aid the helpless, Oath of Protection to guard the weak, or
Oath of Retribution to smite the wicked, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features
include oath spells and the Channel Divinity feature.
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the
oath description. Once you gain access to a oath spell, you always have it prepared.
Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the death knight spell list, the spell is nonetheless a
paladin spell for you.
Channel Divinity
Your path allows you to channel divine energy to fuel magical effects. Each Channel Divinity
option provided by your path explains how to use it. When you use your Channel Divinity, you
choose which option to use. You must then finish a short or long rest to use your Channel Divinity
again. Some Channel Divinity effects require saving throws. When you use such an effect from this
class, the DC equals your paladin spell save DC.
You may always Turn Undead, and you gain an additional choice from your Path.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action
on your turn.
Divine Health
Starting at 6th level, the divine magics flowing within you grant you immunity to diseases and
advantage against poison, as well as resistance against poison damage.
Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing
creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once).
You regain expended uses when you finish a long rest.
Aura Improvement
Beginning on 18th level, you have advantage to concentrate on auras, and the range increases to 30
feet.
Sacred Oaths
An Azerothian Paladin chooses from one of the below three sacred oaths.
Oath of Holiness
Your oath is to heal and inspire your allies. Holy paladins are common, and are usually well-
regarded battle healers.
Channel Divinity. When you take this oath at 3rd level, you gain the below Channel Divinity
option.
Light of Dawn. As an action, you present your holy symbol, and release an outburst of the Holy
Light of Creation, allowing one friendly creature within 30 feet to use a hit dice as if they rested.
The ally also gains temporary hit points equal to double your Charisma modifier.
Holy Vision. At 3rd level, you gain the ability to critically hit with healing spells. When you touch
or target an ally with a touch or ranged healing spell (such as Holy Light), you may roll a d20. On a
natural 19 and 20 (or 10% chance on a d%), your spell has double effectiveness. This applies when
dealing damage to undead as well.
Holy Auras. At 7th level, your auras increase in strength. Your auras range increase to 30 feet, and
can apply two auras at once. When gaining Aura Improvement, your auras increase to 45 feet.
Latent Prayer. Starting at 15th level, you may cast a healing spell on a creature that only activates
whenever the creature wishes. This does not require concentration on your end, and the creature
(or you) may declare use of the spell as a reaction. This effect remains for one day or until used, and
leaves a holy mark that can be detected as the healing spell. A creature can only benefit from one
latent prayer until they take a long rest. This may also be applied to undead.
Illuminated Healer. By 20th level, whenever a creature that benefits from a healing effect (such as
Light of Dawn, or healing spell) originating from you manifest a holy shield. This holy shield grants
them temporary hit points equal to the amount they were healed by you. The holy shield does not
increase the amount shielded if the healing spell was a critical hit.
This shield remains until the hit points are reduced to 0, or until ten minutes have passed. This
effect does not stack with itself, and a creature can benefit from a single holy shield only once every
hour. Your healing spells critically hit on d20 roll of one point less (or 18 if it was 19-20).
Oath of Protection
Your oath is to guard your allies and all friends of the Holy Light. Protection paladins are very
tough foes who can survive hefty abuse.
Channel Divinity. When you take this oath at 3rd level, you gain the below Channel Divinity
option.
Rook’s Move. You can use your Channel Divinity to swap places with any ally. As a reaction, choose
one ally within 60 ft. of your size or smaller that you can see that is about to be attacked. You
instantly teleport to the spot your ally was located and your ally moves to your previous spot,
swapping places. You may use this ability before or after the result of the attack roll is known. If you
use this ability before the attack roll, you can resist the attack as normal, but if done after, you must
take the effects of the attack, even if you would have otherwise ignored it.
Avenger’s Shield. Starting 3rd level, you may throw your shield as a ranged thrown attack. The
shield has a range of 30/90. If used against a target that is spellcasting or who casts a spell in same
turn after being hit, it imposes disadvantage to the creature’s required Stamina save to maintain the
spell, or any check to concentrate while being hit. The damage dealt is equal to 1d4 + your Strength
modifier, and the damage dealt is half Holy and half Bludgeoning.
The shield returns instantaneously to your hand, and may be used again in the same round. This
requires having a shield.
Opportune Prayer. Starting at 7rd level, whenever you reduce an enemy to 0 hit points, you may
cast a cure spell as a reaction. You may also do this whenever you critically hit or are critically
struck.
Holy Sentinel. Starting at 15th level, whenever you hit a creature with an opportunity attack, the
creature’s speed temporarily becomes 0 for the rest of the turn. Creatures within 5 feet of you
provoke opportunity attacks from you even if they take the Disengage action before leaving your
reach. When a creature within 5 feet of you makes an attack against a target other than you, you
can use your reaction to make a melee weapon attack against the attacking creature.
Your Avenger’s Shield can (with an attack) jump from one enemy to another, even possibly leaving
maximum range, so long as the targets are 30 feet from one another. When you no longer have
attacks, the shield returns to you.
Ardent Defender. At level 20, you may, as a reaction, you may gain resistance to all damage for one
round, usable five times per day. If this ability is used, and you are reduced to 0 or below regardless,
you may cast any paladin spell as a reaction.
Oath of Retribution
Your oath is to bring retribution to the wicked, avenging wrongs made but not settled. Retribution
paladins are often wandering knights, hunting down villains and depraved monsters.
Channel Divinity. When you take this oath at 3rd level, you gain the below Channel Divinity
option.
Sword of Light. As an action, you can imbue one weapon that you are holding with positive energy,
using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made
with that weapon (with a minimum bonus of +1).
The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the
weapon is not already magical, it becomes magical for the duration. You can end this effect on your
turn as a bonus action. If you are no longer holding or carrying this weapon, or if you fall
unconscious, this effect ends.
Arm of the Law. At 3rd level, you can, whenever successfully releasing a seal or performing a
Crusader Strike, Dash without using an action.
You may also perform Crusader Strike at a range of 30 feet, but the damage includes only the Holy
damage dealt (I.E., 2d8 Holy, or 3d8 if a fiend or undead). This is counted as a ranged spell attack.
Sword of Truth. Starting at 7th level, you always add your Charisma modifier to damage rolls.
Using Sword of Light allows you to add your Charisma modifier again.
Emancipate. Starting at 15th level, your cleansing touch may be used at a range of 10 feet, and you
may always cast it on yourself, even when otherwise incapacitated.
Divine Storm. At level 20, whenever you use a Crusader Strike, it deals damage to the target, as
well as all hostile creatures within 5 feet of you. The effects of a released seal is applied only to the
initial creature.
Priest (PRS)
Priest of Azeroth are known as priests or clerics, depending on their domains and focus. They
channel their power through their conviction, not through the direct power of their patrons. The
Scarlet Crusade, for example, channel the Holy Light due to their belief in their cause, although
many betray principles the Church of the Holy Light considers tenants of the faith.
Priests may be of any alignment and allegiance.
Priests serve their faith--either that of the Light through the Holy priesthood, the Old Gods though
the Shadow priesthood, the Lich King through the Death priesthood, taking a neutral stance
between the forces of the world with Discipline priesthood, or serving the Moon goddess Elune
through the universally-female Moon priesthood.
CREATING A PRIEST
QUICK BUILD
You can make a priest quickly by following these suggestions. First, Spirit should be your highest
ability score, followed by Strength or Stamina. Second, choose the acolyte background.
CLASS FEATURES
As a priest, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per priest level
Hit Points at 1st Level: 8 + your Stamina modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina modifier per priest level after 1st
PROFICIENCIES
Armor: Light armor
Weapons: All simple weapons
Tools: None
Saving Throws: Spirit, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a club or (b) a quarterstaff
(a) leather armor, or (b) chain shirt (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest’s pack or (b) an explorer’s pack
A holy (or unholy or neutral) symbol and libram
Priest Class
Level Proficiency Features Caster level (Spell level)
1st +2 Priesthood, Spellcasting, Unarmored Defense 1 (1st)
2nd +2 Channel Divinity (1/rest), Priesthood Feature, 2 (1st)
Desperate Prayer
3rd +2 - 3 (2nd)
4th +2 Ability Score Improvement 4 (2nd)
5th +3 Destroy Undead (CR 1/2) 5 (3rd)
6th +3 Channel Divinity (2/rest), Priesthood Feature 6 (3rd)
7th +3 - 7 (4th)
8th +3 Ability Score Improvement, Destroy 8 (4th)
Undead (CR 1), Priesthood Feature
9th +4 - 9 (5th)
10th +4 Divine Intervention 10 (5th)
11th +4 Destroy Undead (CR 2) 11 (6th)
12th +4 Ability Score Improvement 12 (6th)
13th +5 - 13 (7th)
14th +5 Destroy Undead (CR 3) 14 (7th)
15th +5 - 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 Destroy Undead (CR 4), Priesthood Feature 17 (9th)
18th +6 Channel Divinity (3/rest) 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Divine Intervention Improvement 20 (9th)
Priesthood
Choose one priesthood or domain related to your deity: Death (Lich King), Discipline (Balance),
Holy (Holy Light), Moon (Elune), or Shadow (Forgotten Shadow). Each priesthood is detailed at
the end of the class description. Your choice grants you domain spells and other features when you
choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that
feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Spellcasting
As a practitioner of divine magic, you may choose from the priest spell list which spells you wish for
every day.
Cantrips
At 1st level, you know a number of cantrips equal to your proficiency bonus.
Spellcasting Ability
Spirit is your spellcasting ability for your priest spells, since you learn your spells through dedication
to a higher force.
You use your Spirit whenever a spell refers to your spellcasting ability. In addition, you use your
Spirit modifier when setting the saving throw DC for a priest spell you cast and when making an
attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Spirit modifier
Spell attack modifier = your proficiency bonus + your Spirit modifier
Priesthood Spells
Each priesthood has a list of spells—its priesthood spells—that you gain at the priest levels noted in
the priesthood description. Once you gain a priesthood spell, you always have it prepared, and it
doesn’t count against the number of spells you can prepare each day.
If you have a priesthood spell that doesn’t appear on the priest spell list, the spell is nonetheless a
priest spell for you.
Spellbook – Libram
At 1st level, your libram contains six 1st-level priest spells of your choice. When you level up, you
gain 2 additional priest spells of your choice. You may also acquire new spells by research, tutelage,
or from the spellbooks and scrolls of spellcasters who have spells you can cast.
Your libram is effectively your spellbook, and you may add spells by scribing in your insights
regarding the secrets of the powers you serve.
Spellcasting Focus
You can use your holy symbol as a spellcasting focus for your priest spells.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals
10 + your Agility modifier + your Spirit modifier.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that
energy to fuel magical effects. You start with two such effects: Turn Undead and an effect
determined by your priesthood. Some domains grant you additional effects as you advance in levels,
as noted in the domain description. When you use your Channel Divinity, you choose which effect
to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class,
the DC equals your priest spell save DC. Beginning at 6th level, you can use your Channel Divinity
twice between rests, and beginning at 18th level you can use it three times between rests. When you
finish a short or long rest, you regain your expended uses.
Desperate Prayer
Starting at 2nd level, you may rapidly recover your mana by invoking powers from beyond. You can
use your action and bonus action on your turn to regain mana as if completed a short rest (or
rested for one hour).
You can use this feature up to one time per every two points of proficiency bonus. You regain
expended uses when you finish a long rest.
Alternatively, if you use this during a short rest, you are treated as if you rested for two hours.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the
creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in
the Destroy Undead table.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is
great.
Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower
than your priest level, your deity intervenes. The DM chooses the nature of the intervention; the
effect of any priest spell or priesthood spell would be appropriate.
Imploring your deity’s aid requires you to use your action.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again
after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll
required.
Priesthoods
A priest can be under one of the below priesthoods.
Death Priesthood
You follow the Lich King, gaining unholy powers from your devotion to the Dark Lord of the
Dead. Death priesthoods are feared and reviled figures in civilized societies, as they are often seen
as harbingers for a Scourge invasion.
Channel Divinity
Death priests exchange the ability to Turn Undead with Turn Living.
Turn Living
You may turn any living creature instead of turning undead. This has no effect on constructs. This
is a fear effect.
Lich King’s Favor. Starting at 2nd level, you add all necromancy spells from all spell lists to your
spell list. Using necromancy spells that are not on your spell list cost 1 additional mana point.
Destroy Living
Starting at 5th level, when a living creature fails its saving throw against your Channel Divinity
feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as
shown in the Destroy Living table. It disintegrates, leaving only a pile of dust, so commands the
Lich King.
Cultist of the Damned. Starting at 6th level, you can cast any Necromancy spell as a ritual even if it
doesn't have the ritual tag.
Death's Touch. At 8th level, you may use an action to target any dying creature within 90 feet with
a ranged spell attack. The creature fails one death saving throw instantly. You also have Resistance
to shadow damage.
Avatar of Death. At 17th level you have the “Command Undead” ability as if you were a
Necromancer equal to your priest level. Also when using your Death's Touch ability any target that
dies while you are touching them cannot be resurrected or reincarnated. They can however be
raised as Undead.
Discipline Priesthood
You follows the tenets of balance and self-improvement, balancing the forces of Light and Shadow
within you—a concept often called Chakra training. Your magics can shield allies from taking
damage as well as heal their wounds. Discipline priests do not advertise themselves, but act as other
priests.
Chakra Ward. Beginning at 1st level, while you are wearing no armor and not wielding a shield,
you take 3 less damage from all slashing, piercing, and bludgeoning damage (minimum 1).
Extended Wards. Also beginning at 1st level, you double the duration of any active spell that
grants temporary hit points and all Power Word spells.
Channel Divinity. Damage Ward. Starting at level 2, you may use a channel divinity attempt to
grant any ally within 30 ft. resistance against any type of damage they specify. This resistance
remains for until the end of your turn the next round.
Channel Divinity. Reflecting Ward. Starting at 6th level, whenever a creature benefitting from
your Damage Ward ability is damaged, you may use a channel divinity attempt and a reaction to
reflect half the damage dealt back to the creature who dealt it.
Make a ranged spell attack, and on a success, the creature damaging your ally is damaged
themselves by half their own damage. This does not alter the type of damage dealt.
Chakra Cleansing. Starting at 8th level, whenever you cast a shielding spell, you may perform one
of the two abilities with a bonus action.
You may dispel any magical effect the target suffers from. This acts as dispel magic with a
spell level equal to the level of the shielding spell you cast.
You may grant additional temporary hit points equal to double the spell level.
Infused Shield. Starting at 17th level, whenever you cast a healing or shielding spell, you may freely
convert temporary hit points from your spells to actual hit points, or vice versa. A healing spell that
grants temporary hit points is counted as a shielding spell, and benefits from the Chakra Cleansing,
Extended Wards, and Shielding Power abilities.
Light’s Insight. Starting at 1st level, when you cast a healing spell, there is a 10% chance (a 19 or
20 on a d20) that the spell critically hits, dealing double healing or damage. You may also turn
fiends when you turn undead.
Light’s Embrace. Also starting at 1st level, your healing spells are more effective. Whenever you use
a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit
points equal to 2 + the spell’s level. This bonus healing is not doubled on a critical spell cast.
Channel Divinity. Restore Life. Starting at 2nd level, you may use your action while presenting
your holy symbol to evoke healing energy that can restore a number of hit points equal to five times
your priest level. Choose any creatures within 30 feet of you, and divide those hit points among
them. This feature can restore a creature to no more than half of its hit point maximum. You can’t
use this feature on a construct, but may target undead to damage by expending healing, dealing
holy damage instead of healing them.
Channel Divinity. Focused Casting. Starting at 6th level, you may use a channel energy attempt to
alter the target of any sigil healing spell you cast on a target. This does not reduce the duration, and
may be used outside the target’s turn. You may use this instead to grant the target another benefit
of the sigil spell in the same round. This does not cost an action.
Angelic Form. Starting at 8th level, you may ascend temporarily to become an angelic being,
becoming incorporeal, and regaining half total hit points and mana points, and dispelling one
magical effect on you.
While in this form, you may only cast healing, restorative, and domain spells. After one minute,
you return to your normal form, and are reduced to 10% hit points . This may only be activated
when you have less than 10% hit points remaining or if you are dying. This may be used once per
rest.
Guardian Spirit. Starting at 17th level, you may target any ally within 30 ft., granting them a
guardian angel spirit. This spirit increases the amount of healing from all life spells by 50%, and
may be sacrificed to either grant resistance against any one attack the target suffers or automatically
stabilize the target if they are reduced to 0 hit points. This does not affect constructs or undead.
This may be used once per rest.
Moon Priesthood
You are part of the ancient and well-respected sisterhood of the night-elven moon goddess Elune,
and your path is of serenity, grace, and reflection. Moon priestesses favor using subtlety, the
bow, and hit-and-run techniques to guard her flock.
Favor of Elune. Also starting at 1st level, you gain proficiency with all ranged projectile weapons,
and can add your spirit modifier to damage rolls with bows of all types.
Channel Divinity. Moonlight Calm. Starting at 2nd level, when you channel divinity, you may
force a Druid in their Wild Shape or a shapeshifting creature to revert to their original shape if they
fail a Charisma saving throw. They cannot return to said form for one minute after being subject to
this.
You may alternatively target a beast or humanoid that can see you within 30 feet, and force it to
roll a Charisma saving throw. If the creature fails its saving throw, it is charmed by you for 1
minute or until it takes damage. While it is charmed by you, it is friendly to you and other
creatures you designate. If you treat them fairly, they do not revert to their original hostility after
the duration ends.
Channel Divinity: Trueshot Aura. Starting at 6th level, you may emit a 15-foot radius aura for one
hour as a bonus action, granting all allied creatures a bonus to ranged damage rolls equal to your
proficiency bonus. This acts as a Paladin’s Aura feature in all other respects (but cannot be
countered by another aura).
Elune’s Grace. Starting at 8th level, whenever natural moonlight is illuminating you or the target of
your healing spells, they receive maximum healing. When in other conditions, you can roll twice
and take the higher result.
Moon's Luck. Starting at 17th level, gain the Lucky Feat when you are bathed in the light of the
moon. You have a number of Luck Points equal to half of your Priest level (rounded down). In
other conditions, the number of Luck Points is halved.
Shadow Priesthood
You answered the call of the Old Gods, joining the Cult of the Forgotten Shadow, gaining powers
over the eldritch mysteries and powers of the ancient changed beings. Shadow Priests use sinister
shadow magic, especially sigil spells, to eradicate enemies.
Shadow Orbs. Starting at 1st level, you gain a shadow orb whenever you cast a damaging sigil spell
or a damaging spell that deals psychic damage. The shadow orb orbits your body, becoming
invisible when you wish them to.
Each shadow orb may be consumed to increase the DC of any spell you cast by one point per
shadow orb consumed. You may have a maximum of 3 shadow orbs, which remain for ten minutes
or until used. Alternatively, you may consume a shadow orb to reduce the mana cost of a shadow
or psychic spell by one point per orb consumed, or reduce the DC to maintain a sigil that has the
same descriptors by 2 points.
Mind Quickening. Also starting at 1st level, your expanded mind gives you the ability to touch the
minds of other creatures. You can communicate telepathically with any creature you can see within
30 feet of you. You don’t need to share a language with the creature for it to understand your
telepathic utterances, but the creature must be able to understand at least one language.
You may also pronounce the verbal components of your priest spells mentally, so that only the
target can hear them. This way, you cast spells in areas of silence or while muted.
Channel Divinity. Devouring Plague. Starting at 2nd level, you may use an action while presenting
your unholy symbol to evoke dark energy, dealing psychic damage equal to five times your cleric
level, halved with a Spirit saving throw. Choose any creatures within 30 feet of you, and divide
those damage among them. This feature can reduce a creature to no more than half of its hit point
maximum. You can’t use this feature on undead or constructs. You regain hit points equal to the
total damage you dealt. If you have any active shadow orbs, you may grant one creature hit points
equal to the damage dealt by this ability using one shadow orb.
You may also deduct three hit points from the pool to restore one point of mana for you or the
target, up to a maximum number of hit points equal to five times your priest level. This counts as a
mana restoration effect.
Channel Divinity. Focused Psyche. Starting at 6th level, you may use a channel energy attempt to
alter the target of any damaging sigil spell you cast on a target. This does not reduce the duration,
and may be used outside the target’s turn. You may use this instead to grant the target another
benefit of the sigil spell in the same round. This does not cost an action.
Shadowy Form. Starting at 8th level, you may ascend temporarily to become a shadowy being,
becoming incorporeal, and regaining half total hit points and mana points, and dispelling one
magical effect on you.
While in this form, you may only cast psychic, sigil, and domain spells. After one minute, you
return to your normal form, and are reduced to 10% hit points. This may only be activated when
you have less than 10% hit points remaining or if you are dying. This may be used once per rest.
You also have resistance against psychic damage, and your mind cannot be read.
Vampiric Embrace. Starting at 17th level, whenever you deal damage with a damaging sigil or
psychic effect, you may divide the total damage dealt by four at the end of your round, and then
grant it as healing to allies within 30 feet, dividing the healing evenly. You may instead divide the
damage by eight, and grant it as mana restoration. This counts as a mana restoration effect.
Rogue (RGE)
Rogues represent thieves, treasure-hunters, cunning spies, and aspiring adventurers. Using their
skills and cunning (and sometimes gifted with a knack for technology or strange magics), rogues are
always welcome to any faction, and many work for more than two at any given time as scouts,
double agents, and false merchants.
If you wish to recreate the original 5e Rogue, choose the following talents the appropriate levels:
Cunning Action as the first talent
Evasion as the second talent
Reliable as the third talent
Slippery Mind as the fourth talent
Elusive as the fifth talent
CREATING A ROGUE
QUICK BUILD
You can make a rogue quickly by following these suggestions. First. Agility should be your highest
ability score. Make Intelligence your next-highest if you want to excel at Investigation. Choose
Charisma instead if you plan to emphasize deception and social interaction. Second, choose the
charlatan background.
CLASS FEATURES
As a rogue, you have the following class features.
HIT POINTS
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Stamina modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina modifier per rogue level after 1st
PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools or Poisoner’s Kit
Saving Throws: Agility, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of Hand, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
Leather armor, two daggers, and thieves’ tools or poisoner’s tools
Refer to the Dungeon Master’s Guide for details about poisons and purchasing costs. One use of a
poison (vial, dash, etc.) are considered creations of moderate complexity (1 day) to create.
Rogue Class
Level Proficiency Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2nd +2 1d6 Rogue Talent
3rd +2 2d6 Rogue Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise II
7th +3 4d6 Rogue Talent
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Rogue Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Rogue Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Rogue Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Rogue Talent
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Rogue Archetype feature
18th +6 9d6 Rogue Talent
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your
proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make
that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain
this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn,
you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the
attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and
you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak
Attack column of the Rogue table.
Thieves’ Cant
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that
allows you to hide messages in seemingly normal conversation. Only another creature that knows
thieves’ cant understands such messages. It takes four times longer to convey such a message than it
does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols
used to convey short, simple messages, such as whether an area is dangerous or the territory of a
thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will
provide a safe house for thieves on the run.
Rogue Talent
Starting at 2nd level, you may gain one rogue talent, abilities that represent your ability to function
under pressure or perform specialized tasks, either by quick thinking, good use of skill, special
aptitude towards magic, or by lightning-fast reflexes.
Whenever you qualify for another talent (at levels 2, 7, 11, 15, and 18, you can choose another
talent or gain another use of an existing talent. All abilities have DCs of 8 + Proficiency + Strength
or Agility (your choice) if they allow a saving throw.
You may also choose to gain a hunter or warrior talent you qualify for.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities:
Assassination, which focuses on capturing the opponent unawares a quickly dispatching of them,
Outlaw, which focuses on dueling and swashbuckling, and Subtlety, which attunes one’s self with
shadows so much that they begin to aid him. All are detailed at the end of the class description.
Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your
reaction to halve the attack’s damage against you.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or
invisible creature within 10 feet of you.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a
target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you
can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Rogue Talents
Agile Leap (requires proficiency of +3 or higher). You may use a bonus action to leap, moving at half
your total speed. This movement does not provoke reactions. If you have the ability to glide,
hover, or fly (via spell, gadget, or ability), you may choose to use this ability in mid-air
(effectively changing your trajectory as a double-jump). This jump also counts as a dash for the
purposes of other abilities.
You are treated as if you always benefit from the Jump spell.
Alchemical Aptitude (requires Intelligence 13 or higher). You have minor skill in alchemy, and may
choose three potions of common quality. You may craft these potions as if you had proficiency
in alchemy. Rogues often choose three from the following: Alchemists acid, alchemist’s fire,
alchemist’s frost, false life potion, healing potion, poison spray potion, rejuvenation potion
(also known as crimson vial) or smoke bomb.
Cunning Action. Your quick thinking and agility allow you to move and act quickly. You can
take a bonus action on each of your turns in combat to use the following action: Dash,
Disengage, or Hide. Only rogues may take this talent.
Cloak of Shadows. You may dispel one active spell effect on you as a reaction. If the spell’s level
is less than half your rogue level, you automatically succeed. If the spell’s level is equal to or
lower than half your rogue level, you must succeed on an Intelligence saving throw (DC 10 +
spell level) to dispel it. After being used once, this cannot be used again until after a short rest.
Elusive (requires proficiency +6 or higher). You are so evasive that attackers rarely gain the upper
hand against you. No attack roll has advantage against you while you aren’t incapacitated. Only
rogues may take this talent.
Evasion (requires proficiency of +3 or higher). You can nimbly dodge out of the way of certain area
effects, such as a dragon’s fiery breath or an ice storm spell. When you are subjected to an
effect that allows you to make an Agility saving throw to take half damage, you instead take no
damage if you succeed on the saving throw, and only half damage if you fail. Only rogues may
take this talent.
Fading Shadow (requires Subtlety specialization or the Cloak of Shadows talent). You may cast the
Blink Step spell. After being used, this cannot be used again until after a short rest.
This talent can be taken multiple times, each time adding another use of this ability before a
short rest.
If your proficiency bonus is +4 or higher, this acts as the Dimension Door spell instead.
Fan of Knives. Whenever you use an action to attack with a light throwing weapon (such as
daggers, darts, light hammers, handaxes, or javelins), you may throw another of the same type
as part of the same attack action. You may still use two-weapon fighting to throw a third
weapon as a bonus action. This stacks with the Extra Attack feature, if you possess it (adding
one thrown attack with the first action for each extra attack).
You may instead spend your action and bonus action to release the weapons as a 20 foot sphere
(all around you), a 15 foot cone (in a quarter-circle), or a line 30 feet long, 5 feet wide in any
direction you choose. This requires three thrown weapons, and deals damage as if they all hit,
with an Agility saving throw to half damage.
If you have the Sneak Attack feature, you may add one additional point of damage per sneak
attack dice to the total damage, but only if the target qualifies for a sneak attack. This is an area
effect.
Flash Bomber (requires proficiency of +3 or higher). You may use a bonus action or reaction to
activate or make use of the Use Object action for alchemical items or explosives. This may be
used at a number of times equal to your Intelligence modifier before a short rest.
Insightful Fighting. You gain the ability to decipher an opponent's tactics and develop a counter
to them. As a bonus action, you can make a Spirit (Insight) check against a creature you can see
that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed,
you can use your Sneak Attack against that target even if you don’t have advantage on the
attack roll, but not if you have disadvantage. This benefit lasts for 1 minute or until you
successfully use this feature against a different target. Only rogues may take this talent.
Insightful Manipulator (requires proficiency of +4 or higher). If you spend at least 1 minute observing
or interacting with another creature outside combat, you can learn certain information about
its capabilities compared to your own. The DM tells you if the creature is your equal, superior,
or inferior in regard to two of the following characteristics of your choice:
o Intelligence, Spirit, or Charisma scores
o Class levels (if any)
At the DM’s option, you might also realize you know a piece of the creature’s history or one of
its personality traits, if it has any. Only rogues may take this talent.
Master of Intrigue. You gain proficiency with the disguise and forgery kits, and one gaming set of
your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you
hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a
particular land, provided that you know the language.
Master of Tactics. You can use the Help action as a bonus action. Additionally, when you use
the Help action to aid an ally in attacking a creature, the target of that attack can be within 30
feet of you, rather than within 5 feet of you, if the target can see or hear you.
Misdirection (requires proficiency of +5 or higher). You can sometimes cause another creature to
suffer an attack meant for you. When you are targeted by an attack while a creature within 5
feet of you is granting you cover against that attack, you can use your reaction to have the
attack target that creature instead of you.
Mutilate Strike. Whenever you can attack as a bonus action with an off-hand weapon, you may
instead add the off-hand damage to your main attack action, retaining your bonus action. Your
bonus action cannot be used to attack the same round after using this strike. Once used, this
talent cannot be used again for three rounds.
Reliable Talent (requires proficiency of +3 or higher). Whenever you make an ability check that lets
you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Only rogues may
take this talent.
Dire Strike. You strike at a vulnerable place in the target's body when you may deal your sneak
attack damage. Instead of dealing extra sneak attack damage, you may impose a condition on
the target on a failed Stamina saving throw. The weapon damage type determines the
condition, chosen from the below.
o Blinded (any). The target is blinded for one round.
o Kidney Shot (piercing or bludgeoning, requires proficiency of +3 or above). The target is
stunned until the end of your next turn.
o Rupture (slashing or piercing). The target begins to bleed for one minute. At the
beginning of every round, it loses a number of hit points equal to your Agility modifier
due to blood loss. Furthermore, unless they take precautions, they leave a trail of blood
behind them.
The creature can attempt another Stamina saving throw at the beginning of every
round to end this effect. This effect is also ended if the target regains a number of hit
points equal to or greater than the bleed damage. Alternatively, the wounded creature,
or a creature within 5 feet of it, can use an action to make a DC 15 Spirit (Medicine)
check, ending the effect of such wounds on it on a success. Creatures that do have
blood (or do not require it to survive) cannot be harmed by bleeding.
o Sap (bludgeoning). The creature is charmed for one minute and looks visibly dazed and
flat-footed. While charmed by this effect, the creature is incapacitated and has a speed
of 0. The effect ends for an affected creature if it takes any damage or if someone else
uses an action to shake the creature out of its stupor. The creature can attempt another
Stamina saving throw once every round to end this effect. Once a creature is affected
by this ability, it is immune to it until it performs a short rest.
For each saving throw attempt the target makes against a dire strike ability, they gain a
cumulative +1 to their saving throws against this ability. This applies to saving throws rolled
every round as well as new applications of effects that were already chosen. The bonus to saving
throws remains for up to 24 hours. If the rupture strike, for example, has a DC of 14 the first
round, the DC decreases to 13 the second round, and 12 the third round. If choosing kidney
shot, the DC decreases the more the ability is applied.
Slippery Mind (requires proficiency of +4 or higher). You have acquired greater mental strength. You
gain proficiency in Spirit saving throws. Only rogues may take this talent.
Swift Slash (requires cunning action or the ability to dash as a bonus action). After you make a Dash
action, you can make a free melee attack. If you succeed on the attack, you may use the
disengage action. Furthermore, you are treated as if you were lightly obscured at the end of the
disengage action, and may attempt a Stealth check. By using this ability, you may Dash, attack
Each time this is used, the target’s passive Perception score against this ability increases by 5
points (or they gain a +5 bonus. The DC resets once you take a short rest.
When you attempt a melee weapon attack against a creature, you don’t provoke opportunity
attacks from them for the rest of the turn, whether you hit or not.
Tricks of the Trade. You may cast the Compelled Duel spell, but instead of drawing the target to
you, you can direct them to a third creature within 30 feet of both of you. The target has
advantage to the saving throw unless the third creature is one of your allies or is neutral to both
of you. After being used, this cannot be used again until after a short rest. This effect ends if
you attack the target, or if the third creature does not defend itself, or if you end your turn
more than 30 feet away from the target.
This talent can be taken multiple times, each time adding another use of this ability before a
short rest.
Unerring Eye (requires proficiency of +5 or higher). Your senses are almost impossible to foil. As an
action, you sense the presence of illusions, creatures not in their original form (such as
shapechangers), and other magic designed to deceive the senses within 30 feet of you, provided
you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain
no insight into what is hidden or into its true nature. This ability can be used a number of
times equal to your Spirit modifier before replenishing after a long rest.
Rogue Archetypes
Rogues can choose from the below archetypes.
Assassination
You are deadly master of poisons, who can dispatch various victims with vicious dagger strikes and
amazing talents. Assassins are usually independent agents who perform contracts with various
organizations to further their own goals.
Assassinate. Starting at 3rd level, you are at your deadliest when you get the drop on your enemies.
You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.
In addition, any hit you score against a creature that is surprised is a critical hit.
Also, if you don’t already have proficiency with a poisoner’s kit, you gain proficiency in it, and you
gain advantage to saving throws against your own poisons.
Disrupting Strike [Strike]. Also starting at 3rd level, you gain experience in fighting casters.
Whenever you deal sneak attack damage, you may give up a portion of the damage to disrupt the
target for one round per 1d6 of sneak attack given up.
While disrupted, a target of this ability must make a Stamina check every time they cast a spell, with
a DC equal to half the melee damage you dealt to them with the sneak attack. On a failed check,
the caster’s spell is lost, and the resources are expended without benefit.
Dispatch. Starting at 9th level, whenever attacking a target that is below half hit points, your sneak
attack dice improves from 1d6 to d10.
Expert Poisoner. Starting at 13th level, the Poisoned condition if delivered by you also inflicts
disadvantage on one saving throw type you choose for the duration of the condition.
Vendetta. Starting at 17th level, you may mark one target within 100 feet with an action, and have
advantage to all Perception checks to perceive them, as well as advantage to the first attack of every
turn against them. The benefits remain for one minute, and may be used once before a rest.
Outlaw
You are a swashbuckler, duelists, or combatant who uses agility and guile to stand toe-to-toe with
opponents. Outlaw rogues are usually pirates and highwaymen.
Riposte. Starting at 3rd level, you may deflect an incoming attack by using a reaction, thereby
adding your Proficiency bonus to your AC. If your AC is then high enough to make the enemy
miss after it would have been a success, you can make an attack of opportunity against the enemy.
Outlaw rogues also gain proficiency with firearms and explosives.
Revealing Strike [Strike]. Also at 3rd level, a target struck with this ability must make an Agility
saving throw opposed by your own. If you succeed, the target loses all increases to AC from a single
type against all targets for until the end of your next round. This may be used to nullify armor
bonuses, insight bonuses, or Agility bonuses, but not all three.
A creature that suffers the effects of Revealing Strike cannot be targeted again for 24 hours. This is
a strike effect that costs a bonus action.
Quick Combatant. Beginning at 9th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn.
If you roll a successful attack roll with one of these attacks, you may forgo dealing damage with that
attack to give yourself advantage on the next attack you make. This may only be done with melee
attacks.
Disabling Strike [Strike]. Starting at 13th level, your keen eye and calculating mind makes your
Sneak Attacks even more potent. Whenever you succeed on an attack that deals Sneak Attack
damage, you may elect to not deal sneak attack damage, and force your target to make an Agility
saving throw opposed by your own. If the target fails the saving throw, it gains one of the following
conditions at your choice.
Slowed by 1/2 their normal movement rate for 1d4 rounds.
Blinded for 1d2 rounds.
Stunned until the beginning of your next turn.
This is a strike effect that costs a bonus action. A creature cannot suffer more than once against
your Disabling Strike in 24 hours.
Killing Spree. Starting at 17th level, you tap into your reserves of speed, going into a killing spree.
While you are in this state, you may double your movement and gain advantage on your first attack
at the beginning of every round. Your movement doesn't provoke opportunity attacks. This state
remains for 1 minute, or until you spend one of your rounds without making an attack roll or if
you are not targeted with an attack roll. This may be used once per short rest.
Subtlety
Your affinity with shadows reached beyond the mundane, tapping into shadowy arcane powers.
Subtlety rogues are often spies who sell their secrets to the highest bidder.
Shadow Spellcasting
Drawing on mysterious shadow-magics, you can cast spells to shape that essence to your will. You
cast spells drawn from the Mage spell list, and are restricted to spells from the Conjuration,
Evocation, Enchantment, and Illusion schools. You may also scribe spells in Thieves’ Cant. You
also gain a spellbook as a 1st-level mage.
You gain bonus spells on your 8th, 14th, and 20th level. These spells can be of any schools.
Cantrips
At 1st level, you know a number of cantrips equal to your proficiency bonus.
One of your cantrips must be the Mage Hand spell.
Premeditation. Also on 3rd level, you may use 3 rounds (counted as 3 actions) to study an enemy.
If you do, you may always apply your sneak attack damage against them (even without advantage or
an ally nearby) for one minute, unless they move more than their normal speed in one round. In
addition, any hit you score against a creature that is surprised is a critical hit.
Vanish. Starting at 9th level, you may grant yourself invisibility as a reaction. This invisibility
remains until the end of your next turn. This may be used once per point of Intelligence modifier,
and replenishes after a rest.
Shadow Dance. Starting at 13th level, you may initiate a shadow dance by moving more than 10
feet. While in this stance, you grant yourself concealment as per the Blur spell. While in the stance,
creatures affected or distracted by your spells (such as a summoned monster or an image illusion,
but not the distracted condition) grant you advantage to your first attack at any round. This may be
used once per short rest, and remains so long as you continue moving.
Backstab. Starting at 17th level, when you target any creature below half hit points with a sneak
attack, you may deal double sneak attack damage. A target subjected to this effect once cannot be
subjected to it again for 24 hours.
Shaman (SHM)
Commanding chaotic and conflicting elements, a shaman is a force that hears the world tremble
and directs its wrath. Communicating with spirits of flame, winds, and stone, shamans channel the
power of the storm, earth, and fire to their will. A shaman’s holy symbol is a small ancestral relic or
totem of bone, wood, or iron that can be carried in one’s hand.
The elements are chaotic, however, and left to their own devices, they rage against one another in
unending primal fury. It is the call of the shaman to bring balance to this chaos, acting as
moderators among earth, fire, water, and air. The spirit of life is a hidden and elusive one, but
shamans often channel healing energies through water until they are able and proficient enough to
negotiate bringing the dead to life via invoking life spirits.
As shamans mediate between elemental spirits, it is unsurprising that such aptitude eventually
translates to connecting with other kinds of spirits as well, including that of incorporeal undead
(such as banshees or ghosts) or the shaman’s own ancestors.
CREATING A SHAMAN
QUICK BUILD
You can make a shaman quickly by following these suggestions. First, Spirit should be your highest
ability score, followed by Strength or Stamina. Second, choose the hermit background.
CLASS FEATURES
As a shaman, you gain the following class features.
HIT POINTS
Hit Dice: 1d8 per shaman level
Hit Points at 1st Level: 8 + your Stamina modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina modifier per shaman level after 1st
PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: All simple weapons, bludgeons, axes, daggers, and quarterstaffs
Tools: Herbalism kit
Saving Throws: Spirit, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a battle axe or (b) a warhammer
(a) leather armor, or (b) chain shirt
(a) 2 Handaxes or (b) a shield
(a) a priest’s pack or (b) an explorer’s pack
A shamanistic symbol or minor totem
Shaman Class
Level Proficiency Features Caster level (Spell level)
1st +2 Kalimag, Spellcasting, Shamanistic Art 1 (1st)
2nd +2 Channel Elements (1/rest), Art Feature, 2 (1st)
Mana Surge
3rd +2 - 3 (2nd)
4th +2 Ability Score Improvement 4 (2nd)
5th +3 Release Elemental (CR 1/2) 5 (3rd)
6th +3 Channel Elements (2/rest) 6 (3rd)
7th +3 - 7 (4th)
8th +3 Ability Score Improvement, Release 8 (4th)
Elemental (CR 1), Art Feature
9th +4 - 9 (5th)
10th +4 Elemental Intervention 10 (5th)
11th +4 Release Elemental (CR 2) 11 (6th)
12th +4 Ability Score Improvement 12 (6th)
13th +5 - 13 (7th)
14th +5 Release Elemental (CR 3) 14 (7th)
15th +5 - 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 Release Elemental (CR 4), Art Feature 17 (9th)
18th +6 Channel Elements (3/rest) 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Elemental Intervention Improvement 20 (9th)
Kalimag
You know Kalimag, the language of elementals and wind, earth, fire, and water spirits. You can
speak the language and use it to leave hidden messages. You and others who know this language
automatically spot such a message. If you can speak kalimag, you can communicate with all other
shamans and elementals, even if you don’t otherwise share a language.
Spellcasting
By 1st level, you have learned to draw on raw elemental might through meditation and
communication with the elements.
Cantrips
At 1st level, you know a number of cantrips equal to your proficiency bonus.
Spellcasting Ability
Spirit is your spellcasting ability for your shaman spells, since you learn your spells through primal
contact with the elemental forces.
You use your Spirit whenever a spell refers to your spellcasting ability. In addition, you use your
Spirit modifier when setting the saving throw DC for a shaman spell you cast and when making an
attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Spirit modifier
Spell attack modifier = your proficiency bonus + your Spirit modifier
Spellbook – Totem
At 1st level, your totem contains six 1st-level shaman spells of your choice. When you level up, you
gain 2 additional shaman spells of your choice. You may also acquire new spells by research,
tutelage, or from the spellbooks and scrolls of spellcasters who have spells you can cast.
Your totem is effectively your spellbook, and you may add spells by meditating with it and burning
incense and rare herbs.
Spellcasting Focus
You can use your shamanistic symbol as a spellcasting focus for your shaman spells. These are
typically totems, tufts of wolf hair, or a carving of your spiritual animal.
Shamanistic Art
Choose one shamanistic art or focus related to how you view the elements and how they have
received you, such as Elemental to focus on bringing the elements’ wrath down, enhancement to
strengthen yourself through the elements, or restoration, in which the elements are in balance.
Each art is detailed at the end of the class description.
Your choice grants you art spells and other features when you choose it at 1st level. It also grants
you additional ways to use Channel Elements when you gain that feature at 2nd level, and
additional benefits at 6th, 8th, and 17th levels.
Art Spells
Each art has a list of spells—its art spells—that you gain at the shaman levels noted in the art
description. Once you gain an art spell, you always have it prepared, and it doesn’t count against
the number of spells you can prepare each day. If you have an art spell that doesn’t appear on the
priest spell list, the spell is nonetheless a shaman spell for you.
Channel Elements
At 2nd level, you gain the ability to channel elemental energy directly, using that energy to fuel
magical effects. You start with two such effects: Turn Elementals and an effect determined by your
art. Some arts grant you additional effects as you advance in levels, as noted in the art description.
When you use your Channel Elements, you choose which effect to create. You must then finish a
short or long rest to use your Channel Elements again.
Some Channel Elements effects require saving throws. When you use such an effect from this class,
the DC equals your shaman spell save DC. Beginning at 6th level, you can use your Channel
Elements twice between rests, and beginning at 18th level you can use it three times between rests.
When you finish a short or long rest, you regain your expended uses.
Mana Surge
Starting at 2nd level, you may rapidly recover your mana by calling on the primal elements for aid.
You can use your action and bonus action on your turn to regain mana as if completed a short rest
(or rested for one hour).
You can use this feature up to one time per every two points of proficiency bonus. You regain
expended uses when you finish a long rest.
Alternatively, if you use this during a short rest, you are treated as if you rested for two hours.
Release Elemental
Starting at 5th level, when an elemental fails its saving throw against your Turn Elemental feature,
the creature is either dispelled (if conjured by a spell), released from its bindings (f bound by a
spell), returned to its realm of origin, or destroyed if its challenge rating is at or below a certain
threshold, as shown in the Release Elemental table. This ability only functions when you declare
your intention to destroy or dispel it.
Releasing elementals is useful to dispel summoned elementals. It may also be used to cause a device
with an elemental engine to instantaneously malfunction with a successful Spellcasting check
opposed to the target’s Engineering check. The device is ruined and the elemental stored in is
freed. Such elementals usually serve the shaman for 1 day or until they can return the favor.
Destroying elementals is a secret art known to shamans, and is typically only used against
elementals that are corrupted by fel energies, as elementals are usually receptive to shamans who
turn them (see above).
Elemental Intervention
Beginning at 10th level, you can call on the elements of Azeroth to intervene on your behalf when
your need is great. Imploring the elements’ aid requires you to use your action. Describe the
assistance you seek, and roll a percentile dice. If you roll a number equal to or lower than your
shaman level, the elements intervene. The DM chooses the nature of the intervention; the effect of
any shaman spell or art spell would be appropriate. This ability is treated as divine intervention in
all respects.
If the elements intervene, you can’t use this feature again for 7 days. Otherwise, you can use it again
after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll
required.
Shamanistic Arts
An Azerothian shaman may choose one of the three following shamanistic arts.
Elemental
Your ability to command the elements at long ranges, and influence and aid their allies at equal
distance is renowned and respected. Elementalists make up most adventuring shamans.
Elemental Mastery. Starting at 1st level, you may change any elemental damage type dealt by your
spells to another type.
Acclimation. Also at 1st level, you are also immune to the hostile effects of weather, and can
predict it accurately 24 hours in advance 50% of the time with an action. The elements also
whisper to you of any threats to them, such as extensive drilling efforts, an upcoming wildfire in a
dry area, or a coming storm in around 24 hours before they take place. You can also sense any
weather-changing spells when they are being cast within 5 miles of your location, and can roughly
identify whether the caster is a friend or foe to the elements or shamans.
Channel Elements. Wrath. At 2nd level, you can use your Channel Divinity to wield the power of
the elements with unchecked ferocity. When you roll for any type of elemental damage, you can use
a Channel Divinity attempt to deal maximum damage instead.
Bonded Elemental. Starting at 8th level, you may conjure an elemental and render its duration
permanent. If the elemental dies, you can perform the ritual again to summon another. This
elemental does not require concentration to maintain and does not count against the normal limit
for the Bond Elemental spell, with a maximum spell level rendered permanent equal to one-half
the maximum spell level of the elemental you can bond.
Elemental Storm. When you reach level 17, you gain the ability to summon a thunderstorm,
snowstorm, or firestorm at your location. The earth is blanketed by a 5-mile radius centered on you
for one hour. This otherwise acts as control weather, and takes 10 minutes to cast as normal.
However, so long as the elemental storm is active, you may also use an action to cause a 10-foot
wide cylinder of elemental wrath that deals 10d6 damage (thunder, electricity, cold, or fire,
depending on the storm type). The range of this ability is as far as you can see within the radius,
and the affected creatures are entitled an Agility saving throw to half damage.
Whenever you call the elemental cylinder, the dice damage is reduced by 2d6. When they reach
0d6, the storm ends prematurely (even if maintaining concentration), as the elemental spirits
become calmer.
Enhancement
Your magic is woven to your combat style, empowering your ability harm their enemies in melee
combat. Enhancement shamans usually use two weapons.
Elemental Command. Also at 1st level, you gain increased proficiency and command over the
elements. You may perform any of the following abilities a number of times equal to your Spirit
modifier. All such uses are restored after a rest. Uses of different commands count against the
overall maximum.
Command the Storm. When a creature within 5 feet of you that you can see hits you with an
attack, you can use your reaction to cause the creature to make an Agility saving throw. The
creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as
much damage on a successful one.
Command the Earth. You may send a tremor through the earth as a bonus action,
unbalancing your enemies. In a 30-foot-sphere centered on you, you may send a shockwave, dealing
2d6 + your Spirit modifier in bludgeoning damage, with an Agility saving throw to half damage.
You may instead shape this as a 15-foot-long cone, or a 30-foot-long line. If you also have the
tremor warrior talent, you may send use the ability two times more.
Command the Flame. You add the Firebolt cantrip and fireball spell to your list of spells.
You may also cast firebolt as a bonus action.
Channel Elements. Elemental Strike. At 2nd level, when you deal damage with a melee weapon to
a target, you may use your bonus action to cast a damaging cantrip on the target as a bonus action.
If you successfully affect the target with both the spell and the melee attack, you may push the
creature up to 10 feet away, so long as it is not larger than Large. If the cantrip pushes the enemy,
the forced movement does not stack.
Flurry. Starting at 8th level, when you take an action to attack, you can attack twice instead of
once.
Spirit Wolves. Starting at 17th level, you can summon two spirit dire wolves as an action, which
take their turns immediately after yours, and dissipate after 1 minute and do not require
concentration. During this time if they are within 10 feet of you, your movement speed increases to
match their own. After using this feature, you must finish a long rest before you can use it again.
Restoration
You focuses on magic that heals and divines the future—your totems, as a consequence, are stronger
than that of other paths. Restoration shamans are often thought of as more spiritual than others,
and are known as witch-shamans or spirit-walkers.
Elusive Totems. Also at 1st level, you may move your totems up to half your own speed as a
reaction, not as a bonus action. This cannot interrupt an attack, but gives the totem a bonus to AC
equal to your Spirit modifier versus an attack. You also increase their hit points by your level (to a
total of three times your level). Totems also gain the benefit of evasion when using your Agility
saving throw bonus.
Channel Elements. Life-Link. Starting at 2nd level, you may use an action to replicate the effects of
a Spirit Link spell (even if you normally cannot cast it), though whenever a creature is healed, the
healing is also distributed as well. This is a concentration effect that may be used at the same time
as an existing Spirit Link spell, or can manifest independently.
Cleanse Spirit. At 8th level, you may use an action to replicate the effects of Remove Curse and
Dispel Magic to any creature within 30 feet. This may be used once per day per point of Spirit
modifier (minimum 1). To unwilling targets, this must be a ranged spell attack.
Also, whenever you dispel any number of magical effects, you may choose to reduce the target’s
speed by 10 feet for until the beginning of their turn in the next round.
Totem Mastery. Starting at 17th level, you may activate two totems with the same reaction. Dispel
Magic is also both always prepared and costs only half mana. You may also include totems in the
Spirit Link spell or effect, despite them being objects and not creatures.
Tinker (TNK)
Tinkers among the smartest and most creative of the adventurers setting out to explore and
conquer Azeroth. As a creator of incredible inventions from steam saws to siege engines, your
devices allow them to overcome nearly any situation — and if you don’t have the device they need,
you just might be able to design and create a new one on the spot.
Tinkers have a reputation for being dangerous companions before specializing, born mainly of
reckless goblins experimenting with explosives, or using gadgets made and owned by others.
However, the true heart of the tinker profession can be found in the steady craftsmanship of the
dwarves and the wild-eyed curiosity of the gnomes. As tinkers begin to spread to all the races of
Azeroth, the idea of the “typical tinker” may continue to change, but inventiveness and intelligence
will always be an important part.
CLASS FEATURES
QUICK BUILD
You can make a tinker quickly by following these suggestions. First. Intelligence should be your
highest ability score. Make Agility your next-highest if you want to excel at using firearms and
explosives. Choose Stamina or Strength instead if you plan to emphasize using constructs and
mecha. Second, choose the guild artisan background.
HIT POINTS
Hit Dice 1d8 per tinker level
Hit Points at 1st Level 8 + your Stamina modifier
Hit Points at Higher Levels 1d8 (or 5) + your Stamina modifier per tinker level after 1st
PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons, hand crossbows, maces, firearms, explosives, and short swords.
Tools: Thieves’ tools and Engineering Tools
Saving Throws: Agility, Intelligence
Skills: Choose four from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) A mace or (b) a shortsword
(a) 2 hand grenades or (b) 2 default rockets
(a) A dungeoneer’s pack, or (b) an explorer’s pack
Leather armor, engineering tools, two vials of liquid phlogiston, and an engineer’s
notebook, with two blueprints or schematics of any technological device the tinker can create.
Tinker Class
Level Proficiency Rarity Features
1st +2 Common Engineering, Packrat, Cobble (1/day)
2nd +2 Common Knack for It, Tech Know-how
3rd +2 Common Tinker Path, Flash Bomber
4th +2 Common Ability Score Improvement
5th +3 Uncommon Superfunction, Cobble (2/day)
6th +3 Uncommon Path Feature
7th +3 Uncommon Coolness under Fire
8th +3 Uncommon Ability Score Improvement
9th +4 Rare Cobble (3/day)
10th +4 Rare Scavenge, Path feature
11th +4 Rare Reliability, Evasion
12th +4 Rare Ability Score Improvement
13th +5 Very Rare Improved Cobble, Cobble (4/day)
14th +5 Very Rare Path Feature
15th +5 Very Rare Improved Tech Know-How, Quick Tech
16th +5 Very Rare Ability Score Improvement
17th +6 Legendary Shutdown, Cobble (5/day)
18th +6 Legendary Greater Reliability
19th +6 Legendary Ability Score Improvement
20th +6 Legendary Engineering Mastery
Engineering
You are proficient with the Engineering skill. If you are already proficient, you gain expertise to
your checks.
Notebook
At 1st level, your notebook contains four blueprints of your choice that detail the specifications of
any device you can create. When you level up, you gain 2 additional blueprints of your choice. You
may also acquire new blueprints by research, tutelage, or from the notebooks and blueprints of
tinkers who have devices you can create.
Packrat
For the purposes of calculating encumbrance, you are counted as a Large creature.
Cobble
Also starting at 1st level, you may create a 1-use firearm, gadget, or bomb with a 3-turn action. If a
gadget, you may petition the DM on what spell effect the gadget replicates, and the DM decides the
most fitting gadget.
You can expend a number of Engineering Points equal to your maximum -1 points (1 point at 1st
level), and 1/5th the cost of materials to create this device, though the device disintegrates after a
single use (whether it be successful or not).
There is a 5% chance that the tinker memorize the blueprint for the cobbled device for one day
(usually long enough to write down the formula). This can be used once before a long rest, then an
additional time per day per 4 levels.
Knack for It
Starting at 2nd level, you can use your bonus action to make an Agility (Sleight of Hand) check or
use your thieves’ tools to disarm a trap or open a lock.
Tech Know-How
Also starting at 2nd level, you may reduce the total cost and crafting time of engineered devices by
25%. This applies to cobbled devices as normal.
Furthermore, you lower the malfunction rate of all devices you use by one point per half your
Proficiency bonus (minimum 1).
Tinker Path
At 3rd level, you choose a path that you emulate in the exercise of your tinker abilities: Bomber
who focuses on creating explosives, the Gunner who focuses on creating and shooting with
firearms, and Gadgeteer who focuses on creating wondrous gadgets, all detailed at the end of the
class description.
Your path choice grants you features at 3rd level and then again at 6th, 10th, and 14th levels.
Flash Bomber
Also starting at 3rd level, you also gain the Flash Bomber talent, as the rogue talent of the same
name, but may only use it for explosives.
Superfunction.
Starting at 5th level, whenever you use a device, there is a chance it performs unexpectedly well.
The chance for a superfunction is similar to the chance for a malfunction, but based on the
maximum dice result.
For example, an explosive that malfunctions on a roll of 1-3 can superfunction on a roll of 18-20.
When a device superfunctions, it does not roll for a malfunction for the duration of the effect (see
below, affected by energy source).
Scavenge
Starting at 10th level, when you gather raw materials for use with engineering, you gain triple the
total value.
Reliability
Starting at 11th level, whenever a device gains the malfunctioned condition, you may attempt an
Engineering check (DC 20) in the same round to remove the condition as a bonus action or
reaction. If you succeed, the condition is negated as if the device didn’t malfunction at all.
Evasion
Also starting at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red
dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to
make an Agility saving throw to take only half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail. If you make a saving throw versus an effect
made by you, you can either take half damage automatically or make a saving throw. If you choose
to make a saving throw, you take no damage on a successful save, but take normal (full) damage on
a failed save.
Improved Cobble
Starting at 13th level, you may use a cobbled device twice before it disintegrates. The chance you
can discover a new blueprint increases to 10% per cobble attempt. The cobbled device also costs
15% less than normal (this stacks with tech know-how and improved tech know-how).
Quick Tech
Also starting at 15th level, you may alter the invested properties of any device you handle (even
those not used by you). This takes 3 turns of handling the device.
For example, this allows you to increase the damage or range of a firearm, reduce the hit dice of a
construct or vehicle (negatively only), or triple the malfunction rate of any device you handle.
Shutdown
Starting at 17th level, you may expend a use of Coolness under Fire to negate a malfunction or
increase the malfunction rate of any device within 30 feet of you by 5 points for up to one hour.
Greater Reliability
Starting at 18th level, the DC to prevent the malfunction is reduced to 15.
Engineering Mastery
Starting at 20th level, you may identify the weaknesses and command triggers for any device you
see. You gain the ability to deduce the operation and design of any device you operate or have one
hour to study, and have a 20% chance to recreate it from memory.
Tinker Paths
An Azerothian tinker may choose one of the three below paths.
Bomber
You appreciate the controlled destruction behind a bomb, terrible surprise beneath a mine, and the
terror a rocket invokes. Bomber tinkers often makes use of mortars and rocket or mine launchers,
to deny enemy mobility as well as to deal massive damage to their enemies. Bombers are also
known as grenadiers.
Expanded Effect. Starting when you choose this archetype at 3rd level, you increase the range of
your bombs and rockets by 15 feet, and the range of your mine’s detection to its blast radius.
Also, whenever you use a rocket, mine, or bomb, you may exclude a number of 5-foot squares
(creatures included) from its effects equal to 1 + your Intelligence modifier.
Corner Blast [Strike]. Starting at 6th level, whenever you use an explosive, you may center it
against one creature in the area of effect, dealing two additional dice of damage. This is a [Strike]
effect that can target only one creature within the blast. If the explosive affects only a single
creature, this is applied automatically without using a bonus action.
Greater Flash Bomber. Starting at 10th level, you double the amount of times you may use the
flash bomber talent before a rest.
You also gain the remote blueprint for free if you didn’t already have it, and may employ it to
trigger your explosive normally, but use it with a reaction.
Explosive Resistance. Starting at 14th level, you gain resistance to concussive, thunder, and
bludgeoning damage. You may also 'ride' on any concussive damage you take (even if you succeed
on negating the damage), moving up to one-half your speed away from the blast center (or if the
explosive already pushes you, increase the distance you move).
Gunner
You are not only a renowned gunsmith, but is also an excellent marksman. Gunners are often
called gunslingers or musketeers, and are usually employed in battlefields.
Quick Reload. Starting when you choose this archetype at 3rd level, you may use a bonus action to
reload a firearm.
Special Bullets. Starting at 6th level, you gain one of the following features.
Shot Expertise. You gain the spellcasting feature of a hunter equal to your level (spellcasting
ability score Intelligence, not Spirit). However, you may only prepare and cast Strike and Shot
spells. These effects are considered extraordinary and not spell-based, which means they ignore
spell resistances and may be used without being disrupted by anti-magic.
Suffused Bullets. You gain the Suffused Arrows ability, as the hunter talent of the same name.
Greater Touch-Blast Strike. Starting at 10th level, you do not take disadvantage to your ranged
attack roll while being within 5 feet of a hostile creature, even if you don’t attack them in melee
first.
You also gain the Sharpshooter feat for free. If you already had it, you gain the Archery fighting
style (applicable to firearms only).
Firearm Improvement. Starting at 14th level, firearms you create always benefit from one free
modification (1 point), chosen from any modification that applies to firearms.
Gadgeteer
You appreciate the versatility gadgets provide, or prefer to craft and control constructs such as
mechs and vehicles of all types. Gadgeteers are often the drivers of their own devices, such as goblin
balloons, dwarf steam tanks, or gnomish submarines and gyrocopters.
Quick Cooldown. Starting when you choose this archetype at 3rd level, you reduce the cooldown
of your gadgets and activation of your constructs and Mecha to 2d4 rounds instead of a minute. If
the gadget is also a quick-use gadget, its cooldown is one full round instead.
Extensive Designing. Starting at 6th level, you may increase the spell levels replicated by your
gadgets to becoming 1 spell level per Engineering Point invested (maximum 6th level). You may
also command gadgets from within a vehicle or Mecha.
Efficient Engineering. Starting at 10th level, your devices do not lose charges when they are
damaged, and all your devices (except bombs and firearms) have double the normal fuel efficiency
(gadgets can be used twice for one charge, and constructs consume fuel once per two hours).
Protective Shell. Starting at 14th level, whenever you are wearing a gadget harness, or are within a
construct you control or crafted, you have resistance to all damage from outside it. This applies
after sharing damage with a mecha or suit (possibly taking only 25% of all damage).
Warlock (WKR)
Warlocks are arcane spellcasters who study dark arts and magics associated with demons and the
Burning Legion. Due to this, they gain a very deeply tainted reputation due to their tendencies to
traffic and deal with demons. Hiding in cellars and secret covens, warlocks are known for making
secret pacts for permanent demonic companions that grow steadily in power so long as the warlock
does.
Warlocks are common in both the Alliance and Horde, though in most cases they serve the
Burning Legion while disguising their true loyalties.
CREATING A WARLOCK
QUICK BUILD
You can make a warlock quickly by following these suggestions. First, Charisma should be your
highest ability score, followed by Stamina. Second, choose the charlatan background. Third, choose
the light, prestidigitation, firebolt, and chill touch cantrips, along with the 1st-level conjure and
immolate.
CLASS FEATURES
As a warlock, you gain the following class features.
HIT POINTS
Hit Dice: 1d6 per warlock level
Hit Points at 1st Level: 6 + your Stamina modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Stamina modifier per warlock level after 1st.
PROFICIENCIES
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Charisma, Spirit
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) an explorer’s pack
Demonic grimoire or spellbook
Warlock Class
Level Proficiency Features Caster level (Spell level)
1st +2 Eredun, Demonic Studies, Demonic Invocation, 1 (1st)
Spellcasting
2nd +2 Soul Shards 2 (1st)
3rd +2 Warlock Focus 3 (2nd)
4th +2 Ability Score Improvement 4 (2nd)
5th +3 - 5 (3rd)
6th +3 Demonic Study Feature 6 (3rd)
7th +3 - 7 (4th)
8th +3 Ability Score Improvement 8 (4th)
9th +4 - 9 (5th)
10th +4 Demonic Study Feature 10 (5th)
11th +4 - 11 (6th)
12th +4 Ability Score Improvement 12 (6th)
13th +5 - 13 (7th)
14th +5 Demonic Study Feature 14 (7th)
15th +5 - 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 - 17 (9th)
18th +6 Demonic Study Feature 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Soul Vault 20 (9th)
Eredun
You know Eredun, the language of fiends and the Burning Legion. You can speak the language do
not suffer any penalty from its curse. If you can speak Eredun, you can communicate with all other
warlocks and fiends, even if you don’t otherwise share a language.
However, you are (due to demonic promises) often more likely than others to seek out pacts
willingly.
Demonic Studies
Starting at 1st level, the warlock is also initiated into a warlock circle. You may choose a demonic
study, which describes the way you take to power. You can choose Affliction, the path of the
withering magical casters, Demonology, who focus on their demonic allies and improving them, or
Destruction, who summons only the Hellfire of Hell and no more. Your choice grants you features
when you choose it at 1st level and again at 6th, 14th, and 18th level.
Demonic Invocation
Starting at 1st level, you may rapidly recover your mana by subjecting yourself to the foul taint of
the fel. You can use your action and bonus action on your turn to regain mana as if completed a
short rest (or rested for one hour).
You can use this feature up to one time per every two points of proficiency bonus. You regain
expended uses when you finish a long rest.
Alternatively, if you use this during a short rest, you are treated as if you rested for two hours.
Spellcasting
As a trafficker in demonic forces, you have a grimoire containing spells that show the first
glimmerings of your true power. You cast spells from the Warlock spell.
Cantrips
At 1st level, you know a number of cantrips equal to your proficiency bonus.
Grimoire
At 1st level, you have a grimoire (treat as a spellbook) containing six 1st-level warlock spells of your
choice.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, since you strengthen your magic by
summoning and tapping into extraplanar beings.
You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellbook – Grimoire
At 1st level, your grimoire contains six 1st-level warlock spells of your choice. When you level up,
you gain 2 additional warlock spells of your choice. You may also acquire new spells by research,
tutelage, or from the spellbooks and scrolls of spellcasters who have spells you can cast.
Your grimoire is effectively your spellbook, and you may add spells by scribing in new spells or your
insights regarding the planes and the powers you serve.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
Soul Shards
At 2nd level, you tap into a deep and mysterious magic of souls. This wellspring is represented by
soul shards, which allow you to weaken your enemies or strengthen your own spells.
Soul Shards
By default, you have 2 soul shards, and cannot have more shards than your Warlock level. They
fade at the end of one hour or after a short rest.
You gain one soul shards by reducing living creatures to 0 hit points or less with your spells or
melee attacks, or if any creature is killed by one of your demon summons. This does not trap the
souls of the creatures killed.
Cabal Casting: Warlocks are known for being cooperative casters, unlike magi and wizards.
A cabal of warlocks may gather into casting a ritual, conjuring, or binding spell. If each of them
contribute one soul shard per spell level, the spell is heightened by one spell level (counted as if it
were cast from a spell higher by one level). This requires at least four warlocks.
Enhanced Conjuring: You may spend one soul shard per spell level, and quicken any
Conjure spell of a casting time of 1 minute to cost only a 1 action (though you cannot move for
one round after casting).
Enhanced Concentration: You may spend one soul shard to concentrate on any conjure spell,
so you may concentrate on another spell. In effect, you concentrate on two spells with the single act
of concentration. You cannot concentrate on more than two conjured creatures using this ability.
Soul Magic: With a bonus action, you can force a living creature or an undead to take
disadvantage against a saving throw of one of your spells, or can gain advantage to your own attack
rolls to such targets. This functions up to 5th level spells, and costs one soul shard per spell level.
Warlock Focus. At 3rd level, you may choose to focus on one of two warlock focuses.
Fiendish Power: The warlock permanently increases their reserve of soul shards by 2 points.
Fiendish Alliance: The warlock gains a permanent bound companion that accompanies you
on your adventures, advises you in the ways of demonology, and teaches you magical spells upon
the completion of tasks (determined by the DM). See Bound Companion for details.
This companion must be a demon you can summon and bind to your service (see the Bind Fiend
spell) that is no larger than Medium and that has a challenge rating equal to the highest level
demon you can bind fiends spell. See Bound Companion and the Bind Fiend spell for more
details.
Bond
When a fiend you are bound to is reduced to 0 hit points, you may transfer to them your own hit
points as a reaction, so long as you are within 10 feet of them. You may only transfer enough hit
points to leave them at 1 hit point. You can also always prepare the Conjure Fiend spell, even
without your spellbook.
If the bound fiend is killed, you must succeed against a DC 20 Stamina saving throw or suffer 1d10
arcane damage per CR of the demon, as its life-force is torn from yours. It cannot be revived, and
you must bind a different fiend.
Leveling up
The level of the fiend is equal to the highest-level demon you can bind with the warlock’s Bind
Fiend spell.
Special
Bonding with a fiend requires spending one hour communicating with the creature, and spending
the next seven hours in activities the fiend considers to be ‘bonding’, such as arsony for imps,
bloodshed for felguards, as the DM decides.
Soul Vault
When you reach 20th level, you may gain two soul shards instead of one per every enemy reduced
to 0 hit points as a result of your spells, and may restore your soul shard pool to full at least once at
any given hour.
Whenever a creature conjured by you reduces a creature to 0 or below hit points, you also gain one
soul shard as if you slew them personally. This must be done within 90 feet of you.
Warlock Studies
An Azerothian warlock may choose one of the three below archetypes.
Affliction
Your mastery over sigil spells corrupts and destroys your enemies. Affliciton warlocks are feared
exemplars of the art.
Haunt. Starting at 1st level, you gain the Mystic Blast feat, which deals 1d4 Fel damage per every
accessed spell level (see the feat for description).
When casting a damaging sigil spell, you may use a single soul shard to also use your Haunt ability
against the same target without an action. This still requires a ranged spell attack, but the range of
the ability becomes equal to the range of the sigil spell.
Infestation. Also starting at 1st level, you may use a soul shard to re-affect a target that currently
suffers from a sigil effect, or to automatically succeed on maintaining a sigil effect.
A single creature cannot be affected by this more than once in the same 24 hours period.
Soul Swap. Starting at 6th level, you may alter the target of a sigil spell effect as a bonus action,
targeting any eligible target within a range equal to the spell’s original range. The spell’s effects take
place at the new target’s turn as usual.
Exploding Seed of Corruption. Starting at 14th level, if you reduce a creature to 0 hit points with a
damaging sigil or single-target channel spell effect, you may deal the damage again in a 30-foot burst
(this does not count as an additional hit against the original target).
Corruptive Influence. Starting at 18th level, if any target of a damaging sigil spell or single-target
channeling spell effect you cast dies, you may alter the target without dispelling the effect. Seed of
Corruption still triggers as normal.
Demonology
Your consorting with demons has been noticed and appreciated by the forces in the Twisting
Nether. A demonologist often adventures alone, relying on nobody other than himself and his
enslaved demons.
Blood Pact. Starting at 1st level, all demons summoned or bonded to you gain a bonus to their
maximum hit points equal to double your level. You may also add your proficiency bonus to all
your demonic allies attack rolls and saving throws.
Demonic Echoes. Also starting at 1st level, you may count demons as eligible targets for all
creature-specific spells by using a soul shard (such as charm person or hold elemental). You may at
any time grant your hit points to them as a reaction on their round, or a bonus action on your
round. You may also drain their hit points (at a 2:1 ratio), though you can only benefit from their
hit points once every long rest.
Fel Mind. Starting at 6th level, you can use Enhanced Concentration without spending Soul
Shards.
Dark Secrets. Starting at 14th level, you gain advantage to all saves versus spells, except those who
deal Holy damage, and gain immunity to one elemental damage type. You may also use a soul shard
and a reaction to grant one demonic ally advantage to its first attack during a round, or impose
disadvantage to the attacker targeting it.
Demon-Soul. Starting at 18th level, whenever you summon a demonic creature by a spell or use
your demonic alliance ability to bind a fiend (as per the Conjure or Bind Fiend spell), you may
summon or bind another fiend of the same or lower level (these are counted as if concentrating on
the same spell). Thus, you may summon a succubus and a felguard, or an imp and a felhound, or
two succubi or felguards and have them bound at the same time. Commanding both bound
creatures is the same concentration action.
When you are killed, your spirit is taken to an demiplane (see the spell) that is owned by you, where
you return to life in the matter of 1d10 days, nurtured by any demonic allies you have employed,
enslaved, or allied with.
Destruction
You are a master of chaotic fel-fire, calling down the green flame to burn and demolish your foes.
Destruction warlocks usually take the Fiendish Power focus, eschewing an actual alliance with
demons over the awesome destructive power of fel magic.
Chaos Magic. Starting at 1st level, any fire or fel spell you use that deals damage also deals an
additional 1d6 points of the other type (fire deals extra 1d6 fel, or vice versa). Spells that deal both
fire and fel damage gain an additional 1d10 damage from either types (your choice).
Havoc. Also at 1st level, you gain the Havoc ability, and can spend a soul shard to activate it.
Havoc: You may spend one soul shard, affect two creatures within 30 feet of one another
with a single-targeting damaging or channeling (such inferno blast or drain mana) as spell from
your class list. The spell cannot have a range of touch or self.
Searing Magics. Starting at 6th level, you may also target a creature with an action to make it more
susceptible to your fire and fel magical damage. If the target is immune to fire or fel, it becomes
resistant to the damage. If it is resistant, it loses the resistance. If it has no resistance, it becomes
vulnerable. If it was previously vulnerable, it takes triple damage. The benefits of this ability may be
used once per short or long rest.
Incinerate. Starting at 14th level, whenever you deal fire damage to an enemy with a spell (though
the spell or through your chaos magic ability), you may use a soul shard to perform one of the three
below tasks. This triggers once per round.
Set the target (or object) on fire, dealing 1d6 until the flame is extinguished. While set on
fire, a creature is considered poisoned, taking disadvantage to attack rolls and ability checks.
Cast any sigil spell you have prepared without spending a bonus action.
If the target is reduced to 0 hit points, you can deal 6d6 damage in a 30-foot burst centered
on the target.
Soul Burner. Starting at 18th level, you double the range of your fire and fel spells. If the spell has
an area of effect, you may double the area of effect instead. When you incinerate a target (see
Incinerate), and have no soul shards, you regain one soul shard.
Warrior (WAR)
For as long as war has raged, heroes from every race have aimed to master the art of battle.
Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in
glorious combat. Some protect from the front lines with shields, locking down enemies while allies
support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage
at the closest threat with a variety of deadly weapons.
If you wish to recreate the original 5e Fighter, choose the following talents the appropriate levels:
Action Surge as the first talent
Indomitable as the second talent
Relentless as the third talent
Action Surge as the fourth talent
CREATING A WARRIOR
QUICK BUILD
You can make a warrior quickly by following these suggestions. First, make Strength or Agility your
highest ability score, depending on whether you want to focus on melee weapons or on archery (or
finesse weapons). Your next-highest score should be Stamina. Second, choose the soldier
background.
CLASS FEATURES
As a warrior, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per warrior level
Hit Points at 1st Level: 10 + your Stamina modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Stamina modifier per warrior level after 1st
PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Stamina
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight,
Intimidation, Perception, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack
Warrior Class
Level Proficiency Features
1st +2 Fighting Style, Second Wind
2nd +2 Warrior Talent
3rd +2 Warrior Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Warrior Archetype feature
8th +3 Ability Score Improvement
9th +4 Warrior Talent
10th +4 Warrior Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Warrior Talent
14th +5 Ability Score Improvement
15th +5 Warrior Archetype feature
16th +5 Ability Score Improvement
17th +6 Warrior Talent
18th +6 Warrior Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use
your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the
second attack.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your
turn, you can use a bonus action to regain hit points equal to 1d10 + your warrior level. Once you
use this feature, you must finish a short or long rest before you can use it again.
Warrior Talent
Starting at 2nd level, you gain one of the following talents, representing your preferred tactics and
adaptability at the field of battle. Choose from between one of the following talents. Some abilities
can be used for limited times before requiring a rest.
Whenever you qualify for another talent (at levels 9, 13, and 17), you may choose another talent.
All abilities have DCs of 8 + Proficiency + Strength or Agility (your choice) if they allow a saving
throw.
You may also choose to gain a hunter or rogue talent you qualify for.
Warrior Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and
techniques. Choose between the Arms Warrior, a champion in using great-weapons, the Fury
Warrior, who focuses on bleeding his enemies and debilitating them tactically, or the Protection
Warrior who focuses on defense while reflecting physical damage. All are detailed at the end of the
class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th,
15th, and 18th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action
on your turn. The number of attacks increases to three when you reach 11th level in this class and
to four when you reach 20th level in this class.
Warrior Talents
Action Surge (short rest). You can push yourself beyond your normal limits for a moment. On
your turn, you can take one additional action on top of your regular action and a possible
bonus action. Once you use this feature, you must finish a short before you can use it again.
Only warriors may take this talent. This talent can be taken again at proficiency +6, gaining
another use.
Aggressive. You may use a bonus action to dash up towards one hostile creature that you can see.
Berserker Rage (1/proficiency, long rest). You may cast the Berserker Rage spell on yourself as a
bonus action. When you rage using this talent, you do not gain a level of exhaustion at the end
(regardless of how long you rage). This rage continues until you end it with a bonus action, or
until the rage ends early (as described in the spell).
You can enter a rage this way a number of times equal to your proficiency bonus before
replenishing on a long rest. Only warriors may take this talent.
Bladestorm [Stance, 1/proficiency, short rest]. You may enter this stance with an action. While in
this stance, whirl with your weapon outstretched, automatically dealing your melee weapon
damage to all creatures within the weapon’s reach of you. This damage is treated as an area
effect. Your action and bonus actions are spent to maintain this stance and deal the damage.
Affected targets are entitled an Agility saving throw to halve the damage.
While in this stance, you have advantage against all movement-impairing effects or effects that
result in loss of control for your character, and you do not provoke reactions from movement if
you deal at least 1 point of damage to a creature. Your speed, however, is halved in this stance.
If you are unable to use your action or bonus action for one round (or if you spend them on
something else), or if you cannot move at least 5 feet every round, this effect ends. This effect
cannot be extended longer than 1 minute in either case, otherwise you gain the incapacitated
condition for 1 minute from the dizziness.
Brutal Critical. You can roll one additional weapon damage die when determining the extra
damage for a critical hit with a melee weapon attack. This talent can be taken again up to two
times (resulting in three additional dice).
Execute [Strike, short rest]. Make a normal melee attack or a ranged attack within 5 feet as an
action (you cannot benefit from Extra Attacks). If the attack is successful and the target's
remaining hit points are less than 25%, this is treated as a critical hit. After being used, this
cannot be used again until after a short rest. If the target is defeated by this ability, you regain
use of it. This talent can be taken multiple times, each time adding another use before
requiring a short rest.
Hamstring (1/proficiency, short rest). You may declare a hamstring strike as a strike effect. Upon a
successful hamstring strike, you may reduce the target’s movement speed by 10 feet for one
minute, and fall prone whenever moving more than half its normal speed. The creature may
roll another saving throw at the beginning of each of its turns. This speed reduction can be
applied multiple times, to a minimum speed of 0 (in which case the target is treated as if
restrained).
Heroic Leap (short rest). You may make a heroic leap, jumping up to twice your normal distance,
and can spend an action at the end. If the action is a melee attack roll, it deals damage equal to
your normal weapon damage in a 10 foot sphere, centered on the area you landed on, with an
Agility saving throw to half damage. The ground is also turned into difficult terrain (such as
rubble) if applicable. Only warriors may take this talent.
Heroic Throw (1/proficiency, short rest). You may throw a weapon further than it can normally go,
or throw a melee weapon that does not have that property. When doing so, you may increase
the range of an existing thrown weapon by 60 feet, or give a melee weapon the thrown property
(20/60 feet) for one round.
On a hit, the weapon either returns to you after being thrown at a target, or knocks the target
prone (Agility save negates), chosen before you throw the weapon
Indomitable (requires proficiency +4 or higher). You can reroll a saving throw that you fail. If you do
so, you must use the new roll, even if it is lower than the initial roll. You may use this talent
one time per every 2 points of your proficiency bonus (once at +2, twice at +4, and three times
at +6).
Indomitable Might (requires proficiency +3 or higher). If you roll a Strength check and the results are
less than your Strength score, treat the result as your Strength score instead.
Persistent Rage (requires proficiency of +4 or higher, and the berserker rage talent). Your rage only ends
if you are knocked unconscious or if you end your rage willingly.
Reckless Attack. When you make your first attack on your turn, you can decide to attack
recklessly. Doing so gives you advantage on melee attack rolls using Strength on this turn, but
attack rolls against you have advantage until your next turn.
Relentless (requires proficiency +3 or higher). If you drop to 0 hit points and don't die outright, you
can make a DC 10 Stamina saving throw. If you succeed, you drop to 1 hit point instead. Each
time this is used, you increase the DC by 5 points. The DC resets once you take a short rest.
Rogues and hunters recognize this talent as cheat death.
Retaliation (requires proficiency of +4 or higher, 1/proficiency, short rest). When you take damage
from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon
attack against that creature.
Shockwave (short rest). You may use your action to emit a shockwave from your weapon by
slamming it into the ground. This deals your melee weapon attack damage in a 5-foot thick line
30 feet long, dealing your weapon damage to all creatures in the area of effect, plus 2d6
bludgeoning damage. Targets in this line may perform an Agility saving throw for half damage.
The terrain damaged becomes difficult terrain (such as rubble) if applicable.
Shout (short rest). You may use a bonus action to breathe in and shout, emboldening your allies
or demoralizing your foes. The range of this ability is 30 feet, and the shout’s effects remain
active for one round, ending on the start of your turn in the next round unless extended for
another round with a bonus action.
If the target of a shout leaves the range or is defeated, the effect ends for them. A shout is also a
thunder effect that does not function in areas of silence or if you cannot vocalize.
o Battle. One target within range you choose deals extra weapon damage equal to your
proficiency bonus.
o Taunting. One target within range is affected as if you cast the Compelled Duel spell.
Maintaining the shout maintains the spell.
o Intimidating. One target within range is affected as if you cast the Cause Fear spell.
Maintaining the shout maintains the spell.
o Rallying. One target within range is affected as if you cast the Bravery spell. Maintaining the
shout maintains the spell.
o Invigorating. One target within range increases their maximum hit points by one-half your
level for one hour (cannot exceed double their maximum hit points), or can spend a single
healing dice to heal themselves. This requires maintaining the shout for three rounds.
After a shout ends, its use is consumed for the short rest. This talent can be taken multiple
times, each time adding one shout or two additional uses before a short rest. Only warriors may
take this talent.
Stunning Slam [Strike]. Make a normal melee attack or a ranged attack within 5 feet as an action
(you cannot benefit from Extra Attacks). If you succeed, the target must succeed on a Stamina
saving throw or be stunned for 1 round.
Tremor (1/proficiency, short rest, requires Strength of 15 or higher). You may use a bonus action to
cause a small localized tremor (usually by stomping your foot or slamming your fist down),
dealing your unarmed strike damage in a 5-foot sphere centered on you, halved on an Agility
save. Those who fail the saving throw are also knocked prone. If you have a natural weapon,
you can use it to determine the damage you deal instead. If you use this ability at the end of a
Heroic Leap, the damage is doubled.
Thunderclap (short rest). You may use your action to cast the Thunderstorm spell by slamming
your weapon into the ground, and extra damage in the area of effect equal to your weapon
damage roll. You may, instead of pushing targets away on a failed saving throw, choose to their
speed by 10 feet for one minute. This is a supernatural ability.
Wind Walk (short rest). You may use your action to wind-walk, rendering yourself invisible as per
the spell, and increase your land speed by 10. Unlike normal stances, you must continue
moving (at least half your speed) or else this effect dissipates. Your first attack while performing
Wind Walk is a critical hit, and ends the invisibility effect. This is a supernatural ability. Only
warriors may take this talent.
Warrior Archetypes
The warrior can choose from one of the below archetypes.
Arms
You focus on wielding great weapons, dealing massive amounts of damage and cleaving through
several creatures at once. Arms warriors are an inspiring sight on the battlefield.
Sweeping Strikes [Strike]. Starting at 3rd level, when you successfully attack and damage a creature
with a melee attack, you may use your bonus action to deal your Strength modifier in damage to
any number of creatures 5 feet away from it. This is also applied to any area damage you deal with
your weapon.
Charge. Starting at 7th level, your charge carries a powerful impact. If you move at least 10 feet in a
straight line right before attacking a creature and you hit it with the attack, that target must succeed
on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be
knocked prone. You cannot make use of your Extra Attacks feature if you use this ability.
Bloodthirst Strike [Strike]. Starting at 15th level, you may, after successfully damaging an enemy
with a melee attack, you gain hit points equal to double your Proficiency bonus. You may grant half
the benefits to any ally within 30 feet. This is a strike effect that costs a bonus action.
Mortal Strike [Strike]. Starting at 10th level, you may severely wound a creature’s healing
capabilities if you successfully apply a mortal strike. If a creature is affected by a Mortal Strike, they
take 50% less healing from all sources for one minute. This is a strike effect that costs a bonus
action. A creature cannot be affected by this ability more than once in 24 hours.
Weapon Specialization. Starting at 18th level, you gain an additional effect depending on the type
of damage your melee weapon deals. This effect only triggers once per round, and only on a critical
attack. All effects that allow a save refer to the target’s Stamina saving throw opposed to your
Strength, and cannot target a creature more than once every 24 hours.
Slashing. You may perform two strike effects with a single bonus action.
Bludgeoning. The target is stunned for one round.
Piercing. The target takes 2d6 extra damage.
Fury
You equip yourself with two weapons, and slice your enemies to ribbons while shouting vengeance.
Fury warriors make good party members, as inspiring shouts aid their allies.
Strike the Wound. Starting at 3rd level, whenever you hit the same enemy more than once in the
same round, your weapon attacks score a critical hit on a roll one point lower (from 20 to 19-20).
For example, hitting the same enemy twice increases the chance to score a critical hit from 20 (first
hit) to 19-20 (second hit), to 18-20 (third hit). This reaches a minimum roll result of 15.
Overpower. Starting at 7th level, if you miss an attack roll against an enemy, you are counted to
have hit the enemy for the purposes of your Strike the Wound ability.
Also, a number of times per rest equal to your Stamina modifier, you may attack again if you miss
an attack. This does not require a separate action from the one used to make the attack. If you
make use of this ability, the target is not counted as if they were hit for the purposes of the Strike
the Wound ability unless you successfully hit them.
Battle Commands. Starting at 10th level, you gain the shout talent for free (if you don’t already
have it), and can activate a shout while attacking with your off-hand weapon as a bonus action.
Hellscream. Starting at 14th level, all hostile creatures within range of your shouts take Thunder
damage equal to half your level whenever you shout or maintain one. They are entitled a Stamina
saving throw to half damage opposed by your own Stamina.
Bloody Ribbons. Starting at 18th level, you may make another attack against the same enemy
whenever you land a critical hit against an enemy. This critical hit must from a dice roll result.
After you make at least five attacks using this ability, you must rest before you can benefit from it
again.
Protection
You are the forward vanguard, decking yourself with heavy armors and a reliable shield. Protection
warriors deflect and guarding their allies from attacks, and return damage with interest.
Block and Tackle. Starting at 3rd level, you may use a reaction to block an attack that targets you,
reducing the damage by 1d12 + Stamina modifier. This requires a shield. If this reduces the damage
to under 0, you may use the same reaction to attack the target with an opportunity attack. This is
usable once per point of Stamina modifier. All uses can be regained after a rest.
Sundering Strike [Strike]. Starting at 7th level, you may sunder an enemy’s armor, reducing their
AC by a value equal to your Proficiency bonus (but never below that of their AC if unarmored).
This effect remains until the armor is tended to, and cannot target the same target twice in 24
hours. This is a strike effect that costs a bonus action.
This can be applied to natural armor, in which case tending to it requires one minute of resting.
Vigilance. Starting at 10th level, you add an additional +1d12 to your ability to block damage.
Whenever you perform an opportunity attack derived from your block talent, you perform one of
the following abilities.
Destructive Counter. Your opportunity attack deals an additional 2d6 damage.
Disarming Counter. Your opportunity attack drops the enemy’s weapon. If they reach for it
while threatened by you, you can make another attack of opportunity.
Pushing Counter. Your opportunity attack pushes the enemy 5 feet away.
Vanguard. Starting at 15th level, whenever you are below half your hit points, you gain 1d12 +
Stamina temporary hit points at the beginning of every round. These temporary hit points do not
stack with themselves.
Improved Second Wind. Starting at 18th level, you may use Second Wind three times before
requiring rest. Whenever you use it, you gain resistance to all types of damage for one round after
use, and advantage versus the first spell targeting you in the next minute.
Prerequisites. The demon hunter aspirant must be permanently blinded either by a spell or use of
a Mana Blade (see Equipment). The demon hunter must also have performed mana vampirism
against a demon.
Corruption
You may pledge your soul as well, turning yourself into a demonic creature (permanently gaining
the below Demonic Nature ability, and counting as the demonic creature type).
Demonic Nature. You don’t require air, food, drink, or sleep. You are also immune to mundane
and nonmagical poisons and diseases, and have advantage to effects that cause the exhausted and
poisoned conditions.
You can also speak Eredun and cannot be corrupted by it, as if the warlock feature of the same
name.
Also, a draenei who takes on the mantle of demon hunter may alter their Gift of the Naaru ability,
casting the Mind Blast spell instead, as the draenei takes on the psychic powers of the Eredar in
exchange of the holy powers of the Naaru. This extremely uncommon sacrifice also takes its toll on
the draenei’s body, slowly morphing their appearance through extended exposure to fel magic to be
more like the Eredar or a Broken Draenei.
Cantrips
At 1st level, you know a number of cantrips equal to your proficiency bonus.
Also, after benefitting from a mana vampirism against a fiend, your weapons are always treated as
magical for 8 hours, as the residual Fel energies are being used by you against the demons' defenses.
If you ever kill a demon of CR 10 or above, any weapon you use can be treated as magical after 1
minute of focusing your power on it.
Suffused Sight. Also starting at 3rd level, you may choose to either gain Darkvision 60 feet (or
increase existing darkvision by 60 feet), or gain the spectral sight.
Spectral Sight: You gain the supernatural ability to automatically detect spellcasters, living
creatures, as well demons and celestials, so long as they are within your line of sight (despite
being normally blind) and within 100 feet. This is treated as the Detect Evil and Good spell,
constantly active. After one full round of observation, you can also detect if a creature has the
ability to cast spells (or possesses innate spellcasting abilities).
This vision can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or dirt. This power comes at a cost--most colors are
faded to the character. Although this does not mean everything is in black or white, the
character suffers disadvantage to any color-based Perception check.
Dark Metamorphosis. Starting at 9th level, your suffusion with demonic power almost overwhelms
your original potential. You can attack twice, instead of once, whenever you take the Attack action
on your turn.
You may use a bonus action to metamorphosize into a demonic creature. You may stay in this state
10 minutes, and gain the following benefits while metamorphosized:
You gain the benefit of the Mage Armor and Arcane Armor spells (though you must
choose to resist Fel damage). You add your level to your maximum hit points so long as you are
transformed. Your Strength becomes 18, or remains as it is (if higher than 18).
You gain wings, allowing you to glide so long as you are in the form, as well as fly at a speed
one-half of your land speed (can hover). For every 10 feet of distance you fall, you can move 30 feet
in any direction. You can also instead take no fall damage so long as you can exercise your wings. If
you are restrained or otherwise encumbered, you cannot make use of your wings.
You gain a horn and claw attack as unarmed strikes. You may attack with them melee
weapon attacks, dealing 1d6 piercing damage or 1d4 slashing damage respectively (plus your
strength as normal). Your melee weapons are treated as if they are +1 light weapons.
While transformed, you are treated as a fiend for all spell-related variables, and add +1 to
the DCs of all your spells from the warlock spell list.
The state can be left with a bonus action, and once it has been used, it cannot be used again for a
short rest.
You may also retain one of the below traits indefinitely without using metamorphosis.
Claws: You may retain your claws (see above). You may draw back your claws at will to hide
them (does not cost an action).
Wings: You may retain your wings, but can only glide while not metamorphosizing.
Horns: You may retain your horns (see above). You may not hide them.
Sorcerous Thirst. Starting at 13th level, whenever you perform mana vampirism versus demons to
drain their mana, you gain double the normal mana.
You also gain the Essence Touch hunter ability, but can only affect demons with it.
For Example: Draining a Felhound allows the demon hunter to utilize their Mana Burn innate
ability, or a succubus’s Sleep or Modify Memory spell.
Fel Might. Starting at 17th level, you can treat the Demonic Doom, Gate, and Foresight warlock
spells as if 6th level spells, and can cast them normally.
Mountain King (Warrior)
The mountain kings, or thanes as they are known in Khaz Modan, are the mightiest dwarven
warriors under the mountain. Wielding both enchanted warhammers and hand axes, these fierce
fighters live to test themselves against worthy opponents. Unconcerned with their race's
preoccupation with mechanical devices and mining precious minerals, Mountain Kings live only
for battle. Dedicated to safeguarding the Alliance which saved their kingdom during the Second
War, the mountain Kings can be counted upon to rally behind any banner that stands between
freedom and the ever looming shadow of evil.
Mountain kings boast prodigious combat abilities. They are ferocious in melee combat, wielding
the traditional weapons of their race to decimate their foes. Their attacks leave opponents stunned
and reeling.
While they do not focus their efforts on discovering the secrets of the titans, they have long known
of a powerful spark within every Ironforge dwarf - and mountain kings draw upon this spark and
fan it into a raging flame. They conjure magic hammers and axes to hurl at their targets, stunning
and slowing them so they can get close enough to use their real weapons. They transform
themselves into silver-sheened creatures of living stone, shrugging off all attacks and hacking
through flesh and bone with frightening ease.
This archetype is restricted to dwarves and creatures who are of titanic descent.
Thunderlord. Also starting at 3rd level, you gain the Thunderclap warrior talent (if you didn’t
already have it), and can use it a number of times equal to your proficiency bonus before requiring
a rest, not once per rest.
Stance of the Mountain. Starting at 7th level, you may enter a stance with a bonus action. So long
as you are in this stance, you reduce the physical damage you take by 3 points, and gain 2 extra
reactions. When executing a melee attack of opportunity while under the effects of this stance, you
push the target 10 feet on a successful attack roll.
Bleed and Bash. Starting at 10th level, when you land a critical hit with a slashing weapon, you
reduce the target's speed to half for 1 hour or until the damage you dealt is fully healed. When you
land a critical hit with a bludgeoning weapon, you may make a Strength save and oppose your
results with the target's Strength or Agility saving throw. If your save result is higher, they are
stunned for 1 round.
Titanic Avatar. Starting at 15th level, whenever you cast the spell Stoneskin through your Titanic
Spark spellcasting feature, the cost of the material component (regardless of the target) is 25 gp
instead of 100, and you also gain the benefits of the Enlarge spell.
Also, you may spend three days studying the defenses of a fortification, castle, or any type of
defensive structure. At the end of the three days, you may use your Stance of the Mountain without
spending a bonus action, and you may move your full speed without disrupting the stance, and
ignore half your speed’s worth of natural difficult terrain in the area.
SHADOWHUNTER ARCHETYPE
Loa Spellcasting. Starting once gaining this archetype, you access the shaman’s spell list. You do
not gain the increased spellcasting capabilities or access to higher spell levels, but you add all
shaman spells into your spell list (including totems, healing spells, and elemental spells). When
casting a spell derived from the shaman spell list and not the hunter spell list, you spend 1
additional mana point to cast the spell.
Your spellcasting otherwise follows the same rules as the shaman class, although your totems (or
spellbooks) are your masks.
Mask Magic. Starting from 3rd level, you can wear various Rush'kah masks can provide blessings. It
costs a bonus action to wear a mask, and each can be used once before a long rest.
Legba Mask. This grants the shadow hunter the benefits of the Paladin's Concentration
Aura.
Lukou Mask. This mask allows you to add your Spirit modifier to the final number of hit
points healed by your spells. This can be added to the final damage to undead cured by your spells.
This mask grants the benefit for one hour.
Shango Mask. The storm mask allows you to add your Spirit modifier to the final number of
damage points dealt by your lightning spells. This mask grants the benefit for one hour.
Voodoo Ritualist. Starting from 7th level, you may multiple the casting time of your spells by three
via a magical (and often noisy) mask-dance to heighten it by one spell level. This increase does not
stack with itself, and can increase the spell level beyond your normal maximum.
If the spell cost an action, it costs 3 actions instead. If it costs a minute, it costs 3 minutes. If it cost
an hour, it costs 3 hours, etc., applying to ritual spells normally.
Advanced Mask Magic. Starting at 11th level, you can add new masks to your repertoire.
Bwonsamdi Mask. You gain the ability to perform a Crusader Strike as a paladin of your
level, and can use hunter or shaman spells. This ability remains for one hour.
Ogoun Mask. You can cast the Polymorph spell as if you had it set, although the spell can
only turn hostile creatures into frogs. This ability remains for one hour.
Dambala Mask. The second twin of the Ogoun mask, you can cast the Polymorph spell as if
you had it set, although the spell can only turn you into a snake. This ability remains for one hour.
Big Bad Voodoo. Starting on 15th level, you can wear the ultimate mask; the unnamed Dark
Mask, and can spend two turns of invoking it to manifest the strongest voodoo magic possible.
At the end of the dance, a number of allies equal to your Spirit modifier within 30 feet gain the
benefits of the Divine Shield spell. This needs concentration as the normal spell, and if you fail to
maintain it, it fades from every target. Unlike the spell, you cannot target yourself.
You can channel this effect instead of merely concentrating, during which the shield regains 5 hit
points per round of channeling. If you cannot maintain line of sight to your ally, the effect fades
from them (but returns should they return to your line of sight).
SPELLBREAKER ARCHETYPE
Spellcasting. When you reach 3rd level, you augment your martial prowess with the ability to cast
spells.
Cantrips.
At 1st level, you know a number of cantrips equal to your proficiency bonus.
Spell Resistance. When you choose this archetype at 3rd level, you gain the ability to be
exceptionally resistant to spells and spell-like abilities, gaining advantage versus all spells that allow
for spell resistance as you wish.
If you succeed in saving against a spell with both saving throws (the one granted by advantage as
well as your normal one), you may use a reaction to absorb residual mana, gaining mana points
equal to the spell’s level. This is a normal mana-restorative effect.
Abjuring Knight. Starting at 7th level, you may cast the Dispel Magic spell with half the normal
mana cost (minimum 1), and always have it prepared at your highest-level spell accessed.
You may also throw a two-bladed sword, treating it as a thrown weapon with a range of 10/30 feet.
This may deliver melee strikes at range, and the two-bladed sword returns after the attack roll is
resolved, but allowing for only one melee strike every round.
Feedback. At 10th level, whenever you dispel a magical effect from a creature, you destroy 1 point
of mana per spell level, dealing 2 arcane damage (as the Mana Burn spell). If you dispel an effect
from an ally, you may direct the mana-burning effect to any hostile creature within 30 feet of you
(though in this case they are entitled a Spirit saving throw).
You may also cast Dispel Magic (as per Abjuring Knight) as a strike effect (costing a bonus action
after a successful attack roll), as if you possessed the Spell Strike feat (if you don’t already have it).
Steal Magic. At 15th level, you may transfer a dispelled magical effect to another eligible creature
within 30 ft. as a free action. The new target is entitled a saving throw, or you must succeed on an
attack roll to affect them (as if you cast the initial spell). This may be applied to sigil effects.
Control Summons. At 18th level, you may force a summoned creature to serve you and count you
as an ally instead of sending it back to where it came from when you successfully dispel the magics
summoning it. This does not count versus creatures that are not summoned by spells.
Weird Juju. Starting at 1st level, you gain proficiency in Alchemy and the Poisoner’s Kit. You can
choose up to one alchemist spells to cast as a potion, and gain access to another alchemist spell
whenever you level up. These spells can only be made into potions (as if you were an alchemist).
Channel Elements. Voodoo Witchery. At 2nd level, you can use your Channel Divinity to re-
awaken fading magics. This can extend concentration spells one more round, and reset the
durations of an ending spell or potion that ended or were prematurely dispelled. If the duration
ended normally, it regains half the duration it once had. This cannot affect instantaneous spells or
spells with a duration more than 24 hours.
This usually involves dancing and waving fetishes at the target.
Personal Mojo. Starting at 8th level, you gain proficiency in magically-infused potions beyond
regular science. You gain the following abilities.
Rage Mojo. You may change any potion you handle for one minute to cause the target to
become enraged, as the berserker rage spell.
Personalized Mojo. When creating potions, you can make it personalized for one creature by
mixing a part of them (hair, nail clippings, a tear, etc.) into it. This potion functions only for
the target, and is treated as if heightened one spell level (this can exceed your normal maximum
spell level).
Spirit Mojo. You can change any potion you have to another potion you can make, so long as
they have the same quality. This can be done once per short rest.
Shaka Mojo. This potion is imbued with the spirit of excellence. When a shaka potion you
made is used and you roll for damage or healing, it deals the maximum effect instead. You may
have only one shaka mojo potion active at any given time.
Big Bad Voodoo. When you reach level 17, you gain the Big Bad Voodoo ability, as the shadow
hunter ability of the same name.
Bound Companions
Characters’ class abilities sometimes provide companions. Companions are creatures that have
lower challenge rating than the character, and join the character in their adventures free of charge.
These creatures do not grant XP when killed, and do not consume XP when fighting, but are
effectively bound to the character who has the ability, leveling up with them in some capacity
(gaining hit dice, ability score increases, etc., as detailed in the class entry).
The ability that provides the bound companion determines the creature type (usually beast), the
CR, and whether the companion gains special abilities.
Inspiration
Inspiration is a rule the player can use to benefit them for playing their character in a way that’s
true to his or her personality traits, ideal, bond, and flaw (collectively known as personality). By
using inspiration, you can draw on a personality trait (compassion for the downtrodden) to give you
an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond (local
hero) to defend of your home village against an enemy harming it.
Gaining Inspiration.
Gaining inspiration occurs when a character gives in to a flaw or a bond and suffers a narrative or
mechanical penalty (also known as a Setback).
A rogue with the flaw (I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster
than I bring them in) can invoke it when attempting to negotiate a favor. In this case, the DM may
rule that the opposing character recognizes the character's flaw, and does not trust the character
enough to aid them, thereby depriving them of a helpful ally and forcing them to find another one
or to make due without aid.
Any mechanical penalties must be equivalent to the benefit of inspiration (such as granting an
enemy inspiration or disadvantage on a necessary skill check or saving throw).
A character may also gain inspiration after suffering significant penalties from a trait, ideal, or bond
(such as losing a loved one who was their bond, or betraying their ideal out of necessity or
bitterness). If this occurs, a character may choose to change one of their traits, ideals, or bonds.
This is called character development, and rewards the player with Inspiration.
A character may have up to two inspirations active (one from normal inspiration, and one from
character development).
Spending Inspiration.
When inspired, a character can gain a bonus to performing actions that fit their traits, support
their ideals, or aid their bonds. A character with inspiration may spend it to gain one of the
following effects.
Advantage to a single saving throw, ability check, or attack roll.
Roll a 1d6, and add the result to one d20 roll or your AC against one attack. You may declare
this after you know the result of the attack.
Impose disadvantage to a single saving throw, ability check, or attack roll of a creature you can
affect.
If you play a mage, for example, you may choose to adopt the background of a scholar and choose
the following personality.
Trait. I'm used to helping out those who aren’t as smart as I am, and I patiently explain
anything and everything to others.
Ideal. Knowledge. The path to power and self-improvement is through knowledge.
Bond. I've been searching my whole life for the answer to a certain question.
Flaw. I can’t keep a secret to save my life, or anyone else’s.
The aspects of the mage's personality synchronize well. If you allow a critical secret to slip (flaw),
risking an ally's career or life, you gain Inspiration, which can possibly be used to answer a question
you spent your whole life studying (Bond).
If your ally loses their career or possibly even their life, your character is traumatized enough to
warrant character development, changing your ideal from knowledge to either power (Knowledge is
the path to power and domination) or friendship (depending on how you wish to handle the
character’s personality progression).
Backgrounds
Due to changes to the inspiration mechanic (with joint adjudication between player and DM), the
below backgrounds do not provide personality traits, bonds, ideals, or flaws.
Skill proficiencies. Arcana and one of the following skills of your choice (Deception, History,
Investigation, Perception, Persuasion, or Stealth)
Languages. Two of your choice, or one language and one type of gaming set
Equipment. A set of violet common clothes and a belt pouch containing 15 gp
Background Theme
Your profession in service of the Kirin Tor affects your outlook and focus, as well as grants you a
specific type of equipment. You can roll on the following table to determine your occupation, or
choose one that best fits your character.
d4 Origin
1 Graduate (writing tools; a bottle of ink, a letter opener, and a quill, graduate’s staff)
2 Mage-guard (a simple weapon, and a signet of rank, and mage-guard uniform)
3 Faction Member (a signet ring of a mage faction, and a fine cloak and silver clasp)
4 Warden (manacles, wanted sheets displaying rogue mages, and warden’s uniform)
Sentinel
You are part of the Night Elven Order of Sentinels, a religious/military organization that protects
and preemptively destroys threats to the night elves and their lands. The sentinels have several sub-
orders.
Skill proficiencies. Religion and one of the following skills of your choice (Deception, Nature,
History, Investigation, Perception, Intimidation, or Stealth)
Languages. Two of your choice, or one language and one type of gaming set
Equipment. A set of military clothes and a belt pouch containing 15 gp
Background Theme
Your profession in service of the Sentinels affects your outlook and focus, as well as grants you a
specific type of equipment. You can roll on the following table to determine your occupation, or
choose one that best fits your character. Wardens are the jailors of night elven society, and their
patience and doggedness in pursuing their escaped quarry is a thing of legend.
D6 Origin
1-3 Archer (longbow; a circlet of rank, and 2 hunting traps)
4-5 Huntress (moonglaive, a trophy of a fallen enemy, and a pet owl)
6 Warden (manacles, wanted sheets, and warden’s cloak--6 daggers are interwoven into the
cloth)
Farstrider
You are part of the High Elven Order of Farstriders, a paramilitary organization that is a similar
reflection to the night elven Sentinels. After the destruction of Quel’Thalas, the Farstriders began
diminishing in importance, especially after the blood elves’ newfound obsession with fel magic.
Farstriders have the similar bonuses as sentinels, but change the hunteress and warden to the
ranger and seeker. Rangers form the scout and advanced skirmishing forces of Quel’Thalas, while
seekers are specialized assassins who infiltrate enemy lands and perform dangerous missions.
Deathstalker (Forsaken)
You are part of the Forsaken’s order of Deathstalkers, an elite guard that also doubles as a guild of
assassins that serve the Banshee Queen and her advisors. Rogues and rangers that are part of the
Deathstalkers are skilled assassins who utilize their undead nature in conducting infiltrations and
assassinations (such as waiting underwater for hours before leaping out for a kill, staking out a
position for days or even weeks without sleep, or tracking in hostile terrains without tire or need to
eat.
Skill proficiencies: Stealth, Deception
Languages: One of your choice and proficiency in the Poisoner’s Kit
Equipment. Shadowstalker dagger, poisoner’s kit, dark clothes, and a belt pouch containing 10 gp.
Background Theme
Becoming a Deathstalker is a deadly mission in of itself. The test given to prospective Deathstalkers
usually tests their patience, cunning, or strength, and are tailored to reveal the limits applicant’s
strengths and how far they will go for the Banshee Queen and the Forsaken.
d6 Test
1 Assassinate an enemy of the Forsaken (Scarlet Crusader, Alliance spy, or a necromancer)
2 Track and apprehend infiltrators to Forsaken society or leadership
3 Deliver a critical message through hostile territory
4 Retrieve the head of a fallen Deathstalker agent
5 Infiltrate, sabotage, or conduct reconnaissance on an enemy of the Forsaken
6 Guard an ally of the Forsaken against assassination without them realizing it
Background Feature:
Military Rank. You have a military rank in the organization. Hidden agents loyal to the
Deathstalkers or the Forsaken recognize your authority and influence, and they defer to you if they
are of a lower rank. You can invoke your rank to exert influence over other members and
requisition simple equipment or horses for temporary use. You can also usually gain access to
friendly military encampments and fortresses where your rank is recognized.
Hidden shelters of the Deathstalkers are found all over the world in places where the Forsaken are
active.
Headhunter (Troll)
Operative (SI:7)
Big Game Hunter (northrend, stranglethorn, Un'Goro Crater)
Goblin Baloonist
Crusader (Scarlet, Argent Dawn)
Agent (Defias, used to be Stonemasons, Ravenholdt, Syndicate)
Thorium Brother (brotherhood)
Cenarion Circle
Silvermoon Exiles (high elves post-Kael)
Tribe Member (Raventusk, troll clans)
Cartel Member (goblin cartels)
Animal Trainer (gain a mount)
Cultist (Damned scourge, used to be Brotherhood of Eternal Life, forgotten shadow shadow
priests)
Knightly Orders (Death Knights, Stormwind Knights, Orcish Raiders; gain a mount, Silver Hand)
Council Member (Shadow Council, Black Harvest)
Tirisgarde
Great Anvil Smiths (dwarf smiths)
Uncrowned (rogues)
Illidari (demon hunters)
Earthen Ring
Engineer (MEGA and GEEK Mechanical Engineering Guild, Associated, Goblin Experimental
Engineering Korporation)
Refugee (Lordaeron, Stormwind, Theramore, Kul'tiras)
Marine (Kul'tiran): Variant sailor/pirate
Chapter 5: Equipment
Adventuring Gear
Gear Name Cost Mass Properties
Powder Horn 25 gp 2 lb. 2 pounds of gunpowder, or 12 uses
Powder Keg 350 gp 20 lb. 20 pounds of gunpowder, or 120 uses
Ammunition
Bullets (20) 1 gp 1 lb. Firearm deals piercing damage
Pellets (20) 1 gp 1 lb. Firearm deals bludgeoning damage
Fuel
Coal 12.5 gp 1 lb. Four pounds of coal grant 1 charge to steam devices
Battery 50 gp 1 lb. One battery grants 1 charge to electric devices (can refuel)
Gas/Oil (Pint) 50 gp 1 pint One pint grants 1 charge to oil/gas devices.
DESCRIPTION
Powder Horn Carrying two pounds of gunpowder, this fire and water-resistant horn is required
almost always for a tinker on the go.
Powder Keg Containing twenty pounds of gunpowder, this keg is very flammable, but it is a sure
sight for sore dwarven eyes. If exposed to flame, the barrel explodes for 10d6 concussive damage in
a 200 feet sphere, with a DC 10 Agility save to half damage. If left exposed, the damage is instead
fire damage.
Gunpowder deals 1d6 fire damage to each creature in 10 feet per 1 pound of mass. Setting an
ounce of gunpowder to burn brightly, shedding bright light in 30 feet for 1 round, and dim light in
the same radius for another round, before extinguishing. Exploding gunpowder cannot deal more
than 10d6 at any time (with 10 pounds and upwards of mass), but its range does increase by 10 feet
for every pound.
Grappling hook tether two creatures (or objects if the rope attached to it is tied). If tethering two
creatures, one side can perform the shove action (instead pulling the creature closer on a successful
check the same distance as the shove).
It is a ranged weapon attack to tether a creature or an object with a grappling hook.
DESCRIPTION
Attack Claws These claws may be attached to a hand, and allow for a user to perform somatic
components without occupying the hand. They are usually favored by orcish shamans who enter
melee after conjuring elementals or placing totems. This is a simple weapon, treated as a dagger.
Bayonet This dagger-like blade can be attached to a firearm, allowing it to make melee weapon
attacks. If successfully making a melee attack, the user can shoot as a bonus action (which resolves
as a Touch-Blast Strike).
Garrote Wire This weapon can be used to start a grapple with an attack roll instead of using an
Athletics check, but suffers disadvantage to the roll if the target is aware of the attacker.
Greathammer This iconic paladin weapon is favored by the Order of the Holy Light. A character
proficient with mauls is also proficient with greathammers after a week of training.
Moonglaive This exotic weapon has three dagger-like blades jutting from its sides. Uncommonly seen
but easy to train with, Moonglaives are favored by the night elves of Kalimdor. This is a simple
melee weapon.
Spiked Chain A 10-foot chain marked with a large hook, this spiked chain is a dangerous and rare
weapon to see in the battlefield.
Sword, Two-Bladed Typically used only by elven swordsmen of great agility, the two-bladed sword is
almost iconic of the high elven military Two-bladed swords can be used to attack as if using two
weapons, despite being a single weapon that is used with one hand. . A character proficient with
longswords is also proficient with two-bladed swords after a week of training.
Syringe. This needle is specifically-designed to inject injury poisons, plagues, and offensive potions
into targets who are stabbed with it. After a successful attack roll, you may use a bonus action to
inject the target with the contents of the syringe.
Totem, Tauren Large, unwieldy, but very intricately-made, tauren totems are iconic of the tauren
peoples.
Warglaive. This night elf weapon is a crescent-shaped blade about 4 feet long with a hilt in the
center of the back edge. Demon hunters favor these weapons. A character proficient with
shortswords is also proficient with warglaives after a week of training.
Treasures
Infused Items
Greater Attunement.
Some items are known as ‘greater attunement’ items. These draw their power from the strength of
their wielders, usually either due to requiring specific strength to unlock further powers, or by tying
their own power with that of their wielder (see the below table).
When not attuned to any creature, they appear as uncommon quality, but their power can be
sensed by any who identify them.
Artifacts
Anathema and Benediction This staff can be wielded as a magical
Weapon (staff), artifact (requires attunement) quarterstaff that grants a +3 to attack and
This staff can be wielded as a magical damage rolls made with it. If attuned to
quarterstaff that grants a +3 to attack and Atiesh, you may use an action to summon it
damage rolls made with it. to your possession, regardless of where it
The staff has 50 charges. It regains 4d6+2 currently is (this acts as a plane shift spell).
expended charges daily at dawn. If you The staff has 50 charges. It regains 4d6+2
expend the last charge, roll a d20. On a 1, expended charges daily at dawn. If you
the ancient wood that keeps the Anathema expend the last charge, roll a d20. On a 1,
and Benediction heads away from one the staff temporarily loses its powers for until
another crumble, and the two gravitate the next dawn and becomes a +1 magical
towards one another, before clashing, and quarterstaff.
disappearing. On a 20, the staff regains 1d6 Guardian Magic. While attuned to the
charges. After one year of disappearing, the artifact, any spell you cast is treated as
staff re-forms elsewhere in Azeroth with full heightened by one level, and you gain
charges. advantage to all dealings with outsiders, fey,
Strike of the Cursed and Blessed. When you hit undead, and elementals.
with a melee attack using the staff and use 1 Spells. While holding this staff, you can use
charge, you can expend 1 charge to cause one an action to expend 1 or more of its charges
of the two opposing heads to strike. If to cast one of the following spells from it,
choosing Anathema, the staff deals an extra using your spell save DC: Fear (3 charges),
2d8 shadow damage to any target it hits. If Gate (9 charges; opens to anywhere, or
choosing Benediction, the staff instead deals Karazhan if unspecified), Glyph of Warding
2d8 holy damage to any target it hits. This is (can heighten to any level; 1 charge per level),
a strike effect and requires a bonus action to Phantom Steed (3 charges), Plane Shift (7
activate as normal. charges), Polymorph (4 charges), Private
Channel Divinity. You can use 3 charges to Sanctum (heightened to 6th level; 6 charges)
regain a use of your channel divinity ability Watchers. While attuned to this artifact,
(if you have it). This can be used once until ravens are drawn to you and often remain
the next dawn. close, observing and warning you of any
Spells. While holding this staff, you can use dangers they can notice.
an action to expend 1 or more of its charges Destroying the Staff. The only way to destroy
to cast one of the following spells from it, the staff is either to have it cloven in two by a
using your spell save DC: Death Ward (4 Titan’s weapon, affected by the elemental
charges), Finger of Death (7 charges), Holy attacks of the four Elemental Lords of
Aura (8 charges), Holy Nova (heightened to Azeroth for one entire day, being consumed
4th level; 4 charges), Holy Light (heightened by an Old God for one hour, or being
to 4th level; 4 charges), Death Coil targeted with an archdemon’s spell (if said
(heightened to 4th level; 4 charges), Animate spell is 9th level or higher). The destruction
Undead (heightened to 4th level; 4 charges), of the staff breaks it into forty-two pieces (the
Dispel Magic (3 charges), Protection from head, tail, and forty shards), and curses it to
Evil and Good (1 charge), Hallow/Unhallow. be bound with a powerful demon (Atiesh,
the Hand of Sargaras; treat as an Eredar
Atiesh, Greatstaff of the Guardian Warlock). If the staff’s pieces are ever
Weapon (staff), artifact (requires attunement) brought together again, the demon arises to
kill the collector and retrieve the staff to his Spells. While the sword is on your person, you
demon master. can use an action to cast one of the following
spells (saving throw 18) from it: enslave
Atiesh, Greatstaff of the Guardian is a undead (level 5), death coil (level 5), or finger
powerful staff passed down through the line of death. Once you use the sword to cast a
of the Guardians of Tirisfal up until and spell, you can't cast that spell again from it
including Medivh, the last Guardian. It is until the next midnight. You can also cast
currently wielded by Medivh's former Speak with Dead at will any corpse or use the
apprentice, Khadgar. The staff was born from spell to speak to any soul trapped in the
the "seed of hate" and grants its wielder blade (forcing them to speak what they
"power unending". It was passed down by know).
each Guardian of Tirisfal to its successor. Telepathic Speech. While the sword is on your
This ancient wooden staff has a red sash tied person, you have a telepathic bond with the
to the head, on which a raven was sculpted. Lich King, and he is able to target you for any
enchantment or necromancy spells (such as
Frostmourne dominate person, possession, or animate
Weapon (greatsword), artifact (requires undead). If you are the Lich King, your
attunement) telepathic bond extends to anyone who
This greatsword can be wielded as a magical willingly serves you (including enslaved and
greatsword that grants a +3 to attack and animated undead).
damage rolls made with it. It scores a critical Sentience. Frostmourne is a sentient lawful
hit on a roll of 19 or 20, and deals an extra evil weapon with an Intelligence of 15, a
2d10 slashing damage to undead. Spirit of 13, and a Charisma of 16. It has
If the sword isn't bathed in blood within 1 hearing and darkvision out to a range of 120
minute of being drawn from its scabbard, its feet.
wielder must make a DC 15 Charisma saving Personality. The sword's purpose is to serve the
throw. On a successful save, the wielder take Lich King wholly and fully. Killing the
3d6 psychic damage. On a failed save, the enemies of the scourge (members of the
wielder is dominated by the Lich King (either Alliance or Horde, followers of the Holy
via the spirit of Ner’Zhul or by the blade’s Light, and the Burning Legion if the Lich
own consciousness which serves it), as if by King wills it), serving the Cult of the
the dominate monster spell, and the sword Damned, and slaying servants of good all
demands that it be used to serve the Scourge. help fulfill this goal.
The spell effect ends when the sword's Destroying the Sword. The sword is destroyed
demand is met. should the Lich King himself be destroyed by
Soul Stealer. The sword traps the souls of the fel or holy magic, and if it is targeted with a
dead. You gain the Blood Death Knight’s wish spell and a Charisma check contested
Blood Strike ability. If this strike reduces the with the Charisma of the sword.
target to 0 hit points, it also steals the soul of The sword must be within 30 feet of the
the target, and retains it in the blade (as the creature, or the spell fails. If the sword wins
Capture Essence spell, level 10, or CR 20). the contest, nothing happens, and the wish
The sword can contain up to 200 CR in the spell is wasted. If the sword loses the contest,
blade. You have advantage to any roll to keep it is destroyed.
the souls imprisoned in the sword. The shards of a destroyed Frostmourne can
While attuned to the artifact, any be used to forge Shadowmourne.
necromancy or abjuration spell you cast is Shadowmourne can take the form of a
treated as heightened by one level, and you greatsword, longsword, greathammer, or
gain advantage to all dealings with undead. greataxe. Its rarity decreases to Legendary
(and thus can be destroyed without special infusionists (using their own proficiency
conditions), its personality changes to follow bonus for Infusion), though the arrows are
the crafter’s, and loses the following features: designed to be used exclusively by the bow.
Telepathic Speech and Soul Stealer, but The legendary bow resonates with the power
retains all other features (bonus to attack and of the Sunwell. The origins and history of the
damage, spells, sentience, and magical weapon remain a mystery.
weapon status).
Frostmourne is a powerful blade crafted by Thunderfury, Blessed Blade of the
demons on the orders of Archimonde, Windseeker
bound with Ner’Zhul’s spirit into a shard of Weapon (longsword), requires attunement
ice, and then hurled as a comet onto the This bow can be wielded as a magic
highest peak of Icecrown, Azeroth’s Roof of longsword that grants a +3 to attack and
the World. Its greatest (and only) wielder was damage rolls made with it. While wielding
Prince Arthas, now known as the Lich King this longsword, you have resistance to
after his mental union with Ner’Zhul. lightning and thunder damage.
Frostmourne, as much as the Lich King, is Thunderfury, Blessed Blade of the
the ruler of Northrend. Windseeker is the legendary sword once
This blue-gray runeblade has a steel skull wielded by Thunderaan, Prince of Air. The
fixed into the guard, and a tough leather grip, prince, son of Al'Akir the Windlord, was
and the runes across the width of the sword attacked by Ragnaros the Firelord, in an
give hints of the thousands of tortured souls attempt to heighten the already impressive
imprisoned in the wicked soul-stealing blade. power that the fire elemental held.
The relic of the master of the dead, it holds Ragnaros succeeded; however, Thunderaan's
great power over them. power could not be completely taken into his
form. What remained of Thunderaan was
Thoridal, the Stars’ Fury placed in a talisman of elemental binding,
Weapon (longbow), artifact (requires attunement) which was broken into two pieces. The pieces
This bow can be wielded as a magic longbow were then given to the Firelord's two
that grants a +3 to attack and damage rolls lieutenants, Baron Geddon and Garr,
made with it. respectively the left and right halves. These
Thoridal can generate its own spectral arrows two halves are known as the [Bindings of the
when used to attack, or can use normal Windseeker].
arrows.
Suffused Arrows. When you expend an arrow Ashbringer
to attack with Thoridal, it deals an additional Weapon (greatsword), artifact (requires
1d8 arcane damage on a hit, even when the attunement)
arrow has its own special effect (such as an This sword can be wielded as a magic
Arrow of Slaying). greatsword that grants a +3 to attack and
Spectral Arrows. If you do not use a projectile, damage rolls made with it. Any undead
the bow creates its own spectral ammunition. destroyed by this sword is burnt to ash,
The attack deals extra damage equal to your utterly destroying the corpse. The weapon’s
Charisma modifier on a hit, and half the additional damage is treated as fire or holy
damage dealt is arcane damage. Spectral damage (whichever is most beneficial).
arrows are white and translucent, and Ashen Strike. If this blade slays an undead
whoever sees it in flight at first believes it is a spellcaster who has bonded (or animated)
shooting star. undead, the spells are instantaneously
Arrowsmith. Whoever is attuned to Thoridal dispelled, destroying the undead bonded to
can craft magical arrows as if they were them instead of setting them loose.
Light-Blessed Sight. While attuned to this could not be healed. It was soon realized that
blade, you have the benefits of true seeing the crystal could be purified when subjected
against undead, but only to the range of 30 to the Holy Light, absorbing it to become a
feet. crystal of purity. Set into a greatsword and
During the assault on Blackrock Spire in the forged by King Magni Bronzebeard of
Second War, Highlord Mograine of the Ironforge, it became a weapon to strike down
Silver Hand claimed a mysterious dark crystal and cripple the relentless onslaught of the
from a dead orc warlock. The crystal was the Undead Scourge in Lordaeron. Although it
"living embodiment of shadow," and succeeded in containing the Scourge's efforts
originated from Draenor. Upon touching it, to spread south throughout the Eastern
Mograine's hand became tainted, his hand Kingdoms, its true strength can possibly rival
becoming like that of an undead's, which that of Frostmourne.
Armor Sets
Armor sets are found as treasure, although they can be crafted. In case of crafting, the character
must be able to craft a full set (at the highest rarity).
For example, a druid who wishes to craft the Cenarion Raiment must possess the materials and
ability to craft Very Rare armor (the rarity of the entire set).
Enhancements
Weapons and armors may be enhanced with the secret knowledge of infusionists. Enhancements
can be applied to any weapon, and take up one step of rarity. An infusionist can stack many
different enhancements on a single weapon or armor, increasing the bonus.
This costs the same for the difference between the two steps of rarity.
Single-Use Enhancements.
Temporary enhancements to weapons or ammunition can also be infused to contain a strike or
shot effect if it is prepared specifically to hold it with the Infusion skill.
Ammunition are treated as both consumables and ammunition (enchanting 10 pieces of
ammunition costs one-fourth the normal cost of the same quality).
Despite the names below, ammunition infusions can be used interchangeably between ammunition
such as arrows, crossbow bolts, bullets, and more. Ammunition infusions fade after a successful hit.
For the purposes of spellcasting ability rolls for strike effects, treat the bonus as +4.
Single use enhancements may be stored into stones or gems, which can be sold by themselves.
Infusion Shot
Arcane Uncommon Shot [Arcane Shot]; +1d3 arcane damage, dispel magic (1st level)
Fire Uncommon Shot [Searing]; +1d6 fire damage
Black Rare Shot [Black Arrow]; +3d4 shadow damage, animate undead I
Sleep Uncommon Shot [Tranquilizing Shot]; or 5d8 hit points of sleep
Storm Weapon
Weapon (thrown weapons), one step
This weapon deals one extra point thunder damage per rarity grade on impact. When thrown, the
storm weapon hammer returns at the same round, and may be used again with another attack
action. Wildhammer dwarves often enhance their light hammers with this enhancement.
Ricochet Weapon
Weapon (thrown weapons), one step
This weapon can be thrown to ricochet off one target and into another. Each ricochet can be used
to make an attack against another target by spending an attack action (either by a bonus action if
the weapon is light, by being hasted or under similar effect, or if possessing the extra attack feature).
This ricochet can attack another creature within range of the first target, or return to the user’s
hand.
The weapon may ricochet once per rarity grade. Night elven huntresses often enhance their
moonglaives with this weapon.
Skill Products
The products below are created by skill use, except infusion (which is detailed under treasures
above).
Jewelcrafting
Artisan tools that focus on jewelcrafting can create gems and crystalline objects such as soul gems,
which are used in various spells (such as the Capture Essence spell)
A character may use these tools to identify gemlike magical objects, or pass a DC 20 gemcutting
check and increase worked gem value by 20% by cutting it (if raw) or perfecting the cut (if already
cut). A failed check reduces cost by 10%.
Potions/Alchemy
These items replace the alchemical mixtures in the Player’s Handbook. All potions (regardless of
form) weigh 1 pound (unless the container is heavier), and can be used by imbibing or pouring on a
creature or object (whichever applies better). They can be used at touch range (imbibing or
pouring), or thrown (range 20/60 feet).
Potion Forms. Some potions take different forms, such as bombs, medicine pills, lotions, spray
bottles, sticks, or amulet-like icons that crumble to release their essence. In all such circumstances,
they act the same as potions so long as they weigh the same (1 pound or heavier), can be applied by
one way, and used at touch or thrown range (20/60 feet).
DESCRIPTION
Alarm Stick By using this potion, you become suffers the chilled condition for one round.
mentally aware of any creature of a size of The damage increases by 1d8 per every five
Tiny or larger entering a 20-foot cube. Your levels of Alchemist.
awareness reaches up to 1 mile. The imbiber Antimagic Potion By using this potion, a
can designate creatures that do not trigger barrier arises on the creature and up to 10
the alarm. feet from it, blocking spells with a spell level
Alchemist’s Acid By using this potion, up to of 3 or less. This remains for one minute.
two creatures or objects within 5 feet of one Elemental Armor Icon By using this potion, a
another take 1d6 acid damage. protective sheet of the elements surrounds
The damage increases by 1d6 per every five the target, acting as the Elemental Armor
levels of Alchemist. spell for up to 1 hour or until the spell’s
Alchemist’s Fire By using this potion, the benefit is consumed (whichever comes first).
creature or object takes 1d10 fire damage. If False Life Spray By using this potion, the
an object is unattended and flammable, it character gains 1d4 + 4 temporary hit points
catches on fire. that remain for one hour.
The damage increases by 1d10 per every five Healing Potion By using this potion, character
levels of Alchemist. regains 1d8 + 4 hit points (if living), or takes
Alchemist’s Frost By using this potion, the 1d8 + 4 holy damage (if undead or fiend).
creature or object takes 1d8 cold damage and
Life Potion By using this potion, the creature beginning of the creature’s turn the next
is revived to life and restored to 1 hit point. round, they must succeed on a Stamina
This must be used within a minute of death, saving throw to regain another 1d4 hit
and does not work against creatures that died points, and is resistant to poison damage, or
of old age, and cannot restore body parts. can suppress one level of exhaustion until the
Light Stick By using this potion, a bright glow beginning of their turn the next round. This
emits, shining brightly for 20 feet, and dimly can be repeated up to one minute.
for 20 feet beyond that. This remains for 1 Skill Lotion By using this potion, the
hour. creature’s skill becomes greater, gaining a
Mana Potion By using this blue potion, the bonus to a single skill check
character regains mana points. Minor: Common, +2
Minor: Uncommon, restores mana as if Moderate: Uncommon, +3
you rested for 1 hour. Greater: Rare, +4
Moderate: Rare, restores mana as if you Supreme: Very rare, +5
rested for 2 hours. Legendary: Legendary, +6
Greater: Very Rare, restores mana as if Sparing Potion By using this potion, a creature
you rested for 3 hours. that has 0 hit points becomes stable. This has
Mind Scream Spray By using this potion, the no effect on undead or constructs.
creature takes 1d4 psychic damage, and Smoke Bomb By using this potion, a 20-foot-
suffers disadvantage to their next attack. radius sphere of fog arises from the point of
Mutation Potion By using this potion, the use. The sphere spreads around corners, and
character gains one mutation from the its area is heavily obscured. It lasts for 1d6x10
Mutate spell. This remains for ten minutes. minutes (30 minutes) or until a wind of
Rejuvenation Pill By using this potion, the moderate or greater speed (at least 10 miles
creature regains 1d4 hit points. At the per hour) disperses it.
Exhumed Corpse Fumes (Inhaled, Common). A become poisoned for 1 minute. The
creature subjected to this poison must Poisoned creature is slowed as the spell of the
succeed on a Stamina saving throw or take 7 same name. On a successful saving throw
(2d6) poison damage. At the beginning of (made only once per turn), the poison ends.
their turn every round the poison remains This is a magical manufactured poison,
active, the character takes 7 (2d6) poison created by mixing deathweed (a natural herb)
damage again, and is treated as if poisoned and essence of pain (a magical component
until the beginning of their turn the next derived from blood of weak demons).
round. On a successful saving throw, the Paralytic Poison (Injury, Uncommon). A creature
poison ends. subjected to this poison must succeed on a
This is a magical manufactured poison, Stamina saving throw or become poisoned
created by mixing deathweed (a natural herb) for 1 minute. The Poisoned creature is
and essence of death (a magical component paralyzed as the Hold spell. On a successful
derived from the corpses of burnt undead). saving throw (made only once per turn), the
Crippling Poison (Injury, Uncommon). A poison ends.
creature subjected to this poison must This is a magical manufactured poison,
succeed on a Stamina saving throw or created by mixing deathweed (a natural herb)
and dust of decay (a magical component and essence of agony (a magical component
derived from cremated undead). derived from blood of strong demons).
Serpent Venom (Injury, Uncommon). A creature Mind-numbing poison (Injury, Uncommon). A
subjected to this poison must succeed on a creature subjected to this poison must
Stamina saving throw, taking 10 (3d6) poison succeed on a Stamina saving throw or take 5
damage on a failed save, or half as much (2d4) psychic damage. At the beginning of
damage on a successful one. every round the poison remains active, the
This is a mundane natural poison, created character takes 5 (2d4) psychic damage again,
from drawing poison from a snake’s venom and is distracted. The DC of the distraction
sacs. The rarity affects the venom’s power. is 10 + ½ the damage dealt by this poison.
Rarity Damage On a successful saving throw, the poison
Common 1d6 ends.
Uncommon 3d6 This is a magical manufactured poison,
Rare 5d6 created by mixing deathweed (a natural herb)
Very rare 7d6 and essence of mana (a magical component
Legendary 9d6 derived from blood of spellcasters).
Shadow Wound Poison (Injury, Rare). A creature Truth Serum (Uncommon, Ingested). A creature
subjected to this poison must succeed on a subjected to this poison must succeed on a
Stamina saving throw or become poisoned DC 11 Stamina saving throw or become
for 1 hour. The Poisoned creature recovers poisoned for 1 hour. The Poisoned creature
only one-half the normal amount of healing can't knowingly speak a lie, as if under the
from spells and effects that restore hit points. effect of a Zone of Truth spell.
This includes regeneration and similar This is a magical manufactured poison,
effects, doubling the duration between created by mixing peacebloom (a natural
healing (alternatively, halving the healing herb) and essence of mana (a magical
gained). component derived from blood of
This is a magical manufactured poison, spellcasters).
created by mixing deathweed (a natural herb)
DISEASES
Crypt Fever (Common, Contact). Any creature that is affected by this disease suffers a weakened
immune system, and must succeed on a DC 13 Stamina saving throw against disease or become
poisoned until this disease is cured.
So long as the creature is poisoned, they a -2 penalty to all saving throws against disease and poison
effects, and suffers two additional points of poison damage if inflicted by any disease or poison.
Symptoms manifest 2d4 hours after infection and include fever and coughing, and while in the
grips of this disease, victims’ skins pale.
Any creature comes into touch contact with an infected creature once they begin showing their
symptoms must make a DC 8 Stamina saving throw or also become infected with this disease. Once
a creature succeeds on this save, it is immune to being infected from that particular infected
creature for 24 hours.
At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw.
On a successful save, the penalty to saving throws and additional poison damage taken is reduced
by 1 point. When the effect drops to 0, the creature recovers from the disease.
Undead Plague (Rare, Ingested). Any creature that is affected by this disease must succeed on a DC 15
Stamina saving throw against disease or become poisoned until the disease is cured.
Every 24 hours that elapse while poisoned, the target must repeat the saving throw, reducing its hit
point maximum by 3 (1d6) on a failure. This is considered a poison effect, and resistance against
poison halves the reduction. The disease cannot reduce the target’s maximum hit points below 1,
but if the creature dies and the disease remains uncured, it rises as an undead creature bound to
the service of the Lich King as if the Bind spell was cast on it.
If succeeding on three saving throws, the disease becomes latent, but does not fade away. So long as
the disease remains, the reduction to maximum hit points cannot be removed, and it can be
awakened again by another dose of the plague. This disease, despite being ingested, corrupts the air
and earth it affects, affecting any exposed food with the plague. When particles of the plague fall on
the earth, strange fungus grows, giving a hint to the disease’s origin. This land is considered
blighted (as per the Hallow/Unhallow spell, although the land is not also unhallowed).
The plague can be suppressed with the lesser restoration spell or a restoration spell, and the
reduction to maximum hit points can also be removed with the greater restoration spell, but the
plague cannot be cured save by a wish spell or the divine intervention ability (if it opposes that of
the semi-divine Lich King).
This is a magical manufactured disease, created by an unknown fungus and suffused with
necromantic magic. So far, only the Cult of the Damned (or those who infiltrated its alchemist and
necromancer ranks) know how to make it.
Devices/Engineering
Explosives
Stores sell grenades, mines, and rockets as if the designer’s Int modifier is +2.
Gadgets
Name Rarity Mass Properties
Antimagic Ray Rare 15 lb. 4 EP: Heavy gadget; 2nd level Mana Burn, arcane crystal
Army Knife Common 5 lb. 2 EP: Light gadget; 1st level Prestidigitation, mechanical
Auto-Factory Rare 15 lb. 4 EP: Heavy gadget; 2nd level Animate Construct, Oil
Buzz Saw Common 5 lb. 2 EP: Light gadget; 1st level Swipe and Shred, Oil
Caltrop Bomb Common 5lb. 2 EP: Light gadget; 1st level Catapult
Flamethrower Common 15 lb. 2 EP: Heavy gadget; 1st level Burning Hands, fire crystal
Flashlight Common (1/2) 5 lb. 1 EP: Light gadget; 0 level Light, fire crystal or battery
Fog Machine Common 15 lb. 2 EP; Heavy gadget; 1st level Fog Cloud, air crystal
Frost Gun Common 15 lb. 2 EP: Heavy gadget; 2nd level Freezing Sphere, ice crystal
Ice Cannon Rare 15 lb. 4 EP: Heavy gadget; 2nd level Ice Knife, battery
Jumper Cables Legendary 15 lb. 6 EP: Heavy gadget; 3rd level Revivify, soul gem
Locator Common 5 lb. 2 EP: Light gadget; 1st level Alarm, mechanical
Mind Remote Common 5 lb. 2 EP: Light gadget; 1st level Charm Person, mechanical
Mortar Rare 15 lb. 4 EP: Heavy gadget; 2nd level Catapult, oil; quick use
Pulley Gun Rare 15 lb. 4 EP: Heavy gadget; 2nd level Catapult, mechanical
Rocket Boots Legendary 15 lb. 6 EP: Heavy gadget; 3rd level Fly, fire crystal or oil
Launcher, Rocket Rare 15 lb. 4 EP: Heavy gadget; 2nd level Catapult, Oil; quick use
Launcher, Cluster Rare 15 lb. 4 EP: Heavy gadget; 2nd level Catapult, Oil; Multiple
Reflective Cylinder Common 10 lb. 2 EP: Medium gadget; 1st level Absorb Elements, Mechanical
Remote Common 5 lb. 2 EP: Light gadget; 1st level Command, battery
Spring Boots Common 5 lb. 2 EP: Light gadget; 1st level Jump, mechanical
Sun Gun Legendary 15 lb. 6 EP: Heavy gadget; 3rd level Sunbeam, fire crystal
Trap Launcher Rare 15 lb. 4 EP: Heavy gadget; 2nd level Catapult, Oil
Water Gun Common 10 lb. 2 EP: Medium gadget; 1st level Catapult, mechanical
Traps
Traps are often-hostile gadgets that perform a single use (and are thus priced as consumables). They
can be deployed and primed with an action, and they become active after being primed by one
round. Whenever a creature moves to 10 feet or closer to a trap, it triggers and discharges its effect.
The DCs are equal to that of a device.
Once used, fixing a trap costs half the time and gold to make them.
Constructs
Construct CR Properties
Battle Chicken 4 Construct
Combat Armor 1 Construct (Mecha/Suit)
Glaive Thrower 1 Construct (Vehicle, push)
Gyrocopter 1 Construct (Vehicle, requires Proficiency +3)
Rip Tire 1/4 Carries explosives
Shredder 2 Construct (Mecha)
Steam Engine 2 Construct (Vehicle)
Turret 1/4 Shoots firearms/crossbows (requires remote)
Zeppelin 3 Construct (Vehicle)
DESCRIPTION
Antimagic Ray When used, this wand-like gun imposes disadvantage for all rolls to creatures
shoots a purple anti-magic ray. If this strikes a targeted by it for one round. A successful
spellcaster, it burns 1d4 mana points from saving throw halves damage and negates the
them, as per the spell Mana Burn. Elementals disadvantage.
required for the anti-magic ray device are Bomb, Concussion This bomb deals 1d6
pure mana elementals (such as mana wyrms concussive damage and a shockwave in 10
and arcane elementals). feet. Creatures in range of the shockwave
Army Knife When used, this device summons take an extra 1d6 are pushed 10 feet away
all tools an adventurer needs, such as a from the area of the explosion, as are
hammer, a pair of scissors, etc., just short of unsecured objects. The bomb’s boom can be
Alchemy and Poisoning tools, and includes easily heard out to 300 feet. A successful save
60 feet of spider-silk rope. It requires a halves both damage rolls, and are moved
minute to summon up a single use of this back only half normal distance.
army knife, and fifteen to return one charge Bomb, Fire This bomb deals 1d6 concussive
in (which is independent from the fifteen damage in 10 feet, and on its direct target, it
minutes it takes to recharge it). It may also deals an additional 1d10 fire damage. If the
deal damage as a normal dagger. target is an object, it sets it on fire. This
Auto-Factory Usually employed by goblin bonus damage targets only the original target,
tinkers in war, this large object unfolds to or the 5-foot square the bomb was thrown at.
resemble a horse-sized factory. The whirrs Bomb, Smoke This bomb deals 1d6 concussive
and whistles inside are indicative of some damage in 10 feet, and it creates a 10-foot
process within. The factory remains active for radius sphere of fog. This fog heavily
2d4 minutes, and churns out a Challenge obscures the area for one minute, or until a
1/4 construct (Mechanostrider statistics) moderate or greater wind disperses it.
once every five rounds. The constructs Boomstick Known as a favored dwarven
conjured by the auto-factory are controlled by weapon, boomsticks are intricately designed
the user of the device, but the user can with special markings to denote the
command only one construct every round, company, issue date, and a small piece of war
while the others repeat the same action given advice in dwarven.
to them until the factory stops working. The Buzz Saw This gadget can be used by any
auto-factory is costly, however. For each character proficient with a shortsword. This
construct created, the factory requires one weapon (when active and consuming 1
vial of phlogiston, and 5 lb. (or 50 gp) of raw charge for Phlogiston), deals 2d6 slashing
materials. damage (plus the user’s Strength or Agility as
Blunderbuss A larger, heavier, and easier-to-use normal) instead of the normal damage for a
boomstick, the Blunderbuss can be altered to shortsword, and target has disadvantage to
shoot a cone of bullets in a 15-foot cone, attack rolls for one round. This otherwise
dealing 2d8 damage, with an Agility save to acts as a gadget that replicates the Druid’s
half. As Blunderbusses do not require attack Swipe and Shred spell.
rolls (though still requiring an attack action), Concussive Mine When used, this mine
they do not require proficiency to use, and explodes for 2d6 concussive damage, and
can be used while adjacent to an enemy pushes away creatures harmed by it up to 10
without penalty. A Blunderbuss is also feet away from the center of the blast. If
known in some circles as a scattergun. exploding under a creature, it may push them
Bomb, Big One This powerful bomb deals 5d6 upwards, causing them to take additional fall
concussive damage in a 20-foot sphere, and damage (and dropping prone normally).
Caltrop Bomb When used, this box releases a out as a large cloud to appear in another area
four bags of caltrops into the air to fall over 120 feet away. This is fueled by a tapped air
an area within 30 feet, filling a 10-foot square elemental spirit or an elemental air crystal.
area. Any creature that enters the area must Freezing Trap This trap unleashes a super-
succeed on a DC 15 Agility saving throw or compressed blast of cold that freezes the
stop moving and take 1 piercing triggering creature for one minute, and deals
damage. Until the creature regains at least 1 1d4 cold damage to them. While frozen, the
hit point, its walking speed is reduced by 10 target is restrained. A successful Stamina save
feet. A creature moving through the area at halves the damage dealt, and reduces the
half speed doesn't need to make the saving restraint for one round. A creature may use
throw. Once used, this can be refilled with its action to break the ice.
replacement caltrops. There is a 75% chance Frost Gun The frost gun can be used with an
that a used bag of caltrops can be used again. action, creating a brilliant blue freezing ray
Crossbow, Auto. This crossbow acts as a heavy up to 30 feet away that creates a 10-foot
crossbow that deals 1d10 piercing damage. radius explosion of frozen air to emit from
This does not have the loading quality. the location of the ray's impact. All creatures
Crossbow, Air. This crossbow acts as a light hit by the ray or in the explosion's radius
crossbow that deals 1d8 piercing damage. It is must succeed on a Stamina saving throw or
silent when shot. else take 4d8 points of cold damage, or half
Flamethrower The flamethrower can be aimed of that on a successful saving throw. If the ray
and used with an action. If no malfunction or the radius strikes or includes a body of
occurs, it releases a 15-foot cone of flames. water or a liquid with similar freezing points,
Targets in the cone must make an Agility the ray freezes the liquid within its active
saving throw. On a failed save, the targets radius to a depth of 6 inches for 1 minute.
take 3d6 points of fire damage, or half the Creatures that were swimming or that were
amount on a successful save. The flames in the water at the moment must succeed on
ignite any flammable objects in the area that an additional Strength saving throw as an
are not being worn or carried. action against the DC of the device or be
Flashbang This bomb deals no concussive restrained. After 1 minute of being conjured,
damage, but imposes disadvantage for all rolls the ice shatters.
to creatures affected by it for one round with Gun, Machine This gun deals 3d8 piercing
an explosion of light and noise. A successful damage to any number of creatures standing
saving throw negates the condition. in a 5-foot wide line 30 feet away. This
Flashlight The flashlight can be aimed and requires an Agility save to half damage.
activated with an action. If no malfunction Machine guns do not require training to use.
occurs, it emits a 20-foor radius glow of Grenade, Hand This grenade may be thrown
bright light, and emits 20 feet of dim light within 30 feet. On the area of impact, it deals
after that. If directed, it turns instead into a 2d6 concussive damage in a 10-foot sphere. It
cone with a range of 60 feet of bright light, requires a DC 12 save to half damage.
and 60 feet of dim light afterwards. A charge Ice Cannon This mini-cannon shoots a large
is used once per hour. shard of frost that deals 1d10 piercing
Fog Machine When used, this box creates a damage in 60 feet. On the area of impact, the
billowing sphere-shaped cloud of fog that shard explodes, dealing 3d6 cold damage to
spreads on a 20-foot radius. The area is all creatures in 5 feet from the point, with an
heavily obscured, and it remains for an hour Agility save to half damage.
or until a moderate or stronger wind Immolation Trap This trap burns the triggering
disperses it (10 mph+). The cloud of fog is creature for one minute, dealing 2d6 fire
centered on the fog machine, or can be shot damage. Over the next minute, whenever the
creature starts its turn, it must roll a d20. On however expensive, and difficult to deploy
a 9 or lower, the effect triggers again, dealing ideally.
an additional 1d6 damage or giving them Mind Remote This strange-looking hat has a
disadvantage to any next d20 roll. After hypnotic pattern attached to it. When the
triggering twice, the trap’s effects ends. gadget is active, the mind remote can focus
Jumper Cables This backpack may be hooked on any person within 30 feet. They must
up with any creature that died within one make a Spirit save or else be charmed for one
minute. If activated without an issue, the hour, or until you or your companions do
creature is revived, and returned to life with something harmful to it. It gains advantage to
1 hit point and no mana. This cannot return the save if you or your companions are
a creature that died of old age. This gadget harming it. It takes a minute of tinkering to
requires 300 gold pieces’ worth of focus provide another up another charge for the
crystals per use of activation. gadget.
Launcher, Rocket This heavy machine is Mine, Breaching This is a breaching charge
typically set on the user’s shoulder. When that may be attached to a door or a wall. This
loaded with a pint of oil and an explosive of deals 4d6 concussive damage to structures
any kind, it launches it further than its and objects (typically destroying them), and
normal range, increasing its original range by 1d6 damage to any creature within 5 feet of
90 feet. This applies to the maximum range it the explosion radius. It requires a DC 12 save
can launch. On impact, any explosive deals to half damage. This comes with a free
an additional 2d6 concussive damage atop delayed fuse (1d4 rounds until explosion).
the normal damage. A launcher may be Mine, Default This mine triggers whenever
loaded with up to eight pints of oil, and may any creature appears within its area of
be used again in 1d4 rounds. If used for a explosion. If a creature comes that close, it
mine, it can be planted instead of exploding. explodes, dealing 2d6 concussive damage to
Launcher, Cluster This heavy machine is it and any creature within 10 feet. It requires
typically set on the floor before the user. a DC 12 save to half damage.
When loaded with a pint of oil and up to Mine, Goblin This mine triggers whenever any
four explosives, it launches them all within creature appears within its area of explosion.
their normal range with a single action. This If a creature comes that close, it explodes,
applies to all explosives. A cluster launcher dealing 4d6 concussive damage to it and any
adds +1d6 concussive damage per explosive creature within 20 feet. It requires a DC 15
used. A cluster launcher may be loaded with save to half damage.
up to eight pints of oil or phlogiston, and Mortar This heavy machine is typically set on
may be used again in a minute. the floor. When loaded with a pint of oil and
Locator This eye-like gadget can sense a bomb or grenade, it launches it further
creatures that approach within 20 feet of its than a normal creature could, for an arc up
position whenever a creature of the size Tiny to 90 feet away, and 30 feet high. When the
or larger enters. The locator, once activated, bomb lands, it explodes as typical for its type.
remains active for 2d4 hours, and has a On the 5-foot square area of impact,
chance to malfunction at the end of each however, the bomb lands with a powerful
hour. The locator may either let out an explosion, adding 2d6 concussive damage to
audible alarm that can be heard clearly the bomb’s normal damage. A mortar may be
within 60 feet, or send a single mental ping loaded with up to eight pints of oil, and may
to the one who set it up. be used again after 1d4 rounds.
Longrifle. Favored of the iconic dwarven Oil Slick Trap This trap spews slippery oil in a
sniper, longrifles have great range, great 10-foot radius, rendering it into difficult
damage, and great practical use. They are terrain for one minute. Each creature who
enters, is within the radius when the trap is of battery power, and the remote can hold up
triggered, or ends their turn in this area must to eight batteries and triggered devices at any
make an Agility save or fall prone. given time. A remote can activate any device
Pistol, Flintlock Known as a good backup it is bonded to as long as both of them are
weapon, the flintlock pistol does not deal a within 150 feet of each other. This effect can
lot of damage compared to its heavier penetrate barriers, but 2 feet of rock, 2 inches
counterparts, but both can be used easily (as of common metal, or a thin sheet of lead
they are light weapons). blocks it. It tied to an explosive that normally
Pistol, Revolver A great backup weapon, the explodes on impact, it can hold the explosive
revolver balances good damage with a great until the remote is used (effectively, the
ammunition reserve. Very reliable. bomb is waiting for the signal).
Pulley Gun This hand-cannon can shoot one Rocket, Default This rocket may be aimed and
to two ropes at opposite ends. Each rope has shot to any creature within 60-120 feet. On
a hook at its end, and each extend to up to impact, it deals 2d6 concussive damage to the
90 feet per action of use. If the hooks target target and to any creature or item 10 feet
an object, they attach to it, and can carry up close to it. It requires a DC 12 save to half
to 140 pounds of weight. If the hook targets a damage.
creature, they take 3d8 piercing damage, and Rocket, Siege This rocket is designed to drill
the hooks are destroyed. A pulley gun has a and destroy fortifications. Upon impact, it
wheel for transport along the ropes, and deals 10d6 concussive damage to the target
allows for movement at a rate of 60 feet per and to any creatures and items close to them
round either up or down the ropes’ ends. A (typically destroying them). As it is designed
pulley gun that shoots one rope but can be against objects and structures, it deals only
used twice is known as a mechanical 2d6 damage to creatures.
grappling hook. Rocket Boots These heavy boots strapped with
Reflective Cylinder. The reflective cylinder is a a small backpack may be activated with an
2-foot long, 8-inch thick cylinder that is action. Per use, this consumes one pint of oil,
usually strapped to the back of the user, and and gives the user a flying speed of 60 feet,
is attached to a winding mechanism in the usable for one minute. At the end of the
user's hand. The cylinder can be deployed as duration, the user falls unless they are on
a reaction when the user takes elemental solid ground. The device cools down for one
damage, unfurling and countering the minute after it stops being used. The
elemental damage with a sheet of specially- backpack can hold up to eight pints of oil for
treated and reinforced glass. The user gains the rocket boots.
resistance to the elemental damage, and the Siege Cannon This huge-sized piece of artillery
next time the user hits with a melee attack on can blast through walls like paper (dealing
the next turn, the reflective cylinder reflects double damage to objects, effectively 8d12, or
1d6 points of the absorbed damage to the 52 damage). This acts as a huge rifle, and
target of the user's attack. The character must increases in dice to d12. Due to its size, it
be able to use their hands or similar limbs to must be mounted on a solid surface, and
deploy the cylinder. cannot be carried.
Remote This small machine can activate any Sniper Rifle A moderately powerful and long-
mine, gadget, or construct that is keyed to it. range precision silenced weapon.
Keying a technological device to a remote Spring Boots These pair of springy boots triples
takes one minute and a DC 10 Engineering your jumping distance for 1 minute per use.
check. Using a remote is a bonus action on Sun Gun The sun-gun can be focused and
the creature’s round, or a reaction outside used with an action. If no malfunction
their round. Each use consumes one charge occurs, it releases a foot beam of brilliant and
wholesome light that sears all targets in a 30- Water Gun The water pump is a 2-foot long,
foot long 5-foot wide line for 1d4 rounds. 8-inch thick cylinder that can hold up to 3
Every round, all creatures that are within the gallons of any liquid (or 16 quarts). The
light must make a Stamina saving throw. On water pump can be used with an action to
a failed save, the targets take 3d8 points of release one quart of liquid in a line up to 90
holy damage and is blinded until the feet away, stopping at impact with the first
beginning of your next turn, or half the object. The target must succeed on an Agility
amount of damage on a successful save. saving throw or else take 1d8 bludgeoning
Undead and oozes suffer disadvantage to this damage on a failed save and a secondary
save. At the beginning of your round, you effect depending on the liquid. A successful
may redirect the light normally. This sheds save halves the initial damage and negates the
bright light for 30 feet and dim light for the secondary effect.
next 30 feet after that. The light is treated as Water. If the liquid is water, attack
sunlight. also extinguishes flames. Fire-based creatures
Torpedo This rocket is designed to be used or those vulnerable to water take double
underwater in a more compact explosion. damage from this and do not employ any
Upon impact, it deals 2d6 concussive damage resistances towards this damage.
to the target and to any creatures and items Oil. If the liquid is oil or another
close to them in a 5-foot radius sphere. flammable liquid, the user may use a bonus
Trap Launcher This heavy machine can lob a action to set the liquid on fire as it is released
trap to up to 90 feet, priming the trap on the (necessitating another malfunction check),
point of impact. The trap launcher may be setting the liquid is set aflame (regardless of
loaded with up to eight pints of oil, and may malfunction). Targets who failed their save
be used again after a cooldown of one take 1d6 fire damage and are ignited until
minute. they extinguish the flame with an action and
Wagon Clamp This trap clamps down on the a successful Agility save (taking an additional
triggering creature or vehicle for one minute, 1d6 points of damage per round until they
dealing 1d8 piercing damage to the wheel pass a DC equal to the gadget's DC).
(possibly breaking it). While captured, the Contaminated Water. If the liquid is
target is restrained. A successful Stamina save a contaminated water or liquid (such as
by the vehicle or creature halves the damage sewage water), the target must also save versus
dealt and reduces the restraint for one round. any contact, injury, or ingested poison or
A creature may use its action to open the disease that is carried by the water. If using
clamp. Most wooden wheels have 5 (2d4) hit sewage water, the target is most likely to be
points. This costs 10 gp, weighs 1 lb., and contaminated by Crypt Fever, Filth Fever,
requires 2 EP. This is usually used to destroy Slimy Doom, and Blinding Sickness (see
vehicle wheels, but can be employed as bear Contagion for details, duration 7 days),
traps. although other diseases or poisons may be
built into the waters.
Chapter 6: Customization Options
Multiclassing
Multiclassing in Warcraft works as in core 5e.
There are many instances in lore where a character has training in two distinct classes (such as the
legendary paladin Uther Lightbringer, who, having trained as a knight, adding the experience of a
priest before being called a paladin). Multiclassing is a viable tool to replicate special classes,
concepts, or characters who seem to have abilities from several classes.
For instance, the night elven Wardens and high elven Farstriders seem to be both rogues and
hunters.
Tauren chieftains also seem to be both warriors with minor affinity to shamanism.
Demon hunters may also augment their tracking abilities by taking a level in hunter, just as
enhancement shamans may augment their martial power by taking a level in warrior and choosing
specific talents.
Changing Classes. Several classes intersect in theme with others. A character may change their class
to another one near them after accomplishing a quest and undergoing character development.
Attribute Change. Changing from a casting class to another with a different spellcasting ability
score also affects the creature’s mental abilities.
If you have different spellcasting ability scores, you may move up to 4 ability score points from the
old class’s spellcasting ability score to the new class’s spellcasting ability score. The old attribute
cannot end up lower than 8, or higher than 18 (before applying increases from race, class, feats,
etc.). The ability score total that can be changed is 4 (or one-half the character’s total level from the
old class, whichever is higher)
For example, turning from a shaman to a warlock, for instance, drains Spirit and bolsters Charisma
as Fel magic suffuses the shaman’s being. If the shaman (16 Spirit, 12 Charisma) chooses to start
turning her back on the elements and kneeling to the Burning Legion, her journey to becoming a
Warlock begins, moving up to 4 points from Spirit to Charisma (for a total of 12 Spirit, 16
Charisma). If the shaman was level 20, she can move up to 10 points instead (10 Spirit, 18
Charisma, as Charisma cannot be higher than 18 before modifications are applied).
Changing from a class to another in downtime is also viable, as is changing a talent chosen. This is
resolved as normal downtime training to learn a new language or training with a set of tools (takes
250 days, and costs 1 gp per day), although the DM may reduce the time to train dramatically with
a quest or event (subject to shared adjudication).
Feats
Strike feats
These are effects that modify a successful attack roll and cost a bonus action. If a strike effect calls
for a saving throw, the DC is equal to 8 + proficiency bonus + Strength (or Agility if using a finesse
or light weapon).
Brew Mastery its turns until they use an action to set it out.
Prerequisites: Ki This requires an Agility saving throw against
You gain proficiency in brewer supplies. your ki DC. Unlike most brews, the benefit
Also, if you have the Ki feature, you may of this brew can be used once.
imbue a pint of drink (alcohol, tea, or any • Mana Tea (2 Ki). All creatures who
other brew) with a measure of your Ki, drink this brew can regain 2 Ki, or 2 points
reducing your current and maximum Ki pool of mana. As normal mana regeneration
by the amount of points you use. effects, this effect has a cooldown of an hour
The drink is suffused with your power, and (even if used for Ki). Unlike most brews, the
confers a benefit to whoever drinks it. benefits of this brew can be used once.
Drinking a brew is a bonus action, and grants • Thunder Focus Tea (2 Ki). All
one of the below benefits for eight hours, creatures who drink this brew reduce the
until they take a long rest, or until they make mana or Ki cost for area-of-effect and multi-
use of three uses of the effect (whichever target spells by 1 point.
comes first). After the drink is consumed, • Tigereye Brew (1 Ki). All creatures who
your Ki maximum is restored to normal (and drink this brew can add their Spirit bonus to
can rest to regain the lost Ki). A creature melee weapon damage rolls.
cannot benefit from more than one brew at • Ki Guard Brew (2 Ki). All creatures
any given time, and cannot benefit if they do who drink this brew take 2 less points of
not require drink or food to stay alive, or if damage from weapon attack rolls. This does
they cannot reasonably process drinks. The not stack with the Paladin’s Devotion Aura
brew can also be force-consumed with a and similar effects.
melee unarmed attack or as part of a grapple You may brew and imbue as much drinks as
check. your Ki allows, though the ki dissipates
You gain one brew recipe per proficiency naturally over the course of three days. This
bonus. is considered a ki feature, and has the same
• Fortifying Brew (1 Ki point). All DC to resist.
creatures who drink this brew increase their
maximum hit points by 1 per monk level Infusionist
(max is equal to double the imbiber’s original Prerequisite: Four or more caster levels,
hit points). If the character later suffers from Intelligence 15 or higher
a reduction to maximum hit points, it is You gain proficiency with the infusion skill
reduced from the benefit of Fortifying Brew and can make infused items.
first. This benefit ends if the creature is
reduced to 0 hit points. This does not stack Magical Suffusion
with Aid spell. Prerequisite: Ability to cast arcane or divine
• Elusive Brew (1 Ki point). All creatures spells, access to cantrips
who drink this brew can use a reaction to You gain increased proficiency with cantrips.
perform the Dodge action. Your cantrips count as if you are 4 levels
• Dizzying Haze (1 Ki point). All higher to determine the damage dealt with
creatures who drink this brew suffer from them.
light obstruction to perception, and lose 10 Cantrips also never cost mana for you.
feet of speed for one minute. The creature
can make a Stamina saving throw to negate Mystic Blast
the obstruction to vision and negate the Prerequisite: Ability to cast arcane or divine
reduction to speed. If targeted with a fire spells
spell or effect, the creature is set on fire, You can make a ranged spell attack as an
taking 1d4 fire damage on the start of each of action, dealing 1d6 damage per maximum
spell level you can access. This damage can be When you make a melee or ranged attack,
dealt to creatures within 30 ft. you may use the strike’s bonus action to
This does not cost mana, and can be done at apply the effects of a direct-target spell to the
will as a supernatural ability, so long as you struck creature. The spell targets the creature
have at least 1 mana per d6 of damage. If you struck, and cannot target anyone else, such as
are exhausted from low mana, you cannot you, an area, or an adjacent creature. The
make use of this ability unless you are no creature is still entitled a saving throw if the
longer exhausted. The damage’s type is spell allows it, but if the spell targets AC, the
chosen by you upon gaining this feat, and effect does not call for another roll.
can be Acid, Cold, Electricity, or Fire. This This is declared before the strike is made,
may be used with the Spell Strike feat. and a spell that is designated to discharge is
Special. You may instead deal fel, thunder, lost harmlessly if the attack fails. This cannot
unholy, or holy damage with your Mystic be applied to a strike spell.
Blast, but it deals 1d4 damage instead per
spell level, and you must be able to cast a Spell Stance [Stance]
spell with the aforementioned descriptors. You may cast a single spell as part of entering
this stance. So long as you remain in the
Improved Regeneration stance, the spell remains active. The spell
Prerequisite: Troll, Stamina of 13 or higher requires the normal mana cost or resources,
Increase your stamina score by 1 to a but its casting time is folded into entering the
maximum of 20. stance so long as it has a casting time of one
You regain 1 hit point at the end of action or quicker.
each hour, provided you have at least 1 hit The spell must have a target of (self) or touch
point. and can target one allied creature (you are
You regenerate lost limbs in three always your own ally). Examples are Holy
days instead of one week, unless they were Light, See Invisibility, Haste, Tongues,
taken willingly (such as to escape bonds), or if Mutate, Shield, and most generally 'buff'
they are cauterized. spells.
This feat can be used once every five minutes.
Spell Strike [Strike]
Chapter 7: Using Ability Scores, Skills, and Tools
To better facilitate and replicate the ability to craft, mine, and refine materials into weapons, there
are a few changes to the skill system, by including Gathering and Refining skills.
Formula Discovery
Making new spells, alchemical formulae, and blueprints for engineering are all highly complicated
tasks. It takes 2 weeks to study a new spell, formula, or blueprint, and requires an amount of gold
pieces dedicated for research equal to 50 x spell level (if a spell or alchemical formula), or 75 x
Engineering Points invested (if a blueprint).
The DM may impose additional requirements, such as requiring an elemental crystal for a
firethrower (elemental engine) or a blueprint of a normal vehicle to make a similar design.
The cost of larger objects increases the cost by x2 per size category.
1 Consumables (scrolls, explosives, potions, etc.) cost 1/4th the cost of an item of their rarity (or
one quality grade lower than their current quality).
2 Caster level is equal to the crafting class level (or hit dice, depending on proficiency's source)
3 Engineering Points spent
4 Legendary and above items usually also requires a quest to attune it to some magical source, such
as the High Elven Sunwell, the Scourge's Frozen Throne, an elemental plane's lord, or the Night
Elves' World Tree. This is subject to the DM's discretion. Artifacts also usually require a lengthy
quest that might alter the setting as a whole, and are usually infused by creatures of great power.
Note that Potions of Healing (of all types) are exempt from the normal rules creating alchemical
items, costing 50g (or 2 crafting points) for the normal potion of healing (restores 2d4 + 2 hit
points).
Gathering Skills
Any skill that reasonably allows for the identification, collection, and preservation of raw materials
may be used to gather raw materials. These raw materials have a value that may be declared after
the check is finished. Any resource-rich area may be considered a resource node that may be used
to harvest raw materials from harvesting nodes, from on the field, or from special monsters.
Gathering skills provides crafting points (CP), useable for alchemy (AP), engineering (EP), Infusion
(IP), or other skills. Crafting potions consumes alchemy points (usually in the form of herbs,
creature body parts, etc.), while engineering consumes minerals, wires, etc.
Harvesting Nodes
A DM is recommended to place minor and major nodes on the game map or reference it to
important areas. As nodes, they usually attract attention of other characters and creatures, such as
golems and spellcasters in places where infusion points are, and fey and druids where alchemical
points are. Engineering points (or appropriate base materials) can be drawn from mines or mining
nodes, where kobolds, miners, and dwarves live, or are generated workshops. Nodes can be rewards
for quests, and can be referenced in-character.
Node Size
Minor Node: Gain 20 crafting points
Minor nodes are minor one-use harvesting deposits. These are usually expended and replenish
slowly over time or with DM discretion, but also include minor pools of mana, minor lay lines (for
ID), a small to medium busy engineering workshop or junkyard (for ED), or a copse or forest grove
filled with alchemical plants (for AP). Most nodes take a day to harvest materials from.
Moderate Node: Gain 80 crafting points (replenish every month)
Moderate nodes include centers of power such as mana fountains or a lay line intersection (for ID),
a large engineering workshop or junkyard (for ED), and an alchemical ingredient farm or a grove.
Moderate nodes attract great attention, and in most settings, are limited to a total of ten nodes.
Major Node: Gain 320 crafting points (replenish every month)
Major nodes are usually sparse, rarely appearing more than five known instances. This includes the
literal center of ley lines on a planet, a major mine system that accesses extremely rare metals, or the
center of an ancient, magical forest blessed by the fey and gods.
Major nodes are either seats of powers for major organizations, or are a battlefield for major powers
to contest over.
Examples are Tower of Karazan, the Sunwell, the Tree of Eternity, Blackrock Spire, and the
Maelstrom for Infusion Points.
For example, a 1st level warrior proficient in mining tools, for example, can spend a day in a minor
node (an iron mine), harvesting 20 CP after working. If not rich enough to qualify as a node, this
acts instead as harvesting on the field (such as scraping poor-quality iron, see below).
For example, a 5th level druid proficient in herbalism tools, for example, can spend a week on
harvesting minerals from assorted herb locations or from small gardens, gaining 2 CP after
working. This allows the druid to make a Common potion (costs 5 CP) every three weeks, but a
material of Rare quality (or appropriate for the druid’s level) every nearly 4 years (or 1 rare potion
every year).
If in an enchanted grove, this acts as a node (see above), and has much better yield (although field
gathering is not restricted).
Monster Nodes
Some monsters act as nodes. A monster that is harvested for a particular body part has the rest of
its body parts damaged in the attempts to extract value.
If harvesting a consumable (such as a poison), one dose can be created per hit dice with no cost. A
monster that can be harvested usually shows signs of it, and are listed as below (although a DM can
add more). A single monster of the below proficiency can provide CP for a number of items of the
below listed quality.
Willing Harvest
A creature may choose to donate their blood or replaceable body parts for the purposes of
harvesting crafting points, but can only donate up to 1/20th their normal maximum every month,
or their CP value once every two years. Doing this on extended durations causes exhaustion (even if
the creature is normally immune to the condition).
Harvester Level
If the harvester’s proficiency is less than the target monster’s, this requires a DC 20 skill check, or
half the materials are lost, and the character can make another attempt (each time halving, until it
can provide only 1 CP).
Creatures with a CR less than 1/2 do not count towards harvesting, unless they are especially
valuable (as adjudicated by the DM).
Dragons. Dragon CP can create Armor (from leather or bone), weapons (for bone weapons),
alchemy mixtures (enchanted dragon blood), and fire-based infusions
Constructs. Constructs CP can create armor (from plating), weapons, engineering devices (any),
and infusion matrixes (if the construct had magical ability or a magical engine)
Fey/Fiend/Celestial. Fey CP can create alchemy mixtures (enchanted blood or tears), and infusions
For example, a 15th level dragon, when slain, provides 160 CP worth of materials. An alchemist
drawing from its corpse can create 8 common, 4 uncommon, 1 rare, or materials enough for 1/4
the cost of a very rare item (or four times that in potions).
Should the same dragon decide to donate some of their blood, they could donate up to 8 CP
(enough for a common potion or two common poisons) instantly, or 96 points over the year (for a
rare item).
Scavenging Materials
A crafter can also harvest the materials from an item they destroy.
The crafter gains 1/2 the crafting cost of broken-down items. This is called diffusion dust (for
Infusion points), dismantled materials (for Engineering points), or deconstructed reagents (for
Alchemy points).
This process is a simple complexity task (1 hour). At the end of the duration, the item is destroyed,
and the crafter gains half the CP invested to create it.
In the case of legendary objects and artifacts, normal diffusion does not work, and the item must be
destroyed as per the normal listed process for that item.
Infusion Drain. Upon the destruction of a legendary item or artifact, it has a 50% chance of
dropping infusion dust relevant, even if not intentionally diffused. Attuned items cannot be
diffused unless their attuned character is slain, or when the attunement is willingly surrendered (a
mental non-action), unless the infusionist can succeed on 3 opposed Spirit saving throws against
the owner. This check can be done once per year against a single character.
Disenchanting legendary or artifact items also usually requires a quest or a journey to where the
item was created, subject to DM discretion.
Production Skills
Any skill that can create a product out of materials is classified as a production skill. The time it
takes to make a product and the raw materials it takes depends on the cost of the item and its
complexity.
Most production skills require proficiency in the tools used (such as blacksmith’s tools), but some
are given to or restricted by race or class only (such as Engineering or Alchemy). Proficiency in a
skill infers proficiency with its tools.
Crafting Rules
Crafting takes four components:
1. Time roughly equivalent to the complexity of the end product.
2. Raw materials equal to one-third that of the end product.
3. Proficiency with the tools (or skill) relevant.
4. Success on the Crafting check.
At the end of the allotted crafting time, and if the check is successful, the user crafts the item in
question.
Per stage above highly complex (or Highly Complex II, etc.), the time doubles per increment (1
month, 2 months, 3 months, etc.), although the DC does not increase.
Crafting takes the specified time, cut down to the nearest ten minutes.
In the above example, the first-level rogue (if proficient with smith’s tools), can begin to forge a
dagger (simple weapon) if she has access to all the tools she needs (the DM may possibly require a
forge to smelt raw iron into ingots). As a simple complexity item, it would take her one day if she
has all the required materials and succeeds on a DC 10 Crafting check.
Production Tools
Tool Ability Score Task Performed
Alchemy Intelligence Creates potions, elixirs, and concoctions
Engineering Intelligence Creates constructs, gadgets, firearms, and bombs
Infusion Intelligence Creates infusion matrixes that are applied on weapons, etc.
Poisoner’s Kit Intelligence Creates poisons and plagues
Alchemy Supplies
Also sometimes known as an alchemy kit or the alchemy skill, alchemy is used to create potions and
similar consumables.
Potions are magical items that are created by the Alchemy skill, and they are brews that contain the
power of a spell within them. The alchemist can infuse any spell they can cast into a potion as a
Crafting check if they possess Alchemy. This requires the ability to cast the spell in question, such
as by knowing and preparing it.
This consumes the mana required as normal. A spell with the ritual tag must be cast normally to be
made into a potion. Alchemists do not need to spend mana to prepare spells.
If you do not normally have access to magic spells, but have an effective spellcaster level (or caster
level) due to an ability or feat, you may choose which spell list to access for your alchemical potions.
If you have neither (such as by training to gain proficiency in alchemy supplies), you treat your
caster level as 1.
Activation. Drinking a potion, coating it on the user, or breaking a container holding it is a Use
Object action on the behalf of the user that provokes a reaction. If a spell, it has the same targeting
requirements, although the trigger of activation is usually drinking the potion or throwing it as an
improvised weapon (20/60). As an improvised weapon, a character cannot add their proficiency
bonus to the attack roll unless they are trained in alchemy (or herbalism). If the potion’s effect is
single-target damaging spell, and the potion thrown on an area, it becomes an area of effect spell
(successful Agility save halves the damage) for one target.
For Example, an Alchemist’s Fire potion contains the Fire Bolt cantrip; it deals 1d10 fire damage to
a creature that is splashed with, drinks, or is targeted by throwing the alchemy vial. If the
Alchemist’s Fire potion is instead thrown on an area where a creature stands (instead of being
targeted with an attack roll), it is entitled an Agility save to half damage.
Note. If the spell the potion replicates has a longer casting time than 1 minute, then it takes time
for the mixture to activate equal to half the casting time.
Concentration Spells. The duration of a potion with a duration of concentration depends on its
final concentration duration.
Imbibed potions do not require concentration (even if they originally required it), but one creature
cannot benefit from more than one such demanding potion. In effect, ingesting a potion is treated
as concentrating on it, and if drinking another potion that demands concentration, the newer one
takes precedence and dispels the effects of the old one that required concentration.
Special. Herbalism. Being proficient in an herbalism kit counts as if an alchemist kit, but you may
choose up to two alchemical formulae to learn. These still must be written down (and usually
stored in a book or notes). You are not counted as if proficient when it comes to other alchemical
formulae.
Infusion Kit
The infusion skill allows for the infusion, diffusion, and manipulation of magical items via infusion
dust. A magical item, when created, requires investing crafting: Infusion Dust (ID) to reach a level
of rarity (from Common, Uncommon, Rare, Very Rare, Legendary, or Artifact).
Infusion Complexity
Common Very Simple
Uncommon Simple
Rare Moderate
Very Rare Complex
Legendary and Artifact Highly Complex
An infusionist requires the formula for an infusion matrix, which can be discovered, rewarded, or
found. Infusing an item costs the CP for an item of its complexity. If it is a consumable (such as a
scroll), its cost is divided by 10 as normal.
Special: A death knight's runeblade rarity automatically increases with his level. Upon reaching 5th
level, the blade becomes uncommon in quality, rare at level 10, etc. Upon reaching 20th level, the
runeblade may reach Legendary quality if the Lich King allows it. Typically, the Lich King will
elevate only one runeblade to legendary quality until it is destroyed.
Engineering Kit
Engineering allows for one to create technological devices. Such devices are non-magical items that
are created with the Engineering skill, and are classified into five groups, according to general type,
which are Bombs, Firearms, Gadgets, Constructs, and Mecha. Most engineering items deal
concussive damage.
Creating a Technological Device. When designing an engineered item, the final cost, DC, and
effects of the item depend entirely on the amount of Engineering Points invested, which have a
maximum equal to the user’s Proficiency bonus. A character may willingly spend less than their
maximum engineering points to lower the cost (and thus the difficulty of resisting the device).
Devices have an effective rarity equal to the number of Engineering Points invested into them (see
the Item Creation Cost table above). Expertise does not increase the amount of engineering points
derived from the skill.
Malfunction Rate. The malfunction rate is a dice result (without modifiers) from 1 to the number
of EP invested in the device. A natural 1 is the minimum malfunction rate. Effectively, the more
advanced the device, the higher the chance for a malfunction. Tinkers can lower this by spending
points, or with certain abilities.
When a device first malfunctions, it gains the malfunctioned condition.
Malfunctioned Condition. The item can still be used again, but its malfunction rate doubles. If a
malfunctioned device malfunctions again, it has a serious drawback (detailed under malfunction
below), either breaking entirely (becoming useless), backfiring, or losing all its charges.
This condition can be removed with one hour of work or at the end of a short rest by a character
who is familiar with the device’s operation (such as one who has a schematic or blueprint) or is
proficient with engineering and the weapon.
For Example: A tinker shoots with an Uncommon quality rifle (EP 3), dealing 3d8 damage. If his
attack roll is between 1 and 3, the device malfunctions, gaining the condition, increasing the
malfunction rate to 1-6. If the tinker uses the device again (either out of desperation or confidence
of a good roll) and results in a 1-6 on a d20, it backfires or jams.
Saving Throw. The saving throw for technological devices (if one is called for) is equal to 8 +
proficiency bonus invested + Intelligence (of user, or +2 if generic).
Using Technological Devices. Devices can be used automatically if one knows how to use them
(point and shoot, press a button, etc.) as a Use Object action unless the device describes otherwise.
All devices also have a have a chance to malfunction when activating.
Using a bomb or firearm is treated like using weapons of the same type.
Concentration Spells. The duration of a gadget with a duration of concentration depends on its
final concentration duration.
Charges. Charges depend on energy sources. By default, the energy source is mechanical
(clockwork, springs, etc.). See Energy Sources below for reference.
Technological Modifications. An Engineering Point may be spent to add a different effect instead
of increasing the scope (damage if firearm or explosive, hit dice if construct or mecha, or maximum
spell replicated if a gadget).
Reliable Device (1 EP). The device’s function is controlled. Its malfunction rating is reduced by 1
points for each EP invested. This modification also does not increase the malfunction rating.
Alternatively, an Engineering Point may be gained in exchange for a penalty on the item (usually to
offset a bonus to a particular area). With technological modifications, a character can decrease the
radius of an explosive but increase its damage (or vice versa). These are listed under each
technological device.
Bombs
Examples. The Big One, hand grenades, goblin land mines, siege rockets, siege breaching charge
Also known as explosives by default, these are light thrown weapons that have a range of 30/90 ft.
Explosives call for a saving throw at the point of impact, and require a successful activation check
(to check for malfunction). They affect a 10-ft square radius, and call for an Agility saving throw to
halve the damage dealt. A bomb can be heard clearly up to 100 feet away.
Bombs deal 1d6 concussive damage per proficiency bonus invested to craft (minimum 1 point).
Bombs may be thrown indirectly, or placed as a mine, or crafted into a rocket. A bomb weighs 1
pound per proficiency bonus it was crafted of. A bomb may be designed to send shrapnel, in which
case it deals half slashing damage instead of half bludgeoning damage. If a bomb explodes near
another bomb, they both set off, and the damage stacks (up to triple damage and range).
Bomb Forms
Grenade Form. A thrown bomb is treated as a thrown improvised weapon for all intents
and purposes. This choice is made during crafting, and does not have a cost. Depending on the
fuse, they can explode on later dates. By default, an instantaneous fuse has the grenade explode at
the end of the user’s current turn.
If launched from a gadget, the range of the bomb increase by the gadget’s own modifier or spell.
This is called a Grenade Launcher or a Mortar.
Mine Form. In mine form, it takes an action to prime in an adjacent 5-foot square, and
triggers on any creature that moves atop it, blowing up. A mine can be seen and disabled with a
Perception and Thieves’ Tools check equal to the saving throw DC. A mine is counted as a trap for
all mechanical purposes.
Rocket Form. In rocket form, using a rocket takes an action and a ranged weapon attack
roll (using Intelligence as normal). The rocket’s range is 60/120 feet, and is otherwise treated as a
thrown weapon, not a projectile weapon. Its other properties (such as explosion radius, Agility save,
and weight) does not otherwise change. When a rocket reaches its maximum range, it explodes
regardless of whether it reached its target or not.
Using Explosives
Explosives are engineered devices, and require an attack to use.
Depending on the fuse of a bomb, they can explode on various times.
Instantaneous fuse. The grenade explodes at the end of its user’s turn
Delayed fuse. The grenade explodes after 1d4 rounds, starting at the end of the user’s turn.
Long fuse. The grenade explodes after one minute, starting at the end of the user’s turn.
A character may also make fuses that are predesigned to explode after a specific number of rounds
(determined at the time of crafting). Changing a fuse costs a bonus action.
Plant Explosives. Explosives can be planted on targets (with Sleight of Hand opposed to Perception)
and activated normally (usually employing fuses to provide time enough to escape). Saves made
against explosives successfully planted on a creature have disadvantage to the target’s saving throw if
they were not seen.
Malfunction. On a second malfunction with a bomb or mine (or attack roll with a rocket), there is
a chance for each (roll 1d6).
Roll Effect
1, 2 The explosive does not explode
3, 4 Delayed explosion (1d4 rounds)
5, 6 Explosive splashes in the wrong direction (see splash below)
Splash. Roll a 1d8. Clockwise, each number represents a direction (1 represents forward, 5,
backwards, 3 on the right, 7 on the left). The explosive flies off to that direction instead of its
original direction.
Modifications
Careful Explosion (1 EP). The explosive’s (any type) damage can be controlled. It can exclude a
number of 5-foot squares equal to 2 + your intelligence modifier, and can be designated by the user
before the damage is rolled.
Water (1 EP). The explosive is waterproofed, and does not extinguish in water, and can be used
underwater normally. This is usually joined with the Focused Explosive modification to retain
damage at the expense of range.
Firework (1 EP). The explosive (any type) releases a sharp whistle and a ringing blast. Suffering
damage from this explosive and failing the saving throw to halve damage has a chance to either
blind or deafen the targets (50% chance for both) for 1 minute. A successful saving throw negates
the additional effect.
Sapper (1 EP). The explosive (any type) deals double damage to structures, but half to creatures
(constructs are creatures for this purpose).
Special Effect (1 EP). The explosive (any type) may manifest a 0-level spell (or half a spell level per
engineering point spent). If this is an area of effect, it takes place in its original spell area or in the
area of effect of the bomb (whichever is shorter). If it is a direct effect, it targets the space the bomb
was tossed only.
Widened Explosion (1 EP). The explosive (any type) explosive radius increases by 10 meters per
engineering point spent.
Focused Explosive (-1 EP). The explosive (bomb or mine) area of effect is reduced to a single 5 foot-
square.
Firearms
Examples. Heavy and medium rifles, boomstick, siege cannons, and sniper rifles.
These are ranged ammunition weapons with a range of (200/800) if medium or heavy, and
(150/600) if light. They come in light, medium, and heavy varieties. They require bullets for
ammunition, which act as normal ammunition.
A firearm has a capacity of 1 bullet per Proficiency bonus it was crafted with, before having to be
reloaded with the use of one action per bullet. A firearm gives as much sound as an explosive when
it is used.
Firearms deal 1d6 piercing damage per proficiency bonus if medium. If light, they deal 1d4 piercing
damage. If heavy, they deal 1d8 piercing damage.
If the gun uses pellets instead of bullets, it deals bludgeoning damage.
Firearms require reloading with gunpowder and ammunition (cost of each is detailed under
equipment). A firearm weighs 5 pounds if a light weapon, 10 if medium, and 15 if heavy.
Special. Crossbows are similar to firearms, using mechanical (clockwork) engines. The reload
property counts as a charge. By default, crossbows do not have malfunction chances, however, but
can be upgraded as firearms (gaining malfunction chances as normal). Crossbows start with 1
capacity.
Using Firearms
Firearms are treated as normal ranged ammunition weapons, and require an action to use (or a
bonus action if light). A character using a firearm can also take a special attack called a Touch-Blast
Strike.
Touch-Blast Strike. When making a melee attack with a firearm ready (such as fighting with a saber
and then shooting, or stabbing with a bayonet and then firing), you may declare a touch-blast strike.
In this case, you may use a bonus action to shoot the firearm, and you do not take disadvantage
from shooting in melee. If the melee attack successfully hit the target, the firearm attack is made
with advantage.
Malfunction. On a second malfunction with an attack roll with a firearm, it has one of the two
effects, with a chance for each (roll 1d6).
Roll Effect
1-3 The firearm jams, requiring a minute to clean it out.
4-6 The gunpowder inside explodes, dealing the firearm’s normal damage in a 10-foot-sphere,
centered on the firearm itself. The user and any affected creature may perform an Agility check
against the device DC for half damage. The damage dealt is half fire, half bludgeoning, and the
firearm takes the same damage (and does not apply resistance of any type).
Modifications
Scattershot (1 EP). The firearm deals damage in a cone instead of a direct attack (and therefore does
not suffer from disadvantage when used while in melee, and does not require proficiency). The
damage is in a 15’ Cone per Proficiency bonus spent on this ability. This uses two bullets or pellets
per shot. A shot calls for an Agility saving throw (DC 8 + Proficiency + Intelligence) for half
damage. The user may spend another proficiency bonus to double the cone’s range instead of
increasing damage.
Automatic Fire (1 EP). The firearm deals damage in a line instead of a direct attack (and therefore
does not suffer from disadvantage when used in melee, and does not require proficiency). The
damage is in a 5-foot wide line with length equal to the firearm’s initial range. This uses three
bullets or pellets. A shot calls for an Agility saving throw (DC 8 + Proficiency + Intelligence) for half
damage. After dealing damage to a maximum of six targets (or two per bullet spent), the rest suffer
no additional damage.
Repeating/Revolving (1 EP). The firearm gains +4 to its ammo capacity. This modification does not
decrease its initial capacity, but does decrease damage as normal.
Silent (1 EP). The firearm’s sound is muffled, and imposes no penalty to the user’s Stealth check
when used.
Sniper (1 EP). The firearm’s range doubles.
Water (1 EP). The firearm is waterproofed, and does not extinguish in water, and can be used
underwater normally. This reduces the firearm’s range by half, however.
Gadgets
Examples. Mind remote (gnomish), rocket boots (goblin), pulley gun, and rocket launcher.
These technological devices act like items that replicate spells. Gadgets have (upon creation) eight
charges of said spell that can be discharged by the same action it takes to discharge the spell. Each
discharge consumes one charge.
Casting a spell through a gadget is not counted as a real spell, and thus is not subject to effects
dependent on magic type, schools, and can be used against creatures immune to magic.
A gadget may store one spell level every two Engineering Points invested (maximum 3rd level
spells), and requires one minute of cool down between uses.
A gadget’s properties and charges depend on its energy source, which must be chosen during
creation (such as electricity, gas/oil, mechanic, etc.
Special: If the spell replicated by the gadget has a range or target of self or personal, or grants or
affects movement speed (such as fly or feather fall), the gadget must also be worn on a harness,
which is treated as leather armor. One cannot wear both a harness and armor heavier than light,
and a harness can hold one gadget (which must be changed and re-aligned with 3 rounds of work
before being switched).
If a spell is a touch spell that may also target other creatures, creating it as a harness increases the
spell’s duration by 25% instead.
Malfunction. On a second malfunction with the activation roll with a gadget, it is either drained or
overheated. There is a chance for each (roll 1d4).
Roll Effect
1-2 The device loses 1d4 charges. If this reduction takes it to -1 charge, the gadget cannot be
used until it regains full charges.
3-4 The device’s cool down is one hour (or short rest).
Modifications
Quick Use (1 EP). The gadget may be used again within 1d4 rounds instead of an entire minute.
Long Cooldown (-1 EP). The gadget requires a day to cool down. This cannot be used with quick use.
Low Charge (-1 EP). The gadget can contain only one charge.
Constructs
Examples. Golems, Robots, Mecha and Vehicles
Constructs activate for one hour per charge. Constructs require an action to activate (and 1 minute
of the construct warming up), or be programmed to begin activation with a contingency (such as
when an enemy enters a laboratory, if a remote control button is clicked, etc.)
These act like creatures of the construct type. They obey those who hold control over them (or who
drive them for mecha and vehicles). Constructs have eight charges, each used for one hour. The
construct may have one CR per Engineering Point spent, and may be custom-built from any
construct in the monster manual. Constructs take orders when the user communicates it to them
via touching and/or manipulating knobs/controls on them, or otherwise issuing a spoken
command when adjacent to them.
The DC of any ability used by a construct is equal to 8 + Proficiency + Intelligence.
A construct’s properties and charges also depend on its energy source (see Energy Sources below).
Healing and fixing a construct is a moderate task, and heals 1d8 hit points + engineering
proficiency per CP invested in it.
Malfunction. On a second malfunction with an activation roll with a construct (regardless of type),
it either shuts down, is haywire, burns fuel, or runs slowly (roll a d4).
Roll Effect
1 Construct remains inactive, and locks down until one hour passes.
2 Construct activates normally, but is hostile to anything in sight (until restarted), or cannot
target any creature (if a mecha).
3 The construct is active, but burns fuel at double normal rate (until restarted).
4 The construct is active, but be slowed (as the spell) (until restarted).
Constructs consume one charge per hour of activation. Constructs may behave independently, or
when controlled by the user (in the latter case, it is treated as a mount).
Modifications
Quick Startup (1 EP). The construct takes one round to activate.
Special Movement (1 EP). The construct can swim, climb, or fly (minimum Proficiency +4). See below
the speeds granted.
Proficiency Speed
+2 -
+3 15
+4 30
+5 60
+6 90
Special. The engineer may reduce the existing land speed by 5 feet to add it to special movement,
up to a minimum land speed of 0 feet.
Constructs: Mecha
A user within a mecha or suit gains ¾ cover versus any attack from outside, but takes 1/4 the
damage suffered by the mecha. If the damage cannot harm the mecha and bypasses it (such as
psychic damage), it deals full damage to the user if it has line of sight and effect.
The mecha cannot be smaller than its user. A mecha’s properties and charges depend on its energy
source. The user does not benefit from any damage or condition resistances or immunities the
mecha has, and may be targeted (though the user still benefits from 1/4 damage shield).
Constructs: Vehicles
Some siege weapons can’t normally move (and are designated by Push), and others require fuel as
mecha. Vehicles may deal siege damage or normal damage (declared during creation). Siege damage
falls under normal categories of nonmagical slashing/bludgeoning, etc., but if designated as siege
attacks, it deals double damage to structures, and half to creatures. Vehicles may mount rockets,
firearms, and offensive and defensive gadgets, but they are all external (and thus have a chance to
be stolen or targeted). The user (or any fellow riders) may make use of these resources as their
actions as if the item is within reach (such as mounting firearms for an ally to use).
A mech/vehicle still requires actions to reload, but if the vehicle has other occupants, they may
instead use their actions to reload, leaving the shooter free to use the firearm constantly the next
round.
Energy Sources
A device’s energy source determines how often it can recharge, how it malfunctions, and various
other traits.
Alchemical Engine (Potions). The device is pint of gas or vial of phlogiston usually costs
powered by alchemical powers. The engine 50 gold. For the purposes of energy sources,
consumes one dose of potion to activate the firearms and bombs use combustion, but two
device. The engine grants 5 charges per ounces of gunpowder per use for firearms,
quality of the potion (potion of alarm would and one pound per bombs. You do not have
grant 5 charges). to pay an additional cost with bombs, but
Arcane/Mana Engine (Mana). The device is must supply gunpowder and bullets (or
powered by a combination of mana-focusing pellets) for firearms.
lenses and raw arcane energies. So long as Electricity (Batteries). The device is powered
enough mana is in the device, it is active. A by batteries. A charge is gained per single
charge consumes 1 point of mana per EP of battery. So long as enough charges remain in
the device. The focusing lens can usually hold the device, it is active.
enough mana for three uses. Mana can be Any single battery functions for one hour
invested by linking a caster’s manaflow to the before expiring. A single battery costs 50
device, which begins feeding off his own gold, and weighs one pound, and can store
mana reserves. After establishing the up to 1 charge. Batteries are tiny items made
connection, a caster may invest up to half of iron, and have the appropriate statistics. A
their maximum mana. After severing the battery can be charged by electricity spells (in
connection, the caster’s own mana which case recharging it acts as a mana
circulation is disrupted, and requires a engine). Granting an electrical engine more
Spellcasting check (spellcasting attribute charges than its maximum automatically
modifier plus proficiency bonus) with a DC causes a malfunction.
equal to the amount of mana invested into Elemental (Spirits). The device is powered by
the device. On a failed check, the character elemental spirits (of any Challenge), with one
cannot cast spells for an hour. A device charge per Challenge rating. Only a called or
cannot feed off the mana signatures of two natural elemental can be used (not a
different casters, and must expend all its conjured or temporary one), usually trapped
charges first. in a Capture Essence spell’s focus). The
Combustion (Oil/Gas/Powder). The device device regenerates charges as the elemental
is powered by combustion. So long as fuel rests (1d4 per day, cannot exceed maximum
remains in the tank, the device is active. A charge). A trapped elemental calls out for
charge is gained by one pint of liquid oil, creatures that can aid them (such as Shamans
phlogiston, or gas. A device’s tank is usually and witch doctors), and typically pledge aid
large enough for eight pints (a gallon). Gas or reward for being released (though they are
and oil are usually kept in traveling tanks. A
under no compulsion to actually fulfill their cannot be applied to single-use devices). Soul
promise). gems can be broken either manually or by
Mechanical (Clockwork/Springs). The attempting to revive the characters trapped
device is powered by springs, gears, and within them.
clockwork mechanisms. A charge is gained by Most necromancy devices have a backup
winding the mechanism designated in the engine (usually mechanical or electricity).
device or creature. It is a very simple task to Steam (Coal). The device is powered by
grant one charge. If the gadget is damaged, or steam-power. A charge is gained by burning
if the construct or mecha suffer a critical hit, coal (or any similar, slow-burning material).
it loses one charge. A steam-powered device requires a small
Necromancy (Souls). The device is powered furnace (either within it, as a mecha or
by a necromantic crystal (of any Challenge construct, or outside it if a gadget), and four
rating chosen), with one charge per point of pounds of coal grants one charge over five
Challenge (maximum 10). Necromancy souls minutes of burning. A gadget may be charged
are stored in soul gems (created via the by steam-power, and not directly powered by
Capture Essence spell). The device does not it, following the same rules. When charging a
naturally regenerate charges, but it regains device, the furnace may be resupplied with
charges if it kills (or reduces to 0 hit points) coal until all charges are set. The furnace can
any living creature directly (charges regained hold up to thirty-two pounds of coal (enough
equal to half the target’s Challenge or level, for 8 hours).
Poisoner’s Kit
A character proficient with a poisoner’s kit may gain immunity to any disease or poison they know
how to create by subjecting themselves to it and surviving the ordeal. This requires three survivals
of the poisoning or the disease, and no more than three times over the course of a year. A poison
or disease must be recovered from naturally to count towards immunity.
Rarity Complexity
Common Very Simple
Uncommon Simple
Rare Moderate
Very Rare Complex
Legendary and Artifact Highly Complex
Using Poisons. Applying poisons is a Use Object action if they are not used as weapons. If applied
to a weapon, poisons retain potency for one minute or until used. Poisons are applicable to up to
three hits. A creature multiple times with a single poison suffers disadvantage to the saving throw of
the poison.
Depending on the vector of the poison, it takes different shapes.
Cracking eggshells made of pottery or porcelain delivers inhaled poisons (treat as potions in
regards to range, with a 10-foot radius cloud), and are treated as improvised weapons.
Applying poisons to a door handle delivers contact poisons.
Applying poisons to the tip of an arrow or within a syringe delivers injury poisons.
Applying poisons to a bowl or cooked meal delivers ingested poisons.
The default DC of each poison is 13, although proficient have DCs (8 + proficiency + Intelligence
modifier).
Crafting poisons requires proficiency in a poisoner’s kit and materials. Poisons can be crafted using
alchemical crafting points of the same components, or ingredients of the same cost (such as coming
across 100 gp worth of a lesser demon’s blood, or 200 gp worth of deathweed). Their cost is that of
a consumable under the appropriate rarity (see item creation costs in CP).
Chapter 8: Adventuring
Between Adventures
Locations and Settlements
Just as creatures, locations and settlements have statistics. These statistics detail the population of
the settlement, its size, military, and common encounters in it.
Using the location sheet, a DM can use the encounters (whether they be events, combat, or traps)
and give structure to exploring it. Characters may also harvest resources from an area (as per the
rules above).
SAMPLE LOCATION
ELWYNN FOREST
Location East of Stormwind, middle-south Eastern Kingdoms
Terrain type Forest
Features (Clockwise)
Goldshire (Largest settlement, Kingdom of Stormwind)
Northshire Abbey. Abbey stronghold, led by Brother Samuel (paladin 2) and Priestess Anetta
(priest 2)
Northshire vine fields. This farmland is 2 miles large, but is occupied by the Defias
brotherhood, who drove off the farmers.
Echo Ridge Mine. This abandoned mine is infested with a tribe of 1d10 x 10 kobolds.
Thunder Falls. This waterfall has an abandoned cottage nearby, and is a good destination for a
picnic.
Encounters (roll once per exploration round)
Defias Thugs. 1d4 Defias Brotherhood cutpurses or watchmen
Blackrock Raiders (North and Northeast): 1d4 Orc clansmen raiding the edges of Northshire
Creepy Children (Goldshire only): 2d4 children walk in curious sync with one another, and at
some nights when they believe no-one is watching, they gather in a random inn room in
Goldshire, draw a pentagram, and stare at it until day breaks, before they return to their
normal lives. An insight check (DC 17) followed with an arcana check (DC 20) reveals that one
of the children is a level 3 shadow priest and has charmed the rest, and is hearing the whispers
of an ancient being beyond the western seas, somewhere in south Kalimdor.
Gnoll Raid (South and Southwest): One Westfall brigade, led by a knight fighting one squad of
Riverpaw gnolls. Alternatively, 1d6 gnolls skulk the countryside heading back or to a farmstead
at the edge of Goldshire or a small village.
Defias Wagon Clamp (any road): The Defias Brotherhood set a wagon clamp trap here to cripple
traveling wagons.
Wandering Boss: Hogger (gnoll warrior 3) and 1d6 gnolls
Murloc Attack (near water only): Two murlocs hide in the thrushes, throwing a net at the most
mobile-looking opponent and attack them with their spears and harpoons, intent on dragging
the corpse back home for seasoning.
Wildlife: 1d6 wolves roam the land, searching for easy prey. Instead, the encounter could
feature 1d4 very aggressive boars.
Resources Echo Ridge Mine (uncommon iron node), 2 miles of unoccupied farmland
Description. Elwynn lies below the southern foothills of Blackrock Mountain. The forest is a
labyrinthine mixture of rushing rivers, various lakes, gold mines, and forests of magnificent trees
and lush glades. Its rich farmland is a result of frequent rains. Recently several of the lakes have
been found to be inhabited by hostile murlocs. Stormwind City itself sits proudly in the
northwestern hills of the region, its gates opening down onto the Forest. East of Stormwind and
behind a thick wall lies the peaceful Northshire Valley and its Abbey.
Hogger
Riverpaw Marauder Extraordinaire
Hogger is a powerful gnoll who has a deserved reputation of depravity and strength. He is a 3rd
level gnoll warrior with the following focuses
Talent (rage), fighting style (great weapon fighting) and archetype (arms).
Hogger carries an uncommon-quality magical +1 battleaxe that looks like a cleaver. Retrieving proof
of killing Hogger yields 100 gp in bounty.
With spells like Death and Decay and Earthquake, it typically takes one minute of damage to
reduce a building’s floor to rubble with this spell (average of 21 damage per round for Death and
Decay and 50 per round for Earthquake, before comparing to the Damage Threshold).
Siege Weapons and Bombardment. Siege weapons take a number of rounds on average, to destroy
or breach a wall section. Setting up siege weapons is therefore a critical step that stronghold
defenders must prevent, such as by sending outriders to harry or defeat the crew, sabotage with
thieves’ tools, use their own siege weapons, building the stronghold in marshy terrain or behind
moats, or preparing (or digging) tunnels that end behind enemy lines. The below chart assumes
average damage, and walls one foot thick. Interior walls are half as thick (and take half the time to
destroy).
Note. This assumes concentrated bombardment on the same 10 by 10 foot section. Usually in war,
attacking commanders open multiple points of entry to overwhelm and demoralize defenders.
* With these weapons, it is assumed the attacker has a full crew to maintain one attack per round
(crew ranging from 3 to 5 for 3 to 5 actions each, see the individual descriptions of siege weapons
in the Dungeon Master’s Guide, page 256). Without a full crew for the siege weapon, the damage
takes longer (five times the normal time for trebuchets, for example).
Collapsing Buildings. A collapsing structure damages nearby creatures within half the structure’s
height. Said creatures must make an Agility saving throw or else take 5d6 bludgeoning damage, and
is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an
action to escape. The DM can adjust the DC higher or lower, depending on the nature of the
rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or
become buried. The DM can waive the damage entirely and entrap a character in a small area that
has not caved in, though this still requires the above check to escape.
Vehicles
Vehicles that move without their own power (such as being pushed or dragged by muscle or wind)
are not constructs at all, and are treated as normal vehicles in the Dungeon Master’s Guide. Siege
weapons that are not attached to constructs must also be driven this way.
Engines may be added to a non-construct vehicle or siege weapon, altering its speed and reducing
the crew required to move it. Engines are considered gadgets.
The juggernaut has one huge-sized engine that counts as 30 crew members (costs 15,000 gp),
leaving the ship requiring only 30 crew members. Without the engine, the juggernaut acts as a
normal warship, and loses ½ a mile of speed, 50 tons of cargo.
Vehicle and Siege Weapon Engines. Engines are uncommon-quality devices, and count as 10 crew
members if medium-sized, cost 5,000 gp, and consume fuel as a construct (in 1-hour increments)
For each size category larger, they count as 10 more crew members, cost an additional 5,000 gp, and
consume double the same fuel per size category. Creating an engine is a complexity 4 task (28 days).
Adventuring Scales
Encounter
This is the scale appropriate for combat and adventuring (wherein a round is 6 seconds), other
scales become more appropriate with different activities to help manage and organize the players’
times.
Exploration
When exploring a region (such as the tunnels of Ironforge, the woods of Quel’Thalas or
Zul’Aman), unmapped dungeons (such as the Deadmines or Blackrock Mountain), or
1 minute or 1 hour rounds. The DM may decide to work on 1 minute rounds (if the region is
small, densely populated, or if the characters have high movement speeds or are mounted) 1 hour
rounds (if the region is large, sparsely populated, or if the characters are on foot), or 1 day rounds
(if the activities take long, but not longer than moderate-complexity tasks).
Overland travel usually takes place while using exploration rounds.
Intact Corpse. An intact corpse is required for resurrection with the following spells:
Revivify (3rd level), and Raise Dead (5th level). Missing body parts are not restored with
these spells, and an armless corpse becomes an armless raised character. If the limb is
required for life (such as a head), the resurrection fails.
Free Soul. Some spells and effects trap the soul, such as the Imprisonment spell (9th level),
or the Capture Essence spell (minimum 2nd level). Being alive also prevents returning to
life, as the soul is technically trapped in the body it inhabits. An animated undead is
treated as an imprisoned soul. A trapped soul must be freed before resurrected (such as
breaking the imprisonment spell, destroying the capture essence focus, or destroying an
animated undead).
If a soul is trapped in a focus (such as the Capture Essence spell or a soul-stealing sword),
the one who casts the spell or evokes the effect must contest their spellcasting attribute
with the target. On a success of two out of three rolls, the focus that traps the soul is
broken and the soul is freed. Focuses that can be broken this way are explicitly stated to be
subject to this effect.
Willing Target. The target must be willing to return. Some characters, upon a fulfilled life,
find that they cannot (or are unwilling) to be revived. This cancels the spell without
consuming any material components.
Material Components. Spells that raise the dead require expensive material components,
such as diamonds (or their dust), alchemical reagents, or anything that can stand in for the
price. For example, a cherished wedding band can pay the price of the spell if it has a
comparable price (even if not exact), as well as a magical item with an infusion cost
comparable to the spell’s cost.
Resurrection Sickness. Spells that revive inflict resurrection sickness. The target takes a -4 penalty to
attack rolls, saving throws, and ability checks. Whenever they take a long rest, the penalty decreases
by 1 point until it is eliminated entirely.
Resurrection Altars. Altars of resurrections are known center points of power, usually built in
intersections of lay energies or in hallowed areas. It is these sites, once erected, that heroes may be
resurrected to do battle once again (for an offering of gold). To be restored via an Altar of
Resurrection, a character must be at least of 5th level or higher and attune themselves with one
altar (which takes a day of being less than 30 feet from it, and costs nothing). The offering may be
paid with coin, or with the sacrifice of any similarly-valued object (such as breaking an ancestral
blade, or the sacrifice of a being within two levels from the target). If a creature dies on a plane
different from where its altar is located, it cannot be revived by the altar.
The Altar takes one hour to revive a creature whose spirit is called out to, and besides the offering
and a sure way to identify the target, the target’s corpse is not required. The resurrected creature
appears unarmed, unarmored, and unclothed, and has no starting possessions. If the character died
while affected by a curse, they retain the curse, but their bodies are free from any nonmagical
diseases or poisons. The character is also at full hit points and mana, and retains any prepared and
set spells, and takes a penalty of -4 on all d20 checks. Each long rest removes -1 from this penalty
until the penalty is wholly removed.
Summoning a character’s spirit this way costs 100 gold per level of the target. Altars of Resurrection
are in every Alliance, Horde, and Independent (see Scourge) city of populace 1,000 or higher, or
any fort or citadel (but not every small military outpost), and is also attuned to its military and civil
leaders. Access to the Altar is usually restricted--as those who sabotage it undermine a great weapon.
The altar cannot resurrect a creature that is not dead, or one not willing to return, or a creature
that has already underwent a transformation that changed what it was (living being into an undead,
or a demon), or a creature whose soul is stolen or trapped.
Altar of Kings. Made by materials provided by Kirin Tor to serve the Alliance and her
people, the Altar of Kings, acts as a harness for the derelict life forces of fallen human champions
(including their allies the dwarves and high elves). The specifics of this building's magical properties
are among the most guarded secrets in all human realms.
Altar of Storms. Used by the Orcish Horde and created by utilized elven runestones
corrupted by fel magic, the altars of storms were used to create Ogre Magi during the Second War
(and to a lesser extent, the Third War). After the war ended, they became reinfused with
shamanistic magic to recall the lingering spirits of heroes back to life.
Altar of Darkness. Built with dark magics in blighted grounds, this structure serves as a
channeling nexus for the Scourge's dark restorative powers. When a hero falls in battle, his essence
may be recalled to this site, where it is given new, unholy life. Altars of darkness are utilized by the
Forsaken and the Scourge.
Altar of Elders. So powerful is the Night Elven bond with the Ancients, that even upon their death
and the death of their ancient allies, their life energies may be recalled, and their spirit made
tangible in the waking world once again. For this to occur, a nexus must be constructed, a
channeling place to collect and restore life energies. This place is the altar of elders.
Immortals
Immortals such as celestials and fiends (sometimes known as outsiders), undead, and fey have
different natures than mortals such as humanoids, beasts, etc. and do not age or die of aging.
Additionally, outsiders cannot be destroyed unless killed under certain conditions.
They must be killed on their native plane (the Twisting Nether for demons, and the native
realm for celestials), or a plane heavily influenced by it, or
They must be gated in physically (via a gate or plane shift, or similar effects) such as when the
lich Kel’Thuzad invited the archdemonic Archimonde via a gate to Azeroth during the Third
War.
Few spellcasters know that outsiders do not die unless under these conditions (most of those who
do know are warlocks who share this information sparingly). If a creature is bonded without being
invited or gated in, they reform as normal.
Due to the difficulties of killing demons under these conditions, they are usually banished, trapped
(either in gems, or spell focuses such as by the Capture Essence spell, or by spells such as
Imprisonment), or imprisoned instead of destroyed. In the case of the Capture Essence spell,
ambitious spellcasters might even use the creature’s spirit to fuel infusions or to power engineering
devices, though they run the risk the creature escapes.
Forsaken and other intelligent undead is another special case. So long as an undead is intelligent, it
can be raised or revived by the normal raising spells (Revivify, Raise Dead, and Resurrection).
Unintelligent undead are usually ‘revived’ by repeated animation.
Some undead often have special conditions to destroy beyond resurrection. For example, liches can
only be killed if their phylacteries are destroyed.
Although undead also require their body parts to be available to be raised through these spells, it is
easy to simply stitch body parts together with a sewing kit (or use body parts from other corpses),
although the undead’s head is a vital and irreplaceable part.
The Resurrection spell can, however, revert an undead creature to living, so long as its soul is free,
but only if it is heightened to 9th level (also known as True Resurrection).
Creating intelligent undead requires more than just animating them; the Plague of Undeath was an
unholy concoction suffused with necromantic and soul magics, and animated by semi-sentient will.
Created by the Lich King before the beginning of the Third War, the Plague of Undeath is the
strongest and most reliable tool to create intelligent undead (see equipment).
Should the Lich King’s telepathic control of his undead minions waver (either by suffering damage
to himself of the Frozen Throne), there is a chance that these free-willed undead will summon back
their spirits to their bodies, becoming intelligent undead—in many cases, joining the ranks of the
Forsaken.
Intelligent undead usually appear in traumatic events that would cause their spirit to linger and
return (executed unjustly, betrayed and killed by a loved one, died with broken oaths or severe
regrets, slain on unholy ground, etc., as determined by the DM). Spellcasters may attempt to
replicate these circumstances with the Bind Undead spell.
Casting the bind spell on a corpse in an area that was significant to the person while alive may
summon his spirit to be bound as an undead. Animating and then binding a human farmer in the
ruins of a market he used to sell his wares in, an elven farstrider in her archery range, or an orc in
his hut are all likely to return a sliver of the creature’s spirit, returning their mental attributes to
normal. These undead, if released from the binding, join the ranks of the Forsaken.
Fey. Fey slain reform in the Emerald Dream, but do not regain physical bodies, such as the elder
fey Cenarius.
Constructs. Constructs are considered functionally immortal, and can be fixed and recrafted by a
character with a sufficiently high proficiency in engineering, although they cannot be restored if
missing critical components (subject to joint DM-player adjudication).
Chapter 9: Combat
Actions in Combat
Attack
When using an action to make an attack, some abilities (such as the Extra Attack feature or Haste)
allow multiple attacks. In this case, each attack is called a single attack action.
This conversion also makes use of several effects that affect combat, such as strike and stance
effects. The character must choose to use their bonus action to fight (with an off-hand weapon or
cast a spell or use an item) or to use a strike effect if they have one.
Strikes and Shots. These are abilities or spells that consume a bonus action to execute and
grant an additional effect on the first successful attack (or a number of successful attacks,
depending on the description). When using a strike effect, the use of a bonus action prevents
using two-weapon fighting and use of off-hand natural attacks. Any character using a strike or
shot effect can declare whether or not to use them for each attack action, or to withhold the
effect until before the end of the duration. Shot spells are strike spells, but are restricted to
ranged weapons.
Stances. These are abilities or spells that restrict the character’s movement, but grant the bonus
so long as they are conscious and acting. They usually require an action or a bonus action to
enter (depending on the description). Some stances require moving less than half a character’s
maximum speed, while others require constant movement.
Auras. These are abilities or spells that emit an aura centered on the character, reaching 15 feet
away, and typically remain for a few minutes. Auras require concentration to maintain, and are
therefore subject to distraction, but they do not prevent the character from concentrating on
another effect at the same time.
A character can only benefit from aura at any given time (their choice), and auras can usually
counter other ones.
Damage Types
Different attacks, damaging spells, and other harmful effects deal different types of damage.
Damage types have no rules of their own, but other rules, such as damage resistance, rely on the
types. The damage types follow, with examples to help a DM assign a damage type to a new effect.
Arcane. Arcane is pure magical energy focused into a damaging form. Most effects that deal arcane
damage are spells, including magic missile and spiritual weapon. Effects that used to deal force
damage deal arcane damage instead.
Concussive. Concussive damage is half bludgeoning, half thunder. Most effects that deal
concussive damage as fueled by explosives.
Holy. Holy is a form of divine power focused to harm or heal (if it also has the healing descriptor),
such as a paladin’s smite or a holy light spell. Most effects that deal holy damage are fueled by
divine beings. Effects that used to deal radiant damage deal holy damage instead.
Shadow. Shadow is the polar opposite of the holy light, and can also be used to harm or heal
different creature types, such as a death knight’s runic strike or death coil. Most effects that deal
shadow damage are fueled by dark beings such as void lords. Effects that used to deal necrotic
damage deal shadow damage instead.
Fel. Fel damage is a semi-sentient form of magic that suffuses and corrupts living beings, and are
usually spells, such as a warlock’s orb of annihilation or a fiend’s explosive death. Most effects that
deal fel damage are fueled by fiends or the lords of the Burning Legion. Effects that used to deal
necrotic damage and were of a demonic source deal fel damage instead.
Damage Class
Often times, certain abilities describe damage classes.
Physical damage includes bludgeoning, piecing, slashing
Elemental damage includes acid, cold, fire, and lightning.
Magic damage includes arcane, holy, shadow, thunder, and fel.
Some damage effects deal one-half one damage and one-half another, such as concussive damage. In
this case, divide the damage into its component halves before applying resistances
Chapter 10: Spellcasting
Whether it comes in the form of a healer’s gentle touch or the wrath of a warlock’s fiery rain, magic
is a way of life in Azeroth. For good or evil, magic has infiltrated the world and shows no sign of
leaving. The dark siren call of the arcane and the gentle but firm tapping of divine energies both
color the world and affect its inhabitants. The way of magic is often a dangerous road to travel, yet
most set out confidently on a journey that they do not expect to end in doom.
The path of the arcane magic user is dark and questionable. Arcane power is undeniably the
strongest magic branch; arcanists can command elements, monsters and even undead with their
power. It was the use of these powers, however, that attracted the most destructive forces to Azeroth
— not once, but many times in the past ten thousand years. Even with history proving time and
again that arcane use leads to damnation, there is no lack of arrogant new arcanists on Azeroth who
believe that they can control the forces at work. Arcane magic users are usually high elves and
humans. Demons are the masters of the arcane, and the Lich King and his Scourge spellcasters are
also talented.
The path of the divine is less fraught with paradox and doom. Arcane casters call it the weaker
path, while divine casters calmly state that it is the subtler of the two. Focused on support magic
and healing, adherents of the divine can also call down the destructive forces of nature. Divine
practitioners are usually orcs, tauren or night elves. Ironforge dwarves and humans also have their
divine magic users.
This chapter introduces the mana system, and the mechanics that facilitate its function.
Spellcasting Ability
Depending on the character’s class or race, they may gain spellcasting abilities (also known as a
caster level). Spellcasting can either be arcane (drawn from studying esoterica, complex ley patterns,
and ancient tomes and runes) or divine (drawn from revering and being granted powers from
powerful entities, such as the Elven goddess Elune, the Holy Light, the Unholy Shadow, or the
Lich King).
Regardless of source, merely gaining spellcasting capabilities grants the character the ability to cast
spells and maintain a mana pool to fuel their powers. The spellcaster needs to have spells readied
and prepared, and also requires the mana necessary to fuel them.
The character’s caster level is different from (but is affected by) their character level and hit dice,
and determines access to new spell levels (representing mastery of magic), while the spellcaster’s
proficiency bonus determines the cost of magic spells and mana pool size (which represents their
practical training).
Heightening Spells. A caster may cast a lower-level spell with additional mana as if it were a few
spell levels higher. This is termed heightening. Spells that can be heightened gain various effects
when they are heightened at specific spell levels. This can only be done if the caster level of the
spellcaster is high enough to heighten the spell to said level.
A character can always heighten a spell. In most cases, the difference between one spell level and
another is 1 mana point.
For example, a 10th level paladin with 16 (+3) Spirit has a caster level of 5, allowing him to prepare
8 spells, and access up to 3rd level spells. He may prepare 2 3rd level spells, 3 2nd level spells, and 3
1st level spells, or any combination of which. If casting the 1st level Holy Light spell, the paladin
may choose to heighten it to 3rd level (costs 6 mana) instead of a 1st level spell (costs 4 mana) to
heal 3d8 + 3 instead of 1d8 + 3.
Accessing Spells from 1st level or Higher. A spellcaster may ready any spell they can access (and
have the required minimum caster level). This requires being tutored, praying for a spell, studying
one, or finding spells in scrolls or spellbooks. A spellcaster may always use a spellbook they find, or
scribe the spell from a spellbook they don’t own to a spellbook they do own.
There are several ways to gain access to and ready spells.
1st level: The first level of any spellcasting class instantaneously grants a number of readied
spells, such as by gaining a grimoire, spellbook, libram (holy spellbook) etc.
Higher levels: When leveling up, the spellcaster gains 2 spells of any spell level they can cast.
They are treated as if they have spent their pastime performing research (see below or Discovery on
chapter 4).
Scribing a Spell: Drawing new runes with rare inks, carving a dedication on a shaman totem,
or reproducing a spell in a mage’s spellbook or scroll into another one all require acute
understanding of spellcasting, time, and materials. A character may add new spells into their
spellbook (or class equivalents) as a simple complexity crafting task that costs 50 gp per spell level
they scribe (or 2 Infusion Dust per spell level).
Research: A character can research and create their own spell (effectively preparing a spell in
their spell lists they could not find yet) by spending two weeks in research and the cost of scribing
the spell. This works exactly as the skill discovery ability (see chapter 4).
Tutelage: Spellcasters may gain spells directly from other spellcasters or magical beings such
as celestials, fey, demons, undead, or monstrosities. Tutelage costs the same as scribing a new spell,
or may be done for free in return for a service or fulfilling a quest.
Druids, shamans, and warlocks usually resort to being tutored by powerful beings (such as Cenarius
taught Malfurion Stormrage, the elementals taught Thrall, and demonic cults teach warlocks) in
exchange for services (usually related to defeating their enemies or reducing their influence.
A conjured creature cannot tutor their conjurer, but a bound creature can.
Subject to joint DM-Player adjudication, certain spells of special power or significance (such as a
Conjure spell, the Holy Light, Divine Shield, and Revivify for Paladins; Conjure Food and Water
and Teleport for Mages; Elemental Shock and Astral Recall (Teleportation Circle) for Shamans,
etc.) may be granted for free after a quest or as a reward instead of requiring tutelage or being
chosen.
Mana
When gaining spellcasting ability, the character also gains a pool of mana points equal to their
spellcasting ability score (Intelligence for mages, charisma for paladins, etc.) plus their proficiency
bonus, as well as 1 per the highest-level spell they can cast.
Mana is spent on casting spells, and spells fail when the mana pool doesn’t have enough mana for
the spell (unless the spell itself costs 0 mana).
Mana Cost of Spells. The higher the spellcaster’s proficiency bonus and ability to channel magic,
the lower the mana cost of spells. By default, every spell has a base cost of 6 mana minus the
character’s proficiency bonus. Each spell level also costs 1 mana point for every spell level.
Cantrips cost half the cost for 1st level spells (round down, minimum 0) minus 1 (includes the
bonus from minor spells below).
Minor Spells. At a certain point, spellcasters master handling mana to the point where they barely
spend any for spells. All minor spells have their final cost reduced by 1 (minimum 0). Minor spells
include cantrips (already included above), spells of a level 3 levels below the maximum accessed
spell (already included above), strike (and shot), stance, and sigil spells, as well as casting the same
spell a second time the next round (deduction does not stack for multiple castings).
For example, a 13th level spellcaster (proficiency +5) treats cantrips as if they cost no mana, and
treats cantrips as if they cost 1 mana at levels 1 to 12. Repeat-casting a 5th level spell costs 6 mana
the first time, and 5 each time afterwards.
Casting a Spell
Spellcasting may be interrupted if the spellcaster is harmed while casting or channeling the spell
(such as channeling or stance spells, or when struck with a held action). This is called a distraction.
When hit this way, the spellcaster must succeed on a concentration check (Stamina saving throw),
DC 10 or half the damage dealt (whichever is higher) or the spell fails (and the mana is spent
uselessly).
This acts similarly to casting spells in situations that are difficult to cast spells in (such as while on
being a storm-tossed ship or while being distracted by wind and rain).
Mana-Less Casting. Resilient spellcasters can cast magic on nothing, channeling the mana around
them instead of their own. Attempting to cast a spell without sufficient mana points left (or
attempting to cast a spell without spending mana at all) requires a Stamina saving throw to cast a
spell. The DC is equal to 20 + spell level. You take a penalty to the saving throw equal to half the
amount of mana below 0.
If successful, the spell is cast, but count the mana cost against the current pool (this can reach a
negative value, increasing the DC). On a failure, the spellcaster suffers one level of exhaustion. This
level of exhaustion is only lifted when the spellcaster is at full mana points.
Multiclassing. Multiclassing in the World of Warcraft 5e RPG is similar to its state in 5e; you add
your levels in spellcasting together to determine your total caster level (0.5 for each level in Paladin,
1 for each level in Priest, etc.) to learn your maximum spell level. You may also make use of both
spell lists, but only to the spell level you can access in either lists (a level 1 Mage and level 10
Paladin cannot cast 3rd level mage spells). The mana is drawn from a single pool.
Spellbooks. Spellbooks contain spells and casting formulae, and are required for a caster to have
and prepare their spells in. After preparing a spell, referring to a spellbook is not required except to
change the spell.
Tattoos. A character may tattoo spells onto their skins, scales, or clothes to hold their spells besides
normal spellbooks. This costs the same as normal scribed spells, and the creature's body is treated
to be the spellbook. If killed or reduced to 0 hit points, one tattooed spell may be too harmed and
rendered unintelligible, and is lost (such as if the damage dealt was acid or fire). This can be fixed
by paying half the cost to scribe it. A medium character can scribe up to 50 pages worth onto their
skin (such as chest, arms, legs, etc.). For smaller creatures, the pages are halved, and for larger
creatures, the pages are doubled. A known spell-tattooist is the demon hunter Illidan Stormrage.
Withdrawal (Optional Rule). Arcane magic is known to be addictive--and tapping into vast
energies more than once and losing it afterwards causes severe mental and physical stress. High
elves after the fall of Quel’thalas are particularly susceptible to arcane withdrawal.
If cursed with this dreadful affliction, one must meditate for thirty minutes every day (this does not
contribute to short rests), or else suffer disadvantage to their saving throws versus magic (and grant
advantage towards any check to affect them with an arcane spell), as their bodies begin draw in any
kind of mana, and reduce their maximum mana pool by 1 point. Meditation requires a Spirit score
of 11 or higher, or a DC 10 Spirit saving throw.
If one’s maximum mana is reduced to 0 from this effect, they typically transform into mindless
mana addicts, who relentlessly seek out mana fountains and similar restorative effects (such as
potions) and gather there, viciously savaging anyone who seeks to take away their light (and are
derogatorily known as mana junkies). Drawing mana and restoring it actively, such as drinking
from mana fountains, potions of any type that contain arcane spells, and magical vampirism (see
above) restores the addict’s maximum mana pool to full after a long rest, and grants immunity
against the effects of arcane withdrawal for a number of days equal to their Stamina modifier.
Addiction to fel magic can also be represented by this rule.
Chapter 11: Spells
This chapter describes the most common spells in the worlds Warcraft. The chapter begins with the
spell lists of the spellcasting classes. The remainder contains spell descriptions, presented in
alphabetical order by the name of the spell.
Some classes have specific names for a spell. These names are italicized next to the normal spell
name.
Spells can be cast by any character who has access to mana and a spell list. Whenever a class
references being able to cast spells from a specific spell list, refer to the below list under the
appropriate name.
Aura Effects. Certain effects grant bonuses to AC, attack, or saving throws that are based off
morale-based sources, such as a bear’s primal roar, a paladin’s confident presence, or an archmage’s
proximity. These are known as aura bonuses, and do not stack with one another. Most aura effects
are spells, but are not necessarily.
Spell List
Alchemist (ALC) Expeditious Retreat Enhance Ability
ALC 0 Cantrips (0 level) Explosion – Alchemical Explosion Enlarge/Reduce
Acid Splash Faerie Fire Gentle Repose
Blade Ward False Life Hold
Create Bonfire Feather Fall - Bouncy Body Invisibility
Disrupt Undead Fog Cloud Lesser Restoration
Fire Bolt Elemental Armor Magic Weapon
Guidance Grease Pass Without Trace
Light Heroism Protection from Poison
Minor Alchemy Hideous Laughter Ray of Enfeeblement
Mending Identify See Invisibility
Mold Earth Illusory Script Shatter
Poison Spray Inner Fire Invigorating vapors Silence
Produce Flame Jump Spider Climb Sticky Limbs
Frost Bolt Longstrider Suggestion
Shocking Grasp Magic Aura Unholy Frenzy
Spare the Dying Mutate Web
Thunderclap Protection, Good/Evil Zone of Truth
Vicious Mockery Purify Food/Drink
Ray of Sickness ALC 3 (3rd Level)
ALC 1 (1st Level) Rejuvenation Blight
Alarm Sanctuary Daylight
Bind Shield Death Ward
Burning Hands Silent Image Deeper Darkness
Cause Fear Sleep Dispel Magic
Command Shift Skill Feign Death
Corpse Explosion Thunderstorm Fear
Charm Gaseous Form
Color Spray ALC 2 (2nd Level) Haste
Conjure Alter Self Nondetection
Chromatic Orb Aid – Increase Toughness Plant Growth
Death Coil Berserker Rage Protection from Energy
Death Pact Blindness/Deafness Remove Curse
Detect Poison/Disease Blur Revivify
Detect Magic Calm Emotions Slow
Disguise Self Continual Flame Speak with Dead
Dissonant Whispers Darkness Stinking Cloud
Endure Elements Darkvision Sunbeam
Entangling Roots Dragon Breath Vampiric Touch
Water Breathing DKN 1 (1st Level) Banishing Smite
Bane Circle of Power
ALC 4 (4th Level) Bind Cloudkill
Compulsion Cause Fear Contagion
Confusion Charm Cripple
Death Ward Command Destructive Wave
Greater Invisibility Conjure Death and Decay
Polymorph Death Coil Dispel Evil and Good
Stone Shape Death Pact Dominate
Stone Skin Detect Evil and Good Geas
Detect Magic Mass Revivify – Can only target
ALC 5 (5th Level) Detect Poison and Disease intelligent undead
Cone of Cold Divine Favor Mind Freeze
Cloudkill Heroism Raise Dead
Creation Icy Touch Teleportation Circle – Only to
Contagion Protection from Evil and Good circles made by Mages or Warlocks
Dominate Purify Food and Drink Hallow/Unhallow
Dream Runic Array
Geas Searing Smite Druid (DRD)
Modify Memory Shield of Faith DRD 0 Cantrips (level 0)
Mislead Thunderous Smite Create Bonfire
Greater Restoration Wrathful Smite Control Flames
Raise Dead Druidcraft
DKN 2 (2nd Level) Frostbite
ALC 6 (6th Level) Aid – Unholy Resolve Guidance
Awaken Branding Smite Gust
Disintegrate Capture Essence Magic Stone
Flesh to Stone Corpse Explosion Mending
Globe, Invulnerability Desecration Mold Earth
Heal Find Steed Poison Spray
Heroes’ Feast Earth Shield – Bone Shield Produce Flame
Mass Suggestion Hold Resistance
True Seeing Lesser Restoration Shape Water
Locate Object Shillelagh
ALC 7 (7th Level) Magic Weapon Thorn Whip
Etherealness Protection from Poison Thunderclap
Firestorm Unholy Frenzy Wrath
Plane Shift Zone of Truth
Regenerate DRD 1 (1st level)
Resurrection DKN 3 (3rd Level) Absorb Elements
Sequester Aura of Vitality Animal Friendship
Simulacrum Blinding Smite Aspect Array
Crusader's Mantle Beast Bond
ALC 8 (8th Level) Darkness Bind
Antimagic Field Dispel Magic Charm
Antipathy/Sympathy Elemental Weapon Conjure
Clone Magic Circle Create or Destroy Water
Feeblemind Remove Curse Detect Magic
Horrid Wilting Revivify Detect Poison and Disease
Incendiary Cloud Telekinesis - Death Grip Earth Tremor
Mind Blank Entangle
DKN 4 (4th Level) Entangling Roots
ALC 9 (9th Level) Death Ward Fade
Foresight Drain Life Faerie Fire
Shapechange Locate Creature Fog Cloud
Trap the Soul Staggering Smite Goodberry
True Polymorph Strangulate Ice Knife
Healing Word
Death Knight (DKN) DKN 5 (5th Level) Jump
Longstrider DRD 4 (4th level) Animal Shapes
Mark of the Wild Blight Antipathy/Sympathy
Moonfire Confusion Control Weather
Purify Food and Drink Control Water Earthquake
Speak with Animals Detonate Mana Feeblemind
Rejuvenation Freedom of Movement Sunburst
Resolve Giant Insect Tsunami
Swipe and Shred Grasping Vine
Thunderstorm Hallucinatory Terrain DRD 9 (9th level)
Ice Storm Foresight
DRD 2 (2nd level) Locate Creature Shapechange
Animal Messenger Polymorph Storm of Vengeance
Barkskin Stone Shape
Beast Sense Stoneskin Mage (MGE)
Blink Step Wall of Fire MGE 0 Cantrips (0 level)
Darkvision Watery Sphere Acid Splash
Dust Devil Blade Ward
Earthbind DRD 5 (5th level) Chill Touch
Enhance Ability Antilife Shell Control Flames
Find Traps Awaken Create Bonfire
Flame Blade Commune with Nature Dancing Lights
Flaming Sphere Control Winds Fire Bolt
Gust of Wind Contagion Friends
Heat Metal Dominate Gust
Hold Geas Light
Lesser Restoration Greater Restoration Mage Hand
Locate Animals or Plants Insect Plague Mending
Locate Object Maelstrom Message
Moonbeam Raise Dead Minor Illusion
Pass without Trace Reincarnate Poison Spray
Protection from Poison Scrying Prestidigitation
Skywrite Starfall Frostbite
Spike Growth Teleportation Circle – only to Frost Bolt
Tiger’s Maul natural glades Shocking Grasp
Warding Wind Tranquility True Strike
Tree Stride Thunderclap
DRD 3 (3rd level) Wall of Stone
Call Lightning MGE 1 (1st level)
Cyclone DRD 6 (6th level) Alarm
Daylight Bones of the earth Arcane Armor
Dispel Magic Find the Path Arcane Missile
Erupting Earth Heal Bind
Feign Death Heroes’ Feast Burning Hands
Lunar Curse Move Earth Catapult
Meld into Stone Transport via Plants Cause Fear
Plant Growth Wall of Thorns Charm
Protection from Energy Wind Walk Chromatic Orb
Sleet Storm Color Spray
Speak with Plants DRD 7 (7th level) Conjure
Spirit Infusion Fire Storm Comprehend Languages
Water Breathing Mirage Arcane Create/Destroy Water – Can
Water Walk Plane Shift create or destroy only one-half the
Wind Wall Regenerate normal quantity
Revivify Resurrection Detect Magic
Shooting Star Reverse Gravity Disguise Self
Slumber Teleport – only to natural glades Earth Tremor
Sunbeam Whirlwind Elemental Armor
Sunfire Expeditious Retreat
DRD 8 (8th level) Explosion
Fade Mute Control Water
False Life Parasite Detonate Mana
Feather Fall Phantasmal Force Dimension Door
Find Familiar Ray of Enfeeblement Drain Mana
Frostfire Bolt Rope Trick Fabricate
Fog Cloud Scorching Ray Faithful Hound
Grease See Invisibility Fire Shield
Ice knife Shadow Strike Globe of Invulnerability
Icy Touch Shatter Greater Invisibility
Identify Snowball Swarm Hallucinatory Terrain
Illusory Script Spider Climb Ice Block
Jump Suggestion Ice Storm
Longstrider Unholy Frenzy Inferno Blast
Mage Armor Web Locate Creature
Mana Shield Phantasmal Killer
Protection from MGE 3 (3rd level) Polymorph
Evil and Good Bestow Curse Private Sanctum
Ray of Sickness Blink Resilient Sphere
Shield Blizzard Secret Chest
Silent Image Clairvoyance Stone Shape
Sleep Counterspell Storm Sphere
Hideous Laughter Create Food and Water Stoneskin
Floating Disk Dispel Magic Wall of Fire
Thunderstorm Fear
Unseen Servant Feign Death MGE 5 (5th level)
Witch Bolt Fireball Amplify Magic
Fire Nova Animate Objects
MGE 2 (2nd level) Fly Arcane Orb
Alter Self Frost Nova CloudkilI
Arcane Explosion Gaseous Form Combustion
Arcane Lock Glyph of Warding Cone of Cold
Banishment Haste Contact Other Plane
Berserker Rage Hypnotic Pattern Creation
Blindness/Deafness Tiny Hut Cripple
Blink Step Lightning Bolt Death and Decay
Blur Magic Circle Dominate
Capture Essence Major Image Dream
Cloud of Daggers Minute Meteors Flame Strike
Continual Flame Nondetection Geas
Crown of Madness Phantom Steed Hand
Darkness Protection from Energy Living Bomb
Darkvision Remove Curse Legend Lore
Detect Thoughts Sending Mind Freeze
Dragon Breath Sleet Storm Mislead
Enlarge/Reduce Slow Modify Memory
Flaming Sphere Stinking Cloud Passwall
Freezing Sphere Sunbeam Scrying
Gentle Repose Telekinesis Seeming
Gust of Wind Tongues Telepathic Bond
Hold Vampiric Touch Teleportation Circle
Invisibility Water Breathing Wall of Force
Knock Wall of Stone
Levitate MGE 4 (4th level)
Locate Object Arcane Barrage MGE 6 (6th level)
Magic Aura Arcane Eye Arcane Gate
Magic Mouth Black Tentacles Circle of Death
Magic Weapon Blight Contingency
Mana Burn Brilliance Aura Disintegrate
Mirror Image Confusion Instant Summons
Irresistible Dance Absorb Elements
Eyebite Alarm HTR 5 (5th level)
Flesh to Stone Animal Friendship Commune with Nature
Guards and Wards Aspect Array Conjure Volley
Mass Suggestion Beast Bond Dominate
Move Earth Bind Raise Dead - Can only raise an
Possession Charm animal companion
Programmed Illusion Conjure Swift Quiver
True Seeing Detect Magic Tree Stride
Wall of Ice Detect Poison and Disease
Ensnaring Strike Paladin (PLD)
MGE 7 (7th level) Fade PLD 1 (1st level)
Arcane Sword Fog Cloud Bind
Etherealness Goodberry Bless
Finger of Death Hail of Thorns Charm
Forcecage Hunter’s Mark Command
Mirage Arcane Jump Conjure
Magnificent Mansion Longstrider Detect Evil and Good
Plane Shift Rejuvenation Detect Magic
Prismatic Spray Shot Array Detect Poison and Disease
Pyroblast Speak with Animals Divine Favor
Project Image Flash of Light
Reverse Gravity HTR 2 (2nd level) Heroism
Sequester Animal Messenger Holy Light
Simulacrum Barkskin Protection from Evil and Good
Symbol Beast Sense Purify Food and Drink
Teleport Cordon of Arrows Renewing Light
Darkvision Seal Array
MGE 8 (8th level) Find Traps Searing Smite
Antimagic Field Flare Shield of Faith
Antipathy/Sympathy Hold Thunderous Smite
Clone Lesser Restoration Wrathful Smite
Control Weather Locate Animals or Plants
Demiplane Locate Object PLD 2 (2nd level)
Feeblemind Pass without Trace Aid – Holy Resolve
Horrid Wilting Protection from Poison Banishment
Incendiary Cloud Shadow Strike Blessing Array
Maze Silence Branding Smite
Mind Blank Spike Growth Consecration
Power Word Stun Denounce
Sunburst HTR 3 (3rd level) Divine Shield
Telepathy Conjure Barrage Exorcism
Daylight Find Steed - Divine Steed
MGE 9 (9th level) Lightning Arrow Hammer of Justice
Astral Projection Nondetection Hold - Repentance
Foresight Plant Growth Holy Shock
Gate Protection from Energy Lesser Restoration
Imprisonment Speak with Plants Locate Object
Meteor Swarm Revivify - Can only revive an animal Magic Weapon
Power Word Kill companion Protection from Poison
Prismatic Wall Water Breathing Shackle Evil
Shapechange Water Walk Zone of Truth
Time Stop Wind Wall
True Polymorph PLD 3 (3rd level)
Weird HTR 4 (4th level) Aura of Vitality
Wish Freedom of Movement Blinding Smite
Grasping Vine Create Food and Water
Hunter (HTR) Locate Creature Crusader's Mantle
HTR 1 (1st level) Stoneskin Daylight
Dispel Magic Sanctuary Tongues
Elemental Weapon Shield of Faith Water Walk
Holy Nova Holy Wrath Renewing Light
Magic Circle PRS 4 (4th level)
Remove Curse PRS 2 (2nd level) Control Water
Revivify - Redemption Aid – Power Word Fortitude Death Ward
Sunbeam Augury Detonate Mana
Banishment Divination
PLD 4 (4th level) Blindness/Deafness Drain Life
Aura of Life Calm Emotions Freedom of Movement
Aura of Purity Continual Flame Guardian of Faith
Death Ward Denounce Locate Creature
Locate Creature Enhance Ability Mind Vision
Staggering Smite Exorcism Stone Shape
Find Traps
PLD 5 (5th level) Gentle Repose PRS 5 (5th level)
Banishing Smite Hold Commune
Circle of Power Holy Fire Contagion
Destructive Wave Lesser Restoration Cripple
Dispel Evil and Good Locate Object Dispel Evil and Good
Flame Strike Mana Burn Dominate
Geas Mute Flame Strike
Hallow/Unhallow Orb of Annihilation Geas
Mass Revivify – True Redemption Prayer of Healing Greater Restoration
Raise Dead – Champions Arise Protection from Poison Hallow/Unhallow
Shackle Evil Mass Cure Wounds Hope of
Priest (PRS) Silence Healing
PRS 0 Cantrips (level 0) Spiritual Weapon Insect Plague
Guidance Warding Bond Legend Lore
Light Unholy Frenzy Mass Revivify
Mending Zone of Truth Raise Dead
Resistance Scrying
Smite PRS 3 (3rd level) Vampiric Aura
Spare the Dying Banshee’s Curse
Thaumaturgy Beacon of Hope PRS 6 (6th level)
Bestow Curse Blade Barrier
PRS 1 (1st level) Clairvoyance Find the Path
Bane Create Food and Water Forbiddance
Bless Daylight Harm
Bind Dispel Magic Heal
Cause Fear Feign Death Heroes’ Feast
Charm Globe of Invulnerability – Planar Ally
Command Antimagic Shell True Seeing
Conjure Glyph of Warding Word of Recall
Create or Destroy Water Holy Nova
Death Coil Lightwell PRS 7 (7th level)
Death Pact Magic Circle Divine Word
Detect Evil and Good Mass Healing Word Etherealness
Detect Magic Meld into Stone Fire Storm
Detect Poison and Disease Mind Flay Plane Shift
Fade Protection from Energy Regenerate
Fear Ward Power Word Shield Resurrection
Flash of Light Psychic Terror Symbol
Guiding Bolt Remove Curse
Holy Light Revivify PRS 8 (8th level)
Inner Fire Sending Antimagic Field
Mind Blast Speak with Dead Control Weather
Protection from Evil and Good Spirit Guardians Earthquake
Purify Food and Drink Sunbeam Holy Aura
Shadow Bolt – Spirit Bolt or Curse of Weakness – Weakening
PRS 9 (9th level) Shadow Shock (witch doctor or Hex
Astral Projection shadow hunter) Cyclone
Gate Shift Skill – Ancestor’s Memory Daylight
Mass Heal Stasis Trap Dispel Magic - Purge
Thunderstorm Elemental Shock Totem
Shaman (SHM) Witch Bolt - Sticky Lightning Erupting earth
SHM 0 Cantrips (0 level) Feign Death
Create Bonfire SHM 2 (2nd level) Fireball
Control Flames Ancestral Guardians Fire Nova
Blade Ward Animal Messenger Glyph of Warding
Fire Bolt Banishment Lightning Bolt - Chain Lightning
Frostbite Barkskin Lightning Storm
Frost Bolt Berserker Rage – Fury Hex Meld into Stone
Guidance Blessing Array – Only Blessing of Protection from Energy
Invoke Elements Wisdom; named Blessing of Water Revivify – Ancestral Sight
Light Calm Emotions – Ancestral Calm Remove Curse – Cleanse Spirit
Magic Stone Capture Essence Sending
Mending Curse of Agony – Hex of Pain Sleet Storm
Message Continual Flame Speak With Dead
Mold Earth Darkvision Spirit Guardians
Produce Flame Dragon Breath – Fire Breath Spirit Infusion
Resistance Dust Devil Spirit Link
Shocking Bolt Earthbind Sunbeam
Shocking Grasp Earth Shield Tidal Wave
Shape Water Earthen Grasp Tongues
Thunderclap Elemental Tongue Wall of Sand
True Strike Enhance Ability Wall of Water
Flame Blade Water Breathing
SHM 1 (1st level) Flaming Sphere Water Walk
Absorb Elements Freezing Sphere Wind Wall
Animal Friendship – Bestial Grace Gust of Wind
Aspect Array Heat Metal SHM 4 (4th level)
Bind Hold Arcane Eye – Eye of Kilrogg
Burning Hands Lava Burst Blight
Charm Lesser Restoration Brilliance Aura – Mana Tide
Conjure Locate Animals or Plants Control Water
Create or Destroy Water Locate Object Divination - Spirit Visitations
Detect Magic Pass without Trace Earthbind Totem
Detect Poison and Disease Protection from Poison Elemental Bane
Earth Tremor Pyrotechnics Fire Shield
Elemental Shock Scorching Ray - Fire Beam Freedom of Movement – Grace of
Elemental Armor – Lightning See Invisibility – Ghost Sight Air
Shield if choosing lightning Shatter - Erosion Healing Stream
Entangle Skywrite Ice Storm
Fear Ward Spike Growth - Earth Spikes Locate Creature
Feather Fall Spiritual Weapon Polymorph – Spirit Animal or
Fog Cloud Totemic Recall Ghost Wolf
Healing Ward Warding Wind Resilient Sphere Solid Wind
Hellish Rebuke Wind Shear Stone Shape
Hex Array Stoneskin
Ice Knife SHM 3 (3rd level) Wall of Fire
Lightning Orbs Bloodlust Watery Sphere
Purify Food and Drink Call Lightning
Riptide Conjure Elemental Totem SHM 5 (5th level)
Sanctuary Clairvoyance – Far Sight Commune
Sleep – Slumber Hex Curse of Elements – Elemental Cone of Cold
Speak with Animals Contact Other Plane
Suffusion
Spirit Strike Control Winds
Curse of Shadows – Veil of Incendiary Cloud Grease
Shadows Sunburst Hellish Rebuke
Dominate Tsunami Hex Array – Only Death Hex
Fire Nova Totem Icy Touch
Flame Strike SHM 9 (9th Level) Identify
Geas Astral Projection Illusory Script
Greater Restoration Foresight Immolate
Hallow/Unhallow Gate Jump
Mass Cure Wounds Hope of Mass Heal Longstrider
Healing Meteor Swarm Mage Armor
Legend Lore Imprisonment Mana Shield
Maelstrom Storm of Vengeance Mind Blast
Mass Revivify – Ancestral Vision Protection from Evil and Good
Raise Dead – Reincarnate Warlock (WRK) Ray of Sickness
Resistance Totem WRK 0 Cantrips (0 level) Shadow Bolt
Scrying Acid Splash Shield
Spirit Link Totem Blade Ward Silent Image
Spiritual Reincarnation Chill Touch Sleep
Teleportation Circle – Astral Control Flames Hideous Laughter
Recall Create Bonfire Floating Disk
Tranquility Dancing Lights Thunderstorm
Transmute Rock Fire Bolt Unseen Servant
Wall of Stone Friends Witch Bolt
Windfury Tongue Gust
Light WRK 2 (2nd Level)
SHM 6 (6th level) Mage Hand Alter Self
Bones of the Earth Mending Arcane Explosion
Find the Path Message Arcane Lock
Forbiddance Minor Illusion Banishment
Heal Poison Spray Blindness/Deafness
Healing Stream Totem Prestidigitation Blink Step
Heroes’ Feast Frostbite Capture Essence
Investiture of Flame Frost Bolt Continual Flame
Investiture of Ice Shocking Grasp Crown of Madness
Investiture of Stone True Strike Curse of Agony
Investiture of Wind Darkness
Mana Tide Totem WRK 1 (1st Level) Darkvision
Move Earth Absorb Elements Detect Thoughts
Possession Alarm Dragon Breath
Primordial Ward Bind Enlarge/Reduce
True Seeing Burning Hands Exorcism
Wind Walk Cause Fear Flaming Sphere
Word of Recall Catapult Freezing Sphere
Chaos Bolt Gentle Repose
SHM 7 (7th level) Charm Gust of Wind
Divine Word Color Spray Hold
Etherealness – Spirit Walk Conjure Immolation Aura
Fire Storm Comprehend Languages Knock
Plane Shift Demon Skin Levitate
Pyroblast – Molten Blast Detect Magic Life Tap
Regenerate Detect Evil and Good Locate Object
Resurrection Disguise Self Magic Aura
Reverse Gravity – Upturned Earth Elemental Armor Magic Mouth
Windfury Tongue Totem Expeditious Retreat Magic Weapon
Whirlwind Explosion Mana Burn
Fade Mute
SHM 8 (8th level) False Life Orb of Annihilation
Control Weather Feather Fall Parasite
Earthquake Fog Cloud Pyrotechnics
Ray of Enfeeblement Drain Life Instant Summons
Rope Trick Drain Mana Irresistible Dance
Scorching Ray Eye Beam – Can Divination Eyebite
deal Fel damage Fire Shield Flesh to Stone
See Invisibility Globe of Invulnerability Forbiddance
Shadow Strike Greater Invisibility Guards and Wards
Shackle Evil Hallucinatory Terrain Mass Suggestion
Shadow Strike Ice Block Possession
Suggestion Ice Storm Programmed Illusion
Unholy Frenzy - Curse of Inferno Blast True Seeing
Recklesseness Locate Creature
Web Phantasmal Killer WRK 7 (7th Level)
Polymorph Arcane Sword
WRK 3 (3rd Level) Private Sanctum Etherealness
Bestow Curse Resilient Sphere Finger of Death
Blink Secret Chest Fire Storm
Carrion Swarm Soulshatter Forcecage
Clairvoyance Wall of Fire Mirage Arcane
Curse of Elements Magnificent Mansion
Curse of Tongues WRK 5 (5th Level) Plane Shift
Curse of Weakness Amplify Magic Prismatic Spray
Dispel Magic Animate Objects Project Image
Fear Arcane Orb Pyroblast – Soul Fire
Fireball CloudkilI Reverse Gravity
Fire Nova Combustion Sequester
Fly Cone of Cold Simulacrum
Frost Nova Contact Other Plane Symbol
Gaseous Form Contagion Teleport
Glyph of Warding Creation
Haste Cripple WRK 8 (8th Level)
Hypnotic Pattern Curse of Shadows Antimagic Field
Magic Circle Death and Decay Antipathy/Sympathy
Mind Flay – Shadow-Speech Dominate Clone
Minute Meteors Dream Control Weather
Nondetection Flame Strike – Flame Crash Demiplane
Phantom Steed Geas Feeblemind
Protection from Energy Hand Incendiary Cloud
Rain of Fire Living Bomb Maze
Remove Curse Legend Lore Mind Blank
Sending Mind Freeze Power Word Stun
Slow Mislead Sunburst
Spirit Link – Fel Bond Modify Memory Telepathy
Stinking Cloud Passwall Trap the Soul
Telekinesis Scrying
Tongues Seeming WRK 9 (9th Level)
Vampiric Touch Soul Stone Astral Projection
Water Breathing Soul Well Demonic Doom
Telepathic Bond Foresight
WRK 4 (4th Level) Teleportation Circle Gate
Arcane Eye – Eye of Kilrogg Wall of Force Imprisonment
Black Tentacles Vampiric Aura Meteor Swarm
Blight Power Word Kill
Confusion WRK 6 (6th Level) Time Stop
Control Water Arcane Gate Weird
Detonate Mana Circle of Death Wish
Dimension Door Contingency
Disintegrate
Spell Descriptions
Array. Spells with the array tag have several sub-spells. When preparing a spell with the array tag,
you must choose to prepare one spell of the array (each of which may have their own spell levels
and different effects). Some arrays give circumstantial access to other spells. In this case,
heightening the spell in the array count as if heightening that spell.
Blessings. This array includes beneficial spells that are activated by consuming half your movement,
and may target yourself or an ally. A creature can have only one blessing active on them at any
given time, with most blessings active on a duration of five minutes (and are thus mostly useful for
one encounter). These are considered beneficial spells.
Channel. These spells are most demanding concentration spells, and require the investment of one
action every round to maintain the spell. If the caster cannot invest the required actions, the spell
ends. Above the required action, the spellcaster cannot move faster than half their speed. As for all
concentration spells, this spell is broken if concentration is lost.
Sigil. These are spells that have an initial direct effect (and a diminished effect on a miss). After the
initial effect, the sigil ‘pulses’ every round afterwards, repeating the initial effect every round. This
requires a successful sigil roll. This is a spell attack roll against an AC of 10 + 1 for every spell level
(DC 12 for spell level 2, for example). A successful check sustains the sigil and allows the initial
effect to re-apply, while a failed check ends the spell prematurely. A sigil can be sustained to its
maximum duration (usually a minute). A natural 20 on sustaining sigil effect sustains it for two
rounds (extending it beyond the normal duration, if possible).
Seals. These are personal spells (with a target of ‘you’) that are also cast as part of your movement
(consumes base half movement, cannot be used if already spent). A creature may be under the
effects of one seal at any given time, and most seals have a duration of one minute. Seals may be
released (termed judgment or release), and impose the additional effect specified under the spell.
These are considered beneficial spells. Only paladins may cast seals. Death Knights may cast seals,
but only those marked as runic spells.
Shield. These spells benefit from several priestly abilities.
Totems. These relics cast specific spells they are imbued with as a reaction from the caster. Totems
usually remain for one minute, and require a reaction to activate each round. They can be moved
with a bonus action (maximum speed is equal to the caster’s speed).
Totems have 7 AC, and hit points equal to double the level of the caster. Destroying a totem by
reducing it to 0 hit points deactivates the effect and dispels the spell as normal. Whenever the
totem is subjected to a saving throw, they use the caster’s bonus. Also, when heightening a totem
based on another spell (such as an Elemental Shock Totem, based on the Elemental Shock spell),
heightening the totem acts as if heightening the spell for the same number of spell levels.
Chilled. Usually inflicted by cold spells, the chilled condition reduces the target’s primary movement
speed by 10 feet. This condition can stack if applied from different spells or abilities. If the target’s
speed is reduced to 0, they are restrained until their speed is no longer 0, as ice coats their body.
Choking. When a creature that needs to breathe barred from doing so by an attack (such as a
grapple check to choke or the strangulate spell), a creature is choking. While choking, the creature
is silenced, and must succeed on a Stamina saving throw against the choker’s DC (8 + proficiency
bonus + Strength modifier) or instantly lose their remaining rounds of breath. When a creature
runs out of breath, it can survive for an additional number of rounds equal to its Constitution
modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying or
knocked unconscious for one hour. Normally, a creature can hold their breath for number of
rounds equal to their Stamina score.
To choke a creature already grappled, the grappler must spend all their movement to tighten their
grip, thereby forcing the Stamina saving throw. This can be done multiple times so long as the
target is still grappled.
Distracted. When a creature cannot concentrate on spellcasting (such as by being damaged, affected
by specific spells, or abilities), they must succeed on a Stamina saving throw or lose the spell they
are about to cast, channel, or concentrate on. Effectively, this condition is inflicted whenever a
spellcaster is subject to one of the above conditions, and may negate it with a successful saving
throw.
The DC of the saving throw is equal to 10 or one-half damage dealt. If the condition was brought
on by an ability, it is instead the ability DC (or 8 + proficiency + the relevant attribute modifier),
and if inflicted by a spell, it is the spell DC.
Scorched. Usually inflicted by fire spells, the scorched condition reduces the target’s weapon damage
by a number of points equal to 2 (or if brought on by a hostile creature, a number of damage points
equal to their proficiency bonus).
Appendix B: Gods of the Warcraft Universe
Dozens of entities are revered in the Warcraft universe, often forming cults, churches, and
organizations around central tenants.
Most races possess some sort of cultural faith that reflects their values, fears, and hopes. Some
worship gods or demigods as actual beings (either as a God, gods, or demigods is debatable among
the races themselves), while some races personify their faiths in the form of a god, but understand
that their “god” is really just a symbol of their philosophical beliefs, not an actual being. Others,
such as Firelord Ragnaros, are seen by some to have achieved a god-like status. The Warcraft
universe does has powerful, immortal beings, such as Elune, the Old Gods and the Titans, and
their influence greatly affects the world.
Ancestor Worship
Tenants. Ancestor worship has no set tenants save for that of individual ancestors, as just as some
shamans negotiate with the spirits and channel their ancestral echoes to utilize shamanistic
abilities, so exist dark shamans who bind and force the elements to do their bidding.
Representatives. Elementals and spirit animals are often considered representatives of shamanism.
Shamanism intersects with ancestor worship on many levels, as the dance of the elements include
the spirits of earth, fire, air, water, and life.
Burning Legion
Tenants. The Burning Legion believes that to purge the cosmos of all life is better than to leave it
ripped apart by the Void, for they believe no other force can stop the Void but they, and despise all
others.
Representatives. The demons of the Burning Legion and other races so suffused with fel magic that
they are no different from demons.
The Burning Legion (simply the Legion or the Burning Shadow) is a vast, innumerable army of
demons and corrupted races who seek to destroy all life. The fallen Titan Sargeras created it with
the purpose of destroying all world-souls in the universe in order to prevent the void lords from
corrupting them, which would lead to the birth of a dark titan, a being of unspeakable evil that
would utterly dominate the universe.
The Legion is responsible for the annihilation of countless species and some entire planets across
the Great Dark Beyond, and it transcends all universes destroying their possible worlds in the
grand Burning Crusade. Thrice it has invaded Azeroth, and was only beaten back at a terrible cost
every time. Much of Azeroth's history — including the First, Second, and Third War — was due to
the Legion's influence. It can be said that the Legion is Azeroth's nemesis, since it caused the
Sundering of Kalimdor, corrupted the orcs and sent them to invade Azeroth, created the Lich King,
and was the source of most of Azeroth's scars. Finally, it should be noted that Azeroth is the only
known planet that the Legion has ever failed to conquer.
Forgotten Shadow
Tenants. The three virtues of the Forgotten Shadow are death (where death is the gateway to
ascension, but must be balanced with life), compassion (though often reserved for other cultists, the
forgotten shadow believes that bettering the self positively influences the universe in a positive
cycle), and ascension (where the follower of the forgotten shadow gains the power to transcend
death, becoming invulnerable, invincible and eternal. In essence, he becomes a god.)
Representatives. The cult is acknowledged only in the lands of the Forsaken.
The Cult of Forgotten Shadows (or Cult of the Forgotten Shadow) is a group considered heretical
by most, who believe that dark energy practitioners are just as vital to the survival of life and reality
(which they call "the Shadow") as wielders of the Light. The cult preaches balance, mandating that
shadow priests must never forget the dangers of falling too deep into the dark energies they
manipulate, for it is often too hard to find one's way back to the Shadow from the deep reaches of
the darkness. Those who upset the balance end up mad, or worse, serving the Void Lords.
The Cult of Forgotten Shadow teaches that the Forsaken of Azeroth were too weak to ascend.
Their undead state is a curse brought on by that weakness. Once the Forsaken learn to master
themselves and control the world around them, they shake off that curse and become what they
always should have been.
Holy Light
Tenants. The three virtues of the Holy Light are respect (where one must respect all that is, and the
connections things share with one another in the universe), compassion (as a follower of the holy
light believes that bettering the universe benefits himself in return as a positive cycle), and tenacity
(training under the Holy Light that weeds out the unfaithful, for true dedication takes years, and
positivity prevents time eroding an adherent’s will)
Representatives. Naaru, providing healing and protection
The holy light whispers and grants power to those who follow their ideals, regardless if they show
the same alignment as the entity itself. In a dark world with few good forces, the holy light is one of
the few shining sources of goodness in the world, with its representatives.
The Holy Mark is an upright line middling two half-circles one pointing up, and one pointing
down (or as the Celtic Cross without the middle line).
Lich King
Tenants. The Lich King has no real tenants, but idolizing him as a paragon of mastery over death
led to the development of the priesthood of the Forgotten Shadow. The Lich King himself desires
complete dominion over Azeroth and banishing the Burning Legion from it. Whether the army he
builds is to stand against the Void Lords’ attempts to take over the planet and conquer the world-
spirit Azeroth for himself is known only to him.
Representatives. The Scourge and the Cult of the Damned
Created initially as the precursor to an invasion by the Burning Legion after their previous failures,
the Scourge broke free from their demonic masters and aided in the Legion’s defeat at Mount Hyjal
in the Third War. Under the iron rule of the dread Lich King, a being formed of Ner’zhul (the
former orc shaman and warchief of the Shadowmoon clan) and Arthas Menethil (the former
human paladin and crown prince of Lordaeron), the Scourge built up their power base on the
Arctic continent of Northrend. Their influence spreads throughout Northrend, as well as the
Plaguelands in northern Lordaeron and southern Quel’Thalas, and even Kalimdor to a small
degree. A terrifying and insidious enemy, the Scourge remains perhaps the most dangerous threat
to the world of Azeroth.
Titans
Tenants. The virtues of titans are order (banishing chaos and ordering the Great Dark Beyond),
compassion (imbuing their power and protecting lesser races until they reach their full potential),
and preservation (destroying corruptive influences such as Old Gods, Void Lords, and demons of
all kinds).
Representatives. The creations of the Titans are usually considered their representatives. Although
most are missing in Azeroth, there are yet relics left from the primordial days where Titans visited
the planet.
The titans are a race of colossal, planet-sized cosmic beings, composed of arcane magic and the
primordial matter from which the universe was born. They roamed across the cosmos like walking
worlds, imbued with the raw power of creation itself. The titans used this incredible force to find
and awaken others of their kind. Hailing from the far reaches of the cosmos, they shaped and
brought life and order to countless worlds across the Great Dark Beyond. They were described as
perfect and majestic beings who are akin to gods. Knowledge of them is very scarce, and there are
more legends and theories of them than facts, with the only ones who have an inkling of their
powers (or even their existence) are beings the Titans directly interacted with eons ago, such as the
leaders of the Dragonflights, the Old Gods, and the Titans’ creations (such as the Earthen).
Unknown to most in Azeroth, the Titans are heavily tied to the cosmic force known as the arcane.
In fact, it is their very lifeblood, for the original Well of Eternity, an enormous lake of volatile
arcane energies, was literally the literal blood of Azeroth's world-soul. They are also uniquely
susceptible to fel magic. A world-soul is the name given to the spirit of a titan. The first and most
vulnerable stage of a titan's life, world-souls are powerful, nascent titan souls who originate as
masses of energy spun out into the cosmos at the moment of its creation, eventually finding
comfort in the warmth of a sun. In time, a planet coalesces around the newly-formed world-soul,
protecting it as it grows. These nascent titan souls exist within the fiery cores of a small number of
worlds scattered throughout the Great Dark Beyond; there they slumber for ages, suffusing the
planets they inhabit with Spirit energy as generations of life live and die upon them, before
eventually awakening as living worlds, and emerging as titans. Azeroth is one such world, and the
titan within it is feared to possibly be the greatest titan of all, should he awaken.
Void Lords
Tenants. Polar opposite of the Holy Light
Representatives. The Old Gods and their servants
The void lords are monstrous entities composed of pure shadow energy who dwell within the Void,
a terrifying and nightmarish outer realm. Merciless and cruel beyond imagination, they seek only to
twist reality into a realm of eternal torment, and ultimately to devour all matter and energy and the
universe itself.
However, only the most powerful of the void lords can actually manifest in the physical universe,
and only for limited amounts of time for their energies quickly seep into nothingness. They thus
must consume untold amounts of matter and energy to maintain their presence.
In their struggle to impose dominion over reality, they conflicted with the Titans, and, lacking the
power to subdue or dominate them, have targeted them in their infancy, corrupting still-sleeping
World-souls. Void Lords send seeds of corruption and create servitor beings in other realms,
creating the Old Gods, monstrous beings of ancient power that spread across a World-soul’s
surface, eventually corrupting the Titan sleeping within into rising as a Dark Titan who serves the
Void Lords.