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Heroes Handbook

Credits Foreword
Designer, and Writer: Asger Kolling I made this book in an attempt to bring the beloved
Editing: Asger Kolling, Kristian Kragh Warcraft franchise into the 5th edition version of Dungeons
and Dragons, a task that has taken me months to achieve,
Cover Illusrator: Robert Maldonado and many more to come I am sure. I made this to be freely
Interior Illustrators: Anastasiya Gafron, Unidcolor, Jerry used by all, and never to be bought or paid for.
Mascho, Rogier van de Beek, Tim Gou, Shanton Feng, This book is made to compliment material found within
Peter Lee, Shamanguli, Juhani Jokinen, Nagli, Jimmy Lo, the 5th Edition Player's Handbook, Dungeon Master's
Glenn Rane, Liuhao, Robin Olausson, Nosfer, Jorge Guide, and Monster Manual. As to deviate from copyright
Jacinto, Brian Huang, Richard Suwono, PersonalAmi, infringement of WotCs material, sections of this book have
Bren Rodri, Krysdecker, James Ryman, Alex Garner, been narrowed down only to additions I have made, this is
particularly apparent in Chapter 4: New Equipment.
Nina Ikävalko, Shuzong, Howard Pak, Dan Scott, Because of this I highly recommend you own either
Matthew McKeown, Astri Lohne, Jason Wang, Peet physical copies of WotCs 5th Edition books, or D&D
Cooper, Wei Wang, Ryan Metcalf, Ina Wong, Tyson Beyonds virtual copies for such items.
Murphy, Jerry Mascho, Aaron Lovett To see what changes through version to version, click
below and you will be redirected to the changelog.
Big Thanks to r/UnearthedArcana
Alot of people from UnearthedArcana helped out by ChangeLog
pointing out balancing and grammatical errors
throughout the whole document. Race Balance
The users below went above and beyond, delving deep
into races and classes, giving me amazing feedback:
ClockWorkTank, Wyken, 123jrf
Additional Contributors:
Based on the original D&D game created by
E. Gary Gygax and Dave Arneson, as well as
Brian Blume, Rob Kuntz, James Ward and Don Kaye.
Based on the Warcraft franchise by
© Blizzard Entertainment
Playtesting provided by
Special thanks to
This entire book was made using GmBinder, it is an
amazing tool for creating authentic looking homebrew
material for 5th Edition Dungeons and Dragons, and
without it I would never have considered this project.
GmBinder can be found on their website:
www.GmBinder.com
Contacting me
If you wish to contact me about the book and its interior
you are more than welcome to do, contact /user/Jihia
over reddit and i'll be happy to have a chat with you :)

Legal Stuff
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express
written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11
1ET, UK.
2
Table of Contents
Part I: Heroes 4
Chapter 1: Races .........................................................5
Choosing a Side .................................................................... 5
Choosing a Race ....................................................................6
Races of the Alliance ............................................................7
Human ................................................................................. 8
Dwarf ................................................................................. 10
Night Elf ............................................................................ 12
Gnome ............................................................................... 14
Draenei ..............................................................................16
Worgen .............................................................................. 18
Pandaren ...........................................................................34
Races of the Horde .............................................................20
Orc ......................................................................................21
Forsaken ............................................................................23
Tauren ................................................................................25
Troll .................................................................................... 27
Blood Elf ........................................................................... 29
Goblin ................................................................................ 31
Pandaren ...........................................................................34
Chapter 2: Classes ..................................................37
Druid ..................................................................................... 38
Hunter ...................................................................................44
Mage ......................................................................................49
Monk ......................................................................................55
Paladin .................................................................................. 60
Priest ..................................................................................... 66
Rogue .................................................................................... 71
Shaman .................................................................................75
Warlock .................................................................................82
Warrior ..................................................................................87
Prestige Classes ..................................................................91
Death Knight ....................................................................92
Demon Hunter .................................................................98
Chapter 3: Personality & Backgroun104
Character Details ............................................................. 104
Hero Points ....................................................................... 107
New Backgrounds ............................................................108
Chapter 4: New Equipment ..........................113
Starting Equipment ......................................................... 113
Wealth .................................................................................113
Racial Weapons ................................................................ 114
Firearms .............................................................................114
Mounts ................................................................................116
Chapter 5: Customization Options ....117
Multiclassing ..................................................................... 117
New Feats .......................................................................... 119
New Racial Feats ..............................................................120
Part II: Magic 121
Chapter 6: Spells ...................................................122
Spell Lists .......................................................................... 122
Spell Descriptions ............................................................126
Appendix A: Feature Statblocks 130
Appendix B: Special Tasks 132

3
Part 1
Creating a Hero

PART 1 | RACES
Chapter 1: Races

A
rmies and factions have always defined the
Warcraft world, and two of the most powerful The Horde
factions on Azeroth today are the Alliance and The Horde makes no compromises
Horde. Most players belong to one or the when it comes to excellence, and the
other faction, although anomalies do exist. power and ferocity of their warriors is
legendary. Misunderstood by many as
evil, the Horde possesses a strong code of
Choosing a Side honor and strict laws for disobedience.
All members of the Horde have to swear a blood oath to
At character creation, every player must choose their join the faction and are thus obligated to follow the
character’s faction. It is as much a part of the hero as their warchief's commands and support the warchief in war if
class or background. All characters in a party are usually of the warchief calls upon them for aid. The position of
the same faction. warchief can be attained by having the previous warchief
Although every race has an affiliation, there are excep- choose a successor or challenging the current warchief to a
tions. Creating a character outside their normal affiliation Mak'gora: a prearranged duel with deadly weapons
is challenging, but offers a great role play opportunities for between two people following a formal procedure in the
the player. Some suggestions are listed below. presence of witnesses and traditionally fought until one
The character was born into the faction. party yields or is killed, usually to settle a quarrel involving
The character was saved or befriended by members of a point of honor. Above all else, the title warchief is granted
the faction. to those who display strength and decisive action.
The character fled from their faction. The warchief may accept ambassadors and advisors
The character witnessed members of their faction doing from all the different tribes and members of the Horde to
something they found reprehensible. makes sure their voice is heard in the running of the
fledgling hegemony but ultimately, only the warchief may
have the final say in matters concerning the entire Horde.
The Alliance Each race within the Horde choose a single leader to
The Alliance have proven themselves to be fierce govern their people and their people's kingdoms and also to
combatants, often giving their lives when called for. The represent their people in the high Horde echelon.
faction is not a uniform governmental body, but is a Despite their somewhat monstrous appearance, the
coalition of mutual military and economic aid. Diplomacy is majority of the Horde is not evil, much like the Alliance, it is
key with in the Alliance and decisions are traditionally comprised of diverse factions and individuals who possess
made by being voted on by the Alliance's most influential a wide range of values and virtues. Even so, there is one
members. Stormwind is described as the most powerful expectation that must be met when joining the Horde:
force in the now multiracial Alliance. With it becoming the regardless of gender or station, all are expected to pull
de facto leader of the remaining human kingdoms and their own weight and give their talents for the betterment of
entering a powerful alliance with the strongest dwarven the Horde. When weakness is a liability to the
kingdom, Ironforge, Stormwind has thus been shown to be of the Horde, it is the duty of the strong to
the most influential kingdom and therefore the de facto usurp control from the incompetent
driving force of Alliance politics. Therefore, Stormwind is and redeem the Horde. Lok'tar ogar!
undisputedly looked to for maintaining the Alliance and its Victory or death - These words bind
policies. Stormwind is where the main superpowers of the one to the Horde. For they are the
Alliance conference to discuss world issues and mutual most sacred and fundamental of
defense. The majority of Alliance citizens also recognizes truths to any warrior of the
Stormwind City as the heart of the Alliance. The High King Horde, for the Horde, failure
coordinates the workings of the Alliance's armies in order is not an option.
to safeguard the Alliance's interests and defense. Culturally, orcs and tauren
Even now, as always, humans are the glue that hold the believe in redemption more
Alliance together, being the most numerous and diplomatic than most other races on
of the member races. The armies of Stormwind are Azeroth and are willing to
primarily stationed in the southern Eastern Kingdoms, give almost anyone a chance,
securing regions such as Elwynn Forest, Duskwood, regardless of reputation. The trolls
Westfall, and the Redridge mountains. As well as having seem to have even accepted, (if not
outposts and bases stationed at key points in Lordaeron, at least tolerate) their ancient enemy
Northrend, and Kalimdor. The armies of Ironforge are the blood elves. Largely because of
mainly stationed in Khaz Modan along with their gnome these beliefs, a number of mortal races
allies, and the night elven armies are mainly defending and many diverse factions can be found
          northern Kalimdor from the Horde's deforestation of in bservice to the Horde.
                       the Ashenvale. The remaining draenei forces
                            are still trying to secure their new home on
                                 Azuremyst Isle, and are also stationed in
                                       Outland. The recently brought in Gil-
                                             nean armies are defending them-
                                            selves from the endless Forsaken.
PART 1 | RACES
5
Choosing a Race Racial Traits
A visit to one of the great cities in the world of Azeroth The description of each race includes racial traits that are
Stormwind City, the Capital City of Stormwind, the City of common to members of that race. The following entries
Doors overwhelms the senses. Voices chatter in countless appear among the traits of most races.
dialects of different languages. The smells of cooking in Ability Score Increase
dozens of different cuisines mingle with the odors of Every race increases one or more of a character's ability
crowded streets and poor sanitation. Buildings in myriad scores.
architectural styles display the diverse origins of their
inhabitants. Age
And the people themselves represent many different The age entry notes the age when a member of the race is
races, from gnomes and stout dwarves to majestically considered an adult, as well as the race's expected lifespan.
beautiful elves, mingling among a variety of humans. This information can help you decide how old your
Scattered among the common races: a draenei here, character is at the start of the game.
pushing his way through the crowd, and a sly worgen there,
lurking in the shadows. Night elves and dwarves live and Alignment
work alongside humans. And there, a lone pandaren — a Most races have tendencies toward certain alignments,
wanderer from the shifting isles of the ever expanding described in this entry. These are not binding for player
great sea, trying to make his way in a world unknown. characters, but considering why your dwarf is chaotic, for
— A poetic gnome   example, in defiance of lawful dwarf society can help you
better define your character.
Not every intelligent race of the multiverse is appropriate
for a player-controlled adventurer. The ones presented in Size
this book are the races most well known to become Characters of most races are Medium, a size category
adventurers and heroes, spread throughout every corner of including creatures that are roughly 4 to 8 feet tall.
Azeroth's continents. Members of a few races are Small (between 2 and 4 feet
Your choice of race affects many different aspects of your tall), which means that certain rules of the game affect
character. It establishes fundamental qualities that exist them differently. The most important of these rules is that
throughout your character's adventuring career. When Small characters have trouble wielding heavy weapons.
making this decision, keep in mind the kind of character Speed
you want to play. For example, a gnome could be a good Your speed determines how far you can move when
choice for a sneaky rogue, a dwarf makes a tough warrior, traveling and fighting.
and an elf can be a master of arcane magic.
Your character race not only affects your ability scores Languages
and traits but also provides the cues for building your By virtue of your race, your character can speak, read, and
character's story. Each race's description in this chapter write certain languages. Each race has their own language,
includes information to help you roleplay a character of with multiple dialects. as well as a 'common' language, that
that race, including personality, physical appearance, the majority of their faction speaks and understands.
features of society, and racial alignment tendencies. Chapter 4 lists languages commonly spoken on Azeroth.
These details are suggestions to help you think about your
character; adventurers can deviate widely from the norm Subraces
for their race. It's worthwhile to consider why your Many races have subraces. Members of a subrace have the
character is different, as a helpful way to think about your traits of the parent race in addition to the traits specified
character's background and personality. for their subrace. Relationships among the subraces vary
significantly from race to race.

PART 1 | RACES
6
Races of the Alliance

7
Human Human Ethnicities
No one feels he deserves it. Because no one does. It's Humans are the most adaptable and ambitious people
grace, pure and simple, we are inherently unworthy, simply among Azeroths races. They have widely warying tastes
because we're human. Aye the elves, dwarves, and all the and morals. They have settled over vast lands, built king-
other races are flawed. But the Light loves us anyway. It doms and cities over the ages, some of which still stand to
loves us for what we sometimes can rise to in rare this day. Their vast living has allowed for a wide variety of
moments. It loves us for what we can do to help others. ethnicities to emerge across the land, changing their skin
and hair colors from light to dark and giving them a wide
— Uther the Lightbringer   spectrum of appearances. The average human stand under
6 feet tall, with some considerably shorter and taller, weigh-
Humans have existed on Azeroth for many thousands of ing well over 180 pounds, with women commonly shorter
years, being outcasts of the ancient vrykuls, they have and slightly lighter than males.
grown into the proud nations we know today over a mere Faithful
two thousand years past. Their valour, optimism and ver-
satility have led them to build some of Azeroths greatest The Holy Light is a central part of civilized human society.
kingdoms. With life spans shorter than most other races, It is the primary human religion and a staple of worship,
they strive all the harder to achieve great heights, exploring respect, and honor. Cathedrals and churches stand in their
uncharted territories and deepening their understanding in cities, where their priests preside over followers, heals the
magical studies. Their aggressive and inquisitive nature wounded, soothes the weary, and crusade against what they
have led their nations to become active and influential in consider evil. Paladins have founded orders dedicated to
the world. Over centuries their vast kingdoms have fallen, the Light, holy warriors that follows its guidance and crush
strengthening the bond between the nations that still stand. evil in its name.
Proudly Standing Affiliation
Despite all their tragedies, humans remain hardy and Humans began the Alliance and it could not exist without
brave, thoroughly committed to building strong societies, them. Humans and orcs joined forces to face the Burning
reinforcing their kingdoms and reclaiming their lost Legion years ago, but old habits returned once they
nations. Years of war have tempered human resolve, and dispatched the demonic threat. Although the Alliance and
they are more hardened and determined than ever before. Horde leaders bear a healthy respect for each another, old
They value virtue, honor and courage, though like all races racial hatreds still stir within the hearts of their troops.
they also pursue power and wealth. Humans respect the other races of their alliance, and
Beyond sheer tenacity, the humans true strength lies in carries no hate or ill wish against them. They know they
their willingness and ability to look past their own interests are the center stone of the alliance, and that a good
to see others' point of view, and seek diplomatic solutions. relationship is key.
PART 1 | RACES
8
Names
Human parents grant a child its given name at birth, while Dalaran Human
its family name has a long history and usually speaks As a dalaran human, you come from the proud nation of
something of its bearer’s ancestry. Some humans change mages and spell casters. You have an inherent knack for
their family name to emphasize own accomplishments. arcane magic, and a deep lying lust for knowledge of the
unknown. Dalaran humans are known for making exceptio-
Male Names: Merander, Gyram, Darrick, Hebry, Telfor, nal mages, with vast knowledge on a multitude of topics.
Avent, Cade, Nicholas, Welf, Bjarne, Arnaud, Winfred Ability Score Increase. Your Intelligence increases by 1.
Female Names: Lilla, Merian, Richelle, Ammi, Macy, Child of Dalaran. You know one cantrip of your choice
Adalyn, Rylee, Delia, Jowita, Seraphine, Betiine from the mage spell list. Intelligence is your spellcasting
Family Names: Wyther, Barlow, Digby, Ramsey, Gartside, ability for this spell.
Cotton, Byron, Yardley, Swailles, Dryden, Sherwood Bright Minded. You are proficient in the History skill.
Human Traits Gilnean Human
It's hard to make generalizations about humans, no matter As a gilnean human, you fled from Gilneas as the scourge
where you were born your character has these traits. and worgen curse emerged, and have found refuge in other
Ability Score Increase. Two different ability scores of corners of the world. You come from a culture of self
your choice increase by 1. reliance, a once proud nation most of whom has
Age. Humans reach adulthood in their late teens and live succumbed to the worgen curse.
less than a century. Ability Score Increase. Your Wisdom increases by 1.
Alignment. Humans tend toward no particular Child of Gilneas. You are proficient in the Animal
alignment. The best and the worst are found among them. Handling skill.
Size. Humans vary widely in height and build, from Weapon Training. You are proficient in firearms.
barely 5 feet to well over 6 feet tall, averaging at 170 Perseverance. You may give yourself advantage on a
pounds. Your size is Medium. saving throw. You can choose to use perseverance after you
Speed. Your base walking speed is 30 feet. roll the die, but before the outcome is determined, using
Skills. You gain proficiency in one skill of your choice. either of the roll. You can't use this feature again until you
Languages. You can speak, read, and write Common and finish a short or long rest.
one extra language of your choice. Humans typically learn Stormwind Human
the languages of other peoples they deal with, including As a stormwind human, you come from a resilient nation of
obscure dialects. knights and kings, revering the holy light and its churches.
Origin. Three main origins of humans still populate You don't have the cunning of the gilnean humans, or the
Azeroth: dalaran humans, gilean humans and stormwind innate magics of dalarans, yet you come from a kingdom
humans. Choose one of these origins. with an unprecedented determination.
Ability Score Increase. Your Strength increases by 1.
Child of Stormwind. You are proficient in two martial
weapons of your choice.
Skills. You gain proficiency in one skill of your choice.

PART 1 | RACES
9
   Still, they keep to the forges and workshops, ever inno-
vating and creating new and more effective ways to destroy.
Steam powered technology and firearms originate from
dwarven inventiveness and creativity. The stout race is
renowned for its skills at battle and also as cunning
engineers and crafters.
Dwarf
Dwarves are short and stout creatures mostly inhabiting Exploratious
Khaz Modan in the Eastern Kingdoms. They are shorter The uncovered fragments of their distant past have led the
than humans but taller than gnomes, taking advantage of dwarves on an unprecedented exodus of exploration.
their size when possible and relying on their robustness Seeking out their origins, the dwarves have dispatched
and strength when not. prospectors across all of Lordaeron in order to seek out
The average dwarf is steady, observant and composed signs of the Titans, the supposed creators of the dwarves.
both during work and combat, yet able to rage with fierce The dwarves have embraced the idea that it is their
zeal and persistence when the situation calls for it. While a purpose to search the world for more signs of proof of their
dwarf prefers to plan forward to overcome challenges, heritage. Dwarven outposts exist in the most desolate of
many of them easily lose their temperament and self- places on Azeroth.
restraint when exposed to conditions stirring their feelings Here, the dwarves spend their time seeking out the
and concerns. secrets of ancient times, or simply use their outposts as
staging grounds for expeditions to clear out their enemies
Introduction so that they may continue their quest.
Dwarves are a proud, stern and determined people with
streaks of kindness hidden under the gruff exteriors of Rough Exterior
their sturdy frames. Their love for battle, invention and Dwarves are stout and powerful, with short muscular
exploration impels them ever forward to discover and bodies. Male dwarves tend to have long hair, and beards or
unearth the mysteries of their heritage, educating them facial hair often tied in ornate braids. Female dwarves also
further about those who first created the dwarven race. have sturdy muscular frames, but they are buxom and lack
Only recently have the dwarves discovered the legacy of facial hair, despite the claims of some of the less educated
their ancient progenitors, the Titans. As the dwarves begin sages of other races. The average dwarf stands between 4
to delve deeper into the mysteries of their past, they also feet and 5 feet in height and weighs between 140 to 160
begin to uncover deeper enigmas. pounds.
PART 1 | RACES
10
Affiliation    Dwarven Resilience. You have advantage on saving
Dwarves are part of the alliance. While the dwarves of throws against poison, and you have resistance against
Khaz Modan appreciate the fighting skill of the Horde, it is poison damage.
with grim eyes that they look upon the orcs and their allies, Stonecunning. Whenever you make an Intelligence
the trolls and the Forsaken. Although the dwarves have (History) check related to the origin of stonework, you are
held dealings of commerce and diplomacy with the blood considered proficient in the History skill and add double
elves, they keep the people of Quel’Thalas at an arm’s your proficiency bonus to the check, instead of your normal
distance. While the darnassian elves may share the same proficiency bonus.
allegiances, the dwarves look upon them with suspicion Languages. You can speak, read, and write Common and
and some trepidation. Dwarven. Dwarven is full of hard consonants and guttural
Humans, however, are the staunch and constant allies of sounds, and those characteristics spill over into whatever
the dwarven people and find welcome, favor and kindness other language a dwarf might speak.
when in dwarven lands. Subrace. Three main subraces of dwarves populate the
world of Azeroth: dark iron dwarves, bronzebeard dwarves
Names and wildhammer dwarves. Choose one of these subraces.
Dwarves typically have names reflecting the sturdy nature
of their past. Many also have surnames that were earned by Bronzebeard Dwarf
a member of the family in service during a quest or in a Bronzebeard dwarves are hardy and strong, the most
particular moment of notoriety or infamy that has now military organized of the dwarven kin, being keen
become part of a family legacy. combatants, both in close quarters or from a distance,
living in the snowy mountains of Dun Morogh, They tend to
Male Names: Barab, Aradun, Thorin, Magni, Garrim, have lighter colorations than the rest of their kin.
Wendel, Thurimar, Irmirn, Bhaduk, Gengur Ability Score Increase. Your Strength increases by 1.
Female Names: Chise, Helge, Ferya, Furga, Krona, Imli, Bronzebeard Training. You are proficent in light armor,
Gwamde, Illia, Somdunn, Thanmu, Eniss, Nanla and firearms.
Clan Names: Thunderforge, Bronzebeard, Thornsteel, Dwarven Toughness. Your hit point maximum increases
Hammergrim, Chunderstout, Broadmail, Madpride by 1, and it increases by 1 every time you gain a level.
Dwarf Traits Dark Iron Dwarf
Your dwarf character has an assortment of inborn abilities, Dark iron dwarves are cunning and nimble in comparison
part and parcel of dwarven nature. to the rest of their kin, preferring a less straight on
Ability Score Increase. Your Constitution score approach to combat, and the use of darker magics. They
increases by 2. commonly have dark grey to coal black skin, with red
Age. Dwarves mature at the same rate as humans, but glowing eyes, and fiery red or black hair.
they're considered young until they reach the age of 40. On Ability Score Increase. Your Intelligence increases by 1.
average, they live about 320 years. Forged in Flames. You have resistance to fire damage.
Alignment. Most dwarves are lawful, believing firmly in Wildhammer Dwarf
the benefits of a well-ordered society. They tend toward Wildhammer dwarves are untamed in comparison, they
good as well, with a strong sense of fair play and a belief live further north in the Eastern Kingdoms, minding their
that all deserve to share in the benefits of a just order. own business and shamanistic ways. They are taller and
Size. Dwarves stand between 4 and 5 feet tall and slenderer than other dwarves, with tanned skin, and often
average about 150 pounds. Your size is Medium. wearing tribal tattoos.
Speed. Your base walking speed is 25 feet. Your speed is Ability Score Increase. Your Wisdom increases by 1.
not reduced by wearing heavy armor. Natural Handler. You are proficient in the Animal
Darkvision. Accustomed to life underground, you have Handling skill.
superior vision in dark and dim conditions. You can see in Brave Beyond Reason. You have advantage on saving
dim light within 60 feet of you as if it were bright light, and throws against being frightened.
in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.

PART 1 | RACES
11
Night Elf
Darkness covered us in the beginning, and we could not
see. We cried for guidance and the moon shone down
bright upon us. Her soft light not only illuminated the night
for us but also gave comfort. Her light touched us from
within, enabling us to see even when the moon was not
visible... Skin tones range from pale white to blue to violet or even
ruddy red, and hair in colors from bright white to woodland
— Tyrande Whisperwind   green to lustrous black.
Many night elves wear markings of some meaning on
Introduction their faces. The tattooing marks, mark an earlier rite of
passage. Most commonly the markings symbolize an
The night elves are the direct descendants of dark trolls. animal totem, or others indicative perhaps of the Wild, of
This peace loving and fiercely independent tribe took up the Grove, or of the Fang, thus recognizing that night elven
residence at the Well of Eternity. The magic contained society is indeed deeply druidic and spiritual and that even
within elevated their forms to match their graceful spirits, before druids these animalistic and spiritual beliefs existed,
completely transforming them into highly intelligent and and that gender is irrelevant in the case of worship and that
near immortal beings, forever changing them into the night truly they are an equal society.
elves known today.
The reclusive Night Elves were the first race to awaken A Timeless Perspective
in the world of Azeroth. These shadowy, ancient beings Night Elves can live to become thousands of years old,
were the first to study magic and let it loose throughout the giving them a broad perspective on events that might
world nearly ten thousand years before the First War. The trouble the shorter lived races more deeply. They are more
Night Elves' reckless use of magic drew the Burning often amused than excited, and more likely to be curious
Legion into the world and led to a catastrophic war than greedy. They tend to remain aloof and unfazed by
between the two titanic races. The Night Elves barely petty happenstance. When pursuing a goal, however,
managed to banish the Legion from the world, but their whether adventuring on a mission or learning a new skill or
beautiful homeland was shattered and drowned by the sea. art, elves can be focused and relentless. They are slow to
Graceful Creatures make friends and enemies, and even slower to forget them.
They reply to petty insults with disdain and to serious
The night elves are imposing in stature, males being on insults with vengeance.
average 7 feet tall. Male kaldorei are very muscular, with Like the branches of a young tree, elves are flexible in
broad chests and shoulders, indicative of the strength that the face of danger. They trust in diplomacy and
lies within both their minds and bodies. Female night elves compromise to resolve differences before they escalate to
have that same strength lying in their minds and bodies; violence. They have been known to retreat from intrusions
they are stunningly beautiful, lithe and curvaceous, yet into their woodland homes, confident that they can simply
extremely muscular and strong. wait the invaders out. But when the need arises, elves
The race’s prominent eyebrows, long pointed ears and reveal a stern martial side, demonstrating skill with sword,
natural aspects imply a feral grace. bow, and strategy.
PART 1 | RACES
12
Night Elf Traits
Your night elf character has a variety of natural abilities, the
result of thousands of years of elven refinement.
Ability Score Increase. Your Wisdom increases by 2.
Age. Although night elves reach physical maturity at
Affiliation about the same age as humans, the elven understanding of
The night elves are members of the Alliance, but they are adulthood goes beyond physical growth to encompass
not the most trusted or highest regarded members of this worldly experience. A night elf typically claims adulthood
group of races. Although honorable and just, the elves’ and an adult name around the age of 100 and can live to
natural distrust has tainted their relations somewhat. become several thousand years old.
Combined with their mystical appearances and mysterious Alignment. Night Elves love freedom, variety, and self
natures, interactions with other races become expression, so they lean strongly toward the gentler aspects
uncomfortable at times. There is a strong streak of of chaos. They value and protect others' freedom as well as
isolationism in the Kaldorei, for they are uncomfortable their own, and they are more often good than not.
leaving the verdant mists of Teldrassil. Size. Night Elves range from under 6 to aver 8 feet tall
Still, the night elves’ leaders see wisdom in an alliance and have slender builds. Your size is Medium.
with the younger races. The younger races show potential, Speed. Your base walking speed is 30 feet.
and because of this the night elves see themselves as Darkvision. Accustomed to twilit forests and the night
observers, waiting to step in to correct any dangerous sky, you have superior vision in dark and dim conditions.
mistakes. You can see in dim light within 60 feet of you as if it were
Their hatred of orcs has also fueled their participation in bright light, and in darkness as if it were dim light. You
the Alliance. After the death of Cenarius during the Third can't discern color in darkness, only shades of gray.
War, many sentinels, druids and warrior night elves began a Shadowmeld. You can attempt to hide even when you
great hunt. Some night elves happily hunt orcs as a are only lightly obscured by foliage, heavy rain, falling
repayment for Cenarius’ murder. snow, mist, and other natural phenomena.
Trance. Night elves don't need to sleep. Instead, they
Names meditate deeply, remaining semiconscious, for 4 hours a
day. While meditating, you can dream after a fashion. After
Night Elven names always have a special meaning. First resting in this way, you gain the same benefit that a human
names derive from an elven word or the name of a famous does from 8 hours of sleep.
hero having a totemic or ancestral connection. Surnames Touch of Elune. When rolling damage for a critical hit
are indicative of the family line and sometimes date back on a target, you may reroll one die of your choosing once,
thousands of years. you have to use the new number rolled.
Male Names: Ilthilior, Mellitharn, Khardona, Andissiel, Languages. You can speak, read, and write Common and
Mardant, Tanavar, Sillarn, Gasul, Asydrin, Lanoth Darnassian. Darnassian is fluid, with subtle intonations
Female Names: Keina, Deliantha, Meridia, Freja, and intricate grammar. Darnassian literature is rich and
Alannaria, Nevarial, Evi, Nyrcarieth, Ethush varied, and their songs and poems are famous among other
Family Names: Moonblade, Glaivestorm, Proudstrider, races. Many bards learn their language so they can add
Oakwalker, Nightwing, Staghorn, Bladeleaf, Deeprunner Darnassian ballads to their repertoires.
Subrace. Ancient divides among the elven people
resulted in two subraces: highbornes elves, and kaldorei
elves. Choose one of these subraces.
Highborne
Highborne elves are the 'nobility' amongst elves, becoming
their spellcasters, and priestess', they are keen minded
arcanists all with at least a basic mastery of arcane.
Ability Score Increase. Your Intelligence score
increases by 1.
Highborne Magic. You know the minor illusion cantrip.
When you reach 3rd level, you can cast the sleep spell once
per long rest. When you reach 5th level, you can also cast
the hold person spell once per long rest. Intelligence is
your spellcasting ability for these spells.
Kaldorei
Common night elves are the foundation of the elven society,
they embody the average night elven warrior. Generally
having had a harsher life than highbornes, with more
physical training than training of the mind.
Ability Score Increase. Your Dexterity increases by 1.
Kaldorei Training. You are proficient in longbows, kal-
dorei moonglaives, kaldorei moon swords, and warglaives.
Respect of Nature. You gain proficiency with one of the
following skills of your choice: Animal Handling or Nature.

PART 1 | RACES
13
Gnome
The clever, spunky, and oftentimes eccentric gnomes
present a unique paradox among the civilized races of
Azeroth. Brilliant inventors with an irrepressibly cheerful
disposition, this race has suffered treachery, displacement,
and near-genocide. It is their remarkable optimism in the
face of such calamity that symbolizes the truly unshakable
spirit of the gnomes.
Introduction
Gnomes are a diminutive, wiry race of tinkers who live
underground. In the Second War, they built vehicles and
gadgets for the Alliance, submarines and flying machines,
to combat the Horde. They are great mechanics and
inventors, and are renowned for their knowledge and
eccentric natures. The gnomes had a city, Gnomeregan,
built into Ironforge Mountain. But invading troggs
destroyed it and slaughtered its citizens.
Many survivors moved into Khaz Modan and now live
with the Dun Morogh dwarves, and a few traveled with
their dwarven friends to Kalimdor.
The gnomes are still reeling from the destruction of their
home city and are loath to leave the safety of the dwarven
tunnels. Most gnomes on Kalimdor remain secluded in
Bael Modan. Their tan or brown faces are usually adorned with broad
smiles (beneath their prodigious noses), and their bright
Cheerful Expression eyes shine with excitement. Their fair hair has a tendency
to stick out in every direction, as if expressing the gnome's
Even after the decimation of their race and the destruction insatiable interest in everything around.
of their city, gnomes are an amiable and kind hearted lot. A gnome's personality is writ large in his or her
They make and keep friends easily; others find disliking a appearance. A male gnome's beard, in contrast to his wild
gnome to be difficult. hair, is kept carefully trimmed but often styled into curious
A gnome's energy and enthusiasm for living shines forks or neat points. A gnome's clothing, though usually
through every inch of his or her tiny body. Gnomes average made in modest earth tones, is elaborately decorated with
slightly over 3 feet tall and weigh 40 to 45 pounds. embroidery, embossing, or gleaming jewels.
PART 1 | RACES
14
Exceptional Tinker Gnome Traits
Gnomes tend to design complicated devices that are Your gnome character has certain abilities, learned through
relatively safe. Gnomes are in many ways commensurate generations of gnomes.
organizers: a gnome can spend as much time organizing Ability Score Increase. Your Intelligence increases by 2,
and planning a project as they do actually working on it. If and your Charisma by 1.
the design fails, they try to learn why, and fix it if they can. Age. Gnomes mature at the same rate humans do, and
If they meet with success, they will continue to tinker most are expected to settle down into an adult life by
with it and improve the design, often for years afterward. around age 40. They can live 350 to almost 500 years.
Thus, many gnomish designs feature a high degree of Alignment. Gnomes are most often good. Those who
complexity and a low chance of failure, the exceptions tend toward law are sages, engineers, researchers,
being those that dabble with chaos energy — but even then, scholars, investigators, or inventors. Those who tend
they take steps to ensure the worst that could happen is a toward chaos are minstrels, tricksters, wanderers, or
brief, non-fatal failure. fanciful jewelers, Gnomes are good-hearted, and even the
While a goblin would scream and flee at the mere tricksters among them are more playful than vicious.
thought of a cost overrun, a gnome simply shrugs and Size. Gnomes are between 3 and 4 feet and generally
presses on. If a project fails to work correctly the first time, compactly built. Your size is Small.
a gnome will continue to tinker with it, while a goblin Speed. Your base walking speed is 25 feet.
would usually give up and move to something else. Thus, Artificer's Lore. Whenever you make an Intelligence
gnomish items have very low failure rates compared to (History) check related to magic items, alchemical objects,
goblin items. or technological devices, you can add twice your
proficiency bonus, instead of any proficiency bonus you
Affiliation normally apply.
Gnomes are members of the alliance, they are great friends Darkvision. Accustomed to life underground, you have
of the dwarves and have fought and died alongside human superior vision in dark and dim conditions. You can see in
soldiers. They are wary of the blood elves, but so is dim light within 60 feet of you as if it were bright light, and
everyone else, so they don’t feel too bad about that. They in darkness as if it were dim light. You can't discern color in
battled the Horde in the Second War and have a bit of a darkness, only shades of gray.
grudge against orcs, but gnomes are a kindly and forgiving Gnome Cunning. You have advantage on all Intelligence,
lot and are willing to give the orcs a second chance. Wisdom, and Charisma saving throws against magic.
Gnomes and goblins have always been rivals — though Tinker. You have proficiency with artisan's tools (tinker's
whether this rivalry is friendly or brutal depends on the tools). Using those tools, you can spend 1 hour and 10 gp
individuals involved. worth of materials to construct a Tiny clockwork device
Gnomes have not been on Kalimdor long enough to form (AC 5, 1 hp). The device ceases to function after 24 hours
proper opinions about its denizens. Tauren and night elves (unless you spend 1 hour repairing it to keep the device
both seem rather rustic for gnome sensibilities — but they functioning), or when you use your action to dismantle it; at
can make friends with anyone. that time, you can reclaim the materials used to create it.
You can have up to three such devices active at a time.
Names When you create a device, choose one of the following:
Gnome parents name their children at birth. Gnomes have Clockwork Toy. This toy is a clockwork animal, monster,
family names that represent an honored ancestor’s or person, such as a frog, mouse, bird, dragon, or
achievements, but they only keep these names until some soldier. When placed on the ground, the toy moves 5 feet
time in their 30s. Gnome society expects them to have across the ground on each of your turns in a random
made their own achievements by then, and thus the gnome direction. It makes noises as appropriate to the creature
invents a new name that represents their own accomplish- it represents.
ments. This name then takes the place of his family name. Fire Starter. The device produces a miniature flame,
Male Names: Grobnick, Kazbo, Hagin, Snoonose, Mikosh, which you can use to light a candle, torch, or campfire.
Kebos, Otlak, Ciklin, Therlick, Finlis, Iklirn Using the device requires your action.
Female Names: Beggra, Nefti, Sorassa, Gamash, Biskil, Music Box. When opened. this music box plays a single
Munkull, Inku, Fixi, Mekin, Mitkla, Dapeek song at a moderate volume. The box stops playing when
Family Names: Spinpistol, Airslicer, Bombtosser, it reaches the song's end or when it is closed.
Greatgear, Togglefield, Luyckbreak, Stormhammer Languages. You can speak, read, and write Common and
Gnomish. The Gnomish language, which uses the
Dwarvish script, is renowned for its technical treatises and
its catalogs of knowledge about the natural world.

PART 1 | RACES
15
Broken draenei, although having many of their pure kins
features have noticeable differences, their faces are less
structured, and appear more flat than their kins beautiful
features. They stand shorter than exodar draenei, their skin
Draenei hard and cracked like stone, appearing more human than
In moments of great strife, I gaze into the heavens and see exodar draenei with single jointed legs.
just how far we have already come.
The Divine Naaru
— Prophet Velen   During the draenei's journey, the enigmatic naaru race
taught them the ways of the light, though they already had a
Introduction certain experience with it through Velen and T'uure. The
naaru explained that there were other forces in the cosmos
Thousands of years ago, the titan Sargeras shattered the that would stand against the Burning Legion.
tranquility of Argus by offering the eredar immeasurable The naaru bestowed a blessing, the Gift of the Naaru,
knowledge and power. The eredar were a knowledge- upon the draenei to signify their new connection the light.
seeking race and accepted his offer. He bathed them in his Deeply affected by the naaru's words, the draenei vowed to
fel might, turning them into demonic beings of the burning honor the it and uphold the naaru's ideals.
legion called Man'ari. The prophet Velen got a troubling
vision of what his race would become, and fled Argus with Affiliation
his followers by the help of the divine Naaru, who renamed
them draenei, or "Exiled Ones" in the common tongue. Due to the draenei's friendly and honorable attitude, they
The draenei refer to their corrupted brethren as man'ari, tend to get along well with other races, especially those
meaning "Unnatural Being". Although both originate from who belong to the Alliance who welcomed them into their
the eredar race, neither the draenei or man'ari consider allegiance, even though not all races return their kindness.
themselves eredars anymore. Draenei have very strong ties with the night elves, who
were the first of the Alliance to greet the draenei and
Alien Appearance welcome them.
While they stand tall and proud, they resemble no other Draenei hate orcs for the kins actions on Draenor,
race on Azeroth. Their skin ranges from rose white, to dark leading to a large distrust from the draenei side of the
violet colors. They stand slightly taller than humans on horde and its allied races.
average, ranging from well over 6 feet tall to just over 8 Names
feet. They are generally more muscular than other races,
with double jointed legs ending in hooves, weighing 250 Draenei, unlike most races, do not have last names. Their
pounds or more. Males and females are about the same parents give them a name at their birth. Upon a draenei
height, and male are only marginally heavier than females. reaching adulthood they choose a name for themselves that
Both genders have tendrils in their head as part of their they keep for the rest of their life.
hair or beard, and both have horns, it is common though for Male Names: Meolphi, Bimerd, Hiktin, Ocdam, Nosmas,
females to have drastically larger horns than males. They Ondut, Broruk, Oter, Lacasik, Midirgerd, Drocran
also have slender tails, males being considerably longer Female Names: Eshaatt, Ize, Ruka, Nalre, Hahse, Efae,
and thicker than females. Nerii, Asara, Velbus, Fuma, Oren, Suhe, Vumo
PART 1 | RACES
16
Draenei Traits
Draenei share certain racial traits given to them upon their
renewal by the naaru.
Ability Score Increase. Your Wisdom increases by 2.
Age. draenei mature slightly slower than humans,
reaching adulthood in their early 20's, and can live to
extraordinarily old, become thousands of years old, often
exceeding the ancient ages of night elves.
Alignment. draenei are mostly good. Those who strive
towards law are sages, priests, paladins, vindicators, or
scholars. Those who tend toward chaos are warriors,
rangers, or in other ways people more fond of pure fighting.
Size. draenei are between 7 and 8 feet tall and
somewhat muscular. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Gemcutting. You are proficient with the jeweler's tools.
Languages. You can speak, read, and write Common and
Drae'ni. The Drae'ni language, is a strange and complicated
language for other races to learn. Seemingly having no
resemblance with any Azerothian languages.
Subrace. Two subraces of draenei exist in the world:
broken draenei and exodar draenei.
Choose one of these subraces.
Broken Draenei
As a broken draenei, you were left on draenor as the
burning legion invaded, your connection to the divine
Naaru having been severed, leaving you an empty shell of
the former draenei. You've been tainted with the fel of the
burning legion, miss figuring your form and making you an
outcast amongst your reunited exodar kin.
Ability Score Increase. Your Constitution score
increases by 1.
Torturous Resistance. You have resistance against
necrotic damage.
Broken Spirit. Your connection to the naaru has been
severed, taking the lights power with it, whenever you cast
a spell that deals radiant damage its damage is changed to
your choice of cold, fire, lightning or thunder damage.
Elemental Bond. You know the frostbite cantrip. When
you reach 3rd level, you can cast the absorb elements spell
once per long rest. When you reach 5th level, you can also
cast the dragon's breath spell once per long rest. Wisdom is
your spellcasting ability for these spells.
Exodar Draenei
As a draenei, you have a natural connection with the Naaru,
strengthening your bond to the light. Exodar draenei are
the uncorrupted eredars, who fled their home planet of
Argus from the demonic Burning Legion, to settle on
Draenor for centuries, later to be forced to flee once again,
and crash landing on Azeroth in their vessel the Exodar.
Ability Score Increase. Your Intelligence score
increases by 2.
Lights Guidance You have resistance against radiant
damage.
Gift of the Naaru. as an action, you can place a Gift of
the Naaru on a friendly target within 30 feet, healing the
target for 1d6 + your level, the target is healed for an
additional 1d6 at the beginning of your next turn. You can't
use this feature again until you finish a short or long rest.
This feature's healing increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).

PART 1 | RACES
17
Worgen
Resembling a cross between human and dire wolf, the
hunched over creature is roughly humanoid. Its body is
covered in coarse, fur with twitching claws and snarling
teeth. The creature's eyes are mottled yellow in colour,
unblinking and devoid of any discernible emotion. Mindful Hunters
Worgens generally prefer more natural habitats like forests,
Introduction they are experienced hunters and have a propensity to
Worgens were created during the War of the Satyr by the hunt. Once bitten, worgen go through stages of the
priestess Belysra Starbreeze and the druid Ralaar Fangfire mindless ferocity,eventually losing their last vestiges of
who were trying to find a solution to the wolf pack form's their former lives and gaining a full feral mentality.
uncontrollable nature. The form embodied the full fury of Worgen must always control their emotions lest they lose
the wolf Ancient Goldrinn, something the druids had never themselves to their feral instincts. They can temporarily
been able to command. Belysra and Ralaar believed that keep their sanity in dire moments through an injection
the magic of Elune could tame its uncontrollable rage. created by Gilnean alchemists, called Krennan Aranas.
Leading a ritual and mixing the power of the moon Elune,
with the Druids of the Pack's pack form, resulting in the Affiliation
creation of the worgen. Unfortunately Goldrinn's fury was Worgens that are in control of their emotions are a part of
overwhelming. The worgen turned against the night elves, the alliance, originally being humans themselves, they have
and Malfurion was forced to seal them within the Emerald a deep connection with the Stormwind Humans.
Dream after it was discovered that their bite turned other The respect the night elves, even though they were the
night elves into more worgen, through what is now called origin of their curse, yet without them, the worgens would
the worgen curse. be feral beasts. They have a deep hatred for the forsaken
Centuries later, they were freed from the Dream in order and the scourge, after their successful overtaking of the
to fight the undead Scourge for Gilneas. While extremely Gilnean Kingdom.
effective against the undead army, the worgen then turned
on the Gilnean, prompting them to close the Greymane Names
Wall. While no worgen managed to enter the city, humans
who had been bitten by them did. They would turn into Worgens were once gilnean humans, and uses human
worgen themselves and spread the curse to the whole of naming conventions. Many worgens though have forgotten
Gilneas, including King Genn Greymane. After being their full name, and often go only by their first name, and
taught how to control their inner beast by the night elves, take on last names of their own based on their
many worgen are now members of the Alliance. achievements as a worgen.
PART 1 | RACES
18
Worgen Traits
The worgen curse has transformed your body into that of a
worgen, giving you the following traits.
Ability Score Increase. Your Strength increases by 2,
and your Dexterity increases by 1.
Age. Worgens age like humans, reaching adulthood
slightly before, at the age of 16, and can live to be up to 300
years old.
Alignment. Worgens tend to become chaotic, while
originating from humans, the infection of their blood with
the wolves has made them more unpredictable
Size. Humanly varying widely in height and build, from
barely 5 feet to well over 6 feet tall. In worgen form, they
range from 7 to 9 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Beastly Appearance. You are proficient in the Intimi-
dation skill, and add twice your proficiency bonus to it.
Superior Darkvision. Accustomed to the black nights,
you have superior vision in dark and dim conditions. You
can see in dim light within 120 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can't discern color in darkness, only shades of gray.
Language of Wolves. You are able to communicate with
wolves, as the spell commune with animals.
Natural Weapons. Your claws and bite are natural
weapons, which you can use to make unarmed strikes. If
you hit with your claws, you deal 1d4 + your Strength
modifier slashing damage, and with your bite, you deal 1d6
+ your Strength modifier piercing damage.
Truesilver Vulnerability. You are vulnerable to damage
taken by silvered weapons.
Viciousness. When you score a critical hit with a melee
attack, you can roll one of the weapon's damage dice one
additional time and add it to the extra damage of the
critical hit.
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.

PART 1 | RACES
19
Races of the Horde

20
While many in the Alliance still perceive the orcs as brutish
or even mindless, they have forged a complex culture
embracing many occupations and many different races. No
doubt Thrall's leadership aided in bringing this about, yet it
is apparent that the Alliance has underestimated the orcs'
Orc ability to construct a society that is highly influential in
To pretend the demonic corruption did not exist is to forget world affairs.
how dreadful the impact was. To make ourselves into Spiritual
victims, rather than claiming our participation in our own
destruction. We chose this path, we orcs. We chose it right As far back as orcish history has been recorded, shaman
up until it was too late to turn back. And having made that have been mentioned, and learning to speak with the
choice, we can, with the knowledge that we have of the end elemental spirits of Draenor was a pivotal achievement in
of that dark and shameful road, choose not to take it. destiny for the orc clans. The first orcs to learn the ways of
shamanism hailed from the Shadowmoon clan, but many
Introduction clans claim the mythical "First Shaman" arose from their
When the orcs were freed from the Burning Legion, they ranks, even though the truth is that no one is sure of his or
experienced a spiritual revolution as the unnatural her allegiance.
bloodlust left their bodies, connecting them with states of Several orc shaman worship or at least acknowledge the
heart and mind that were common to their ancestors. This Earth Mother, the benevolent creator deity primarily
new generation of orcs for the most part followed Thrall as worshipped by the tauren.
he forged to reform the Horde through shamanism and Frightful Appearance
tribal tradition.
Though prone to fits of rage in warfare, orcs tend to Orc males are massive and brutish looking creatures.
display a curious feral grace that can rival even the finest Weighing in at 250 to 300 pounds and standing from 6 to 7
fencing of an elven noble. The orcs of today continue to feet in height, they are not a small race. Even orc women
stand in drastic contrast to those that were enslaved by the tend to be only a half-foot or so shorter than most males,
Burning Legion, who embodied a bestial and diabolical having broad shoulders and muscular, powerful bodies.
force which was barely being controlled by warlock magic. Orcs tend to have bristly hair and beards, often black or
brown in color. Their skin ranges from a light green to a
Mindful Race dark drab olive. Eyes range in color from a fierce red to a
To orcs, prowess in battle bestows great personal honor on pale blue. Orcs have broad, flat noses, tusk-like teeth jutting
an individual. This notion of honor pervades every echelon from their lower and sometimes upper jaws, and large,
of orcish culture, and the loss or gain of honor has equal pointed ears. They favor clothes of hide, and armor and
consequence to all orcs regardless of their stature in arm themselves with a variety of gear.
society. Affiliation
Even the naming of orcs is temporary until they have
performed rites of passage; only when orcs bring honor to Thrall formed the Horde with determination and sheer will,
themselves and thus to their clan do elders grant them and created an alliance of races that has shaken the
adult names based upon their deeds. Orcs may appear foundations of the world to its core. Having destroyed the
quick to anger but they are tempered by the wisdom of the legacy of Grom Hellscream by bringing the orcs out of the
shamans, who are revered across Horde society. depths of demon worship and servitude to unseen powers.
PART 1 | RACES
21
Names    Languages. You can speak, read, and write Common and
Most orcish names derive from words in their language Orcish. Orcish is a harsh, grating language with hard
that have some complex meaning or hidden significance to consonants. It has no script of its own but is written in a
their families. Typically, this is the name of a favorite thing mix of dwarven runes and common.
or relative. Family names don’t exist; most orcs have last Orc Clan. Orcs come from many clans, these clans have
names related to some great deed of heroism or honor. been put into three categories: Agile, Brute, and Mystic
Male Names: Grom, Thrum, Drog, Gorrum, Harg, Thurg, clans. Choose one of these clans.
Karg, Regg, Kavenk, Uketel, Thrarturg, Crurn Agile Clans
Female Names: Groma, Hargu, Igrim, Agra, Dragga, Some orc clans, prefer a more stealth approach to things,
Grima, Fehmo, Mohma, Sherge, Zuri, Orgis hiding and waiting for the perfect time to ambush, such
Deed Names: Cravensmile, Steelflame, Twinthunder, clans include The Shattered Hand, and Bleeding Hollow.
Gravepride, Aridfire, Coldbrass, Foebinder, Elfkiller Two large orc clans, that go in for a much more stealthy
Orc Traits approach to things, these clans highly favor hunters,
rogues, and occasionally warriors or shamans.
Your orc character share certain traits no matter what clan Ability Score Increase. Your Dexterity increases by 1.
you deriving from. Ambusher. You gain proficiency in the Stealth skill.
Ability Score Increase. Your Strength increases by 1,
and your Constitution increases by 1. Brute Clans
Age. Orcs mature a little faster than humans, reaching Most known orc clans go for the brute forced approach,
adulthood around age 14. They age noticeably faster and entering combat gladly with raised weapons, hammering
rarely live longer than 75 years. down everything in their way. Some of the larger clans
Alignment. Orcs might not have an innate tendency include Warsong, Burning Blade, and the Frostwolves.
toward evil, but many end up there. Evil or not, many orcs These clans favor warriors and hunters, and occasionally
lean toward a chaotic alignment. shamans.
Size. Orcs are muscularly built, only just towering above Ability Score Increase. Your Strength increases by 1.
humans, with a height of 6 to 6'6 feet. Your size is Medium. Powerful Build. You count as one size larger when
Speed. Your base walking speed is 30 feet. determining your carrying capacity and weight you can
Darkvision. Thanks to your blood, you have superior push, drag, or lift.
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 Mystic Clans
darkness as if it were dim light. You can't discern color in Not many orc clans go in for the use of magic, and those
darkness, only shades of gray. that do are usually more secretive than the rest. Generally
Relentless Endurance. When you are reduced to 0 hit less keen on working with other clans are spend their time
points but not killed outright, you can drop to 1 hit point as a nomadic folk rather than settling in a certain area.
instead. You can't use this feature again until you finish a Such clans include The Shadowmoon, and Steamreaver.
long rest. These clans favor mages, shamans, or warlocks.
Savage Attacks. When you score a critical hit with a Ability Score Increase. Increase your Wisdom by 1.
melee weapon attack, you can roll one of the weapon's Mystic Lore. You gain proficiency in the Arcana skill.
damage dice one additional time and add it to the extra
damage of the critical hit.

PART 1 | RACES
22
Forsaken
Death offered no escape for the scores of humans killed
during the Lich King’s campaign to scour the living from
Lordaeron. Instead, the kingdom’s fallen were risen into
undeath as Scourge minions and forced to wage an unholy
war against everything. . . and everyone. . . that they once
held dear.
Introduction
Undead humans and elves freed from the Lich King’s
control, the Forsaken are a strange and dark force. Hailing
from the twisted, skittering darkness of Undercity, the
Forsaken are nominally allied with the Horde but serve
only themselves. Strange Behaviors
Under the Lich Kings crusade, the elven Ranger General Forsaken culture is strange, a perverse combination of the
Sylvanas Windrunner fell in combat. Prince Arthas raised lives they once knew as mortals and the mindless slavery
her as a banshee and compelled her to follow his they experienced in the Scourge, colored by white-hot rage
command. When the Lich King’s power waned in the toward the Lich King and an almost equally intense
incidents surrounding the Frozen Throne, Sylvanas devotion to their queen.
harnessed her fury and tore herself free from his skeletal Some Forsaken attempt to reclaim their humanity by
grasp. She freed many other undead as well, and recruited acting in kind and helpful ways. Others allow hatred to
powerful allies from the Burning Legion and the fester into cruelty and rage.
surrounding ogre clans. Sylvanas dubbed her new force the
Forsaken, and the undead established their capital in the Extreme Alchemists
labyrinthine crypts beneath Lordaeron’s capital city. Their
sprawling, subterranean realm now called Undercity. Never sleeping, eating or falling ill, abandoned by those
they once loved, the Forsaken have a brutal set of priorities.
Necessary Alliance A great portion of their efforts focus on dark alchemy,
The Forsaken originally became allies of the Horde out of and the Royal Apothecary Society commands great power
necessity and convenience. They have no love for orcs, in Undercity’s oily tunnels. The apothecaries constantly
tauren or any other living creature, but they need time to send Forsaken on missions to gather odd materials for
strike against the Scourge and allies to help them do it. The their twisted experiments. Rumors tell that the undead
Forsaken claim that they joined the Horde to prove their creatures are working to create a plague that will
desire to leave their evil ways behind, but no one really exterminate the Scourge and every living being on Azeroth.
believes this. The Horde accepts the forsaken’s help, as
they do indeed have a common enemy: the Scourge. The Dreadful Looks
Horde is leery of the forsaken’s tactics, however, and keeps Forsaken, unsurprisingly, look like dead people. Their skin
watchful eyes on them. is gray and rotting, showing bone and flesh in places. Their
Though initially the Forsaken alliance with the Horde pupil-less eyes glow with dim, white ghostlight. Their
was one of pure convenience, in recent times it appears muscles are withered, making them scrawny. Their move-
that their position in the faction has begun to solidify and ments are slow but jagged. Necromantic magic keeps them
many, though not all, of the Forsaken appear to be more or preserved, but natural decay still proceeds, just at an
less loyal to the Horde now. extremely slow rate compared to normal.
23
Affiliation Forsaken Traits
Though the Forsaken do not trust anyone and no one trusts Your forsaken character has certain traits deriving from
them, they are members of the Horde and, for now, do their humans, as well as forsaken traits.
best to help their allies and placate their ambassadors. Ability Score Increase. Your Constitution score
Forsaken have even less love for the Alliance, particularly increases by 1.
because they clash constantly with the human organization Age. Forsakens do not age, they are undead. The age
called the Scarlet Crusade. they were when brought back as forsaken is the age they
The only other Horde faction they have a semblance of will be until destroyed.
trust with is Silvermoon City and the blood elves. This is Alignment. Forsakens alignment varies, as their race
because their ruler Sylvanas Windrunner, and a small origin, most tend to become more chaotic, and very few
portion of forsaken were once blood elves. keep to good after decades of being an undead.
Size. Forsaken size reflects that of their living counter-
Names parts. Many getting more hunched over with the decades.
Most forsaken keep the human or blood elven name they Your size is Medium.
had when they were alive. If a forsaken cannot remember Speed. Your base walking speed is 30 feet.
their name, or simply wishes to change it, they make up a Cannibalism. You can spend a minute cannibalizing the
suitable name or read one from a headstone. Some invent corpse of a humanoid or beast that has been dead for less
surnames that imply their desire to eradicate the Scourge than hour. When done, you can expend hit dies as if you
or about their undead nature. had finished a short rest.
Darkvision. Forsakens can see normal in dark and dim
conditions. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
Undead. Your creature type is undead instead of human-
oid. Being undead gives you the following benefits:
You have two creature types: humanoid and undead. You
can be affected by a game effect if it works on either of
your creature types.
You have advantage on saving throws against effects
that turn undead.
You don't require food, water or sleep, although you still
require rest to reduce exhaustion and still benefit from
finishing short and long rests.
You have resistance to poison damage, and advantage
on saving throws against being poisoned.
Will of the Forsaken. You have advantage on saving
throws against being charmed or frightened, and magic
can't put you to sleep.
Languages. You can speak, read, and write Common and
Gutterspeak. Gutterspeak is a simple form of common
mixed with dwarven and thalassian, originally the language
of underground rogues, it has since been adapted as the
forsakens official language.
Subrace. Two kinds of forsaken exist on Azeroth, elves
and humans. Choose one of these subraces.
Forsaken Elf
As a forsaken elf, you were once a high elf off quel'thalas,
overtaken by the scourge. Now usually serving as high and
powerful members within Sylvanas' rule.
Ability Score Increase. Your Intelligence increases by 1.
Thalassian Knowledge. You gain proficiency in the
Arcana skill.
Languages. You can speak, read, and write Thalassian.
Forsaken Human
As a forsaken human, you were once a proud human of
lordaeron. A human society at the top of the eastern
kingdoms, that the scourge all but leveled with the ground
in its passing. Now, broken from the scourges will, you
serve under Queen Sylvanas' rule.
Ability Score Increase. One ability scores of your
choice increase by 1.
Skills. You gain proficiency in one skill of your choice.

PART 1 | RACES
24
Peaceful Race
Tauren have no love for bloodshed, as their deep spiritual
beliefs do not have a place for warfare. The elders of a tribe
solve most issues, or two tauren might resolve a conflict
with a ritual challenge resembling a duel.
Having become members of the Horde, the introspective
race has been involved in more and more conflict, creating
Tauren a demand for tauren warriors and healers. Many must
spend time putting great thought into the actions they
Our people have walked this land for many, many years, perform on the field of battle. Taking another life, whether
and in that time have learned much about the world. Our it is man or beast, is an act filled with great significance
allies will need to look to us for wisdom and guidance. My and responsibility to the tauren.
father once made a promise to the Horde, to repay a debt
we owed them for their service to our race. I, for one, Majestic Appearance
intend to deliver on that promise. Tauren are large, and muscular with bull-like heads. Males
— High Chieftain Baine Bloodhoof   average 7 1/2 feet tall and 400 pounds, while females are
usually a bit shorter and lighter. Tauren are mostly muscle,
having incredibly developed physiques and brawny frames
Introduction most suitable for combat. Soft, downy fur covers the tauren
The plains of Kalimdor have long been a home to these body, with manes growing along head and neck, the lengths
gargantuan nomads. The tauren are a race of spiritual of the arms, and the shins.
shamans, hunters, and fighters, who long ago developed a Coloration can range from solid black to blond and even
complex culture and system of living without the aid of to white, or mottled pelts with a range of spots and
stonework, steel or conquest. This is not to say that the different colors. Horns are most prominent on males,
tauren are a race of pacifists, when they are angered they although all tauren have horns.
are capable of retaliating with swift and decisive brutality.
The tauren are a noble race that embrace the natural Affiliation
world. They have shed their nomadic roots and united in Tauren are members of the horde. When they first
their ancestral lands. Their race may be one of spirituality, encountered the orcs, the tauren recognized them as
reverence for nature, and respect for elders, but it also spiritual brethrens. No other race shared such a similar
possesses powerful warriors that willingly fight when the outlook on the world, and the shamans of both races met
situation demands it. Although strong and capable warriors frequently to discuss the matters of the spirit world. The
when roused in battle, most tauren reserve combat for tauren allied with the orcs out of a shared vision, one of a
when all other options are exhausted. collective of allies keeping each other well guarded.
They prefer course of wise discussion and careful While the tauren see the orcs and trolls as friends to
rumination before embarking on any great endeavor, and welcome, they rarely trust the forsaken with more than a
they have great respect for the wise, spiritual and elderly nod and a place to set their withered feet, and give blood
among their people. The tauren are not wrathful by nature, elves the same treatment, the taint of magic still lingering
but sometimes a thirst for justice causes them to take up on the blood elven spirit is a poisonous air to the tauren, a
arms in anger. stench of the soul that they cannot tolerate for long.
PART 1 | RACES
25
    Tauren bear no personal ill will to members of the    Gore. Your horns are natural weapons, which you can
Alliance unless directly threatened by them. They view use to make an unarmed strike. If you hit with them, you
night elves with awe and fear. Tauren and night elves have deal 1d8 + your Strength modifier piercing damage.
coexisted on Kalimdor for centuries, and tauren have long Tribal Training. You are proficient in longbows,
seen the Kaldorei as a mythical race of demigods, wielders halberds, and tauren totems.
of great magic and steeped in natural powers. War Stomp. You can cast the earth tremor spell once
per day, stomping your hoof into the ground. Strength is
Names your spellcasting ability for this spell.
The language of the tauren is often harsh and low Languages. You can speak, read, and write Common and
sounding, which is reflected in the names of their children. Taur-ahe. Taur-ahe is a harsh, and low sounding language,
The last name of a tauren is usually a family name, handed without a proper alphabet, their written language is made
down through the generations. If the tauren has performed of elaborate pictograms and pictoforms.
some act that has made an impression on the elders of his Tribe. Tauren are a tribe people, many tribes exist, but
tribe, however, he may choose to take on his own last name Bloodhoof, Grimtotem, and Highmountain is by far the 3
to commemorate that act. largest. Choose one of these tribes.
Male Names: Azok, Bron, Turok, Garaddon, Hruon, Etu, Bloodhoof Tribe
Jeddek, Mechi, Cochu, Huslu, Idra, Naalnish Bloodhoofs are widely spread, their kin is the keepers of
Female Names: Argo, Serga, Grenda, Beruna, Halfa, Thunder Bluff, the tauren capital. They reside all over
Atepa, Chepi, Mabu, Foston, Pakuna, Halona Azeroth, in attempts to restore the balance of the world
Family Names: Darkthorn, Thunderhoof, Stormhorn, after the occupation of the burning legion.
Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker Ability Score Increase. Your Charisma increases by 1.
Far traveled. You are proficiency in the History skill.
Tauren Traits
Tauren share certain characteristics no matter what tribe Grimtotem Tribe
they come from. Grimtotems are the most aggressive and vicious tauren,
Ability Score Increase. Your Constitution score wishing to eradicate lesser races from Kalimdor, and
increases by 2. reclaim tauren long lost ancestral holdings.
Age. Tauren reaches adulthood in their mid teens, and Ability Score Increase. Your Strength increases by 1.
most grow to be 80 years old, few live beyond a century. Fearful. You have proficiency in the Intimidation skill.
Alignment. Most tauren are lawful, keeping to their tribal Highmountain Tribe
code. Those who are evil are shunned upon, most either Highmountains are among the more secluded tauren,
outlaws or corrupted in some form. residing atop highmountain on the broken isles, they are a
Size. Tauren stand between 7-9 feet tall, most heavily peaceful, and generally kind hearted tauren kin. These
built with broad shoulders. Your size is Medium. tauren has massive thick antler instead of horns.
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Wisdom increases by 1.
Powerful Build. You count as one size larger when Animal Handler. You are proficiency in the Animal
determining your carrying capacity and the weight you can Handling skill.
push, drag, or lift.

PART 1 | RACES
26
Troll
Your ancestry dates back to the dawn of the world. Great
were the ancient empires of the trolls. I see a spark in your
eyes, a powerful will - you wish to be great again, yes?
— Lorewalker Cho  

Introduction
The jungle trolls are sometimes referred to as Gurubashi
trolls, after the ancient empire of the same name. Their
capital, Zul'Gurub, is located in Stranglethorn Vale, along    Not all trolls practice voodoo, but it is widespread. It was
with many smaller towns, cities, and villages, many of given to the trolls by their worshiped gods the Loa, and the
which are in a state of ruin or disrepair. The largest jungle exact emergence of voodoo among the trolls is unknown,
troll settlement outside Stranglethorn is Sen'jin Village for most tribes that possess such knowledge are unwilling
founded by the Darkspear tribe, who had been displaced to share it with outsiders.
from their exile on the Broken Isles and Echo Isles.
Forest trolls hold all other races in contempt — Tall and Muscular
especially blood elves, whom they consider the despoilers
of their ancient homeland. They will only work with others Trolls are often tall, lanky, and muscular. They have both
if it means the elimination of an even more hated enemy. elven and orcish characteristics with their fierce fangs and
Forest troll culture is tribal and primitive. Though not as long ears. Their long arms, strong legs and quick reflexes
violent as their ice troll cousins, forest trolls nonetheless make them adept hunters.
have a fearsome reputation in battle. Trolls have only two fingers and a thumb on their hands,
Ice trolls are a subspecies of troll that lives in cold and they have only two toes on each foot. Some trolls have
climates. They have angular features, bright blue eyes, and a toenail on their heels, and they do not wear standard
mottled blue-white skin covered in hides and pelts. This shoes or boots due to their unusual foot shape and comfort
troll has blue-white skin under grayish leather armor, and in wading barefooted within different terrains.
he sports a red mohawk.
Ice trolls are generally evil and like most trolls, they are Affiliation
fierce protectors of their homes and may attack travelers to Trolls are steadfast members of the horde. Though they
gain weapons, materials, clothing and food. They practice practice voodoo and many retain their savage natures, they
cannibalism and sometimes eat their slain enemies raw. are respected within the horde by the orcs. They feel a
great debt to them, and their time fighting alongside the
Cannibalists and Voodooism tauren has made them friends of these creatures as well.
Cannibalism was a relatively common practice amongst They are suspicious of the forsaken, but so is everyone else.
trolls, although through the decades, and with their The troll tribes doesn’t really hate the Alliance races, but
integration into the horde, their cannibalism had been their loyalty to the Horde and their bloodthirstiness makes
frowned upon by most, and has since been made a the Alliance a great target. However, their respect for the
forbidding practice by the horde, some still practice it, but Warchief prevents them from waging a private war against
non do so openly. Theramore.
PART 1 | RACES
27
Names
Troll names look simple but are surprisingly complex. Languages. You can speak, read, and write Common and
Their language is largely syllabic, and various syllables can Zandali. Zandali is the tongue of all trolls. It is a largely
be added to the beginning or end of a troll’s name to denote syllabic language, and taught down through generations as
status and ability. Trolls don't have family names, although it has no physical script.
some use their clan name as their surname. Subrace Ancient divides among the Zandalari trolls
Male Names: Vol, Ros, Mig, Gal, Traxe, Maaho, Tuben, Ju, resulted in three main subraces: forest trolls, ice trolls, and
Goz, Akash, Vithek, Tian, Vazkono, Rhas, Vog jungle trolls. Choose one of these subraces.
Female Names: Shi, Mith, Hai, So, Ozdun, Imo, Aju, Forest Troll
Zhokre, Xullah, Joz, Fahze, Zil, Ruso, Mooh Forest trolls are a secluded kin, preferring the company of
plants before other races. Their skin is green, with a thin
Troll Traits layer of a moss-like substance growing on it. As broad
All trolls originate from the Zandalar trolls, giving them shouldered as ice trolls, but not nearly as fierce.
certain common traits. Ability Score Increase. Your Constitution score
Ability Score Increase. Your Dexterity increases by 2. increases by 1.
Age. Trolls mature at the same rate as humans, reaching Omnivorous. You are able to gain nourishment from
adulthood in their late teens. Most trolls live until their plants and foliage as well as common food.
early 70, but are able to live to 150. Natural Camouflage. You have advantage on Stealth
Alignment. Trolls are a neutral race, their alignment checks, when hiding in foliage or undergrowth.
varying drastically between them. Most trolls tend to avoid
evil, and those who do become evil are almost always Ice Troll
corrupted in some way. Ice trolls are the most barbaric of the trollkins, living in
Size. Even though most trolls stand slightly bend over, cold climates easily, with their thick hide, and large build.
they still tower above most other races, with their height They share little of the slenderness of their kin, being
between 7 to 8 feet, and their muscular slender build. exceptionally muscular, with skin and hair of pale colors.
Your size is Medium. Ability Score Increase. Your Strength increases by 1.
Speed. Your base walking speed is 30 feet. Hardened Skinned. You have resistance against cold
Darkvision. Trolls retain their vision in dark and dim damage, and ignore effects of extreme cold.
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. Jungle Troll
You can't discern color in darkness, only shades of gray. Jungle trolls are the most civilized troll species. They are
Rapid Regeneration. As bonus action you can regain organized around tribes, with bloodlines led by powerful
1d6 + your Constitution modifier hit points. The amount warriors. Their skin tend to be light blue to dark grey.
healed increases by 1d6 at 5th, 11th, and 17th level. Ability Score Increase. Your Charisma increases by 1.
You can use this feature a number of times equal to your Gurubashi Training. You have proficiency with the
Constitution modifier (minimum of 1), regaining expended handaxe, javelin, and spear.
uses after a long rest. Survivalist. You gain proficiency in the Survival skill.

PART 1 | RACES
28
Inspired by the Sunwell's rebirth, the blood elves have
since entered into a shining new era in their ancient race's
history. Although some elves remain hesitant to abandon
their dependence on arcane magic, others have embraced
change for the betterment of Quel'Thalas.
Blood Elf
We must put this misery behind us. We must enter a new Crimson
chapter! And so I say to you that, as of this day, we are no As a culture, the sin'dorei have retained the look and feel of
longer high elves! In honor of the sacrifices of our brothers their fallen high elven kingdom, though have developed a
and sisters, our parents, and our children, as of this day we greater penchant for the colour of crimson: the colour of
will take the name of our royal lineage! As of this day, we their namesake. Crimson-red robes, decor and armour
are sin'dorei! For Quel'Thalas! have become far more commonplace within blood elven
society prior to the fall of the high elven people, a reference
— Kael'thas Sunstrider   to the blood of their many brethren who had perished in
the Third War. The iconic and traditional blood elven
Introduction colours are red, gold, and to a lesser extent, blue – all of
which can be seen on their racial crest, the Icon of Blood.
Nourished and strengthened by the Sunwell’s potent
energies, the high elves’ enchanted kingdom of Quel'Thalas Proud Society
prospered within the verdant forests north of Lordaeron.
During the Third War, the high elves were nearly scoured In general, the blood elves are a proud, pragmatic, and
from Azeroth. Led by the death knight Arthas, the scourge somewhat jingoistic people; they place great emphasis on
army slaughtered almost all of the kingdom’s population. In their love for their homeland, and are ruthless to their
the slaughter, Arthas tainted the sunwell, reanimating a lost enemies. Their reputation for isolationism is well-earned,
necromancer. Prince Kael'thas rushed to his homeland's and they prefer to keep to their own kind, although excep-
aid, and the survivors of the onslaught were renamed tions to this stereotype exist. Blood elves are a resilient
'blood elves' in honor of their fallen kin. The blood elves race of survivors, and their most prominent figures stand
grew addicted to the sunwells tainted energies. Kael'thas as beacons of courage, tenacity, and the strength to fight
desperately searching for a cure for his kin, traveling the on, regardless of what foes stand in their way.
world to avenge his people and find a way to sate their Beautiful and Graceful
hunger for magic.
Kael'thas assured his people he would return to Blood elves are, biologically and physiologically high elves.
Quel'Thalas and lead them to paradise, yet on Outland, the With the largest difference being their emerald glowing
prince became twisted with the corrupting essence wielded eyes compared to the high elves blue.
by the demonic Burning Legion. Getting under the sway of They are slenderly built, standing at 5 feet tall to just
the Legion's commander. The prince was later killed on his over 6 feet, and averaging at 150 pounds. They have long
return to Quel'Thalas for his treachery, and with the aid of pointy ears, high cheekbones, and are generally considered
the draenei prophet, Velen, the magic taint lingering on the highly attractive by the standards of most mortal races.
sunwell was vanquished, restore it as a fount of both arcane Both males and females commonly have long hair in light
and holy energy. colorations, and males ability to grow facial hair is—
PART 1 | RACES
29
    —limited, resulting in very few having beards beyond an
inch, and large facial hairs being completely absent.
Affiliation
Blood elves are members of the Horde. Though the Horde
was reluctant to forge allegiances with the sin'dorei, the
vouching of Sylvanas, and the general consensus that the    Alignment. Most blood elves tend to be lawful, being a
blood elves could bring to the table what the Horde had very militant people. Those who do become chaotic is
previously lacked, paved the way to Quel'Thalas being usually mages, or warlocks out of control.
accepted as an equal independent nation of the Horde. Size. Blood elves in many ways resemble humans, but
Names with slender builds, and much more refined features.
Usually just over 6-ft, with very little difference between
Blood elves for the most part use high elven names, origi- male and females.
nally being of high elven kin, many have either kept their Speed. Your base walking speed is 30 feet.
past name, or given high elven names to their children. Darkvision. Accustomed to twilit forests and the night
Unlike high elves, blood elven surnames are generally more sky, you have superior vision in dark and dim conditions.
aggressive, blood elves don't keep family names, with the You can see in dim light within 60 feet of you as if it were
exception of highborne wanting to carry on a certain name. bright light, and in darkness as if it were dim light. You
Male Names: Mariel, Athaniar, Anador, Tharama, Viridiel, can't discern color in darkness, only shades of gray.
Malanior, Eraeth, Ulorath, Yehru, Kithadre Ancient Lore. You gain proficiency with two of the
Female Names: Anarial, Freja, Driana, Coria, Alanassori, following skills of your choice: Arcana, History, Insight,
Melanion, Azshara, Curlih, Setori, Amorly, Zama Perception.
Surnames: Coldtrail, Nightfeast, Darkgift, Glowvein, Arcane Influence. You know the blade ward cantrip.
Warmblood, Dawntrick, Solarmind, Phoenixdreamer When you reach 3rd level you can cast the magic missiles
spell once per long rest. When you reach 5th level, you can
Blood Elf Traits also cast the see invisibility spell once per long rest.
Intelligence is your spellcasting ability for these spells.
Your blood elf character has a variety of natural abilities, High Elven Heredity. You have advantage on saving
the result of the sunwells influence mixed with their high throws against being charmed, and you can't be put to sleep
elven blood. through magical means.
Ability Score Increase. Your Intelligence score Sin'dorei Familiarity. You are proficiency in longbows,
increases by 2, and your Dexterity by 1. sin'dorei warblades, and warglaives.
Age. Blood elves reach adulthood at much the rate of Languages. You can speak, read, and write Common and
humans, but are not considered to have entered adulthood Thalassian. Thalassian is a derivative of the Darnassian
until they reach 60, and can live to become many hundreds language, and in many ways sound the same to an
of years old with ease. inexperienced ear.
PART 1 | RACES
30
Goblin
I never cover up the things I'm proud of. If the world was
gonna split in half tomorrow, I’d buy the Dark Portal, slap a
toll booth on it, and charge refugees the last of their pocket
change, the rings off their fingers, a bite of their meal, and a
contractual obligation to build me a rocket palace in the
skies of Nagrand. It’s the goblin way! Supply and demand!
Deal with it!
— Trade Prince Jastor Gallywix      While other races often try to build reliable machines
that would stay for grandchildren, goblin aims for device of
Introduction the marginally bearable reliability that should only last
enough to make its construction reasonable. Weird as it is,
Slaves of the jungle trolls on their home isle, forced to mine this approach allows to build more machines, or to build a
kaja'mite ore out of the volcanic bowels of Mount Kajaro. more complex and powerful machine using the same time
The ore had an unexpected effect on the goblins, granting and resources.
them cunning intelligence. They began to rebel in secret,
engineering artifacts, and brewing alchemical substances Born Traders
to successfully overthrow their oppressors and claim
Kezan their homeland. Goblins have taken to the role of merchants, and it's hard
Their prior prison become an expanding empire in the to travel for more than a week or two without stumbling
mines they had dugged. To their dismay, the effects of the across a goblin shop of some size. Goblin shops can be
kaja'mite ore wore off, and their increased intelligence found nearly anywhere on Azeroth, seemingly regardless of
waned, as the ore itself became scarce and dwindled. Their whether or not there are towns nearby and heedless of
brilliant engineering dwindled in ingenuity, looking dangers such as the Scourge. The goblins will sell anything
haphazardly put together. Their remaining craftiness and to anyone, at only slightly inflated prices.
greed soon took its place, lifting the race to preeminence as Though many shops remain independent, a growing
masters of mercantilism. Great fortunes were amassed, number of them have signs declaring that they are owned
and the isle became a hub for goblin traders. and operated by the Venture Company, which the
proprietors claim is headquartered in a faraway city ruled
Technology by goblins where the streets are paved with gold.
Goblins love of mechanics often places them into direct The goblins are also legendary for the sheer variety of
competition with gnomes who enjoy similar devices. The trade in which they are willing to indulge and for their
competition between goblins and gnomes seems to be tenacity in bargaining.
friendly. Whether clockwork shredders that allow a single Small But Standing Tall
goblin to do as much harvesting as 10 field hands or
zeppelin-like airships that can ferry troops over otherwise Goblins are slight and wiry, averaging 3 feet in height and
impassable terrain, the goblins' inventions have become weighing between 30 and 50 pounds. They have long,
legendary. Such technological ingenuity is as central to the sharp noses, chins and ears, and green skin. Their arms
goblins' rise among the races as any trading prowess. are long and slender and their fingers deft.
Even with the malfunctions and explosions that occur, Female goblins are on average taller than most male
goblin technology is proving to be of a quality that rivals the goblins, even though the difference is miniscule, and close
dwarves and their firearms. to nothing compared to other races.
PART 1 | RACES
31
Affiliation
Goblins have found a recent enemy in the Alliance. Unpro-
fitable encounters with the secretive SI:7 forces have
driven them away from comfortable neutrality with both
sides. Forcing them to reforge old pacts with their business
partners and now allies the horde.
Although the Alliance is not fond of goblins, they still for
the most part do trade with them when stumbled upon
outside Stormwinds borders. Only member of the Alliance
they tend to stay from are night elves, who carry a deep
dislike towards the goblins because of their disrespect for
the nature they continuously harvest for resources.
Names
Every goblin has a given name and a family name. The
family names portray some ancestor’s achievement, though
a goblin may take a new family name if he feels he has
made an accomplishment that outstrips that of his forebear.
Male Names: Nees, Ford, Joxdeld, Zatval, Fivinkle, Bova,
Geevegbix, Rolaz, Ixa, Saz, Menzen, Gilmaxle
Female Names: Trutte, Meez, Kleqe, Suva, Tweedo,
Cynmee, Twinkle, Klasi, Teexma, Ninzi
Family Names: Brokenblast, Shifttale, Saltsnipe,
Deadknob, Nifttweak, Cogbeast, Slyfire, Manbelt
Goblin Traits
Your gnome character has certain abilities, learned through
generations of gnomes.
Ability Score Increase. Your Intelligence increases by 1,
and your Charisma score increases by 2.
Age. Goblins mature slightly slower than humans, reach-
ing adulthood in their early 20, and die within a century.
Alignment. Most goblins tend to be chaotic to a certain
degree, even when lawful, they have a spark of chaoticness
in them that they cannot get rid off.
Size. Goblins are between 3 and 4 feet and somewhat
slender. Your size is Small.
Speed. Your base walking speed is 30 feet.
Best Deals Anywhere. You have advantage on any
checks made to appraise the price of items. Goblins are
born traders, and love gold more than anything, giving
them an inherited ability to appraise.
Resourceful. You are proficient in one skill or tool of
your choice.
Darkvision. Goblins naturally have superior vision in
dark and dim conditions. You can see in dim light within 60
feet of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
Time is Money. As a bonus action you can shout at an
ally and command them to move. That creature can use it's
reaction to move up to its speed without provoking
opportunity attacks. You can't use this feature again until
you finish a short or long rest.
Mechanical Familiarity. You are proficient in firearms.
Languages. You can speak, read, and write Common,
Goblin and two languages of your choice. Goblins are
traders, and trade with every race willing to buy from them,
picking up languages as they go.

PART 1 | RACES
32
33
A Spiritual Race
Pandaren have a fierce and deep belief in the connection of
the material and spiritual worlds. In many ways their faith
mirrors the ancient beliefs of the night elves, and the tribal
Pandaren beliefs of the tauren, troll, and orc races.
To ask why we fight... is to ask why the leaves fall. It is in Like the Tauren, and Wildhammer dwarves, the
their nature. Perhaps, there is a better question. Why do pandaren follow a shamanistic faith, worshiping the Earth
we fight? To protect Home, and Family... To preserve Mother and giving passage to their dead. They also follow a
Balance, and bring Harmony. For my kind, the true new philosophy, they are a society that reacts, instead of
question is: What is worth fighting for? acting first. They claim to be the water that flows around a
rock: "The water does not push the rock out of the way, it
— Chen Stormstout   merely goes around it".
They use this uncomplicated way of thinking in their
everyday life. If they set their minds to a task, and they fail,
Introduction then they believe they went about it the wrong way and try
The pandaren have long been a mystery to other races of again.
Azeroth, their history stretching back thousands of years, Covered in Fur
to before the raise of the kaldorei. Denizens of a wondrous
and fertile land, the pandaren were slaves to the ancient Pandaren are humanoid bears, generally between 5 and 6
warlords known as the mogu. Through tenacity, diplomacy, feet tall, covered in fur from head to toe. Every pandaren
and a unique form of unarmed combat, they staged a has two colors of fur; one is always white but the other
successful revolution that deposed the mogu, and color ranges from black to brown to red. They have paws
established the foundation of the pandaren empire that for hands and feet, with three fingers, a thumb and three
would prosper for thousands of years. toes. Each digit is tipped with a black claw. They refer to
During the bleak days that preceded the sundering of the their hands directly as paws. While the species has a tail,
world, the pandaren emperor shrouded their land in an there are two distinct forms. The common form is a round
impenetrable mist for ten thousand years. As the years stub of fur, but the second form, which is long and thickens
unveiled, and the pandarian isle reentered Azeroth, both out by the end, is exclusive to red-and-white females.
factions wanted a part of the unexplored isle and what lied Pandaren are usually very rotund, which tend to be a
upon it. point of pride in their society
PART 1 | RACES
34
Affiliation
The pandaren are neutral, and relatively new upon the face
of Azeroth, having been welcomed into both Alliance and
Horde cities due to the members interest in the race.
They carry no personal ill feelings against races of
Azeroth, having only had a brief time to learn the history of
every race. They do though carry a certain fondness for the
dwarves because of their brewing of ale, and the taurens
because of their spirituality. As they stand now, pandaren
as a race have not pledged their allegiance with either side,
a few exceptions have occurred of individuals officially
siding with one faction or the other.
Names
Pandaren naming practices are similar to those of humans,
each pandaren are given a name at birth, and carries on the
family name of their parents. Some pandaren are known to
take a new family name reflecting their own achieve-ments
in life, yet such practices are uncommon.
Male Names: Fan Su, Tan Delan, Tian Fu, Fan-Su, Zi Ling,
Gao, Bai, Wei He, Xun Ming, Dong-Gun
Female Names: Sujin, Zemin, Seul-Gi, Heng Lei, Sun-Mi,
Zheng, Yan, Wei Zhelan, Xuefeng, Li, Liuxian
Family Names: Caskriver, Drumfriends, Wisespear,
Keenwalker, Calmbrow, Mellowcoil, Ironshadow, Wildfur
Pandaren Traits
Pandaren has the following characteristics, harnessed
through their immense training.
Ability Score Increase. Your Wisdom score increases
by 2, and your Charisma score increases by 2.
Age. Much like humans, pandaren reach adulthood in
their late teens, and live approximately to become the same
age as strong humans, most dying within a century.
Alignment. Pandaren are a peaceful folk, and for the
most part tend towards neutral or good, finding a pandaren
that is of an evil alignment, is uncommon.
Size. Pandaren are between 5 to 6 feet tall, and always
on the chubby side, but never lets that hinder them or take
offence from it. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Bouncy. You have resistance against bludgeoning
damage taken from falling.
Gourmand. You are proficient in the brewer's supplies
and cook's utensils.
Pandaren Stomach. You have advantage on saving
throws against poison.
Quaking Palm. Upon hitting a target with an unarmed
strike, you may transfer chi from your body to the targets,
the target must succeed on a Constitution saving throw, or
be stunned until the end of your next turn. Wisdom is your
saving throw ability for this feature. You can't use this fea-
ture again until you finish a short or long rest.
Languages. You can speak, read, and write, Common
and Pandaren. Pandaren in many ways resemble an
ancient form of human languages from a time long
forgotten, it uses the same dictionary, but its way of
pronunciation and spelling is unfamiliar to the world.

PART 1 | RACES
35
PART 1 | CLASSES
36
Chapter 2: Classes

H
eroes are extraordinary people, driven by a Your class gives you a variety of special features, such as
thirst for excitement into a life that others a warrior's mastery of weapons and armor, and a mage's
would never dare lead. They arc heroes, spells. At low levels, your class gives you only two or three
compelled to explore the dark places of features, but as you advance in level you gain more and
Azeroth and take on the challenges that your existing features often improve.
lesser women and men can't stand against. Each class entry in this chapter includes a table
Class is the primary definition of what your character summarizing the benefits you gain at every level, and a
can do. It's more than a profession; it's your character's detailed explanation of each one.
calling. Class shapes the way you think about the world and Heroes sometimes advance in more than one class. A
interact with it and your relationship with other people and rogue might switch direction in life and swear the oath of a
powers in the multiverse. A warrior, for example, might paladin. A barbaric warrior might discover latent magical
view the world in pragmatic terms of strategy and ability and dabble in the arcanic classes while continuing to
maneuvering, and see herself as just a pawn in a much advance as a warrior. Elves are known to combine martial
larger game. A priest, by contrast, might see himself as a mastery with magical training and advance as warriors and
willing servant in a god's unfolding plan or a conflict mages simultaneously.
brewing among various deities. While the warrior has Optional rules for combining classes in this way, called
contacts in a mercenary company or army, the priest might multiclassing, appear in chapter 5.
know a number of healers, paladins, and devotees who Ten classes — listed in the Classes table — are found in
share his faith. the World of Warcraft and define the spectrum of heroes.

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

PART 1 | CLASSES
37
Druid
Standing in the way of nature is heresy. Even when nature's
force is a destructive one.
— Malfurion Stormrage  
Clutching an engraved staff stitched with leaves, a night
elf summons the powers of elune, calling down raw blue
energy of the moon upon a terrible foe, smashing upon its
body and encasing it hole for a brief moment.
Crouching out of sight on a low hanging tree branch, in
the form of a large feral tiger, a worgen scouts out from his
hiding stop towards the constructions of Zul'Gurub.
Watching every move of the jungle trolls patrolling.
Holding near her sickle and staff, a young tauren druid is
making beautiful ritual, making tiny seeds sprinkle into a
perfect circle of faintly glowing green lights, healing an
endured ally to the best of her capabilities.
Rushing forward towards his companions aid, rumbling
the ground as his body transforms into a giant bear
creature with tusks, an experienced troll runs to his allies
aid, blocking a fatal blow with its fur.
Nature's Power
Druids harness the vast powers of nature to preserve
balance and protect life. With experience, druids can
unleash nature’s raw energy against their enemies, raining
celestial fury on them from a great distance, binding them
with enchanted vines, or ensnaring them in unrelenting
cyclones. Druids can also direct this power to heal wounds
and restore life to fallen allies.
They are deeply in tune with the animal spirits of
Azeroth. As master shapeshifters, druids can take on the
forms of a variety of beasts, morphing into a bear, cat,
creatures of water, and creatures of air with ease. This
flexibility allows them to fill different roles during their
adventures, tearing enemies to shreds one minute and
surveying the battlefield from the sky the next. These
keepers of the natural order are among the most versatile
heroes in Azeroth, and they must be prepared to adjust to
new challenges on a moment’s notice.
PART 1 | CLASSES
38
The Druid
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2 — — — — — — — —
2nd +2 Shapeshifting, Druid Path 2 3 — — — — — — — —
3rd +2 — 2 4 2 — — — — — — —
Ability Score Improvement,
4th +2 3 4 3 — — — — — — —
Shapeshifting Improvement
5th +3 — 3 4 3 2 — — — — — —
Druid Path feature,
6th +3 3 4 3 3 — — — — — —
Shapeshifting Improvement
7th +3 — 3 4 3 3 1 — — — — —
Ability Score Improvement,
8th +3 3 4 3 3 2 — — — — —
Shapeshifting Improvement
9th +4 — 3 4 3 3 3 1 — — — —
10th +4 Druid Path feature 4 4 3 3 3 2 — — — —
11th +4 — 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th +5 — 4 4 3 3 3 2 1 1 — —
14th +5 Druid Path feature 4 4 3 3 3 2 1 1 — —
15th +5 — 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —
17th +6 Druid Path feature 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Soul of the Forest 4 4 3 3 3 3 2 2 1 1

Protectors of Balance Maybe your character was born during an epic storm or
a volcanic eruption, which was interpreted as a sign that
Guardians of nature who seek to preserve balance and becoming a druid was part of your character's destiny.
protect life, Druids have unmatched versatility on the field Perhaps your homeland was befouled by evil, and you took
of battle. This is in part because druidism is much more up an adventuring life in hopes of finding a new home.
than a fighting discipline.
It’s a way of life steeped in traditions so ancient that even Quick Build
the origin of their kind is preserved largely in mythology You can make a druid quickly by following these
passed on through millennia. suggestions. Wisdom should be your highest ability score,
Druids harness nature’s raw energy for an incredible followed by Constitution. (Feral druids make their Dexte-
breadth of offensive and defensive abilities, as well as to rity higher than Constitution, and Guardians Strength.)
restore life to the wounded. Through communion with
nature and the demigod Cenarius, Lord of the Forest, Class Features
Druids are supernaturally endowed with the gift of
shapeshifting, allowing them to take the form of all manner As a druid, you gain the following class features.
of nature’s creature and access powers as distinct as they
are diverse. Hit Points
Hit Dice: 1d8 per druid level
Creating a Druid Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution
When making a druid, consider why your character has modifier per druid level after 1st
such a close bond with nature. Perhaps your character was
raised by a druid after being abandoned in the depths of a Proficiencies
forest. Perhaps your character had a dramatic encounter Armor: Light armor, medium armor
with the spirits of nature, coming face to face with a giant Weapons: Simple weapons
eagle or dire wolf and surviving the experience. Tools: Herbalism kit
PART 1 | CLASSES
39
Saving Throws: Intelligence, Wisdom Spellcasting Focus
Skills: Choose two from Arcana, Animal Handling. lnsight, You can use a druidic focus as a spellcasting focus for your
Medicine, Nature, Perception, Religion, and Survival druid spells.
Equipment
You start with the following equipment, in addition to the Shapeshifting
equipment granted by your background: Starting at 2nd level, you can use your action to magically
(a) a quarterstaff or (b) any simple weapon assume the shape of certain beasts. You can shapeshift into
(a) a dagger or (b) any simple weapon a known shape as often as you wish.
Leather armor, explorer's pack, and a druidic focus Your druid level determines the shapes you can trans-
form into, as shown in the Shapeshifts table. At 2nd level,
Druidic for example, you can assume the shape of a large feral cat,
or a thick furred bear. Each shapeshift and its benefits are
You know Druidic, the secret language of druids. You can described in Appendix A at the end of this book.
speak, read and write Druidic, a language sacred to druids
that is not taught to outsides without severe consequences Shapeshifts
for the teacher and teached. Level Shapeshift Forms

Spellcasting 2nd Cat and Bear

Drawing on the divine essence of nature itself, you can cast 4th Travel
spells to shape that essence to your will. See chapter 10 of 6th Aquatic
the Player's Handbook for the general rules of spellcasting
and chapter 6 of this book for the druid spell list. 8th Flight

Cantrips You can stay shapeshifted for as long as you wish. You
At 1st level, you know two cantrips of your choice from the can revert to your normal form by using a bonus action on
druid spell list. You learn additional druid cantrips of your your turn. You automatically revert if you fall unconscious,
choice at higher levels, as shown in the Cantrips Known drop to 0 hit points, or die.
column of the Druid table. While you are transformed, the following rules apply:
Preparing and Casting Spells Your retain your game statistics, alignment, and person-
The Druid table shows how many spell slots you have to ality. You also retain all of your skill and saving throw
cast your spells of 1st level and higher. To cast a druid spell, proficiencies, in addition to gaining those of the shape.
you must expend a slot of the spell's level or higher. You re- Shapeshifting does not change your hit points, and any
gain all expended spell slots when you finish a long rest. damage taken whilst in a shapeshift carries over to your
You prepare the list of druid spells that are available for humanoid form upon reverting back.
you to cast, choosing from the druid spell list. When you do You can't cast spells, and your ability to speak or take
so, choose a number of druid spells equal to your Wisdom any action that requires hands is limited to the capabil-
modifier + your druid level (minimum of one spell). The ities of your shapeshift. Transforming doesn't break your
spells must be of a level for which you have spell slots. concentration on a spell you've already cast, however, or
For example, if you are a 3rd-level druid, you have four prevent you from taking actions that are part of a spell
1st-level and two 2nd-level spell slots. With a Wisdom of 16, that you've already cast.
your list of prepared spells can include six spells of 1st or You retain the benefit of any features from your class,
2nd level, in any combination. If you prepare the 1st-level race, or other source and can use them if the shapeshift
spell cure wounds, you can cast it using a 1st-level or 2nd- is physically capable of doing so. However, you can't use
level slot. Casting the spell doesn't remove it from your list any of your special senses, such as darkvision, unless
of prepared spells. your new form also has that sense.
You choose whether your equipment falls to the ground
You can also change your list of prepared spells when in your space, or merges into your new form. Merged
you finish a long rest. Preparing a new list of druid spells equipment has no effect until you leave the shape.
requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list.
Spellcasting Ability Druidic Forms
Wisdom is your spellcasting ability for your druid spells, Shapeshifts are an extension of the druid. Both
since your magic draws upon your devotion and attune- as a person, but also as a race, a taurens shape-
ment to nature. You use your Wisdom whenever a spell shift might grow horns similar to his own. An orc
refers to your spellcasting ability. In addition, you use your or troll might want their forms to have tusks, and
Wisdom modifier when setting the saving throw DC for a a night elf might decorate theirs with signs of
druid spell you cast and when making an attack with one. elune. Likewise, their beast might be different,
one may choose a slim panther, and another a
Spell save DC = 8 + your proficiency bonus + your strong lion, or another feline beast.
Wisdom modifier A list of the most common beasts druids have
Spell attack modifier = your proficiency bonus + your taken for that shape. Choose one of them as your
Wisdom modifier shape, and modify its appearance as you wish to
fit your race, or talk to your DM about becoming
Ritual Casting something not on the list.
You can cast a druid spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
PART 1 | CLASSES
40
Druid Paths
At 2nd level, you choose to identify with a druidic path:
Balance, Feral, Guardian, or Restoration, all detailed at the
end of the class description. Your choice grants you featur-
es at 2nd level and again at 6th, 10th, 14th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
by 1. As normal, you can't increase an ability score above 20
using this feature.
Timeless Body
Starting at 18th level, the primal magic that you wield has
caused you to age more slowly. For every 10 years that
pass, your body ages only 1 year.
Soul of the Forest
At 20th level, your connection with nature has grown to an
incredible level, deepening beasts respect for you, and mak-    For example, when you are a 4th-level druid, you can re-
ing you able to conjure a gateway to the Emerald Dream. cover up to two levels worth of spell slots. You can recover
Using 10 minutes in an area of unspoiled nature, you can either a 2nd-level slot or two 1st-level slots.
conjure a gateway to the Emerald Dream, the entrance Moonkin Shapeshift
shimmers faintly and is 5 feet wide and 10 feet tall. You and Beginning at 6th level, you learn how to shapeshift into a
any creature you designate when conjuring the gateway moonkin. While shapeshifted into a moonkin you are con-
can enter into the Emerald Dream for as long as the gate- sidered unarmored, and add your Wisdom modifier to your
way remains open. You can open and close the gateway if armor class. Additionally, you ignore the shapeshifting rule
you are within 30 feet of it. While closed, the gateway on concerning spellcasting whilst a moonkin, and when you
Azeroth crumbles and is effectively invisible. The gateway cast a spell of 1st level or higher, you add half your druid
remains conjured for 24 hours, at which point it crumbles level to the damage dealt.
entire and cannot be conjured again for 7 days. Unlike your other shapeshifts, you can only use this
In addition, beasts and plants of the wilds can sense your feature twice. Regaining expended uses when you finish a
connection to nature, giving you advantage on all skill and short or long rest. You can stay as a moonkin for a number
ability checks made to communicate with them. of hours equal to half your druid level. You then revert to
your normal form unless you expend another use of this
Druid Paths feature. All other shapeshifting rules still apply.
Although all druids have a deep love for nature and Astral Influence
wilderness, some druids have a deeper love for their At 10th level, as a bonus action, you can replace one spell
animal shapeshifts, preferring that form over their you have prepared with another spell from the druid spell
humanoid one. Others for the goddess Elune, and some list. Once you use this feature, you can't use it again until
stay true to the druidic tradition of preserving life, druids you finish a short or long rest.
fall into four categories: Balance, Feral, Guardian, or
Restoration druids. Fury of Elune
Path of Balance Starting at 14th level, when you are hit by a melee attack,
you can use your reaction to deal force damage to the
Druids on the path of balance leverage the sacred powers attacker. The damage equals your druid level. The attacker
of the moon, the sun, and the stars, accessing a mixture of must also make a Strength saving throw against your druid
arcane and nature powers to aid in the fight against the spell save DC. On a failed save, the attacker is pushed in a
imbalance that threatens the natural order of all things. straight line up to 20 feet away from you.
Bonus Cantrip Chosen of Elune
When you choose this path at 2nd level, you learn one At 17th level, your connection to Elune has strengthened
additional druid cantrip of your choice. you beyond measure. Your moonkin shapeshift no longer
has a usage limitation, and you are able to stay shape-
Innervate shifted for as long as you wish.
Starting at 2nd level, you can regain some of your magical Additionally, you always have the moonbeam spell pre-
energy by sitting in meditation and communing with pared, and it doesn't count against the number of spells you
nature. During a short rest, you choose expended spell prepare each day. You can cast moonbeam as a 4th-level
slots to recover. The spell slots can have a combined level spell without expending a spell slot.
that is equal to or less than half your druid level (rounded Once you cast moonbeam in this way, you can't do so
up), and none of the slots can be 6th level or higher. You again until you finish a short or long rest, though you can
can't use this feature again until you finish a long rest. still cast it normally using an available spell slot.

PART 1 | CLASSES
41
Path of Feral
Druids on the feral path seek an understanding, and Sudden Thrashes
visceral connection to the wild, and in combat take the form Starting at 14th level, you learn to attack with such
of a deadly feline predator. Feral druids become ferocious, unexpected speed that you can turn a miss into another
agile stalkers. Many feral druids coming to prefer the strike. Once on each of your turns when you miss with a
appearance of their feline selves over their humanoid weapon attack, you can make another weapon attack as
shape. part of the same action.
Predatorial Preference King of the Jungle
When you choose this path at 2nd level, you've begun to At 17th level, you have become an experienced predator,
spend more time as a feline. Your proficiency in Intelli- capable of acting fast in combat and attacking first. You can
gence saving throws permanently changes to Dexterity. now attack three times instead of twice, whenever you take
the Attack action on your turn.
Feral Caster In addition, you gain the following benefits:
Starting at 2nd level, you actively spend more time on your You ignore nonmagical difficult terrain.
predatory skills than your spellcasting, making it difficult You have advantage on initiative rolls
for you to cast spells beyond 5th level. To cast a spell of 6th On your first turn in combat, you have advantage on
level or higher, you must make a Wisdom saving throw attack rolls against a creature that have not yet acted.
against a DC of 10 + the spells level. On a failure, the spell
fails and the spell slot is expended. Path of Guardian
You can expend spell slots for various abilities within
your cat form, each of which are detailed below. Druids of the guardian path take the form of great bears,
these guardians become massive walls of fur, claw, tooth,
Feral Enhancements and, aided by the forces of nature, they stand between allies
These enhancements are presented in alphabetical order. and any opposing threats.
Displacer Beast. As a bonus action, you can expend a Raging Shapeshift
spell slot to teleport to an empty square within 30 feet of
you, and giving you the benefits of a dash upon reappearing When you choose this path at 2nd level, you've begun to
in the new square for the rest of your turn. spend more time as a bear. Your proficiency in Intelligence
Ferocious Bite. When you hit another creature with a saving throws permanently changes to Constitution.
bite attack, you can expend a spell slot to deal an additional Additionally, you can enter a rage as a bonus action,
damage die for every two spell slot levels expended. shapeshifting you into your bear form if you aren't already.
For example, if you expend a 1st or 2nd level spell slot, While raging as a bear, you gain the following benefits.
you deal 1 additional damage die, and if you expend a spell You have advantage on Strength checks and Strength
slot of 3rd or 4th level, you deal 2 additional damage dice. saving throws.
Mighty Bash. When you hit another creature with a When you make a melee weapon attack, you add your
melee weapon attack, you can expend a spell slot of 3rd proficiency bonus to the damage roll.
level or higher to attempt to stun the target. The target You have resistance to bludgeoning, piercing, and
must succeed on a Constitution saving throw or be stunned slashing damage.
until the end of your next turn.
Rake. When a creature misses you with a melee attack, Your rage lasts for 1 minute. It ends early if you are
you can use your reaction and expend a spell slot to make knocked unconscious or if your turn ends and you haven't
an opportunity attack against the creature. attacked a hostile creature since your last turn or taken
On a hit, you deal normal damage and an additional 1d6 damage since then. You can also end your rage on your
per spell slot level you expended. turn as a bonus action.
Renewal. As a bonus action, you can expend a spell slot Once you have raged the number of times equal to your
to regain 1d8 hit points per level of the spell slot expended. Constitution modifier, you must finish a long rest before
Survival Instincts. You can use your reaction and you can rage again.
expend a spell slot upon taking damage to gain resistance
towards all damage until the beginning of your next turn. Bestial Caster
Starting at 2nd level, you actively spend more time on your
Primal Strikes bestial skills than your spellcasting, making it difficult for
Beginning at 6th level, you can attack twice, instead of you to cast spells beyond 5th level. To cast a spell of 6th
once, whenever you take the Attack action on your turn. level or higher, you must make a Wisdom saving throw
In addition, your bite and claws count as magical for the against a DC of 10 + the spells level. On a failure, the spell
purpose of overcoming resistance and immunity to non- fails and the spell slot is expended.
magical attacks and damage. You can expend spell slots for various abilities within
Upon reaching 10th level, your bites damage increases to your bear form, each of which are detailed below.
1d8, and your claws damage increases to 2d6. Bestial Enhancements
Supreme Prowler These enhancements are presented in alphabetical order.
At 10th level, you excel at moving quiet. You have advantage Brambled fur. You can use your reaction and expend a
on a Dexterity (Stealth) check if you move no more than spell slot upon taking damage to return part of the damage
half your speed on the same turn. taken. For each level of the spell slot expended, roll 1d8,
reducing your damage taken equal to the amount rolled,
and returning that damage to the attacker.
PART 1 | CLASSES
42
    Demoralizing Roar. As an action, you let out an echoing Path of Restoration
roar. Each creature you choose within 30 feet of you must
succeed on a Wisdom saving throw, or have disadvantage Druids of the restoration path builds a stronger bond with
on all attack rolls until the end of your next turn. A creature things that grow than the rest of their kin, gaining
immune to being frightened automatically succeeds. inspiration from the flower’s bloom, the seeds sprout, the
Ferocious Bite. When you hit another creature with a mushroom’s spores, and the tree’s growth.
bite attack, you can expend a spell slot to deal an additional
damage die for every two spell slot levels expended. Path Spells
For example, if you expend a 1st or 2nd level spell slot, When you choose this path at 2nd level, you learn the
you deal 1 additional damage die, and if you expend a spell resistance cantrip. At 3rd, 5th, 7th, and 9th level you gain
slot of 3rd or 4th level, you deal 2 additional damage dice. access to the spells listed for that level in the table below.
Mighty Bash. When you hit another creature with a Once you gain access to one of these spells, you always
melee weapon attack, you can expend a spell slot of 3rd have it prepared, and it doesn't count against the number of
level or higher to attempt to stun the target. The target spells you can prepare each day. If you gain access to a
must succeed on a Constitution saving throw or be stunned spell that doesn't appear on the druid spell list, the spell is
until the end of your next turn. nonetheless a druid spell for you.
Pack Defender. When an ally is targeted by a melee
attack, you can use your reaction and expend a spell slot to Druid Level Spells
rush to their aid. Forcing the attacker to make the attack 3rd barkskin, lesser restoration
roll with disadvantage. If the attack hits, you can make a 5th mass healing word, revivify
single bite or claw attack against the target.
For each spell slot level you expend, you can rush 10 feet 7th aura of life, guardian of nature
towards an ally. Any opportunity attacks made against you 9th greater restoration, raise dead
are made with disadvantage whilst moving.
Renewal. As a bonus action, you can expend a spell slot Rejuvenation
to regain 1d8 hit points per level of the spell slot expended.
When you choose this path at 2nd level, you gain the
Mauler blessings of Elune, making you a font of energy that offers
Beginning at 6th level, you can attack twice, instead of respite from injuries. You have a pool of energy represented
once, whenever you take the Attack action on your turn. by a number of d6s equal to your druid level.
In addition, your bite and claws count as magical for the As a bonus action, you can choose one creature that you
purpose of overcoming resistance and immunity to non- can see within 120 feet of you and spend a number of those
magical attacks and damage. dice equal to half your druid level or less. Roll the spent
dice and add them together. The target regains a number of
Mark of Ursol hit points equal to the total. The target also gains 1 tempor-
Starting at 10th level, while in bear form, you can use an ary hit point per die.
action to cast the enlarge/reduce spell on yourself without You regain all expended dice when you finish a long rest.
providing any spell components or expending a spell slot.
When casting the spell this way, you can only use the Ironbark
enlarge effect of it. Beginning at 6th level, when you or a creature within 30
Once you have cast enlarge/reduce in this way twice, you feet of you takes acid, cold, fire, lightning, or thunder
can't do so again until you finish a short or long rest. You damage, you can use your reaction to grant resistance to
can still cast it normally using an available spell slot if you the creature against that instance of the damage.
have it prepared. Tranquility
Persistent Rage Starting at 10th level, you can become as calm as spring,
Upon reaching 15th level, your rage is so fierce that it ends soothing your allies. As an action, you evoke a healing
early only if you fall unconscious or if you choose to end it. energy that can restore a number of hit points equal to five
times your druid level. Choose any creatures within 30 feet
Guardian of Ursoc of you, and divide those hit points among them. This
At 17th level, you embody the power of the wild god Ursoc. feature can restore a creature to no more than half of its hit
Your Strength and Constitution scores each increase by 4. point maximum. You can't use this feature on a construct.
Your maximum for those scores is now 24. Once you have used this feature, you can't use it again
In addition, you are able to rage an unlimited amount of until you have finished a long rest.
times per day, effectively removing the daily limitation. Nature's Cure
When you reach 14th level, you can't be charmed or
frightened, and you are immune to poison and disease.
Tree of Life
At 17th level, you draw strength from the world trees of
Azeroth's roots. When you would normally roll one or more
dice to restore hit points with a spell, you instead use the
highest number possible for each die. For example, instead
of restoring 2d6 hit points to a creature, you restore 12.

PART 1 | CLASSES
43
Hunter
The way of the hunter is one of mastery over the beasts of
the world, an unparalleled precision in marksmanship, and
the knowledge of how to survive in situations where others
would perish.
— Ranger Sallina  
Wild and barbaric looking, a human stalks alone through
the shadows of trees, hunting the orcs he knows are
planning a raid on a nearby farm. Clutching a spear in his
hands, he charges in with intense fury, a large bear running
at his side, roaring as he engages, cutting down one enemy
after another.
Tumbling away from a cone of freezing air, a night elf
finds her feet and draws back her bow to loose an arrow at
the blue dragon. Shrugging off the wave of fear that
emanates from the dragon like the cold of its breath, she Proud Rangers
sends one arrow after another to find the gaps between the The hunter is a stalker in the wilds, living on his knowledge
dragon's thick scales. of survival and skill with a bow or rifle. He is deeply in tune
Holding his hand high, a blood elf whistles to the hawk with nature, and some of its mightiest beasts are his allies.
that circles high above him, calling the bird back to his Of Azeroth's many creatures, few can resist the hunter's
side. Whispering instructions in Thalassian, he points to call, and fewer can survive his fury. Hunters are as varied as
the owlbear he's been tracking and sends the hawk to the world's many climates, but they are universally
distract the creature while he readies his bow. renowned for their amazing abilities to find their prey and
Inescapable Stalkers bring it down. Most hunters seek to aid the balance of
nature along with their druidic allies. Elven rangers are not
From an early age the call of the wild draws some alone in their mastery of the wilderness. While an elven
adventurers from the comfort of their homes into the ranger prefers the bow, the hunter would rather get up
unforgiving primal world outside. Those who endure close. A hunter is skilled in stealth, slipping through the
become hunters. As masters of their environment, hunters woods like a ghost.
are able to slip like ghosts through the trees and lay traps
in the paths of their enemies. These expert marksman drop The Hunters Choice
foes dead in their tracks with flawless shots from a bow, The hunter is the choice of life for those who reject
crossbow or rifle. With the ability to wield two weapons societies that oppress the natural role as prey and hunter,
simultaneously, hunters can unleash a flurry of blows and also reject the druidic stance that we should be healers
against anyone unfortunate enough to stumble into close and observers rather than active participants in the "Great
combat with them. Hunt".
The art of survival is central to the isolated life of a They follow a life of reverence for nature complimenting
hunter. Hunters track beasts with ease and enhance their their tradition and willingness to use man-made tools. We
own abilities by attuning themselves to the feral aspects of are all tool-using creatures after all, and it is only natural to
various creatures. Hunters are known for the lifelong use that advantage afforded by nature to be better hunters.
bonds they form with animals of the wild, training great There are however also those hunters who prefer a more
hawks, cats, bears, and many other beasts to fight direct approach to tracking and hunting.
alongside them.
PART 1 | CLASSES
44
The Hunter
Proficiency Focus
Level Bonus Features Points
Animal Empathy, Natural
1st +2 —
Explorer
Fighting Style, Focused
2nd +2 2
Combatant (2)
Hunter Archetype,
3rd +2 2
Animal Companion
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Focused Combatant (3) 3
7th +3 Hunter Archetype feature 3
Ability Score Improvement,
8th +3 4
Fleet of Foot
9th +4 — 4
10th +4 Focused Combatant (4) 4
11th +4 Hunter Archetype feature 5
12th +4 Ability Score Improvement 5
13th +5 Wild Calling 5
14th +5 Focused Combatant (5) 6 Quick Build
15th +5 Hunter Archetype feature 6 You can make a hunter quickly by following these
suggestions. First, make Dexterity your highest ability
16th +5 Ability Score Improvement 6 score, followed by Wisdom. (Some hunters who focus on
17th +6 Feral Senses 7 melee fighting make Strength higher than Dexterity.)
18th
19th
+6
+6
Focused Combatant (6)
Ability Score Improvement
7
7
Class Features
As a hunter, you gain the following class features.
20th +6 Trueshot 8
Hit Points
Hit Dice: 1d10 per hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution
Creating a Hunter modifier per hunter level after 1st
As you create your hunter character, consider the nature of Proficiencies
the training that gave you your particular capabilities. Did Armor: Light armor, medium armor
you train with a single mentor, wandering the wilds Weapons: Simple weapons, martial weapons, firearms
together until you mastered the hunter's ways? Did you Tools: None
leave your apprenticeship. or was your mentor slain,
perhaps you learned your skills as part of a band of hunters Saving Throws: Strength, Dexterity
affiliated with a druidic circle, trained in mystic paths as Skills: Choose three from Animal Handling, Insight,
well as wilderness lore. You might be self-taught, a recluse Investigation, Nature, Perception, Stealth, and Survival
who learned combat skills, tracking, and even a magical Equipment
connection to nature through the necessity of surviving in You start with the following equipment, in addition to the
the wilds. equipment granted by your background:
Is your adventuring career a continuation of your work in
protecting the borderlands, or a significant change? What (a) scale mail or (b) leather armor
made you join up with a band of adventurers? Do you find it (a) two short swords or (b) two simple melee weapons
challenging to teach new allies the ways of the wild, or do (a) a dungeoneer's pack or (b) an explorer's pack
you welcome the relief from solitude that they offer? A longbow and a quiver of 20 arrows
PART 1 | CLASSES
45
Animal Empathy Focused Combatant
Your mastery of hunter lore allows you to establish a link to Starting at 2nd level, you learn to perform powerful attacks
beasts and to the land around you. to disable or damage your opponents through a heightened
You have an innate ability to communicate with beasts, focus in combat. Your access to this focus is represented by
and they recognize you as a kindred spirit. Through sounds a number of focus points. Your hunter level determines the
and gestures, you can communicate simple ideas to a beast number of focus points you have, as shown in the Focus
as an action, and can read its basic mood and intent. You Points column of the Hunter table.
learn its emotional state, whether it is affected by magic of You can spend these points to perform various focus
any sort, its short-term needs, and actions you can take to features. You learn two focused attacks of your choice,
persuade it to not attack. which are detailed under Focused Attacks below. Each
You cannot use this ability against a creature that you focused attack must be declared before making an attack
have attacked within the past 10 minutes. roll. You can only use one focused attack per attack roll.
You learn an additional focused attack of your choice at
Natural Explorer 6th, 10th, 14th, and 18th level. Each time you learn a new
You are familiar with natural environments and are adept focused attack, you can also replace one focused attack you
at traveling and surviving in such regions. This grants you know with another from the list.
the following benefits: When you spend a focus point, it is unavailable until you
finish a short or long rest, at the end of which your focus is
You ignore difficult terrain. regained. Additionally you regain 1 expended focus point
You have advantage on initiative rolls. each time you roll a 20 on the d20 roll for an attack with a
On your first turn during combat, you have advantage on weapon, or deal the killing blow to a creature of significant
attack rolls against creatures that have not yet acted. threat (DM's discretion).
Some of your focused attacks require your target to
In addition, you are skilled at navigating the wilderness. make a saving throw to resist the attacks effect. The saving
You gain the following benefits when traveling for an hour throw DC is calculated as follows:
or more.
Focus save DC = 8 + your proficiency bonus + your
Difficult terrain doesn't slow your group's travel. Wisdom modifier
Your group can't become lost except by magical means.
Even when you are engaged in another activity while Focused Attacks
traveling (such as foraging, navigating, or tracking), you These focused attacks are presented in alphabetical order.
remain alert to danger. Carving Strike. When you make a melee weapon attack
If you are traveling alone with or without your pet, you against a creature, you can expend one focus point to make
can move stealthily at a normal pace. an attack roll against each target directly on either side of
When you forage, you find twice as much food as you your initial attack. On a hit, roll damage for one target, any
normally would. additional creature hit takes the same amount of damage.
While tracking other creatures, you also learn their Concussive Attack. When you make a weapon attack
exact number, their sizes, and how long ago they passed against a creature, you can expend one focus point to
through the area. attempt to dizzy your opponent. On a hit, the creature
Fighting Style suffers normal damage and must make a Constitution
saving throw or suffer disadvantage on attacks until the
At 2nd level, you adopt a particular style of fighting as your end of their next turn.
specialty. Choose one of the following options. You can't Disarming Attack. When you make a weapon attack
take a Fighting Style option more than once, even if you against a creature, you can expend one focus point to
later get to choose again. attempt to shoot or knock an object from their hands. On a
hit, the creature suffers normal damage and must succeed
Archery on a Strength saving throw or drop 1 held object of your
You gain a +2 bonus to attack rolls you make with ranged choice and have that object be pushed 10 feet away in the
weapons. direction of your attack.
Piercing Shot. When you make a ranged weapon attack
Close Quarters Shooter against a creature, you can expend one focus point to
When making a ranged attack while you are within 5 feet of attempt to shoot through multiple opponents. On a hit, the
a hostile creature, you do not have disadvantage on the creature suffers normal damage and you make an attack
attack roll. Your ranged attacks ignore half cover and three- roll with disadvantage against every creature in a line
quarters cover against targets within 30 feet of you. Finally, directly behind the target within your first range increment.
you have a +1 bonus to attack rolls on ranged attacks. Steady Attack. When you make a weapon attack against
a creature, you can expend one focus point to gain
Two-Weapon Fighting advantage on the attack roll.
When you engage in two-weapon fighting, you can add your Violent Attack. When you make a weapon attack against
ability modifier to the damage of the second attack. a creature, you can expend focus points to enhance the
Great Weapon Fighting
velocity of the attack. For each focus point expended, your
attack deals one additional weapon damage die, to a
When you roll a 1 or 2 on a damage die for an attack you maximum of an additional four weapon dies.
make with a melee weapon that you are wielding with two Aimed Attack. When you make a weapon attack against
hands, you can reroll the die and must use the new roll, a creature, you can expend one focus point to attempt to
even if the new roll is a 1 or a 2. The weapon must have the topple a target. On a hit, the target suffers normal damage,
two-handed or versatile property for you to use this benefit. and must succeed Strength save or be knocked prone.
PART 1 | CLASSES
46
Hunter Archetype Extra Attack
At 3rd level, you choose to emulate the ideals and training Beginning at 5th level, you can attack twice, instead of
of a hunter archetype: Beast Master, Marksman or Surviva- once, whenever you take the Attack action on your turn.
list, each detailed at the end of the class description. Your
choice grants you features at 3rd level and again at 7th, Fleet of Foot
11th, and 15th level. Starting at 8th level, moving through nonmagical difficult
Animal Companion terrain costs you no extra movement. You can also pass
through nonmagical plants without being slowed by them
Beginning at 3rd level, you have strengthened your bond and without taking damage from them if they have thorns,
with animals, gaining a supernatural bond with them that spines, or a similar hazard.
allows you to interact with them on a spiritual level. In addition, you can use the Dash action as a bonus
You may attempt to tame any beast that is no larger than action on your turn.
Medium with a challenge rating of 1/2 or lower. You use
both natural and supernatural means to compel the crea- Wild Calling
ture to befriend you. To do this, you must be within 30 feet At 13th level, you can use the Hide action as a bonus action
of the creature and it must be able to see and hear you. on your turn. Also, you can't be tracked by non-magical
Taming an animal companion takes hours of uninter- means, unless you choose to leave a trail.
rupted interaction, requiring a successful Animal Handling
check to begin the taming process, the exact time and DC Feral Senses
of the taming process is determined by the DM. The
taming check is made with disadvantage if any creature in Beginning at 17th level, you gain preternatural senses that
the area appears threatening towards the beast. If the help you fight creatures you can't see. When you attack a
check fails, the creature's attitude towards you doesn't creature you can't see, your inability to see it doesn't im-
change, but you cannot attempt to tame that creature again pose disadvantage on your attack rolls against it.
in the next 24 hours. If you succeed, the beast becomes You are also aware of the location of any invisible crea-
your companion at the end of the taming process. ture within 30 feet of you, provided that the creature isn't
You can only have one beast companion at a time, having hidden from you and you aren't blinded or deafened.
to release your current companion before you can tame a
new one. Once you have gained a beast loyalty, it gains all Aspect of the Wild
the benefits of your Companion's Bond feature. At 20th level, you become an unparalleled hunter. Once on
Companion's Bond each of your turns, you can add your Wisdom modifier to
Your beast companion gains a variety of benefits once loyal. the attack roll or the damage roll of an attack you make.
You can choose to use this feature before or after the roll,
The beast loses its Multiattack action, if it has one. but before any effects of the roll are applied.
Your companion obeys your commands as best it can,
acting on your initiative count, its actions, decisions,
attitudes and so on determined by you. If you are
Hunter Archetypes
incapacitated or absent, the companion acts on its own. All hunters have certain things in common, such as their
Your beast companion has abilities and statistics love for the wilderness, or their passion for beasts. But
determined in part by your level. Using your proficiency some hunters have more than love for beasts, and others a
bonus rather than its own. In addition to the areas greater love for the wild, hunters fall into three categories:
where it normally uses its proficiency bonus, your Beast Master, Marksman, and Survivalist.
companion also adds its proficiency bonus to its AC and
to its damage rolls. Beast Master
Your beast gains proficiency in two skills of your choice. Among the most gifted hunters, there are those who have
It also becomes proficient in all saving throws. from birth felt a profound bond with the creatures of the
For each level above 3rd, your beast companion gains an wild. These beast masters are drawn to the perilous primal
additional hit die and its maximum hit points increases world, invigorated by its dangerous and untamed nature.
accordingly. This is retroactive for companions gained Primitive landscape becomes home. Ferocious predator
at later levels. becomes kin.
Whenever you gain an Ability Score Improvement class
feature, your companions abilities improve as well, Dire Tamer
applying all the rules of increasing ability scores that At 3rd level, your way with beasts have made you able to
would apply to you too. tame more powerful, deadly beasts. You are able to tame
Your companions alignment changes to sharing yours. beasts with a challenge rating as high as your hunter level
divided by 4, rounded down (minimum of 1).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and Coordinated Attack
19th level, you can increase one ability score of your choice Beginning at 7th level, you and your companion form a
by 2, or you can increase two ability scores of your choice more potent fighting team. When you use the Attack action
by 1. As normal, you can't increase an ability score above 20 on your turn, if your companion can see you, it can use its
using this feature. reaction to make one melee attack against a creature
within range of it.

PART 1 | CLASSES
47
Bestial Wrath Survival
Starting at 11th level, when you animal companion takes All hunters feel a calling to the wild, but some serve as a
the Attack action, the animal can make two attacks, or it reflection of its brutality. To them, the hunt is defined by
can take the Multi-attack action if it has that action. unrelenting ferocity. Weapons of great range are thrown
Monstrous Companion away for close-quarters combat.
At 15th level, your time spend around beasts of the wilder- Sting Vial
ness has taught you how to act and tame ferocious beasts. Starting at 3rd level, you can imbue a vial with druidic
Making you able to tame bestial monstrosities (DM's Dis- magic, making it able to assume various poisons. Your vial
cretion). All of the rules of your Animal Companion and has a number of uses equal to your amount of focus points,
Dire Tamer features still applies. but has its own pool of uses.
Your monstrous beast companion gains all the benefits of You can spend a use of your sting vial to apply a poison
your Companion's Bond feature, with the exception of gain- effect to your weapon. Applying a poison to your weapon
ing hit points from 11th hunter level instead of 3rd. requires a bonus action, and lasts until the end of your next
Marksman turn, or until you successfully hit a target.
When you spend a sting vial use, it is unavailable until
Marksmen shroud themselves in the perils of the untamed you finish a long rest, at the end of which your sting vial
wilds, perfecting the use of weapons that are deadliest replenishes itself. The sting vial is bound to you, if handed
from great range. They have little interest in gaining the to another creature for more than 1 minute, its content
loyalty of beasts. Instead, they blend into the surrounding turns to water, expending all uses of your sting vial.
environment, surveying predators and delivering deadly Your stings require your target to make a saving throw to
shots from great distances. resist its effect. The saving throw DC is equal to your
Focused Combatants.
Lone Wolf    Serpent Sting. The target must succeed a Constitution
At 3rd level, you begin to find your animal companion more saving throw. Taking your hunter level in poison damage on
of a hindrance than a companion, preferring to deliver your a failed save, or half as much damage on a successful one.
shots quietly from a distance. Giving you the following On a failed, it is poisoned until the end of your next turn.
benefit when you do not have an animal companion. Wyvern Sting. The target must succeed a Wisdom save
As a bonus action, you designate one creature you can or be paralyzed for 2 rounds. The paralyse ends early if the
see within 120 feet of you as the target of this feature. The target takes any damage.
first time each turn that you hit that target with a weapon Spider Sting. The target must succeed a Constitution
attack, it takes an extra 1d6 damage from the weapon. saving throw, or be blinded until the end of your next turn.
This benefit lasts until you finish a short or long rest. It Scorpion Sting. The target must succeed an Intelligence
ends early if you designate a different creature. saving throw, or be unable to cast spells until the end of
Quickshots your next turn.
Starting at 7th level, your quick reaction allows you to turn Survivalist
a failure into a potential success. Once per turn immedi- Beginning at 7th level, your weapon attacks score a critical
ately after you miss with a weapon attack, you can make hit on a roll of 19 or 20.
one additional weapon attack against the same creature. In addition, when a creature hits you with an attack, you
Multiattack gain a +2 bonus to AC against all subsequent attacks made
Beginning at 11th level, you gain one of the following by that creature for the rest of the turn
features of your choice. Camouflage
Barrage. You can use your action to make a ranged Upon reaching 11th level, your experience with the nature,
attack against any number of creatures within a 30-ft cone. has made you exceptional at making you and your allies
You must have ammunition for each target, as normal, and blend in. Using 10 minutes you can cast the pass without
you make a separate attack roll for each target. trace spell. You must have access to fresh mud, dirt, plants,
Volley. You can use your action to make a ranged attack soot, and other naturally occurring materials for you to be
against any number of creatures within 10 feet of a point able to cast this spell.
you can see within your weapon's range. You must have
ammunition for each target, as normal, and you make a Aspect of the Beast
separate attack roll for each target. At 15th level, you take on an aspect of a one of the following
Marksman's Focus beasts of your choice.
At 15th level, when you roll for initiative and have no focus Cheetah. When you are subjected to an effect that
points remaining, you regain 4 focus points. allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
Monkey. When a creature misses you with a melee
attack, you can use your reaction to force that creature to
repeat the same attack against another creature (other
than itself) of your choice.
Turtle. 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.

PART 1 | CLASSES
48
Masters of Time and Space
Students gifted with a keen intellect and unwavering
Mage discipline may walk the path of the mage. The arcane
magic available to magi is both great and dangerous, and
Always remember that power is a double-edged blade. One thus is revealed only to the most devoted practitioners. To
side light, the other dark. It calls to you, where you are avoid interference with their spellcasting, mages wear only
most desperate; when victory seems worth any sacrifice. cloth armor, but arcane shields and enchantments give
There is a price to be paid for such a gift, and many eagerly them additional protection. To keep enemies at bay, mages
accept the bargain. Power alone is not to be feared. can summon bursts of fire to incinerate distant targets and
Fear, instead, those who wield it. cause entire areas to erupt, setting groups of foes ablaze.
— Jaina Proudmoore   Masters of ice can command blizzards that tear into flesh
and limit movement. Should enemies manage to survive
Clad in a golden robe, a blood elf closes her eyes to shut this assault, mages can shrink them into harmless sheep in
out the distractions of the battlefields and begins her quiet the blink of an eye.
chant. Fingers weaving in front of her, she completes her Powerful magi can even generate enhancements and
spell and launches a bead of fire toward the enemy ranks, portals, assisting allies by sharpening their minds and
where it erupts into an engulfing conflagration. transporting them instantly across the world.
The air shimmers, as a draenei lifts his hands above his
head twisting the air around him into a barrier of force Scholars of the Arcane
engulfs him, blocking a barrage of attacks against him. Wild and enigmatic, varied in form and function, the power
Golden eyes flashing, a human stomps his foot into the of magic draws students who seek to master its mysteries.
ground as a crippling fire sets him ablaze, as swords clash Some aspire to become like the titans, shaping reality itself.
against him, an inferno of fire spews out at the attackers, Though the casting of a typical spell requires merely the
engulfing them in hellfire. utterance of a few strange words, fleeting gestures, and
Mages are supreme magic-users, defined and united as a sometimes a pinch or clump of exotic materials, these
class by the spells they cast. Drawing on the leylines of surface components barely hint at the expertise attained
magic that permeates Azeroth, mages cast spells of explo- after years of apprenticeship and countless hours of study.
sive fire, arcing lightning, and subtle deception. Their Mages live and die by their spells. Everything else is
magic can conjure monsters from other planes of exis- secondary. They learn new spells as they experiment and
tence, or glimpses the future. Their mightiest spells change grow in experience. They can also learn them from other
one substance into another, call meteors down from the mages, from ancient tomes or inscriptions, and from
sky, or open portals across continents. ancient creatures that are steeped in magic.
PART 1 | CLASSES
49
The Mage
Proficiency Magi Cantrips
Level Bonus Points Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting 3 2 — — — — — — — —
2nd +2 2 Magi Tradition, Font of Magic 3 3 — — — — — — — —
3rd +2 3 Metamagic 3 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 5 — 4 4 3 2 — — — — — —
6th +3 6 Magi Tradition feature 4 4 3 3 — — — — — —
7th +3 7 — 4 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 9 Metamagic 4 4 3 3 3 1 — — — —
10th +4 10 Magi Tradition feature 4 4 3 3 3 2 — — — —
11th +4 11 — 5 4 3 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 13 — 5 4 3 3 3 2 1 1 — —
14th +5 14 Magi Tradition feature 5 4 3 3 3 2 1 1 — —
15th +5 15 — 5 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 17 Metamagic 5 4 3 3 3 2 1 1 1 1
18th +6 18 — 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 Mysterious Restoration 5 4 3 3 3 3 2 2 1 1

The Lure of Knowledge Quick Build


You can make a mage quickly by following these sugges-
Mages' lives are seldom mundane. The closest a mage is tions. First, lntelligence should be your highest ability
likely to come to an ordinary life is working as a sage or score, followed by Constitution or Dexterity.
lecturer in a library or university, teaching others the
secrets of the multiverse. But the lure of knowledge and Class Features
power calls even the most unadventurous mages out of the
safety of their libraries and laboratories and into crumbling As a mage, you gain the following class features.
ruins and lost cities. Most mages believe that their
counterparts in ancient civilizations knew secrets of magic Hit Points
that have been lost to the ages, and discovering those Hit Dice: 1d6 per mage level
secrets could unlock the path to a power greater than any Hit Points at 1st Level: 6 + your Constitution modifier
magic available in the present age. Hit Points at Higher Levels: 1d6 + your Constitution
modifier per mage level after 1st
Creating a Mage
Proficiencies
Creating a mage character demands a backstory Armor: None
dominated by at least one extraordinary event. How did Weapons: Simple weapons
your character first come into contact with magic? How did Tools: None
you discover you had an aptitude for it? Do you have a
natural talent, or did you simply study hard and practice Saving Throws: Intelligence, Wisdom
incessantly? Did you encounter a magical creature or an Skills: Choose two from Arcana, History, lnsight,
ancient tome that taught you the basics of magic? lnvestigation, Medicine, and Religion
What drew you forth from your life of study? Did your Equipment
first taste of magical knowledge leave you hungry for more? You start with the following equipment, in addition to the
Have you received word of a secret repository of knowledge equipment granted by your background:
not yet plundered by any other mages? Perhaps you're
simply eager to put your newfound magical skills to the test (a) quarterstaff or (b) a dagger
in the face of danger. (a) a component pouch or (b) an arcane focus
PART 1 | CLASSES
50
(a) a scholar's pack or (b) an explorer's pack Spellbook
A spellbook At 1st level, you have a spellbook containing six 1st-level
mage spells of your choice. Your spellbook does not contain
Spellcasting your known cantrips.
As a student of arcane, you own a spellbook with spells that
show the glimmerings of your true power. See chapter 10 Preparing and Casting Spells
of Player's Handbook for the general rules of spellcasting The Mage table shows how many spell slots you have to
and chapter 6 of this book for the mage spell list. cast your spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spell's level or higher.
Cantrips You regain expended spell slots when you finish a long rest.
At 1st level, you know three cantrips of your choice from You prepare the list of mage spells that are available for
the mage spell list. You learn additional mage cantrips of you to cast. To do so, choose a number of mage spells from
your choice at higher levels, as shown in the Cantrips your spellbook equal to your Intelligence modifier + your
Known column of the Mage table. mage level (minimum of one spell). The spells must be of a
level for which you have spell slots.
For example. if you're a 3rd-level mage, you have four 1st-
level and two 2nd-level spell slots. With an Intelligence of
Your Spellbook 16, your list of prepared spells can include six spells of 1st
The spells that you add to your spellbook as you
or 2nd level, in any combination, chosen from your
gain levels reflect the arcane research you con- spellbook. If you prepare the 1st-level spell magic missile,
duct on your own, as well as intellectual break- you can cast it using a 1st-level or a 2nd-level slot. Casting
throughs you have had about the nature of the the spell doesn't remove it from your list of prepared.
multiverse. You might find other spells during You can change your list of prepared spells when you
your adventures. You could discover a spell re- finish a long rest. Preparing a new list of mage spells
corded on a scroll in an evil sorcerer's chest, for requires time spent studying your spellbook and memori-
example, or in a dusty tome in an ancient library. zing the incantations and gestures you must make to cast
Copying a Spell into the Book. When you find a the spell: 1 minute per spell level for each spell on your list.
mage spell of 1st level or higher, you can add it
to your spellbook if it is of a level for which you Spellcasting Ability
can prepare and if you can spare the time to Intelligence is your spellcasting ability for your mage spells,
decipher and copy it.
Copying a spell into your spellbook involves
since you learn your spells through dedicated study and
reproducing the basic form of the spell, then
memorization. You use your Intelligence whenever a spell
deciphering the unique system of notation used refers to your spellcasting ability. In addition, you use your
by the mage who wrote it. You must practice the Intelligence modifier when setting the saving throw DC for
spell until you understand the sounds or gestures a mage spell you cast and when making an attack roll.
required, then transcribe it into your spellbook
using your own notation.
Spell save DC = 8 + your proficiency bonus + your
For each level of the spell, the process takes 2 Intelligence modifier
hours and costs 50 gp. The cost represents Spell attack modifier = your proficiency bonus + your
material components you expend as you experi- Intelligence modifier
ment with the spell to master it, as well as the
fine inks you need to record it. Once you have Ritual Casting
spent this time and money, you can prepare the You can cast a mage spell as a ritual if that spell has the
spell just like your other spells. ritual tag and you have the spell in your spellbook. You
Replacing the Book. You can copy a spell from don't need to have the spell prepared.
your own spellbook into another book—for
example, if you want to make a backup copy of Spellcasting Focus
your spellbook. This is just like copying a new You can use an arcane focus as a spellcasting focus for your
spell into your spellbook, but faster and easier,
since you understand your own notation and
mage spells.
already know how to cast the spell. You need Learning Spells of 1st Level and Higher
spend only 1 hour and 10 gp for each level of
the copied spell. Each time you gain a mage level, you add two mage spells
If you lose your spellbook, you can use the of your choice to your spellbook. Each of these spells must
same procedure to transcribe the spells that you be of a level for which you have spell slots, as shown on the
have prepared into a new spellbook. Filling out Wizard table. On your adventurers, you might find other
the remainder of your spellbook requires you to spells that you can add to your spellbook (see the "Your
find new spells to do so, as normal. Many mages Spellbook" sidebar).
keep backup spellbooks in a safe place.
The Book's Appearance. Your spellbook is a Magi Tradition
unique compilation of spells, with its own de-
corative flourishes and margin notes. It might be When you reach 2nd level, you choose a magi tradition,
a plain, functional leather volume that you re- shaping your practice of magic through one of three areas:
ceived as a gift, a finely bound gilt-edged tome Arcane Magi, Fire Magi, or Frost Magi, each of which are
you found in an ancient library, or even a loose detailed at the end of the class description.
collection of notes scrounged together after you Your choice grants you features at 2nd level and again at
lost your previous spellbook in a mishap. 6th, 10th, and 14th level.

PART 1 | CLASSES
51
Font of Magic Extended Spell
When you cast a spell that has a duration of 1 minute or
At 2nd level, you tap into the leylines running below all of longer, you can spend 1 magi point to double its duration,
Azeroth, giving you a reserve of magic within yourself. This to a maximum duration of 24 hours.
reserve is represented by magi points, which allow you to
create a variety of magical effects. Heightened Spell
When you cast a spell that forces a creature to make a
Magi Points saving throw to resist its effects, you can spend 3 magi
You have 2 magi points, and you gain more as you reach points to give one target of the spell disadvantage on its
higher levels, as shown in the Magi Points column of the first saving throw made against the spell.
Mage table. You can never have more magi points than
shown on the table for your level. You regain all spent magi Quickened Spell
points when you finish a long rest. When you cast a spell that has a casting time of 1 action,
you can spend 2 magi points to change the casting time to
Flexible Casting 1 bonus action for this casting.
You can use your magi points to gain additional spell slots,
or sacrifice spell slots to gain additional magi points. You Subtle Spell
learn new ways to use your magi points as you gain levels. When you cast a spell, you can spend 1 magi point to cast it
Creating Spell Slots. You can transform unexpended without any somatic or verbal components.
magi points into one spell slot as a bonus action on your
turn. The Creating Spell Slots table shows the cost of Twinned Spell
creating a spell slot of a given level. You can't create spell When you cast a spell that can only target one creature and
slots higher in level than 5th. The created spell slots vanish doesn't have a range of self, you can spend a number of
at the end of a long rest. magi points equal to the spell's level to target a second
creature in range with the same spell (1 magi point if the
Creating Spell Slots spell is a cantrip).
Spell Slot Level Magi Point Cost
1st 2 Ability Score Improvement
2nd 3 When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
3rd 5 by 2. or you can increase two ability scores of your choice
4th 6 by 1. As normal, you can't increase an ability score above 20
using this feature.
5th 7
Mysterious Restoration
Converting a Spell Slot to Magi Points. As a bonus At 20th level, you regain 4 expended magi points whenever
action on your turn, you can expend one spell slot and gain you finish a short rest.
a number of magi points equal to the slot's level.
Metamagic Magi Specializations
At 3rd level, you gain the ability to twist your spells to suit Magi are spellcasters who favor magics involving the
your needs. You gain two of the following Metamagics of cardinal elements of the universe. Students gifted with a
your choice. You gain another one at 9th and 17th level. keen intellect and unwavering discipline may walk the path
You can use only one Metamagic option on a spell when of the mage. The magic available to mages is both great
you cast it, unless otherwise noted. and dangerous, and thus is revealed only to the most
devoted practitioners.
Careful Spell
When you cast a spell that forces other creatures to make a Arcane Magi
saving throw, you can protect some of those creatures from Mages of the arcane are diviners of secrets, balancing the
the spell's full force. To do so, you spend 1 magi point and webb and flow of incredible mystic energies. These practi-
choose a number of those creatures up to your Intelligence tioners push their magical knowledge to its very limits.
modifier (minimum of one creature). A chosen creature Those who master this craft are capable of releasing a
automatically succeeds on its saving throw. barrage of unrelenting power upon their enemies.
Distant Spell
When you cast a spell that has a range of 5 feet or greater. Arcanic Savant
you can spend 1 magi point to double the range of the spell. Beginning when you select this tradition at 2nd level, the
When you cast a spell that has a range of touch, you can gold and time you must spend to copy an abjuration spell
spend 1 magi point to make the range of the spell 30 feet. into your spellbook is halved.
Empowered Spell Arcane Ward
When you roll damage for a spell, you can spend 1 magi Starting at 2nd level, you can weave magic around yourself
point to reroll a number of the damage dice up to your for protection. When you cast an abjuration spell of 1st
Intelligence modifier (minimum of one). You must then use level or higher, you can simultaneously use a strand of the
the new damage rolls. spell’s magic to create a magical ward on yourself that lasts
You can use Empowered Spell even if you have used a until you finish a long rest. The ward has hit points equal to
different Metamagic option during the casting of the spell. twice your mage level + your Intelligence modifier.
PART 1 | CLASSES
52
    Whenever you take damage, the ward takes the damage Fire Magi
instead. If this damage reduces the ward to 0 hit points, you
take any remaining damage. While any worthy mage is an unparalleled expert in the use
While the ward has 0 hit points, it can’t absorb damage. of magic and heavily dedicated to their craft, those who
but its magic remains. Whenever you cast an abjuration master the forces of fire tend to be a little more audacious
spell of 1st level or higher, the ward regains a number of hit than their peers. These mages take pride, even pleasure in
points equal to twice the level of the spell. igniting their enemies in wild bursts of flame.
Once you create the ward, you can’t create it again until
you finish a long rest. Fire Savant
Beginning when you select this tradition at 2nd level, the
Tempest of Power gold and time you must spend to copy an evocation spell
Beginning at 6th level, you gain resistance to force and into your spellbook is halved.
thunder damage. In addition, whenever you cast a spell of
1st level or higher that deals force or thunder damage, Combustion
blasts of arcane energy erupts from you. This eruption Starting at 2nd level, you can unleash the flames that blaze
causes creatures of your choice that you can see within 10 within you. As a bonus action, you magically wreath your-
feet of you to take force or thunder damage (choose each self in swirling fire, as your eyes glow like hot coals. For 1
time this ability activates) equal to half your mage level. minute, you gain the following benefits:
Durable Magic You shed bright light in a 30-foot radius and dim light
Starting at 10th level, the magic you channel helps ward off for an additional 30 feet.
harm. While you maintain concentration on a spell, you Any creature takes fire damage equal to your
have a +2 bonus to AC and all saving throws. Intelligence modifier if it hits you with a melee attack
from within 5 feet of you or if it touches you.
Overchannel Whenever you roll fire damage on your turn, the roll
At 14th level, you can increase the power of your simpler gains a bonus to equal to your Intelligence modifier.
spells. when you cast a mage spell of 5th level or lower Once you use this feature, you can’t use it again until you
(excluding cantrips) that deals damage, you can deal maxi- finish a long rest.
mum damage with that spell.
The first time you do so, you suffer no adverse effect. If Blazing Soul
you use this feature again before you finish a long rest, you Beginning at 6th level, if you are reduced to 0 hit points,
take 2d12 psychic damage per level of the spell, immediate- you can use your reaction to draw on the sparks within you.
ly after you cast it. Each time you use this feature again You are instead reduced to 1 hit point, and each creature
before finishing a long rest, the force damage per spell level within 10 feet of you takes fire damage equal to half your
increases by 1d12. mage level + your Intelligence modifier.
Damage dealt by this feature ignores your resistances If you use this feature while under the effects of your
and immunities. Combustion, this feature instead deals fire damage equal to
your mage level + twice your Intelligence modifier, and your
Combustion immediately ends. Once you use this feature,
you can’t use it again until you finish a long rest.
Empowered Evocation
Starting at 10th level, you can add your Intelligence
modifier to one damage roll of any mage evocation spell
you cast.
Hot Streak
At 14th level, the blazing energy of your spells intensifies.
When you roll damage for a spell and roll the highest
number possible on any of the dice, choose one of those
dice, roll it again and add that roll to the damage. You can
use the feature only once per turn.

PART 1 | CLASSES
53
Frost Magi
Frost mages stand apart from their colleagues, in that their
chosen school of magic focuses on maintaining supreme
control over the capabilities of their enemies. Mages who
command frost perform chilling displays on the battlefield,
rendering foes immobile as they bombard them with ice.
Frost Savant
Beginning when you select this tradition at 2nd level, the
gold and time you must spend to copy a conjuration spell
into your spellbook is halved.
Sculpt Spells
Starting at 2nd level, you can create pockets of relative
safety within the effects of your evocation spells. When you
cast an evocation spell that affects other creatures that you
can see, you can choose a number of them equal to 1 + the
spell's level. 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.
Ice Barrier
Beginning at 6th level, you gain resistance to cold damage.
You also gain the ability to defend yourself by momentarily
encasing yourself in ice. When you are targeted by an
attack roll, you can use your reaction after the attack roll is
made but before damage is determined, to reduce the
damage by an amount equal to twice your mage level.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Conjured Companion
Starting at 10th level, you add the conjure elemental spell
to your spellbook, the spell is a mage spell for you. When
you cast conjure elemental, you are only able to conjure a
water elemental and your conjured elemental does not
require your concentration.
Whenever you conjure a water elemental, it gains
additional benefits:
The elemental hit point maximum is increased by an
amount equal to your mage level.
The elemental adds your proficiency bonus to its
weapon damage rolls.
The elemental gains the ray of frost cantrip, using your
spell casting ability and level to determine its attack and
damage rolls.
Icy Veins
At 14th level, you gain nourishment from the frost magic
that you wield. When you expend a spell slot to cast a spell
that deals cold damage, you regain hit points equal to the
spell slot's level + your Intelligence modifier.

PART 1 | CLASSES
54
Monk
To ask why we fight... is to ask why the leaves fall. It is in
their nature. Perhaps, there is a better question. Why do
we fight? To protect Home, and Family... To preserve
Balance, and bring Harmony.
— Chen Stormstout  
Taking a deep breath, an orc clad in loose clothes fastens
his footings. As the first charging arcs reach him, he ex-
hales a cone of fire from his mouth, engulfing his foes.
A gnome standing behind her allies as attacks clash
down upon them. She focuses her chi, manifesting a statue
of pure jade, as she sends a beam of chi towards her ally, Training and Asceticism
soothing their wounds. Small walled cloisters dot the world, tiny refuges from the
A tauren springs over a barricade and throws herself into flow of ordinary life, where time seems to stand still. The
the massed ranks of gnolls on the other side. She whirls monks who live there seek personal perfection through
among them, knocking their blows aside and sending them contemplation and rigorous training. Many entered the
reeling, until at last she stands alone. monastery as children, sent to live there when their parents
Whatever their discipline, monks are united in their died, when food couldn't be found to support them, or in
ability to magically harness the energy that flows in their return for some kindness that the monks had performed
bodies. Whether channeled as a striking display of combat for their families.
prowess or a subtler focus of defensive ability and speed, Some monks live entirely apart from the surrounding
this energy infuses all that a monk does. population, secluded from anything that might impede their
The Flow of Chi spiritual progress. Others are sworn to isolation, emerging
only to serve as spies or assassins at the command of their
Monks make careful study of the magical energy they call leader, a noble patron, or other mortal or divine power.
chi. The pandaren word for 'spirit', they use the energy of The majority of monks don't shun their neighbors,
their inner spirit, that flows through every living body. making frequent visits to nearby towns or villages and
Monks harness this power within themselves to create exchanging their service for food and other goods. As
magical effects and exceed their bodies' physical capabili- versatile warriors, monks often end up protecting their
ties. Using this energy, monks channel uncanny speed and neighbors from monsters or tyrants.
strength into their unarmed strikes, as they gain experi- For a monk, becoming an adventurer means leaving a
ence, their training and their mastery of chi gives them structured, communal lifes to become a wanderer. This can
more power over their bodies and the bodies of their foes. be a harsh transition, and monks don't undertake it lightly.
PART 1 | CLASSES
55
The Monk
Proficiency Martial Chi Unarmored
Level Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +5 ft. Chi, Unarmored Movement
3rd +2 1d4 3 +5 ft. Monastic Tradition
4th +2 1d4 4 +5 ft. Ability Score Improvement
5th +3 1d6 5 +5 ft. Extra Attack, Stunning Palm
6th +3 1d6 6 +10 ft. Monastic Tradition feature, Chi-Empowered Strikes
7th +3 1d6 7 +10 ft. Evasion, Detox
8th +3 1d6 8 +10 ft. Ability Score Improvement
9th +4 1d6 9 +10 ft. —
10th +4 1d6 10 +15 ft. Mystic Vitality
11th +4 1d8 11 +15 ft. Monastic Tradition feature
12th +4 1d8 12 +15 ft. Ability Score Improvement
13th +5 1d8 13 +15 ft. —
14th +5 1d8 14 +20 ft. Touch of Karma
15th +5 1d8 15 +20 ft. Timeless Body
16th +5 1d8 16 +20 ft. Ability Score Improvement
17th +6 1d10 17 +20 ft. Monastic Tradition feature
18th +6 1d10 18 +25 ft. Touch of Death
19th +6 1d10 19 +25 ft. Ability Score Improvement
20th +6 1d10 20 +25 ft. Inner Self

    As a rule, monks care little for material wealth and are
driven by a desire to accomplish a greater mission than Class Features
merely slaying monsters and plundering their treasure. As a monk, you gain the following class features.
Creating a Monk Hit Points
As you make your monk character, think about your Hit Dice: 1d8 per monk level
connection to the monastery where you learned your skills Hit Points at 1st Level: 8 + your Constitution modifier
and spent your formative years. Were you an orphan or a Hit Points at Higher Levels: 1d8 + your Constitution
child left on the monastery's threshold? Did your parents modifier per monk level after 1st
promise you to the monastery in gratitude for a service Proficiencies
performed by the monks? Did you enter this secluded life to Armor: Light armor
hide from a crime you committed? Or did you choose the Weapons: Simple weapons, shortswords
monastic life for yourself? Tools: Choose one type of artisan's tools or one musical
Consider why you left. Did the head of your monastery instrument
choose you for a particularly important mission beyond the
cloister? Perhaps you were cast out because of some Saving Throws: Strength, Dexterity
violation of the community's rules. Did you dread leaving, Skills: Choose two from Acrobatics, Athletics, History,
or were you happy to go? Is there something you hope to Insight, Religion, and Stealth
accomplish outside the monastery? Arc you eager to return Equipment
to your home? As a result of the structured life of a You start with the following equipment, in addition to the
monastic community and the discipline required to harness equipment granted by your background:
chi, monks are almost always lawful in alignment.
Quick Build
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer's pack or (b) an explorer's pack
You can make a monk quickly by following these sugges- 10 darts
tions. First, make Dexterity your highest ability score,
followed by Wisdom. (Mistweaving monks make their
Wisdom higher than Dexterity).
PART 1 | CLASSES
56
Unarmored Defense Unarmored Movement
Beginning at 1st level, while you are wearing no armor and Starting at 2nd level, your speed increases by 5 feet while
not wielding a shield, your AC equals 10 + your Dexterity you are not wearing armor or wielding a shield. This bonus
modifier + your Wisdom modifier. increases when you reach certain monk levels, as shown in
the Monk table.
Martial Arts
At 1st level, your practice of martial arts gives you mastery Monastic Tradition
of combat styles that use unarmed strikes and monk When you reach 3rd level, you commit yourself to a
weapons, which are shortswords and any simple melee monastic tradition: the Way of the Brewmaster, the Way of
weapons that don't have the two-handed or heavy property. the Mistweaver, or the Way of the Windwalker, all detailed
You gain the following benefits while you are unarmed or at the end of the class description. Your tradition grants you
wielding only monk weapons and you aren't wearing mail features at 3rd level and again at 6th. 11th, and 17th level.
or plate armor or wielding a shield:
Ability Score Improvement
You can use Dexterity instead of Strength for the attack
and damage rolls of your unarmed strikes and weapons. When you reach 4th level, and again at 8th, 12th, 16th, and
You can roll a d4 in place of the normal damage of your 19th level, you can increase one ability score of your choice
unarmed strike or monk weapon. This die changes as by 2, or you can increase two ability scores of your choice
you gain monk levels, as shown in the Martial Arts by 1. As normal, you can't increase an ability score above 20
column of the Monk table. using this feature.
When you use the Attack action with an unarmed strike
or a monk weapon on your turn, you can make one Extra Attack
unarmed strike as a bonus action. For example, if you Beginning at 5th level, you can attack twice, instead of
take the Attack action and attack with a quarterstaff, you once, whenever you take the Attack action on your turn.
can also make an unarmed strike as a bonus action.
Stunning Palm
Chi
Starting at 5th level, you can interfere with the flow of chi
Starting at 2nd level, your training allows you to harness in an opponent's body. When you hit another creature with
the mystic energy of chi. Your access to this energy is a melee weapon attack, you can spend 1 chi point to
represented by a number of chi points. Your monk level attempt a stunning strike. The target must succeed on a
determines the number of points you have, as shown in the Constitution saving throw or be stunned until the end of
Chi Points column of the Monk table. your next turn.
You can spend these points to fuel various chi features.
You start knowing four such features: Flurry of Blows, Chi-Empowered Strikes
Patient Defense, Step of the Wind, and Surging Mist. You
learn more chi features as you gain levels in this class. Starting at 6th level, your unarmed strikes count as magical
When you spend a chi point, it is unavailable until you for the purpose of overcoming resistance and immunity to
finish a short or long rest, at the end of which you draw all nonmagical attacks and damage.
of your expended chi back into yourself. You must spend 30
minutes of the rest meditating to regain your chi points. Evasion
Some of your chi features require your target to make a At 7th level, your instinctive agility lets you dodge out of the
saving throw to resist the feature's effects. The saving way of certain area effects, such as a blue dragon's frost
throw DC is calculated as follows: breath or a ireballspell. When you are subjected to an effect
Chi save DC = 8 + your proficiency bonus + your Wisdom that allows you to make a Dexterity saving throw to take
modifier only half damage, you instead take no damage if you
succeed on the saving throw, and half damage if you fail.
Fists of Fury Detox
Immediately after you take the Attack action on your turn,
you can spend 1 chi point to make two unarmed strikes as Starting at 7th level, you can use an action to end one effect
a bonus action. on yourself that is causing you to be charmed or frightened.
Elusive Dance Mystic Vitality
You can spend 1 chi point to take the Dodge action as a Beginning at 10th level, your mastery of the chi flowing
bonus action on your turn. through you makes you immune to disease and poison.
Step of the Wind
You can spend 1 chi point to take the Disengage or Dash Touch of Karma
action as a bonus action on your turn, and your jump At 14th level, when you are hit by a melee attack, you can
distance is doubled for the turn. use your reaction and spend 1 chi point to force the target
to make a Constitution saving throw. On a failed saving
Surging Mist throw, all damage done to you is transferred back to the
You can spend 1 chi point to heal a nearby ally as a bonus attacker as force damage. On a successful save, you and the
action, choose an ally within 30 feet of you, and heal them target each take half of the damage done as force damage.
for 1 martial arts dice + your Wisdom modifier. Once you have used this feature, you can't use it again
until you have finished a long rest.
PART 1 | CLASSES
57
Timeless Body High Tolerance
At 17th level, you've become accustomed to the feel of phy-
At 15th level, your chi sustains you so that you suffer none sical pain, and through your chi you have evolved a natural
of the frailty of old age, and you can't he aged magically. resistance. You gain resistance to bludgeoning, piercing,
You can still die of old age, however. In addition, you no and slashing from nonmagical attacks.
longer need food or water. In Addition, you can spend 2 chi points to give yourself
resistance towards magical damage except psychic until
Touch of Death the beginning of your next turn.
Starting at 18th level, when you hit with an unarmed strike,
you can spend 3 chi points to transfer a deadly stream of Way of the Mistweaver
chi into their body. The target must make a Constitution Mistweavers are unique among those who heal, they
saving throw. Taking 7d8 + 20 psychic damage on a failed channel mysterious energy. Those who weave the mists
save, or half as much damage on a successful one. wield the power of life’s essence, using a mixture of preven-
Once you have used this feature, you can't use it again tative and restorative spells to mend their allies’ wounds.
until you have finished a long rest.
Gift of Ascension
Inner Self When you choose this monastery at 3rd level, you can cast
At 20th level, when you roll for initiative and have no chi the sanctuary spell on yourself without requiring a material
points remaining, you regain 4 chi points. component. This sanctuary lasts up to 8 hours. Its saving
throw equals your Chi save DC. A creature that succeeds
on the save is immune to this effect for 1 hour.
Monastic Traditions Once you've cast the spell this way, you cannot do so
Three traditions of monastic pursuit were common in the again for 1 minute.
monasteries scattered across Pandaria. Most monasteries
practice one tradition exclusively, sending out monks to Soothing Mist
teach their ways throughout Azeroth. All three traditions At 3rd level, you have a pool of heaaling chi that replenishes
rely on the same basic techniques, diverging as the student when you take a long rest. With that pool, you can restore a
grows more adept. total number of hit points equal to your monk level x 10.
As an action, you can manifest a beam of chi towards a
Way of the Brewmaster creature within 30 feet of you and draw power from the
pool to restore a number of hit points to that creature, up to
Brewmasters are often quirky, though dangerous when the maximum amount remaining in your pool.
underestimated. They may seem to struggle with balance Alternatively, you can expend 5 hit points from your pool
as they chug their concoctions in the middle of a fight. of healing to cure the target of one disease or neutralize
When an opponent actually manages to land an attack, it’s one poison affecting it. You can cure multiple diseases and
often unclear how much the brewmaster feels it. neutralize multiple poisons with a single use of Soothing
Improved Chi Flow Mist, expending hit pointss separately for each one.
When you choose this monastery at 3rd level, you gain the This feature has no effect on constructs.
following Chi based abilities: Mistwalk
Breath of Fire. You take a deep breath, and exhale a Starting at 6th level, you gain the ability to transfer through
cone of fire. As an action, you can spend 1 chi point to mists. As a bonus action you can teleport up to 60 feet to an
exhale a 15-ft cone in front of you, each creature in the area unoccupied space you can see. As part of the same bonus
is required to make a Dexterity saving throw, taking your action you can use your soothing mist on a target within
monk level + your Wisdom modifier fire damage on a failed range of your new position.
save, and half as much damage on a successful one. You can use this feature twice. You regain expended uses
When you gain your extra attack at 5th level, breath of when you finish a short or long rest.
fire takes up one of your attacks.
Redirect Attack. When a creature misses you with a Jade Serpent Statue
melee attack roll, you can spend 1 chi point as a reaction to Upon reaching 11th level, you are able to manifest your chi
cause that attack to hit one creature of your choice, other into a statue of Yu'lon the jade serpent. As an action you
than the attacker, that you can see within 5 feet of you. can spend 3 chi points, and choose an empty square within
30 feet of you to create the statue. The statue has an AC of
Fortifying Brew 8 + your Wisdom modifier, hit points equal to twice your
Starting at 6th level, you can manifest the flow of chi within monk level, and immunity to psychic and poison damage.
your body into a protective barrier around you. As an action When you use your Soothing Mist feature, the jade
you can spend 3 chi points to give yourself temporary hit statue mimics its effect. Choose a target within 60 feet of
points equal to twice times your monk level + your Consti- the statue, the chosen target is healed for half of the hit
tution modifier. The temporary hit points last until you points restored by your Soothing Mist feature.
finish your next short or long rest. You can't use this feature This statue lasts for 1 minute, and vanishes prematurely
again until you finish a short or long rest. if reduced to 0 hit points.
Ironskin Brew
Upon reaching 11th level, when you make an ability check,
an attack roll, or a saving throw and have disadvantage on
the roll, you can spend 2 chi points to cancel the disadvan-
tage for that roll.
PART 1 | CLASSES
58
Life Cocoon
At 17th level, you are able to manifest your chi into a life
saving cocoon in desperate times.
As a reaction upon an ally dying, you can spend 5 chi
points to envelope the target in a cocoon of chi. The target
is immediately returned to life and healed for four times
your monk level. If you are unable, or unwilling to spend 5
chi points to save your ally. You can instead use Life
Cocoon for free, immediately taking 3 levels of exhaustion
ass you strain the chi in your body to manifest the cocoon.
Once you have used this feature, either through chi or
physical exhaustion, you can't use it again until you have
finished a long rest.
Way of the Windwalker
Among monks, none have mastered the martial arts as the
windwalkers have, and few across Azeroth can fight with
their grace. Windwalkers possess unparalleled physical
finesse, and are capable of overwhelming their enemies
with a dizzying flurry of punches and kicks.
Winds Technique
Starting at 3rd level, you can manipulate your enemy's chi
when you harness your own. Whenever you hit a creature
with one of the attacks granted by your Fists of Fury, you
can impose one of the following effects on that target:
It must succeed on a Dexterity saving throw or be
knocked prone.
It must make a Strength saving throw. If it fails, you can
push it up to 15 feet away from you.
It can't take reactions until the end of your next turn.
Windwalking
Starting at 6th level, you gain the ability to channel your chi
into enhancing your own body. As an action, you can spend
4 chi points to cast the haste spell on yourself without
providing a material component.
In addition, you can use your reaction when you fall to
reduce any falling damage you take by an amount equal to
twice your monk level.
Step of the Wind
Upon reaching 11th level, you learn to pass through the
wind in the blink of an eye. When you take the Attack
action, you can teleport up to 10 feet before each attack to
an unoccupied space you can see.
If you attack at least two different creatures with the
action, you can make one additional attack with it againsst
a third creature.
Rushing Blows
At 17th level, you gain the ability to make an overwhelming
number of attacks against a group of enemies. When you
use your Fists of Fury, you can make up to three additional
attacks with it (up to a total of five Fists of Fury attacks),
providing that each Fists of Fury attack targets a different
creature this turn.

PART 1 | CLASSES
59
Paladins Call
This is the call of the paladin: to protect the weak, to bring
justice to the unjust, and to vanquish evil from the darkest
corners of the world. These holy warriors are equipped
Paladin with plate armor so they can confront the toughest of foes,
and the blessing of the Light allows them to heal wounds
Vengeance cannot be a part of what we must do. If we and, in some cases, even restore life to the dead. Ready to
allow our passions to turn to bloodlust, then we will serve, paladins can defend their allies with sword and
become as vile as the orcs. shield, or they can wield massive two-handed weapons
against their enemies. The Light grants paladins additional
— Uther the Lightbringer   power against the undead and demons, ensuring that these
Clad in plate armor that gleams in the sunlight despite profane beings corrupt the world no longer.
the dust and grime of long travel, a human lays down her Paladins are not only zealots, but also guardians of the
sword and shield and places her hands on a mortally righteous, and they bestow blessings on those the Light
wounded man. Divine radiance shines from her hands, the would shine upon. The Light radiates from paladins, and
man's wounds knit closed, and his eyes open wide with worthy allies who stand near them are emboldened by its
amazement. power.
A dwarf crouches behind an outcrop, his black cloak Beyond the Mundane Life
making him nearly invisible in the night, and watches an
orc war band celebrating its recent victory. Silently, he Almost by definition, the life of a paladin is an adventuring
stalks into their midst and whispers an oath, and two orcs life. Unless a lasting injury has taken him or her away from
are dead before they even realize he is there. adventuring for a time, every paladin lives on the front lines
Silver hair shining in a shaft of light that seems to of the cosmic struggle against evil. Fighters are rare
illuminate only him, a blood elf laughs with exultation. His enough among the ranks of the militias and armies of the
spear flashes like his eyes as he jabs again and again at a world, but even fewer people can claim the true calling of a
twisted giant, until at last his light overcomes its hideous paladin. When they do receive the call, these warriors turn
darkness. from their former occupations and take up arms to fight
Whatever their origin and their mission, paladins are evil. Sometimes their oaths lead them into the service of
united by the light to stand against the forces of evil. It is a the crown as leaders of elite groups of knights, but even
source of power that turns a devout warrior into a blessed then their loyalty is first to the cause of righteousness, not
champion. to crown and country.

PART 1 | CLASSES
60
The Paladin
Proficiency Auras
Level Bonus Features 1st 2nd 3rd 4th 5th Known
1st +2 Divine Sense, Lay on Hands — — — — — —
2nd +2 Fighting Style, Spellcasting, Crusader Strike 2 — — — — —
3rd +2 Sacred Oath, Divine Auras 3 — — — — 1
4th +2 Ability Score Improvement 3 — — — — 1
5th +3 Extra Attack 4 2 — — — 1
6th +3 — 4 2 — — — 2
7th +3 Sacred Oath feature 4 3 — — — 2
8th +3 Ability Score Improvement 4 3 — — — 2
9th +4 — 4 3 2 — — 3
10th +4 — 4 3 2 — — 3
11th +4 Improved Crusader Strike 4 3 3 — — 3
12th +4 Ability Score Improvement 4 3 3 — — 3
13th +5 — 4 3 3 1 — 4
14th +5 Cleansing Touch 4 3 3 1 — 4
15th +5 Sacred Oath feature 4 3 3 2 — 4
16th +5 Ability Score Improvement 4 3 3 2 — 4
17th +6 — 4 3 3 3 1 5
18th +6 Divine Aura Improvement 4 3 3 3 1 5
19th +6 Ability Score Improvement 4 3 3 3 2 5
20th +6 Avenging Wrath 4 3 3 3 2 5

    Adventuring paladins take their work seriously. A delve As guardians against the forces of wickedness, paladins
into an ancient ruin or dusty crypt can be a quest driven by are rarely of any evil alignment. Most of them walk the
a higher purpose than the acquisition of treasure. Evil lurks paths of charity and justice.
in dungeons and primeval forests, and even the smallest
victory against it can tilt the cosmic balance away from Quick Build
oblivion. You can make a paladin quickly by following these sugges-
tions. First, Strength should be your highest ability score,
Creating a Paladin followed by Charisma. (Paladins who strive to please the
The most important aspect of a paladin character is the holy light and heal their allies make Constitution higher
nature of his or her holy quest. Although the class features than Strength.)
related to your oath don't appear until you reach 3rd level,
plan ahead for that choice by reading the oath descriptions Class Features
at the end of the class. Are you a devoted servant of good, As a paladin, you gain the following class features.
loyal to the light, justice and honor, a holy knight in shining
armor venturing forth to smite evil? Or are you a glorious Hit Points
champion of the light, cherishing everything beautiful that Hit Dice: 1d10 per paladin level
stands against the shadow? Hit Points at 1st Level: 10 + your Constitution modifier
How did you experience your call to serve as a paladin? Hit Points at Higher Levels: 1d10 + your Constitution
Did you hear a whisper from the light while you were at modifier per paladin level after 1st
prayer? Did another paladin sense the potential within you
and decide to train you as a squire? Or did some terrible Proficiencies
event drive you to your quests? Perhaps you stumbled into Armor: All armor, shields
a sacred grove or a hidden elven enclave and found yourself Weapons: Simple weapons, martial weapons
called to protect all such refuges of goodness and beauty. Tools: None
Or you might have known from your earliest memories that Saving Throws: Wisdom, Charisma
the paladin's life was your calling. Skills: Choose two from Athletics, Insight, Intimidation,
Medicine, Persuasion, and Religion
PART 1 | CLASSES
61
Equipment Spellcasting
You start with the following equipment, in addition to the By 2nd level, you have learned to draw on divine magic
equipment granted by your background: through meditation and prayer to cast spells as a priest
(a) a greatsword or (b) any martial weapon does. See chapter 10 of the Player's Handbook for the
(a) a priest's pack or (b) an explorer's pack general rules of spelicasting and chapter 6 of this book for
Chain mail, shield and a holy symbol the paladin spell list.
Divine Sense Preparing and Casting Spells
The Paladin table shows how many spell slots you have to
The presence of strong evil registers on your senses like a cast your spells. To cast one of your paladin spells of 1st
noxious odor, and powerful good rings like heavenly music level or higher, you must expend a slot of the spell's level or
in your ears. As an action, you can open your awareness to higher. You regain all expended spell slots when you finish
detect such forces. Until the end of your next turn, you a long rest.
know the location of any celestial, fiend, or undead within You prepare the list of paladin spells that are available for
60 feet of you that is not behind total cover. You know the you to cast, choosing from the paladin spell list. When you
type (celestial, fiend, or undead) of any being whose do so, choose a number of paladin spells equal to your
presence you sense, but not its identity (the demon Illidan Charisma modifier + half your paladin level, rounded down
Stormrage, for instance). Within the same radius, you also (minimum of one spell). The spells must be of a level for
detect the presence of any place or object that has been which you have spell slots.
consecrated or desecrated, as with the hallow spell. For example, if you are a 5th-level paladin, you have four
You can use this feature a number of times equal to 1 + 1st-level and two 2nd-level spell slots. With a Charisma of
your Charisma modifier. When you finish a long rest, you 14, your list of prepared spells can include four spells of 1st
regain all expended uses. or 2nd level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using a 1st-level or a 2nd-
Lay on Hands level slot. Casting the spell doesn't remove it from your list
Your blessed touch can heal wounds. You have a pool of of prepared spells.
healing power that replenishes when you take a long rest. You can change your list of prepared spells when you
With that pool, you can restore a total number of hit points finish a long rest. Preparing a new list of paladin spells
equal to your paladin level x 5, requires time spent in prayer and meditation: at least 1
As an action, you can touch a creature and draw power minute per spell level for each spell on your list.
from the pool to restore a number of hit points to that crea- Spellcasting Ability
ture, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool Charisma is your spellcasting ability for your paladin spells,
of healing to cure the target of one disease or neutralize since their power derives from the strength of your
one poison affecting it. You can cure multiple diseases and convictions. You use your Charisma whenever a spell refers
neutralize multiple poisons with a single use of Lay on to your spellcasting ability. In addition, you use your
Hands, expending hit points separately for each one. Charisma modifier when setting the saving throw DC for a
This feature has no effect on undead and constructs. paladin spell you cast and when making an attack roll with
one.
Fighting Style Spell save DC = 8 + your proficiency bonus + your
At 2nd level, you adopt a style of fighting as your specialty. Charisma modifier
Choose one of the following options. You can't take a Spell attack modifier = your proficiency bonus + your
Fighting Style option more than once, even if you later get Charisma modifier
to choose again.
Spellcasting Focus
Defense You can use a holy symbol as a spellcasting focus for your
While you are wearing armor, you gain a +1 bonus to AC. paladin spells.
Dueling Crusader Strike
When you are wielding a melee weapon in one hand and no Starting at 2nd level, when you hit a creature with a melee
other weapons, you gain a +2 bonus to damage rolls with weapon attack, you can expend a spell slot to deal radiant
that weapon. damage to the target, in addition to the weapon's damage.
Great Weapon Fighting The extra damage is 2d8 for a 1st-level spell slot, plus 1d8
When you roll a 1 or 2 on a damage die for an attack you for each spell level higher than 1st, to a maximum of 5d8.
make with a melee weapon that you are wielding with two Crusader Strikes damage increases by 1d8 if the target is
hands, you can reroll the die and must use the new roll. an undead or a fiend.
The weapon must have the two-handed or versatile Sacred Oath
property for you to gain this benefit.
When you reach 3rd level, you swear the oath that binds
Protection you as a paladin forever. Up to this time you have been in a
When a creature you can see attacks a target other than preparatory stage, committed to the path but not yet sworn
you that is within 5 feet of you, you can use your reaction to to it. Now you choose the Oath of the Holy, the Oath of
impose disadvantage on the attack roll. You must be Protection, or the Oath of Retribution, all detailed at the
wielding a shield. end of the class description.

PART 1 | CLASSES
62
    Your choice grants you features at 3rd level and again at Aura of the Crusader
7th, and 15th level. Those features include oath spells and Whenever you or a friendly creature within range hits with
the Channel Divinity feature. a weapon attack, the creatures attack deals additional fire
Oath Spells damage equal to your Charisma modifier (minimum of 1).
Each oath has a list of associated spells. You gain access to Ability Score Improvement
these spells at the levels specified in the oath description.
Once you gain access to an oath spell, you always have it When you reach 4th level, and again at 8th, 12th, 16th, and
prepared. Oath spells don't count against the number of 19th level, you can increase one ability score of your choice
spells you can prepare each day. by 2, or you can increase two ability scores of your choice
If you gain an oath spell that doesn't appear on the pala- by 1. As normal, you can't increase an ability score above 20
din spell list, the spell is nonetheless a paladin spell for you. using this feature.
Channel Divinity Extra Attack
Your oath allows you to channel divine energy to fuel Beginning at 5th level, you can attack twice, instead of
magical effects. Each Channel Divinity option provided by once, whenever you take the Attack action on your turn.
your oath explains how to use it.
When you use your Channel Divinity, you choose which Improved Crusader Strike
option to use. You must then finish a short or long rest to
use your Channel Divinity again. By 11th level, you are so suffused with righteous might that
Some Channel Divinity effects require saving throws. all your melee weapon strikes carry divine power with
When you use such an effect from this class, the DC equals them. Whenever you hit a creature with a melee weapon,
your paladin spell save DC. the creature takes an extra 1d8 radiant damage. If you also
use your Crusader Strike with an attack, you add this
Divine Auras damage to the extra damage of your Crusader Strike.
Starting at 3rd level, you are able to emit parts of your divi- Cleansing Touch
nity onto creatures within 10 feet of you. At 3rd level you
know one aura of your choice from the list below. When Beginning at 14th level, you can use your action to end one
you gain certain paladin levels, you learn additional auras spell on yourself or on one willing creature that you touch.
of your choice as shown in the Auras Known column of the You can use this feature a number of times equal to your
Paladin table. Additionally, when you learn a new aura, you Charisma modifier (a minimum of one), regaining expend-
can choose one of the auras you know and replace it with ed uses when you finish a long rest.
another aura from the list.
Upon reaching 18th level, the range of your auras Avenging Wrath
increase to 30 feet. At 20th level, you may draw upon the empowerment of the
You can active a known aura as a bonus action. The aura light. As a bonus action, you get empowered by the divine
lasts until you dismiss it using a free action, or until your energy of the light, sprouting wings of pure light from your
concentration is broken. You can have multiple auras active back, giving you a fly speed equal to your movement speed.
at once, each taking a bonus action to active, and sharing a Avenging Wrath lasts for 1 minute, giving you an additional
single concentration check. benefit depending on your Sacred Oath.
You can use this feature a number of times equal to your Once you have used this feature, you can't use it again
Charisma modifier, regaining expended uses when you until you finish a long rest.
finish a short or long rest.
Holy: Lightbringer
Aura of Courage When you would normally roll one or more dice to restore
The light stirs the soul of your allies, empowering their hit points with a spell, you instead use the highest number
courage to keep fighting. You and friendly creatures within possible for each die. For example, instead of restoring 2d6
range can't be frightened or charmed. hit points to a creature, you restore 12.
Aura of Devotion Protection: Guardian of Kings
Whenever you or a friendly creature within range must You have resistance to all damage dealt by other creatures,
make a saving throw, the creature gains a bonus to the and all allies within 30 feet of you feel the holy lights
saving throw equal to your Charisma modifier (with a presence, granting them advantage on death saving throws.
minimum bonus of +1).
Retribution: Divine Judgment
Aura of Protection Your Crusader Strike and Improved Crusader Strike deals
When a creature within range takes damage, you can use 1d12 radiant damage instead of 1d8. Additionally, you over-
your reaction to magically take that damage, instead of that flow with daylight, as if affected by a Daylight spell, giving
creature taking it. This feature doesn't transfer any other attack rolls against you disadvantage.
effects that might accompany the damage, and this damage
can't be reduced in any way.
Sacred Oath
Aura of Resistance Becoming a paladin involves taking vows that commit the
Your divine energy wraps around allies, guarding them paladin to the cause of righteousness, an active path of
from harmful spells. You and friendly creatures within fighting wickedness. The final oath, taken when he or she
range gain resistance to damage dealt by spells. reaches 3rd level, is the culmination of all the paladin's
training. Some characters with this class don't consider—
PART 1 | CLASSES
63
    themselves true paladins until they have reached 3rd
level and made this oath. For others, the actual swearing of
the oath is a formality, an official stamp on what has always
been true in the paladin's heart.
Oath of the Holy
Like priests who serve the Light, holy paladins are devout
in their faith. Those who pledge themselves to the holy oath
becomes beacons of the Light for their allies in conflict,
taking up the heavy armor and weaponry of justice.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Holy Spells
Paladin Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, revivify
13th death ward, guardian of faith
17th holy weapon, mass cure wounds

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Light of Dawn. As an action, you present your holy
symbol and release a burst of radiant healing that can
restore a number of hit points equal to five times your
paladin level. Choose any creatures within 30 feet of you,
and divide those hit points among them. This feature can
restore a creature to no more than half of its hit point max-
imum. You can't use this feature on an undead or construct.
Light's Hammer. As an action, you slam a divine maul
into the ground at a point within 30 feet of you, causing the
ground to erupt in holy light in a 10-ft radius. Any ally
within range is healed for twice your paladin level. Any
enemy within range must make a Constitution saving
throw, taking your paladin level in radiant damage on a
failed save, and half as much on a successful one.
Soothing Hand
At 3rd level, you are able to channel the effects of your Lay
on Hands over a distance, being able of targeting a creature
of up to 30 feets away from you, instead of requiring to
touch them.
Holy Radiance
Starting at 7th level, holy light flows through your spells for
a short distance. Whenever you heal a target within 20 feet
of you with a spell, the target gains additional hit points
equal to half your paladin level.
Beacon of Light
At 15th level, you are able to mark an ally through the holy
light. Using a bonus action you mark an ally within 60 feet
of you. Whenever you target a creature with a spell that
regains hit points, the marked ally is healed for half of the
hit points regained. If the marked ally moves beyond 120
feet of you, the bond is broken and the beacon of light ends.
Beacon of Light requires your concentration, and lasts
for up to 1 minute. Once you have used this feature, you
can't use it again until you finish a short or long rest.

PART 1 | CLASSES
64
Oath of Protection Oath of Retribution
Stalwart and steadfast, these protectors are ardent defen- Retribution paladins are vengeful guardians of the weak,
ders of the Light and all that it touches, and are rejuvenated crusaders judging and punishing the wicked. Their resolute
by its radiance in return. Dedicated to their cause, they con- conviction in the divine order of all things assures them
secrate the very ground upon which they battle corruption. that victory is inevitable, but they will fight to the end to
ensure that the Light prevails.
Oath Spells
You gain oath spells at the paladin levels listed. Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Protection Spells
Paladin Level Spells Oath of Retribution Spells
Paladin Level Spells
3rd sanctuary, shield of faith
3rd compelled duel, searing smite
5th branding smite, warding bond
5th flame blade, magic weapon
9th aura of vitality, life transference
9th binding smite, holy wrath
13th aura of purity, death ward
13th banishment, staggering smite
17th banishing smite, reincarnate
17th destructive wave, dispel evil and good
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity
two Channel Divinity options. When you take this oath at 3rd level, you gain the following
Avenger's Shield. As an action, you embude your shield two Channel Divinity options.
with divine energy, making you able to throw a radiant copy Weapon of Justice. As an action, you slam a divine
of it. Make a ranged weapon attack using your strength weapon down upon an enemy within 30 feet, the target has
modifier against a target within a range of 30/90 feet. On a to make a Constitution saving throw, or be stunned for a
hit, the target takes 1d6 + your Strength modifier radiant number of rounds equal to you Charisma modifier, or until
damage. If the creature is concentration on a spell, checks it takes damage. The target can make a new saving throw
made to keep concentration is made with disadvantage. at the end of its turns, ending the effect on a success.
Upon reaching 7th level, your shields damage increases Mark of Vengeance. As a bonus action, you place a
by 1d6 (2d6), 13th level (3d6), and 20th level (4d6). divine mark ono a creature, giving you advantage on all
Additionally, each time its damage increases, your shield is attack rolls against it. Upon your marked enemies death,
able to bounce to an additional target beyond the first, you can use your reaction to transfer the mark to another
making a seperate ranged attack against each target. Each creature within sight.
target beyond the first has to be within 30 feet of the last If you fail to move your mark immediately upon your
target hit. targets death, it vanishes. Your mark of vengeance requires
Consecration. As an action, you consecrate the land concentration, and lasts for up to 10 minutes.
around you, causing the terrain in a 15 foot radius around
you to become difficult terrain, any creature enters, or ends Light's Blessing
their turn within consecration must make a Constitution At 3rd level, the light empowers you, granting you
saving throw, taking half your paladin level in fire damage proficiency in Strength saving throws.
on a failed save, and half the damage dealt on a success.
Consecration requires your concentration, and lasts for Weapon of Light
up to a minute. When you use this feature, you may choose Starting at 7th level, your melee weapon attacks count as
a number of creatures equal to your Charisma modifier magical for the purpose of overcoming resistance and
that is unaffected by Consecrations difficult terrain and fire immunity to nonmagical attacks and damage.
damage.
Exorcism
Divine Health At 15th level, your radiant attacks carries the will of the
At 3rd level, the holy light flows through your veins, making light with them. Whenever you hit a target with your
you immune to diseases. Crusaders Strike, the target must succeed on a Consti-
tution saving throw. On a failed save, the target becomes
Holy Shield vulnerable to radiant damage for 1 minute. If the target has
Starting at 7th level, whenever an enemy makes a melee resistance or immunity towards radiant damage, it instead
weapon attack against you, and does not hit you with the loses that resistance, or becomes resistant to radiant
attack, you can use your reaction to deal half your paladin damage if it was immune to it.
level in radiant damage back onto the target.
Divine Guardian
At 15th level, when you finish a short or long rest, you can
choose any number of allies within 30 feet of you to grant
temporary hit points equal to half your paladin level + your
Charisma modifier. The temporary hit points lasts for 1
hour before vanishing.

PART 1 | CLASSES
65
Priest
It is faith in ourselves that separates us from others, and
with our powers, we will cause great change in all of
Azeroth. The weak will come to lean on you. The lepers
will call you Lord. And the ignorant will look to you for
guidance.
— Dark Cleric Duesten  
Bend down over her falling ally, a dwarf clutches her holy
symbol, and begins to sing a slow melodic tune, holy light
shining from her hand, covering her allies limp body.
Kneeling on the ground, one hand firmly grasping a staff,
the other filled with swirls of divine and necrotic energies.
A human raises, and sends out a thick halo of light and As light cannot exist without darkness, and darkness
dark energy out around him, his allies gaining new life, his without light, some priests tap into shadow to better
enemies feeling the rush of necrotic through their bodies. understand their own abilities, as well as the abilities of
A forsaken, surrounded in voidic energy pulls his holy those who threaten them.
symbol from his neck as void covers his body. Tentacles
sprouting from his back, as he sends out a laughter, spew- Devoted Acolytes
ing bolts of necrotic energy towards enemies and allies. Priests practice a complex, organized form of spirituality
Priests are the bridge between light and dark, they are built around moral philosophy, the worship of a particular
the wielders of the warmth holy light of the divine, and the deity (such as Elune) in some cases, and/or idol worship,
voidic magic granted by the old gods. They serve as rather than around the reverence of the elements that
protectors, healers, and casters of insanity.w shamans practice, or the close divine connection with
animals and the wilderness that druids maintain. Priests
Invokers of Light and Darkness serve not only as influential religious figures in their
Priests are devoted to the spiritual, and express their respective societies, but also as powerful practitioners of
unwavering faith by serving the people. For millennia they divine magic, which they use to heal and protect, or harm
have left behind the confines of their temples and the and weaken.
comfort of their shrines so they can support their allies in Devotion to the faiths of Azeroth leads many priests to
war-torn lands. In the midst of terrible conflict, no hero the paths of courage and heroism. In dark times, priests
questions the value of the priestly orders. These masters of carry the Light of faith with them as a reminder of the
the healing arts keep their companions fighting far beyond powerful forces at work beyond the comprehension of the
their normal capacities with an array of restorative powers peoples who walk the land. Powerful healers with an
and blessings. The divine forces at the priest’s command intimate connection to the divine, priests are empowered
can also be turned against foes. with abilities that aid them in times of dire need.

PART 1 | CLASSES
66
The Priest
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Priesthood, Unarmored Defense 3 2 — — — — — — — —
2nd +2 Channel Divinity (1/rest), Priesthood feature 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —
6th +3 Channel Divinity (2/rest), Priesthood feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
Ability Score Improvement, Destroy Undead
8th +3 4 4 3 3 2 — — — — —
(CR 1), Priesthood feature
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Destroy Undead (CR 4), Priesthood feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Creating a Priest Class Features


Like paladins, the most important aspect of a priest charac- As a priest, you gain the following class features.
ter is the nature of their holy quest. Are you a devoted ser-
vant of good, loyal to the holy light?, a disciplined priest, in Hit Points
beautiful robes, monitoring a sept? or are you an unholy Hit Dice: 1d6 per priest level
priest of shadows, fallen either by choice or forcefully Hit Points at 1st Level: 6 + your Constitution modifier
towards the necrotic arts? Hit Points at Higher Levels: 1d6 + your Constitution
How did you enter priesthood? Were you raised in a mo- modifier per priest level after 1st
nastry? Did you hear a whisper from the light itself telling
you to serve it? Or did a terrible war force you to take up Proficiencies
the warmth of the holy light to assist your allies? Perhaps Armor: None
you might have known from your earliest memories that Weapons: Simple weapons
the priest's life was your calling, almost as if you had been Tools: None
sent into the world with that purpose stamped on your soul. Saving Throws: Wisdom, Charisma
As guardians against forces of wickedness and evil, Skills: Choose two from History, Insight, Medicine,
priests are rarely of any evil alignment. Most of them walk Persuasion, and Religion
the paths of charity and soothing, or did you never feel the
warmth of the holy light, and instead felt the calling of the Equipment
old gods? their voidic magic wrapping around you, making You start with the following equipment, in addition to the
your actions chaotic? equipment granted by your background:
Quick Build (a) a mace or (b) a quarterstaff
You can make a priest quickly by following these sugges- (a) a light crossbow and 20 bolts or (b) any simple
tions. First. Wisdom should be your highest ability score, weapon
followed by Constitution. (a) a priest's pack or (b) an explorer's pack
a holy symbol
PART 1 | CLASSES
67
Spellcasting Once you gain a priesthood spell, you always have it pre-
As a conduit for divine power. you can cast priest spells. pared, and it doesn't count against the number of spells you
See chapter 10 of the Player's Handbook for the general can prepare each day.
rules of spellcasting and chapter 6 of this book for the If you have a priesthood spell that doesn't appear on the
priest spell list. priest spell list, the spell is considered a priest spell for you.
Cantrips Unarmored Defense
At 1st level, you know three cantrips of your choice from
the priest spell list. You learn additional priest cantrips of While you are not wearing any armor, your Armor Class
your choice at higher levels, as shown in the Cantrips equals 10 + your Dexterity modifier + your Constitution
Known column of the Priest table. modifier. You can use a shield and still gain this benefit.
Preparing and Casting Spells Channel Divinity
The Priest table shows how many spell slots you have to At 2nd level, you gain the ability to channel divine energy
cast your spells of 1st level and higher. To cast one of these directly from the holy light, using that energy to fuel
spells, you must expend a slot of the spell's level or higher. magical effects. You start with two such effects: Shackle
You regain expended spell slots when you finish a long rest. Undead and an effect determined by your priesthood.
You prepare the list of priest spells that are available for When you use your Channel Divinity, you choose which
you to cast, choosing from the priest spell list. When you do effect to create. You must then finish a short or long rest to
so, choose a number of priest spells equal to your Wisdom use your Channel Divinity again.
modifier + your priest level (minimum of one spell). The Some Channel Divinity effects require saving throws.
spells must be of a level for which you have spell slots. When you use such an effect from this class, the DC equals
For example, if you are a 3rd-level priest, you have four your priest spell save DC.
1st-level and two 2nd-level spell slots. With a Wisdom of 16, Beginning at 6th level, you can use your Channel Divinity
your list of prepared spells can include six spells of 1st or twice between rests, and beginning at 18th level, you can
2nd level, in any combination. If you prepare the 1st-level use it three times between rests. When you finish a short or
spell flash heal, you can cast it using a 1st-level or 2nd-level long rest, you regain your expended uses.
slot. Casting the spell doesn't remove it from your list of
prepared spells. Channel Divinity: Shackle Undead
You can change your list of prepared spells when you As an action, you present your holy symbol and speak a
finish a long rest. Preparing a new list of priest spells prayer censuring the undead. Each undead that can see or
requires time spent in prayer and meditation: at least 1 hear you within 30 feet of you must make a Wisdom saving
minute per spell level for each spell on your list. throw. If the creature fails its saving throw, it is shackled for
1 minute or until it takes any damage.
Spellcasting Ability A shackled creature is considered restrained and
Wisdom is your spellcasting ability for your priest spells. stunned until the shackles are broken. While shackled an
The power of your spells comes from the light. You use undead can make a new saving throw at the end of its turn
your Wisdom whenever a priest spell refers to your spell- to end the stunned effect on itself. The restrained condition
casting ability. In addition, you use your Wisdom modifier can only be broken if the undead takes any damage, or 1
when setting the saving throw DC for a priest spell you cast minute passes.
and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Ability Score Improvement
Wisdom modifier When you reach 4th level, and again at 8th, 12th, 16th, and
Spell attack modifier = your proficiency bonus + your 19th level, you can increase one ability score of your choice
Wisdom modifier by 2, or you can increase two ability scores of your choice
by 1. As normal, you can't increase an ability score above 20
Ritual Casting using this feature.
You can cast a priest spell as a ritual if that spell has the
ritual tag and you have the spell prepared. Destroy Undead
Spellcasting Focus Starting at 5th level, when an undead fails its saving throw
You can use a holy symbol as a spellcasting focus for your against your Shackle Undead feature, the creature is
priest spells. instantly destroyed if its challenge rating is at or below a
certain threshold, as shown in the Destroy Undead table.
Priesthood Destroy Undead
Choose a priesthood: Discipline, Holy, or Shadow. Each Priest Level Destroys Undead of CR . . .
priesthood is detailed at the end of the class description.
Your choice grants you spells and other features when you 5th 1/2 or lower
choose it at 1st level. It also grants you additional ways to 8th 1 or lower
use Channel Divinity when you gain that feature at 2nd
level, and additional benefits at 6th, 8th, and 17th levels. 11th 2 or lower
14th 3 or lower
Priesthood Spells
Each priesthood has a list of spells that you gain at the 17th 4 or lower
priest levels noted in the priesthood description.

PART 1 | CLASSES
68
Divine Intervention Channel Divinity: Atonement
Beginning at 6th level, you can use your Channel Divinity to
Beginning at 10th level, you can call on the Holy Light to atone an ally, amending their failure.
intervene on your behalf when your need is great. When a creature within 30 feet of you makes an attack
Imploring its aid requires you to use your action. roll, you can use your reaction to grant that creature a +10
Describe the assistance you seek, and roll percentile dice. bonus to the roll. You can use this feature after you see the
If you roll a number equal to or lower than your priest level, attack roll, but before the DM says whether the attack hits
the Holy Light intervenes. The DM chooses the nature of or misses its target.
the intervention; the effect of any priest spell or priesthood
spell would be appropriate. Potent Spellcasting
If it intervene, you can't use this feature again for 7 days. Starting at 8th level, you add your Wisdom modifier to the
Otherwise, you can use it again after you finish a long rest. damage you deal with any priest cantrip.
At 20th level, your call for intervention succeeds
automatically, no roll required. Pain Suppression
Upon reaching 17th level, you gain resistance to two
Priesthood damage types of your choice, choosing from bludgeoning,
necrotic, piercing, radiant, and slashing. Whenever you
As a priest, you choose one aspect of priesthood to finish a short or long rests, you can change the damage
emphasize, and you are granted powers related to that types you chose.
purpose. Your choice might correspond to a particular sect As an action, you can give up this resistance and transfer
dedicated to branch of priesthood. Your choice of priest- it to one creature you touch. The creature keeps the resis-
hood could simply be a matter of personal preference, the tance until the end of your next short or long rest or until
aspect of the purpose that appeals to you most. you transfer it back to yourself as a bonus action.
Discipline Priesthood Holy Priesthood
These priests understand that light casts a shadow, that These priests leave their houses of worship to serve on the
darkness is defined by light, and that true discipline stems battlefield, as shepherd to flock. There, they use their holy
from one’s ability to balance these opposing powers in powers to bless allies and mend wounds. Whilst most stay
services of a greater cause. While they poss many holy behind the frontlines to aid their comrades, these holy
virtues to aid their allies, they also dabble in the dark arts champions are also capable of smiting foes and carrying
to debilitate their enemies. out sacred justice.
Discipline Priesthood Spells Holy Priesthood Spells
Priest Level Spells Priest Level Spells
1st cure wounds, inflict wounds 1st bless, cure wounds
3rd darkness, spiritual weapon 3rd lesser restoration, spiritual weapon
5th animate dead, vampiric touch 5th beacon of hope, revivify
7th death ward, guardian of faith 7th death ward, guardian of faith
9th contagion, raise dead 9th mass cure wounds, raise dead

Shadow Mending Bonus Cantrip


When you choose this priesthood at 1st level, you are able When you choose this priesthood at 1st level, you gain the
to manipulate shadow magic into aiding allies. When you virtue cantrip if you don't already know it.
would normally roll one or more dice to restore hit points
with a spell to a creature at 0 hit points, you instead use the Echoes of Life
highest number possible for each die rolled. At 1st level, whenever you use a spell of 1st level or higher
In addition, you learn the spare the dying cantrip, which to restore hit points to a creature, the creature regains
doesn't count against the number of priest cantrips you additional hit points equal to 2 + the spell's level.
know. For you, it has a range of 30 feet, and you can cast it
as a bonus action. Channel Divinity: Prayer of Healing
Starting at 2nd level, you can use your Channel Divinity to
Channel Divinity: Halo heal those that are badly injured.
Starting at 2nd level, you can use your Channel Divinity to As an action, you present your holy symbol and speak a
burst out an expanding ring of radiant and necrotic force. prayer, evoking healing energy. Choose any creature within
As an action, you present your holy symbol and evoke a 30 feet of you, healing each creature for a number of hit
ring of energy that can heal your allies and harm your points equal to your priest level + your Wisdom modifier.
enemies for a number of hit points equal to four times your You can't use this feature on an undead or a construct.
priest level. Choose any creatures within 30 feet of you, and
divide those hit points among them, choosing for each Blessed Healer
target if you wish to restore hit points, or deal necrotic Beginning at 6th level, the healing spells you cast on others
damage to them. This feature can restore a creature to no can heal you as well. When you cast a spell with a spell slot
more than half of its hit point maximum. You can't use this and it restores hit points to any creature other than you this
feature to heal an undead or construct. turn, you regain hit points equal to 2 + the spell's level.

PART 1 | CLASSES
69
Leap of Faith Channel Divinity: Submit to Madness
Starting at 8th level, you can use holy energy to pull a target Starting at 2nd level, you can use your Channel Divinity to
towards you. As a bonus action, choose a creature within surrender to the madness of the Old Gods.
60 feet of you, pulling the creature to an empty square As an action, you invoke your holy symbol with necrotic
within 5 feet of you, doing so does not provoke attacks of energy, covering your body in void. For the duration of the
opportunity on the pulled target. A creature can make a channel divinity, you add twice your Wisdom modifier to
Strength saving throw to prevent being pulled to your side. your Armor Class, and you use your reaction to give attacks
On a successful save, the creature isn't pulled towards you. roll against you disadvantage, shifting your voidic shape.
You can use this feature twice. You regain expended In addition, when you would normally roll one or more
usses when you finish a short or long rest. dice to damage a target with a spell, you instead use the
highest number possible for each die. For example, instead
Guardian Spirit of dealing 2d6 hit points, you damage the creature for 12.
Upon reaching 17th level, you can call upon a guardian to This channel divinity lasts for 1 minute, and does not
immediately guide a fallen allies spirit back to their body. require your concentration. When the channel divinity
As a reaction upon an ally dying, you can call upon a ends, you must make a Constitution saving throw against
guardian spirit, immediately resurrecting the ally, and heal- your own spell save DC. Taking half your maximum health
ing them for twice your priest level. The resurrected ally in psychic damage on a failed save, and half as much on a
gains immunity towards all damage until the beginning of successful one. This damage ignores temporary hit points,
their next turn. resistances and im-munities. If the damage brings you
Once you have used this feature, you can't use it again below 0 hit points, you immediately become stable.
until you have finished a long rest.
Unseen Recovery
Shadow Priesthood Beginning at 6th level, you start to feel the influence of the
These priests fully embrace the void and its magics, their old gods. Once per day when you finish a short rest, you
faith equal to their holy counterparts, yet focused on dark can choose expended spell slots to recover. The spell slots
magics and mental manipulation. They dedicate their lives can have a combined level that is equal to or less than half
to worship, but they derive their power from the Void, stray- your priest level (rounded up), and non of the slots can be of
ing dangerously close to the domain of the Old Gods. 6th level or higher.
For example, if you're a 4th-level priest, you can recover
Shadow Priesthood Spells up to two levels worth of spell slots. You can recover either
Priest Level Spells
a 2nd-level spell slot, or two 1st-level spell slots.
1st arms of hadar, hex Shadowy Embrace
3rd mind blast, phantasmal force
Starting at 8th level, you have resistance to necrotic
damage, and your hit point maximum can't be reduced. You
5th fear, hunger of hadar have spent so much time dealing with shadow magic and
7th black Tentacle, phantasmal Killer meddling with the void that you have become inured to
some of their worst effects.
9th negative energy flood, wall of Force
Improved Legacy of the Void
Bonus Proficiency Upon reaching 17th level, when you cast a necromancy
When you choose this priesthood at 1st level, you gain spell of 1st through 5th-level that targets only one creature,
proficiency with martial weapons. the spell can instead target two creatures within range and
within 5 feet of each other. If the spell consumes its mate-
Legacy of the Void rial components, you must provide them for each target.
Also at 1st level, learn one necromancy cantrip of your
choice from any spell list. When you cast a necromancy
cantrip that normally targets only one creature, the spell
can instead target two creatures within range and within 5
feet of each other.

PART 1 | CLASSES
70
A Simple Code
For rogues, the only code is the contract, and their honor is
purchased in gold. Free from the constraints of a
conscience, these mercenaries rely on brutal and efficient
tactics. Lethal assassins and masters of stealth, they will
approach their marks from behind, piercing a vital organ
Rogue and vanishing into the shadows before the victim hits the
You're gonna find a number of outfits that covet our skills. ground. Rogues can dip their weapons in paralyzing toxins
Adventurers, SI:7... heck, even the disorganized rabble that render foes unable to defend themselves. These silent
wouldn't mind a spy or two inside Stormwind. But you stalkers wear leather armor so they can move
remember this: You're your own man. Don't let nobody unencumbered, ensuring that they land the first strike.
bully you into doing something you don't wanna do! With the rogue’s poisons and speed, the first strike is
Besides, we hold all the cards... at least, we do before the often the last step before the killing blow.
game's done. Rogues fend for themselves, looking for fights in which
they dictate the terms. They’re the shadows in the night
— Jorik Kerridan   that remain unseen until the right moment comes to strike,
then they dispatch an opponent with quick blade work or a
Signaling for her companions to wait, a female orc deadly toxin snuck acutely into the bloodstream. Rogues
creeps forward through the dungeon hall. She presses an are opportunistic thieves, bandits, and assassins, but
ear to the door, then pulls out a set of tools to pick it in the there’s an unparalleled art to what they do.
blink of an eye. Before disappearing into the shadows as
her warrior friend moves forward to kick the door open. Skill and Precision
A human lurks in the shadows of an alley while his Rogues devote as much effort to mastering the use of a
accomplice prepares for her part in the ambush. When variety of skills as they do to perfecting their combat
their target passes the alleyway, the accomplice cries out, abilities, giving them a broad expertise that few other
the slaver comes to investigate, and the assassin's blade characters can match. Many rogues focus on stealth and
cuts his throat before he can make a sound. deception, while others refine the skills that help them in a
Suppressing a giggle, a gnome silently sneaks up behind dungeon environment, such as climbing, finding and
a guard, lifting the key ring from the his belt. In a moment, disarming traps, and opening locks.
the keys are in her hand, the cell door is open, and she and When it comes to combat, rogues prioritize cunning over
her companions are free to make their escape. brute strength. A rogue would rather make one precise
Rogues rely on skill, stealth, and their foes' strike, placing it exactly where the attack will hurt the
vulnerabilities to get the upper hand in any situation. They target most, than wear an opponent down with a barrage of
have a knack for finding the solution to just about any attacks. Rogues have an almost supernatural knack for
problem, demonstrating a resourcefulness and versatility avoiding danger, and a few learn magical tricks to
that is the cornerstone of any successful adventuring party. supplement their other abilities.
PART 1 | CLASSES
71
The Rogue
Proficiency Sneak
Level Bonus Attack Features
Expertise, Sneak Attack,
1st +2 1d6
Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Specialization
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
Roguish Specialization
9th +4 5d6
feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
Roguish Specialization
13th +5 7d6
feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
Roguish Specialization
17th +6 9d6
feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck Class Features
As a rogue, you gain the following class features.
Hit Points
Creating a Rogue Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
As you create your rogue character, consider the charac- Hit Points at Higher Levels: 1d8 + your Constitution
ter's relationship to the law. Do you have a criminal past, or modifier per rogue level after 1st
present? Are you on the run from the law or from an angry
thieves' guild master? or did you leave your guild in search Proficiencies
of bigger risks and bigger rewards? Is it greed that drives Armor: Light armor
you in your adventurers, or some other desire or ideal? Weapons: Simple weapons, hand crossbows, longswords,
What was the trigger that led you away from your rapiers, shortswords
previous life? Did a great con or heist gone terribly wrong Tools: Thieves' tools
cause you to reevaluate your career? Maybe you were lucky Saving Throws: Dexterity, Intelligence
and successful robbery gave you the coin you needed to Skills: Choose four from Acrobatics, Athletics, Deception,
escape the squalor of your life. Did wanderlust finally call Insight, Intimidation, Investigation, Perception,
you away from your home? Perhaps you suddenly found Performance, Persuasion, Sleight of Hand, and Stealth
yourself cut off from your family or your mentor, and you
had to find a new means of support. Or maybe you made a Equipment
new friend, who showed you new possibilities for earning a You start with the following equipment, in addition to the
living and employing your particular talents. equipment granted by your background:
Quick Build (a) a rapier or (b) a shortsword
You can make a rogue quickly by following these (a) a shortbow and quiver of 20 arrows or (b) a
suggestions. First, Dexterity should be your highest ability shortsword
score. Make intelligence your next-highest if you want to (a) a burglar's pack or (b) a dungeoneer's pack, or (c) an
excel at Investigation. Choose Charisma instead if you plan explorer's pack
to emphasize deception and social interaction. Leather armor, two daggers, and thieves' tools
PART 1 | CLASSES
72
Expertise Evasion
At 1st level, choose two of your skill proficiencies, or one of At 7th level, you can nimbly dodge out of the way of certain
your skill proficiencies and your proficiency with thieves' area effects, such as a red dragon's fiery breath or an ice
tools. Your proficiency bonus is doubled for ability checks storm spell. When you are subjected to an effect that allows
you make that uses either of the chosen proficiencies. you to make a Dexterity saving throw to take only half
At 6th level, you can choose two more of your proficien- damage, you instead take no damage if you succeed on the
cies (in skills or with thieves' tools) to gain this benefit. saving throw, and only half damage if you fail.
Sneak Attack Reliable Talent
Beginning at 1st level, you know how to strike subtly and By 11th level, you have refined your chosen skills until they
exploit a foe's distraction. Once per turn, you can deal an approach perfection. Whenever you make an ability check
extra 1d6 damage to one creature you hit with an attack if that lets you add your proficiency bonus, you can treat a
you have advantage on the attack roll. The attack must use d20 roll of 9 or lower as a 10.
a finesse or a ranged weapon.
You don't need advantage on the attack roll if another Blindsense
enemy of the target is within 5 feet of it, that enemy isn't in- Starting at 14th level, if you are able to hear, you are aware
capacitated, and you don't have disadvantage on the attack. of the location of any hidden or invisible creature within 10
The amount of the extra damage increases as you gain feet of you.
levels in this class, as shown in the Sneak Attack column of
the Rogue table. Slippery Mind
Thieves' Cant By 15th level, you have acquired greater mental strength.
You gain proficiency in Wisdom saving throws.
During your rogue training you learned thieves' cant, a
secret mix of dialect, jargon, and code that allows you to Elusive
hide messages in seemingly normal conversation. Only
another creature that knows thieves' cant understands Beginning at 18th level, you are so evasive that attackers
such messages. It takes four times longer to convey such a rarely gain the upper hand against you. No attack roll has
message than it does to speak the same idea plainly. advantage against you while you aren't incapacitated.
In addition, you understand a set of secret signs and
symbols used to convey short, simple messages, such as Stroke of Luck
whether an area is dangerous or the territory of a thieves' At 20th level, you have an uncanny knack for succeeding
guild, or will provide a safe house for thieves on the run. when you need to. If your attack misses a target within
range, you can turn the miss into a hit. Alternatively. if you
Cunning Action fail an ability check, you can treat the d20 roll as a 20.
Starting at 2nd level, your quick thinking and agility allow Once you use this feature, you can't use it again until you
you to move and act quickly. You can take a bonus action on finish a short or long rest.
each of your turns in combat. This action can be used only
to take the Dash, Disengage, or Hide action. Roguish Specialization
Roguish Specialization Rogues have many features in common, including their
emphasis on perfecting their skills, their precise and deadly
At 3rd level, you choose an area to specialize yourself approach to combat, and their increasingly quick reflexes.
within, that shapes your rogue abilities: Assassin, Outlaw, But different rogues steer those talents in varying directi-
or Subtlety, all detailed at the end of the class description. ons, embodied by the rogue specializations. Your choice of
Your specialization choice grants you features at 3rd level specialization is a reflection of your preferred techniques.
and then again at 9th, 13th, and 17th level.
Assassin
Ability Score Improvement
You focus your training on the grim art of death. Favoring
When you reach 4th level, and again at 8th, 10th, 12th, stealth and vicious poisons over direct approaches. Those
16th, and 19th level, you can increase one ability score of who adhere to this specialization are diverse: hired killers,
your choice by 2, or you can increase two ability scores of spies, and bounty hunters. Stealth, poison, and disguise
your choice by 1. As normal, you can't increase an ability help you eliminate your foes with deadly efficiency.
score above 20 using this feature.
Bonus Proficiencies
Uncanny Dodge When you choose this specialization at 3rd level, you gain
Starting at 5th level, when an attacker that you can see hits proficiency with the disguise kit and the poisoner's kit.
you with an attack, you can use your reaction to halve the
attack's damage against you. Assassin's Intuition
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.

PART 1 | CLASSES
73
Elaborate Planning Adrenaline Rush
Beginning at 9th level, you can unfailingly create false iden- At 17th level, the rush of battle runs to your head. You can
tities for yourself. You must spend seven days and 25gp to take two turns during the first round of any combat. You
establish the history, profession, and affiliations for an iden- take your first turn at your normal initiative and your se-
tity. You can't establish an identity that belongs to someone cond turn at your initiative minus 10. You can't use this
else. For example, you might acquire appropriate clothing, feature when you are surprised.
letters of introduction, and official-looking certification to
establish yourself as a member of a trading house from a Subtlety
remote city so you can insinuate yourself into the company Subtlety rogues are the masters of the shadows, and they
of other wealthy merchants. strike unseen. They don’t have the lethal strikes of the
Thereafter, if you adopt the new identity as a disguise, assassin or the brawling prowess of the outlaw, but their
other creatures believe you to be that person until given an ability to hide in plain sight are unrivaled, performing
obvious reason not to. devastating strikes, and slipping away to strike again.
Ambush Master Shadowstep
Starting at 13th level, you excel at leading ambushes and When you choose this specialization at 3rd level, you delve
acting first in a fight. into shadow magics, giving you an unexpected advantage
You have advantage on initiative rolls. In addition, the over most. When you use your cunning Action to Dash or
first creature you hit during the first round of a combat Disengage, you can choose to instead teleport to an un-
becomes easier for you and others to strike; attack rolls occupied square that you can see within the range of your
against that target have advantage until the start of your remaining movement. Creatures within 5 feet of you still
next turn. get attacks of opportunity when you take the dash action,
Seal Fate but attack rolls are made with disadvantage.
At 17th level, you have become a master of instant death. At 3rd level, you can use this feature once between short
When you attack and hit a creature that is surprised, it or long rests. You gain an additional use of Shadowstep
must make a Constitution saving throw (DC 8 + your Dex- when you reach 9th, 13th, and 17th level.
terity modifier + your proficiency bonus). On a failed save, Vision of the Night
double the damage of your attack against the creature. At 3rd level, you gain darkvision out to a range of 60 feet.
Outlaw If you already have darkvision from your race, its range
increases by 30 feet.
You hone your skills in larcenous arts. Burglars, bandits, You are also adept at evading creatures that rely on dark-
pirates, and other criminals typically follow this specializa- vision. While in darkness, you are invisible to any creature
tion, but so do rogues who prefer to not fight fair, using that relies on darkvision to see you in that darkness.
dirty tricks to gain the upper hand in combat. These rogues
care little for tactics or discretion, and happily engages in a Supreme Sneak
brawl head on. Beginning at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed
Firearm Intrigue on the same turn.
When you choose this specialization at 3rd level, you gain
proficiency with firearms. Cloak of Shadow
Starting at 13th level, you are able to dodge in unforeseen
Hit and Run ways, briefly shrouding yourself in supernatural shadowy.
At 3rd level, you learn how to land a strike and slip away Whenever a creature makes an attack roll against you and
without reprisal. During your turn, if you make a melee doesn't have advantage on the roll, you can use your
attack against a creature, that creature can't make oppor- reaction to impose disadvantage on it. You must use this
tunity attacks against you for the rest of your turn. feature before you know the outcome of the attack roll.
You also gain an additional way to use your Sneak Attack
you don't need advantage on the attack roll to use your Veil of Deceit
Sneak Attack against a creature if you are within 5 feet of At 17th level, your thoughts can't be read by telepathy or
it, no other creatures are within 5 feet of you, and you don't other means, unless you allow it. You can present false
have disadvantage on the attack roll. All the other rules for thoughts by succeeding on a Charisma (Deception) check
Sneak Attack still apply to you. contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would
Quick Combatant determine if you are telling the truth indicates you are
Starting at 9th level, your walking speed increases by 10 being truthful if you so choose, and you can't be compelled
feet. If you have a climbing or swimming speed, this in- to tell the truth by magic.
crease applies to that speed as well.
Misdirection
Starting at 13th level, you can sometimes cause another
creature to suffer an attack meant for you. When you are
targeted by an attack while a creature is within 5 feet of
you, you can use your reaction to have the attack target that
creature instead of you.
You can use this feature a number of times equal to your
Dexterity modifier, regaining uses after a short or long rest.
PART 1 | CLASSES
74
Shaman
The wolves are not tamed, not as you might understand the
word. They have come to be our friends because I invited
them. It is a part of being a shaman. We have a bond with Calling of the Elements
the things of the natural world, and strive always to work in Shamans are unique in their way of casting spells, whilst a
harmony with them. Warlocks would term them spells, but warlock would bend the energy to their will to perform
we shamans simply term them calls. We ask, the powers their spell, a shaman calls upon the elements themselves,
we work with answer. Or not, as they will. I can call the and the elements may respond, or choose not to. They com-
snows, and wind, and lightning. The trees may bend to me mune with forces that are not strictly benevolent. The ele-
when I ask. The rivers may flow where I ask them to. ments are chaotic, and left to their own devices, they rage
— Drek'Thar of the Frostwolf clan   against one another in an unending primal fury. It is the
call of the shaman to bring balance to this chaos, acting as
An orc clad in loose plates chained together stands atop moderators amongst them.
a lonely peak, as the winds pick up around him, slowly These masters of the elements can also call upon ele-
lifting the heavy metal plates from his body, before releas- mental forces directly, unleashing torrents of lava and bolts
ing a glistering bolt of lightning towards his enemies. of lightning against foes. The elements can create, destroy,
A gray haired dwarf slowly lumps his way across the support, and hinder. An experienced shaman balances the
battlefield, emptying a bottle of water into the earth as he vast spectrum of these primordial forces into an array of
walks, before lifting it from the soil, and gently waves it over diverse abilities, making shaman versatile adventurers and
the body of a wounded ally, soothing his grave wounds. valued members of any group.
A human sprinting through the thicket, a pair of massive
wolves of spectral vision running at his side. In the flash of Respected and Feared
a moment he howls as his body turns into a wolf of similar Since the primitive tribal cultures of Azeroth and Draenor,
visage to his pets. the elements of the physical universe have been celebrated,
Shaman are mortal mediators between the very feared, and even worshiped. Mystics sought communion
elements themselves. Often spiritual guides of their com- with the earth, air, fire, and water, and learned to tap into
munities, these powerful practitioners commune with the their raw power. In time, these spiritual guides came to
ancestors and seek to balance the raging elemental forces, understand that nature’s elemental forces aren’t wholly
and can call upon them in battle to scorch and blast their benevolent, but have, in fact, been locked in an unending
enemies, or to strengthen and heal their allies. Shaman conflict of chaos and primal fury that once consumed the
can enhance their weapons with elemental effects, smite physical realm. So began the calling of the Shaman, to
enemies with lightning strikes and bursts of lava, and bring balance to these volatile energies, leveraging their
summon powerful elementals to their aid. intensity to mend wounds . . . or inflict them.
PART 1 | CLASSES
75
The Shaman
Proficiency Totems Totem Cantrips
Level Bonus Features Known Die Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Totemist 2 d4 3 2 — — — —
2nd +2 Fighting Style 3 d4 3 3 — — — —
3rd +2 Shamanistic Binding, Elemental Shield 3 d4 3 4 — — — —
4th +2 Ability Score Improvement 4 d4 4 4 2 — — —
5th +3 Spirit Animal 4 d6 4 4 2 — — —
6th +3 — 5 d6 4 4 3 — — —
7th +3 Shamanistic Binding feature 5 d6 4 4 3 2 — —
8th +3 Ability Score Improvement 6 d6 4 4 3 2 — —
9th +4 Astral Shift 6 d6 4 4 3 3 — —
10th +4 Totemist Projection 7 d8 5 4 3 3 — —
11th +4 Shamanistic Binding feature 7 d8 5 4 3 3 1 —
12th +4 Ability Score Improvement 8 d8 5 4 3 3 1 —
13th +5 — 8 d8 5 4 3 3 2 —
14th +5 Bloodlust 9 d8 5 4 3 3 2 —
15th +5 Shamanistic Binding feature 9 d8 5 4 3 3 3 1
16th +5 Ability Score Improvement 10 d10 5 4 3 3 3 2
17th +6 — 10 d10 5 4 3 3 3 2
18th +6 — 11 d10 5 4 3 3 3 3
19th +6 Ability Score Improvement 11 d10 5 4 3 3 3 3
20th +6 Ascendance 12 d10 5 4 3 3 3 3

Creating a Shaman Class Features


When creating an elemental shaman, consider how the As a shaman, you gain the following class features.
elements affect your personality. Although elemental
shaman have resonance with all four primary elements, Hit Points
some tend to outwardly display aspects of one over the Hit Dice: 1d8 per shaman level
others. Those leaning towards fire might be impatient, Hit Points at 1st Level: 8 + your Constitution modifier
temperamental, or full of energy in everything they do. Hit Points at Higher Levels: 1d8 + your Constitution
Water leaning shaman are adaptable, chaotic, and tend to modifier per shaman level after 1st
go with the flow. Those who favor earth are typically lawful,
stalwart, and stubborn. Shaman who favor air are aloof, Proficiencies
distant, and typically the most neutral in arbitrations. Armor: Light armor, medium armor, shields
Think about your bond with your totems and how they Weapons: Simple weapons, martial weapons
represent the elemental planes from which you gain your Tools: Herbalism kit
power. Are they simply tools to you for channelling raw
planar power, or are they sacred and worthy of reverence? Saving Throws: Strength, Wisdom
Do they act as representations of a favored element or do Skills: Choose two from Animal handling, Arcana, History,
you use them to keep a favored element in check? How a Insight, Medicine, Nature, Perception, and Survival
shaman perceives their connection to the elemental planes Equipment
should be reflected in the totems they summon forth. You start with the following equipment, in addition to the
Quick Build equipment granted by your background:
You can make a shaman quickly by following these (a) scale mail or (b) studded leather
suggestions. First, Wisdom should be your highest ability (a) a mace and shield or (b) two martial weapons
score, followed by Constitution. If you intend to engage in (a) a dungeoneer's pack or (b) an explorer's pack
melee combat regularly, make Strength your second a druidic focus
highest ability score instead.

PART 1 | CLASSES
76
Spellcasting Summoning Totems
As a bonus action, you can summon a known totem in an
As a link between the elements. you can cast shaman unoccupied square within 30 feet of you. Each totem lasts
spells. See chapter 10 of the Player's Handbook for the for 1 minute unless otherwise specified, and can be dis-
general rules of spellcasting and chapter 6 of this book for missed as a free action on your turn. Summoned totems
the shaman spell list. uses their active effect at the end of your turns. You can
have no more than one totem of each element active at
Cantrips once, for a maximum of four totems summoned at a time.
At 1st level, you know three cantrips of your choice from Your summoned totems have an AC of 5 + your Wisdom
the shaman spell list. You learn additional shaman cantrips modifier + half your shaman level (rounded up), hit points
of your choice at higher levels, as shown in the Cantrips equal to twice your shaman level and immunity to poison
Known column of the Shaman table. and psychic damage.
Preparing and Casting Spells Once you have summoned a totem, you can't summon
The Shaman table shows how many spell slots you have to that totem again until you finish a short or long rest.
cast your spells of 1st level and higher. To cast one of these Fighting Style
spells, you must expend a slot of the spell's level or higher.
You regain expended spell slots when you finish a long rest. At 2nd level, you adopt a style of fighting as your specialty.
You prepare the list of shaman spells that are available Choose one of the following options. You can't take a Fight-
for you to cast, choosing from the shaman spell list. When ing Style option more than once, even if you later get to
you do so, choose a number of shaman spells equal to your choose again.
Wisdom modifier + your shaman level (minimum of 1 spell)
The spells must be of a level for which you have spell slots. Defense
For example, if you are a 4th-level shaman, you have four While you are wearing armor, you gain a +1 bonus to AC.
1st-level and two 2nd-level spell slots. With a Wisdom of 16, Dueling
your list of prepared spells can include seven spells of 1st
or 2nd level, in any combination. If you prepare the 1st-level When you are wielding a melee weapon in one hand and no
spell absorb element, you can cast it using a 1st-level or other weapons, you gain a +2 bonus to damage rolls with
2nd-level slot. Casting the spell doesn't remove it from your that weapon.
list of prepared spells. Great Weapon Fighting
You can change your list of prepared spells when you When you roll a 1 or 2 on a damage die for an attack you
finish a long rest. Preparing a new list of shaman spells make with a melee weapon that you are wielding with two
requires time spent communing with the elements: at least hands, you can reroll the die and must use the new roll,
1 minute per spell level for each spell on your list. even if the new roll is a 1 or 2. The weapon must have the
Spellcasting Ability two-handed or versatile property for you to use this benefit.
Wisdom is your spellcasting ability for your shaman spells. Two-Weapon Fighting
The power of your spells comes from the elements and When you engage in two-weapon fighting, you can add your
spirits. You use your Wisdom whenever a shaman spell ability modifier to the damage of the second attack.
refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a
shaman spell and when making an attack roll with one. Shamanistic Binding
Spell save DC = 8 + your proficiency bonus + your When you reach 3rd level, you enter a shamanistic binding,
Wisdom modifier deepening your understanding of elements in a certain
Spell attack modifier = your proficiency bonus + your aspect. Choose Elemental, Enhancement, or Restoration,
Wisdom modifier each of which is detailed at the end of the class description.
Your choice grants you features at 3rd level, and again at
Ritual Casting 7th, 11th, and 15th level.
You can cast a shaman spell as a ritual if that spell has the Elemental Shield
ritual tag and you have the spell prepared.
Starting at 3rd level, you are able to manifest the elements
Spellcasting Focus around you into shields. You start with two such shields:
You can use a druidic focus as a spellcasting focus for your Water Shield and a shield determined by your binding.
shaman spells. An activated shield lasts for 1 hour, or until its effect has
been used up. You can only have one shield manifested at a
Totemist time, manifesting a shield either resets its duration or
You are able to bind the chaotic powers of the elements replaces your current one (your choice).
into magical totems, capable of granting you and your ally a You can use this feature a number of times equal to your
wide variety of effects and boons. Wisdom modifier, regaining all expended uses when you
You know two totems of your choice. Your totem options finish a short or long rest.
are detailed at the end of the class description. When you Water Shield
gain certain shaman levels, you learn to bind additional As an action, you manifest small floating orbs of water
totems of your choice, as shown in the Totems Known around you equal to your Wisdom modifier. The orbs hover
column of the Shaman table. around you for an hour before falling to the ground.
Additionally, when you gain a level in this class, you can Whenever you roll damage for an attack or a spell cast
choose one of the totems you know and replace it with using a spell slot, you can expend an orb floating around—
another totem that you could learn at that level.
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77
    you to reroll any number of dice, and use either die roll. Elemental
Once you've expended all uses of your water shield it You empower the element of Fire, immediately after
dissipates, allowing you to activate another shield effect. casting a spell using a spell slot, you can use your bonus
Ability Score Improvement action to cast a second spell or cantrip with a casting time
of one action.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Enhancement
by 2, or you can increase two ability scores of your choice You empower the element of Wind, you add your Wisdom
by 1. As normal, you can't increase an ability score above 20 modifier to attack and damage rolls made with melee
using this feature. weapons, the extra damage is dealt as lightning damage.
Spirit Animal Restoration
Starting at 5th level, your communion with the spirit world You empower the element of Water, all of your spells cast
has taught you to turn into a large animal with a ghostly that restores hit points and are unable to target more than
visage around it. As a bonus action you can turn into a one creature heals for their maximum amount of healing
spirit animal. Your armor class is changed to 14, and your possible, and heals a second target within the spells range
movement speed to 50 feet for the duration, the rest of your for half of the healing done.
game statistics remain unchanged. Whilst your spirit
animal is active, you can use a bonus action to change back Shamanistic Binding
and forth between it and your humanoid form. Shamans strive to deepen their understanding and connec-
Spirit animal lasts for up to an hour, or until you attack a tion with the elements no matter what. Some shamans
target with a weapon attack or cast a spell. You can use this prefer a more brutal approach to shamanism, either in the
feature twice, regaining expended uses when you finish a shape of strict melee combat, or conjuring raw element
short or long rest. powers against their enemies. Others still, stand as the
A deeper explanation of a shaman's spirit animal can be conjurers of healing waters and restorative energies.
found in Appendix A at the end of this book.
Elemental
Astral Shift
Elemental shamans have dedicated themselves above all
Beginning at 9th level, you are able to momentarily shift else to forging a deep bond with the elements. Making
your body into the astral plane. As a reaction upon taking them able to channel such power into destructive magical
damage, you can momentarily shift your body to the astral surges. They manipulate the land itself. To battle an
plane, giving you resistance towards all damage except elemental shaman is to taunt the very forces of nature.
psychic until the beginning of your next turn.
You can use this feature twice, regaining its uses when Lightning Shield
you finish a short or long rest. When you choose this binding, as an action, you manifest
an orb of lightning that slowly swirls around you. Whenever
Totemist Projection you cast a spell using a spell slot, you may choose a crea-
Starting at 10th level, your mastery over your elemental ture hit by your spell for your orb to lash out at, dealing 1d4
totems and knowledge of them have made you able to lightning damage. When hit by a melee attack, you can use
effective reposition them. As a bonus action, you can move your reaction to causing your orb to lash out at the attacker
any active totems to a new location within 30 feet of you. for 1d4 lightning damage.
Additionally, you can summon a totem of each element Your orb can lash out a number of times equal to your
using one bonus action. You can summon multiple totems Wisdom modifier before its elemental energy is used up,
at once a number of times equal to your proficiency bonus, making it dissipate.
regaining all expended uses when you finish a long rest. Your orbs damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
Bloodlust Destructive Attunement
At 14th level, you are able to insight the bloodlust within Starting at 3rd level, whenever you cast a spell that deals
your allies, making them able to fight harder. As an action, cold, fire, lightning or thunder damage, before determining
each ally within 30 feet of you that can see or hear you gain damage you may choose to change the damage type to one
the benefits of the haste spell, adding your Wisdom modi- of the damage types on the list above.
fier to attack and damage rolls for the duration. Bloodlust
requires concentration, should it be broken the haste effect Resonance
ends prematurely on each affected target. Beginning at 7th level, when you cast a spell that deals cold,
You can use this feature once, regaining its use when you fire, lightning or thunder damage using a spell slot of 2nd
finish a long rest. level or higher, you regain one expended spell slot. The slot
you regain must be of a level lower than the spell you cast.
Ascendance You can replenish a total number of spell slots equal to
Upon reaching 20th level, your communion with the ele- your shaman level. You replenish your pool of spell slots
ments is at its pinnacle. As a bonus action, your body fills that can be regained when you finish a long rest.
with raw elemental energy, shifting your form to an ascen-
dant. This effect lasts for 1 minute, giving you benefits
depending on your shamanistic binding. Once used, you
can't use this feature again until you finish a long rest.

PART 1 | CLASSES
78
Liquid Magma Totem Windfury. You imbue your weapon with elemental air,
Upon reaching 11th level, you are able to bind a liquid doubling the wielders jump distance.
magma totem, expending your fire totem slot. Additionally when you hit a creature with this weapon
When placed, choose up to five 10-foot cubes, which you you may expend a 1st-level spell slot to deal an additional
can arrange as you wish. Each cube must have at least one 1d6 slashing damage to your target and each creature
face touching another cube's face and be touching ground. within 5 feet of it. This damage increases by 1d6 for each
Each creature in the areas must make a Dexterity saving spell slot level above 1st.
throw. It takes 7d (totem die) fire damage on a failed save, Stormstrike
or half on a success. At the end of your turn the totem Beginning at 7th level, you are able to carry a crackling of
dissipates, leaving behind the magma filled squares. lightning with your swings. As an action, you can make a
The chosen squares count as difficult terrain, and any single weapon attack. On a hit, the attack deals an extra 2d
creature that starts or ends their turn in them must make a (totem die) lightning damage.
Dexterity saving throw, or take 2d (totem die) fire damage. Additionally, instead of dealing extra lightning damage,
The squares harden at the beginning of your next turn, be- you can use your action to gain 2d (totem die) temporary
coming harmless ground once more. hit points, while you have these temporary hit points you
Improved Lightning Shield have resistance to lightning and thunder damage.
At 15th level, when you manifest your lightning shield you You can use this feature a number of times equal to your
create 3 additional orbs, when you hit with a spell using a Wisdom modifier, regaining expended uses when you finish
spell slot, or when hit by a melee attack, you may choose a short or long rest.
any number of orbs to lash out against the target. Each of Wind Rush Totem
these extra orbs have three uses before dissipating. Upon reaching 11th level, you are able to bind a wind rush
Additionally when you hit a creature with an orb, the totem, expending your air totem slot.
creature must make a Constitution saving throw, or be Each ally within 60 feet of the totem can take the Dash
unable to use its reaction until the end of your next turn. and Disengage actions as a bonus action.
Enhancement Spirit Wolves
Enhancement shamans are in as intense communion with At 15th level, as an action you are able to call forth two
the elements as the elemental shaman. What differentiates spirit wolves to aid you. The wolves act on your initiative,
them is their combat methodology. They favor empowering obeying your commands as best they can. If no commands
their physical attacks with elemental energies and facing are given they use their action to attack the nearest enemy,
their adversaries up close. being intelligent enough to tell friend from foe. The stat-
block for the spirit wolves can be found in Appendix A, at
Wind Shield the end of the book.
When you choose this binding, as an action you manifest The wolves lasts for 1 minute, or until killed. Once used,
the air around you, increasing your movement speed by 10 you can't use this feature again until you finish a long rest.
feet. Whilst active, climbing does not take additional move-
ment, and you are unaffected by natural difficult terrain. Restoration
Additionally, when you active this shield, you can expend Restoration shamans find a deep connection with water,
a 2nd-level spell slot or higher, you can attack twice, instead using it soothing powers to restore life and heal afflictions.
of once, whenever you take the Attack action on your turn. They finding harmony in the nature and purifying their
If you expend a 4th-level spell slot or higher, you can attack allies as a tidal surge washes across a sandy shore.
three times, whenever you take the Attack action. These
attacks follow the normal rules for Extra Attacks. Earth Shield
Imbue Weapon When you choose this binding, as a bonus action you can
Starting at 3rd level, you can imbue your weapons with raw touch a willing creature, manifesting a number of earthen
elemental energy. As a bonus action, choose a weapon that orbs around it equal to your Wisdom modifier. Whenever
you are holding. That weapon becomes imbued for 1 hour, the creature is hit by an attack you can see, you can use
or until you use a bonus action to remove the imbuement. your reaction the reduce the damage by 1d (totem die).
You can only have two weapons imbued at a time. This damage reduction increases by 1d (totem die) when
You can use this feature a number of times equal to your you reach 5th level, 10th level, and 16th level
Wisdom modifier, regaining uses after a short or long rest. Totems of Water
Flametongue. You imbue your weapon with elemental Starting at 3rd level, you learn one lesser water totem of
flames, causing it to emit dim light in a 10-feet radius. your choice, this totem does not count towards your totems
Additionally when you hit a creature with this weapon known. You are able to have two different totems of water
you may expend a 1st-level spell slot to deal an additional active at once.
2d6 fire damage. This damage increases by 1d6 for each
spell slot level above 1st. Chain Heal
Frostbrand. You imbue your weapon with elemental ice, Beginning at 7th level, you are able to heal multiple people
giving the wielder resistance to extreme heat. at once. As an action, choose a friendly target within 60
Additionally when you hit a creature with this weapon feet of you, healing the target for 3d6, choose a 2nd target
you may expend a 1st-level spell slot to deal an additional within 30 feet of the 1st target to be healed for the two of
1d8 cold damage and reduce the targets speed by 5 feet. the dice rolls, and a 3rd target within 30 feet of the 2nd to
This damage increases by 1d8 and reduces the targets be healed for one of the dice rolls.
speed for an extra 5 feet for each spell slot level above 1st.
PART 1 | CLASSES
79
    Chain Heals healing increases by 1d6 at 7th level (4d6), Flametongue Totem
11th level (5d6), and 15th level (6d6). With each healing Prerequisite: 8th level (fire totem)
increase, the second and third target is healed for one
more of the die rolls. You place down a flametongue totem, any ally within 30
You can use chain heal a number of times equal to your feet of it deals an additional 1d (totem die) fire damage on
Wisdom modifier, regaining expended uses when you finish melee or ranged weapon attack.
a short or long rest. Frost Protection Totem
Healing Tide Totem Prerequisite: 5th level (fire totem)
Upon reaching 11th level, you are able to bind a healing You place down a frost protection totem, which floats in an
tide totem, expending a water totem slot. unoccupied square within 15 feet of you, giving all allies
At the end of each of your turns, the totem heals every within 30 feet of it a warm barrier around them, giving
ally within 20 feet of it for 2d (totem die). them resistance against cold damage and extreme cold.
This totem lasts for 1 hour before it dissipates.
Surge of Life
At 15th level, when you cast a spell that restores hit points, Grace of Air Totem
or uses your Chain Heal feature, you can choose to restore Prerequisite: 5th level (air totem)
the maximum amount of hit points possible. If you do, any You place down a grace of air totem, improving the move-
creature healed gains temporary hit points equal to your ment of friendly creatures within 30 feet of it. All affected
shaman level. Once used, you can't use this feature again creatures are able to Dash and Disengage as a bonus
until you finish a long rest. action, and are unaffected by natural difficult terrain.
Totems Grounding Totem
Prerequisite: 7th level (air totem)
If a totem has prerequisites, you must meet them to learn You place down a grounding totem, while active you can
it. You can learn the totem at the same time that you meet use your reaction to have the totem cast the counterspell
its prerequisites. A level prerequisite in a totem refers to spell at 3rd level at a target within 30 feet of it, no matter if
your shaman level, not your character level. the counterspell succeeds or fails, the totem dissipates.
Cleansing Totem Healing Stream Totem
Prerequisite: 4th level (water totem) (water totem)
You place down a cleansing totem, at the end of your turn You place down a healing stream totem, friendly creatures
the totem cleanses three allies of your choice within 30 feet within 20 feet of it can expend a single hit die each turn to
of it for one of the following conditions: blinded, deafened, regain hit points. Creatures that spend hie dice this way
paralyzed, or poisoned. After the totem has cleansed your regain hit points equal to the amount rolled + your Wisdom
allies it dissipates. modifier.
Earthbind Totem Heat Protection Totem
(earth totem) Prerequisite: 5th level (water totem)
You place down an earthbind totem, immediately making a You place down a heat protection totem, which floats in an
20-foot radius around the totem difficult terrain for any unoccupied square within 15 feet of you, giving all allies
enemy that enters it. within 30 feet of it a cold barrier around them, giving them
Earthgrab Totem resistance against fire damage and extreme heat. This
(earth totem) totem lasts for 1 hour before it dissipates.
You place down an earthgrab totem, any creature within 5 Lightning Surge Totem
feet of the totem is required to make a Strength or Dex- Prerequisite: 7th level (air totem)
terity saving throw. On a failed save, affected creatures are You place down a lightning surge totem, the totem
grappled until the start of your next turn. immediately explodes and dissipates. Each creature within
Earthquake Totem 15 feet of it must make a Constitution saving throw. On a
(earth totem) fail, a creature is stunned until the beginning of your next
round.
You place down an earthquake totem, replicating the effect
of an earth tremor spell around it, dealing 2d (totem die) Mana Spring Totem
bludgeoning instead of 1d6 bludgeoning. (water)
Fire Nova Totem You place down a mana spring totem, giving all allies
Prerequisite: 3rd level (fire totem) within 15 ft of it advantage on Intelligence and Wisdom
saving throws.
You place down a fire nova totem, the totem uses the round
to charge up, exploding and dissipating at the end of your Searing Totem
next turn. Each creature within 10 feet of it must make a Prerequisite: 5th level (fire totem)
Dexterity saving throw. On a fail, a creature takes 4d (totem You place down a searing totem, as a bonus action on your
die) fire damage and half on a successful one. turn, you can cause this totem to launch a ball of fire at a
creature within 60 feet of it. Make a ranged spell attack
against the creature. On a hit, it takes 1d (totem die)

PART 1 | CLASSES
80
    Its damage increases by 1d (totem die) when you reach
11th level, and 16th level.
Skyfury Totem
Prerequisite: 11th level (fire totem)
You place down a skyfury totem, any ally within 20 feet of it
score a critical hit on a roll of 19 or 20.
Spirit Link Totem
Prerequisite: 14th level (water totem)
You place down a spirit link totem, choose two creatures
within 60 feet of it. As long as both creatures remain within
60 feet of the totem, they have resistance to all damage.
Whenever one of the creatures takes damage the other
creature takes the same amount of damage. This damage
cannot be reduced in any way and overcomes immunity to
any damage types.
Stone Bulwark Totem
Prerequisite: 5th level (earth totem)
You place down a stone bulwark totem, and choose an ally
within 15 feet of it, that ally gains 1d (totem die) + your
Wisdom modifier temporary hit points at the end of each of
your turns, if the chosen ally moves out of its range, you
may choose a new target within 15 feet, if no ally is within
15 feet, the totem dissipates.
Stoneskin Totem
Prerequisite: 10th level (earth totem)
You place down a stoneskin totem, allies within 10 feet of it
gain resistance against bludgeoning, piercing and slashing
damage.
Stormlash Totem
Prerequisite: 9th level (air totem)
You place down a stormlash totem, any ally within 30 feet
of it deals an additional 1d (totem die) lightning damage on
their first successful attack each turn.
Tremor Totem
Prerequisite: 10th level (earth totem)
You place down a tremor totem, while active, you may use a
bonus action to remove all of the following conditions from
one ally within 30 feet of the totem. the conditions are:
charmed, frightened, paralyzed, petrified, or stunned.
Voodoo Totem
Prerequisite: 15th level (air totem)
You place down a voodoo totem, choose a number of
creatures equal to your wisdom modifier within 60 feet of
the totem. Each creature must make a Wisdom saving
throw, being shapeshifted into a frog on a failed save, as by
the polymorph spell.
Wrath of Air Totem
Prerequisite: 10th level (air totem)
You place down a wrath of air totem, allies within 15 feet of
it gain an additional action on each of their turns. This
action can be used to attack (one weapon attack only), cast
a cantrip, or use a class feature.

PART 1 | CLASSES
81
Warlock Wielders of Fel
Imagine what you could do if you led a group of shaman warlocks are the wielders of the destructive fel magic, a
who controlled the source of their powers, instead of form of magic often used by demons and members of the
begging and scraping for it. Imagine if these shaman had Burning Legion. It is a form of magic that is demonic,
servants who could also fight on your side. Servants who entropic, and extremely chaotic. Its practice has been
could send your enemies fleeing helplessly in terror. Suck banned throughout most regions of Azeroth, and is not
their magic dry as the insects in the summer suck blood. something even warlocks dare practice openly, yet it is still
practiced by most warlocks in secrecy.
— Gul'dan   Whilst other forms of magic comes as a natural source
from the wielder or is granted by the spirits, fel magic is a
An imp skitters behind her as a young human clad in bargain, it corrupts the minds of those surrounded and
robes smiles warmly, weaving magical charms into her affected by it, and desecrates the land it touches. If their
honeyed words, bending the palace sentinels to her will. demonic companion was not enough to frighten common
A brutish orc waves his hand in the air, sparking flames folks of Azeroth, the knowledge of the fel powers they wield
of green and red, with a flash of his hand, he hurls a ball of are enough to discourage service to them.
fel infused fire against a night elf.
Shifting his gaze between a battered tome and the rough Delvers of Secrets
drawn glyphs made in the dirt. A wild eyed forsaken begins Warlocks are the most volatile and insatiable of spell-
a slow chant, as a demonic gate erupts from the ground. casters. Though they often pledge themselves to the service
Warlocks and seekers of the knowledge that lies hidden of noble causes and are not innately evil, their desire to
in the fabric of the multiverse. Through their powerful fel understand darker magics and exercise unwavering
magic and secret grimoire, warlocks unlock magical effects command over demonic forces breeds mistrust among
both subtle and spectacular. They draw on powers often even their closest allies. Warlocks peer into the Void
forbidden throughout Azeroth to bolster their own power. without hesitation, leveraging the chaos they glimpse
Dark Arts, Dominance within to devastating ends in battle—their greatest abilities
are fueled by the souls they’ve harvested from their victims.
In the face of demonic powers, most adventurers see death They exploit powerful shadow and fel magic to manipu-
and destruction. Warlocks see only opportunity, dominance late and degrade the minds and bodies of their enemies.
is their aim, and have found a path to it in their shadow They employ hellish fires to rain from the skies, immolating
magic. These voracious spellcasters enslave demon as their opponents. summoning and commanding indomitable
their minions to fight and protect besides them. The power demons from the Twisting Nether to do their bidding, or
of their enslaved demons strengthens as the warlock does, even to be sacrificed as the Warlock sees fit, empowering
making them able to summon deadly demons to their aid. and protecting the dark caster from harm.
PART 1 | CLASSES
82
The Warlock
Proficiency Cantrips Spells Spell Spell
Level Bonus Features Known Known Slots Level
1st +2 Grimoire, Shadow Magic 3 2 1 1st
2nd +2 Life Drain 3 3 2 1st
3rd +2 Demon Companion 3 4 2 2nd
4th +2 Ability Score Improvement 4 5 2 2nd
5th +3 — 4 6 2 3rd
6th +3 Grimoire feature 4 7 2 3rd
7th +3 — 4 8 3 4th
8th +3 Ability Score Improvement 4 9 3 4th
9th +4 — 4 10 3 5th
10th +4 Grimoire feature 5 10 3 5th
11th +4 Fel Arcanum (6th level) 5 11 3 5th
12th +4 Ability Score Improvement 5 11 4 5th
13th +5 Fel Arcanum (7th level) 5 12 4 5th
14th +5 Grimoire feature 5 12 4 5th
15th +5 Fel Arcanum (8th level) 5 13 4 5th
16th +5 Ability Score Improvement 5 13 4 5th
17th +6 Fel Arcanum (9th level) 5 14 5 5th
18th +6 — 5 14 5 5th
19th +6 Ability Score Improvement 5 15 5 5th
20th +6 Shadow Master 5 15 5 5th

Sworn and Beholden Quick Build


You can make a warlock quickly by following these sug-
A warlock is defined by a pact, a secretive grimoire given to gestions. First, Intelligence should be your highest ability
them, granting them knowledge hidden to the world. A score, followed by Constitution.
warlock might be a new found member of one of Azeroth's
many cults hidden in ruins no longer used, their grimoire Class Features
given to them by the cults leader. More often, though, the
adventurer found or sought out a grimoire on their own. As a warlock, you gain the following class features.
The boons bestowed on a warlock through their grimoire
ranges from minor but lasting alterations to the warlock's Hit Points
being, to access to powerful spells. Unlike bookish wizards, Hit Dice: 1d8 per warlock level
warlocks supplement their magic with some facility at Hit Points at 1st Level: 8 + your Constitution modifier
hand-to-hand combat. Hit Points at Higher Levels: 1d8 + your Constitution
modifier per warlock level after 1st
Creating a Warlock
Proficiencies
As you make your warlock character, spend some time Armor: None
thinking about you got a hold of a grimoire and the Weapons: Simple weapons, longswords, rapier, scimitar,
obligations that your book imposes upon you. What led you shortswords
to become a warlock and acquire a grimoire? Were you Tools: None
seduced by the powers that fel magic can promise, or did
you seek out a warlocks ritual that would entice you to Saving Throws: Intelligence, Wisdom
study their ways. Did you search for knowledge and found Skills: Choose two skills from Arcana, Deception, History,
more than you expected? Intimidation, Investigation, Nature, and Religion
Your newfound grimoire might have driven you into Equipment
adventurers, seeking out knowledge about its secrets to You start with the following equipment, in addition to the
empower yourself further. equipment granted by your background:
(a) shortsword or (b) any simple weapon
PART 1 | CLASSES
83
(a) a component pouch or (b) a focus of fel Life Tap
(a) a scholar's pack or (b) a dungeoneer's pack
A grimoire Starting at 2nd level, you are able to sacrifice your own life
force to restore part of your shadow magic. As a bonus
Grimoire action, you can deal 1d6 necrotic damage to yourself to re-
At 1st level, you acquire a book by the warlock councils, the plenish a spell slots. Whenever your spell level increases,
book entails the beginning of your growth in one of the Life Drain deals an additional 1d6 necrotic damage to you.
following sects of the council. The Grimoire of Affliction,
Demonology, or Destruction. Your choice grants you Demon Companion
features at 1st level and again at 6th, 10th, and 14th level. When you reach 3rd level, you uncover a ritual making you
If you loose your grimoire, you can perform a 1-hour able to summon an unwilling demon from the twisting
ceremony to receive a new one from the twisting nether. nether to the material plane and binding it to your will.
Summoning a demon takes an hour, at the end of which
Shadow Magic the summoned demon appears in an unoccupied space
Your research of shadow and its devastating magic have within 15 feet of you. You can summon any demon with a
given you facility with spells. See chapter 10 of the Player's challenge rating lower than half your warlock level rounded
Handbook for the general rules of spellcasting and chapter up (minimum of one). You are only able to have one demon
6 of this book for for the warlock spell list. enslaved at a time, summoning additional demons while
you have one enslaved will break your enslaved demons
Cantrips chains, making it hostile towards you.
You know three cantrips of your choice from the warlock Your demon obeys your commands as best it can, acting
spell list. You learn additional warlock cantrips of your on your initiative count, its actions, decisions, attitude and
choice at higher levels, as shown in the Cantrips Known so on determined by you. If you are incapacitated or absent,
column of the Warlock table. the companion acts on its own. Whilst enslaved, your
demon can't do any actions that would go against your
Spell Slots alignment. For example, if you are a good aligned warlock,
The Warlock table shows how many spell slots you have. your demon can't on its own accord begin to wreak havoc
The table also shows what the level of those slots is; all of around you, its enslavement forbids it and prevents it from
your spell slots are the same level. To cast one of your taking such actions without explicit order to do so.
warlock spells of 1st level or higher, you must expend a You can dismiss the demon permanently any time you
spell slot. You regain all expended spell slots when you choose, using a minute, or you can temporarily dismiss it
finish a short or long rest. into a pocket dimension, while in this dimension the
For example. when you are 5th level, you have two 3rd- demon regains hit points as if it had finished a long rest.
level spell slots. To cast the 1st-level spell inflict wounds, You can recall your demon from the pocket dimension, also
you must spend one of those slots, and you cast it as a 3rd- using a minute, making it reappear in any unoccupied
level spell. space within 30 feet of you.
If your demon companion dies while enslaved to you, you
Spell Known of 1st Level and Higher must make a Constitution saving throw (DC 12 + the CR of
At 1st level, you know two 1st-level spells of your choice the summoned demon). Taking 1d10 psychic damage for
from the warlock spell list. each CR the demon had, and half the damage on a
The Spells Known column of the Warlock table shows successful one. This damage ignores temporary hit points,
when you learn more warlock spells of your choice of 1st resistances and immunities, and reduced your hit point
level and higher. A spell you choose must be of a level no maximum by an amount equal to the damage dealt. You
higher than what's shown in the table's Slot Level column maximum is restored at a rate of 10 hit points per long
for your level. When you reach 6th level, for example, you rest, until your hit point maximum is fully restored.
learn a new warlock spell, which can be 1st, to 3rd level.
Additionally, when you gain a level in this class, you can Ability Score Improvement
choose one of the warlock spells you know and replace it When you reach 4th level, and again at 6th, 8th, 12th, 14th,
with another spell from the warlock spell list, which also 16th, and 19th level, you can increase one ability score of
must be of a level for which you have spell slots. your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can't increase an ability
Spellcasting Ability score above 20 using this feature.
Intelligence is your spellcasting ability for your warlock
spells, so you use your Intelligence whenever a spell refers Fel Arcanum
to your spellcasting ability. In addition, you use your Intelli-
gence modifier when setting the saving throw DC for a war- At 11th level, you've delved deep into fel and unveil magical
lock spell you cast and when making an attack roll with one secrets called arcanums. Choose one 6th-level spell from
the warlock spell list as this arcanum.
Spell save DC = 8 + your proficiency bonus + your You can cast your arcanum spell once without expending
Intelligence modifier a spell slot, after which you must finish a long rest before
Spell attack modifier = your proficiency bonus + your you can do so again.
Intelligence modifier At higher levels, you gain more warlock spells of your
choice that can be cast in this way: one 7th-level spell at
Spellcasting Focus 13th level, one 8th-level spell at 15th level, and one 9th-level
You can use an arcane focus as a spellcasting focus for your spell at 17th level. You regain all uses of your Fel Arcanum
warlock spells. when you finish a long rest.

PART 1 | CLASSES
84
Shadow Master Nether Ward
At 20th level, you can draw on your inner reserve of shadow Starting at 10th level, your meddling with the twisting
to regain expended spell slots. You can spend 1 minute to nether has taught you how to turn the mind-affecting magic
regain all your expended spell slots from your Spellcasting of your enemies against them. You are immune to being
feature. Once you regain spell slots with this feature, you charmed, and when another creature attempts to charm
cannot do so again until you finish a long rest. you, you can use your reaction to attempt to turn the charm
back on that creature. The creature must succeed on a
Wisdom saving throw against your warlock spell save DC
Grimoire or be charmed by you for 1 minute or until the creature
Warlocks are granted a grimoire for their dedication takes any damage.
towards a certain aspect of warlocks. Three grimoires Seed of Corruption
exist, each delving into a different aspect of the powers At 14th level, you unarmed strikes count as magical and
warlocks wield. deal necrotic damage instead of bludgeoning, using your
Grimoire of Affliction spell attack modifier for attack and damage rolls. When you
hit another humanoid creature with an unarmed strike, you
Warlocks of the affliction grimoire are masters of shadow- can choose to transfer a seed of corruption to them. The
touched powers, unlike the shadow priests these warlock target must make a Constitution saving throw against your
delight in using fel as a force to cause intense pain and spell save DC as the corruption quickly spreads through its
suffering in others. They revel in corrupting minds, agoni- body. On a failed save, the target takes 8d10 necrotic
zing souls, and leaving enemies in a state of torment that damage, or half as much damage on a successful one.
would see them undone in due time. Additionally, if the target fails the saving throw, you can
use an action on subsequent turns to issue it a single
Expanded Spell List command, as if you were casting the command spell. The
Affliction lets you choose from an expanded list of spells target makes its saving throw against your command with
when you learn a warlock spell. The following spells are disadvantage. You can issue this command at any time
added to the warlock spell list for you. while the target remains infected.
Once you use this feature, you can't use it again until you
Affliction Expanded Spells finish a long rest, at which point the target is cured of the
Spell Level Spells corruption. The infection can also be removed with a lesser
1st fog cloud, mind blast restoration spell.
2nd enlarge/reduce, phantasmal force Grimoire of Demonology
3rd counterspell, slow Warlocks of the demonology grimoire have mastered
4th blight, vitriolic sphere harnessing the power of the malefic demon beings on the
field of battle. While their practice is often considered by
5th cloudkill, hold monster outsiders as wicked and reckless, the demonologist
maintains absolute control over their enslaved creatures.
Soul Leech
Starting at 1st level, when you reduce a hostile creature to Expanded Spell List
0 hit points, you gain temporary hit points equal to your Demonology lets you choose from an expanded list of
Charisma modifier + your warlock level (minimum of 1). spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you.
Curse of Agony
Beginning at 6th level, you can use an action to agonize a Demonology Expanded Spells
target within 30 feet of you. The target is required to make Spell Level Spells
a saving throw corresponding to the curse of agony chosen 1st mind blast, sudden awakening
below. Becoming cursed for the next 24 hours on a failure.
2nd find steed, suggestion
    Agony of Weakness (Strength): The creatures damage 3rd animate dead, slow
dealt with weapons is halved.
Agony of the Graceless (Dexterity): The creature has 4th charm monster, dominate beast
disadvantage on Dexterity ability checks, and attack rolls. 5th hold monster, planar binding
Agony of Illness (Constitution): The creature has dis-
advantage on all Constitution saving throws, and cannot
regain hit points through healing spells.
Agony of Stupidity (Intelligence): Moving requires an
action for the creature.
Agony of Negligence (Wisdom): The creature always
takes the most direct route to its destination, and cannot
use the Disengage action on its turn.
Agony of Abhorrence (Charisma): The creature
becomes frightened of you for the duration.
You can use this feature once per long rest, you gain an
additional use between rests at 10th, and 14th level.

PART 1 | CLASSES
85
Wild Imps Grimoire of Destruction
Starting at 1st level, your volatile spells are able to spear Warlocks of the destruction grimoire are well-versed in
rifts to the twisting nether, bringing forth wild imps. When discharging a dizzying array of shadow, fel, fire, and chaos
you roll for a spell attack and critically hit, or deal the final magics upon opponents that rattle souls and conflagrate
blow to an enemy. You bring forth a wild imp from the bodies. They require little motivation for the havoc they
twisting nether. The imp is summoned in an unoccupied wreak, happy to revel in the destruction they cause, thrilled
square within 15 feet of you, and follows the same rules as at any opportunity to watch the world erupt in discord.
your Demon Companion feature, with the exception of
dealing damage to you upon death. Expanded Spell List
You can have a number of wild imps under your control Destruction lets you choose from an expanded list of spells
equal to your warlock spell level. For example, a 5th level when you learn a warlock spell. The following spells are
warlock would be able to have three wild imps under his added to the warlock spell list for you.
control. Any imps summoned beyond your maximum repla-
ces your longest living imp. A wild imp stays for up to 10 Destruction Expanded Spells
minutes before being sucked back into the twisting nether, Spell Level Spells
until you dismiss them as an action, or until they die.
1st burning hands, witch bolt
Demons Calling 2nd aganazzar's scorcher, scorching ray
Beginning at 6th level, you can draw upon your demons life
force to replenish your own when near death. You can deal 3rd erupting earth, flame arrows
1d8 + your Constitution modifier necrotic damage to your 4th fire shield, wall of fire
enslaved demon, and regain hit points equal to the damage
dealt when you succeed on a death saving throw. 5th flame strike, planar binding
Once you use this feature, you can't use it again until you
finish a long rest. Bonus Cantrips
At 1st level, you learn the control flames and firebolt
Demonic Supremacy cantrip. They count as warlock cantrips for you, but they
Starting at 10th level, your enslaved demons power don't count against your number of cantrips known.
increases with yours, making it less of a slave and more of
a companion to you, granting you the following benefits: Chaos Magic
Your demonic companion has abilities and statistics Starting at 1st level, any warlock spell cast using a spell slot
determined in part by your level. Using your proficiency deals fire or necrotic damage deals an additional 1d6 dam-
bonus rather than its own. In addition to the areas age of the opposite damage type. For example, a burning
where it normally uses its proficiency bonus, your hands would deal an additional 1d6 necrotic damage.
demon also adds its proficiency bonus to its AC and to Spells that deal both fire and necrotic damage deals an
its damage rolls. additional 1d10 damage of either fire or necrotic.
Your demon gains proficiency in two skills of your Demonic Refuge
choice. It also becomes proficient in all saving throws. Beginning at 6th level, you have learnt secrets of the twist-
A summoned demon gains an increase to its hit point ing nether, using it as a refuge in dire times. As an action,
maximum equal to twice your Warlock level. you disappear from the world for a brief moment and enter
Whenever you gain an Ability Score Improvement class the Twisting Nether, taking advantage of its timeless space.
feature, your demons abilities improve as well, applying While in your demonic refuge, you can take two actions to
all the rules of increasing ability scores that would apply cast spells that target only you. After using those actions,
to you too. This is retroactive for summoned demons. you return to the space you occupied and your turn ends.
Soul Link
At 14th level, the bond between master and minion has Twisted Fortitude
strengthened unlike any other summoner. As a reaction Starting at 10th level, you can choose one damage type
upon taking damage, you can split the damage dealt to you when you finish a short or long rest. You gain resistance to
between you and your enslaved demon, giving each of you that damage type until you choose a different one with this
resistance against damage until the end of the current turn. feature. Damage from magical weapons or silver weapons
You can use this feature twice. You regain expended uses ignores this resistance.
when you finish a short rest. Chaos Bolt
At 14th level, you are able to hurl a roaring bolt of chaotic
energy against a target. Choose a target within 120 feet,
the target is required to make a Constitution saving throw.
On a fail, they take 4d8 necrotic damage plus 30 fire
damage, and half of that damage on a successful one.
A creature killed by this spell and everything it is wearing
and carrying, except magic items, are reduced to a pile of
fine gray dust. The creature can be restored to life only by
True Resurrection or Wish.
Once you have used this feature you cannot use it again
until you have finished a long rest.

PART 1 | CLASSES
86
Warrior
Now, watch them attack me. Pitiful! Do they think to take
vengeance for their fallen? Do they come to challenge ME?
I, who have won a hundred wars? I, who stood alone
against thousands and still shouted for my enemies to
come? No, these saurok will crumple before me like paper
before the flame!
— Skeer the Bloodseeker  
The warrior’s battle cries embolden friends and leave foes
A human in clanging plate armor holds her shield high cowering in fear. With legendary precision, warriors target
before her as she charges toward the massed kobolds. A the smallest gaps in armor and slice at hamstrings in a blur
night elf behind her, clad in studded leather armor, peppers of steel.
the kobolds with arrows loosed from his exquisite bow. The Every dragon slain, corrupted tyrant toppled, and demon
dwarf nearby shouts orders, helping the two combatants banished from Azeroth has trembled in the face of these
coordinate their assault to the best advantage. lords of war.
An orc in chainmail interposes his shield between the Warriors are the quintessential fearless fighters on the
ogre's club and his companion in a swift action, knocking battlefield, and their pure martial prowess inspires courage
the deadly blow aside. His companion, a blood elf in scale in allies and despair in enemies. Experts in all manner of
armor, swings two scimitars in a blinding whirl as she melee weaponry and possessing incredible physical
circles the ogre, looking for a blind spot in its defenses. strength and skill, Warriors are perfectly suited to serve as
A gladiator fights for sport in an arena, a master with his frontline combatants and battlefield commanders.
trident and net, skilled at toppling foes and moving them
around for the crowd's delight, and his own tactical Well-Rounded Specialists
advantage. His opponent's sword flares with blue light an Warriors learn the basics of all combat styles. Every
instant before she sends lightning flashing forth to smite warrior can swing an axe, fence with a rapier, wield a
him. longsword or a greatsword, use a bow, and even trap foes in
Ancient Practice a net with some degree of skill. Likewise, a warrior is adept
with shields and every form of armor. Beyond that basic
For as long as war has raged, heroes from every race have degree of familiarity, each fighter specializes in a certain
aimed to master the art of battle. Warriors combine style of combat. Some concentrate on protection their
strength, leadership, and a vast knowledge of arms and allies from mortal blows, some on fighting with two
armor to wreak havoc in glorious combat. Some protect weapons at once, and some prefer a single large weapon
from the front lines with shields, locking down enemies able to be wielded with extraordinary force. This
while allies support the warrior from behind with spell and combination of broad general ability and extensive
bow. Others forgo the shield and unleash their rage at the specialization makes fighters superior combatants on
closest threat with a variety of deadly weapons. battlefields and in dungeons alike.
PART 1 | CLASSES
87
The Warrior
Proficiency
Level Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Stance
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Stance feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Stance feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Stance feature
16th +5 Ability Score Improvement
Action Surge (two uses), Indomitable
17th +6
(three uses)
18th +6 Martial Stance feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)
Class Features
As a warrior, you gain the following class features.
Hit Points
Hit Dice: 1d10 per warrior level
Creating a Warrior Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution
As you build your warrior, think about two related elements modifier per warrior level after 1st
of your character's background: Where did you get your
combat training, and what set you apart from the mundane Proficiencies
fighters around you? Were you particularly ruthless? Did Armor: All armor, shields
you get extra help from a mentor, perhaps because of your Weapons: Simple weapons, martial weapons, firearms
exceptional dedication? What drove you to this training in Tools: None
the first place? A threat to your homeland, a thirst for Saving Throws: Strength, Constitution
revenge, or a need to prove yourself might ail have been Skills: Choose two skills from Acrobatics, Animal
factors. Handling, Athletics. History, Insight, Intimidation,
You might have enjoyed formal training in a noble's army Perception, and Survival
or in a local militia. Perhaps you trained in a war academy,
learning strategy, tactics, and military history. Or you might Equipment
be self-taught—unpolished but well tested. Did you take up You start with the following equipment, in addition to the
the sword as a way to escape the limits of life on a farm, or equipment granted by your background:
are you following a proud family tradition? Where did you (a) chain mail or (b) leather, longbow, and 20 arrows
acquire your weapons and armor? They might have been (a) a martial weapon and a shield or (b) two martial
military issue or family heirlooms. or perhaps you weapons
scrimped and saved for years to buy them. Your armaments (a) a light crossbow and 20 bolts or (b) two handaxes
are now among your most important possessions—the only (a) a dungeoneer's pack or (b) an explorer's pack
things that stand between you and death's embrace.
Quick Build Fighting Style
You can make a warrior quickly by following these You adopt a particular style of fighting as your specialty.
suggestions. First, Strength should be your highest ability Choose one of the following options. You can't take a
score, followed by Constitution. Fighting Style option more than once, even if you later get
to choose again.
PART 1 | CLASSES
88
Defense Indomitable
While you are wearing armor, you gain a +1 bonus to AC. Beginning at 9th level, you can reroll a saving throw that
Dueling you fail. If you do so, you must use the new roll, and you
When you are wielding a melee weapon in one hand and no can't use this feature again until you finish a long rest.
other weapons, you gain a +2 bonus to damage rolls with You can use this feature twice between long rests
that weapon. starting at 13th level and three times between long rests
starting at 17th level.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
Martial Stances
hands, you can reroll the die and must use the new roll, Different fighters choose different approaches to perfecting
even if the new roll is a 1 or a 2. The weapon must have the their fighting prowess. The martial stance you choose to
two-handed or versatile property for you to gain this emulate reflects your approach.
benefit.
Arms
Protection As a childhood of sparring defines a warrior’s destiny, so
When a creature you can see attacks a target other than too does one’s choice of weapon determine their role on the
you that is within 5 feet of you. you can use your reaction to battlefield. Arms warriors gravitate toward two-handed
impose disadvantage on the attack roll. You must be weapons instinctively. Two-handed weapons allow them to
wielding a shield. deliver devastating, overpowering blows, fully exploiting
their enemies’ weaknesses.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your Improved Critical
ability modifier to the damage of the second attack. Beginning when you choose this stance at 3rd level, your
weapon attacks score a critical hit on a roll of 19 or 20.
Second Wind
You have a limited well of stamina that you can draw on to Seasoned Soldier
protect yourself from harm. On your turn, you can use a Starting at 7th level, if you spend 1 minute observing or
bonus action to regain hit points equal to Id10 + your interacting with another creature outside of combat, you
warrior level. can learn certain information about its capabilities com-
Once you use this feature, you must finish a short or long pared to your own. The DM tells you if the creature is your
rest before you can use it again. equal, superior, or inferior in regard to two of the following
characteristics of your choice:
Action Surge Strength score
Starting at 2nd level, you can push yourself beyond your Dexterity score
normal limits for a moment. On your turn, you can take one Constitution score
additional action on top of your regular action and a Armor Class
possible bonus action. Current hit points
Once you use this feature, you must finish a short or long Total class levels (if any)
rest before you can use it again. Starting at 17th level, you Warrior class levels (if any)
can use it twice before a rest, but only once per turn. Combat Enhancement
Martial Stance Beginning at 10th level, you choose one of the following
combat enhancements. When you gain a level in this class
At 3rd level, you choose a stance that you strive to emulate you can change your enhancement to another from the list.
in your combat styles and techniques. Choose Arms, Fury,
or Protection, all detailed at the end of the class Brutal Attacker: Once per turn, when you critically hit
description. The stance you choose grants you features at with an attack, you may roll an additional weapon die.
3rd level and again at 7th, 10th, 15th, and 18th level. Weapon Master: Once per turn, you can forgo the ad-
vantage on a melee attack against a target to make an
Ability Score Improvement additional attack against the same target.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, Perceptive Footworker: As a reaction, you can give one
16th, and 19th level, you can increase one ability score of melee attack against you disadvantage.
your choice by 2, or you can increase two ability scores of Superior Critical
your choice by 1. As normal, you can't increase an ability Upon reaching 15th level. your weapon attacks score a
score above 20 using this feature. critical hit on a roll of 18-20.
Extra Attack Survivor
Beginning at 5th level, you can attack twice, instead of At 18th level, at the start of each of your turns, you regain
once, whenever you take the Attack action on your turn. hit points equal to 5 + your constitution modifier if you have
The number of attacks increases to three when you no more than half of your hit points left. You don't gain this
reach 11th level in this class and to four when you reach benefit if you have 0 hit points.
20th level in this class.

PART 1 | CLASSES
89
Fury Enraged Regeneration
On the battlefield and in the arena, the most feared combat- At 18th level, the bloodthirst that fuels your rage allows you
ants are often the furious berserkers who lust for battle and to shrug off fatal blows.
thirst for blood. Through a lifetime of training and sparring, While you're raging, having 0 hit points doesn't knock
these merciless warriors have become masters of carnage. you unconscious. You still must make death saving throws,
and you suffer the normal effects of taking damage while at
Rage 0 hit points. However, if you would die due to failing death
Beginning when you choose this stance at 3rd level, you saving throws, you don't die until your rage ends, and you
fight with an unparalleled bloodthirst. On your turn, you die then only if you still have 0 hit points.
can enter a rage as a bonus action. While raging, you gain Protection
the following benefits:
Like their counterparts, protection warriors are virtually
You have advantage on Strength checks and Strength bred for physical dominance, having been raised in the art
saving throws. of close-quarters combat. They demonstrate an uncanny
You have resistance to bludgeoning, piercing, and knack for the use of a shield, nullifying an opponent’s
slashing damage. advances and creating opportunities for counterattacks.
You can make a single weapon attack as a bonus action
on each of your turns. Rallying Cry
If you are able to cast spells, you cannot cast them or Beginning when you choose this stance at 3rd level, when
concentrate on them while raging. you use your Second Wind feature, you can choose up to
Your rage lasts for 1 minute. It ends early if you are three creatures within 60 feet of you that are allied with
knocked unconscious or if your turn ends and you haven't you. Each one regains hit points equal to your fighter level,
attacked a hostile creature since your last turn or taken provided that the creature can see or hear you.
damage since then. You can also end your rage on your
turn as a bonus action. Intercept
You can rage a number of times equal to your Constitu- Starting at 7th level, you learn to fend off strikes directed at
tion modifier (minimum of one), regaining expended uses you, or other creatures nearby. If you or a creature you can
when you finish a long rest. see within 5 feet of you is hit by an attack, you can roll 1d8
as a reaction if you're wielding a melee weapon or a shield .
Trance of Battle Roll the die, and add the number rolled to the target's AC
Starting at 7th level, you can't be charmed or frightened against that attack. If the attack still hits, the target has
while raging. If you are charmed or frightened when you resistance against the attack's damage.
enter your rage, the effect is suspended for the duration of You can use this feature a number of times equal to your
the rage. Constitution modifier (minimum of once), and you regain
all expended uses of it when you finish a long rest.
Intimidating Shout
Beginning at 10th level, you can use your action to frighten Never Surrender
someone with your menacing presence. When you do so, Beginning at 10th level, you are able to use your second
choose one creature that you can see within 30 feet of you. wind feature twice between short or long rests.
If the creature can see or hear you, it must succeed on a
Wisdom saving throw (DC equal to 8 + your proficiency Leave No Man Behind
bonus + your Charisma modifier) or be frightened of you Starting at 15th level, when you decide to use Indomitable
until the end of your next turn. On subsequent turns, you to reroll an Intelligence, a Wisdom, or a Charisma saving
can use your action to extend the duration of this effect on throw and you aren't incapacitated, you can choose one ally
the frightened creature until the end of your next turn. This within 60 feet of you that also failed its saving throw
effect ends if the creature ends its turn out of line of sight against the same effect. If that creature can see or hear
or more than 60 feet away from you. you, it can reroll its saving throw and must use the new roll.
If the creature succeeds on its saving throw, you can't use
this feature on that creature again for 24 hours. Last Stand
At 18th level, if you take damage that reduces you to 0 hit
Into The Fray points and doesn't kill you outright, you can use your
Upon reaching 15th level, creatures provoke an opportunity reaction to delay falling unconscious and immediately take
attack from you when they move 5 feet or more while an extra turn. While you have 0 hit points during that extra
within your reach, and if you hit a creature with an turn, taking damage causes death saving throw failures as
opportunity attack, the target's speed is reduced to 0 until normal, and three death saving throw failures can still kill
the end of the current turn. you. When the extra turn ends, you fall unconscious if you
still have 0 hit points. Once you use this feature, you can't
use it again until you finish a long rest.

PART 1 | CLASSES
90
Prestige Classes

P
restige classes offer players a way to delve    A prestige class requires a minimum character level and
into uniqie class options, classes that are not a minimum score in at least one ability, as well as requiring
so easily taught or learnt. The Death Knight that you complete a specific deed before being able to take
requires the aid of the powerful Val'kyr, and a up that class.
personal sacrifice to be made, a sacrifice of
blood, and the Demon Hunter, Illidan's elite Experience Points
soldiers, requires more than a simple blood Just as with the standard rules for multiclassing, the
sacrifice, it requires cunning actions to be taken, personal experience point cost to gain a level is always based on
scars to be made that will last the characters life. your total character level, not your level in a particular
Both classes are powerful in their own ways, and both class.
will grant the individual features unique to them. They each
require the player to complete special tasks, a brief Hit Points and Hit Dice
description of the tasks are presented in the class Each prestige class specifies the hit points you gain from it.
Prerequisites. For a more indepth look of what must be You add together the Hit Dice granted by all your classes
done, see Appendix B at the end of this book. and prestige classes to determine your pool of Hit Dice. If
the Hit Dice are the same die type, you pool them together.
Joining a Prestige Class
Proficiency Bonus and Proficiencies
In order to join a prestige class, you must first check with Your proficiency bonus is always based on your total
your Dungeon Master. A DM can opt to include or disallow character level, not your level in a particular class. A
prestige classes in their game. Prestige classes require you prestige class specifies whether it grants proficiencies
to undertake specific actions in the game so that your when you enter it.
character can begin pursuing that class. If those actions
aren't alreaady possible in your campaign, talk to your DM Prestige Class Features
about integrating the prestige class that interests you. You gain prestige class features just like normal class
A prestige class uses the normal rules for multiclassing features. Sometimes, a prestige class can improve features
(See chapter 5, "Customization Options," later in this book). you have gained from other classes. If a prestige class
When your character is ready to advance a level, you can grants Channel Divinity, Extra Attack, or Unarmored
choose to gain a level in a prestige class. Your levels in all Defense, that feature is treated the same way as if you had
your classes, including prestige classes, are added together gained it from multiple standard classes.
to determine your character level.
Spellcasting
Prerequisites The Death Knight prestige class grants spellcasting. It
Taking up a prestige class through multiclassing involves provides details on how to determine your overall
meeting certain prerequisites, just as with multiclassing spellcasting ability, using the rules for spellcasting and
into a standard class. You must meet the ability score multiclass character.
prerequisites for your current class and for the prestige
class in order to qualify for it.

Prestige Classes
Hit Primary Saving
Class Description Die Ability Throws Armor and Weapons
Death A unholy warrior, wielding necrotic powers to aid All armor, simple and
d10 Strength Strength
Knight themselves and defeat their enemies. martial weapons
Demon An agile combatant made through personal sacrifices, Simple and martial
d6 Dexterity Dexterity
Hunter imbued with the powers of fel. weapons, warglaives

PART 1 | CLASSES
91
Outcast for Life
Although these death knights are not undead as the genera-
tions before them, they carry much of the essence of the
knights that came before them, and from a distance have
the look of a dead person, their blank white stares peering
at the world around them. Even though they are alive and
not emotionless, it means little to most they meet who shun
Death Knight them because of what they have become. Death knights are
A hero... that's what you once were. You stood against the bringers of death and destroy, a fact not easily forgotten.
shadow, and purchased another dawn for this world at the This has lead most death knights down a solitary path,
cost of your life. But the evil you fought is not so easily many keep to the outskirts of towns and cities, or hide their
banished, the victory you claimed not so easily held. The appearance well before entering.
specter of death looms over this world again, it has found
new champions to bring about its final reign. Knights of Grim Revival
darkness, this is the hour of your dark rebirth . . . Being resurrected as a death knight is not a simple task,
— A knight of the Ebon Blade   only complicated further by the scar it leaves on the newly
resurrected, gaining the powers of the death knights weak-
A human clad in heavy armor, wielding a greatsword with ens the soul for a tremendous time, a price that has to be
both hands, as he clutches it close, runes flash along its paid. But not only does it drain the death knight, some
edge, leaving a stream of black smoke behind his swings. scars are visible for all to see, their resurrection has filled
An orc surrounded by kobolds, forces his axe into the their body with necrotic energy that will forever linger with-
ground as the earth around him wither and die, frightening in them, a trait always shown through their eyes, which will
the kobolds as they run for their life. forever sit as two white lights in their sockets.
Biting cold rushes through the battle, as a lone blood elf
walks forward, her armor clad in a layer of frost, she walks Steadfast Warriors
with firm steps, freezing the earth beneath her feet. Death knights are exceptional warriors, and in many ways
No matter their past calling, death knights serve the similar to paladins, being keen with various weapons and
powers of death, wielding weapons infused with runes of able to fight in any armor, aiding their combat with the use
power. They are ruthless and practical warriors resurrected of magic. They wield their empowered runic weapons and
by the powerful val'kyrs and granted the powers of the shadow magic which enables them to overpower most foes
revered death knights of the Ebon Hold. Although these that would dare to stand against them, making them fearful
warriors seem dead at a glance, they are very much alive. fighters able to stand in any situation.
PART 1 | CLASSES
92
The Death Knight
Spells Spell Slot Empowerments
Level Features Known Slots Level Known
1st Lingering Death, Rune Weapon, Shadow Magic 2 1 1st —
2nd Presence, Runic Empowerments 3 2 1st 2
3rd Ability Score Improvement 4 2 2nd 2
4th Undeath Nature 5 2 2nd 2
5th Presence feature 6 3 3rd 3
6th — 7 3 3rd 3
7th Ability Score Improvement 8 3 4th 3
8th Channel Necromancy (2/rest), Death Strikes 9 3 4th 4
9th Presence feature 10 3 5th 4
10th Antimagic Shell 10 3 5th 4
11th Ability Score Improvement 11 3 5th 5
12th Presence feature 11 4 5th 5
13th Channel Necromancy (3/rest) 12 4 5th 5
14th Ability Score Improvement 12 4 5th 6
15th Master of Death 13 4 5th 6

Becoming a Death Knight Prerequisites


For most, becoming a death knight was not a choice, the In order to undergo the transformation required to advance
vast majority of death knights was raised by the Lich King as a death knight, you must meet the following prerequi-
and enslaved under his control, very few remain of the sites (in addition to the multiclassing prerequisites for your
death knights that was freed from his control. Because of existing class):
this very few new death knights are made, as death knights
does not wish to give other their fates, living a live without Strength 13. Death Knights need to be able to wield
feelings, in constant battle against the Lich King's ever weapons and strike hard upon their enemies.
present control. Necromancers cared little for what death Charisma 13. Imbued with magic they need to be able
knights wanted, and in secret studied incantations and to wield the magic within them into spells.
rituals that would make them able to gain the powers of the Proficiency in Heavy Armor or Martial Weapons.
revered death knights. Eventually they succeed and crafted Death knights learn much through their training, but
a dark simulacrum, detailing complex spells that would some skills has to be known beforehand.
allow them to gain the powers of a death knight, without Character Level 5th. Death knights are made out of
the sacrifice of death, and outside the Lich King's control. the corpses of adventurers, imbued with magic, a simple
To this day their efforts has been eliminated and their process but straining for the imbuer, as such you must
simulacrum lost to time. be a 5th-level character before you can gain levels in the
As you choose to use the simulacrum to become a death death knight prestige class.
knight, consider why you decided to undergo the transfor- Complete a Special Task. To become a death knight
mation. Did you seek greater power that what was offered you must find the dark simulacrum and perform the
in the living world? Were you seeking a means to end the ritual presented in it. At which point you will be
scourge? Perhaps you were simply curious as to the tomes reawaken as a weak death knight. See Appendix B for
spells and did not know what you were entering? Perhaps an indepth of the special task and the dark simulacrum.
you were sick of your previous life, and wished for a new
beginning? Class Features
Think about what effect the transformation has done to
you, becoming a death knight comes at a cost, it splits a As a death knight, you gain the following class features.
fragment of your soul, forever changing part of you, while
these death knights are still alive, the resurrection often Hit Points
changes how one acts, if not for the memory of having Hit Dice: 1d10 per death knight level
sacrificed yourself, then the necrotic energy now rushing Hit Points at Higher Levels: 1d10 + your Constitution
through your body. modifier per death knight level
PART 1 | CLASSES
93
Proficiencies
Armor: All armors
Weapons: Simple weapons, martial weapons Variant: Lingering Death
Tools: None If you prefer a death knight more true to the
Saving Throws: Strength World of Warcraft universe, you can add Undeath
Skills: None to the Lingering Death class feature.

Equipment Undeath
The death knight prestige class does not grant any special Your body has been raised from the dead and
equipment. imbued with magic, returning your conscious-
ness to it. Because of this you gain the following
benefits:
Lingering Death
You've been brought back from the dead in an unusual way You have two creature types: humanoid and
that drains more of your strength than normal, giving you undead. You can be affected by a game effect
the following short and long term benefits: if it works on either of your creature types.
You don't require food, water, or sleep,
Weak Awakening although you still require rest to reduce
exhaustion and still benefit from finishing
Upon becoming a death knight, you gain a -4 penalty to short and long rests.
your level, but keep your hit point maximum and profici- You age at a slower rate. For every 10 years
ency bonus you would've had at that level. Every time you that pass, your body ages only 1 year, and you
finish a long rest, the level penalty is reduced by 1 until it are immune to being magically aged.
disappears. Each time you 'level up' your hit point You don't fall unconscious upon reaching 0
maximum does not increase as it normally would when you hit points, but continue to fight on as normal,
gain a new level. making death saving throws at the beginning
Additionally whilst you have a -4 level penalty, you can't of your turn.
cast spells, and have disadvantage on all attacks, ability You have resistance to poison damage, and
checks, and saves. advantage on saving throws against being
poisoned.
Dead Gaze You are immune to diseases.
You have vulnerability to radiant damage.
The magic that brought you back will forever linger in your
body, covering your eyes with a dead white glow, giving you Use this variant with caution, as it is not perfectly
120 feet darkvision, and making you able to see in normal balanced and will make the death knight player
and magical darkness. stronger than intended.

Lost Radiance
The necrotic energy within your body dominates your spell- Shadow Magic
casting, twisting divine spells that you cast, changing the
damage type of any spell that deals radiant damage to ne- Your dark resurrection has filled you with necromantic
crotic. Talk with your DM about adjusting the spell visually energy making you able to cast spells. See chapter 10 of
to better implement this change. the Player's Handbook for the general rules of spellcasting
and chapter 6 of this book for for the death knight spell list.
Rune Weapon
Spell Slots
You are able to engrave empty runes on a chosen weapon, The Death knight table shows how many spell slots you
preparing it for your Runic Empowerments feature and have. The table also shows what the level of those slots is;
granting all of your spell slots are the same level. To cast one of your
Ritual Engraving. You engrave your weapon over the death knight spells of 1st level or higher, you must expend a
course of 1 hour, which can be done during a short rest. spell slot. You regain all expended spell slots when you
The weapon must be within your reach throughout the finish a short or long rest.
ritual, at the conclusion of which, you infuse your weapon For example. when you are 5th level, you have three 3rd-
with empty runic sockets. level spell slots. To cast the 1st-level spell cause fear, you
Your weapons power fades when not held by you and its must spend one of those slots, casting it as a 3rd-level spell.
benefits can't be used by anyone other than you. You can
engrave two weapons of your choice, any attempts to en- Spell Known of 1st Level and Higher
grave a third a weapon fails, unless you first use 1 hour to At 1st level, you know two 1st-level spells of your choice
remove the runic sockets of an engraved weapon. from the death knight spell list.
Engraved Weapon. While wielding your rune weapon, The Spells Known column of the Death Knight table
you can't be disarmed of that weapon unless you are shows when you learn more death knight spells of your
incapacitated and the weapon counts as magical for the choice of 1st level and higher. A spell you choose must be of
purpose of overcoming resistances and immunities to a level no higher than what's shown in the table's Slot Level
nonmagical attacks. column for your level. For example, when you reach 5th
If your rune weapon is damaged, you can imbue magic level, you learn a new death knight spell, which can be 1st,
into a fragment of the weapon over the course of 1 hour, 2nd, or 3rd level.
which can be done during a short rest. This restores the Additionally, when you gain a level in this class, you can
weapon fully, and destroys any other fragments of the choose one of the death knight spells you know and replace
weapon in existence. it with another spell from the death knight spell list, which
also must be of a level for which you have spell slots.
PART 1 | CLASSES
94
Spellcasting Ability Undeath Nature
Charisma is your spellcasting ability for your death knight Beginning at 4th level, you can hold your breath indefinitely,
spells, so you use your Charisma whenever a spell refers to and you don't require food, water, or sleep, although you
your spellcasting ability. In addition, you use your Charisma still require rest to reduce exhaustion and still benefit from
modifier when setting the saving throw DC for a cast death finishing short and long rests. You age at a slower rate. For
knight spell and when making an attack roll with one every 10 years that pass, your body ages only 1 year, and
Spell save DC = 8 + your proficiency bonus + your you are immune to being magically aged.
Charisma modifier In addition, you don't fall unconscious upon reaching 0
Spell attack modifier = your proficiency bonus + your hit points, but continue to fight on as normal, making death
Charisma modifier saving throws at the beginning of your turn.
Spellcasting Focus Death Strikes
You can use your rune weapon as a spellcasting focus for By 8th level, you are so suffused with negative energy that
your death knight spells. all your melee weapon strikes carry necrotic power with
them. Whenever you hit a creature with a melee weapon,
Presence the creature takes an extra 1d8 necrotic damage.
At 2nd level, you have gained powers in a presence of after-
life of your choice: the Blood, Frost, or Unholy presence, Antimagic Shell
each of which is detailed at the end of the class description. Beginning at 10th level, you can use your bonus action to
Your choice grants you features at 2nd level and again at end one spell on yourself.
5th, 9th, and 12th level. You can use this feature a number of times equal to your
Channel Necromancy Charisma modifier (a minimum of 1). You regain expended
Your presence allows you to channel necrotic energy to fuel uses when you finish a long rest.
magical effects. Each Channel Necromancy option provid- Master of Death
ed by your presence explains how to use it.
When you use your Channel Necromancy, you choose At 15th level, you bond with your runic weapons, parting
which option to use. You must then finish a short or long with a fraction of your soul to imbue with in them. If you
rest to use your Channel Necromancy again. die, you return to life 24 hours after death, as the weapon
Some Channel Necromancy effects require saving resurrects you. IF your body is destroyed, you reform with-
throws. When you use such an effect from this class, the in 1 mile of the place of your death. If your equipment was
DC equals your death knight spell save DC. destroyed you do not regain it.
Beginning at 8th level, you can use your Channel Necro- If your rune weapon is broken or on another place of
mancy twice between rests, and at 13th level, you can use it existence, you are not resurrected after 24 hours. If your
three times between rests. When you finish a short or long weapon returns to your plane of existence after 24 hours
rest you regain your expended uses. has passed, you do not return to life as the magic of your
weapon fades and vanishes.
Runic Empowerments
In your engraving of your rune weapon, you have unearth- Presence
ed runic empowerments, fragments of magic that you can No matter why one decided to become a death knight, they
imbue into your rune weapons empty sockets. all feel the drawing to greater powers, most of which are
At 2nd level, you gain two runic empowerments of your shunned or directly forbidden in most of Azeroth. A death
choice. When you gain certain death knight levels, you gain knight feels the presence of these powers and chooses to
additional empowerments of your choice, as shown in the delve deeper into one of them, expanding his view whilst
Empowerments Known column of the Death Knight table. learning arts which most would see as dark magic.
Additionally, when you gain a level in this class, you can
choose one of the empowerments you know and replace it Blood Presence
with another empowerment that you could have learnt at
that level. Death knights of the blood presence enter delve into the
shunned arts of blood magic, bolstering their own defenses
Ability Score Improvement by the use of blood from themselves and draining their
enemies lifeforce for their own gain.
When you reach 3rd level, and again at 7th, 11th, and 15th
level, you can increase one ability score of your choice by 2, Channel Necromancy
or you can increase two ability scores of your choice by 1. When you take this presence at 2nd level, you gain the
As normal, you can't increase an ability score above 20 following two Channel Necromancy options.
using this feature. Dancing Rune Weapon. As a bonus action, you can
animate your rune weapon, imbuing it with negative
energy. For 1 minute, the weapon gains the statistics of a
flying sword, its weapon dice changing according to your
rune weapon, and its hit points equal to half of your
maximum health. The weapon attacks on your initiative,
and obeys your commands as best it can.
You can end this effect on your turn as a bonus action,
making the weapon fly back to you and fall to the ground in
your square.
PART 1 | CLASSES
95
    If you have an empty hand you can make the weapon Remorseless Winter
return to it instead of falling to the ground. Beginning at 9th level, you are always under the effects of
Death and Decay. As an action, you pierce your rune an armor of agathys spell, gaining temporary hit points
weapon into the ground, desecrating the area around you. equal to your death knight level whenever you finish a short
Each enemy creature within a 20-foot radius of you must or long rest.
make a Wisdom saving throw. If the creature fails its saving
throw, it is frightened for 1 minute. Frozen Heart
A frightened creature must take the Dash action and At 12th level, as an action you can freeze your blood, mak-
move away from you by the safest available route on each ing your skin pale as snow for 10 minutes. Making you
of its turns, unless there is nowhere to move. If the immune to cold damage, and giving you resistance against
creature ends its turn in a location where it doesn't have fire damage for the duration.
line of sight to you or the desecrated area, the creature can While active, your weapon attacks carry the cold with
make a Wisdom saving throw. On a successful save, the them, any creature hit by a melee weapon attack must
spell ends for that creature. make a Constitution saving throw or take 2d8 cold damage
Death's Caress on a failed save, or half on a successful one. Additionally a
Starting at 5th, you can sacrifice your own blood to restore creature who failed the saving throw has their movement
epended spell slots. As a bonus action, you deal 3d6 necro- speed halved until the beginning of your next turn.
tic damage to yourself. In return you regain a 3rd-level spell After freezing your body in this way, you can't do so again
slot. For each spell slot above 3rd, Death's Caress deals an until you finish a long rest.
extra 1d6 necrotic damage to you, to a maximum of 5d6 for Unholy Presence
a 5th-level spell slot. This damage ignores any temporary
hit points you may have. Death knights of the unholy presence are shunned by most
for their deeds, especially by the Holy Light, they wield ne-
Purgatory crotic energy in a way matched only by warlocks, removing
Beginning at 9th level, when you are reduced to 0 hit point, any shred of Holy Light around them as they drain their
you can use your reaction to have 1 hit point instead and surroundings of joy and hope.
become immune to damage until the beginning of your
next turn. You can use this feature once per long rest. Channel Necromancy
When you take this presence at 2nd level, you gain the
Blooddrinker following two Channel Necromancy options.
At 12th level, each time you deal necrotic damage to a Control Undead. As an action, you target one undead
creature with death strikes, you gain temporary hit points creature you can see within 30 feet of you. The target must
equal to the necrotic damage done. make a Wisdom saving throw. On a failed save, the target
must obey your commands for the next 24 hours, or until
Frost Presence you use this Channel Necromancy option again. An undead
Death knights of the frost presence walk in the footsteps of whose challenge rating is equal to or greater than your
those that came before them, using cold and ice in a way death knight level is immune to this effect.
only matched by mages to do their bidding. They are excep- Dreadblade. When you hit a creature with a melee
tional combatants able to deliver devastating blows. attack, you can use Channel Necromancy to deal extra ne-
crotic damage to the target. The damage equals 5 + twice
Channel Necromancy your death knight level.
When you take this presence at 2nd level, you gain the
following two Channel Necromancy options. Raise Ghoul
Empower Rune Weapon. As an action, you can imbue Starting at 5th level, you are able to forcefully return a dead
the rune weapon you are holding with necrotic energy, creature you touch to life, raising the creature as an em-
using your Channel Necromancy. For 1 minute, you add powered ghoul under your control.
your Charisma modifier to attack rolls made with that This spell does not restore missing body parts. If the
weapon (with a minimum bonus of +1). The weapon also creature is lacking a head, or other vital body parts to effec-
emits dim cold light in a 20-foot radius. tively aid you, the spell automatically fails. The ghoul is
You can end this effect on your turn as part of any other under your control until it dies, or you use an action to
action. If you are no longer holding or carrying this retract the necrotic energies placed within it. You can only
weapon, or if you fall unconscious, this effect ends. have one raised ally at a time, having to rid yourself of your
Howling Blast. As an action, you present your rune current ghoul before you can raise another.
weapon, causing a frigid wind to howl past you. Each Your ghoul obeys your commands as best it can, acting
creature within a 60 feet long and 15 feet wide line from on your initiative, its actions, decisions and so on
you in a direction you choose must make a Constitution determined by you. If you are incapacitated or absent, the
saving throw, on a fail, the target gains one level of exhaus- ghoul acts on its own.
tion and has disadvantage on attack rolls for 1 minute. Your ghoul has statistics determined in part by your level.
Using your proficiency bonus rather than its own. In addi-
Extra Attack tion to the areas where it normally uses its proficiency
Starting at 5th level, you can attack twice instead of once, bonus, your ally also adds its proficiency bonus to its AC
whenever you take the Attack action on your turn. and to its damage rolls.
If you already have an extra attack from another class, When raised, your ghoul gains an additional hit die for
you can make an additional attack, whenever you take the each death knight level you have, and its maximum hit
Attack action. points increase accordingly.

PART 1 | CLASSES
96
Unholy Protection Rune of Razorice
Beginning at 9th level, you regain hit points equal to 1d6 + Your rune weapon gains a +1 bonus to attacks and damage
half your death knight level if you end your turn in combat rolls made with it.
with fewer than half of your hit points remaining and you
aren't incapacitated. Rune of Shadow Armor
You can cast mage armor on yourself at will, without
Shadow Infusion expending a spell slot or material components.
At 12th level, as an action you can surround yourself with
an aura of gloom that lasts for 1 minute. The aura reduces Rune of the Blade Caller
any bright light in a 30-foot radius around you to dim light, As long as your rune weapons are on the same plane of
and dim light to darkness. You and any creature of your existence as you, you can summon them as a bonus action,
choice in the aura are draped in necrotic shadows. Crea- causing them to teleport to your hands.
tures that rely on sight have disadvantage on attack rolls
against any creature draped in this shadow. Rune of the Caller
While active, you can use a bonus action to cause the Prerequisite: 5th level
shadows in the aura to attack a creature. Making a melee You can cast animate dead once using a death knight spell
spell attack against the target. If the attack hits, the target slot. You can't do so again until you finish a long rest.
takes 3d10 + your Charisma modifier necrotic damage.
After activating this aura, you can't do so again until you Rune of the Fallen Crusader
finish a long rest. Your weapon attacks score a critical hit on a roll of 19 or 20
Runic Empowerments Rune of the Glacial Advance
Prerequisite: 5th level
If a runic empowerment has prerequisites, you must meet As a reaction when you take damage, you can entomb
them to learn it. You can learn a rune at the same time that yourself in ice, which melts away at the end of your next
you meet its prerequisites. A level prerequisite in a rune turn. You gain 10 temporary hit points per death knight
refers to your death knight level, not your character level. level, which take as much of the triggering damage as
Rune of Asphyxiate possible. Immediately after you take the damage, you gain
Prerequisite: 9th level vulnerability to fire damage, your speed is reduced to 0, and
you are incapacitated. These effects, including any
You can cast hold monster at will, without expending a spell remaining temporary hit points, all end when the ice melts.
slot or material components. You must finish a long rest Once you use this empowerment, you can't use it again
before you can use this empowerment on the same until you finish a short or long rest.
creature again.
Rune of the Grave
Rune of Dread Prerequisite: 9th level
Prerequisite: 7th level You can cast speak with dead at will, without expending a
You can cast confusion once using a death knight spell slot. spell slot.
You can't do so again until you finish a long rest.
Rune of the Lich
Rune of Festering You have advantage on saving throws against being
You become immune to diseases and the poisoned charmed, and magic can't put you to sleep.
condition.
Rune of the Scourge
Rune of Five Fates You can cast false life on yourself at will as a 1st-level spell,
You can cast bane once using a death knight spell slot. You without expending a spell slot or material components.
can't do so again until you finish a long rest.
Rune of the Shadows
Rune of Influence You can cast darkness at will once, without expending a
You gain proficiency in the Intimidation and spell slot or material components. You can't do so again
Persuasion skills. until you finish a long rest.
Rune of Necromancy Rune of the Stoneskin Gargoyle
You learn two cantrips of your choice from the warlock You gain a +1 bonus to your Armor class whilst wielding
spell list, charisma is your spellcasting ability for these your rune weapon.
spells.
Rune of the Thirsting Blade
Rune of Many Faces You can attack with your rune weapon twice, instead of
You can cast disguise self at will, without expending a once, when you take the Attack action on your turn.
spell slot
Rune of the Val'kyr
Rune of Misfortune You can cast detect magic at will, without expending a
Prerequisite: 5th level spell slot.
You can cast bestow curse once using a death knight spell
slot. You can't do so again until you finish a long rest.

PART 1 | CLASSES
97
Demon Hunter
The enemy came into our world, desiring to extinguish all
life. They slaughtered our loved ones, razed our homes..
our cities. You could not stop them. So you came to me,
nothing but rage and determination left, I taught you that
what once tormented you could give you power.
Now you know, no sacrifice is too great if it brings an end
to the Burning Legion
— Illidan Stormrage  
   Even though the world are untrusting of demon hunters,
A lone night elf clutching a pair of curved blades, peers to it matters not the the hunter themselves, cause they are
the ground as enemies surround him on all sides, before protectors of the common folk against threats wishing the
leaping backwards over the heads of his enemies, swinging destruction of Azeroth, and most importantly demon. They
his swords at one of them in the process. are not righteous like paladins that fight for the Holy Light,
A blood elf sprints to the distant aid of her allies, a pair of or selfless like some rogues and warriors. They are the
heavy warglaives in her hands, she releases the fel within, force who battles evil and although shunned by common
leaving a trail of fel in her path as she rushes in inhumane folk, their aid is appreciated by experienced fighters.
speed to their aid to jump on the nearest enemy.
A heavily built human standing afar as his allies engage a Power Granted for a Price
massive demon, in two swift motions he effortlessly slings Demon hunters are not trained like warriors are, they are
his warglaives through the air at the demon, making deep created. It is a harsh and incurable process, leaving scars
gauges in its hide before returning to his firm grasp. on the individual that will never heal. Most who attempt to
These hunters have sworn their life to a sacred cause, al- undergo the rites to become a demon hunter end up dying
though their motivation may vary, demon hunters are one from the horrors of what now possess them, or kills them-
of Azeroths protectors, these agile hunters carry exceptio- selves because of what they have seen.
nal skill against the foe they face. They wield both mortal At its very core of becoming a demon hunter is the con-
strength and the devastating effects of fel magic, carrying sumption of a demon's soul in a ceremony, forever binding
out both with extreme precision it to the demon hunter and suppressing it from taking
Feared and Revered control through magical inscriptions on the hunters skin,
infused with fel. Finishing the binding of soul to the demon
Society often shun demon hunters. Most don't understand hunter by burning out their eyes with a magically imbued
the sacrifice that they make, therefore, many choose to blade, forever binding the chaotic soul of the demon to the
become outcasts from their societies. Eyes are commonly hunter. Other processes are done to create a demon hunter,
turned at them when they wade through towns, most slowly creating a fully fleshed demon hunter by removing
distrust and fear them for what they have become. much of who they were in their past lives.
PART 1 | CLASSES
98
The Demon Hunter
Felblade Chaos
Level Attack Points Features
1st 1d6 — Demonic Mark, Illidari Initiation, Unarmored Defense
2nd 1d6 3 Chaos, Evasion
3rd 1d6 3 Ability Score Improvement
4th 2d6 4 Chaos-Empowered Strikes, Demon Wings
5th 2d6 4 Demonic Mark feature
6th 2d6 5 Eternal Hunter
7th 3d6 5 Ability Score Improvement
8th 3d6 6 Demonic Mark feature
9th 3d6 6 Demon Wings Improvement
10th 4d6 7 —
11th 4d6 7 Ability Score Improvement
12th 4d6 8 Spectral Sight
13th 5d6 8 Demonic Mark feature
14th 5d6 10 Ability Score Improvement
15th 5d6 10 Metamorphosis

Becoming a Demon Hunter


As you choose to become a demon hunter, consider why
Prerequisites
you decided to undergo their deadly rituals. Were your In order to undergo the transformation required to advance
family slaughtered by demons of the burning legion and as a demon hunter, you must meet the following prerequi-
you seek to avenge them? Did you strive for greater power sites (in addition to the multiclassing prerequisites for your
through fel, and wished to control it? Were you full of rage existing class):
and anger and wished to put it to use beyond raw strength? Dexterity 13. Demon Hunters need to be swift and
perhaps you went through their rituals unwillingly, and by a acrobatic to out maneuver their foes.
miracle survived the demons attempts to take control? Intelligence 13. Bonding with a demon requires a
Think of the demon hunters that put you through the strong mind to overcome the mental strain.
rituals and did the rites on you, your relationship to them, Elven or Human Origin. These races are the only
are you angry at them for what they have done? pleased known to be able to undergo the demon hunter rituals
with their accomplishment? and come out alive.
Think about what affect the transformation has done on Character Level 5th. Demon hunters are exposed to
you, physically as well as mentally. All demon hunters who deadly amounts of fel energy when created, killing most
survive the transformation grows horns, varying for tiny who attempt the transformation, as such you must be a
studs to massive horns stretching the length of their head. 5th-level character before you can gain levels in the
Some demon hunters grow scales on parts of their body, demon hunter prestige class.
claws on their hands, or have entire limbs misshapen into a Complete a Special Task. You must find one or more
crude limb of a demon being. No demon hunter goes demon hunters willing to lead you through the array of
through the rites unchanges, and no two hunters come out complex rituals required to become a demon hunter.
with the same mutations, the mutations vary as much as See Appendix B for an indepth of the special task.
the demon soul which now lives within them. Consider
what it has done to your personality. Many demon hunters
gains a temper cause of the ferocity of the demon within Class Features
them, or change personality entirely for better or worse. As a demon hunter, you gain the following class features.
Think about how the demon bond to you is affected you, if
it takes control of your judgement at times, or if you keep it Hit Points
in check at all times. Hit Dice: 1d6 per demon hunter level
Hit Points at Higher Levels: 1d6 + your Constitution
modifier per demon hunter level
PART 1 | CLASSES
99
Proficiencies Unarmored Defense
Armor: None While you are not wearing any armor and wielding a shield,
Weapons: Simple weapons, martial weapons, warglaives your Armor Class equals 10 + your Dexterity modifier +
Tools: None your Intelligence modifier.
Saving Throws: Dexterity
Skills: Choose one from Acrobatics, Insight, Investigation, Chaos
Perception, Stealth, and Survival Starting at 2nd level, you are able to harness the chaotic
Equipment energies built up within. Your access to this energy is repre-
You gain the following equipment when you choose this sented by a number of chaos points. Your demon hunter
prestige class. level determines the number of points you have, as shown
in the Chaos Points column of the Demon Hunter table.
A pair of warglaives You can spend these points to fuel various chaotic fea-
tures. You start by knowing two such features: Demon's
Demonic Mark Bite, and Fel Rush. You learn additional chaotic features as
Choose a demonic mark, which describes the demons soul you gain levels in this class.
that you have bonded with: Mark of Havoc, Vengeance or When you spend a chaos point, it is unavailable until you
Wrath, each detailed at the end of the class description. finish a short or long rest, at the end of which you draw all
Your choice grants you features when you choose it at 1st of your expended chaotic energy back into yourself.
level and again at 5th, 8th, and 13th level. Some of your chaotic features require your target to
make a saving throw to resist the feature's effects. The
Illidari Initiation saving throw DC is calculated as follows:
Becoming a Demon Hunter is a difficult task, requiring Chaos save DC = 8 + your proficiency bonus + your
hard training and sacrifices to be made. As a result of this Intelligence modifier
you gain the following benefits:
Demon's Bite
Spectral Sight Immediately after you take the Attack action on your turn,
Your eyes have been torn out, their sockets burnt to see the you can spend 1 chaos point to make a weapon attack with
world in its true form. You lose any darkvision and sun-light each weapon you're wielding as a bonus action.
sensitivity from your race, and gain the following sight:
Fel Rush
You are able to see normally to a range of 120 feet. You can spend 1 chaos point and use your bonus action to
You are able to see in normal and magical darkness, and vanish in a cloud of fel and teleport from your current
can discern colors in darkness. position to an empty square within 30 feet that you can see.
You perceive the world beyond your vision, but it
appears blurred, and details can't be discerned. Evasion
Illidari Fighting At 2nd level, your agility lets you dodge out of the way of
Demon hunters are two-weapon fighters, exceptional with certain area effects, such as a red dragon's fiery breath or
a wide array of weapons, and their beloved warglaives. an ice storm spell. When you are subjected to an effect that
Because of this you gain the following benefits: allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed on
You can draw or stow two one-handed weapons when the saving throw, and only half damage if you fail.
you would normally be able to draw or stow only one.
When you engage in two-weapon fighting, you can add Ability Score Improvement
your ability modifier to the damage of the second attack.
You can wield warglaives using either Dexterity or When you reach 3rd level, and again at 7th, 11th, and 15th
Strength as if they had the finesse property. level, you can increase one ability score of your choice by 2,
or you can increase two ability scores of your choice by 1.
Demons Tongue As normal, you can't increase an ability score above 20
Your bonding with a demon have learnt you the common using this feature.
tongue used by demons. Making you able to speak, read,
and write Eredun. Chaos-Empowered Strikes
Felblade Attack
Starting at 4th level, your weapon attacks count as magical
for the purpose of overcoming resistance and immunity to
You know how to channel small portions of fel through your nonmagical attacks and damage.
strikes. Once per turn, you can deal an extra 1d6 fire dam-
age to one creature you hit with an attack if you have advan- Demon Wings
tage on the attack roll. You don't need advantage on the
attack roll if another enemy of the target is within 5 feet of Also at 4th level, you can use your reaction when you fall to
it, that enemy isn't incapacitated, and you don't have disad- sprout a pair of leathery wings from your back, making you
vantage on the attack roll. decent at 60 feet per round. Landing on your feet and
The amount of the extra damage increases as you gain taking no damage from the fall.
levels in this class, as shown in the Felblade Attack column
of the Demon Hunter table.

PART 1 | CLASSES
100
    At 9th level, you can spend 2 chaos points to make the Reflective Instincts
wings capable of carrying you, giving you a flying speed Starting at 8th level, whenever a creature within 5 feet of
equal to your current speed. While active you can sprout you is hit by an attack made by a creature other than you,
and dismiss the wings as a bonus action on your turn. They you can use your reaction to make a melee attack against
last for 1 hour before being unable to carry you any further. that creature.
You can't sprout your wings while wearing armor unless
the armor is made to accommodate them, and clothing not Chaos Nova
made to accommodate your wings might be destroyed At 13th level, you can release a burst of chaos around you.
when you manifest them. As an action, you can spend 2 chaos points to release a
nova of chaotic energy in a 10 feet radius around you. Each
Eternal Hunter creature in the area of the burst must make a Constitution
At 6th level, your knowledge of demons and their fiendish saving throw against your chaos DC. A creature is stunned
nature is growing larger, giving you advantage on any ability until the end of your next turn, and their movement speed
checks made to recall knowledge of a specific demon, and halved for a minute on a failed save. On a success, their
to track said demon. movement speed is halved for a minute.
Spectral Sight Mark of Vengeance
Beginning at 12th level, you can spend 2 chaos points and Vengeance demon hunters empowers themselves through
use your action to manifest the fel within your body in your the energies within, they are hunters that continue to be
charred eye sockets, changing your vision to truesight for able to stand and fight when all else fails. By empowering
10 minutes. themselves they are to take an enormous amount of hits
and still come out victorious by the fights end.
Metamorphosis Demon Spikes
At 15th level, you are able to let the demon within you take Starting when you choose this mark at 1st level, when you
over for a brief time. You can spend 2 chaos points and use are hit by a melee attack you can use your reaction to gain
a bonus action to transform into a demonic version of resistance against the attack.
yourself for 10 minutes, giving you the following benefits: You can use this feature a number of times equal to your
You gain 30 temporary hit points. Charisma modifier (minimum of 1), regaining expended
You sprout wings from your back capable of carrying uses when you finish a short or long rest.
your weight, giving you a flying speed equal to your Last Resort
current speed. At 5th level, when you are reduced to 0 hit points you can
You gain advantage on Intimidation checks. expend 3 chaos point (no action required) to have 1 hit
Once you have used feature, you can't use it again until you point instead.
have finished a long rest.
Immolation Aura
Starting at 8th level, you are able to engulf yourself in fire.
Demonic Marks As an action, you can spend 2 chaos points to let out a
Different souls are absorbed in the process of becoming a burst of fel flames in a 10 foot radius around you. Each
demon hunter and planted into the demon hunter skin. creature in the area of the flames must make a Constitution
Although many variations exist, most of these souls fall into saving throw against your chaos DC. A creature takes 3d8
three categories: a mark of havoc, vengeance or wrath. fire damage on a failed save, and half of the damage on a
successful one. The flames engulfs you until the end of
Mark of Havoc your following turn, making you deal 1d8 fire damage to
any attacker that hits you with a melee attack. Fire damage
Havoc demon hunters unleashes the potent energy stored dealt through immolation aura ignores fire resistance.
up within them, they are the pinnacle of close quarter fight-
ing. They harness destructive powers in its most raw form Demonic Wards
to unravel it upon their enemies. Demon hunters marked At 13th level, the chaotic fel energies within you have made
with havoc are known for their ability to funnel fel into their you able to fortify yourself against magical effects, when
abilities, and fight on harder and longer than most. you finish a short or long rest choose two of the following
Shattered Souls
damage types: cold, fire, force, lightning, necrotic, psychic
and radiant.
Starting when you choose this mark at 1st level, when you You gain resistance against damage dealt by your chosen
reduce a creature within 5 feet of you to 0 hit points, you damage types until you finish your next short or long rest.
absorb a fraction of its soul, gaining tem-porary hit points—
equal to your Intelligence modifier + your demon hunter
level (minimum of 1 temporary hit point).
Eye Beam
At 5th level, you gain the ability to channel chaotic energy
through your eye sockets into a volatile beam. As an action,
you can spend 2 chaos point to release a 5 by 30 ft. line in
front of you, each creature in the area of the beam must
make a Dexterity saving throw against your chaos DC.
A creature takes 2d8 fire and 2d8 necrotic damage on a
failed save, and half as much damage on a successful one.
PART 1 | CLASSES
101
Mark of Wrath
Wrath demon hunters uses range to their advantage, strik-
ing their enemies from afar by channel the chaotic energies
within them, and through slinging their glaives with preci-
sion at targets from great ranges, before swiftly returning
to their grasp. These hunters uses distance to their advan-
tage with their devastating attacks.
Glaive Throws
Starting when you choose this mark at 1st level, wielded
warglaives and finesse weapons gain the thrown property
with a normal range of 20 feet and a long range of 60 feet.
Immediately after the attack, the weapon flies back to you.
Fel Barrage
At 5th level, you are able to hurl bolts of fel against multi-
ple targets within range. As an action, you can spend 2
chaos point, creating 5 fel bolts. Each bolt hits a creature
within 120 feet of you that you can see. A bolt deals 2d4
fire damage. The bolts all strike simultaneously and you
can direct them to hit one creature or several. These bolts
ignore resistance towards fire damage.
Demon's Flurry
Starting at 8th level, once on each of your turns when you
miss with a weapon attack, you can make another weapon
attack as part of the same action.
Concentrated Sigils
At 13th level, you are able to concentrate the energy within
you into sigils that can be placed on the ground. As an ac-
tion, you can spend 3 chaos points and place the sigil at a
point within 60 feet of you, each sigil affects a 10-foot
radius around it. The sigil are invisible to everyone but the
demon hunter or creatures able to see magical auras.
Sigil of Chains. You place a sigil of chains on the ground
for 1 minute, any creature of the demon hunters choosing
within the sigil must make a Strength or Dexterity saving
throw contested by the demon hunters chaos DC. A crea-
ture is restrained on a failed save until the sigil ends and
may use their action to make a new saving throw against
your chaos DC to end the restrain prematurely.
Sigil of Misery. You place a sigil of misery, any creature
within the sigil must make a Constitution saving throw
against your chaos DC. A creature is incapacitated for 1
minute or until it takes any damage on a failed save.
Sigil of Silence. You place a sigil of silence on the
ground for 1 minute, any creature within the sigil who
attempts to cast a spell must make a Charisma saving
throw against your chaos DC. On a failed save, their spell
fails and the spell slot is lost, and on a success the spell
functions as normal.

PART 1 | CLASSES
102
PART 1 | PERSONALITY & BACKGROUND
103
Chapter 3: Personality & Background

C
haracters are defined by much more than their Height and Weight
race and class. They're individuals with their
own stories, interests, connections, and You can decide your character's height and weight, using
capabilities beyond those that class and race the information provided in your race description or on the
define. This chapter expounds on the details Random Height and Weight table. Think about what your
that distinguish characters from one another, character's ability scores might say about his or her height
including the basics of name and physical and weight.
description, the rules of backgrounds and languages, and You can roll for your character's height and weight using
the finer points of personality and alignment. the Random Height and Weight table. The dice roll given in
the Height Modifier column determines the character's
Character Details extra height (in inches) beyond the base height. That same
number multiplied by the dice roll or quantity given in the
Your character's name and physical description might be Weight Modifier column determines the character's extra
the first things that the other players at the table learn weight (in pounds) beyond the base weight.
about you It's worth thinking about how these
characteristics reflect the character you have in mind. Random Height and Weight
Base Height Base Weight
Name Race Height Modifier Weight Modifier
Your character's race description includes the rules that Blood Elf 4'9" +2d10 90 lb. x (1d4) lb.
race follow for naming their offspring and kin. Put some Draenei, Broken 5" +2d8 145 lb. x (2d4) lb.
thought into your name, it may be something you will have
to keep for a long time. Draenei, Exodar 5'5" +2d10 175 lb. x (2d6) lb.
Dwarf, Bronze 3'8" +2d4 115 lb. x (2d6) lb.
Sex Dwarf, Dark 3'7" +2d4 110 lb. x (2d6) lb.
You can play a male or female character without gaining
any special benefits or hindrances. Think about how your Dwarf, Wild 4'4" +2d4 130 lb. x (2d6) lb.
character does or does not conform to the broader culture's Forsaken, Elf 4'7" +2d10 90 lb. x (1d4) lb.
expectations of sex, gender, and sexual behavior. For
example, a male blood elf druid defies the traditional Forsaken, Human 4'6" +2d10 110 lb. x (2d4) lb.
gender divisions of blood elf society, which could be a Gnome 2'11" +2d4 40 lb. x 1 lb.
reason for your character to leave that society and venture Goblin 2'7" +2d4 35 lb. x 1 lb.
Azeroth.
Human 4'8" +2d10 110 lb. x (2d4) lb.
Night Elf 5'6" +2d8 150 lb. x (1d6) lb.
Cayla and Endrik:
Contrasting Characters Orc 5'1" +2d10 155 lb. x (2d6) lb.
The details in this chapter make a big difference Pandaren 5'3" +2d6 150 lb. x (2d6) lb.
in setting your character apart from every other
character. Consider the following two human Tauren, Blood 6'3" +2d8 200 lb. x (2d6) lb.
fighters. Tauren, Grim 6'2" +2d10 190 lb. x (2d6) lb.
Hailing from Hammerfall. Cayla Davenport was
a brash teenager who had a rough childhood. The Tauren, High 6'4" +2d10 210 lb. x (2d6) lb.
daughter of a thief, she ran away from home and Troll, Forest 5'8" +2d10 150 lb. x (2d6) lb.
practiced her father's trade on the streets of
Southshore. When she tried to rob the proprietor Troll, Ice 5'4" +2d10 175 lb. x (2d6) lb.
of the Inn, the Early Oak, he caught her and took
her under his wing, giving her a job as a barmaid. Troll, Jungle 5'3" +2d8 160 lb. x (2d4) lb.
But when the scourge laid waste to the town of Worgen 6'2" +2d10 140 lb. x (2d6) lb.
Southshore and destroyed the inn, necessity
forced Cayla into adventure alongside the friends
she'd known from her childhood.
For example, as a human, Cayla has a height of 4 feet 8
Endrik Goodwin grew up on the streets of
inches plus 2d10 inches. Her player rolls 2d10 and gets a
Lakeshire. He used his wits, strength, and agility total of 12, so Cayla stands 5 Feet 8 inches tall. Then the
to carve out his own territory in one of the city's player uses that same roll of 12 and multiplies it by 2d4
hundreds of poor shanty towns. After several pounds. Her 2d4 roll is 3, so Tika weighs an extra 36
years, he attracted the notice of one of the most pounds (12 x 3) on top of her base 110 pounds, for a total
powerful thieves' guilds in the city, and he of 146 pounds.
ascended the ranks of the guild quickly despite
his youth. Other Physical Characteristics
Cayla and Endrik are both human and both
warriors (with some experience as rogues), You choose your character's age and the color of his or her
possessing similarly high Strength and Dexterity hair, eyes, and skin. To add a touch of distinctiveness, you
scores, but there the similarity ends. might want to give your character an unusual or
memorable physical characteristic, such as a scar, a Iimp,
or a tattoo.
PART 1 | PERSONALITY & BACKGROUND
104
Cayla and Endrik: Character Details Lawful evil (LE) creatures methodically take what they
Consider how the names Cayla Davenport and want, within the limits of a code of tradition, loyalty, or
Endrik Goodwin set these characters apart from order. Most black dragonflights, and sentient demons are
each other and reflect their personalities. Cayla is lawful evil.
a young woman determined to prove that she's Neutral evil (NE) is the alignment of those who do
not just a kid any more, and her name makes her
sound young and ordinary. Endrik Goodwin
whatever they can get away with, without compassion or
comes from a the Stormwind province and
qualms. Many goblins, and warlocks are neutral evil.
carries a name of riches. Chaotic evil (CE) creatures act with arbitrary violence,
Cayla is nineteen years old at the start of her spurred by their greed, hatred, or bloodlust. Most Demons
adventuring career and has auburn hair, green and gnolls are chaotic evil.
eyes, fair skin with freckles, and a mole on her
right hip. Endrik is a small man, compact and all Alignment on Azeroth
wiry muscle. He has angular features and high For many thinking creatures, alignment is a moral choice.
cheekbones, and he always seems in need of a Humans, dwarves, elves, and other humanoid races can
shave. His raven-black hair is thick and full, but choose to follow the paths of good or evil, law or chaos.
his eyes are gray and lifeless, betraying the According to myth, these races were giving free will to
emptiness of his life and soul. choose their moral paths, knowing that good without free
will is slavery. The evil who created other races, though,
made those races to serve them. Those races have strong
Alignment inborn tendencies. Centaurs share a violent temperament,
running deep in their blood, and are thus inclined toward
A typical creature on Azeroth has an alignment, which evil. Even if an centaur chooses a good alignment, it
broadly describes its moral and personal attitudes. struggles against its innate tendencies for its entire life.
Alignment is a combination of two factors: one identifies Alignment is an essential part of the nature of celestials
morality (good, evil, or neutral), and the other describes and fiends. A devil does not choose to be lawful evil, and it
attitudes toward society and order (lawful, chaotic, or doesn't tend toward lawful evil, but rather it is lawful evil in
neutral). Thus, nine distinct alignments define the possible its essence. If it somehow ceased to be lawful evil, it would
combinations. cease to be a devil.
These brief summaries of the nine alignments describe Most creatures that lack the capacity for rational thought
the typical behavior of a creature with that alignment. do not have alignments, they are unaligned. Such a
Individuals might vary significantly from that typical creature is incapable of making a moral or ethical choice
behavior, and few people are perfectly and consistently and acts according to its bestial nature. Sharks are savage
faithful to the precepts of their alignment. predators, for example, but they are not evil; they have no
Lawful good (LG) creatures can be counted on to do the alignment.
right thing as expected by society. Most paladins, and
dwarves are lawful good.
Neutral good (NG) folk do the best they can to help
others according to their needs. Many celestials, and most
gnomes are neutral good. Cayla and Endrik: Alignment
Chaotic good (CC) creatures act as their conscience Cayla Davenport is neutral good, fundamentally
directs, with little regard for what others expect. Many good-hearted and striving to help others where
elves, and unicorns are chaotic good. she can. Endrik is lawful evil, unconcerned with
Lawful neutral (LN) individuals act in accordance with the value of sentient life but at least professional
law, tradition, or personal codes. Many monks and some in his approach to murder.
mages are lawful neutral. As an evil character, Endrik is not an ideal
adventurer. He began his career as a villain, and
Neutral (N) is the alignment of those who prefer to steer only cooperates with heroes when he must—and
clear of moral questions and don't take sides, doing what when it's in his own best interests. In most
seems best at the time. Many humans are neutral. games, evil adventurers cause problems in
Chaotic neutral (CN) creatures follow their whims, groups alongside others who don't share their
holding their personal freedom above all else. Many interests and objectives. Generally, evil
warriors and rogues, are chaotic neutral. alignments are for villains and monsters.

PART 1 | PERSONALITY & BACKGROUND


105
Languages Personality Traits
Your race indicates the languages your character can speak Give your character two personality traits. Personality
by default, and your background might give you access to traits are small, simple ways to help you set your character
one or more additional languages of your choice. Note apart from every other character. Your personality traits
these languages on your character sheet. should tell you something interesting and fun about your
character. They should be self descriptions that are specific
Choose your languages from your Affiliations Language about what makes your character stand out. "I'm smart" is
table, or choose one that is common in your campaign. not a good trait, because it describes a lot of characters.
With your DM's permission, you can instead choose a "I've read every book in Dalaran" tells you something
language from the Exotic Languages table or a secret specific about your character's interests and disposition.
language, or undocumented language, such as thieves' cant Personality traits might describe the things your
or the tongue of druids. character likes, his or her past accomplishments, things
Some of these languages are actually families of your character dislikes or fears, your character's self
languages with many dialects. For example, the Kalimag attitude or mannerisms, or the influence of his or her
language includes the Auran, Aquan, Ignan, and Terran ability scores.
dialects, one for each of the four elemental planes. A useful place to start thinking about personality traits is
Creatures that speak different dialects of the same to look at your highest and lowest ability scores and define
language can communicate with one another. one trait related to each. Either one could be positive or
Alliance Languages negative: you might work hard to overcome a low score, for
Language Typical Speakers Script
example, or be cocky about your high score.
Common Humans, Worgens Common Ideals
Dwarven Dwarves Runic
Describe one ideal that drives your character. Your ideals
are the things that you believe in most strongly, the
Darnassian Night Elves Darnassian fundamental moral and ethical principles that compel you
Gnomeish Gnomes Common
to act as you do. Ideals encompass everything from your
life goals to your core belief system.
Drae'ni draenei Eredic Ideals might answer any of these questions: What are the
principles that you will never betray? What would prompt
Horde Languages you to make sacrifices? What drives you to act and guides
Language Typical Speakers Script your goals and ambitions? What is the single most
important thing you strive for?
Orcish Orcs Common, Runic You can choose any ideals you like, but your character's
Gutterspeak Forsaken Common alignment is a good place to start defining them. Each
background in this chapter includes six suggested ideals.
Taur-ahe Taurens Pictoform Five of them are linked to aspects of alignment: law, chaos,
Zandali Trolls — good, evil, and neutrality. The last one has more to do with
the particular background than with moral or ethical
Thalassian Blood Elves Darnassian perspectives.
Goblin Goblins Common
Bonds
Exotic Languages Create one bond for your character. Bonds represent a
Language Typical Speakers Script
character's connections to people, places, and events in the
world. They tie you to things from your background. They
Eredun Demons Eredic might inspire you to heights of heroism, or lead you to act
Celestial Celestials Celestial
against your own best interests if they are threatened. They
can work very much like ideals, driving a character's
Draconic Dragons Runic motivations and goals.
Giant Ogres — Bonds might answer any of these questions: Whom do
you care most about? To what place do you feel a special
Kalimag Elementals Runic connection? What is your most treasured possession?
Low Common Lesser Races Common Your bonds might be tied to your class, your background,
your race, or some other aspect of your character's history
Pandaren Pandarens Calligraphy or personality. You might also gain new bonds over the
course of your adventures.
Personal Characteristics
Flaws
Fleshing out your character's personality, the array of traits, Finally, choose a flaw for your character. Your character's
mannerisms, habits, beliefs, and flaws that give a person a flaw represents some vice, compulsion, fear, or weakness
unique identity—will help you bring him or her to life as you in particular, anything that someone else could exploit to
play the game. Four categories of characteristics are bring you to ruin or cause you to act against your best
presented here: personality traits, ideals, bonds, and flaws. interests. More significant than negative personality traits,
Beyond those categories, think about your character's a flaw might answer any of these questions: What enrages
favorite words or phrases, tics and habitual gestures, vices you? What's the one person, concept, or event that you are
and pet peeves, and whatever else you can imagine. terrified of? What are your vices?

PART 1 | PERSONALITY & BACKGROUND


106
Hero Points Spell Fighter
The actions of a hero often include acts of such a daring You can use a hero point when casting a spell, treating your
nature and chance that it is almost impossible to guarantee attack roll as a natural 20, when done, the player chooses
a sure outcome. Even though every hero confronts perils, one of the following options:
on the world of Azeroth fate is on the side of those who Power Surge. Your spell attack roll acts as a critical hit,
face adversity head on and challenge evil and darkness dealing double damage.
without fear of death. Forceful Spell. Any targets hit by your spell automati-
A paladin who stands alone against a horde of undead cally fails saving throws made to resist or negate your spell.
while his companions heal a dying comrade, a rogue who
leaps after a precious artifact dropped from a lofty tower Defensive
balcony, a warrior who throws himself against a vastly You can use a hero point when you're being hit by a spell or
superior opponent. . . These are the heroes whose actions an attack, the player chooses one of the following options:
inspire stories and legends. Armor Bonus. One attack roll made against you is an
Hero points are rewards for that type of valiant action, automatic miss.
these points allow a player to bend the fates in his Nimbleness. You succeed on your saving throw, and
character's favor, and such power requires more hands-on gives you the effects of Rogues evasion until the end of the
judgement from a DM than most other rules. Hero points current turn.
blur the lines of action and allow characters to perform the
exceptional and even the impossible. Survivor
Hero Points are meant as an alternative to Dungeons & You can use a hero point after failing your third death
Dragons Inspiration, you can use either system, but they saving throw, or when suffering from massive damage.
are not meant to be played on top of one another. Changing your health to 0 and making you stable.
At the DMs discretion you may suffer some signature
Gaining Hero Points injury (A scar, lost eye, a limp, and so on) befitting the
The power given by hero points can be immense, your DM circumstances, as a reminder that hero points will not
can choose to grant you a hero point for your heroic always be there to save you.
actions. Some adventurers might never earn a hero point, Born Expert
and even when characters does, there is no guarantee that You can use a hero point to augment the outcome of a skill
the player will use it when the right time comes. Your DM check, changing the roll to a natural 20. A hero point can be
will tell you how you can earn a hero point in the game. used in this way before or after the check has been made,
You either have a hero point or you don't, you can't and cannot be used on skill checks requiring Intelligence,
stockpile multiple "hero points" for later use. Likewise, you Wisdom or Charisma.
cannot earn a hero point through an action that you spend Hero points does not suddenly change a characters
a hero point on performing. attitude, it makes them able to do daring physical or mental
Using Hero Points tasks. An warrior does not suddenly gain knowledge in
Arcana, or become great at Deception, and so on.
If you have a hero point, you can expend it when you make
an attack roll, cast a spell, saving throw, or when being
attacked. Spending your hero point makes the check you
were an immediate success. Hero Point Summary
Action Surger Standard Uses
You can use a hero point to make the next turn yours out of Augmenting a skill roll
initiative order. Once you've finished the turn, the initiative Improving a combat roll
goes back to normal, and you return to your place in the Ensuring a spell's success
initiative count. Dramatic Uses
Leaping to catch a live grenade and throwing
Physical Fighter it back
You can use a hero point when rolling for a weapon attack, Swinging from a rope to land on a flying
treating your attack roll as a natural 20, when done, the gryphon
player chooses one of the following options: Pinning the warlock's hand to the wall with an
Powerful Blow. Your weapon attack acts as a massive arrow.
critical hit, dealing three times its normal damage.
Called Shot. Your weapon attack strikes a specific spot
on the target, dealing normal weapon damage and inflicting
the target with one of the following effects.
Headshot. The target is stunned until the beginning of
your next turn, damage dealt to the target does not end
this effect on it.
Blinding Blow. The target is blinded for 4 rounds.
Nerve Strike. Choose one of the targets limbs (if any) is
rendered useless for 6 rounds.
None of the effects dealt by called shot are eligible for a
saving throw to resist or negate their effects .
PART 1 | PERSONALITY & BACKGROUND
107
New Backgrounds
Every story has a beginning. Your character's background
reveals where you came from, how you became an
adventurer, and your place in the world. Your warrior might
have been a courageous knight or a grizzled soldier. Your
mage could have been a sage or an artisan. Your rogue
might have gotten by as a guild thief or commanded
audiences as a jester.
Choosing a background provides you with important
story cues about your character's identity. The most
important question to ask about your background is what
changed? Why did you stop doing whatever your back-
ground describes and start adventuring? Where did you
get the money to purchase your starting gear, or, if you
come from a wealthy background, why don't you have more
money? How did you learn the skills of your class? What
sets you apart from ordinary people who share your
background?
The backgrounds in this chapter are meant as additions
to the factions presented in the Player's Handbook, not as
replacements for them.
Proficiencies
Each background gives a character proficiency in two
skills. Skills are described in chapter 6 of the Player's
Handbook.
In addition, most backgrounds give a character profi-
ciency with one or more tools. Tools and tool proficiencies
are detailed in chapter 5 of the Player's Handbook.
If a character would gain the same proficiency from two
different sources, he or she can choose a different profi-
ciency of the same kind (skill or tool) instead.
Languages
Some backgrounds also allow characters to learn
additional languages beyond those given by race. See
"Languages" earlier in this chapter.
Equipment
Each background provides a package of starting equip-
ment. if you use the optional rule from chapter 4 to spend
coin on gear, you do not receive the starting equipment
from your background.
Suggested Characteristics
A background contains suggested personal characteristics
based on your background. You can pick characteristics,
roll dice to determine them randomly, or use the sugges-
tions as inspiration for characteristics of your own creation.
Customizing a Background
You might want to tweak some of the features of a back-
ground so it better fits your character or the campaign
setting. To customize a background, you can replace one
feature with any other one, choose any two skills, and
choose a total of two tool proficiencies or languages from
the sample backgrounds.
You can either use the equipment package from your
background or spend coin on gear as described in chapter
4. (If you spend coin, you can't also take the equipment
package suggested for your class.) Finally, choose two
personality traits, one ideal, one bond, and one flaw. If you
can't find a feature that matches your desired background,
work with your DM to create one.

PART 1 | PERSONALITY & BACKGROUND


108
d6 Bond
Double Agent
I got involved in a web of lies to protect the ones
You are an informant for an opposing faction or organi- 1
I love
zation, secretly providing them with false information on
behalf of another organization in which your loyalty lies. 2
I work to undermine an oppressive organization
You may be an informant for the Scarlet Crusade, providing that harms my home.
them with false intel on behalf of the forsakens. Perhaps I was forced into providing information because I
you are a member of the Bilgewater Cartel, providing the 3 was framed, so I found a way to get back a little of
goblin trade partners with false information to give the my freedom.
cartel the richest scores whilst staying out of their reach. 4 My family relies on my support.
Discuss with your DM the factions/organizations you are
working with and against. 5
I am stuck in dangerous games because of a
loved one's poor decisions.
Skill Proficiencies: Deception, Insight I need to advance in my position within my
Tool Proficiencies: Forgery kit 6
organization.
Languages: One of your choice from the opposite faction
Equipment: Forgery kit, dagger, two pieces of chalk, 4 d6 Flaw
sheets of parchment, one bottle of ink, one quill, a set of
traveler's clothes, and a belt pouch containing 15 gp 1 I always think i'm one step ahead.
2 I see double agents everywhere.
Feature: Two Sides of One Coin
You have contacts within both organizations that you 3 I indulge in illegal behaviors whenever possible.
provide information to and/or for. Official organizations will 4 I am pessimistic about everything.
often allow you to commit minor crimes without fear of
punishment, or run a business without paying all the taxes 5 I am vindictive and impulsive.
or fees typically required. Additionally, you can gain an 6 I am reckless and seek dangerous thrills.
audience with functionaries from both organizations.
Suggested Characteristics Faction Fostered
Having to work for two sides, hearing each sides story and You were abandoned at birth and found by members of the
delivering crucial information false or not. This is not a life opposing faction, taken in by a family and raised as a
for all, often shaping carries to leave personal connections member of their faction. Having had a harsh childhood of
behind, distance themselves from 'close' allies. being shunned upon by members of the faction, never fully
being accepted but merely tolerated in their presence.
d8 Personality Trait You might be a tauren born in the eastern kingdoms, and
1
People are only as valuable as the information abandoned by your parents, to be found by human farmers
they have. that took you in, nurtured you and raised you as their own,
2 I act sophisticated and proper.
or you may be a human of Theramore, who ran away from
your home, to be taken in by orcs and raised as a member
3
Being simple keeps me unnoticed and of the horde within Orgrimmar, taught how to fight and
underestimated. learn the language of orcs.
4 I always share with those in need. Discuss with your DM the details of the faction and race
who raised you, as not all races of Azeroth have an equal
5 I am paranoid and a nervous wreck. relationship towards other races.
I try to gather as much information as I can
6
before I act. Skill Proficiencies: History, Perception
I hide behind a facade, only showing my true self
Languages: Two of your choice from the faction you were
7
to trusted friends.
raised ins faction languages.
Equipment: A set of common clothes, hooded cloak, a
8
I am always calm, no matter what the situation. I trinket of your faction, book, one bottle of ink, one quill, and
never raise my voice or let emotions control me. a belt pouch containing 10 gp
d6 Ideal Feature: A False Allegiance
Selfless I use my position to help good people Your race and appearance makes you able to enter and go
1
avoid prosecution or victimization. (Good) undisturbed through villages and cities of both factions, eye
may wander upon you as you walk, but none will stop and
2
Manipulative I use secrets to manipulate and ask questions, or raise arms against you.
blackmail others. (Evil)
Just Means I get my hands dirt for the greater Suggested Characteristics
3
good. (Lawful) Having lived a life amongst races of the opposite faction,
getting to know and love their customs often make faction
4
Freedom I support mine and others right to do as fostered social skills within their born faction limited. They
we wish. (Chaotic) are nonetheless social individuals, many of which greatly
5
Everyone has something to hide, so I trust no one. appreciate the races they now have grown up with, and
(Neutral) stand by their side against their own kin.
Secretive Everyone has secrets, no one will ever
6
know mine. (Any)

PART 1 | PERSONALITY & BACKGROUND


109
d8 Personality Trait
Kirin Tor Apprentice
I am optimistic and appreciate simple gestures
1
given to me. You have been accepted into the Kirin Tor, Dalarens elite
cadre of the most powerful wizards on Azeroth. You have
2
I am genial and make an honest effort to get spent time within their school, earning yourself a magi
along with my new faction. mentor to oversee your studies and guide your learning.
I smile often, but I am distrustful of people You've learnt the basics of the schools of magic, and the
3
outside my family. ley lines of arcane magic that runs beneath the surface of
I am quiet and study the people around me
Azeroth. You've spent enough time within Kirin Tors
4
intently.
libraries, learning what knowledge interested you, and have
been sent out onto Azeroth by your mentor to seek know-
5 I am always looking over my shoulder. ledge elsewhere, and to gain experience.
I am uncomfortable in urban settings and only
6
truly feel safe on the open road. Skill Proficiencies: Arcana, History
Tool Proficiencies: One type of artisan's tools
7 I am friendly and extremely curious. Languages: One of your choice
8 I love to talk to people and hear their stories. Equipment: A bottle of high quality ink, a quill, chalk, a
scroll case with 5 pieces of parchment, robes, a candle,
d6 Ideal tinder box, and a belt pouch containing 15 gp
1
Loyalty I never betray a friend, no matter their Feature: A Prominent Mentor
allegiance. (Lawful) You know at least one prominent mage within the Kirin Tor
2 People I help those who help me. (Any) that you can call upon for answers and information. You've
learnt a simple but limited spell that makes you able to
3
Aspiration I will prove im worthy of this faction. contact them as long as you are on the same plane of
(Good) existence. The spell is limited to a 100 word message, and
4 Family Blood is thicker than water. (Lawful) a 100 word reply from the mentor. Once you've contacted
Anger I was abandoned and am angry at my kin
your mentor, you cannot contact him again for a week,
5
for being left behind. (Evil)
unless you expend a spell slot of 2nd level or higher.
At the DMs discretion, the mentors information may be
6 Peace All races deserve peace. (Neutral) false, missing vital details, or they may not respond within
a timely fashion.
d6 Bond Discuss the details of the mages you know within the
1 My family means everything to me. Kirin Tor with your DM.
2
I owe everything to the people that took me in, Suggested Characteristics
and would do anything for them. An apprentice of the Kirin Tor is often eager to learn what
My foster parents were better than my birth lies around Azeroth, wishing to learn any knowledge given
3
parents and I love them dearly. to them. These apprentices vary drastically in personality,
but they all have one thing in common, a deep lying wish
4 I strive to one day find the parents that left me. for knowledge and understanding of the magic of the world.
I must prove myself worthy of the love of a
5 d8 Personality Trait
prominent family member.
6 I must complete a great quest to prove my worth. 1 I am quiet and observant.
I compare any magical effect i see to one I have
2
d6 Flaw learned about.
1 I am very slow to trust others. 3 I bring up my mentors' teachings often
I have no sympathy for anyone of my born I enjoy experiencing the world and avoid being
2 4
faction. 'cooped up' in a quiet or stuffy location.
3 I throw myself into danger recklessly 5 I treat others as though they are unintelligent.
4 I try to talk my way out of every situation. 6 I am wide eyed and easily excited.
5 I always believe those of my foster race. I like to use big words to showcase my
7
intelligence.
I am painfully shy and have difficulties speaking
6 8 I enjoy an intellectual challenge.
to people I don't know.

PART 1 | PERSONALITY & BACKGROUND


110
d6 Ideal    You know where water, shelter, and food can be found
Protection Magic can protect us from all the evils
anywhere within several miles of your home. You are good
1
in the world. (Good) at finding these areas when outside your home region as
well when in a climate like that of your home.
Power Knowledge can be leveraged into power in
2
the world, and I want more. (Evil) Suggested Characteristics
Respect Magic deserves our humble efforts to As a member of a tribe, the community is what matters
3
understand and master. (Lawful) most, all have to work together and fill their shoes to make
the tribe work. Leaving no one behind to pick up the slack.
Experimentation New and exciting magics await
4
discovery. (Chaotic) d8 Personality Trait
Knowledge Understanding the world around us is I am loyal and will do anything to protect my
5 1
the only thing that matters. (Neutral) tribe.
Self-Improvement I will achieve magical power I speak plainly and often don't understand
6 2
through self-mastery and understanding. (Any) subtlety.
3 I am contemptuous of larger civilizations.
d6 Bond
4 I do not trust arcane magic and its casters.
I will be known for my power, knowledge, and
1
discoveries. 5 I am naive and friendly to everyone.
2 I will prove myself superior to my mentors. 6 I am baffled by cities and grand architecture.
3 I will bring honor and renown my family. 7 I am unshakable and never back down.
I will discover new magics that my mentor has 8 I feel empathy for all that suffer.
4
never heard of.
A former mentor was a monster, I will avenge his d6 Ideal
5
victims. Humility I am no better or worse than anyone else
1
I have heard of a scroll that contains knowledge I on this world. (Good)
6
seek that I must find. Xenophobia I do not understand the ways of
2
others, but know they are wrong. (Evil)
d6 Flaw
Order Every place has rules which must be
3
I point out others mistakes to make them look followed for everyone's good. (Lawful)
1
smaller so I feel bigger.
Freedom There is no rule in the wild, do what you
4
I can't resist the opportunity to learn a new spell can to live. (Chaotic)
2
or gain a new magical item.
Balance All things and ways of being are natural
5
3 I never learned proper social skills or interactions. and necessary. (Neutral)
I use spells and magic to do things I can do by 6 Unity A tribe that works together is strong. (Any)
4
hand.
5 I have disdain for authority and act rebelliously. d6 Bond

6 I'm compelled to prove my superior intelligence. 1 My family and my tribe are everything to me.
I left my tribe to prove my right to a prominent
2
Tribal Member place in the tribe hierarchy.

you were born and raised in the lands of your tribe. Your 3
I love a prominent tribe member and must prove
I am worthy of their love.
tribe has a territory on which they reside. You may come
from of the many smaller tauren tribes that populate 4 My tribe is threatened and I must protect them.
Kalimdor, or from one of the vast expanding tribes of the My tribe was destroyed and I must have
trolls. Perhaps you are a member of one of the prominent 5
vengeance.
orc clans. You may come from a tribe who have isolated
themselves, and have little contact with the outside world, 6
I was dishonored and thrown out of my tribe, I
or a tribe that actively trade with civilized societies. must prove my worth.

Skill Proficiencies: Nature, Survival d6 Flaw


Tool Proficiencies: One type of artisan's tools, one type of 1 I don't understand social nuances.
musical instrument
Equipment: A set of common traveler's clothes, a set of 2 I drink to excess.
artisan's tools (one of your choice), a musical instrument 3 I don't trust anyone not of my tribe.
(one of your choice), tribal trinket, and a belt pouch
containing 10 gp. 4 I trust everyone to say what they mean.
I believe might proves right and will not listen to
Feature: At One with Nature 5
those who are 'weak'.
You are intimately familiar with the geography of your
home region. 6
I am insecure since my tribe appears weak
compared to larger, more modern societies.

PART 1 | PERSONALITY & BACKGROUND


111
PART 1 | EQUIPMENT
112
Chapter 4: New Equipment

T
he marketplace of a large city teems with
buyers and sellers of many sorts: dwarf Wealth
smiths and elf woodcarvers, troll charms, Wealth varies drastically on Azeroth according to region.
goblin relics, and gnome jewelers, not to Coins, gems, trade goods, art object, animals, and property
mention humans of every shape, size, and can reflect your character's financial well-being. Members
color drawn from a spectrum of nations and of the peasantry trade in good, bartering for what they need
cultures. In the largest cities, almost to scrape what gold necessary to pay of their taxes.
anything imaginable is offered for sale, from exotic spices
and luxurious clothing to wicker baskets, practical swords, Members of the nobility trade either in legal rights, such
and beautiful elven bows. as the rights to a mine, a port, or farmland, or in gold bars,
For an adventurer, the availability of armor, weapons, measuring gold by the pound rather than by the coin.
backpacks, rope, and similar goods is of paramount Only merchants, adventurers, and those offering
importance, since proper equipment can mean the professional services for hire commonly deal in coins.
difference between life and death in a dungeon or the
untamed wilds. This chapter details the mundane and Coinage
exotic merchandise that adventurers commonly find useful Common coins come in several different denominations
in the face of the threats that Azeroth presents. based on the relative worth of the metal from which they
are made. The three most common coins are the gold piece
Starting Equipment (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50
When you create your character, you receive equipment feet of good rope, or a goat. A skilled (but not exceptional)
based on a combination of your class and your chosen artisan can earn one gold piece a day. The gold piece is the
background. Alternatively, you can start with a number of standard unit of measure for wealth, even if the coin itself
gold pieces based on your class and spend them on items is not commonly used. When merchants discuss deals that
from the lists in this chapter. See the Starting Wealth by involve goods or services worth hundreds or thousands of
Class table to determine how much gold you have to spend. gold pieces, the transactions don't usually involve the
You decide how your character came by this starting exchange of individual coins. Rather, the gold piece is a
equipment. It might have been an inheritance, or goods standard measure of value, and the actual exchange is in
that the character purchased during his or her upbringing. gold bars, letters of credit, or valuable goods.
You might have been equipped with a weapon. armor, and a One gold piece is worth ten silver pieces, the most
backpack as part of military service. You might even have prevalent coin among commoners. One silver piece is
stolen your gear. A weapon could be a family heirloom, worth ten copper pieces, which are common among
passed down from generation to generation until your laborers and beggars.
character finally took up the mantle and followed in an In addition, unusual coins made of other precious metals
ancestor's adventurous footsteps. sometimes appear in treasure hoards. The electrum piece
Starting Wealth by Class
(ep) and the platinum piece (pp) originate from fallen
empires and lost kingdoms, and they sometimes arouse
Class Funds suspicion and skepticism when used in transactions. An
Druid 2d4 x 10 gp electrum piece is worth five silver pieces, and a platinum
piece is worth ten gold pieces.
Hunter 5d4 x 10 gp A standard coin weighs about a third of an ounce, so fifty
Mage 4d4 x 10 gp coins weigh a pound.
Monk 5d4 gp Standard Exchange Rates
Paladin 5d4 x 10 gp Coin cp sp ep gp pp
Priest 4d4 x 10 gp Copper (cp) 1 1/10 1/50 1/100 1/1000
Rogue 4d4 x 10 gp Silver (sp) 10 1 1/5 1/10 1/100
Shaman 5d4 x 10 gp Silver (sp) 50 5 1 1/2 1/20
Warlock 4d4 x 10 gp Gold (gp) 100 10 2 1 1/10
Warrior 5d4 x 10 gp Platinum (pp) 1000 100 20 10 1

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113
Racial Weapons Firearms
Some races favor specially made weapons before those For tinkers, the invention of the crossbow was never
commonly used by most, a kaldorei night elf would almost enough. They strived to further improve their ability to
always pick the circular moon sword over the common attack from a distance without the use of magic. with the
longsword if they had the choice, being a weapon of their invention of black powder, the Ironforge dwarves were
kin, something they have grown up with and around, and quick to act in experimenting with its uses, eventually
learnt to use since a young age. making the blunderbuss, or boomstick. Catching the atten-
Likewise, taurens with their incredible strength favor tion of the tinkerer's gnomes of Khaz Modan, and the
their blundering totems over slashing weapon, being able goblins of Bilgewater.
to swing them with immense force to sunder their enemies. Firearms as a whole has since improved drastically, the
old dwarven inventions modified and improved, yet still
Racial Weapon Proficiency stand as the cornerstone from which all firearms begin.
Your race, and feats can grant you proficiency with racial Firearm Proficiency
weapons. Racial weapons are exotic weapons created and
used by certain races, and require special training to be Your race, class, and feats can grant you proficiency with
used properly, following the normal rules for wielding firearms. Firearms are mechanical marvels, technology
weapons for players not proficient in their use. used by few due to the technical difficulties that come with
them. They follow the normal rules for wielding weapons
Special Weapons for players not proficient in their use.
Weapons with special rules are described here. Ammunition
Sin'dorei Warblade. Immediately after attacking an All firearms require ammunition to make an attack. For the
enemy with this blade, you may make an additional attack purpose of not over complicating them, their ammunition
with its second blade using your bonus action. has been put into three categories, pistol, rifle, and scatter
ammunition. Pistol ammunition referring to all firearms
held in one hand, rifle referring to two-handed firearms,
and scatter referring to any firearm with the scatter
property.
Ammunitions prices are found at the end of the firearm
table later in this chapter.

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

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114
Flintlock Firearms
A common trigger for firearms, requiring raw black powder    Misfire. Whenever you make an attack roll with a
to be poured into the barrel following a bullet in order to be firearm, and the dice roll is equal to or lower than the
fired. As powerful as flintlock weapons are, they carry on weapon's misfire score, the weapon malfunctions. The
tremendous flaw, these firearms are unable to be shot in attack misses, and the weapon cannot be used again until
heavy rain, or while submerged in water. you spend an action to try repair it.
Flintlock firearms are designed for adventurers of 1st To repair your firearm, you must make a successful
level or higher. Intelligence or Tinker's Tools check (DC equal to 8 +
misfire score). If your check fails, the weapon is broken and
Caplock Firearms must be repaired out of combat at half the cost of the
A much rare, expensive trigger mechanism for firearms, firearm.
requiring specially made bullets with a black powder Scatter. An attack is made against each creature within
compartment build into them to be operated. Making them a 20 feet cone. These attacks are simultaneous. If an
able to be shot even in heavy rain and whilst being affected creature is adjacent to you, they suffer double
underwater. damage on a hit.
Caplock firearms are designed for adventurers of 7th Crafted Firearms
level or higher. Certain firearms cannot be bought at a tinkers stall, these
Firearm Properties firearms has to be crafted, either by the adventurer himself
Firearms is a volatile technology, and as such bring their over a longer period of time, or by paying a tinker to make it
own unique set of weapon properties. Some properties are as a special order.
followed by a number, and this number signifies an element To craft one of these firearms, work with your DM to
of that property. These properties replace the optional ones determine the resources necessary, gold requirement, time
presented in the Dungeon Master's Guide. Firearms are expended and so forth.
ranged weapons.
Reload. A firearm can be fired a number of times equal
to its reload score before you must spend an action, or one
attack if you got multiple attacks per turn to reload. You
must have one free hand to reload a firearm.

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

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115
Mounts
Carrying
Item Cost Speed Capacity
Neutral mounts
Camel 50 gp 50 ft. 480 lb.
Donkey or mule 8 gp 40 ft. 420 lb.
Mounts Horse, draft 50 gp 40 ft. 540 lb.
Mounts have been categorized into neutral, alliance favored Horse, riding 75 gp 60 ft. 480 lb.
and horde favored, all though all mounts are available to
any character of any faction, it is uncommon for a member Mastiff 25 gp 40 ft. 195 lb.
of the horde to earn the loyalty of an alliance favored Pony 30 gp 40 ft. 225 lb.
mount, and vise versa. Prizes for mounts of the opposite
faction generally costs three times their cost to accommo- Warhorse 300 gp 60 ft. 540 lb.
date for difficulties of transporting such a beast far from its Alliance favored mounts
natural home. Some faction mounts are more than mere
animals of burden, they are loyal to a fold, and will protect Dwarven Ram 250 gp 40 ft. 510 lb.
their master if necessary, in combat, if your mount chooses Nightsaber 500 gp * ft. 570 lb.
to fight alongside with you, it takes its turn at the end of
yours, obeying your commands as best it can. Gryphon 5,000 gp * ft. 540 lb.
Mounts other than those listed here are available on Horde favored mounts
Azeroth, but they are rare and not normally available for Dire Wolf 600 gp 50 ft. 510 lb.
purchase. Acquiring a rare mount often means securing an
egg and raising the creature yourself, making a bargain Kodo, riding 320 gp 40 ft. 630 lb.
with a merchant, or negotiating with the mount itself. Raptor, riding 450 gp 60 ft. 540 lb.
Saddles. A military saddle braces the rider, helping you
keep your seat in battle. It gives you advantage on any Wyvern 6,500 gp * ft. 570 lb.
check you make to remain mounted and is used for the vast * This mount has more than one speed, see the Manual of
majority of mounts. An exotic saddle is required for riding a
kodo or flying mount. Monsters for its speeds.

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116
Chapter 5: Customization Options

T
he combination of ability scores, race, class, Experience Points
and background defines your character's
capabilities in the game, and the personal The experience point cost to gain a level is always based on
details you create set your character apart your total character level, as shown in the Character
from every other character. Even within your Advancement table in chapter 1 of the Player's Handbook,
class and race, you have options to fine-tune not your level in a particular class. So, if you are a priest
what your character can do. But this chapter 6/warrior 1, you must gain enough XP to reach 8th level
is for players who want to go a step further. before you can take your second level as a warrior or your
This chapter defines two optional sets of rules for cus- seventh level as a priest.
tomizing your character: multiclassing and feats. Multi-
classing lets you combine classes together, and feats are Hit Points and Hit Dice
special options you can choose instead of increasing your You gain the hit points from your new class as described for
ability scores as you gain levels. levels after 1st. You gain the 1st-level hit points for a class
only when you are a 1st-level character.
Multiclassing You add together the Hit Dice granted by all your classes
to form your pool of Hit Dice. if the Hit Dice are the same
Multiclassing allows you to gain levels in multiple classes. die type, you can simply pool them together. For example,
Doing so lets you mix the abilities of those classes to both the warrior and the paladin have a d10. so if you area
realize a character concept that might not be reflected in paladin 5/warrior 5, you have ten d10 Hit Dice. If your
one of the standard class options. classes give you Hit Dice of different types, keep track of
With this rule, you have the option of gaining a level in a them separately. If you are a paladin 5/priest 5, for example,
new class whenever you advance in level, instead of gaining you have five d10 Hit Dice and five d6 Hit Dice.
a level in your current class. Your levels in all your classes
are added together to determine your character level. For Proficiency Bonus
example, if you have three levels in mage and two in
warrior, you're a 5th-level character. Your proficiency bonus is always based on your total
As you advance in levels, you might primarily remain a character level, as shown in the Character Advancement
member of your original class with just a few levels in table in chapter 1 of the Player's Handbook, not your level
another class, or you might change course entirely. never in a particular class. For example, if you are a warrior
looking back at the class you left behind. You might even 3/rogue 2, you have the proficiency bonus of a 5th-level
start progressing in a third or fourth class. character, which is +3.
Prerequisites Proficiencies
To qualify for a new class, you must meet the ability score When you gain a level in a class other than your first, you
prerequisites for both your current class and your new one, gain only some of that class's starting proficiencies, as
as shown in the Multiclassing Prerequisites table. For shown in the Multiclassing Proficiencies table.
example, a warrior who decides to multiclass into the druid Multiclassing Proficiencies
class must have both Strength or Dexterity and Wisdom
scores of 13 or higher. Without the full training that a Class Proficiencies Gained
beginning character receives, you must be a quick study in Druid Light armor, nature skill
your new class. having a natural aptitude that is reflected
by higher-than-average ability scores. Hunter
Light armor, medium armor, simple
weapons, martial weapons, one skill from
Multiclassing Prerequisites the class's skill list.
Class Ability Score Minimum Mage —
Druid Wisdom 13 Monk Light armor, simple weapons, shortswords
Hunter Dexterity or Strength 13 Light armor, medium armor, shields, simple
Paladin
weapons, martial weapons
Mage Intelligence 13
Priest One skill from the class's skill list
Monk Dexterity 13 and Wisdom 13
Light armor, one skill from the class's skill
Paladin Strength 13 and Charisma 13 Rogue
list, thieves' tools
Priest Wisdom 13 Shaman Light armor, medium armor, shields
Rogue Dexterity 13 Warlock Simple weapons
Shaman Wisdom 13 Light armor, medium armor, shields, simple
Warrior
Warlock Intelligence 13 weapons, martial weapons
Warrior Strength or Dexterity 13 Death
All armors, simple and martial weapons
Knight
Death Knight Strength 13 and Charisma 13
Demon
Demon Hunter Dexterity 13 and Intelligence 13 Simple and martial weapons, warglaive
Hunter

PART 1 | CUSTOMIZATION OPTIONS


117
Class Features determining your spell slots: you have four 1st-level slots,
three 2nd-level slots, and two 3rd-level slots. However, you
When you gain a new level in a class, you get its features don't know any 3rd-level spells, nor do you know any 2nd-
for that level. A few features, however, have additional rules level shaman spells. You can use the spell slots of those
when you're multiclassing: Channel Divinity, Extra Attack, levels to cast the spells you do know.
Unarmored Defense, and Spellcasting, Shadow Magic. If you have both the Spellcasting class
feature and the Shadow Magic class feature, you can use
Channel Divinity / Necromancy the spell slots you gain from the Shadow Magic feature to
If you already have the Channel Divinity or Necromancy cast spells you know or have prepared from classes with
feature and gain a level in a class that also grants the the Spellcasting class feature, and spell slots you gain from
feature, you gain the Channel effects granted by that class, the Spellcasting class feature to cast spells you know from
but getting the feature again doesn't give you an additional classes with the Shadow Magic class feature.
use of it. You gain additional uses only when you reach a
class level that explicitly grants them to you. For example, if Shadow Magic
you are a priest 6 / paladin 4, you can use Channel Divinity You determine your available spell slots and the level of
twice between rests because you are high enough level in those spell slots by adding together all your levels in the
the priest class to have more uses. Whenever you use the death knight, and warlock class. Use this total to determine
feature, you can choose any of the Channel Divinity effects your spell slots and spell level by consulting the Shadow
available to you from your two classes. Magic table found later in this chapter.
Extra Attack Multiclassing Shadow Magic:
If you gain the Extra Attack class feature from more than Lvl. Spell Slots Spell Level
one class, the features don't add together. You can't make 1st 1 1st
more than two attacks with this feature unless it says you
do (as the warrior's version of Extra Attack or a shaman's 2nd 2 1st
wind shield does). 3rd 2 2nd
Unarmored Defense 5th 2 3rd
If you already have the Unarmored Defense feature, you 7th 3 4th
can't gain it again from another class.
9th 3 5th
Spellcasting 12th 4 5th
Your capacity for spellcasting depends partly on your
combined levels in all your spellcasting classes and partly 17th 5 5th
on your individual levels in those classes. Once you have
the Spellcasting feature from more than one class, use the Multiclassing Spellcaster:
rules below. If you multiclass but have the Spellcasting Spell Slots per Spell Level
feature from only one class, you follow the rules as Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
described in that class.
Spells Known and Prepared. You determine what 1st 2 — — — — — — — —
spells you know and can prepare for each class individually, 2nd 3 — — — — — — — —
as if you were a single-classed member of that class. If you
are a shaman 3 / pries 4, for example, you know four 3rd 4 2 — — — — — — —
shaman cantrips, and four 1st-level shaman spells based on 4th 4 3 — — — — — — —
your levels in the shaman class. As 4th-level priest, you
know four priest cantrips. If your wisdom is 16, you can 5th 4 3 2 — — — — — —
prepare six priest spells of 1st and 2nd-level. 6th 4 3 3 — — — — — —
Each spell you know and prepare is associated with one 7th 4 3 3 1 — — — — —
of your classes, and you use the spellcasting ability of that
class when you cast the spell. Similarly, a spellcasting 8th 4 3 3 2 — — — — —
focus, such as a holy symbol, can be used only for the spells 9th 4 3 3 3 1 — — — —
from the class associated with that focus.
Spell Slots. You determine your available spell slots by 10th 4 3 3 3 2 — — — —
adding together all your levels in the death knight, druid, 11th 4 3 3 3 2 1 — — —
mage, priest, and warlock classes, half your levels (rounded
down) in the paladin and shaman classes. Use this total to 12th 4 3 3 3 2 1 — — —
determine your spell slots by consulting the Spellcaster 13th 4 3 3 3 2 1 1 — —
table found later in this chapter.
If you have more than one spellcasting class, this table 14th 4 3 3 3 2 1 1 — —
might give you spell slots of a level that is higher than the 15th 4 3 3 3 2 1 1 1 —
spells you know or can prepare. You can use those slots,
but only to cast your Lower-level spells. If a lower level spell 16th 4 3 3 3 2 1 1 1 —
that you cast, like burning hands, has an enhanced effect 17th 4 3 3 3 2 1 1 1 1
when cast using a higher-level slot, you can use the
enhanced effect, even though you don't have any spells of 18th 4 3 3 3 3 1 1 1 1
that higher level. 19th 4 3 3 3 3 2 1 1 1
For example, if you are the aforementioned shaman 3 / 20th 4 3 3 3 3 2 2 1 1
priest 4, you count as a 7th-level character when—
PART 1 | CUSTOMIZATION OPTIONS
118
New Feats
A feat represents a talent or an area of expertise that gives
a character special capabilities. It embodies training, exper-
ience, and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score
Improvement feature. Using the optional feats rule, you can
forgo taking that feature to take a feat of your choice
instead. You can take each feat only once, unless the feat's
description says otherwise.
You must meet any prerequisite specified in a feat to take
that feat. If you ever lose a feat's prerequisite, you can't use
that feat until you regain the prerequisite. For example, the
Grappler feat requires you to have a Strength of 13 or
higher. If your Strength is reduced below 13 somehow you
can't benefit from the Grappler feat until your Strength is
restored.
The feats presented in this book are meant as additions
to those presented in the 5th edition Player's Handbook.
Battlemage
Prerequisite: The ability to cast at least one spell
You have improved you technique with spells in the heat of
battle, you gain the following benefits:
You learn two cantrips of your choice from the mage
spell list.
When you make a ranged spell attack, you do not suffer
disadvantage on the attack roll if you are within 5 feet of
the hostile creature.
Before you cast an instantaneous spell that requires a
spell attack and are unable of hitting more than a single
target, you can choose to take a -5 penalty to the spell
attack roll. If the spell hits, you add +10 to the attack's
damage.
Firearm Expert
Thanks to extensive practice with firearms, you gain the
following benefits:
You ignore the reload quality of firearms with which you
are proficient.
Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-
handed weapon, you can use a bonus action to attack
with a loaded one-handed firearm you are holding.
Firearm Weapon Adept
Your have gained interest in firearms and their uses, you
gain the following benefits:
Increase your Dexterity or Intelligence score by 1, to a
maximum of 20.
You gain proficiency in the Tinker's tools.
You gain proficiency with firearms.
Racial Weapon Adept
You have caught eye of the special weapons used by other
races, you gain the following benefits:
Increase your Strength or Dexterity score by 1, to a
maximum of 20.
You gain proficiency with racial weapons.

PART 1 | CUSTOMIZATION OPTIONS


119
Racial Feats Neither Beast nor Man
Races on Azeroth are not equal in strength, the average
tauren is considerably stronger than the average human. Prerequisite: Worgen
This section introduces a collection of special feats that You have managed to control your worgen curse in a way
allow you to empower your character's race further. These most cannot, keeping it suppressed inside and regaining a
feats are each associated with a race from earlier in this glimpse of your former self. You gain the following benefits:
book, and summarized in the Racial Feats table. A racial Increase your Wisdom score by 1, to a maximum of 20.
feat represents either a deepening connection to your As part of a short or long rest, you can transform your-
race's culture or a physical transformation that brings you self into a human. While human, you appear as you did
closer to an aspect of your race's lineage. before getting affected by the curse. When subject to a
The cause of a particular transformation is up to you and saving throw to not go feral, you roll the dice twice with
your DM. A transformational feat can symbolize a latent advantage, and use either roll. Making an attack roll
quality that has emerged as you age, or a transformation whilst human stirs your blood, immediately trans-
might be the result of an event in the campaign, such as forming you back into a worgen.
exposure to powerful magic or visiting a place of ancient
significance to your race. Spiritual Guidance
Racial Feats Prerequisite: Dwarf (wildhammer), orc, tauren or troll
Race Feat You've delved into the energy of spirits, the everlasting
Dwarf (wildhammer) Spiritual Guidance balance and harmony they bring to all life. You gain the
following benefits:
Night Elf Darnassian Knowledge
Increase your Charisma score by 1, to a maximum of 20.
Orc Spiritual Guidance You gain proficiency in either Nature or Survival.
Tauren Spiritual Guidance You have advantage on saving throws against being
Tauren Tauren Endurance
frightened.
You learn the healing spirit spell and can cast it once
Troll Spiritual Guidance without expending a spell slot. You regain the ability to
Troll Zandalari Fury
cast it in this way when you finish a short or long rest.
Worgen Hardened Predator Tauren Endurance
Worgen Neither Beast nor Man Prerequisite: Tauren
You gain leather tough hide and improved recovery through
Darnassian Knowledge hard training. You gain the following benefits:
Prerequisite: Night elf Increase your Strength, Dexterity or Constitution score
Your studies and training have given you a deeper under- by 1, to a maximum of 20.
standing of your kin, unlocking unique gifts. You gain the Your hide thickens. While you aren't wearing armor, you
following benefits: add your Constitution modifier to your AC. You can use
a shield and still gain this benefit.
Increase your Intelligence or Wisdom score by 1, to a Your hit point maximum increases by an amount equal
maximum of 20. to your level when you gain this feat. Whenever you gain
You have advantage on stealth checks made in dim or a level thereafter, your hit point maximum increases by
unlit surroundings, and any ability checks made to an additional 1 hit point.
notice you are made with disadvantage.
When you fail a death saving throw, you can call upon a Zandalari Fury
wisp to guide your path, changing the failure to a Prerequisite: Troll
success. Once done, the essence of the wisp continues
to linger in you for two long rests, making you unable to The Zandalari trolls were able to channel their fury, a trait
call upon the aid of another. that has been passed down through ancient bloodlines to
you. Making you a furious combatant for a short while.
Hardened Predator As an action, you enter a berserk for a number of rounds
Prerequisite: Worgen equal to your Strength modifier (minimum of 1), granting
you a second action on each of your turns. This action can't
You have become accustomed with your worgen worm, be used on spells or spell-like abilities.
realizing some of the benefits that comes with the wolf-like Once the berserk ends, you gain one level of exhaustion,
shape. You gain the following benefits: and cannot use this ability again until you finish a long rest.
You have advantage on Wisdom (perception) checks that
rely on hearing or smell.
Whilst your hands are empty, you can take the dash
action as a bonus action, using all four limbs to run.
Your fur has grown longer and thicker, making you
unaffected by the effects of extreme cold.
When you roll a Hit Die to regain hit points, you roll the
Hit Die twice and use either roll.

120
Part 2
Magic

PART 2 | MAGIC ON AZEROTH


121
Chapter 6: Spells

T
his chapter describes the most common
spells on Azeroth. The chapter begins with 2nd Level Insect Plague
the spell lists of the spellcasting classes. The Animal Messenger Mass Cure Wounds
remainder contains spell descriptions, pre- Barkskin Planar Binding
sented in alphabetical order by the name of Beast Sense Scrying
the spell. Blindness/Deafness Tree Stride
Spells marked with a star in front of the spells name are Calm Emotions Wrath of Nature
spells found later in this chapter in the Spell Descriptions. Darkvision
Enhance Ability 6th Level
Enlarge/Reduce Bones of the Earth
Death Knight Gust of Wind Druid Grove
spells 5th Level Hold Person Find the Path
Antilife Shell Lesser Restoration Forbiddance
1st Level Cone of Cold Locate Animals or Plants Guards and Wards
Armor of Agathys Contagion Melf's Acid Arrow Heal
Arms of Hadar Danse Macabre Misty Step Primordial Ward
Bane Destructive Wave Moonbeam Sunbeam
Cause Fear Dominate Person Pass without Trace Transport via Plants
Command Enervation Protection from Poison True Seeing
False Life Hallow Ray of Enfeeblement Wall of Thorns
Guiding Bolt Hold Monster Spider Climb Wind Walk
Hex Negative Energy Flood Spike Growth
* Icy Touch Raise Dead 7th Level
Inflict Wounds 3rd Level Mirage Arcane
Puppet Druid Spells Conjure Animals Regenerate
Ray of Sickness Counterspell Crown of Stars
Tasha's Hideous Laughter Cantrips (0 Level) Create Food and Water Forcecage
Wrathful Smite Acid Splash Daylight Resurrection
Zephyr Strike Druidcraft Dispel Magic Sequester
Friends Erupting Earth
2nd Level Guidance Mass Healing Word 8th Level
Branding Smite Gust Nondetection Animal Shapes
Crown of Madness Mending Plant Growth Antipathy/Sympathy
Darkness Poison Spray Protection from Energy Control Weather
* Death Grip Primal Savagery Slow Dominate Monster
Enthrall Resistance Speak with Plants Feeblemind
* Frost Strike Shillelagh Wind Wall Incendiary Cloud
Gentle Repose * Solar Wrath Sunburst
Hold Person 4th Level Tsunami
Thorn Whip Blight
Snilloc's Snowball Swarm 9th Level
1st Level Charm Monster
3rd Level Animal Friendship Confusion Foresight
Animate Dead Beast Bond Conjure Woodland Beings Mass Heal
Bestow Curse Cure Wounds Dominate Beast Shapechange
Blinding Smite Detect Magic Freedom of Movement True Resurrection
Fear Detect Poison and Disease Giant Insect
Haste Entangle Grasping Vine Mage Spells
Hunger of Hadar Expeditious Retreat Guardian of Nature
* Mind Freeze Faerie Fire Hallucinatory Terrain Cantrips (0 Level)
Phantom Steed Fog Cloud Locate Creature Blade Ward
Sleet Storm Goodberry Vitriolic Sphere Dancing Lights
Speak with Dead Healing Word 5th Level Firebolt
Vampiric Touch Jump Frostbite
Water Walk Longstrider Awaken Light
Purify Food and Drink Cloudkill Mage Hand
4th Level Sleep Commune with Nature Magic stones
Blight Snare Contagion Message
Confusion Speak with Animals Control Winds Minor Illusion
Death Ward Sudden Awakening Dream Prestidigitation
Ice Storm Thunderwave Far Step Ray of Frost
Phantasmal Killer Wild Cunning Geas True Strike
Shadow of Moil Greater Restoration
Sickening Radiance Hold Monster
Staggering Smite
PART 2 | SPELLS
122
1st Level Slow Simulacrum Mass Healing Word
Alarm Tiny Servant Symbol Remove Curse
Burning Hands Tongues Teleport Revivify
Chromatic Orb
Color Spray 4th Level 8th Level 4th Level
Comprehend Languages * Arcane Barrage Antimagic Field Aura of Life
Detect Magic Arcane Eye * Blast Wave Aura of Purity
Disguise Self Banishment Clone Banishment
Feather Fall Confusion Demiplane Death Ward
Find Familiar Dimension Door * Ice Nova Find Greater Steed
* Frostfire Bolt Fire Shield Illusory Dragon Staggering Smite
Identify Greater Invisibility Maze
Ice Knife Hallucinatory Terrain Mind Blank 5th Level
Illusory Script * Ice Block Telepathy Banishing Smite
Mage Armor Ice Storm Circle of Power
Magic Missiles Locate Creature 9th Level Destructive Wave
Shield Mordenkainen's Foresight Dispel Evil and Good
Silent Image     Private Sanctum Imprisonment Holy Weapon
Tenser's Floating Disk Phantasmal Killer Invulnerability Mass Cure Wounds
Unseen Servant Polymorph Mass Polymorph Raise Dead
Storm Sphere Prismatic Wall
2nd Level Wall of Fire Timestop Priest Spells
Aganazzar's Scorcher True Polymorph
Alter Self 5th Level Weird Cantrips (0 Level)
Arcane Lock Animate Objects Chill Touch
Blur Bigby's Hand Paladin Spells Guidance
Continual Flame Cone of Cold Light
Darkness Far Step 1st Level Mending
Detect Thoughts Hold Monster Bless Resistance
Dragon's Breath Immolation Ceremony Sacred Flame
Enlarge/Reduce Legend Lore Command Spare the Dying
Flaming Sphere Modify Memory Compelled Duel Thaumaturgy
Hold Person Passwall Cure Wounds Toll the Dead
Invisibility Planar Binding Detect Evil and Good Virtue
Knock Scrying Detect Magic Word of Radiance
Levitate Seeming Detect Poison and Disease
Magic Mouth Teleportation Circle Divine Favor 1st Level
Magic Weapon Wall of Force Healing Word Arms of Hadar
Mirror Image Heroism Bane
Mind Spike 6th Level Protection from Bless
Nystul's Magic Aura Arcane Gate    Evil and Good Cause Fear
Phantasmal Force Disintegrate Purify Food and Drink Ceremony
Pyrotechnics Globe of Invulnerability Sanctuary Charm Person
Scorching Ray Guards and Wards Searing Smite Command
See Invisibility Investiture of Flame Shield of Faith Create or Destroy Water
Shatter Investiture of Ice Thunderous Smite Cure Wounds
Suggestion Mass Suggestion Wrathful Smite Detect Magic
Mental Prison Detect Poison and Disease
3rd Level Otiluke's Freezing Sphere 2nd Level Guiding Bolt
Bestow Curse Scatter Aid Guiding Hand
Blink True Seeing Branding Smite Healing Word
* Blizzard Wall of Ice Find Steed Inflict Wounds
Clairvoyance Lesser Restoration Protection from
Counterspell 7th Level Magic Weapon    Evil and Good
Dispel Magic Etherealness Prayer of Healing Purify Food and Drink
Enemies Abound Delayed Blast Fireball Protection from Poison Sanctuary
Fireball Fire Storm Zone of Truth Shield of Faith
Flame Arrows Forcecage
Fly Mirage Arcane 3rd Level 2nd Level
Glyph of Warding Mordenkainen's Aura of Vitality Aid
Haste     Magnificent Mansion Beacon of Hope Augury
Magic Circle Mordenkainen's Sword Blinding Smite Blindness/Deafness
Major Image Prismatic Spray Create Food and Water Calm Emotions
Melf's Minute Meteors Project Image Crusader's Mantle Crown of Madness
Nondetection * Pyroblast Daylight Darkness
Remove Curse Reverse Gravity Dispel Magic Enhance Ability
Sending Sequester * Holy Wrath Gentle Repose
PART 2 | SPELLS
123
Hold Person Hallow * Invoke Elements 3rd Level
Lesser Restoration Holy Weapon Magic Stone Call Lightning
* Mind Blast Legend Lore Mending Counterspell
Mind Spike Mass Cure Wounds Mold Earth Dispel Magic
Prayer of Healing Planar Binding Produce Flame Elemental Weapon
Protection from Poison Raise Dead Shape Water Erupting Earth
Shadow Blade Wall of Light Shocking Grasp Fireball
Silence Thunderclap Haste
Spiritual Weapon 6th Level * Vodoo Hex
Warding Bond Eyebite 1st Level Lightning Bolt
Zone of Truth Find the Path Absorb Elements Meld into Stone
Forbiddance Burning Hands Revivify
3rd Level Harm Detect Magic Remove Curse
Animate Dead Heal Create or Destroy Water Sending
Beacon of Hope Heroes' Feast Cure Wounds Sleet Storm
Bestow Curse * Power Word Shield Earth Tremor Speak with Dead
Clairvoyance True Seeing Faerie Fire Spirit Guardians
Create Food and Water Word of Recall Fog Cloud Thunder Step
Daylight Ice Knife Tidal Wave
Fear 7th Level Searing Smite Wall of Sand
Feign Death Conjure Celestial Thunderous Smite Wall of Water
Glyph of Warding Divine Word Thunderwave Water Breathing
* Holy Wrath Finger of Death Witch Bolt Water Walk
Hunger of Hadar Power Word Pain Wind wall
Life Transference Regenerate 2nd Level
Mass Healing Word Resurrection Aganazzar's Scorcher 4th Level
Protection from Energy Symbol Animal Messenger Banishment
Remove Curse Temple of the Gods Augury Conjure Minor Elementals
Revivify Calm Emotions Control water
Sending 8th Level Continual Flame Elemental Bane
Speak with Dead Antimagic Field Dragon's Breath Fire Shield
Vampiric Touch Holy Aura Dust Devil Grasping Vine
Maddening Darkness Earthbind Ice Storm
4th Level Mind Blank Flame Blade Stone Shape
Banishment Power Word Stun Flaming Sphere Stoneskin
Death Ward Gust of Wind Storm Sphere
Divination 9th Level Healing Spirit Wall of Fire
Freedom of Movement Mass Heal Heat Metal Watery Sphere
Guardian of Faith True Resurrection Lesser Restoration
Shadow of Moil Power Word Heal Maximilian's 5th Level
Power Word Kill    Earthen Grasp Conjure Elemental
5th Level Psychic Scream Pyrotechnics Control winds
Commune Scorching Ray Destructive Wave
Danse Macabre Shaman Spells See Invisibility Greater Restoration
Dawn Shatter Immolation
Dispel Evil and Good Cantrips (0 Level) Skywrite Maelstrom
Enervation Control Flames Warding Wind Mass Cure Wounds
Flame Strike Create Bonfire Planar Binding
Geas Frostbite Raise Dead
Greater Restoration Gust Reincarnate
Scrying
Wall of Stone

PART 2 | SPELLS
124
Warlock Spells
Cantrips (0 Level) 4th Level
Acid Splash Arcane Eye
Chill Touch Banishment
Eldritch Blast Confusion
* Fel Flame Death Ward
Green-Flame Blade Dimension Door
Infestation Evard's Black Tentacles
Minor Illusion Mordenkainen's
Poison Spray     Faithful Hound
* Shadow Bolt Phantasmal Killer
Sword Burst Shadow of Moil
Toll the dead Sickening Radiance
True Strike Summon Greater Demon
1st Level 5th Level
Armor of Agathys Contagion
Arms of Hadar Danse Macabre
Cause Fear Destructive Wave
Comprehend Languages Enervation
Detect Magic Far Step
False Life Immolation
Hellish Rebuke Infernal Calling
Hex Negative Energy Flood
Inflict Wounds
Puppet 6th Level
Ray of Sickness Circle of Death
Tasha's Hideous Laughter Create Undead
Disintegrate
2nd Level Eyebite
Blindness/Deafness Harm
Crown of Madness Magic Jar
Darkness Soul Cage
* Demon Skin
Enthrall 7th Level
Hold Person Delayed Blast Fireball
Mind spike Etherealness
Ray of Enfeeblement Finger of Death
Shadow Blade Fire Storm
* Void Strike Forcecage
3rd Level
Power Word Pain
Symbol
Bestow Curse
Clairvoyance 8th Level
Counterspell Abi-Dalzim's Horrid Wilting
Dispel Magic Cataclysm
Enemies Abound Feeblemind
Fear Glibness
Fireball Maddening Darkness
Hunger of Hadar Power Word Stun
Life Transference
Magic Circle 9th Level
Melf's Minute Meteors Imprisonment
Speak with Dead Meteor Swarm
Summon Lesser Demons Power Word Kill
Tongues Psychic Scream
Vampiric Touch Weird

PART 2 | SPELLS
125
beam of fire and magma spews into the air. creature in a
Spell Descriptions 15-foot-radius, 30-foot-high cylinder centered on a point
The spells are presented in alphabetical order. within range must make a Dexterity saving throw. A target
takes 15d6 fire damage on a failed save, or half as much
Arcane Barrage damage on a successful one.
4th-level evocation Death Grip
Casting Time: 1 action 2nd-level transmutation
Range: 120 feet Casting Time: 1 bonus action
Components: V, S Range: 60 feet
Duration: Instantaneous Components: V, S
You conjure two swirling intertwined balls of raw force, Duration: Instantaneous
hurling them at a point you choose within range and then Necrotic energy grasps around a Huge or smaller creature
pushing beings away as they make an explosion of force. within range. Make an ability check with your spellcasting
Each creature in a 10-foot-radius sphere centered on that ability contested by the creature's Strength check. If you
point must make a Dexterity saving throw. A target takes win the contest, you move the creature up to 30 feet
6d8 force damage on a failed save, or half as much damage towards you in a straight line.
on a successful one, and are pushed 5 feet away from the
point of impact. Demon Skin
At Higher Levels. When you cast this spell using a spell 2nd-level transmutation
slot of 5th level or higher, the damage increases by 1d8, and
the push back by 5 feet for each slot level above 4th. Casting Time: 1 action
Range: Self
Blast Wave Components: V, S, M (dried skin of a demon or fiend)
8th-level evocation Duration: 1 hour
Casting Time: 1 action You touch a willing creature who are unarmored, making
Range: Self (60-foot cone) their skin ragged and hard. Until the spell ends, the crea-
Components: V, S ture adds your spellcasting ability modifier to their armor
Duration: Instantaneous class. The spell ends if the target dons armor, or if you
dismiss the spell as a bonus action.
Orange light flashes as a 15-foot tall wall of fire expands
outward from your position. Each creature hit by the wall Fel Flame
must make a Constitution saving throw. On a failed save, a Evocation cantrip
creature takes takes 12d6 fire damage and is knocked
prone. Taking half damage on a successful save. Casting Time: 1 action
This spell dispels any darkness in its area that was Range: 60 feet
created by a spell, and makes the area brightly lit until the Components: V, S
start of your next turn. Duration: Instantaneous
A green flame skitters across the ground towards a
Blizzard creature within range. Make a ranged spell attack against
3rd-level evocation the target. On a hit, the target takes 1d8 fire damage. Fel
Casting Time: 1 action flame ignores fire resistant, and creatures immune to fire
Range: 120 feet damage are considered to be resistant.
Components: V, S, M (shards of glass) This spell's damage increases by 1d8 when you reach
Duration: Concentration, up to 1 minute 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A cold light flashes from your hand into the sky, as blue Frost Strike
shards hurl down at a point you choose within range, slash- 2nd-level evocation
ing through flesh with a biting cold. Each creature in a 20-
foot-radius, 60-foot-high cylinder centered on a point within Casting Time: 1 bonus action
range must make a Dexterity saving throw. A target takes Range: Self
3d6 cold damage on a failed save, or half as much damage Components: V
on a successful one. Duration: Concentration, up to 1 minute
As an action on each of your turns before the spell ends, The next time you hit a creature with a weapon attack
you can call down another blizzard in the same location. during the spell's duration, your weapon gleams with frigid
At Higher Levels. When you cast this spell using a spell ice, and the attack deals an extra 2d6 cold damage to the
slot of 4th level or higher, the damage increases by 1d6 for target. The target must make a Dexterity saving throw or
each slot level above 3rd. have its speed halved until the beginning of your next turn.
At Higher Levels. When you cast this spell using a spell
Cataclysm slot of 3rd level or higher, the extra damage increases by
8th-level evocation 1d6 for each slot level above 2nd.
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece charcoal and sulfur)
Duration: Instantaneous
In seconds the ground turns to magma at a point you
choose within range and crumbles before a vertical—
PART 2 | SPELLS
126
Frostfire Bolt Icy Touch
1st-level evocation 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S, M (a piece of glass and sulfur) Components: V, S
Duration: Instantaneous Duration: 1 round
You hurl a blue flamed firebolt at a creature within range. You touch a creature, transferring part of the necrotic
Make a ranged spell attack against the creature. On a hit, energy within you. Make a melee spell attack against the
the target takes 2d6 fire damage and 2d6 frost damage. creature to assail it with the chill of the grave. On a hit, the
At Higher Levels. When you cast this spell using a spell target takes 2d8 necrotic damage, and it can't regain hit
slot of 2nd level or higher, the fire and cold damage points until the start of your next turn. Until then, the
increases by 1d6 for each slot level above 1st. targets skin grows pale as ice.
If you hit a celestial target, it also has disadvantage on
Holy Wrath attack rolls against you until the end of your next turn.
3rd-level evocation At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 2nd level or higher, the damage increases by 1d8 for
Range: Self each slot level above 1st.
Components: V, S Invoke Elements
Duration: Instantaneous
Transmutation cantrip
You release a burst of radiant energy in a blast centered Casting Time: 1 action
around you. Each enemy creature in a 15-foot-radius Range: 30 feet
centered on you must make a Wisdom saving throw. A Components: V, S
target takes 6d6 radiant damage on a failed save, or half as Duration: Up to 1 minute
much damage on a successful one. The blast spreads
around corners. You invoke a minor portion of the elements, within range.
At Higher Levels. When you cast this spell using a spell You create one of the following magical effects within
slot of 4th level or higher, the damage increases by 1d6 for range:
each slot level above 3rd.
You create a harmless sensory effect that predicts what
Ice Block the weather will be for the next 24 hours. This effect
4th-level abjuration persists for 1 round.
You light or put out a small flame.
Casting Time: 1 reaction, which you take when you are You cause flames to flicker, brighten, drim, or change
targeted by an attack or spell color for 1 minute.
Range: Self You cause harmless tremors in the ground for 1 minute.
Components: V, S You cool or heat up a small amount of liquid.
Duration: Concentration, up to 10 minutes
Solid ice rapidly encases your body, protecting you from If you cast this spell multiple times, you can have up to
harm. You immediately gain 40 temporary hit points, and three of its 1-minute effects active at a time, and you can
resistance against all damage except fire and psychic, and dismiss such an effect as an action.
immunity to cold damage. Ice block continues until your Mind Blast
concentration is broken, your temporary hit points vanish, 2nd-level evocation
or you end it prematurely.
While encased, you are under the effects of being Casting Time: 1 action
incapacitated, with the exception of your concentration Range: 60 feet
being broken. Components: V, S
Duration: Instantaneous
Ice Nova You pierce through the mental defenses of a creature
8th-level evocation within range. It must succeed on a Wisdom saving throw.
Casting Time: 1 action On a failed save, the target takes 2d6 psychic damage and
Range: 120 feet is frightened of you for a minute, or half of the damage on a
Components: V, S, M (glass dust and water) successful one and isn't frightened of you.
Duration: Instantaneous The creature makes a new saving throw at the end of its
Frigid cold rapid expands in a 15-foot-radius centered on a turns to end the frightened condition.
point you choose within range. Each creature in the cold At Higher Levels. When you cast this spell using a spell
must succeed on a Dexterity saving throw. On a failed save, slot of 3rd level or higher, the damage increases by 1d6 for
a creature takes 10d6 cold damage and is grappled for 1 each slot level above 1st.
hour as ice encases the lower part of their legs. On a Mind Freeze
successful save, it takes half as much damage and isn't 3rd-level evocation
grappled by this spell.
A creature can break the grapple by using their action to Casting Time: 1 reaction, which you take when you see a
make a Strength saving throw, or deal a total of 40 hit creature within 60 feet of you casting a spell.
points worth of damage to the ice. Range: 60 feet
Components: S
Duration: Instantaneous
PART 2 | SPELLS
127
Solar Wrath
    You attempt to interrupt a creature in the process of Evocation cantrip
casting a spell. If the creature is casting a spell of 3rd level
or lower, its spell fails and has no effect. If it is casting a Casting Time: 1 action
spell of 4th level or higher, make an ability check using your Range: 60 feet
spellcast-ing ability, if you counter the spell, the creature Components: V, S
takes 2d8 cold damage. The DC equals 10 + the spell’s Duration: Instantaneous
level. On a success, the creature’s spell fails and has no You release a blast of suns wrath against a creature within
effect. range. Make a ranged spell attack against the creature. On
a hit, the target takes 1d10 radiant damage.
Power Word Shield This spell's damage increases by 1d10 when you reach
6th-level abjuration 5th level (2d10, 11th level 3d10, and 17th level (4d10).
Casting Time: 1 reaction, which you take upon a creature
taking damage Void Strike
Range: 30 feet 2nd-level evocation
Components: V Casting Time: 1 action
Duration: Concentration, up to 1 hour Range: 60 feet
You speak a word of power calling the light to your aid to Components: V, S
engulf a creature you can see within range. The target Duration: Instantaneous
immediately gain 80 temporary hit points. The shield stays You open a crack into the void, as a shimmering black knife
around the target until the temporary hit points are strikes out from the void at a creature within range. Make a
expended, or your concentration is broken. ranged spell attack against the target. On a hit, the target
takes 6d6 necrotic damage.
Pyroblast At Higher Levels. When you cast this spell using a spell
7th-level evocation slot of 3rd level or higher, the damage increases by 1d6 for
Casting Time: 1 action each slot level above 2nd.
Range: 120 feet
Components: V, S, M (a piece of brimstone) Vodoo Hex
Duration: Instantaneous 3rd-level transmutation
You clasp your hands together, conjuring a ball of dripping Casting Time: 1 action
magma, launching it at a creature or object within range. Range: 60 feet
Make a ranged spell attack against the target. On a hit, the Components: V, S, M (a caterpillar cocoon)
target takes 10d10 fire damage, and an additional 1d10 fire Duration: Concentration, up to 1 hour
damage at the start of each of its turn, until someone takes This spell transform a creature that you can see within
an action to make a Dexterity check again your spell DC to range into a new form. An unwilling creature must make a
douse the fire. Wisdom saving throw to avoid the effect. A shapechanger
At Higher Levels. When you cast this spell using a spell automatically succeeds on this saving throw.
slot of 8th level or higher, the initial damage increases by The transformation lasts for the duration, or until the
1d10 for each slot level above 7th. target drops to 0 hit points or dies. The new form can be
Shadow Bolt
any beast who has a challenge rating of 0. The target's
game statistics including mental ability scores, are
Evocation cantrip replaced by the statistics of the chosen beast. It retains its
Casting Time: 1 action alignment and personality.
Range: 60 feet The target assumes the hit points of its new form. When
Components: V, S it reverts to its normal form, the creature returns to the
Duration: Instantaneous number of hit points it had before it transformed.
A shoot a blast of necrotic energy at a creature within If it reverts as a result of dropping to 0 hit points, any
range. Make a ranged spell attack against the target. On a excess damage carries over to its normal form. As long as
hit, the target takes 1d10 necrotic damage. the excess damage doesn't reduce the creature's normal
This spell's damage increases by 1d10 when you reach form to 0 hit points, it isn't knocked unconscious.
5th level (2d10), 11th level (3d10), and 17th level (4d10). The creature is limited in actions it can perform by the
nature of its new form, and it can't speak, cast spells, or
take any other action that requires hands or speech.
The target's gear melds into the new form. The creature
can't activate, use, wield, or otherwise benefit from any of
its equipment.

PART 2 | SPELLS
128
129
Appendix A: Feature Statblocks
Aquatic Form Bear Form
Medium beast Large beast

Armor Class 10 + Dexterity modifier Armor Class 11 + Constitution modifier


Speed 0 ft., swim 50 ft. Speed 40 ft., climb 30 ft.

Water Breathing. You can breathe only underwater. Keen Smell. You have advantage on Wisdom
(Perception) checks that rely on smell.
Actions Ironfur. You have resistance against bludgeoning,
Bite. Melee Weapon Attack: (Str + Proficiency piercing, and slashing from nonmagical attacks.
bonus) to hit, reach 5 ft., one target.
Hit: (1d8 + Str modifier) piercing damage. Actions
Common shapes taken are as followed: Bite. Melee Weapon Attack: (Str + Proficiency
bonus) to hit, reach 5 ft., one target.
Sea Lion (Amphibious), Shark, Dolphin, Orca. Hit: (1d8 + Str modifier) piercing damage.
Claws. Melee Weapon Attack: (Str + Proficiency
bonus) to hit, reach 5 ft., one target.
Hit: (2d6 + Str modifier) slashing damage.
Flight Form
Large beast Common shapes taken are as followed:
Brown Bear, Black Bear, Grey Bear, Grizzly Bear.
Armor Class 10 + Dexterity modifier
Speed 10 ft., 80 ft.

Keen Sight. You have advantage on Wisdom


(Perception) checks that rely on sight. Cat Form
Medium beast
Actions
Beak. Melee Weapon Attack: (Str/Dex + Profici- Armor Class 12 + Dexterity modifier
ency bonus) to hit, reach 5 ft., one target. Speed 40 ft., climb 40 ft.
Hit: (1d6 + Str/Dex modifier) piercing damage.
Talons. Melee Weapon Attack: (Str/Dex + Profici- Darkvision. You gain darkvision 60 ft.
ency bonus) to hit, reach 5 ft., one target.
Hit: (2d6 + Str/Dex modifier) slashing damage. Keen Smell. You have advantage on Wisdom
(Perception) checks that rely on smell, as long as
you are shapeshifted.
Common shapes taken are as followed:
Dire Bat, Dire Hawk, Dire Owl, Eagle, Storm Crow. Pounce. If you move at least 20 feet straight
toward a creature right before hitting it with a
claw attack, the target must succeed on a DC
(10 + Dexterity modifier) Strength saving throw or
be knocked prone. If the target is prone, you can
Travel Form make one bite attack against it as a bonus action.
Large beast Actions
Bite. Melee Weapon Attack: (Dex + Prof bonus) to
Armor Class 12 + Dexterity modifier hit, reach 5 ft., one target.
Speed 50 ft. Hit: (1d6 + Dex modifier) piercing damage.

Mountable. As long as a creature is on your back, Claws. Melee Weapon Attack: (Dex + Prof bonus)
you both take turns on your initiative. Upon dis- to hit, reach 5 ft., one target.
mount, the riders initiative returns to normal. Hit: (2d4 + Dex modifier) slashing damage.

Actions Common shapes taken are as followed:


Hooves. Melee Weapon Attack: (Str + Proficiency (Snow) Leopard, Lion, Lynx, Panther, Tiger.
bonus) to hit, reach 5 ft., one target.
Hit: (2d4 + Str modifier) bludgeoning damage.
Common shapes taken are as followed:
Elk, Horse, Stag, Reindeer.

APPENDIX A | FEATURE STATBLOCKS


130
Shaman Spirit Animal
Upon reaching 5th level as a shaman, you gain the favor of
a spirit animal, an animal shape you are able to shapeshift
into at will through the aid of the spirits of the wild. Whilst
druids are able to take the complete shape of certain Wild Imp
animals, shifting into various beasts, the strain upon a Tiny fiend (demon), neutral evil
shamans shapeshift lies much deeper within. As a result,
the animal shape taken appears as an incorporeal Armor Class 12
transparent shape in the material world, often with ghostly Hit Points 10 (3d4 + 3)
visage around it. Speed 20 ft.
Shamans connection the spirits is limited, as is their
spirit animal, making it unable to be used for fighting, if you
make an attack or hostile action against a creature, the STR DEX CON INT WIS CHA
connection is immediately severed, returning you to your 11 (+0) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
own body.
Most shamans choose one spirit animal, and sticks with Skills Deception +4, Perception +3, Stealth +5
that spirit animal throughout their life. Orcs and trolls Damage Immunities fire, poison
commonly go for a dire wolf, a shape well known to both, Condition Immunities poisoned
known for its ferocity and speed. Whilst a dwarf might Senses darkvision 60 ft., passive Perception 11
choose a bear, a steadfast companion by many of the Languages understands the languages of its
dwarven kin. Think about your spirit animal, why and if it creator but can't speak
fits your character, a shamans spirit animal is in many ways Challenge 1 (200 XP)
an extension of who they are, reflecting their personality.
The only limitation given upon a spirit animal is that it Demon's Sight. Magical darkness doesn't impede
cannot have a swim, or fly speed. the imp's vision.
A shamans shape is limited, as so it has a specific set of
statistics no matter which animal shape is chosen as Magic Resistance. The imp has advantage on
showed below. Talk with your DM about altering the saving throws against spells and magical effects.
statistics to better suit your chosen animal. Actions
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) slashing damage.
Spirit Wolf Fire Blast. Ranged Spell Attack: +4 to hit, range 60
Large, unaligned ft., one target. Hit: 4 (1d8) fire damage. A flam-
mable object hit by this ignites if it isn't being
worn or carried.
Armor Class 14
Your wild imps fire blasts damage increases by
Hit Points 75 (10d10 + 20)
1d8 when you reach 5th level (2d8), 11th level
Speed 50 ft.
(3d8), and 17th level (4d8)

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

Skills Perception +5, Stealth +3


Damage Immunities psychic
Senses blindsight 30 ft., passive Perception 15
Languages Understands the shaman

Keen Hearing and Smell. The wolf has advantage on


Wisdom (Perception) checks that rely on hearing
or smell.
Pack Tactics. The wolf has advantage on an attack
roll against a creature if another spirit wolf is
within 5 feet of the creature and the wolf isn't
incapacitated.
Actions
Multiattack. The Spirit wolf makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, Reach 5 ft.,
one target. Hit: (2d6 + 4) piercing damage. If the
target is a creature it must succceed on a DC 14
Strength saving throw or be knocked prone.

APPENDIX A | FEATURE STATBLOCKS


131
Appendix B: Special Tasks

P
restige classes require special tasks to be Dark Simulacrum
completed before a character can enter that Wondrous item, rare
class, this Appendix tries to explain the
basics of what must be done for someone to This dark brown tome clad with a silver edge and a runic
become a Death Knight, or Demon Hunter. engraving on its front cover. If you spend 48 hours over a
Bare in mind the information here is a period of 6 days or fewer studying the book's contents and
mixture of canon and non-canon lore, and practicing its guidelines, you learn the spells Runeblade,
may not reflect how your DM goes about these tasks. Altar of Power, and Summon Val'kyr as well as how to per-
form a ritual with them to gain death knights power, these
Death Knight Task spells do not take up spell slots but can only be cast once
per long rest each. Once the ritual has been done, you lose
Complete a Special Task. To become a death knight you all memories of these spells. Then the tome loses its magic,
must find the dark simulacrum and perform the ritual but regains it in a year.
presented in it. At which point you will be reawaken as a
weak death knight. Altar of Power
Simulacrum necromancy
Finding the Dark Simulacrum Casting Time: 10 minutes
Finding the dark simulacrum may prove an easy task, or an Range: Touch
exceptionally hard one. It all depends on the DM and when Components: V, S
they decide to make the item available for you. You might Duration: 1 hour
have it from level 1, an heirloom passed down through
generations in your family, you may stumble upon it in a You touch a place of power, filling it with necrotic energy.
warlocks lair, or you might find it in a book store tucked Until the spells ends, the place of power is desecrated and
away and gathering dust. able to function as an alter able to be used in the sacrificial
The exact location of the book is a mystery to all but the ritual to gain the powers of the death knights.
DM, giving them the ability to implement it in whichever Runeblade
way they see fit.
Simulacrum enchantment
Using the Book Casting Time: 1 hour
There is not stages to becoming a death knight as there are Range: Touch
with demon hunters, the transformation is much quicker Components: V, S
and without as much preparation required. Any character Duration: 10 hours
able to read Common is able to read the interior of the You touch a nonmagical weapon, imbuing it with runes that
book, and gain its benefits if they study it for 48 hours over runs along its edge. Until the spell ends, that weapon be-
a period of 6 days or fewer. This is true even if you are not a comes a magical weapon able to be used in the sacrificial
spellcaster and don't have any innate magic, you will still be ritual to gain the powers of the death knights.
granted the secrets of the book.
Place of Power Summon Val'kyr
A place of power can be many things, there are not set list Simulacrum conjuration
of specifics an area has to have to be a place a power, it Casting Time: 10 minutes
could easily be a witches workshop, a necromancers Range: 10 feet
demonic alter, or a mages study. These are simple places of Components: V, S
power able to be found across Azeroth, but they might not Duration: 1 hour
always be available to the player, locked away or hidden. A You call forth a val'kyr from the shadow realm in an un-
place of power can be more than a spellcasters workshop. occupied space that you can see within range. The val'kyr
For a night elf it might be the world trees, for an orc the stays for 1 hour before disappearing again. The summoned
clans communion with the elements, for a human it might val'kyr is neutral to you and your companions, and does not
be a church to the Holy Light. obey any commands you might give it. But is able to sense
A place of power can be more than something magically the presence of a magically imbued runeblade, and a
imbued, or something that has traces of past magic. It can desecrated altar of power.
be something icnoic, or with an emotional connection to a If the val'kyr is witness to player sacrificing themselves
race or the player. on an altar of power using the runeblade, the val'kyr uses
A Guardian Angel 10 minutes to cast a unique version of resurrection, bring-
To complete the ritual the player must call forth a val'kyr ing the player back and granting them a level in the death
from the realm of shadows, these ascended vrykuls are knight class. The player gains none of the penalties nor-
remarkable and extraordinarily powerful creatures, most of mally granted by players brought back using resurrection.
whom serve either the titan keeper Odyn or the banshee If the val'kyr resurrects a player, the val'kyr and dark
queen Sylvanas. The called val'kul serves no master, and simulacrum vanishes, and anyone who knew how to cast
exists only through the book, should it be destroyed she is the spells granted by the dark simulacrum loses all
bound to the shadow realm for eternity. memory of how the spells are performed.
The val'kyr's alignment is neutral, and it uses the deva Once spell ends, the val'kyr vanishes leaving behind the
statblock, attacking only in self defense. dark simulacrum and the memories of how to cast the
spells within.
APPENDIX B | SPECIAL TASKS
132
If the player is still alive, they are once more give the
Demon Hunter Task ritualistic knife in their hands, and tasked to carve out their
Complete a Special Task. You must find one or more eye sockets. If the player is unwilling or if they are uncon-
demon hunters willing to lead you through the array of scious, the demon hunter forcefully removes their eyes.
complex rituals required to become a demon hunter. During which the visions that flashed before the player will
vanish, sending the player into a coma. Most new demon
Finding a Demon Hunter hunters stay in the coma for a few days, giving the other
Finding a demon hunter willing to lead the player through demon hunters time to finish the rituals. Some new
the various rituals might prove difficult, demon hunters are initiates stay in the coma for longer, and about half never
sparse, and never stay in an area for long before moving on wake as the demon took over their mind, devouring their
to a new location. Once a demon hunter is found, it may soul and killing the newly made demon hunter.
prove difficult to convince them to aid you. They know what Stage 3: Taming the Demon
the rituals entails, how it affects those who attempt them, Whilst the player is in a coma, the demon hunters continue
how few survive it, and the various sacrifices the player has the rituals on their body to aid in the entrapment and
to make to finish it. control of their inner demon. During this time the players
Not just any demon hunter is capable of taking a new empty sockets are covered with a piece of thick cloth, the
initiates through the rituals, and it is not uncommon for cloth is more symbolic than practical, and helps the demon
multiple demon hunters to aid in the process. In order to hunter in social encounters, as their eyes can be frighte-
undergo the ritual, you need demon hunters with a com- ning at first glance. While the demon hunter is in a coma,
bined level of 20 between them to be able to infuse the flickering green dots begin to appear behind the cloth if the
player properly with fel magic. demon hunter is alive.
Stage 1: Demon Bonding While the demon hunter is in a coma, their body is
To begin the process of becoming a demon hunter, the infused with deadly amounts of fel magic to aid in controll-
player has to hunt and capture a sentient demon. A demon ing the demon within, the fel quickly becomes apparent on
with an Intelligence above 10, as the ceremony below the hunters body as the fel mutates their body, giving them
requires an intelligent being for bonding to work. Captur- demonic features such as scales, horns, or claws. The fel
ing a demon is a simple task, that could quickly prove also fuses to their body in the form of rough hard lined
difficult for low level parties. tattoos, these tattoos are fused with fel magic, functioning
Once a demon has been captured, it has to be brought to as a prison for the demon within.
the willing demon hunters that is administering the ritual. These rituals are tiresome, and take place over multiple
It is uncommon for the demon hunter to accompany the hours, slowly shaping the demon hunter, granting them
character in hunting and capturing the demon, as most see their demonic appearances and slaving the demon within
it as a test of strength and will. If the player can't complete to the hunters will. Once the rituals are done, the hunters
this task, they are considered unworthy of being given the eyes will begin to flicker as green embers behind the cloth,
powers of their kin. a trait that will continue till the demon hunters death.
Once ready, the demon hunters present begin to channel Stage 4: Reawakening
fel into the ground around the demon, to capture its soul If the player survives, they will eventually be pulled out of
once slain. Whilst they are channeling, the player is forced their coma, and wake up to find their body changed. The
to sacrifice the demon, slaying it in whichever way they see tattoos placed upon their body will begin to shine with the
fit. After the demon has been killed, the player is given a faintest of light in the color of their paint. The embers in
ritualistic knife, and tasked with carving out the heart of the sockets will flicker behind their cloth cover, and show
the demon, and collecting a portion of its blood in a flask. as green flames bursting out if the cloth is removed. The
The player is required to eat its heart, and drink its blood flames are warm but harmless.
while within the fel channeled area, at the end of which the The majority of demon hunter takes years to master their
demons spirit will attempt to flee and be captured by the fel new found powers, taking time to adjust to their new way of
magic. The spirit is then placed within the player by the aid life, and the constant influence of the demon within them.
of magic, and forever bonded with the player. Even though While the demon is trapped and unable to take control, its
the spirit is bonded with the player, the player is not yet in presence will forever be there and be felt by the hunter,
control of it, and the demon will try to take control. always attempting to entice the hunter to join the Burning
Stage 2: Visions of Fire Legion, an offer many hunters have taken up, only to meet
The bond between the player and demon is untamed, the a fate worse than theirs.
demon will continue to try and take control of the player
until it is suppressed.
As the demon bonds with the player, the player is imme- A DM Note
diately shown countless visions in quick flashes, visions of This is but my interpretation of how a player
the Burning Legion's crusade, the countless planets they would become a demon hunter, and are meant
have fought and destroyed across the universe. These more as a guideline than rules. You can change
visions bring horrors to even the strongest players, many them, remove or add more as you please.
entering a coma or immediately dying as the demon You may have realized mentions that a large
struggles to overthrow the players control. amount of Demon Hunter dies, but never any
Shortly after the demon has been bound to the player, saving throws that the player had to go through.
after enough time has passed for the player to see the Although the player should be aware that few
horrors of the Burning Legion, and gained a hatred for survive these rituals, this is not meant as a
what atrocities they have done. potential death for that player.

APPENDIX B | SPECIAL TASKS


133
Thanks for
Reading
I've had a love for the Warcraft franchise since I
was young, and have followed it closely for
years at this point. Wasn't long after I got into
D&D that I thought to myself that playing
D&D in the Warcraft universe would be a blast.

This has been a blast to make, I thoroughly


enjoyed it and I hope it brings enjoyment to
many D&D tables across the world. Best of
luck to all the parties of human and orc, try not
to chop each other too much up ;)

Did you know this was all made using


GmBinder? I can't stretch enough how
fantastic a tool it is for creating homebrew
material for 5th edition D&D.

Go check them out!

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