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World of Warcraft RPG, 5th Edition

5E RPG CONVERSION
Version 2.4

“The sands of time have run out.”


-Medivh, the last Guardian
Many have waited for Blizzard to approve another conversion of their world to the tabletop playing realm. Alas, many
waited in vain.
“We will persevere.”
-The Blood Elves.
However, tabletop players are well-known for their persistence and tenacity in getting what they want to play--or at least,
satisfying themselves with an adequate enough replica.
“Sometimes, the hand of Fate must be forced.”
-Illidan Stormrage.
And thus, the WoW RPG 5e Project begun.
This conversion is of the much-loved World of Warcraft Role Playing Game, as for 5th edition of Dungeons and Dragons,
made by the fans, for the fans.
This not only includes special classes, races, and magical spells, but also includes magical items, and even a few subsystems
built in the streamlined format of 5th edition, for the benefit of all roleplayers.
Project Start: Aug 27, 2015
Edition (Content updates only): Beta released on Oct 11, 2015, current version 2.4
Monster Manual: https://docs.google.com/document/d/14tdxydPO6l-ogj_pKC77AQ9MNwZ_sV0OEF_xn_m980c/edit#
Forums: http://www.thepiazza.org.uk/bb/viewtopic.php?f=58&t=13944

Credits
House Rules Conversion Djmove, Arrius Nideal

5th Edition Core Rules Wizards of the Coast (a subsidiary of Hasbro)

Warcraft Inspiration and Setting Blizzard Entertainment. Inc

Contributors Mcgeneral, Big Mac, grimm, pagnabros, as well as all the commenters on the
Warcraft 5e thread on The Piazza

This work is purely recreational, and is not intended to contest and/or derive any commercial benefit in any way, shape, or form from any Wizards of
the Coast or Blizzard Entertainment products (the D&D 5th Edition Roleplaying game, and product identities including but not limited to Warcraft,
World of Warcraft, World of Warcraft: The Role-Playing Game; all text under the “Description” header of any creature, spell, magic item, artifact, or
NPC listing; any elements of the Warcraft setting, including but not limited to capitalized names, names of artifacts, beings, characters, countries,
creatures, geographic locations, gods, historic events, magic items, organizations, songs, and spells; any and all stories, storylines, plots, thematic
elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, logos, symbols, or graphic
designs), and use of this is non-commercial in purpose, and appeal to the ‘Fair Use’ intent of copyright infringement laws.

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Credits

Chapter 1: Introduction

Chapter 2: Races

Dwarves (Mountain Dwarf (Bronzebeard), Hill Dwarf (Wildhammer), Darklands Dwarf (Dark Iron))

Elves (High Elves (Quel’dorei), Blood Elves (Sin’dorei), Night Elves (Kaldorei))

Draenei

Gnomes

Goblins

Forsaken

Humans

Orcs

Pandaren

Tauren

Trolls (Ice Troll (Drakkari), Forest/Jungle Troll (Darkspear/Revantusk))

Worgen

Half-breed Races: Mixed Traits

Chapter 3: Classes and Specializations

Classes

Death Knight (DKN) (Path of Blood, Path of Frost, Path of Unholiness)

Druid (DRD) (Balance, Feral, Restoration)

Hunter (HTR) (Beast Master, Marksman, Survival)

Mage (MGE) (Arcane, Fire, Frost)

Monk (MNK) (Brewmaster, Mistweaver, Windwalker)

Paladin (PLD) (Oath of Holiness, Oath of Protection, Oath of Retribution)

Priest (PRS) (Death Priesthood, Discipline Priesthood, Holy Light Priesthood, Moon Priesthood, Shadow Priesthood)

Rogue (RGE) (Assassination, Combat, Subtlety)

Shaman (SHM) (Elemental, Enhancement, Restoration)

Tinker (TNK) (Bomber, Gunner, Gadgeteer)

Warlock (WKR) (Affliction, Demonology, Destruction)

Warrior (WAR) (Arms, Fury, Protection)

Special and Racial Specializations (Apothecary (Tinker), Demon Hunter (Rogue), Lightslayer (Rogue), Mountain King (Warrior), Shadow
Hunter (Hunter), Spell Breaker (Warrior))

Chapter 4: Skills and Professions

Gathering Skills

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Production Skills

New Skills (Alchemy, Engineering, Infusion Skill (Enchanting))

Chapter 5: Feats

Chapter 6: Powers and Magic

Altars of Resurrection

Casting Spells

Mana System

Spell List

Spell Descriptions

Chapter 7: Equipment

Adventuring Gear

Weapons and Armors

Weapon and Armor Infusions

Magic Items

Relics

Alchemical Items

Engineered Items (Bombs, Mines, and Grenades, Firearms, Gadgets, Gadgets - Traps, Constructs)

Changelog

To Be Added

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Chapter 1: Introduction
The world of Warcraft has many special traits when converted to tabletop format. It has special naming conventions,
languages, and an extensive lore.
Naming Conventions.
Old Attribute Name New Attribute Name
Dexterity (Dex) Agility (Agi)
Wisdom (Wis) Spirit (Spi)
Constitution (Con) Stamina (Stm)

Old Class Names New Class Names


Cleric Priest
Fighter Warrior
Ranger Hunter
Sorcerer Warlock

Old Spell Names New Spell Names


Aid Power Word: Fortitude
Aganazzar’s Scorcher Dragon Breath
Armor of Agathys Frost/Fire Armor (modified)
Clairvoyance Far Sight
Cure Wounds Holy Light (modified)
Inflict Wounds Death Coil (modified)
Delayed B’ Fireball Pyroblast (modified)
Healing Word Flash of Light (modified)
Magic Missile Arcane Missile
Magic Jar Possession
Melf’s Acid Arrow Shadow Strike (modified)
Mass Cure Wounds Prayer of Healing
Ray of Frost Frostbolt
Sacred Flame Smite
Thunderwave Thunderstorm [Shaman]

Old Energy Name New Energy Name


Force Arcane
Radiant Holy
Necrotic Fel

Magic. Some spells are changed in function or name. All such spells are referred to with their new names, rather than
their old names. Mana and set spells is also used as a core magic system, not spell slots. Mana restores over time, while
resting, by drinking certain potions, and with certain abilities that restore mana instantaneously at the cost of future
regeneration.
A character can only benefit from a non-rest based mana restorative effect per hour.
Holy Light heals the living and harms the dead, and vice versa for Death Coil. Priests, Paladins, and Death Knights can
cast Holy Light or Death Coil (and Heal and Harm), and Druids and Shamans must use their own variations on the two
spells (Rejuvenation and Tranquility for druids, and Riptide and Healing Stream for Shamans)

Classes. As detailed below, some classes gain different abilities to better synergize with the mana system, while others are
renamed as above.

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Aura Effects. Certain effects grant bonuses to AC, attack, or saving throws that are based off morale-based sources. A
bear’s primal roar, a paladin’s confident presence, or an archmage’s proximity. These are collectively known as aura
bonuses, and do not stack with one another.

Languages. Spoken languages in Azeroth are Common (spoken by humans, and most other races), Draconic (restricted;
spoken by dragons), Dwarven (spoken by dwarves), Eredun (restricted; spoken by demons, see below), Gnomish (spoken
by gnomes), Elven (Darnassian, spoken by Night Elves and Thalassian, spoken by Highborne and High Elves), Goblin
(spoken by goblins), Kalimag (spoken by elementals, Ignan for fire, Aquan for water, Terran for earth, and Auran for air
elementals), Low Common (Spoken by furbolgs, gnolls, kobolds, ogres, most humanoids and giants), Orcish (spoken by
orcs), Nazja (spoken by Naga), Taur-ahe (spoken by Tauren), and Titan (spoken by titans), Draenei (spoken by Draenei,
Broken and Lost Ones)
Restricted languages may only be granted as racial or class features. Languages must also be learned from a source.

Eredun Curse. Demons of the Burning Legion speak the tongue of their kind, Eredun, which has splatterings of Titan.
Any non-demonic creature that deliberately speaks Eredun without being also bound to demons (such as a Warlock), must
make a Spirit save every year (DC 14) or lose 1 point of Spirit, and shift one step towards Lawful Evil. If the character is
Evil, the save must still be done, and the spirit loss remains until the character serves the Burning Legion in a substantial
way (according to its capabilities). After doing so, the lords of the Legion may remove this curse. This is a Curse effect.

Incorporeality and Etherealness. The Warcraft universe does not transit into the ethereal plane present in other settings,
and thus all ethereal movement is incorporeal movement instead.
Incorporeal creatures gain damage resistance to all non magical weapons, and resistance to all energy types except Arcane,
Holy, and Fel. They may also go through solid objects such as walls (treating movement as difficult terrain), but take 5
(1d10) Arcane damage if ending their turn within one. They are also naturally invisible, but are not naturally silent. They
cannot attack non incorporeal creatures or cast spells, but may handle force effects as normal (such as by pushing, casting
force spells, or attacking with force weapons). Force walls prevent incorporeal creatures to pass through them.

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Chapter 2: Races
The races of Warcraft are diverse and rich. Each race has a role in the world, and their deeds resonate through the ages.
Members of each race view each other with assumptions formed by past conflicts and alliances. Warcraft’s history is
troubled and epic, and every aspect influences the races, their beliefs and their roles.
This chapter describes Ironforge, Wildhammer and Dark Iron dwarves, High and Night elves, gnomes, goblins, humans,
orcs, tauren, jungle and forest trolls, and the undead Forsaken. These races are not the only races in the Warcraft world,
but they are the most dominant, influential, and prone to adventuring.
Dwarves and minerals, you are considered both proficient and as if
having Expertise in either History or Mining (choose
Dwarven Traits
one).
Ability Score Increase. Your Stamina score increases by
Languages. You can speak, read, and write Common and
2.
Dwarvish. Dwarvish is full of hard consonants and
Age. Dwarves mature at the same rate as humans, but
guttural sounds, and those characteristics spill over into
they’re considered young until they reach the age of 40.
whatever other language a dwarf might speak.
On average, they live to be 450 years old.
Size. Dwarves stand between 4 and 5 feet tall and
Subrace. Three main subraces of dwarves populate the
average about 150 pounds. Your size is Medium.
worlds of Azeroth: Hill dwarves, Mountain dwarves,
Male dwarves tend to have long hair, and beards or
and Dark Iron dwarves. Choose one of these subraces.
facial hair often tied in ornate braids. Female dwarves
also have sturdy muscular frames, but they are buxom
and lack facial hair, despite the claims of some of the less Hill Dwarf (Wildhammer)
educated sages of other races. “To the skies!”
Speed. Your base walking speed is 25 feet. Your speed is As a hill dwarf, you probably hail from the Wildhammer
not reduced by wearing heavy armor. clan and its allies, and live in the Aerie Peak.
Darkvision. Accustomed to life underground, you have Wildhammer dwarves are similar in appearance to their
superior vision in dark and dim conditions. You can see Ironforge kin, though many shave their heads and they
in dim light within 60 feet of you as if it were bright are slightly taller and leaner. Exposure to sun and high
light, and in darkness as if it were dim light. You can’t winds darkens and toughens their skin. Wildhammers
discern color in darkness, only shades of gray. string beads and feathers into their hair and beards as
Stoneform. You can activate Stoneform as a reaction. If good luck charms, and paint tattoos on their bodies in
you do, you remove all bleeding effects, gain advantage homage to the totems, ideas and creatures they revere.
on saving throws against poison, diseases, curses, Affiliation. Neutral, technically. The Wildhammer clan
resistance against poison damage and all non-magical is not a member of the Alliance, but Wildhammer
weapon (bludgeoning, piercing, and slashing) damage, dwarves are allies of the Alliance and would certainly
and +2 to your AC. This bonus remains until the help it in a war (and have done so in the past).
beginning of your next turn. You must declare use of this They are distant with humans and Ironforge dwarves,
ability before any attack or damage roll is made. This can but have formed a kinship with high elves.
be used once per proficiency bonus, regained after a long Wildhammers and high elves shared much in common in
rest. the past, including a love of nature and hatred of evil.
Alternatively, you may use this as a bonus action, where Many high elves have grown introverted and brooding
the benefits remain for 1d4 rounds, but consume 2 of of late, which concerns the Wildhammers. The dwarves
your uses. are appalled at the defection of the blood elves, an event
Dwarven Combat Training. You have proficiency with which has caused them to see their high elf allies with
the battleaxe, handaxe, throwing hammer, and new eyes.
warhammer. Wildhammers also get along well with night elves, as the
Tool Proficiency. You gain proficiency with one artisan’s two races share much in common.
tool of your choice: smith’s tools, brewer’s supplies, or Ability Score Increase. Your Spirit score increases by 1.
mason’s tools, or gain proficiency with engineering tools. Bravery. You have advantage versus all saves against
Stonecunning. Whenever you make an Intelligence fear.
(History) check or Mining checks related to stonework
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Natural Handler. You have proficiency with Animal Dark Irons seem identical to Ironforge dwarves, except
Handling, or expertise if you already are proficient. that their skin tones are ashen and gray, and their eyes
are golden-red.
Male Names. Kazdin, Hagrim, Dondar, Soldrin. Hoarse of voice and prone to undertone muttering, Dark
Female Names. Kella, Lorim, Ar-ya, Senica. Irons do not inspire trust easily.
Family Names. Beastclaw, Greatbeard, Thundertamer, Affiliation. Independent. Hatred comes to Dark Iron
Windseer. dwarves against all races, and in their service to
Ragnaros, they see only rivals, potential thralls, and
Mountain Dwarf (Bronzebeard) enemies.
“For Khaz Modan!” Ability Score Increase. Your Intelligence score increases
As a mountain dwarf, you probably hail from the by 1.
Bronzebeard clan and its allies, and live in Khaz Modan. Dwarven Combat Training. You have proficiency with
Ironforge dwarves are stout and powerful, with short firearms and explosives of all types, even if you do not
muscular bodies, and prefer tying their hair (male or have proficiency in engineering.
female) in ornate braids. Fire-Lord’s Favor. You have resistance to fire damage.
Affiliation. Alliance. While the dwarves of Ironforge
appreciate the fighting skill of the Horde, it is with grim Male Names. Beld, Franclorn, Lokhtos, Grall.
eyes that they look upon the orcs and their allies, the Female Names. Aster, Channis, Mogran, Wellia.
trolls and the Forsaken. Although the dwarves have Family Names. Angerforge, Darkbargainer, Firesmite,
held dealings of commerce and diplomacy with the high Forgewright.
elves, they keep the people of Quel’Thalas at an arm’s
distance. While the night elves may share the same Draenei
allegiances, the dwarves look upon them with suspicion “The Legion’s end draws near.”
and some trepidation. Humans, however, are the staunch As one of the enlightened cousins of the Eredar, the
and constant allies of the dwarven people and find Draenei arrived in Azeroth after the reopening of the
welcome, favor and kindness when in dwarven lands. Dark Portal. Living out the last centuries in exile and
Ability Score Increase. Your Strength score increases by escape from the Burning Legion, the Draenei are
1. steadfast champions of the Light, and will do anything in
Dwarven Combat Training. You have proficiency with their power to prevent another world from falling to the
firearms and explosives of all types, even if you do not Flame.
have proficiency in engineering. Draenei Traits
Resilience. You have advantage against poisons, and Ability Score Increase. Your Strength increases by 2, and
have resistance against poison damage. This does not your Spirit increases by 1.
stack with Stoneflesh, and is a constant bonus. Age. A typical draenei claims adulthood around 100
years old, and can live to about ten thousand years old.
Male Names. Barab, Aradun, Thorin, Magni, Garrim, As befitting their Eredar heritage, Draenei have hooved
Wendel, Thurimar. feet, tendrils that grow from the neck and short tails.
Female Names. Chise, Helge, Ferya, Furga, Krona, Imli. Males’ skulls are rigid (giving the appearance of a bone
Family Names. Thunderforge, Bronzebeard, plate under their skin), while females grow foot-long,
Hammergrim, Thornsteel, Chunderstout. graceful curved horns.
Males range anywhere from seven feet tall to eight feet
Darklands Dwarf (Dark Iron) tall and weigh on average around 300 or 400 pounds.
“You shall serve.” Females stand at six to seven feet tall and only weigh
As a darklands dwarf, you probably hail from the Dark around 170 or 250 pounds when fully grown.
Iron clans, lead by the Sorcerer-thane Thaurissan. Speed. Your base walking speed is 30 ft.
Reviled as betrayers of their fellow dwarves, and living Darkvision. You can see in dim light within 60 feet of
in the mountain-halls of Blackrock Mountain, Dark Iron you as if it were bright light, and in darkness as if it were
dwarves are slaves to the great elemental Firelord dim light. You can’t discern color in darkness, only
Ragnaros, and serve him in the latent volcanic mountain. shades of gray.

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Heroic Presence. You can inspire yourself or others A night elf claim adulthood and live up to five times said
through your mere presence. To do so, you use a bonus age (adulthood at 300 and live up to 3,750 years old).
action on your turn to choose one creature (even Until the World Tree was destroyed, the Night Elves
yourself) within 60 feet of you who can see or hear you. were immune to aging effects.
That creature gains one Heroic die, a d6. Speed. Your base walking speed is 30 feet.
Once within the next 10 minutes, the creature can roll Darkvision. Accustomed to twilit forests and the night
the die and add the number rolled to one ability check, sky, you have superior vision in dark and dim conditions.
attack roll, or saving throw it makes. The creature can You can see in dim light within 60 feet of you as if it
wait until after it rolls the d20 before deciding to use the were bright light, and in darkness as if it were dim light.
Heroic Presence die, but must decide before the DM You can’t discern color in darkness, only shades of gray.
says whether the roll succeeds or fails. Once the Heroic Mystic Senses. Whenever you make any check related to
Presence die is rolled. it is lost. A creature can have only magical items, lore, or spells, you are considered both
one Heroic Presence die at a time. You can use this proficient and having Expertise. You may apply double
feature a number of times equal to your Charisma your proficiency bonus.
modifier (a minimum of once). You regain any expended Keen Senses. You are proficient with the Perception
uses when you finish a long rest. skill.
Gift of the Naaru. You can use your bonus action to Elven Combat Training. You have proficiency with the
channel holy energy, casting the Renewing Light spell as longsword, longbow, rapier, and shortbow.
if cast as a 1st level spell. This can be used once until a Languages. You can speak, read, and write Common and
short or long rest. Elven (either Darnassian or Thalassian). Elvish is fluid,
At 6th level, you gain another use of the ability or with subtle intonations and intricate grammar. Elven
choose to heighten the spell’s effective level to a 3rd level literature is rich and varied, and their songs and poems
spell. You can make the same choice at 11th and 16th are famous among other races. Many musicians learn
levels (4th or 5th level, or additional uses). While a Elven so they can add Elvish ballads to their repertoires.
creature benefits from this ability, they have a glowing
blue sigil above their forehead (shedding light equal to Subrace. Ancient divides among the elven people
Dancing Lights). resulted in two main sub-races: high elves, and night
Shadow Resistance. You have resistance to fel damage. elves, Choose one of these subraces.
Gemcutting. You are proficient with the jewelcrafting
kit. High Elves (Quel’dorei)
Languages. You can speak, read, and write Common and “For Quel’Thalas!”
Eredun. The Eredun Draenei speak is an altered dialect As a high elf, you hail from Silvermoon in Quel’Thalas
that is less corrupt, and thus does not impose penalties or Dalaran. High elves stand slightly taller than humans
when speaking. do.
The elves are slim, with sharp symmetrical features,
Male Names. Kozza, Shunn, Thylon, Velen often an exaggeration of perfect beauty. The high elves
Female Names. Fetwa, Daalny, Corevva, Tanmatra are uniformly fair in complexion, with white to flaxen
Family Names. Draenei do not have family names, but colored hair. Their eyes are incredibly intense in color,
take a title according to their deeds. seeming to glow with an inner light. While many high
elves have blue or green eyes, violet and red are not
Elves unheard of.
Elven Traits Affiliation. Alliance. Most of the high elves have placed
Ability Score Increase. Your Agility score increases by 2. themselves under a self-imposed exile, ashamed of the
Age. Although elves reach physical maturity at about damage that they have wrought upon the world of
the same age as humans, the elven understanding of Lordaeron with their abuse of arcane magic. While
adulthood goes beyond physical growth to encompass humans still accept the high elves because of the aid that
worldly experience. both races provided each other during the most recent
A high elf typically claims adulthood around the age of attacks of the Burning Legion, many of the other races
60 and can live to be 750 years old. will only deal with the high elves if absolutely necessary.

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This is especially true after the acts of Kael’thas Following the Third War (year 20), 90% of the High
Sunstrider. Elven population was slain during the Siege of
The night elves in particular do not care for the Silvermoon and the Razing of Quel’Thalas. Prince
company of high elves and in some cases can be openly Kael’Thas Sunstrider renamed his people the Blood Elves
hostile toward their sun-blessed brethren. (Sin’dorei) following this terrible event.
The passing of time may heal these wounds, but the use With their homeland destroyed, their forests burned and
of arcane magic will always draw a rift between these corrupted, and their beloved sacred Sunwell sullied, the
two breeds of elf. Blood Elves underwent mana withdrawal.
Size. A high elf is usually a little over 6 feet in height
and weighs between 100 to 175 pounds, depending on Affiliation. Horde. Most of the blood elves have joined
gender. the New Horde, invited to do so by the Banshee Queen
Ability Score Increase. Your Intelligence score increases Sylvanas Windrunner.
by 1. Blood Magic. This acts as High Magic. While you use
High Magic. You know the Prestidigitation cantrip and abilities granted by this ability, your eyes glow a pale fel
can cast it normally (even if you do not have access to green instead of High Elves’ blue. Instead of the
spells or cantrips). When you reach 3rd level, you can Prestidigitation cantrip, you may choose the
also cast Detect Magic as a spell. When you reach 5th Thaumaturgy cantrip instead, and gain the Mana Burn
level, you can also cast the Mute spell. spell instead of Mute.
Intelligence is your spellcasting ability for these spells,
and you use your mana pool for these abilities (even if Note: Blood Elves are identical to High Elves in racial
you are not normally a spellcaster). While you use such bonuses and names. However, their culture is more
abilities (and after using them for one hour), your eyes warped due to their insatiable thirst for vengeance: most
glow a pale blue. have abandoned worship of the Light, and their
If you can already cast such spells (and have a allegiances have also changed, and most suffer
sufficiently high caster level), they are always prepared psychologically from extensive use of mana vampirism
for free. (see Chapter 6: Powers and Magic), due to the
Arcane Legacy: The high elves are uniquely attuned to Sunwell’s corruption and subsequent destruction.
magic. If you have levels in a spellcasting class, you suffer A GM is advised to consider applying the mana
no reductions to your number of prepared spells, and withdrawal optional rule with blood elves.
have two additional points of mana (+2 MP) above
your normal maximum. If you do not cast spells, you Night Elves (Kaldorei)
know an additional cantrip, chosen from the wizard spell "The horn has sounded, and I have come as promised. I
list. Intelligence is your spellcasting ability for this smell the stench of decay and corruption in our land.
purpose. That angers me greatly."
Extra Language. You can speak, read, and write one -Malfurion Stormrage
extra language of your choice.
As a night elf, you hail from Darnassus in Kalimdor. The
Male Names. Mariel, Athaniar, Anandor, Tharama, race’s prominent eyebrows, long pointed ears and natural
Viridiel, Malanior. aspects imply a feral grace. Skin tones range from pale
Female Names. Anarial, Freja, Driana, Coria, white to blue or even ruddy red, and their hair ranges in
Alanassori, Azshara. color from bright white to woodland green to lustrous
Family Names. Boughstrider, Dawnblade, Lightbringer, black.
Morningray, Suntreader. Affiliation. Alliance. The night elves are members of the
Alliance, but they are not the most trusted or highly
Blood Elves (Sin’dorei) regarded members of this group of races.
“Power! My people are addicted to it... a dependence Although honorable and just, the night elves’ natural
made manifest after the Sunwell was destroyed. ” distrust has tainted their relations somewhat. Combined
-Kael’Thas Sunstrider with their mystical appearances and mysterious natures,
interactions with other races become uncomfortable at
times. There is a strong streak of isolationism in the
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Kaldorei, for they are uncomfortable leaving the verdant forgiving lot and are willing to give the orcs a second
mists of Teldrassil. chance.
Size. Night elves are imposing in stature, males being on Gnomes and goblins have always been rivals — though
average 7 feet tall. Male Kaldorei are very muscular, whether this rivalry is a friendly or brutal one depends
with broad chests and shoulders, indicative of the on the individuals involved. Gnomes have not been on
strength that lies within both their minds and bodies. Kalimdor long enough to form proper opinions about its
denizens. Tauren and night elves both seem rather rustic
Female night elves are lithe and curvaceous, yet still for gnome sensibilities — but they can make friends with
muscular and strong. anyone.
Ability Score Increase. Your Spirit score increases by 1. Size. Gnomes range from between 3 to 4 feet tall and
Nature Resistance. You have advantage on saving average around 40 pounds. Your size is Small.
throws against poison, and you have resistance against Speed. Your base walking speed is 25 feet.
poison and electricity damage. Darkvision. You have superior vision in dark and dim
Mask of the Wild. You can attempt to hide even when conditions. You can see in dim light within 60 feet of
you are only lightly obscured by foliage, heavy rain, you as if it were bright light, and in darkness as if it were
falling snow, mist, and other natural phenomena. dim light. You can’t discern color in darkness, only
Shadowmeld. When you are in dim or dark light, you shades of gray.
gain advantage on Stealth checks, and can Hide as a Artificer’s Lore. Whenever you make an Intelligence
bonus action. (History) check related to magic items, alchemical
objects, or technological devices, you have expertise
Male Names. Ilthilior, Mellitharn, Khardona, Andissiel, instead of just proficiency.
Mardant, Tanavar. Escape Artist. You have advantage on all saving throws
Female Names. Keina, Deliantha, Meridia, Freja, to escape grapples, bonds, or other movement-restricting
Alannaria, Nevarial. abilities or effects that hamper your freedom of
Family Names. Moonblade, Glaivestorm, Proudstrider, movement.
Oakwalker, Nightwing, Staghorn. Extra Language. You can speak, read, and write one
extra language of your choice.
Gnomes Tinker. You have proficiency with the Engineering skill.
Languages. You can speak, read, and write Common and
“Up and away!”
Gnomish. The Gnomish language, which uses the
As one of the gnomish peoples of the Alliance, you are
Dwarvish the script, is renowned for its technical
comfortable standing with your more physically and
treatises and its catalogs of knowledge about the natural
politically-apt allies to cover you as you go about your
world.
businesses. Proficient in the higher arts of engineering
and arcana, gnomes are behind many developments in
Male Names. Kiggle, Grobnick, Kazbo, Hagin, Snoonose.
the intellectual and creative sides of the Alliance,
Female Names. Beggra, Nefti, Sorassa, Gamash.
creating spells, gadgets, and vehicles to propel their
Family Names. Spinpistol, Airslicer, Bombtosser,
human, elven, and dwarven friends (as well as their new
Greatgear, Mekkatorque.
allies in the Alliance) to a better tomorrow.

Gnomish Traits Goblins


Ability Score Increase. Your Intelligence score increases “Time is money, friend!”
by 2, and your Stamina increases by 1.
Age. Adulthood at 40, can live up to be 500. Goblins value technology as a useful aspect of commerce.
Alignment. Alliance. Gnomes are great friends of the Some say that their advantage — and their curse — is
Ironforge dwarves and have fought and died alongside to be the primary users of technology in a world
human soldiers. They are wary of the high elves, but so governed by magic. While dwarves and gnomes share a
is everyone else, so they don’t feel too bad about that. similar gift, goblin technology is more far-reaching and
They battled the Horde in the Second War and have a sinister and makes a larger impact on the natural world.
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They employ vast teams of engineers who expand on dim light. You can’t discern color in darkness, only
current technology and produce gadgets to suit a wide shades of gray.
array of applications. They constantly build and repair Tinker. You have proficiency with the Engineering skill.
machines and work on new ideas. Unfortunately, goblins Languages. You can speak, read, and write Common and
alternate passionate genius with wandering focus. Their Goblin.
lack of discipline means that many creations end up half
finished as something else catches their attention. Male Names. Zautso, Beedle, Chizbolt, Nuzak, Jastor,
As one of the goblin-folk, you have a reputation for Jareth.
money-grabbing, dishonest work, and unreliability. Female Names. Lystis, Mefeero, Sazai, Rossa.
Loyalty to money means you always have customers in a Family Names. Steamgear, Boltnose, Manclamp,
war-torn world. Leafgrinder, Gringott, Gallywix
Trader’s Lore. Whenever you make an Intelligence
(History) check related to magic items, alchemical Forsaken
objects, or technological devices, you can add twice your
“We are the forsaken. We will slaughter anyone who
proficiency bonus, instead of any proficiency bonus you
stands in our way”
normally apply.
-Lady Sylvanas Windrunner”
Best Deals Anywhere: Anything you purchase costs 10%
less, and anything you sell grants you 10% more of its
Undead humans and elves freed from the Lich King’s
value. You gain proficiency with the Charisma
control during the second stage of the Third War, the
(Persuasion) skill.
Forsaken are a strange and dark force. Hailing from the
Living Better. You have proficiency with the Alchemy
twisted, skittering darkness of Undercity, the Forsaken
skill. You can create alchemical mixtures as if you had
are nominally allied with the Horde but serve only
one level in any spellcasting class you choose. If you later
themselves. Their objectives are twofold: eliminate the
gain levels in a spellcasting class, you may reference said
Scourge, and establish a place for themselves on Azeroth.
spellcasting spell list for alchemical recipes. This level
Four years ago, the high elven Ranger General Sylvanas
does not actually allow you to cast spells, only to know
Windrunner fell in combat against the Scourge. Prince
them enough to create alchemical mixtures of such spells.
Arthas raised her as a banshee and compelled her to
Goblinoid Traits
follow his command. When the Lich King’s power
Ability Score Increase. Your Intelligence score increases
waned in the incidents surrounding the Frozen Throne,
by 2, and your Charisma increases by 1.
Sylvanas harnessed her fury and tore herself free from
Age. Goblins typically reach adulthood around 20 years
his skeletal grasp. She freed many other undead as well,
old, and live to be 100 years old.
and recruited powerful allies from the Burning Legion
Affiliation. Independent or Horde. Goblins hired
and the surrounding ogre clans. Sylvanas dubbed her
themselves out to the Horde in the Second War, but
new force the Forsaken, and the undead established their
now they belong only to themselves and whoever pays
capital in the labyrinthine crypts beneath Lordaeron’s
the most. Constantly building and inventing requires
capital city. Their sprawling, subterranean realm is called
massive resources, both for creating the machines
Undercity.
themselves and maintaining those that actually work.
As a forsaken undead, your alliance with the Horde
Cannibalizing old machines only partially sustains this
started out as necessity and convenience, and your
fervent activity of creation, so goblins rely on trade with
previous life bears witness to the many tragedies of
as many races and cultures as possible. They are the
Azeroth’s reality. Needing both time and help to fight
quintessential merchants, peddling all manner of exotic
against their former Scourge masters, the Forsaken have
goods for the highest possible prices.
a reputation of utter ruthlessness, human
Size. Goblins range from between 3 to 4 feet tall and
experimentation, and moral ambiguity.
average around 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Forsaken traits
Darkvision. You have superior vision in dark and dim
You count as undead for the purposes of healing spells
conditions. You can see in dim light within 60 feet of
and effects that target undead, or living, whichever is
you as if it were bright light, and in darkness as if it were
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healed by the Holy Light spell, but are healed by the Family Names. Dartfall, Blacksling, Ghoulhunter,
Death Coil spell, and can be targeted by the Death Pact Blastlich.
and Protection from Good and Evil. You may declare
whether or not you are of elven or human origin before Humans
you rose, and are counted as being elven or human much “Go with honor, friend.”
for all intents and purposes that specify race (such as Humans are among the youngest races on Azeroth, but
gaining use of elf and human-specific weapons). they make up for it by being the most populous. With
Ability Score Increase. Two different ability scores life spans generally shorter than the other races, humans
increase by 1. strive all the harder to achieve great heights in empire
Age. Forsaken are undead, and thus do not age, and only building, exploration and magical study. This aggressive
die of violence or poisons and diseases that can affect the and inquisitive nature leads the human nations to
undead. become active and influential in the world.
Affiliation. Horde, or independent. Though the As a human, your people value virtue, honor and
Forsaken do not trust anyone and no one trusts them, courage, though like all races they also pursue power and
they are members of the Horde and, for now, do their wealth. Humans have spent generations battling dark
best to help their allies and placate their ambassadors. forces and have lost some of their greatest kingdoms to
Forsaken have even less love for the Alliance, them. This loss embitters humans, and they have a
particularly because they clash constantly with the warlike view of diplomacy — swing first, ask questions
human organization called the Scarlet Crusade. Some later. Aided by belief in the Holy Light, humans have
have thrown their lot with the Burning Legion, believing fought the hardest and endured the most during the
that only it is potent enough to defeat the Lich King. wars against the Horde and the Burning Legion. You
Size. Forsaken vary based on their original form before may hail from the ruins of once-glorious Lordaeron, the
death—those who were medium before death are island-nation of Kul Tiras, the mountains of Alterac, the
medium. highlands of Stromgarde, or the rebuilt capital of
Shadow Resistance. You have resistance to Fel damage Stormwind, amongst other nations.
and bleed effects. Despite all their tragedies, humans remain hardy and
Will of the Forsaken. You are immune to charm, fear, brave — thoroughly committed to building strong
and sleep effects, and have advantage on all mind- societies, reinforcing their kingdoms and reclaiming their
affecting spells of descriptors other than the above. nations. Years of war have tempered human resolve, and
Cannibalize You can consume the corpse of any natural they are more hardened and determined than ever
creature as part of spending a hit dice to heal yourself. before.
Eating a creature takes a minute, and allows you to gain
50% increased benefit from spending a hit dice. A Human traits
natural creature may be cannibalized once before their Ability Score Increase. Two different ability scores
corpse becomes unusable. increase by 1.
Forsaken Alchemy. You have proficiency with the Age. Humans reach adulthood at the age of 15. and live
Alchemy skill. You can create alchemical mixtures as if up to be 80.
you had one level in any spellcasting class you choose. If Affiliation. Humans tend toward no particular
you later gain levels in a spellcasting class, you may alignment. The best and the worst are found among
reference said spellcasting spell list for alchemical recipes. them. Most are loyal to the Grand Alliance, but there
This level does not actually allow you to cast spells, only are pockets of independents, horde-allied, or even those
to know them enough to create alchemical mixtures of tied to the Burning Legion or Scourge as demon-
such spells. worshipping Warlocks and Scourge-following
Speed. Your base walking speed is 30 feet. Necromancers, respectively.
Languages. You can speak, read, and write Common and Size. Humans vary widely in height and build, from
one extra language of your choice, typically based upon barely 5 feet to well over 6 feet tall. Regardless of your
the language you spoke before being turned into a position in that range, your size is Medium.
Forsaken. Skillful. You gain proficiency with one skill or tool of
Male Names. Roderick, Magan, Danforth, Lansire. your choice.
Female Names. Yellen, Limmy, Sarias, Mierelle. Feat. You gain one feat of your choice.
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Every Man for Himself. You have advantage on any Ability Score Increase. Your Strength score increases by
saving throw versus effects that hinder movement or 2, and your Stamina increases by 1.
control over your body, mind, or actions (such as Age. Orcs mature and age a little faster than humans,
charms, paralyzing effects, slowing effects, and fear reaching adulthood around the age of 20 and rarely live
effects). up to be 100 years old.
Speed. Your base walking speed is 30 feet. Affiliation. Horde. Thrall formed the Horde with
Languages. You can speak, read, and write Common and determination and sheer will, and created an alliance of
one extra language of your choice. Humans typically races that has shaken the foundations of the world to its
learn the languages of other peoples they deal with, core. Having destroyed the legacy of Grom Hellscream
including obscure dialects. They are fond of sprinkling by bringing the orcs out of the depths of demon worship
their speech with words borrowed from other tongues: and servitude to unseen powers, Thrall rules the Horde
Orc curses, Elvish musical expressions, Dwarvish in Kalimdor with wisdom and temperance. The orcs are
military phrases, and so on. as much a part of the Horde as the Horde is part of what
the orcs have become.
Male Names. Merander, Gyram, Derrick, Hebry. Size. Orcs are somewhat larger and bulkier than humans,
Female Names. Lilla, Merian, Richelle, Ammi. and they range from 5 to well over 6 feet tall. Your size
Family Names. Renn, Townguard, Silversmith, is Medium.
Runetouch. Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim
Orcs 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
“Lok’tar ogar!”
dim light. You can’t discern color in darkness, only
To their enemies, they are brutal and fearsome
shades of gray.
opponents, without parallel in their ferocity and
Menacing. You gain proficiency in the Intimidation skill.
cunning. To their allies, they are noble and honorable,
Battle Rage. You can rage as a level 1 barbarian. If you
following the traditions of a rediscovered past.
gain levels in Barbarian, you increase the total times per
The orcs of Azeroth are part of a race that has once
long rest you can rage by 1.
again found its true spirit, shunning the cruel practices of
Relentless Endurance. When you are reduced to 0 hit
arcane and demonic magic for the paths of wisdom and
points but not killed outright, you can drop to 1 hit point
power. Some orcs still hang on to the arcane practices of
instead. You can’t use this feature again until you finish
the past, but their time is fading.
a long rest.
The concept of honor pervades all echelons of orcish
Orcish Combat Training. You have proficiency with all
society. Even the naming of an orc is temporary until he
axes, attack claws, and the shortbow.
has performed a rite of passage. Once an orc has brought
Languages. You can speak, read, and write Common and
honor to his name and the name of his clan, the elders
Orcish. Orcish is a harsh, grating language with hard
give him a second name based upon his deed. For an orc,
consonants.
honor is as important as his clan, and most will die
Male Names. Grom, Thrum, Drog, Gorrum, Harg,
defending either clan or personal reputation. This is a
Thurg, Karg.
new development for the orcs; before, when led by the
Female Names. Groma, Hargu, Igrim, Agra, Dragga,
forces tainted by the Burning Legion, the orcs were a
Grima.
bestial force barely controlled by demonic magic.
Family Names. Doomhammer, Deadeye, Foebinder,
As one of the orcish people, you may hail from the
Elfkiller, Skullsplitter, Axeripper, Tearshorn,
exodus lead by Warchiefs Thrall and Grom Hellscream,
Fistcrusher.
and belong to the core tribes that form the new Horde,
such as the Warsong Clan, Frostwolf, and Bleeding
Hollow clan, or you may belong to one of the sinister Pandaren
demon-worshipping tribes, such as the Laughing Skull or “You seem a little parched.”
the Burning Blade Clans.
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As a Pandaren, you are an honorable and filled with a to improve your damage dice with unarmed strikes, the
love of good company, good food -- and every now and dice improves to d6.
then, a good friendly brawl -- . Male Names. Huojin, Aiguo, Dac Kien.
The pandaren have been content to live in seclusion, Female Names. Jinjing, Xueyou, Ling, Vuong.
allowing their culture to flourish and thrive away from Family Names. Stoneclaw, Firespear, Silentrunner,
the influence of the outside world. Winterwalker, Rainsword, Brewscroll, Whitebrow.
However, every now and then, a pandaren is born with Languages. You can speak, read, and write Common and
a thirst for adventure that rivals his or her thirst for a Pandaren.
strong drink, and he or she strikes out to explore beyond
Pandaria’s shores. One of the most famous of such Tauren
wanderers was the brewmaster Chen Stormstout, who
“Walk with the earth mother.”
set out looking for exotic ingredients for his special ale
The plains of Kalimdor have long been a home to these
and wound up an integral part of the founding of the
tremendous nomads. The tauren are a race of shamans,
Horde. During the bleak days that preceded the
hunters and warriors who long ago developed a complex
sundering of the world, when demons flooded onto
culture and system of living without the aid of
Azeroth and threw the entirety of the mortal realm into
stonework, steel or conquest. This is not to say that the
jeopardy, the last Emperor of the pandaren discovered a
tauren are a race of pacifists, for when they are angered
way to protect his land from devastation. His deal with
they are capable of retaliating with swift and decisive
fate shrouded his land within an impenetrable mist for
brutality.
ten thousand years, but the nature of his transaction has
As one of the Tauren peoples of Kalimdor, you prefer to
left Pandaria haunted ever since.
act instead of talk, and seem to be brooding for most
As a Pandaren, you may have been one of the wanderers
observers. Tauren rarely speak unless there is a true
that left the misty island to explore the outside world
reason to, preferring to act instead of talk. However,
and bring news back home.
once a tauren has learned to interact with a companion,
Your allies might wonder from where you came and
there seems to be a more open and enthusiastic exchange
whether they could visit your home, you know that the
of words.
mists shall only lift when the time is right.
Pandaren Traits
Tauren Traits
Ability Score Increase. Your Stamina score increases by
Ability Score Increase. Your Strength increases by 2 and
2, and your Spirit by 1.
your Spirit by 1.
Age. Pandaren reach adulthood on about the age of 80,
Age. A Tauren typically claims adulthood around the
and can live up to be 350.
age of 50 and can live to be 150 years old.
Affiliation. Independent, Horde, or Alliance. Pandaren
Affiliation. Horde. When the tauren first encountered
drift across affiliations, doing whatever they wish and
the orcs of Thrall’s Horde, the tauren recognized the
making friends in either sides.
orcs as spiritual brethren. No other race shared such a
Size. Your size is medium. Pandaren average 5 1/2 feet in
similar outlook on the world, and the shamans of both
height, and make assured and precise movements, despite
races met frequently to discuss the matters of the spirit
them often reaching the weight of 400 pounds.
world. While the tauren see the orcs and trolls as
Speed. You have a base walking speed of 30 feet.
potential friends to welcome, they rarely trust the
Inner Peace. You are proficiency with the Insight and
Forsaken with more than a nod and a place to set their
Perception skills. In addition, while you are wearing light
withered feet.
or no armor, you gain +1 to Armor Class.
Size. Tauren are much larger than other races. Males
Bouncy. You can use your reaction when you fall to
average 7 1/2 feet tall and 400 pounds, while females are
reduce any falling damage you take by an amount equal
usually a bit shorter and lighter.
to five times your Stamina modifier.
Tauren are mostly muscle, having incredibly developed
Tavern-Brawler. You are proficient with improvised
physiques and brawny frames most suitable for combat.
weapons such as kegs and chairs, and can deal 1d4 plus
They are medium sized.
your Strength with unarmed strikes. Whenever you
Speed. You have a base walking speed of 30 feet.
make an unarmed attack, you can use a bonus action to
Gore. You can use an attack action to make a gore
make an attempt to grapple them. If you gain the ability
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attack with your horns. It is a melee unarmed attack that Jungle trolls are sly and cunning, and their society is
deals 1d8 piercing damage plus your Strength modifier. tribal and highly regimented. Males control everything;
When benefitting from your plainswalker bonus to females exist only to make more trolls. Each tribe
speed, your first attack with a gore can knock an enemy includes a chieftain, who is either the most powerful
prone (as a push). The DC is equal to your Warstomp warrior in the tribe or the most accomplished witch
DC. doctor; the chieftain leads his soldiers in raids against
Self-Mastery. You have proficiency in either Spirit other creatures.
(Nature) or Spirit (Perception), and proficiency with the A tribe of trolls also includes one or more witch doctors
Herbalism skill. who assist the chieftain with advice and spells. Trolls are
Plainswalker. You have advantage when making any adept hunters and daring adversaries.
check to recall a path you have traveled, or to guide As a troll, you are viewed as vicious, brutal and evil, and
yourself and others through any terrain to find food, history lends credence to this reputation. Waging
natural foes (or avoiding them), or shelter. Also, if using constant wars against civilization and attempt to reclaim
the Dash action three times in a row, you gain a +20 past glories is a fervent call for your people, who are seen
bonus to your base speed until you stop dashing. (and are commonly are) a lurking menace in any
War Stomp. You can stomp the ground with your wilderness area and willingly ally themselves with other
hooves as a bonus action, creating a shockwave. All dark powers to achieve their goals.
creatures within five feet from you must perform an Darkspear trolls of the Horde, however, deny this
Agility saving throw, (DC 8 + your proficiency bonus + legacy. The Horde has taught them camaraderie,
Strength) or be knocked prone, and take 2 (1d4) points restraint and, to a lesser extent, kindness. Trolls are
of bludgeoning damage . famous for their ability to heal their wounds rapidly.
This can be done once per Proficiency bonus, and you
regain all uses after a short rest. The damage increases by Trollish Traits
1d4 for every two points of Proficiency bonus (maximum Ability Score Increase. Your Agility score increases by 1,
3d4 at Proficiency +6). and your Stamina increases by 1.
Languages. Common, Taur-ahe. The language of the Age. Trolls reach adulthood at the age of 18, and live up
tauren is often harsh and low sounding, which is to be 80 years old.
reflected in the names of their children. Size. Trolls are larger and bulkier than humans, and they
average around 7 feet tall and 200 pounds, although
Male Names. Azok, Bron, Turok, Garaddon, Hruon, their lanky build and slouched pose undermines their
Jeddek. height. Your size is Medium.
Female Names. Argo, Serga, Grenda, Beruna, Halfa. Speed. Your base walking speed is 30 feet.
Family Names. Darkthorn, Thunderhoof, Stormhorn, Darkvision. You have superior vision in dark and dim
Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker 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
Trolls dim light. You can’t discern color in darkness, only
shades of gray.
Several troll subspecies exist, and they are — almost
Rapid Regeneration. Whenever you rest, you gain
universally -- evil and depraved. Jungle trolls are wild
double the hit point recovery benefit from expending hit
humanoids that live in Azeroth’s wilderness, and Ice
dice, and can regrow a lost limb after a week of losing
trolls are known as the descendants of a vicious
them, unless the limb was lost through your own will or
civilization that (to this day) resists the Lich King’s
through magic.
dominion in Northrend. During Thrall’s exodus from
Languages. You can speak, read, and write Common and
Lordaeron, the Horde rescued the Darkspear tribe of
Zandali.
jungle trolls from the mysterious Sea Witch. The
Troll Combat Training. You have proficiency with the
Darkspear tribe owes Thrall and the orcs a great debt,
battleaxe, handaxe, and all weapons that have the
and allied themselves with the Horde in gratitude. Their
thrown or ammunition properties, except firearms
relationship with the noble orcs and tauren has begun to
(unless proficient otherwise).
change the Darkspear trolls’ savage natures.
Male Names. Drak, Gul, Zol, Vol, Ros, Mig, Gal, Doth,
Mag, Ran, Vis.
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Female Names. Moor, Mesk, Dan, Mel, Shi, Mith, Hai,


So, Lith, Arn, Din, Mak. Affiliation. Independent. Ice trolls are steadfastly loyal to
Family Names. Trolls usually employ titles rather than themselves above all others, and typically show loyalty
family names, but commonly take their tribe name as a to their tribes and kings, although they often also see the
family name. uses of allying with the Horde (especially those who
might share their ancestral hate to the Alliance’s
Subrace. Ancient divides among the troll-folk resulted in dwarves, elves, and humans).
two main subraces: forest trolls, and ice trolls. Choose Ability Score Increase. Your Stamina score increases by 1
one of these subraces. Jungle trolls (such as the Cold Resistance. You have resistance to Cold damage. If
Revantusk tribe) are treated as forest trolls. you ever gain cold resistance later, you gain immunity to
cold instead.
Forest Troll (Darkspear) Hostile Homeland. You treat arctic terrain as favored
“What’cha want me do?” terrain, as a 1st level Hunter. If you ever become a
hunter or gain a favored terrain, you may choose another
As a forest troll, you belong to the Darkspear tribe or its while retaining the benefits of Hostile Homeland.
associates.
Affiliation. Horde or Independent. Darkspear jungle Worgen
trolls are steadfastly loyal to the orcs. Though they “Get gabbing or get going.”
practice voodoo and many retain their savage natures, The worgen's first verified appearance in the Eastern
Thrall lets them live in his borders and generally do Kingdoms has been traced back to the Third War, when
what they want. They feel a great debt to the orcs, and the archmage Arugal utilized the wolf-beasts as a
their time fighting alongside the tauren has made them weapon against the Scourge. Arugal's weapons soon
friends of these creatures as well. They are suspicious of turned against him, however, as the curse of the worgen
the Forsaken, but so is everyone else. rapidly spread among the human population,
The Darkspear tribe doesn’t really hate the Alliance transforming ordinary men and women into ravenous,
races, but their loyalty to the Horde and their feral creatures. Arugal adopted many of the worgen as
bloodthirstiness make the Alliance a great target. his own and retreated to the former mansion of Baron
Ability Score Increase. Your Agility score increases by 1 Silverlaine, the estate now known as Shadowfang Keep.
The curse, however, was not contained. It persisted in
Berserking. You can rage as a level 1 barbarian. If you the lands of Silverpine and extended even into the
gain levels in Barbarian, you increase the total times per walled nation of Gilneas, where the curse rapidly
day you can rage by 1. reached pandemic levels.
Dark Promises. You have proficiency with the Alchemy The citizens of the human nation of Gilneas found
skill. You can create alchemical mixtures as if you had themselves trapped, with no hope of escape. They
one level in any spellcasting class you choose. If you later retreated deeper within the isolated domain, and there
gain levels in a spellcasting class, you may reference said they survived, fearful of the savage presence that lurked
spellcasting spell list for alchemical recipes. This level just outside the barricades. Tensions among the displaced
does not actually allow you to cast spells, only to know citizens escalated over time, resulting in a civil war that
them enough to create alchemical mixtures of such spells. now threatens to destabilize the embattled nation even
Alternatively, you may gain proficiency with more.
Intimidation and Stealth. Records indicate that the worgen, a race of lupine
humanoids, existed for a time in Kalimdor. Other
Ice Troll (Drakkari) evidence also suggested that the Worgen were from a
“You got it...heh heh eh…” different world, that came through portals by Archmage
Arugal. More recent evidence suggested that their true
As an ice troll, you belong to the tribes in Northrend or origin might have a connection to the night elves and a
high mountains in Azeroth, commonly the Drakkari or secretive druidic order from Kalimdor's distant past.
Frostmane tribe, respectively. Ice trolls average one foot It were the night elves who (by happenstance) created
higher than other trolls. the curse in the first place. Obliged to help their

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newfound allies, they re-introduced them to the Worgen Curse. On your turn, you can shift to your
Alliance. worgen form as a bonus action. Shifting lasts until you
There are those among the Gilneans, however, who end it on your turn as a bonus action. While shifting,
cling to hope. Many believe that a cure for the worgen you gain temporary hit points equal to your level + your
curse may exist, although others have nearly given up, Stamina bonus (minimum of 1). You also gain features
fearful that if they should lose hope, their humanity will described below. You must finish a long rest before you
be lost forever. can gain temporary hit points again, though you can
transform whenever you wish.
Worgen Traits Darkflight. Shifting Feature. While shifted, you can use
Ability Score Increase Your Agility score increases by 2 the Dash action as a bonus action.
and your Strength score increases by 1. Flayer. Shifting Feature. While shifted, you can make a
Affiliation. Independent or Alliance. The Worgen of bite or claw attack as an action. This is a melee weapon
Gilneas re-joined their brethren of the Alliance once the attack that uses Strength for its attack roll and damage
Worgen Curse spread through their people, but in most bonus and deals 1d6 piercing damage. If this attack hits a
cases, Worgen prefer to cater to their own hungers and target that is your size or smaller, the target is also
ambitions. grappled.
Size. Worgens are about the same size as humans when Viciousness. Shifting Feature. While shifted, you can
in humanoid and Worgen form. Your size is Medium. make an unarmed strike as a bonus action with your
Speed. Your base walking speed is 30 feet. claws.
Darkvision. Your curse grants you the ability to see in Aberration. You have advantage to saves against poison,
dark conditions. You can see in dim light within 60 feet and resistance against poison and fel damage.
of you as if it were bright light, and in darkness as if it Languages. You can speak, read, and write Common.
were dim light. You can’t discern color in darkness, only Worgen Names follow the same conventions as human
shades of gray. names.
Half-breed Races
The warcraft universe also has its share of mixed-origin characters(or half races). One of the more famous examples are
Garona Halforcen and the half elven Alodi, the first Guardian. Mixed races are treated as both races with spells, magic
effects, and mechanical purposes, but may be looked down upon by their parent races.

Mixed Traits
Attributes. The creature chooses one of either parents' racial attributes.
Affiliation. The creature usually either falls to either parents' affiliation or is independent.
Size. The creature is the average in size of both parents (if they are not both Medium sized).
Speed. The creature moves at an average of both parents (if they are not both 30 ft.)
Racial traits. The creature chooses one of either parents' racial traits.
Racial penalties. The creature takes all racial penalties of both parents (if present, such as the blood elves’ addiction).
Languages. The creature gains the languages of both parents.
Names. Follows the naming conventions of both parents or may be wholly original. Usually mixed creatures are titled by
their ancestry, such as 'Halforcen,' 'half elven', or even 'half human' depending on their actions and history.

For example, Drann Halforcen, (orc father, draenei mother) can choose his father's (+2 to Str, +1 to Sta) or his mother's
(+2 to Str, +1 to Spi) racial attribute bonuses. The character may then make a decision on which race is he closer
biologically to (gaining Darkvision, Heroic Presence, Gift of the Naaru, Shadow Resistance, and Gemcutting if his
mother's side is dominant, or Darkvision, Menacing, Battle Rage, Relentless Endurance, and Orcish Combat Training if
his father's side is).
He would gain both Common, Orcish, and uncorrupted Eredun in either case.

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Chapter 3: Classes and Specializations


Specializations in Warcraft act as sub-classes for most intents and purposes. Some subclasses are racially-locked, and thus
can only be entered by fulfilling a racial requirement.
Classes in Azeroth have different names (as noted in the introduction), and sometimes different abilities. These are noted
below.

Classes

Death Knight (DKN) (Path of Blood, Path of Frost, Path of Unholiness)

Druid (DRD) (Balance, Feral, Restoration)

Hunter (HTR) (Beast Master, Marksman, Survival)

Mage (MGE) (Arcane, Fire, Frost)

Monk (MNK) (Brewmaster, Mistweaver, Windwalker)

Paladin (PLD) (Oath of Holiness, Oath of Protection, Oath of Retribution)

Priest (PRS) (Death Priesthood, Discipline Priesthood, Holy Light Priesthood, Moon Priesthood, Shadow Priesthood)

Rogue (RGE) (Assassination, Combat, Subtlety)

Shaman (SHM) (Elemental, Enhancement, Restoration)

Tinker (TNK) (Bomber, Gunner, Gadgeteer)

Warlock (WKR) (Affliction, Demonology, Destruction)

Warrior (WAR) (Arms, Fury, Protection)

Special and Racial Specializations (Apothecary (Tinker), Demon Hunter (Rogue), Lightslayer (Rogue), Mountain King (Warrior), Shadow
Hunter (Hunter), Spell Breaker (Warrior))

Death Knight (DKN)


Death Knights were once virtuous defenders of Humanity and Truth. However, once the Paladin ranks were disbanded
by the failing Alliance, many of these holy warriors traveled to the quarantined lands to ease the suffering of those left
within the plague-ridden colonies. Though the Paladins were immune to disease of any kind, they were persecuted by the
general populace who believed that they had been infected by the foul plague. A small band of Paladins, embittered by
society's cruelty, traveled north to find the plague's source. These renegade Paladins succumbed to bitter hatred over the
course of their grueling quest.
When they finally reached Ner'zhul's icy fortress in Northrend they had become dark and brooding. The Lich King
offered them untold power in exchange for their services and loyalty. The weary, vengeful warriors accepted his dark pact,
and although they retained their humanity, their twisted souls were bound to his evil will for all time. Bestowed with
black, vampiric Runeblades and shadowy steeds, Death Knights serve as the Scourge's mightiest generals.

CREATING A DEATH KNIGHT


Special: Any paladin may convert each level it has to a death knight by making a pledge to the Undead Scourge (typically
as consequence of soul-stealing or exposure to a runeblade). This typically corrupts them, and makes returning to their
previous class difficult if not impossible. Levels are exchanged on a 1:1 basis.

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CLASS FEATURES EQUIPMENT


As a death knight, you have the following class features. You start with the following equipment, in addition to
HIT POINTS the equipment granted by your background:
Hit Dice 1d10 per death knight level ● (a) a martial weapon and a shield or (b) two
Hit Points at 1st Level 10 + your Stamina modifier martial weapons
Hit Points at Higher Levels 1d10 (or 6) + your Stamina ● (a) five javelins or (b) any simple melee weapon
modifier per death knight level after 1st ● (a) a priest’s pack or (b) an explorer’s pack
● Chain mail and an unholy symbol
PROFICIENCIES
Armor All armor, shields Special: One (or both, if using two weapons to fight) of
Weapons Simple weapons, martial weapons your starting weapons is a runeblade, a sword imbued
Tools None with the power of the Lich King and his blessing.
Saving Throws Stamina, Spirit Runeblades have three benefits:
Skills Choose four from Athletics, Insight, Intimidation, 1. They serve as spellbooks and store spells.
Medicine, Deception, and Religion. 2. You gain advantage to saving throws against
QUICK BUILD any effect that controls your character or alters
You can make a death knight quickly by following these their alignment against the Lich King’s will.
suggestions. First, Strength should be your highest 3. The blade serves as an unholy symbol.
ability score, followed by Charisma. Second, choose the The power of the runeblade also grows with that of the
noble or criminal background. death knight, and the blade’s infusion scales with your
level (see the Infusion skill).

Death Knight Class


Level Proficiency Features
1st +2 Divine Sense, Corrupting Touch
2nd +2 Fighting Style, Spellcasting, Runic Strike, Spellcasting
3rd +2 Aura (Abandonment), Unholy Oath
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Cursed Carrier, Aura (Necrotic)
7th +3 Unholy Path feature
8th +3 Ability Score Improvement
9th +4 -
10th +4 Aura (Unholy)
11th +4 Improved Runic Strike
12th +4 Ability Score Improvement
13th +5 -
14th +5 Dispelling Touch, Aura (Distracting)
15th +5 Unholy Path Feature
16th +5 Ability Score Improvement
17th +6 -
18th +6 Aura (Vulnerability), Aura Improvement
19th +6 Ability Score Improvement
20th +6 Unholy Path Feature
Divine Sense or undead within 60 feet of you that is not behind total
The presence of strong evil registers on your senses like a cover.
noxious odor, and powerful good rings like heavenly You know the type (celestial, fiend, or undead) of any
music in your ears. As an action, you can open your being whose presence you sense, but not its identity (the
awareness to detect such forces. Until the end of your lich Kel’Thuzad, for instance). Within the same radius,
next turn, you know the location of any celestial, fiend, you also detect the presence of any place or object that
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has been consecrated or desecrated, as with the hallow Each death knight level provides you with 0.5 caster
spell. levels in the death knight class. You follow the normal
You can use this feature a number of times equal to 1 + progression to unlock spell levels (see the table under the
your Charisma modifier. Mana section).
When you finish a long rest, you regain all expended You can change your list of prepared spells by consulting
uses. your runeblade’s runes (treat as a spellbook), which
Corrupting Touch takes 1 minute per spell level to alter the readied spell.
Your cursed touch can cause unholy wounds. As an Unlike arcane spellcasters, you can choose any spell you
action, you may declare a Corrupting Touch, expending prepared before in your runeblade (treat as a spellbook),
half or all of your maximum mana pool, gaining a pool of regardless of whether you currently own it or not.
healing with a value equal to your proficiency modifier
times the mana spent. Each point of the pool heals 1 hit Spellcasting Ability
point to an undead creature, or deals 1 point of Fel Charisma is your spellcasting ability for your death
damage to a living creature (in this case, it requires a knight spells, since their power derives from the strength
melee spell attack). You may use Corrupting Touch as a of
bonus action when targeting yourself (which heals you your convictions. You use your Charisma whenever a
regardless whether you are currently undead or alive). spell refers to your spellcasting ability. In addition, you
All excess hit points from healing or damaging are lost. use your Charisma modifier when setting the saving
Alternatively, you can expend hit points from your pool throw DC for a death knight spell you cast and when
to inflict one disease or one poison of your choice that making
you are the carrier to. Each disease or poison requires hit an attack roll with one.
points from the Corrupting Touch pool equal to half the Spell save DC = 8 + your proficiency bonus + your
saving throw of the poison or disease. The target may Charisma modifier
still make a saving throw against this disease as normal. Spell attack modifier = your proficiency bonus + your
You can choose be a carrier to up to three separate Charisma modifier
poisons or diseases on your person. This feature has no
effect on constructs. Spellbook – Runeblade
At 2nd level, your runeblade contains three 1st-level
Spellcasting death knight spells of your choice. When you level up,
By 2nd level, you have learned to draw on divine magic you gain 2 additional death knight spells of your choice.
through meditation and prayer to cast spells as a priest You may also acquire new spells by research, tutelage, or
does. The death knight uses the paladin’s spell list, but from the spellbooks and scrolls of spellcasters who have
removes Holy Light, Seals, Blessings, and other effects spells you can cast.
that heal the living and similar effects (including Your runeblade is effectively your spellbook, and you
revivify), and gains the ability to cast Animate Dead, may add spells by scribing with runic inks.
Death Coil, Runes, as well as all spells that raise and
control the dead, as well as all spells that on the Death Spellcasting Focus
Knight list. You can use an unholy symbol (found in chapter 5) as a
Each death knight also adds Teleportation circle to their spellcasting focus for your death knight spells, or you can
list of spells, but may only teleport to places with sigils treat your runeblade as your focus.
made by other death knights (typically bases of
operations such as temples, necropoli, etc.). This requires Fighting Style
possessing your Runeblade. At 2nd level, you adopt a style of fighting as your
specialty. Choose one of the following options. You can’t
Conjuring and Binding take a Fighting Style option more than once, even if you
A death knight can conjure and bind (also known as later get to choose again.
animate and enslave, respectively) undead and fiends.
Defense
Preparing and Casting Spells While you are wearing armor, you gain a +1 bonus to
AC.
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be resisted, it is a Spirit saving throw with a DC equal


Dueling to your spell DC.
When you are wielding a melee weapon in one hand and Aura bonuses do not stack with other aura bonuses.
no other weapons, you gain a +2 bonus to damage rolls Creatures affected by auras automatically sense where
with that weapon. they are emanating from.

Great Weapon Fighting Abandonment At level 3, you have the aura of


When you roll a 1 or 2 on a damage die for an attack you abandonment. All hostile creatures take extra damage
make with a melee weapon that you are wielding with from Weapon attacks equal to your proficiency bonus.
two hands, you can reroll the die and must use the new This opposes Devotion Aura, and both effects are
roll. The weapon must have the two-handed or versatile negated.
property for you to gain this benefit.
Necrotic At level 6, you have the aura of necrosis. All
Protection hostile creatures that are reduced to 0 hit points restore
When a creature you can see attacks a target other than 1d4 hit points to you and a number of allies equal to your
you that is within 5 feet of you, you can use your proficiency bonus. You do not heal if the character is
reaction to impose disadvantage on the attack roll. You stabilized. This opposes Retribution Aura, and both
must be wielding a shield. effects are negated.

Runic Strike Unholy At level 10, you have the aura of the unholy. All
Starting at 2nd level, when you hit a creature with a allied creatures within range gain +10 foot movement
melee weapon attack, you can expend mana equal to one increase on their speed, and regenerate one hit point per
death knight spell to deal fel damage to the target, in proficiency bonus every hour. This does not stack with
addition to the weapon’s damage. other regenerative abilities such as restoring hit dice
The extra damage is 2d8 for a 1st-level spell, plus 1d8 for from resting, and has no effect on constructs. This
each spell level higher than 1st, to a maximum of 5d8. opposes Crusader aura, and both effects are suppressed.
The damage increases by 1d8 if the target is an celestial
Distraction At level 14, you have the aura of distraction.
or a paladin.
All hostile creatures suffer disadvantage on Stamina
If you have a rune active, you may also strike without
saving throws to maintain their concentration on spells.
expending mana, and instead impose judgment by
Once per proficiency bonus, you may use your reaction
releasing the rune, ending its effects prematurely for an
to force a hostile creature to treat its spellcasting as
additional effect. Despite the name, Runic Strike does
distracted (requiring them to pass a concentration check
not count as a Strike effect, and does not require the
or lose the spell). This opposes Concentration aura, and
expenditure of a bonus action.
both effects are suppressed.
Aura
Vulnerability At level 18, you have the aura of
Starting at 3rd level, you may exert an aura you can emit
vulnerability. All hostile creatures are lightly vulnerable
in a 15-foot radius sphere centered on you as a bonus
against one energy type (choose once emitting the aura
action. You may maintain concentration with this effect
between acid, cold, electricity, or fire). Affected
for up to 1 hour. Unlike most effects that require
creatures take bonus damage equal to double your
concentration, you may also maintain concentration on
proficiency bonus (cannot exceed double the original
spell at the same time. You still suffer the chance to lose
damage). This can be resisted to negate the effect once
the aura (DC 10 or half damage Stamina saving throw).
per round. This opposes Resistance Aura, and both
Once the aura ends, you cannot exert it again until you
effects are suppressed.
rest (but you can exert other auras).
All effects are treated as unholy and fel effects that have
Unholy Path
no saving throw, but can be negated by Protection From
When you reach 3rd level, you walk a path that defines
Evil and Good and suppressed for 1 minute with dispel
you as a death knight forever. Up to this time you have
magic and similar abjurations. If you are rendered
been in a preparatory stage, committed to the path but
unconscious, the effect ends automatically. If an aura can
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not yet sworn to it. Now you choose the Path of Blood use only the Dash action or try to escape from an effect
for vengeance, Path of Frost for cool disregard for life, or that prevents it from moving. If there’s nowhere to
Path of the Unholy to defy the heavens, all detailed at move, the creature can use the Dodge action.
the end of the class description.
Your choice grants you features at 3rd level and again at Ability Score Improvement
7th, 15th, and 20th level. Those features include path When you reach 4th level, and again at 8th, 12th, 16th,
spells and the Channel Divinity feature. and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of
Path Spells your choice by 1. As normal, you can’t increase an ability
Each path has a list of associated spells. You gain access score above 20 using this feature.
to these spells at the levels specified in the path
description. Once you gain access to a path spell, you Extra Attack
always have it prepared. Path spells don’t count against Beginning at 5th level, you can attack twice, instead of
the number of spells you can prepare each day. once, whenever you take the Attack action on your turn.
If you gain a path spell that doesn’t appear on the death
knight spell list, the spell is nonetheless a death knight Cursed Carrier
spell for you. Starting at 6th level, you can carry diseases in your body,
and spread them by touch (if contact), scratch (if injury),
Channel Divinity breath (if inhaled), or spit (if ingested). You can carry up
Your path allows you to channel divine energy to fuel to three diseases of your choice with this ability, above
magical effects. Each Channel Divinity option provided the normal three added by Corrupting Touch.
by your path explains how to use it. When you use your
Channel Divinity, you choose which option to use. You Improved Runic Strike
must then finish a short or long rest to use your Channel By 11th level, you are so suffused with the might of the
Divinity again. Some Channel Divinity effects require Lich King that all your melee weapon strikes carry his
saving throws. When you use such an effect from this unholy power with them. Whenever you hit a creature
class, the DC equals your death knight spell save DC. with a melee weapon, the creature takes an extra 1d8 fel
By default, you may always Turn Good, and gain an damage. If you also use your Runic Strike with an
additional choice from your Path. attack, you add this damage to the extra damage of your
Runic Strike.
Turn Good
As an action, you present your unholy symbol and speak Dispelling Touch
a prayer censuring humanoids, celestials, and beasts, Beginning at 14th level, you can use your action to end
using your Channel Divinity. Each humanoid, celestial or one spell on yourself or on one willing creature that you
beast that can see or hear you within 30 feet of you must touch. You can use this feature a number of times equal
make a Spirit saving throw. to your Charisma modifier (a minimum of once). You
If the creature fails its saving throw, it is turned for 1 regain expended uses when you finish a long rest.
minute or until it takes damage. A turned creature must
spend its turns trying to move as far away from you as it Aura Improvement
can, and it can’t willingly move to a space within 30 feet Beginning on 18th level, you have advantage to
of you. It also can’t take reactions. For its action, it can concentrate on auras, and the range increases to 30 feet.

Unholy Path
Unholy paths act as Paladins’ Sacred Oaths, and each death knight must choose one Unholy Path starting at 3rd level.

Path of Blood
A path of blood death knights are a dark guardians who manipulate and corrupt life energy to sustain themselves in the
face of the enemy’s onslaught.
Death Knight Level Spell
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3rd Bane, False Life


5th Darkness, Ray of Enfeeblement
9th Animate Dead III, Carrion Swarm
13th Blight, Confusion
17th Contagion, Insect Plague

Channel Divinity.
Blood Ward. You can use your Channel Divinity to protect yourself from the effects of good magic. As a reaction, you can
grant yourself and everyone within range of any active aura Advantage on saving throws versus any magical effect that
you wish to ward for 1 minute (choose one magic school).

Blood Strike [Strike]. Beginning when you choose this archetype at 3rd level, whenever you hit a living creature with a
melee weapon attack, you may use a bonus action to spend one of your hit dice to regain health. You can benefit from this
feature only once per round.

Blood Tap. Starting at 7th level, you may expend a hit dice to restore mana equal to 2 per hit dice expended as a bonus
action. This may be used so long as you have unused hit dice.

Bloodforge. Starting at 15th level, whenever you slay a creature with your Death Pact spell, you may opt to regain hit dice
equal to the creature’s CR instead of healing yourself. Death Pact is always prepared for you.

Life Stealer. Starting at 20th level, whenever you are dropped to 0 hit points, you may use your Death Pact spell on any
dying creature as well as undead and fiends. You may also instead tear the life from living targets within 30 ft., stealing a
number of hit points equal to ¼ their current hit points, and restoring your hit points by the same amount.
The target may resist with an opposed Stamina saving throw. This may be used once per Charisma modifier (minimum 1)
before requiring a rest.

Path of Frost
A frost path death knight is a harbinger of doom, channeling runic power and delivering vicious weapon strikes.
Death Knight Level Spell
3rd Bane, False Life
5th Darkness, Ray of Enfeeblement
9th Animate Dead III, Blizzard
13th Blight, Confusion
17th Cone of Cold (Howling Blast), Insect Plague

Channel Divinity.
Freeze. You can use your Channel Divinity to cause enemies within a 20 foot radius to be wracked with unbearable pain
as you freeze their blood. The targets must succeed a Charisma save or suffer Disadvantage to all attack rolls and skill
checks, and move at half movement while in the affected area. This lasts for a number of rounds equal to your Death
Knight level.

Frost Presence. Starting when you gain this archetype at 3rd level, you may reduce the speed of any target you harm with
a cold spell by half. You also gain resistance to cold damage.

Might of the Wastes [Strike]. Starting at 7th level, your frost-sharpened blade deals a critical hit on a roll of 19 or 20. You
also deal an additional 1d4 points of cold damage whenever you strike an enemy with this. For the purposes of the Frost
Presence ability, this also slows the enemy.

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Frozen Soul. Starting at 15th level, you gain a free use of Unholy Strike whenever you reduce a creature to 0 hit points
from a cold spell. A creature defeated this way turns into an ice statue. You may deal half of your Unholy Strike damage
in Cold damage.

Pillar of Frost. Starting at 20th level, you can cause ice to hang heavy on your body. This increases your strength score by
4 to a max of 24 and your Stamina by 2 to a max of 22 due to the weight of the ice.

Path of Unholiness
An unholy path death knight is a horseman of death, leading undead troops to battle, fueled with hatred of the living.
Death Knight Level Spell
3rd Bane, False Life
5th Darkness, Ray of Enfeeblement
9th Animate Dead, Bestow Curse
13th Blight, Confusion
17th Contagion, Insect Plague

Channel Divinity.
Bolster Undead. You can use your Channel Divinity to guard undead against being turned, as well as empowering them.
All and any undead under your command within 30 ft. of you may add your Proficiency bonus to attack rolls, skill checks,
damage rolls, and saving throws for one minute, and may ignore one Turn Undead attempt. You cannot benefit from the
numeric bonus, but can ignore one Turn Undead attempt on use. This bonus remains for one hour.
Undead Companion. Starting when you gain this superficial memories before its death. You may raise your
archetype at 3rd level, you may raise an undead ghoul to enemies to serve as undead companions, so long as their
accompany you on your adventures. Choose an undead CR are within the above guidelines. Most death knights
(preferably a ghoul) that is no larger than Medium and take low-level ghouls, before being able to bond with
that has a challenge rating of 1/4 or lower (appendix D greater targets.
presents statistics for the zombie or skeleton as
examples). Add your proficiency bonus to the undead’s Grave March. Beginning at 7th level, your Unholy Aura
AC, attack rolls, and damage rolls, as well as to any can be used in conjunction with any other aura. Targets
saving throws and skills it is proficient in. Its hit point that benefit from your Unholy Aura also have
maximum equals its normal maximum or four times your advantage to all saves that hinder or arrest movement, or
death knight level, whichever is higher. Your undead effects that hinder or remove control over their actions.
companion improves in CR the higher your level
becomes, for a CR parameter of 1 CR per every 4 levels Army of the Dead. Starting at 15th level, your Animate
of death knight (improving to 1 CR at level 4, 2 CR at Undead (Conjure Dead) spell is inherently stronger than
level 8, 3 at level 12, 4 CR at level 16, and 5 at level 20). others. When you start casting Animate Undead and
When reaching 8th level, you can choose a Large choose the undead creature you want to conjure,
creature. temporary undead (choose up to 10 undead creatures to
The undead obeys your commands as best as it can. It spawn during your spellcasting time, with a collective
takes its turn on your initiative, though it doesn’t take an CR equal to three times the Animate Undead spell
action unless you command it to. On your turn, you can level) begin spawning on the first round after you start
verbally command the undead where to move (no action casting and begin acting so long as you continue to cast
required by you). You can use your action to verbally the Animate Undead spell. These temporary undead
command it to take the Attack, Dash, Disengage, Dodge, followers are friendly to you and your allies, and are
or Help action. Once you have the Extra Attack feature, controlled as normal summons (but do not count against
you can make one weapon attack yourself when you your limit of summoned undead). They remain for 10
command the beast to take the Attack action. You may minutes before falling inactive. This does not require
split the allotted CR between several undead. corpses to be present--undead sprout from the very
Bonding with an undead requires spending one hour ground. However, this cannot be used on hallowed
animating it, and the next hour drawing from any
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ground, and the undead must be able to dig out of the ● At the beginning of your transformation you are
earth. instantly healed for 3d8+10 HP.
● Become resistant to damage from good aligned
Unholy Champion. Starting at 20th level, the Lich King targets (or magical weapons).
has blessed you with fel zeal, allowing you to become ● Any undead in the miasma regains 2d6 hit
surrounded with dark energies. As an action, you can be points every round. This cannot exceed half
surrounded by a thick miasma that spreads out for 30 total hit points.
feet, and gain the following benefits for 1 minute:

Druid (DRD)
Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s
raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines,
or ensnaring them in unrelenting cyclones.
The druids of Azeroth nearly all belong to the circle of Cenarius. Druids otherwise corrupted still belong to the same
circle. Azerothian druids are more limited in the shapes they may choose when transforming, but they gain an additional
ability to empower said form.
CREATING A DRUID
CLASS FEATURES
QUICK BUILD As a druid, you have the following class features.
You can make a druid quickly by following these HIT POINTS
suggestions. First, Spirit should be your highest ability Hit Dice 1d8 per druid level
score, followed by Stamina. Second, choose the hermit Hit Points at 1st Level 8 + your Stamina modifier
background. Hit Points at Higher Levels 1d8 (or 5) + your Stamina
modifier per druid level after 1st
PROFICIENCIES
Armor: Light armor EQUIPMENT
Weapons: Clubs, daggers, darts, javelins, maces, You start with the following equipment, in addition to
quarterstaffs, sickles, slings, spears the equipment granted by your background:
Tools: Herbalism kit ● (a) a quarterstaff, or (b) any simple weapon
Saving Throws: Stamina, Spirit ● (a) five javelins or (b) a sling and 10 bullets
Skills: Choose two from Arcana, Animal Handling, ● Leather armor, an explorer’s pack, and a druidic
Insight, Medicine, Nature, Perception, Religion, and focus
Survival

Druid Class
Level Proficiency Features
1st +2 Druidic, Spellcasting
2nd +2 Wild shape, Druidic Circle, Ancient Power
3rd +2 -
4th +2 Ability Score Improvement, Wild shape improvement (Water)
5th +3 -
6th +3 Druid Circle Feature
7th +3 -
8th +3 Ability Score Improvement, Wild shape improvement (Air)
9th +4 -
10th +4 Druid Circle Feature
11th +4 -
12th +4 Ability Score Improvement, Wild shape improvement (Plant)

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13th +5 -
14th +5 Druid Circle Feature
15th +5 -
16th +5 Ability Score Improvement
17th +6 -
18th +6 Timeless, Beast Spells
19th +6 Ability Score Improvement
20th +6 Archdruid
Druidic spellbook), regardless of whether you currently own it or
You know Druidic, the secret language of druids, fey, not.
and spirits of the wild. You can speak the language and
use it to leave hidden messages. You and others who Spellcasting Ability
know this language automatically spot such a message. Spirit is your spellcasting ability for your druid spells,
Others spot the message’s presence with a successful DC since your magic draws upon your devotion and
15 Spirit (Perception) check but can’t decipher it without attunement to nature. You use your Spirit whenever a
magic. If you can speak druidic, you can communicate spell refers to your spellcasting ability. In addition, you
with all other druids and all fey creatures, even if you use your Spirit modifier when setting the saving throw
don’t otherwise share a language. DC for a druid spell you cast and when making an attack
roll with one.
Spellcasting Spell save DC = 8 + your proficiency bonus + your
Drawing on the divine essence of nature itself, you can Spirit modifier
cast spells to shape that essence to your will. You cast Spell attack modifier = your proficiency bonus + your
Druid spells. Spirit modifier

Cantrips Spellbook – Idol


At 1st level, you know two cantrips of your choice from At 1st level, your idol contains six 1st-level druid spells of
the druid spell list. You learn additional druid cantrips of your choice. When you level up, you gain 2 additional
your choice at higher levels, equal to half your Druid druid spells of your choice. You may also acquire new
level + 2 (maximum 4). spells by research, tutelage, or from the spellbooks and
scrolls of spellcasters who have spells you can cast.
Conjuring and Binding Your idol is effectively your spellbook, and you may add
A druid can conjure animals, elementals, fey, and plants, spells by meditating with it and inhaling herbal vapors.
and may bind elementals and plants.
Spellcasting Focus
You can use a druidic idol as a spellcasting focus for your
Preparing and Casting Spells
druid spells.
Each druid level provides you with 1 caster level in the
druid class. You follow the normal progression to unlock
Druid Circle
spell levels (see the table under the Mana section).
At 2nd level, you choose to identify with a circle of
You prepare the list of druid spells that are available for
druids: the Circle of the Balance to preserve the order of
you to cast, choosing from the druid spell list.
nature, the Circle of the Feral Beast to act within
You can also change your list of prepared spells when
nature’s order, or the Circle of Restoration to keep and
you finish a long rest by meditating in nature. Preparing
preserve living things, all detailed at the end of the class
a new list of druid spells requires time spent in prayer
description. Your choice grants you features at 2nd level
and meditation: at least 1 minute per spell level for each
and again at 6th, 10th, and 14th level.
spell on your list.
You can also change your list of prepared spells when
Wild Shape
you finish a long rest by meditating in nature. Unlike
Starting at 2nd level, you may choose a land-bound beast
arcane spellcasters, you can choose any spell you
to morph into as a bonus action. You can use this ability
prepared before in your druidic idol (treat as a
a number of times equal to your proficiency bonus before

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requiring a long rest. The creature selected can be any functions as normal, but the DM decides
beast that cannot fly or swim naturally, such as a wolf, whether it is practical for the new form to wear
lion, bear, tiger, etc. You remain in this form a number of a piece of equipment, based on the creature’s
hours equal to half your druid level (round down). shape and size. Your equipment doesn’t change
You then revert to your normal form unless you expend size or shape to match the new form, and any
another use of this feature. You can revert to your equipment that the new form can’t wear must
normal form earlier by using a bonus action on your either fall to the ground or merge with it.
turn. You automatically revert if you fall unconscious, Equipment that merges with the form has no
drop to 0 hit points, or die. effect until you leave the form.
While you are transformed, the following rules apply:
● Your game statistics are replaced by the
Starting at 4th level, you may choose a creature with
statistics of the beast, but you retain your
natural swimming capabilities and underwater breathing,
alignment, personality, and Intelligence, Spirit,
such as a sea lion, a seal, a fish, a shark, etc.
and Charisma scores. You also retain all of your
At 8th level, you may choose a creature with natural
skill and saving throw proficiencies, in addition
flying capabilities (such as giant eagles, dragonhawks,
to gaining those of the creature.
storm-crows, or vultures) to the list of creatures you can
● If the creature has the same proficiency as you
transform to.
and the bonus in its stat block is higher than
At 12th level, you may take the form of a tree or plant,
yours, use the creature’s bonus instead of yours.
and add Minor Ancients to the list of creatures you can
If the creature has any legendary or lair actions,
transform to.
you can't use them.
The four chosen creature forms (one from each category)
● When you transform, you assume the beast’s hit
cannot be changed later. Creatures you may transform to
points and Hit Dice. When you revert to your
have a maximum CR of your hit dice divided by 8 (¼
normal form, you return to the number of hit
at level 2, ½ at level 4, 1 at level 8, and 2 at level 16).
points you had before you transformed.
However, if you revert as a result of your
Ancient Power
polymorphed form dropping to 0 hit points, any
Starting at 3rd level, you have learned to regain some of
excess damage carries over to your normal form.
your mana by invoking ancient powers. With a 3-turn
For example, if you take 10 damage in animal
action, you can regain mana equal to 4 + your Druid
form and have only 1 hit point left, you revert
level. When used, you do not regenerate mana by rest or
and take 9 damage. As long as the excess
time for the next four hours. This ability can be used
damage doesn’t reduce your normal form to 0
after restoring mana from a different source.
hit points, you aren’t knocked unconscious.
● You can’t cast spells unless those noted by other
Ability Score Improvement
abilities, and your ability to speak or take any
When you reach 4th level, and again at 8th, 12th, 16th,
action that requires hands is limited to the
and 19th level, you can increase one ability score of your
capabilities of your beast form. Transforming
choice by 2, or you can increase two ability scores of
doesn’t break your concentration on a spell
your choice by 1. As normal, you can’t increase an ability
you’ve already cast, however, or prevent you
score above 20 using this feature.
from taking actions that are part of a spell, such
as call lightning, that you’ve already cast.
Timeless
● You retain the benefit of any features from your
Starting at 18th level, the primal magic that you wield
class, race, or other source and can use them if
causes you to age more slowly. For every 10 actual years
the new form is physically capable of doing so.
you live, your body ages one year only.
However, you can’t use any of your special
senses, such as darkvision, unless your new form
Beast Spells
also has that sense.
Beginning at 18th level, you can cast many of your druid
● You choose whether your equipment falls to the
spells in any shape you assume using Wild Shape. You
ground in your space, merges into your new
can perform the somatic and verbal components of a
form, or is worn by it. Worn equipment
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druid spell while in a beast shape, but you aren’t able to Additionally, you can ignore the verbal and somatic
provide material components. components of your druid spells, as well as any material
components that lack a cost and aren’t consumed by a
Archdruid spell. You gain this benefit in both your normal shape
At 20th level, you can use your Wild Shape an unlimited and your beast shape from Wild Shape.
number of times.

Druid Circles
Druids may choose from one of the below three circles.
Each druid also adds Teleportation circle to their list of spells, but may only teleport to their counterpart in the emerald
dream.

Balance
The Balance archetype improves your command of solar and lunar energies.
Druid Level Circle Spells
3rd barkskin, entangling roots
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride
Eclipse Pool. Starting at 2nd level, whenever you Shooting Star. Starting at 10th level, you may reroll the
successfully deal Arcane or Holy damage to an enemy damage roll for any spell you cast by expending an
through a Druidic spell or ability, you gain one Eclipse Eclipse Point.
point. You cannot gain more than one per round. Eclipse
points may be used to empower your abilities. For every World in Balance. Starting at 14th level, you can
Eclipse point you have, you may deal an additional 1 command the world to hear your call, and call a solar or
point of Arcane or Holy damage with spells and abilities lunar eclipse (depending on the time).
that deal direct Arcane or Holy damage. You may have Solar Eclipse (Day only). The sun’s light is covered by a
a maximum number of points equal to 2 plus your shadow which blankets the earth in a 5-mile radius
Proficiency bonus, and they remain for one hour after centered on the druid for one hour. The area becomes
being acquired. dim light or normal light (your choice), and creatures
sensitive to sunlight do not take penalties from sunlight.
Balance of Sun and Moon. Also starting at 2nd level, All your spells that deal Arcane damage do so as if your
you may expend one Eclipse point when casting a spell Eclipse pool was full. You also gain one Eclipse Point per
that deals Arcane or Holy damage, and deal 1d4 points minute.
of damage of that type. Lunar Eclipse (Night only). The moon’s light is bright
and cloaked in the shadow which blankets the earth in a
Moon-Kin. Starting at 6th level, you may transform into 5-mile radius centered on the druid for one hour. The
a wildkin. When transformed, however, you may still area becomes either dim or normal light (your choice),
cast druidic spells of the Transmutation and Evocation and creatures sensitive to moonlight or sunlight take
schools. When in this form, such spells cost 1 mana less penalties (depending on your wish) when in the area.
than normal. You lose the ability to rage as a wildkin, All your spells that deal Holy damage do so as if your
however. Eclipse pool is full. You also gain one Eclipse Point per
minute.

Feral
The Feral archetype improves your wildform choices, and augments your strength in each of them by choosing an animal
focus.
Fortitude of the Wilds. When you choose this archetype your turn as a bonus action or a reaction, rather than as
at 2nd level, you gain the ability to use Wild Shape on an action.
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Additionally, while you are transformed by Wild Shape, damage by expending a reaction. This remains
you can use a bonus action to expend one spell to regain for one minute, and may be used once before a
1d8 hit points per level of the spell expended. short rest.
● Magical beast: You may choose any two spells
Fury of the Wilds. Also when gaining this archetype, from your druid spell list and cast them in this
when determining your maximum allowable CR to form. This does not require somatic or verbal
transform to, you divide your level by four, and not components.
eight, therefore (½ at level 2, 1 at level 4, 2 at level 8, ● Inspiring beast: You gain the bard’s Inspiration
and 3 at level 12, 4 at level 16, and 5 at level 20). ability as a 1st level bard. This can be taken
again to improve the level up to half your druid
level.
Primal Strike. Starting at 6th level, your attacks in beast
● Prowling beast: Whenever you and an ally both
form count as magical for the purpose of overcoming
threaten a creature, your ally gains advantage to
resistance and immunity to non-magical attacks and
attack rolls against it.
damage.
● Holy beast: You gain the priest’s Turn Undead
ability as a 1st level priest. This can be taken
Blessed Beast. Starting at 10th level, you may gain a again to improve the level up to half your druid
special ability depending on your favored form of a wild level. This can also act against fiends as if they
shape. Choose any of your forms, and you may assign were undead.
one of the following abilities to it, but only when in that ● Furious beast: You gain the barbarian’s Rage
form. Upon reaching 15th level, you may choose another ability as a 1st level barbarian. This can be taken
option for each form. again to improve the level up to half your druid
● Raking beast: You gain the rogue’s Sneak level.
Attack ability as a 1st level rogue. This can be
Grand Beast. Starting at 14th level, your weapon attacks
taken again to improve the level up to half your
while in wild shape deal an additional die of damage.
druid level.
Also, while under a wild shape, you gain 5 temporary hit
● Roaring beast: You can empower your allies
points at the beginning of each round when in a wild
with a primal roar. This acts exactly as the
shape. These temporary hit points do not carry over to
Death Knight’s Abandonment Aura.
your round.
● Defending beast: You can gain resistance to all
nonmagical bludgeoning, piercing, and slashing

Restoration
The Restoration archetype improves on your ability to heal the wilderness and its many creatures.
Druid Level Circle Spells
3rd rejuvenation, pass without trace
5th daylight, swiftmend
7th divination, freedom of movement
9th dream, tranquility
Healing Lore. When you choose this archetype at 2nd
level, you may alter the target of an invigorate spell Seed of Life. Starting at 6th level, you may touch any
effect as a bonus action, targeting any eligible target creature as an action, and cast any druidic spell, which
within a range equal to the spell’s original range. The remains latent until you discharge it with a mental
spell’s effects take place at the new target’s turn as usual. command. Until the spell is discharged, you can sense the
well-being of the creature and their relative health, but
Extended Growth. Also starting at 2nd level, the cannot perceive through their senses or realize what they
maximum duration of invigorate spells for you is 10 are facing.
minutes, not 1 minute, and you gain 50% more uses from When they are hit, you receive a mental jolt that notifies
any invigorate spell effect. you of their peril, and you may discharge the spell you

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cast. A creature cannot benefit from this more than once Improved Seed of Life. Starting at 14th level, you may
every 24 hours, and cannot have more than one seed imbue up to five seeds of life at once, and you can use an
active at any given time. This spell is considered active, action see through the location in which you touched
and can be dispelled if targeted. your ally. You may not communicate with them,
however.
Ironbark. Starting at 10th level, whenever you heal a
creature, you may choose to imbue their skin to be
imbued with the strength of nature. if you do, they gain
resistance to all non-magical weapon damage for 1
minute. This can be used multiple times, though a given
creature can benefit only once every 24 hours.

Hunter (HTR)
From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal
world outside. Those who endure become hunters. Masters of their environment, they are able to slip like ghosts through
the trees and lay traps in the paths of their enemies.

CREATING A HUNTER
QUICK BUILD
You can make a hunter quickly by following these suggestions. First, make Agility your highest ability score, followed by
Spirit. (Some rangers who focus on two-weapon fighting make Strength higher than Agility.) Second, choose the
outlander background.

CLASS FEATURES
As a hunter, you gain the following class features.

HIT POINTS
Hit Dice: 1d10 per hunter level
Hit Points at 1st Level: 10 + your Stamina modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Stamina modifier per hunter level after 1st

PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Agility
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
● (a) scale mail or (b) leather armor
● (a) two shortswords or (b) two simple melee weapons
● (a) a dungeoneer’s pack or (b) an explorer’s pack
● A longbow and a quiver of 20 arrows, or a firearm of EP 2 or lower, 16 bullets, and a powder horn.

Hunter Class
Level Proficiency Features
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1 +2 Favored Enemy, Natural Explorer


2 +2 Fighting Style, Spellcasting
3 +2 Hunter Archetype, Primeval Awareness
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Favored Enemy and Natural Explorer Improvements
7 +3 Hunter Archetype Feature
8 +3 Ability Score Improvement, Land’s Stride
9 +4 -
10 +4 Natural Explorer Improvement, Hide in Plain Sight
11 +4 Hunter Archetype Feature
12 +4 Ability Score Improvement
13 +5 -
14 +5 Favored Enemy Improvement, Vanish
15 +5 Hunter Archetype Feature
16 +5 Ability Score Improvement
17 +6 -
18 +6 Feral Senses
19 +6 Ability Score Improvement
20 +6 Foe Slayer
Favored Enemy your favored terrain, your proficiency bonus is doubled if
Beginning at 1st level, you have significant experience you are using a skill that you’re proficient in.
studying, tracking, hunting, and even talking to a certain While traveling for an hour or more in your favored
type of enemy. Choose a type of favored enemy: terrain, you gain the following benefits:
aberrations, beasts, celestials, constructs, dragons, Difficult terrain doesn’t slow your group’s travel.
elementals, fey, fiends, giants, monstrosities, oozes, Your group can’t become lost except by magical means.
plants, or undead. Alternatively, you can select two Even when you are engaged in another activity while
races of humanoid (such as gnolls and orcs) as favored traveling (such as foraging, navigating, or tracking), you
enemies. remain alert to danger.
You have advantage on all opposed checks against your If you are traveling alone, you can move stealthily at a
favored enemies, as well as on Intelligence checks to normal pace.
recall information about them (such as Perception versus When you forage or gather, you find twice as much food
Stealth, Insight versus Bluff, Perception to track, and as you normally would.
Persuasion to convince), and when making an attack While tracking other creatures, you also learn their exact
against them, you deal 2 extra points of damage. number, their sizes, and how long ago they passed
When you gain this feature, you also learn one language through the area.
of your choice that is spoken by your favored enemies, if You choose additional favored terrain types at 6th and
they speak one at all. 10th level.
You choose one additional favored enemy, as well as an
associated language, at 6th and 14th level. As you gain Fighting Style
levels, your choices should reflect the types of monsters At 2nd level, you adopt a particular style of fighting as
you have encountered on your adventures. your specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once, even if
Natural Explorer you later get to choose again.
You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in Archery
such regions. Choose one type of favored terrain: arctic, You gain a +2 bonus to attack rolls you make with
coast, desert, forest, grassland, mountain, swamp, or ranged weapons.
caves and underground.
When you make an Intelligence or Spirit check related to Defense
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While you are wearing armor, you gain a +1 bonus to Spirit modifier
AC. Spell attack modifier = your proficiency bonus + your
Spirit modifier
Dueling
When you are wielding a melee weapon in one hand and Spellbook – Idol
no other weapons, you gain a +2 bonus to damage rolls At 2nd level, your idol contains three 1st-level hunter
with that weapon. spells of your choice. When you level up, you gain 2
additional hunter spells of your choice. You may also
Two-Weapon Fighting acquire new spells by research, tutelage, or from the
When you engage in two-weapon fighting, you can add spellbooks and scrolls of spellcasters who have spells you
your ability modifier to the damage of the second attack. can cast.
Your idol is effectively your spellbook, and you may add
Spellcasting spells by meditating with it and inhaling herbal vapors.
Drawing on the divine essence of nature itself, you can
cast spells to shape that essence to your will. You cast Shot Spells
Hunter spells and add Shot spells to your spell list. Shot spells may be cast as a bonus action when attacking
with a ranged weapon, and counts as a strike feat for
Conjuring and Binding most purposes except where otherwise noted.
A hunter can conjure animals, elementals, fey, and Some hunters eschew the arts of nature magic, and
plants, and may bind elementals and plants. Beast master instead focus entirely on technology.
hunters often take bound animals as their animal They can lose access to all spells other than Shot spells,
companions to honor them. and instead gain the Sharpshooter feature instead of the
Spellcasting Feature.
Preparing and Casting Spells
Each hunter level provides you with 0.5 levels in the Note. Sharpshooter. At level 2, you may remove all non-
hunter class. You follow the normal progression to shot spells from your spell list, and instead gain
unlock spell levels (see the table under the Mana proficiency in the Engineering skill and engineering
section). weapons (such as firearms and explosives). In effect, you
You prepare the list of hunter spells that are available can still cast hunter spells, but only those that are [shot]
for you to cast, choosing from the hunter spell list. and [strike] spells.
When you do so, you may ready a number of hunter If you already have proficiency in Engineering, you
spells equal to half the number you can prepare normally instead gain expertise to all Engineering-related checks
for your Spirit modifier (or 1 + spirit modifier), and you (although this does not improve the strength of
do not need to reduce the number of spells prepared for technologically-crafted items).
the highest and second-highest levels as other casters.
When you level up, you can exchange the spells known Hunter Archetype
with others you qualify for. You cannot otherwise At 3rd level, you choose an archetype that you strive to
change your spells other than by leveling up and emulate: the Beast Master who bonds with an animal, a
exchanging them, or by training under another ranger, Marksman who always finds their target and excels in
druid, or fey creature (see tutilage under magic). bringing them down, and a Survivalist, who has several
terrain-based abilities and is an expert ambusher, all of
Spellcasting Ability which are detailed at the end of the class description.
Spirit is your spellcasting ability for your hunter spells, Your choice grants you features at 3rd level and again at
since your magic draws upon your attunement to nature. 7th, 11th, and 15th level.
You use your Spirit whenever a spell refers to your
spellcasting ability. In addition, you use your Spirit Primeval Awareness
modifier when setting the saving throw DC for a druid Beginning at 3rd level, you can use your action and
spell you cast and when making an attack roll with one. expend mana equal a spell to focus your awareness on
the region around you. For 1 minute per level of the spell
Spell save DC = 8 + your proficiency bonus + your you expended, you can sense whether the following
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types of creatures are present within 1 mile of you (or pressing yourself up against a solid surface, such as a tree
within up to 6 miles if you are in your favored terrain): or wall, that is at least as tall and wide as you are. You
aberrations, celestials, dragons, elementals, fey, fiends, gain a +10 bonus to Agility (Stealth) checks as long as
and undead. This feature doesn’t reveal the creatures’ you remain there without moving or taking actions.
location or number. Once you move or take an action or a reaction, you must
camouflage yourself again to gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, Vanish
and 19th level, you can increase one ability score of your Starting at 14th level, you can use the Hide action as a
choice by 2, or you can increase two ability scores of bonus action on your turn. Also, you can’t be tracked by
your choice by 1. As normal, you can’t increase an ability nonmagical means, unless you choose to leave a trail.
score above 20 using this feature. When you are subjected to an effect that attempts to
detect or identify you (such as a Scry spell), you gain
Extra Attack advantage to all saves versus such effects. If you succeed
Beginning at 5th level, you can attack twice, instead of on an opposed Spirit check, you can also reverse the spell
once, whenever you take the Attack action on your turn. (if possible, gaining a momentary glimpse of who is
attempting to scry on you).
Land’s Stride
Starting at 8th level, moving through nonmagical Feral Senses
difficult terrain costs you no extra movement. You can At 18th level, you gain preternatural senses that help
also pass through nonmagical plants without being you fight creatures you can’t see. When you attack a
slowed by them and without taking damage from them if creature you can’t see, your inability to see it doesn’t
they have thorns, spines, or a similar hazard. In addition, impose disadvantage on your attack rolls against it. You
you have advantage on saving throws against plants that are also aware of the location of any invisible creature
are magically created or manipulated to impede within 30 feet of you, provided that the creature isn’t
movement, such those created by the entangling roots hidden from you and you aren’t blinded or deafened.
spell.
Foe Slayer
Hide in Plain Sight At 20th level, you become an unparalleled hunter of
Starting at 10th level, you can spend 1 minute creating your enemies. Once on each of your turns, you can add
camouflage for yourself. You must have access to fresh your Spirit modifier to the attack roll or the damage roll
mud, dirt, plants, soot, and other naturally occurring You can choose to use this feature before or after the
materials with which to create your camouflage. Once roll, but before any effects of the roll are applied.
you are camouflaged in this way, you can try to hide by

Hunter Archetypes
An Azerothian hunter may choose one of the three below archetypes.

Beast Master
The beastmaster archetype improves your bond with the land by granting you a natural beast appropriate to your terrain
to fight alongside you.
Hunter’s Companion. At 3rd level, you gain a beast is proficient in. Its hit point maximum equals its normal
companion that accompanies you on your adventures maximum or four times your ranger level, whichever is
and is trained to fight alongside you. Choose a beast that higher.
is no larger than Medium and that has a challenge rating Your beast companion improves in CR the higher your
of 1/4 or lower (appendix D presents statistics for the level becomes, for a CR parameter of 1 CR per every 8
hawk, mastiff, and panther as examples). Add your levels of Hunter (improving to ½ CR at level 4, 1 CR
proficiency bonus to the beast’s AC, attack rolls, and at level 8, and 2 CR at level 16). When reaching 8th
damage rolls, as well as to any saving throws and skills it level, you can choose a Large creature.

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The beast obeys your commands as best as it can. It that control it (such as charm spells) or those that make
takes its turn on your initiative, though it doesn’t take an it abandon you (such as fear spells).
action unless you command it to. On your turn, you can
verbally command the beast where to move (no action Frenzy. Starting at 11th level, your beast companion can
required by you). You can use your action to verbally make two attacks when you command it to use the
command it to take the Attack, Dash, Disengage, Dodge, Attack action. Its weapon attacks score a critical hit on a
or Help action. Once you have the Extra Attack feature, roll of 19 and 20. If it normally performs more attacks, it
you can make one weapon attack yourself when you may perform one additional attack.
command the beast to take the Attack action.
While traveling through your favored terrain with your Empowered Bond. Beginning at 15th level, you and your
beast, you can move stealthily at a normal pace. Bonding animal companion may share the damage both of you
with a beast requires spending one hour communicating take by dividing it by two so long as you are within 30
with the creature by nonverbal cues, and spending the feet of one another. If under the effects of Spirit Link,
next seven hours in bonding activities (hunting, etc.). you count as two separate creatures. As long as you and
your animal companion are within one mile or less of one
Spirit Bond. Beginning at 7th level, on any of your turns another, you may also see through your companion’s
when your beast companion doesn’t attack, you can use a eyes and give commands through it, though you are
bonus action to command the beast to take the Dash, blind to your own surroundings if you do so.
Disengage, Dodge, or Help action on its turn. The beast
also has advantage with any saving throw to resist spells

Marksman
A marksman is a master archer or sharpshooter who excels in bringing down enemies from afar.

Careful Aim. Once you gain this archetype at 3rd level, you may use a bonus action as part of shooting to grant yourself
advantage your ranged weapon attack. You cannot use this if you already moved in the previous round.

Hawk Eye. Starting at 7th level, you double your range with all ranged weapon attacks. Also, any ranged attack you score
on a creature that is surprised is a critical hit. The automatic critical hit can be triggered once per round.

Multi-Shot Strike. Starting at 11th level, whenever you successfully strike an enemy with a ranged attack, you may use a
bonus action to attack any other target within 5 feet of the original target. You may also instead designate five-foot-square
within the range of your ranged weapon, and bombard any number of enemies within 10 feet of said point, one attack
each.

Chimera Shot [Shot]. Beginning at 15th level, you gain the ability to use Chimera Shot once per Spirit modifier, regained
at the end of a long rest. You may declare the use of Chimera Shot, which allows you to combine the effects of up to three
different shot spells, with the mana cost of only the highest-level shot.

Survival
A survival hunter is a rugged tracker who uses animal venom, explosives, and traps as deadly weapons, and gains a variety
of different survival abilities.

Survival Knowledge. Starting at 3rd level, you gain proficiency in Engineering and Alchemy (spell list is the full Hunter’s
spell list). If you already have proficiency in Engineering, you gain expertise in checks with it. You also gain +10 feet to
your speed when wearing medium armor or less, and when not using a shield.

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Trap Expert. Starting at 7th level, any creature subjected to traps set by you have disadvantage to their saves, or the trap
has advantage to any attack against them, and you may add your Proficiency bonus to all saving throw DCs or attack rolls
made by traps you set.
The trap needs only to be set by you, and not necessarily built by you. This disadvantage applies to any poisons you apply
on the trap (treat as if poisoning own weapon).

Poison Science. Starting at 11th level, you can harvest natural poisons from dead creatures, with a quantity enough for one
poison use per hit die of the dead creature. You may also acquire immunity to poisons by subjecting yourself to them in
small increments. It takes one week of subjecting yourself to a poison to become immune to it, assuming you may survive
until the end. You also gain resistance to poison damage.

Mettle. Starting at 17th level, you automatically succeed against all death saving throws after a minute of being reduced to
0 hit points, and only suffer a loss when attacked while dying. You may also apply poisons on your weapon as a bonus
action.
You always count yourself as within your favored terrain for the purposes of travel, and whenever one of your traps harm
a creature, you always treat it as if it is surprised against you, unless combat hasn’t already started.

Mage (MGE)
Students gifted with a keen intellect and unwavering discipline may walk the path of the Mage. The arcane magic
available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid
interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional
protection. To keep enemies at bay, magi can summon bursts of fire, waves of frost, or blasts of arcane magic to incinerate,
freeze, and destroy distant targets and cause entire areas to erupt with their magic, setting groups of foes to waste.
The wizards of Azeroth are commonly known as mages, or magi. The magi of Azeroth acknowledge the corrupting
influence of arcane magic, and unlike Warlocks, they temper their advancement with cool intellect and precision.
Note that any mage may convert their every mage level to a Warlock level with a one-time quest, usually by attuning
themselves to the fel energies of the burning legion, killing a demon and siphoning its mana, or being touched by a demonic
entity or organization.

CREATING A MAGE

CLASS FEATURES
As a mage, you gain the following class features.
Hit Points
Hit Dice: 1d6 per mage level
Hit Points at 1st Level: 6 + your Stamina modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Stamina modifier per mage level after 1st

QUICK BUILD
You can make a mage quickly by following these suggestions. First, Intelligence should be your highest ability score,
followed by Stamina or Agility. If you plan to join the School of Enchantment, make Charisma your next-best score.
Second, choose the sage background. Third, choose the mage hand, light, and frostbolt cantrips, along with the following
1st-level spells for your spellbook: burning hands, charm person, feather fall, mana shield, arcane missile, and sleep.

PROFICIENCIES
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Spirit

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Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
● (a) a quarterstaff or (b) a dagger
● (a) a component pouch or (b) an arcane focus
● (a) a scholar’s pack or (b) an explorer’s pack
● A spellbook

Mage Class

Level Proficiency Features


1st +2 Invocation, Spellcasting
2nd +2 Mage Tradition
3rd +2 -
4th +2 Ability Score Improvement
5th +3 -
6th +3 Mage Tradition Feature
7th +3 -
8th +3 Ability Score Improvement
9th +4 -
10th +4 Mage Tradition Feature
11th +4 -
12th +4 Ability Score Improvement
13th +5 -
14th +5 Mage Tradition Feature
15th +5 -
16th +5 Ability Score Improvement
17th +6 -
18th +6 Spell Mastery
19th +6 Ability Score Improvement
20th +6 Signature Spell

Invocation
You have learned to regain some of your mana by invoking mana. With a 3-turn action, you can regain mana equal to 4 +
your Mage level. When used, you do not regenerate mana by rest or time for the next four hours. Unlike most mana-
restoring abilities, you can use this after restoring mana from a different source.

Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips
At 1st level, you know three cantrips of your choice from the mage spell list. You learn additional mage cantrips of your
choice at higher levels, equal to half your Mage level + 2 (maximum 6).

Conjuring and Binding


A mage can conjure and bind constructs, elementals, fiends, and undead.

Spellbook

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At 1st level, you have a spellbook containing six 1st-level mage spells of your choice. When you level up, you gain 2
additional mage spells of your choice. You may also acquire new spells by research, tutelage, or from the spellbooks and
scrolls of spellcasters who have spells you can cast.

Preparing and Casting Spells


Each mage level provides you with 1 caster level in the mage class. You follow the normal progression to unlock spell levels
(see the table under the Mana section).
You prepare the list of mage spells that are available for you to cast, choosing from the mage spell list.
You can also change your list of prepared spells by consulting your spellbook. Preparing a new list of mage spells requires
time spent in study: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your mage spells, since you learn your spells through dedicated study and
memorization.
You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need
to have the spell prepared.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your mage spells.

Learning Spells of 1st Level and Higher


On your adventures, you might find other spells that you can add to your spellbook. You do not gain spells by default, and
typically scribe spells from scrolls into your own spellbook, or purchase (or steal) the spellbooks of others, or research them
yourself.

Mage Tradition
When you reach 2nd level, you choose a mage tradition, shaping your practice of magic through one of eight schools, or
through the disciplines of Arcane, Fire, or Frost, detailed at the end of the class description. Your choice grants you
features at 2nd level and again at 6th, 10th, and 14th level. Azerothian magi also often specialize in Necromancy or Illusion,
though other traditions are relatively rare.
The most common traditions in Azeroth are the three below: Arcane, Fire, and Frost. Arcane and Frost are preferred by
the students and people of Dalaran, but the grand power of Fire is nothing to be ignored. Other than the above
specializations, necromancers and conjurers (as described in the core rulebook) are common in Azeroth.

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.

Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will with no mana cost.
Choose a 1st-level mage spell and a 2nd-level mage spell that are in your spellbook.
You can cast those spells at their lowest level without expending mana when you have them prepared. If you want to cast
either spell at a higher level (or if the spell consumes mana in its description), you must expend mana as normal.
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By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spell
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two
3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count
against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending mana.
When you do so, you can’t do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend mana as normal.

Mage Traditions
Arcane
Arcane magi manipulate focused mysterious arcane powers more adeptly than others, destroying enemies with
overwhelming raw magic force.

Arcane Spheres. Starting at 1st level, you gain an arcane sphere whenever you cast an abjuration or transmutation spell or
a damaging spell that deals arcane damage. The arcane sphere orbits your body, becoming invisible when you wish them
to.
Each arcane sphere may be consumed to increase the DC of your next spell by +1 per arcane sphere consumed. You may
have a maximum of 3 arcane spheres, which remain for ten minutes or until used.

Arcane Blast. Also at 2nd level, you gain the ability to unleash blasts of arcane force as an action. This acts as the Mystic
Blast feat, dealing 1d4 Arcane damage per every two levels in Mage. The range is 30 ft., and requires a ranged spell attack.

Transmutation Mastery: Transfusion. Starting at 6th level, any hostile target of a transmutation spell you cast takes 2d6
Arcane damage per spell level after successfully saving against your spell, or at the end of the spell’s duration. The range of
Arcane Blast increases by 20 feet.

Abjuration Mastery: Spell-Flare. At 10th level, you may twist a spell when it is dispelled by your abjuration spells.
Whenever you dispel an ongoing magical effect on a target, you may opt to deal 1d4 Arcane damage per spell level
dispelled to the target. This damage cannot be resisted, and applies only once per round. Whenever you cast dispel magic,
mana burn, and mana shield, it costs you one less point of mana.
You may also sacrifice all your Arcane Spheres to reduce mana cost of one spell cast. The reduction in mana cost is one
point less per Arcane Sphere removed (minimum mana 1). This may be used once per hour.

Rune of Power. Starting at 14th level, you may use an action to create a rune of power up to 30 feet away that focuses the
ley lines of the realm you are in. The rune occupies a 5-feet square. Any creature standing on this rune casts their spells
with one less point of mana (minimum 1). This rune can be treated as a fountain of mana, but for one creature only. You
may dispel this rune with a reaction. The rune remains for one hour. You may create three runes before requiring a long
rest.

Fire
A fire mage ignites enemies with bolts of fire and exploding flames.

Controlled Destruction. Beginning at 2nd level, you can create pockets of relative safety within the effects of your fire
evocation spells. When you cast a fire evocation spell that affects other creatures that you can see, you can choose a
number of them equal to 1 + 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.
Also, whenever you set a target on fire with your fire spells, they are considered to be poisoned (disadvantage to attack
rolls and ability checks) so long as they are aflame.

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Student of Flame. Also beginning at 2nd level, you may scribe evocation spells with other energy types as fire spells in
your spellbook. The spells act the same way, unless the DM rules it is unreasonable (such as a slippery effect on a fire sleet
spell). You also gain resistance to fire damage.

Scorch. Starting at 6th level, you may cast Fire Bolt as a bonus action. Also, you may critically hit with any ranged fire
spell attack on a 19 and a 20, dealing double damage. If the spell sets the target on fire, the saving throw to resist being
caught on flame is made at a disadvantage.

Pyromaniac. At 10th level, you add the Pyroblast spell to your spellbook if it isn’t already within it. Whenever you
critically hit with a ranged fire spell, you may spend a bonus action to count as if you concentrated for one round with
your Pyroblast spell. The pyromaniac bonus remains for one minute or until you cast Pyroblast, and stacks with itself. It
cannot exceed the maximum damage you can deal with Pyroblast, however. For this purpose, you count as if you critically
hit if one of the targets of your fire spells fails by a natural 1 on a saving throw.

Black Fire. Starting at 14th level, you may spend a bonus action when targeting a creature that is immune or resistant to
fire damage, reducing its resistance to damage. If it is immune, it becomes resistant instead. If resistant, it takes damage
normally. If it takes normal damage, it is instead vulnerable. This remains for one hour, and one creature cannot be
subjected to this effect more than once for 24 hours.

Frost
Frost mages freeze their enemies in their tracks, and shatter them with ice magic.

Chilling Effects. Starting at 2nd level, you may use a bonus action to reduce the speed of any target of your cold spells by
10 feet for one round. If the spell already slows their movement, its speed decrease is extended by one round.

Student of Frost. Also beginning at 2nd level, you may scribe evocation spells with other energy types as cold spells in
your spellbook. The spells act the same way, unless the DM rules it is unreasonable (such as a burning effect on a cold
spell). You also gain resistance to Cold damage.

Ice Statues. At 6th level, when you deal cold damage that reduces a creature to 0 hit points of a target with a cold spell,
you may opt to freeze them into a statue instead. While they are frozen this way, they are stabilized.

Ice Lance. Starting at 10th level, you may cast Frostbolt as a bonus action. If you strike a target that is frozen with the ice
lance, the attack is considered a critical hit, which also removes the frozen condition and frees the target.
Also, Whenever you walk on a liquid that can be frozen at 0 degrees, you may freeze it as you walk and create a path 10
feet wide from where you step. This consumes a bonus action every round, but allows you to walk on a frozen path. The
frozen path melts away in one minute in normal weather conditions (or does not melt if it is below freezing temperature).

Deep Freeze. Starting at 14th level, whenever you reduce a target’s hit points to below half their maximum with a single
cold spell or reduce their speed to 0, you may use a bonus action to freeze them into a statue, opposed by a Stamina saving
throw. Frozen targets are incapacitated, and they remain frozen until they are hit, thaw (depending on the weather
conditions), until ten minutes have passed, or until hit with a Frostbolt (which deals critical damage, as per Ice Lance).

Monk (MNK)
The Monks of Azeroth usually follow Pandaren monastery tradition, ever since they were subjugated by the mogu. They
usually act independently from factions, seeing the ebb and flow of right and wrong to belong with neither sides, and can
be found in the most unusual of places, seeking wisdom or enlightenment.

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CREATING A MONK

QUICK BUILD
You can make a monk quickly by following these suggestions. First, make Agility your highest ability score, followed by
Spirit. Second, choose the hermit background.

CLASS FEATURES
As a monk, you gain the following class features.

HIT POINTs
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Stamina modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina modifier per monk level after 1st

PROFICIENCIES
Armor: None
Weapons: Simple weapons, shortswords, darts, quarterstaffs
Tools: Choose one type of artisan’s tools or one musical instrument.
Saving Throws: Strength, Agility
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
● (a) a shortsword or (b) any simple weapon
● (a) a dungeoneer’s pack or (b) an explorer’s pack
● 10 darts
● A keg of brew or tea

Monk Class
Level Proficiency Martial Arts Unarmored Movement Features

1st +2 1d4 — Unarmored Defense, Martial Arts


2nd +2 1d4 +10 ft. Ki, Unarmored Movement, Brewer
3rd +2 1d4 +10 ft. Monk Tradition, Deflect Missiles
4th +2 1d4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 +15 ft. Ki-Empowered Strikes,
Monk Tradition feature
7th +3 1d6 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 +15 ft. Ability Score Improvement
9th +4 1d6 +15 ft. Unarmored Movement improvement
10th +4 1d6 +20 ft. Purity of Body
11th +4 1d8 +20 ft. Monk Tradition feature
12th +4 1d8 +20 ft. Ability Score Improvement
13th +5 1d8 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 +25 ft. Diamond Soul
15th +5 1d8 +25 ft. Timeless Body
16th +5 1d8 +25 ft. Ability Score Improvement
17th +6 1d10 +25 ft. Monk Tradition feature

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18th +6 1d10 +30 ft. Empty Body


19th +6 1d10 +30 ft. Ability Score Improvement
20th +6 1d10 +30 ft. Perfect Self

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Agility
modifier + your Spirit modifier.

Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons,
which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or
wielding a shield:

● You can use Agility instead of Strength for the attack and damage rolls of your unarmed strikes and monk
weapons.
● You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you
gain monk levels, as shown in the Martial Arts column of the Monk table.
● When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one
unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you
can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a nunchaku (club that is two
lengths of wood connected by a short chain) or a kama (sickle with a shorter, straighter blade), or even a large tankard of
alcohol (club). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in
chapter 5 of the PHB.

Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki (or Chi within Pandaren circles). Your
access to this energy is represented by a number of ki points. You have a number of Ki points equal to your monk level.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient
Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your
expended ki back into yourself.

You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your
target to make a saving throw to resist the feature’s effects.
The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Spirit modifier

Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a
bonus action.

Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind


You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is
doubled for the turn.

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Imbue into Brew


You can spend multiple Ki points into imbuing brews (alcohol, tea, etc.) you know. This spent Ki cannot be regained so
long as the brew is still active. While so imbued, drinks grant specific bonuses to the imbiber (much like potions). This is
detailed further under the Brewer ability (see below).

Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus
increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the
move.

Brewer
Starting at 2nd level, you gain proficiency in brewer’s supplies and can imbue a pint of drink (alcohol, tea, or any other
brew the monk declares) with a measure of your Ki, reducing your maximum Ki pool by the amount of points you use.
Once a creature that requires drink consumes a pint of an imbued brew, they gain the listed benefit for eight (8) hours,
until they take a long rest, or until they make use of three uses of the effect (whichever is sooner).
When the drink is consumed, the your ki maximum is restored (and are able to regain Ki after resting as normal).
A creature cannot benefit from more than one brew at any given time, and cannot benefit if they do not require drink or
food to stay alive, or if they cannot reasonably process drinks. Such brews are usually carried around with the monk in a
keg or in several bottles.
Drinking a brew costs a bonus action if willing, or an action and a melee unarmed attack if unwilling (or as part of a
grapple). A monk starts with the following brew at 2nd level, and can gain more depending on specialization.
● Fortifying Brew. All creatures who drink this brew increase their maximum hit points by 1 per monk level (max is
equal to double the imbiber’s original hit points). If the character later suffers from a reduction to maximum hit
points, it is reduced from the benefit of Fortifying Brew first. This benefit is passive, and dissipates
instantaneously if the creature is reduced to 0 hit points.
This does not stack with Power Word: Fortitude. Cost: 1 Ki per pint.
A character can brew and imbue as much drinks as they could prepare, but the ki in brews dissipates naturally over the
course of three days and the monk can regain the lost ki by resting unless the monk re-imbues them (not an action so long
as willing). This is considered a ki feature, and has the same DC to resist.

Monk Tradition
When you reach 3rd level, you commit yourself to a monk tradition: the way of the Brewmaster, who excels in mysterious
drinks, the way of the Mistweaver, who heals themselves and others, or the way of the Windwalker, the adventurous and
evasive combatant.
All traditions are detailed at the end of the class description. Your tradition grants you features at 3rd level and again at
6th, 11th, and 17th level.

Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack.
When you do so, the damage you take from the attack is reduced by 1d10 + your Strength or Agility modifier (your
choice) + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at
least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or
piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of
your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Ability Score Improvement

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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.

Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal
to five times your monk level.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a
melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Stamina saving
throw or be stunned until the end of your next turn.

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

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning
breath or a fireball spell. When you are subjected to an effect that allows you to make an Agility saving throw to take only
half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Tongue of Sun and Moon


Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any
creature that can understand a language can understand what you say.

Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
During that time, you also have resistance to all damage but force damage.
Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When
you do so, you can’t take any other creatures with you.

Perfect Self
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

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Monk Traditions
Brewmaster
Brewmaster monks are focused on evading blows and empowering themselves and their allies through their brews, and
make the most common of monk adventurers.
Brewmaster Focus. Upon reaching 3rd level and gaining this monk tradition, you gain two new brews to your repertoire.
● Elusive Brew. All creatures who drink this brew can use a reaction to dodge. This can be used three times before
the effect dissipates (8 hours or until a long rest).
● Dizzying Haze. All creatures who drink this brew suffer from light obstruction to perception, and lose one-fourth
of their speed. The creature can make a Stamina saving throw to negate the obstruction to vision and reduce their
speed lost to half against one use. This can be used three times before the effect dissipates.
If targeted with a fire spell or effect, the creature is set on fire, taking 1d4 fire damage on the start of each of its
turns until they use an action to set it out. This requires an Agility saving throw against the monk’s ki DC.
You may also add the following Ki power to your repertoire.
● Breath of Fire. As an action, you can cast Burning Hands as a 1st level spell. This effect is voice-based, requiring
that you be able to speak (and are not silenced), but does not require gestures. Cost: 2 Ki + 1 per spell level above
1st (maximum 1 level per 3 monk levels)

Brewmaster Ki. Upon reaching 6th level, you gain the following new Ki powers and add them to your repertoire.

● Purifying Touch [Strike]. As an action, you can cast Dispel Magic as a 3nd level spell. This requires touching the
effect or creature that is subject to the effect. You may alternatively add this to an existing attack with a bonus
action (in which case, this becomes a [Strike] effect). Cost: 3 Ki + 1 per spell level above 3rd (maximum 1 level per
3 monk levels).
● Evasive Footing [Stance]. You may enter a stance that allows you to ignore attacks of opportunity from
movement so long as you do not move more than half your speed, and as long as your AC is higher than 8 + the
attack bonus of the creatures you are evading. If a creature’s attack bonus is high enough to reach the value, they
may make attacks of opportunity normally. This is a [Stance] effect. Cost: 1 Ki to enter stance. Remains until
dispelled.
Ox Stance [Stance]. Starting at 11th level, you may enter this stance. While in this stance, you may add your Spirit
modifier to all saving throws. If you are subjected to damage that is equal to or more than one-fourth your original hit
points while in this stance, you gain resistance to the attack suffered. If you move more than half your speed, the effects of
this stance are disrupted. Entering this stance costs 2 Ki.

Zen Pose [Stance]. Starting at 17th level, you can use your action to enter a Zen pose. So long as you do not take damage
from an attack and do not fail a saving throw, your enemies have disadvantage to attack rolls against you, and you have
advantage to all saving throws. Whenever you make a successful saving throw, or when a hostile target misses you with
an attack roll due to the disadvantage, you regain 1 Ki point (maximum 6 or normal maximum Ki).
This stance effect is disrupted if you take damage from an attack roll or fail a saving throw. This can be used once per long
rest. Entering this stance costs 2 Ki.

Mistweaver
Mistweaver monks are focused on empowering and supporting allies, and are usually the most elusive of the monk
disciplines.
Mistweaver Focus. Upon reaching 3rd level and gaining this monk tradition, you gain two new brews to your repertoire.
● Mana Tea. All creatures who drink this brew can regain 2 points of mana or Ki. As normal mana regeneration
effects, this effect has a cooldown of an hour (even if used for Ki). Cost: 2 Ki.
● Thunder Focus Tea. All creatures who drink this brew reduce the mana or Ki cost for area-of-effect and multi-
target spells by 1 point. This can be used three times before the effect dissipates, or for 8 hours (whichever comes
first). Cost: 2 Ki.
You may also add the following Ki power to your repertoire.
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● Soothing Mist. As an action, you may expend Ki and gain a cloud of healing mists. The creature gains 5 hit points
for every Ki point invested. You may target a creature up to 30 feet away (or a number of creatures within 30 feet
of one another), and distribute healing amongst as many creatures as you wish. If benefitting from Thunder Focus
Tea, the this is treated as an eligible spell effect.
Alternatively, you can expend hit points from your pool of healing to cure the target of one disease or neutralize
one poison affecting it, with a number of hit points required equal to one-half the saving throw DC of the poison
(round up). You can cure multiple diseases and neutralize multiple poisons with a single use of Soothing Mist,
expending hit points separately for each one. This feature has no effect on constructs or undead. Cost: 1 Ki for 5
hit points.

Mistweaver Ki. Upon reaching 6th level, you gain the following new Ki powers and add them to your repertoire.
● Control Ki. As an action, you may cast Mute as a 2nd level spell. Upon reaching 9th level, you may also cast
Dispel Magic as a 3rd level spell. You may either cast them with their normal ranges, or imbue them into your
brews. In this case, they are the only imbued effect. Cost: 2 Ki + 1 per spell level above 2nd (maximum 1 level per
3 monk levels).
Special: The cost of imbuing a brew is equal to the cost of manifesting it.
● Mist Weave. As an action, you can cast Fog Cloud and Blink Step as 2nd level spells. In mists and fog, you suffer
only light obstruction, and never heavy obstruction. Cost: 2 Ki + 1 per spell level above 2nd (maximum 1 level per
3 monk levels).

Spirited Crane Stance [Stance]. Starting at 11th level, you may enter this stance. While in this stance, whenever you
successfully deal damage to a creature with an unarmed strike, you may restore hit points to an ally within 30 feet of you,
with the number of hit points being equal to your proficiency bonus. The healing acts as a stream between the ally and
you, and if interposed by another creature, it gains the healing instead if it spends a reaction. You can heal yourself
through this ability, through in this case any adjacent creature can gain the healing if they spend a reaction. If you move
more than half your speed, the effects of this stance are disrupted. Entering this stance costs 1 Ki.

Enlightenment. Starting at 17th level, you may cast the Resurrection spell by spending 8 Ki points, or the Revivify spell by
spending 4 Ki. Neither can be used more than once in any given 24 hours.

Windwalker
Windwalker monks are focused on hand-to-hand combat, and are usually the most confrontational of the monk disciplines.
Windwalker Recipes. Upon reaching 3rd level and gaining this monk tradition, you gain two new brews to your
repertoire. Windwalker effect can cover one minute in any given hour for eight hours so long as the brew is active, and the
effect triggers whenever the creature feels threatened. After benefitting, the creature requires double the normal daily
requirement of food to avoid starvation.
● Tigereye Brew. All creatures who drink this brew (including you) can add your Spirit bonus to damage rolls. This
can be used up to three times before dissipating. Cost: 1 Ki.
● Ki Guard Brew. All creatures who drink this brew take 2 less points of damage from Weapon Attack rolls. This
does not stack with the Paladin’s Devotion Aura and similar effects. This can be used up to three times before
dissipating. Cost: 2 Ki.
You may also add the following Ki power to your repertoire.
● Superior Martial Arts. As an action, you may deal your unarmed damage as an area of effect (expending any
number of attacks). You may choose to make it a 5-foot-burst around you (named the Hurricane Kick), a 10-foot
cone (named Fists of Fury), or a 15-foot line (named the Flying Serpent Kick). You may move within the specified
area of effect without provoking reactions from the creatures in the area of effect, so long as you dealt at least 1
point of damage to them (such as kicking through a line of enemies and landing behind them with a Flying
Serpent Kick, or shifting 5 feet to the right after a Gyrocopter Kick, or moving 10 feet to one side after a Fists of

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Fury). This action counts as if you made an unarmed attack strike for the purposes of your Martial Arts feature
and Flurry of Blows ability. Cost: 2 Ki.

Windwalker Ki. Upon reaching 6th level, you gain the following new Ki powers and add them to your repertoire.
● Destroy Ki [Strike]. As an action, you can cast Mana Burn as a 3nd level spell. This requires touching the effect
or creature that is subject to the effect, and does not require vocal components. You may alternatively add this to
an existing attack with a bonus action (in which case, this becomes a [Strike] effect). Cost: 3 Ki + 1 per spell level
above 3rd (maximum 1 level per 3 monk levels).
● Rising Sun [Strike]. As a bonus action, you may perform an upwards kick, dealing unarmed damage and imposing
an additional effect. You may also choose between dealing extra 2d6 damage, or weakening your target for one
minute. The weakness increases the damage the target takes from you by 1d6 extra damage for one minute. They
may make a Strength saving throw against your DC to half the direct damage and negate the vulnerability.

Combo Attacks. Starting at 11th level, you score a critical hit on a 19-20. If you already possess this range, the range
increases by 1 point (18-20). When you score a critical hit, you may either use any one Ki ability with no action or Ki cost
(such as flurry of blows, Rising Sun, your Superior Martial Arts abilities, or Quivering Palm once you gain it), or choose
to regain 2 Ki.

Quivering Palm. At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature
with an unarmed strike or touch them (even if appearing as a harmless tap, which requires a Deception check opposed to
Insight), you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your
monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on
the same plane of existence. When you declare use this action, the creature must make a Stamina saving throw. If it fails, it
is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage instead.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly
without using an action.

Paladin (PLD)
Paladins are often from the Alliance, as the Holy Light that grants divine power to paladins is most commonly followed by
Humans, Ironforge Dwarves, and High Elves.

CREATING A PALADIN
Alliance paladins often belong to the Order of the Silver Hand, who prefer use of the greathammer, a signature weapon of
their order.

Quick Build
You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score,
followed by Charisma. Second, choose the noble background.

CLASS FEATURES
As a paladin, you have the following class features.
HIT POINTS
Hit Dice 1d10 per paladin level
Hit Points at 1st Level 10 + your Stamina modifier
Hit Points at Higher Levels 1d10 (or 6) + your Stamina modifier per paladin level after 1st

PROFICIENCIES
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Armor All armor, shields


Weapons Simple weapons, martial weapons
Tools None
Saving Throws Stamina, Spirit
Skills Choose four from Athletics, Insight, Intimidation, Medicine, Deception, and Religion.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) five javelins or (b) any simple melee weapon
• (a) a priest’s pack or (b) an explorer’s pack
• Chain mail, a holy symbol, and a holy libram

Paladin Class
Level Proficiency Bonus Features
1st +2 Divine Sense, Lay on Hands
2nd +2 Crusader Strike, Fighting Style, Spellcasting
3rd +2 Aura (Devotion), Holy Oath
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Divine Health, Aura (Retribution)
7th +3 Holy Oath feature
8th +3 Ability Score Improvement
9th +4 -
10th +4 Aura (Crusader)
11th +4 Improved Crusader Strike
12th +4 Ability Score Improvement
13th +5 -
14th +5 Cleansing Touch, Aura (Concentration)
15th +5 Holy Oath Feature
16th +5 Ability Score Improvement
17th +6 -
18th +6 Aura (Resistance), Aura Improvement
19th +6 Ability Score Improvement
20th +6 Holy Oath Feature

Divine Sense equal to 1 + your Charisma modifier. When you finish a


The presence of strong evil registers on your senses like a long rest, you regain all expended uses.
noxious odor, and powerful good rings like heavenly
music in your ears. As an action, you can open your Lay on Hands
awareness to detect such forces. Until the end of your Your blessed touch can cure wounds. As an action, you
next turn, you know the location of any celestial, fiend, may declare a Lay on Hands, expending half or all of
or undead within 60 feet of you that is not behind total your maximum mana pool (choose one), gaining a pool of
cover. You know the type (celestial, fiend, or undead) of healing with a value equal to your proficiency modifier
any being whose presence you sense, but not its identity times the mana spent. Each point of the pool heals 1 hit
(the lich Kel’Thuzad, for instance). Within the same point to a living creature, or deals 1 point of Holy
radius, you also detect the presence of any place or object damage to an undead or fiendish creature (in this case, it
that has been consecrated or desecrated, as with the requires a melee spell attack). You may use Lay on
hallow spell. You can use this feature a number of times Hands as a bonus action when targeting yourself. All
excess hit points from healing or damaging are lost.

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Alternatively, you can expend hit points from your pool By 2nd level, you have learned to draw on divine magic
to cure one disease or one poison of your choice. Each through meditation and prayer to cast spells as a priest
disease or poison requires spending hit points from the does. The paladin uses his core spell list, but adds Seal
healing pool equal to half the saving throw of the poison spells as well as the spells in this document.
or disease. You may cure multiple diseases or poisons this
way. This feature has no effect on constructs. Conjuring and Binding
A paladin can conjure and bind celestials.
Fighting Style
At 2nd level, you adopt a style of fighting as your Preparing and Casting Spells
specialty. Choose one of the following options. You can’t Each paladin level provides you with 0.5 caster levels in
take a Fighting Style option more than once, even if you the paladin class. You follow the normal progression to
later get to choose again. unlock spell levels (see the table under the Mana
section).
Defense You can change your list of prepared spells by consulting
While you are wearing armor, you gain a +1 bonus to your libram (treat as a spellbook). Preparing a new list of
AC. paladin spells requires time spent in prayer and
meditation and reading your prayer book. It takes one
Dueling minute per spell level to alter a prepared spell.
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls Spellcasting Ability
with that weapon. Charisma is your spellcasting ability for your paladin
spells, since their power derives from the strength of
Great Weapon Fighting your convictions. You use your Charisma whenever a
When you roll a 1 or 2 on a damage die for an attack you spell refers to your spellcasting ability. In addition, you
make with a melee weapon that you are wielding with use your Charisma modifier when setting the saving
two hands, you can reroll the die and must use the new throw DC for a paladin spell you cast and when making
roll. The weapon must have the two-handed or versatile an attack roll with one.
property for you to gain this benefit. Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Protection Spell attack modifier = your proficiency bonus + your
When a creature you can see attacks a target other than Charisma modifier
you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll. You Spellbook – Libram
must be wielding a shield. At 2nd level, your libram contains three 1st-level paladin
spells of your choice. When you level up, you gain 2
Crusader Strike additional paladin spells of your choice. You may also
Starting at 2nd level, when you hit a creature with a acquire new spells by research, tutelage, or from the
melee weapon attack, you can expend mana equal to one spellbooks and scrolls of spellcasters who have spells you
paladin spell to deal holy damage to the target, in can cast.
addition to the weapon’s damage. The extra damage is Your libram is effectively your spellbook, and you may
2d8 for a 1st-level spell, plus 1d8ach spell level higher add spells by scribing it with new insights regarding the
than 1st, to a maximum of 5d8. The damage increases by faith and how to protect and promote it. Unlike arcane
1d8 if the target is an undead or fiend. spellcasters, you can choose any spell you prepared
If you have a seal active, you may also strike without before in your libram, regardless of whether you
expending mana, and instead impose judgment by currently own it or not.
releasing the seal, ending its effects prematurely for an
additional effect. Despite the name, Crusader Strike does Spellcasting Focus
not count as a Strike effect. You can use your holy libram as a spellcasting focus for
your paladin spells, as well as the store for them.
Spellcasting
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Aura on a spell. Once per proficiency bonus, you may grant


Starting at 3rd level, you may exert an aura you can emit any allied creature within the aura a bonus equal to your
in a 15-foot radius sphere centered on you as a bonus proficiency bonus to their check to concentrate on the
action. You may maintain concentration with this effect spell. This opposes Distraction Aura, and both effects
for up to 1 hour. Unlike most effects that require are suppressed.
concentration, you may also maintain concentration on
spell at the same time. You still suffer the chance to lose Resistance At level 18, you have the aura of resistance.
the aura (DC 10 or half damage Stamina saving throw). You may choose one damage type (acid, cold, electricity,
Once the aura ends, you cannot exert it again until you or fire), and all allies take less damage from this damage
rest (but you can exert other auras). type equal to double your proficiency bonus (minimum 1
All effects are treated as unholy and fel effects that have point of damage). This opposes Vulnerability Aura, and
no saving throw, but can be negated by Protection From both effects are suppressed.
Evil and Good and suppressed for 1 minute with dispel
magic and similar abjurations. If you are rendered Holy Oath
unconscious, the effect ends automatically. If an aura can When you reach 3rd level, you walk a path that defines
be resisted, it is a Spirit saving throw with a DC equal you as a paladin forever. Up to this time you have been
to your spell DC. in a preparatory stage, committed to the path but not yet
Aura bonuses do not stack with other aura bonuses. sworn to it.
Creatures affected by auras automatically sense where You may choose the Oath of Holiness to aid the helpless,
they are emanating from. Oath of Protection to guard the weak, or Oath of
Retribution to smite the wicked, all detailed at the end
Devotion At level 3, you have the aura of devotion. All of the class description.
allied creatures reduce the number of hit points they take Your choice grants you features at 3rd level and again at
from Weapon Attack rolls by a number equal to your 7th, 15th, and 20th level. Those features include oath
proficiency bonus. This cannot reduce the damage below spells and the Channel Divinity feature.
1 point. This opposes Abandonment Aura, and both
effects are negated. Oath Spells
Each oath has a list of associated spells. You gain access
Retribution At level 6, you have the aura of retribution. to these spells at the levels specified in the oath
Whenever an allied creature is damaged with a melee description. Once you gain access to a oath spell, you
weapon attack, the attacker (if within 5 feet) takes 1d4 always have it prepared.
holy damage per attack. This is applied once per
proficiency bonus in the same round, and does not cost a Oath spells don’t count against the number of spells you
reaction. The damage the attacker takes cannot exceed can prepare each day.
the damage they dealt, however. This can be resisted to If you gain an oath spell that doesn’t appear on the death
half damage. knight spell list, the spell is nonetheless a paladin spell for
This opposes Weakness Aura, and both effects are you.
negated.
Channel Divinity
Crusader At level 10, you have the aura of the crusader. Your path allows you to channel divine energy to fuel
All allied creatures gain a +10 foot bonus to speed, and magical effects. Each Channel Divinity option provided
all allied creatures automatically stabilize when reduced by your path explains how to use it. When you use your
to 0 hit points. Once per proficiency bonus, you may Channel Divinity, you choose which option to use. You
grant a stabilized creature in your aura 1 hit point as a must then finish a short or long rest to use your Channel
reaction to allow them to continue acting. This opposes Divinity again. Some Channel Divinity effects require
Unholy Aura, and both effects are suppressed. saving throws. When you use such an effect from this
class, the DC equals your paladin spell save DC.
Concentration At level 14, you have the aura of By default, you may always Turn Undead, and gain an
concentration. All allied creatures gain advantage on additional choice from your Path.
Stamina saving throws to maintain their concentration

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Turn Undead Divine Health


As an action, you present your holy symbol and speak a Starting at 6th level, the divine magics flowing within
prayer censuring fiends and undead, using your Channel you grant you immunity to diseases and advantage
Divinity. Each fiend or undead that can see or hear you against poison, as well as resistance against poison
within 30 feet of you must make a Spirit saving throw. damage.
If the creature fails its saving throw, it is turned for 1
minute or until it takes damage. A turned creature must Improved Crusader Strike
spend its turns trying to move as far away from you as it By 11th level, you are so suffused with the might of the
can, and it can’t willingly move to a space within 30 feet Light that all your melee weapon strikes carry its divine
of you. It also can’t take reactions. For its action, it can power with it. Whenever you hit a creature with a
use only the Dash action or try to escape from an effect melee weapon, the creature takes an extra 1d8 holy
that prevents it from moving. If there’s nowhere to damage. If you also use your Crusader Strike with an
move, the creature can use the Dodge action. attack, you add this damage to the extra damage of your
Crusader Strike.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, Cleansing Touch
and 19th level, you can increase one ability score of your Beginning at 14th level, you can use your action to end
choice by 2, or you can increase two ability scores of one spell on yourself or on one willing creature that you
your choice by 1. touch.
As normal, you can’t increase an ability score above 20 You can use this feature a number of times equal to your
using this feature. Charisma modifier (a minimum of once). You regain
expended uses when you finish a long rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of Aura Improvement
once, whenever you take the Attack action on your turn. Beginning on 18th level, you have advantage to
concentrate on auras, and the range increases to 30 feet.

Sacred Oaths
An Azerothian Paladin chooses from one of the below three sacred oaths.

Oath of Holiness
A Paladin of the Oath of Holiness invokes the power of the Light to protect and heal.
Oath of Holiness spells

Paladin Level Spells


3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike
Channel Divinity. When you take this oath at 3rd level, Holy Vision. At 3rd level, you gain the ability to
you gain the below Channel Divinity option. critically hit with healing spells. When you touch or
Light of Dawn. As an action, you present your holy target an ally with a touch or ranged healing spell (such
symbol, and release an outburst of the Holy Light of as Cure Wounds or Holy Light), you may roll a d20. On
Creation, allowing any friendly creature within 30 feet a natural 19 and 20 (or 10% chance on a d%), your spell
to use a hit dice as if they rested. The ally also gains has double effectiveness. This applies when dealing
temporary hit points equal to double your Charisma damage to undead as well.
modifier.

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Holy Auras. At 7th level, your auras increase in points equal to the amount they were healed by you.
strength. Your auras range increase to 30 feet, and can The holy shield does not increase the amount shielded if
apply two auras at once. When gaining Aura the healing spell was a critical hit.
Improvement, your auras increase to 45 feet. This shield remains until the hit points are reduced to 0,
or until ten minutes have passed. This effect does not
Latent Prayer. Starting at 15th level, you may cast a stack with itself, and a creature can benefit from a single
healing spell on a creature that only activates whenever holy shield only once every hour. Your healing spells
the creature wishes. This does not require concentration critically hit on a natural 18.
on your end, and the creature (or you) may declare use
of the spell as a reaction. This effect remains for one day
or until used, and leaves a holy mark that can be
detected as the healing spell. A creature can only benefit
from one latent prayer until they take a long rest. This
may also be applied to undead.

Illuminated Healer. By 20th level, whenever a creature


that benefits from a healing effect (such as Light of
Dawn, or healing spell) originating from you manifest a
holy shield. This holy shield grants them temporary hit

Oath of Protection
A Paladin of the Oath of Protection uses Holy magic to shield him/herself and defend allies against attackers.
Oath of Protection spells
Paladin Level Spells
3rd Shield, Sanctuary
5th Lesser Restoration, Warding Bond
9th Beacon of Hope, Revivify
13th Aura of Life, Death Ward
17th Prayer of Healing, Wall of Force
Channel Divinity. When you take this oath at 3rd level, concentrate while being hit. The damage dealt is equal
you gain the below Channel Divinity option. to 1d4 + your Strength modifier, and the damage dealt is
Rook’s Move. You can use your Channel Divinity to half Holy and half Bludgeoning.
swap places with any ally. As a reaction, choose one ally The shield returns instantaneously to your hand, and
within 60 ft. of your size or smaller that you can see that may be used again in the same round. This requires
is about to be attacked. You instantly teleport to the having a shield.
spot your ally was located and your ally moves to your
previous spot, swapping places. You may use this ability Opportune Prayer. Starting at 7rd level, whenever you
before or after the result of the attack roll is known. If reduce an enemy to 0 hit points, you may cast a cure
you use this ability before the attack roll, you can resist spell as a reaction. You may also do this whenever you
the attack as normal, but if done after, you must take the critically hit or are critically struck.
effects of the attack, even if you would have otherwise
ignored it. Holy Sentinel. Starting at 15th level, whenever you hit a
creature with an opportunity attack, the creature’s speed
Avenger’s Shield. Starting 3rd level, you may throw becomes 0 for the rest of the turn. Creatures within 5
your shield as a ranged thrown attack. The shield has a feet of you provoke opportunity attacks from you even if
range of 30/90. If used against a target that is they take the Disengage action before leaving your reach.
spellcasting or who casts a spell in same turn after being When a creature within 5 feet of you makes an attack
hit, it imposes disadvantage to the creature’s required against a target other than you, you can use your
Stamina save to maintain the spell, or any check to

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reaction to make a melee weapon attack against the


attacking creature. Ardent Defender. At level 20, you may, as a reaction,
Your Avenger’s Shield can (with an attack) jump from you may gain resistance to all damage for one round,
one enemy to another, even possibly leaving maximum usable five times per day. If this ability is used, and you
range, so long as the targets are 30 feet from one another. are reduced to 0 or below regardless, you may cast any
When you no longer have attacks, the shield returns to paladin spell as a reaction.
you.

Oath of Retribution
A Paladin of the Oath of Retribution uses his Light-infused powers to smite the wicked and avenge wrongs once made.
Oath of Retribution spells
Paladin Level Spell
3rd Heroism, Compelled Duel
5th Branding Strike, Warding Bond
9th Beacon of Hope, Haste
13th Guardian of Faith, Death Ward
17th Mass Cure Wounds, Dispel Evil and Good
Channel Divinity. When you take this oath at 3rd level, You may also perform Crusader Strike at a range of 30
you gain the below Channel Divinity option. feet, but the damage dealt is only equal to the bonus
Sword of Light. As an action, you can imbue one Holy damage dealt (I.E., 2d8 Holy, or 3d8 if a fiend or
weapon that you are holding with positive energy, using undead). This is counted as a ranged spell attack.
your Channel Divinity. For 1 minute, you add your
Charisma modifier to attack rolls made with that Sword of Truth. Starting at 7th level, you always add
weapon (with a minimum bonus of +1). your Charisma modifier to damage rolls. Using Sword of
The weapon also emits bright light in a 20-foot radius Light allows you to add your Charisma modifier again.
and dim light 20 feet beyond that. If the weapon is not
already magical, it becomes magical for the duration. You Emancipate. Starting at 15th level, your cleansing touch
can end this effect on your turn as a bonus action. If you may be used at a range of 10 feet, and may always cast it
are no longer holding or carrying this weapon, or if you on yourself, even when otherwise incapacitated.
fall unconscious, this effect ends.
Divine Storm. At level 20, whenever you use a Crusader
Arm of the Law. At 3rd level, you can, whenever Strike, it deals damage to the target, and any other two
successfully releasing a seal or performing a Crusader hostile creatures within 10 feet away from you. This
Strike, Dash without using an action. consumes a use as normal for the ability. The effects of a
released seal is applied only to the initial creature.

Priest (PRS)
Priest of Azeroth are known as priests or clerics, depending on their domains and focus. They channel their power
through their conviction, not through the direct power of their patrons. The Scarlet Crusade, for example, channel the
Holy Light due to their belief in their cause, although many betray principles the Church of the Holy Light considers
tenants of the faith.
Priests may be of any alignment and allegiance.
CREATING A PRIEST
Priests serve their faith--either that of the Light through QUICK BUILD
the Holy priesthood, the Old Gods though the Shadow You can make a priest quickly by following these
priesthood, the Lich King through the Death priesthood, suggestions. First, Spirit should be your highest ability
taking a neutral stance between the forces of the world score, followed by Strength or Stamina. Second, choose
with Discipline priesthood, or serving the Moon goddess the acolyte background.
Elune through the universally-female Moon priesthood.
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CLASS FEATURES Skills: Choose two from History, Insight, Medicine,


As a priest, you gain the following class features. Persuasion, and Religion
HIT POINTS
Hit Dice: 1d8 per priest level EQUIPMENT
Hit Points at 1st Level: 8 + your Stamina modifier You start with the following equipment, in addition to
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina the equipment granted by your background:
modifier per priest level after 1st ● (a) a mace or (b) a quarterstaff
● (a) leather armor, or (b) chain shirt (if
PROFICIENCIES proficient)
Armor: Light armor ● (a) a light crossbow and 20 bolts or (b) any
Weapons: All simple weapons simple weapon
Tools: None ● (a) a priest’s pack or (b) an explorer’s pack
Saving Throws: Spirit, Charisma ● A holy (or unholy or neutral) symbol and
libram

Priest Class

Level Proficiency Features


1st +2 Priesthood, Spellcasting, Unarmored Defense
2nd +2 Channel Divinity (1/rest), Priesthood Feature, Desperate Prayer
3rd +2 -
4th +2 Ability Score Improvement
5th +3 Destroy Undead (CR 1/2)
6th +3 Channel Divinity (2/rest), Priesthood Feature
7th +3 -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Priesthood Feature
9th +4 -
10th +4 Divine Intervention
11th +4 Destroy Undead (CR 2)
12th +4 Ability Score Improvement
13th +5 -
14th +5 Destroy Undead (CR 3)
15th +5 -
16th +5 Ability Score Improvement
17th +6 Destroy Undead (CR 4), Priesthood Feature
18th +6 Channel Divinity (3/rest)
19th +6 Ability Score Improvement
20th +6 Divine Intervention Improvement
Priesthood As a practitioner of divine magic, you may choose from
Choose one priesthood or domain related to your deity: the priest spell list which spells you wish for every day.
Death (Lich King), Discipline (Balance), Holy (Holy
Light), Moon (Elune), or Shadow (Forgotten Shadow). Cantrips
Each priesthood is detailed at the end of the class At 1st level, you know three cantrips of your choice
description. Your choice grants you domain spells and from the priest spell list. You learn additional priest
other features when you choose it at 1st level. It also cantrips of your choice at higher levels, equal to half
grants you additional ways to use Channel Divinity your Priest level + 2 (maximum 6).
when you gain that feature at 2nd level, and additional
benefits at 6th, 8th, and 17th levels. Conjuring and Binding
A priest can conjure animals, elementals, fey, and plants,
Spellcasting and may bind elementals and plants.

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Preparing and Casting Spells Unarmored Defense


Each priest level provides you with 1 caster level in the Beginning at 1st level, while you are wearing no armor
priest class. You follow the normal progression to unlock and not wielding a shield, your AC equals 10 + your
spell levels (see the table under the Mana section). Agility modifier + your Spirit modifier.
You prepare the list of priest spells that are available for
you to cast, choosing from the priest spell list. Channel Divinity
You can change your list of prepared spells by meditating At 2nd level, you gain the ability to channel divine
and prayer. It takes one minute per spell level to alter a energy directly from your deity, using that energy to fuel
prepared spell. Unlike arcane spellcasters, you can choose magical effects. You start with two such effects: Turn
any spell you prepared before in your libram (treat as a Undead and an effect determined by your priesthood.
spellbook), regardless of whether you currently own it or Some domains grant you additional effects as you
not. advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which
Spellcasting Ability effect to create. You must then finish a short or long rest
Spirit is your spellcasting ability for your priest spells, to use your Channel Divinity again.
since you learn your spells through dedication to a higher Some Channel Divinity effects require saving throws.
force. When you use such an effect from this class, the DC
You use your Spirit whenever a spell refers to your equals your priest spell save DC. Beginning at 6th level,
spellcasting ability. In addition, you use your Spirit you can use your Channel Divinity twice between rests,
modifier when setting the saving throw DC for a priest and beginning at 18th level you can use it three times
spell you cast and when making an attack roll with one. between rests. When you finish a short or long rest, you
Spell save DC = 8 + your proficiency bonus + your regain your expended uses.
Spirit modifier
Spell attack modifier = your proficiency bonus + your Turn Undead
Spirit modifier As an action, you present your holy symbol and speak a
prayer censuring the undead. Each undead that can see
Priesthood Spells or hear you within 30 feet of you must make a Spirit
Each priesthood has a list of spells—its priesthood spells saving throw. If the creature fails its saving throw, it is
—that you gain at the priest levels noted in the turned for 1 minute or until it takes any damage.
priesthood description. Once you gain a priesthood spell, A turned creature must spend its turns trying to move as
you always have it prepared, and it doesn’t count against far away from you as it can, and it can’t willingly move
the number of spells you can prepare each day. to a space within 30 feet of you. It also can’t take
If you have a priesthood spell that doesn’t appear on the reactions. For its action, it can use only the Dash action
priest spell list, the spell is nonetheless a priest spell for or try to escape from an effect that prevents it from
you. moving. If there’s nowhere to move, the creature can use
the Dodge action.
Spellbook – Idol
At 1st level, your idol contains six 1st-level druid spells of Desperate Prayer. With a desperate prayer, starting 2nd
your choice. When you level up, you gain 2 additional level, you can replenish some of your mana reserves.
druid spells of your choice. You may also acquire new With a 3-turn action, you can regain mana equal to 4 +
spells by research, tutelage, or from the spellbooks and your Priest level. When used, you do not regenerate
scrolls of spellcasters who have spells you can cast. mana by rest or time for the next four hours. This ability
Your libram is effectively your spellbook, and you may can be used after restoring mana from a different source.
add spells by meditating, contemplating the wisdoms,
and penning your own insights. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
Spellcasting Focus and 19th level, you can increase one ability score of your
You can use your holy symbol as a spellcasting focus for choice by 2, or you can increase two ability scores of
your priest spells. your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
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Destroy Undead Divine Intervention


Starting at 5th level, when an undead fails its saving Beginning at 10th level, you can call on your deity to
throw against your Turn Undead feature, the creature is intervene on your behalf when your need is great.
instantly destroyed if its challenge rating is at or below Describe the assistance you seek, and roll percentile dice.
a certain threshold, as shown in the Destroy Undead If you roll a number equal to or lower than your priest
table. level, your deity intervenes. The DM chooses the nature
of the intervention; the effect of any priest spell or
Destroy Undead Table priesthood spell would be appropriate.
Cleric Level Destroys Undead of CR Imploring your deity’s aid requires you to use your
5th 1/2 or lower action.
8th 1 or lower If your deity intervenes, you can’t use this feature again
11th 2 or lower for 7 days. Otherwise, you can use it again after you
14th 3 or lower finish a long rest. At 20th level, your call for
17th 4 or lower intervention succeeds automatically, no roll required.

Priest Domains
A priest can be under one of the below priesthoods.

Death Priesthood
The Death Priesthood is granted by the Lich King, and is primarily used by acolytes and death priests.

Channel Divinity
Death priests exchange the ability to Turn Undead with Turn Living.

Turn Living
You may turn any living creature instead of turning undead. This has no effect on constructs. This is a fear-based effect.

Destroy Living
Starting at 5th level, when a living creature fails its saving throw against your Channel Divinity feature, the creature is
instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Living table. It
disintegrates, leaving only a pile of dust, so says the Lich King.

Priest Level Destroys Living of CR


5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Death Priesthood Spells


1 Bane, Sleep
3 Gentle Repose, See Invisibility
5 Animate Dead III, Speak with Dead
7 Blight, Phantasmal Killer
9 Anti-life Shell, Animate Dead IV

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Death Can Wait. At first level, you gain advantage Cultist of the Damned. Starting at 6th level, you can cast
against all Death Saving Throws, attempts to stabilize, any Necromancy spell as a ritual even if it doesn't have
and saves against necromancy spell effects. the ritual tag.
You may also sacrifice yourself ritually to become a
shade, gaining incorporeality (see Introduction), but Death's Touch. At 8th level, you may use an action to
becoming unable to cast spells. You gain telepathy with target any dying creature within 90 feet with a ranged
who sacrificed you, and may communicate with them spell attack. The creature fails one death saving throw
and share what you see as an action from their part. instantly. You also have Resistance to Fel damage.
This remains so long as you and your lord are in the
same plane. The connection may be willingly transferred Avatar of Death. At 17th level you have the “Command
to another creature. The transformation is complete Undead” ability as if you were a Necromancer equal to
after one day of death, and cannot be reversed short of a your priest level. Also when using your Death's Touch
miracle or wish spell. ability any target that dies while you are touching them
cannot be resurrected or reincarnated. They can
Lich King’s Favor. Starting at 2nd level, you add all however be raised as Undead.
necromancy spells to your spell list.

Discipline Priesthood
A discipline priest follows the tenets of balance and self-improvement through chakra training. The discipline priest uses
magic to shield allies from taking damage as well as heal their wounds.
Discipline Priesthood Spells
1st Power Word: Fortitude, Sanctuary
3rd Power Word: Shield, Levitate
5th Remove Curse, Warding Bond
7th Death Ward, Stoneskin
9th Hold Monster, Telekinesis
Chakra Ward. Beginning at 1st level, while you are half their own damage. This does not alter the type of
wearing no armor and not wielding a shield, you take 3 damage dealt.
less damage from all nonmagical slashing, piercing, and
bludgeoning damage. Chakra Cleansing. Starting at 8th level, whenever you
cast a shielding spell, you may perform one of the two
Extended Wards. Also beginning at 1st level, you double abilities with a bonus action.
the duration of any active spell that grants temporary hit ● You may dispel any magical effect the target
points and all Power Word spells. suffers from. This acts as dispel magic with a
spell level equal to the level of the shielding spell
Channel Divinity. Damage Ward. Starting at level 2, you you cast.
may use a channel divinity attempt to grant any ally ● You may grant additional temporary hit points
within 30 ft. resistance against any type of damage they equal to double the spell level.
specify. This resistance remains for one round.
Infused Shield. Starting at 17th level, whenever you cast
Channel Divinity. Reflecting Ward. Starting at 6th level, a healing or shielding spell, you may freely convert
whenever a creature benefitting from your Damage temporary hit points from your spells to actual hit
Ward ability is damaged, you may use a channel divinity points, or vice versa. A healing spell that grants
attempt and a reaction to reflect half the damage dealt temporary hit points is counted as a shielding spell, and
back to the creature who dealt it. benefits from the Chakra Cleansing, Extended Wards,
Make a ranged spell attack, and on a success, the and Shielding Power abilities.
creature damaging your ally is damaged themselves by

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Holy Light Priesthood


The light priesthood follows the Cult of the Holy Light, a major faith in Azeroth. The holy priest is a versatile healer who
can reverse damage on individuals or groups and even heal from beyond the grave.

Holy Priesthood Spells


1st Bless, Holy Light
3rd Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Prayer of Healing, Raise Dead

Light’s Insight. Starting at 1st level, when you cast a healing spell, there is a 10% chance (a 19 or 20 on a d20) that the
spell critically hits, dealing double healing or damage. You may also turn fiends when you turn undead.

Light’s Embrace. Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or
higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. This
bonus healing is not doubled on a critical spell cast.

Channel Divinity. Restore Life. Starting at 2nd level, you may use your action while presenting your holy symbol to evoke
healing energy that can restore a number of hit points equal to five times your priest level. Choose any creatures within 30
feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit
point maximum. You can’t use this feature on a construct, but may target undead to damage by expending healing, dealing
holy damage instead of healing them.
Channel Divinity. Focused Casting. Starting at 6th level, you may use a channel energy attempt to alter the target of any
invigorate healing spell you cast on a target. This does not reduce the duration, and may be used outside the target’s turn.
You may use this instead to grant the target another benefit of the invigorate spell in the same round. This does not cost
an action.

Angelic Form. Starting at 8th level, you may ascend temporarily to become an angelic being, becoming incorporeal, and
regaining half total hit points and mana points, and dispelling one magical effect on you.
While in this form, you may only cast healing, restorative, and domain spells. After one minute, you return to your normal
form, and become stabilized. This may only be activated when you have less than 10% hit points remaining or if you are
dying. This may be used once per rest.

Guardian Spirit. Starting at 17th level, you may target any ally within 30 ft., granting them a guardian angel spirit. This
spirit increases the amount of healing from all life spells by 50%, and may be sacrificed to either grant resistance against
any one attack the target suffers or automatically stabilize the target if they are reduced to 0 hit points. This does not
affect constructs or undead. This may be used once per rest.

Moon Priesthood
The priesthood of the night-elven goddess Elune is of moon-worship, serenity, and reflection. Elune’s favored weapon is
the bow, and her priests and priestesses favor using subterfuge, ranged weapons, and hit-and-run techniques to guard her
flock.
Moon Priesthood Spells
1 Sleep, Speak with Animals
3 Darkvision, Moonbeam
5 Bestow Curse, Remove Curse
7 Dominate Beast, Polymorph
9 Dream, Hold Monster

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Light of the Moon. Starting at 1st level, When you are you designate. If you treated them fairly, they do not
bathed in the light of the moon you gain advantage on revert to their original hostility after the duration ends.
your attack rolls.
Channel Divinity: Trueshot Aura. Starting at 6th level,
Favor of Elune. Also starting at 1st level, you gain you may emit a 15-foot radius aura for one hour as a
proficiency with all projectile weapons, and gain +1 to bonus action, granting all allied creatures a bonus to
attack rolls with bows of all types. ranged damage rolls equal to your proficiency bonus.
This acts as the Paladin’s Aura feature in all other
Channel Divinity. Soothe the Beast. Starting at 2nd respects (but cannot be countered by another aura).
level, when you channel divinity, you may force a Druid
in their Wild Shape or a creature in a monstrous or Elune’s Grace. Starting at 8th level, whenever the
alternate form to revert to their original shape if they fail natural moonlight is illuminating you or the target of
an Intelligence saving throw. They cannot return to said your healing spells, they receive maximum healing.
form for one minute after being subject to this.
You may alternatively target a beast that can see you Moon's Luck. Starting at 17th level, gain the Lucky Feat
within 30 feet, and force it to roll a Spirit saving throw. when you are bathed in the light of the moon. You have
If the creature fails its saving throw, it is charmed by a number of Luck Points equal to half of your Priest
you for 1 minute or until it takes damage. While it is level (rounded down).
charmed by you, it is friendly to you and other creatures

Shadow Priesthood
The shadow priesthood follows the Cult of the Forgotten Shadow. A shadow priest uses sinister Shadow magic, especially
debilitate spells, to eradicate enemies.
Shadow Priesthood Spells
1st Dissonant Whispers, Sleep
3rd Vampiric Touch, Fear
5th Phantasmal killer, Blight
7th Bestow Curse, Confusion
9th Feeblemind, Hold Monster
Shadow priests also add all damaging psychic spells to their spell list.
Shadow Orbs. Starting at 1st level, you gain a shadow unholy symbol to evoke shadow energy, dealing psychic
orb whenever you cast a debilitating spell or a damaging damage equal to five times your cleric level, halved with
spell that deals psychic damage. The shadow orb orbits a Spirit saving throw. Choose any creatures within 30
your body, becoming invisible when you wish them to. feet of you, and divide those damage among them. This
Each shadow orb may be consumed to increase the DC feature can reduce a creature to no more than half of its
of your next spell by +1 per shadow orb consumed. You hit point maximum. You can’t use this feature on undead
may have a maximum of 3 shadow orbs, which remain or constructs. You regain hit points equal to the total
for ten minutes or until used. damage you dealt. If you have any active shadow orbs,
you may grant one creature hit points equal to the
Mind Quickening. Also starting at 1st level, your damage dealt by this ability using one shadow orb.
expanded mind gives you the ability to touch the minds You may also deduct three hit points from the pool to
of other creatures. You can communicate telepathically restore one point of mana for you or the target, up to a
with any creature you can see within 30 feet of you. You maximum number of hit points equal to five times your
don’t need to share a language with the creature for it to priest level. This counts as a mana restoration effect.
understand your telepathic utterances, but the creature
must be able to understand at least one language.
You may also pronounce the verbal components of your Channel Divinity. Focused Psyche. Starting at 6th level,
spells mentally, so that only the target can hear them. you may use a channel energy attempt to alter the target
Channel Divinity. Devouring Plague. Starting at 2nd of any debilitate spell you cast on a target. This does not
level, you may use an action while presenting your reduce the duration, and may be used outside the
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target’s turn. You may use this instead to afflict the points remaining or if you are dying. This may be used
target with another listed penalty of the debilitate spell once per rest.
in the same round. This does not cost an action. You also have resistance against psychic damage, and
your mind cannot be read.
Shadowy Form. Starting at 8th level, you may ascend
temporarily to become a shadowy being, becoming Vampiric Embrace. Starting at 17th level, whenever you
incorporeal, and regaining half total hit points and mana deal damage with a debilitating or psychic effect, you
points, and dispelling one magical effect on you. may divide the total damage dealt by four at the end of
While in this form, you may only cast psychic, your round, and then grant it as healing to allies within
debilitative, and domain spells. After one minute, you 30 feet, dividing the healing evenly. You may instead
return to your normal form, and become stabilized. This divide the damage by eight, and grant it as mana
may only be activated when you have less than 10% hit restoration. This counts as a mana restoration effect.

Rogue (RGE)
Rogues represent thieves, treasure-hunters, cunning spies, and aspiring adventurers. Using their skills and cunning (and
sometimes gifted with a knack for technology or strange magics), rogues are always welcome to any faction, and many
work for more than two at any given time as scouts, double agents, and false merchants.
CREATING A ROGUE Tools: Thieves’ tools or Poisoner’s Kit
QUICK BUILD Saving Throws: Agility, Intelligence
You can make a rogue quickly by following these Skills: Choose four from Acrobatics, Athletics,
suggestions. First. Agility should be your highest ability Deception, Insight, Intimidation, Investigation,
score. Make Intelligence your next-highest if you want to Perception, Performance, Persuasion, Sleight of Hand,
excel at Investigation. Choose Charisma instead if you and Stealth
plan to emphasize deception and social interaction.
Second, choose the charlatan background. EQUIPMENT
You start with the following equipment, in addition to
CLASS FEATURES the equipment granted by your background:
As a rogue, you have the following class features. ● (a) a rapier or (b) a shortsword
HIT POINTS ● (a) a shortbow and quiver of 20 arrows or (b) a
Hit Dice: 1d8 per rogue level shortsword
Hit Points at 1st Level: 8 + your Stamina modifier ● (a) a burglar’s pack, (b) a dungeoneer’s pack, or
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina (c) an explorer’s pack
modifier per rogue level after 1st ● Leather armor, two daggers, and thieves’ tools
or poisoner’s tools
PROFICIENCIES Refer to the Dungeon Master’s Guide for details about
Armor: Light armor poisons and purchasing costs. One use of a poison (vial,
Weapons: Simple weapons, hand crossbows, longswords, dash, etc.) are considered creations of moderate
rapiers, shortswords complexity (1 day) to create.

Rogue Class
Level Proficiency Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Rogue Archetype
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

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9th +4 5d6 Rogue Archetype feature


10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Rogue Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Rogue Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck
Expertise Cunning Action
At 1st level, choose two of your skill proficiencies, or one Starting at 2nd level, your quick thinking and agility
of your skill proficiencies and your proficiency with allow you to move and act quickly. You can take a bonus
thieves’ tools. Your proficiency bonus is doubled for any action on each of your turns in combat to use the
ability check you make that uses either of the chosen following action: Dash, Disengage, or Hide.
proficiencies.
At 6th level, you can choose two more of your Roguish Archetype
proficiencies (in skills or with thieves’ tools) to gain this At 3rd level, you choose an archetype that you emulate
benefit. in the exercise of your rogue abilities: Assassination,
which focuses on capturing the opponent unawares a
Sneak Attack quickly dispatching of them, Combat, which focuses on
Beginning at 1st level, you know how to strike subtly dueling and swashbuckler behavior, and Subtlety, which
and exploit a foe’s distraction. Once per turn, you can attunes one’s self with shadows so much that they begin
deal an extra 1d6 damage to one creature you hit with an to aid him. All are detailed at the end of the class
attack if you have advantage on the attack roll. The description. Your archetype choice grants you features at
attack must use a finesse or a ranged weapon. You don’t 3rd level and then again at 9th, 13th, and 17th level.
need advantage on the attack roll if another enemy of
the target is within 5 feet of it, that enemy isn’t Ability Score Improvement
incapacitated, and you don’t have disadvantage on the When you reach 4th level, and again at 8th, 10th, 12th,
attack roll. 16th, and 19th level, you can increase one ability score of
The amount of the extra damage increases as you gain your choice by 2, or you can increase two ability scores
levels in this class, as shown in the Sneak Attack column of your choice by 1. As normal, you can’t increase an
of the Rogue table. ability score above 20 using this feature.

Thieves’ Cant Uncanny Dodge


During your rogue training you learned thieves’ cant, a Starting at 5th level, when an attacker that you can see
secret mix of dialect, jargon, and code that allows you to hits you with an attack, you can use your reaction to
hide messages in seemingly normal conversation. Only halve the attack’s damage against you.
another creature that knows thieves’ cant understands
such messages. It takes four times longer to convey such Evasion
a message than it does to speak the same idea plainly. In Beginning at 7th level, you can nimbly dodge out of the
addition, you understand a set of secret signs and way of certain area effects, such as a red dragon’s fiery
symbols used to convey short, simple messages, such as breath or an ice storm spell. When you are subjected to
whether an area is dangerous or the territory of a an effect that allows you to make an Agility saving
thieves’ guild, whether loot is nearby, or whether the throw to take only half damage, you instead take no
people in an area are easy marks or will provide a safe damage if you succeed on the saving throw, and only half
house for thieves on the run. damage if you fail.

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Reliable Talent d6 equal to your rogue level, and distribute the


Starting at 11th level, you may gain one of the following damage evenly amongst all opponents within 30
abilities to represent your ability to function under feet of you, with an Agility saving throw to half
pressure, either by quick thinking, good use of skill, and damage. This may be used at a number of times
lightning-fast reflexes: Bomb Expertise, Cloak of equal to your Agility modifier before a rest, and
Shadows, Fan of Knives, or Measured Skill. The DC to each use requires one knife (or any similar type
any ability (if any) is equal to 8 + Agility or Strength + of light thrown weapon) per target.
Proficiency. ● Measured Skill. Whenever you make an ability
● Flash Bomber. Starting at 11th level, you may check that lets you add your proficiency bonus,
use a bonus action or reaction to activate or you can treat a d20 roll of 9 or lower as a 10.
make use of any alchemical item or engineered
Blindsense
bomb you have instead of an action. If you do
Starting at 14th level, if you are able to hear, you are
not have proficiency in Alchemy or Engineering,
aware of the location o f any hidden or invisible creature
you gain proficiency in one as well as the
within 10 feet of you.
benefits of this ability. This may be used at a
number of times equal to your Intelligence
Slippery Mind
modifier before a long rest.
By 15th level, you have acquired greater mental strength.
● Cloak of Shadows. Starting at 11th level, you
You gain proficiency in Spirit saving throws.
may use your reaction to dispel any active
number of spell effect on you (succeeding
Elusive
automatically against any spell equal to or less
Beginning at 18th level, you are so evasive that attackers
than half your rogue level, or rolling against a
rarely gain the upper hand against you. No attack roll
DC of 10 + spell level with a bonus to your
has advantage against you while you aren’t
check equal to your Intelligence if the spell’s
incapacitated.
level is higher than half your rogue level), and
giving yourself advantage to all saving throws
Stroke of Luck
against spells for one minute. This may be used
At 20th level, you have an uncanny knack for succeeding
at a number of times equal to your Intelligence
when you need to. If your attack misses a target within
modifier before a rest.
range, you can turn the miss into a hit. Alternatively, if
● Fan of Knives. Starting at 11th level, you may
you fail an ability check, you can treat the d20 roll as a
target any number of enemies in a 30 foot-
20.
sphere, centered on you with a flurry of
Once you use this feature, you can’t use it again until
throwing knives as an action. Roll a number of
you finish a short or long rest.

Rogue Archetypes
Rogues can choose from the below archetypes.
Assassination
Assassins are deadly master of poisons, who dispatch various victims with vicious dagger strikes and amazing talents.
Assassinate. Starting at 3rd level, you are at your damage to disrupt the target for one round per 1d6 of
deadliest when you get the drop on your enemies. You sneak attack given up.
have advantage on attack rolls against any creature that While disrupted, a target of this ability must make a
hasn’t taken a turn in the combat yet. In addition, any Stamina check every time they cast a spell, with a DC
hit you score against a creature that is surprised is a equal to half the damage you dealt to them. This is a
critical hit. strike effect that costs a bonus action. On a failed check,
the caster’s spell is lost, and the resources are expended
Disrupting Strike [Strike]. Also starting at 3rd level, you without benefit.
gain experience in fighting casters. Whenever you deal
sneak attack damage, you may give up a portion of the

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Dispatch. Starting at 9th level, whenever attacking a


target that is below half hit points, your sneak attack Vendetta. Starting at 17th level, you may mark one
dice improves from 1d6 to d10. target within 100 feet with an action, and have
advantage to all Perception checks to perceive them, as
Expert Poisoner. Starting at 13th level, the Poisoned well as advantage to the first attack of every turn against
condition if delivered by you also provides disadvantage them. The benefits remain for one minute, and may be
on any saving throw you choose for the duration of the used once before a rest.
condition. Applying a poison to a weapon is a bonus
action for you.

Combat
Combat rogues are swashbucklers, duelists, and thieves who use agility and guile to stand toe-to-toe with opponents.
Riposte. Starting at 3rd level, you may deflect an
incoming attack by using a reaction, thereby adding your Disabling Strike [Strike]. Starting at 13th level, your
Proficiency bonus to your AC. If your AC is then high keen eye and calculating mind makes your Sneak Attacks
enough to make the enemy miss after it would have been even more potent. Whenever you succeed on an attack
a success, you can make an attack of opportunity against that deals Sneak Attack damage, you may elect to not
the enemy. not deal sneak attack damage, and force your target to
Combat rogues also gain proficiency with firearms and make an Agility saving throw opposed by your own. If
explosives. the target fails the saving throw, it gains one of the
following conditions at your choice.
Revealing Strike [Strike]. Also at 3rd level, a target ● Slowed by 1/2 their normal movement rate for
struck with this ability must make an Agility saving 1d4 rounds.
throw opposed by your own. If you succeed, the target ● Blinded for 1d2 rounds.
loses all increases to AC from a single type against all ● Stunned until the beginning of your next turn.
targets for until the end of your next round. This may be
This is a strike effect that costs a bonus action. A
used to nullify armor bonuses, insight bonuses, or Agility
creature cannot suffer more than once against your
bonuses, but not all three.
Disabling Strike in 24 hours.
A creature that suffers the effects of Revealing Strike
cannot be targeted again for 24 hours. This is a strike
Killing Spree. Starting at 17th level, you tap into your
effect that costs a bonus action.
reserves of speed, going into a killing spree. While you
are in this state, you may double your movement and
Quick Combatant. Beginning at 9th level, you can attack
gain advantage on your first attack at the beginning of
twice, instead of once, whenever you take the Attack
every round. Your movement doesn't provoke
action on your turn.
opportunity attacks. This state remains for 1 minute, or
If you roll a successful attack roll with one of these
until you spend one of your rounds without making an
attacks, you may forgo dealing damage with that attack
attack roll or if you are not targeted with an attack roll.
to give yourself advantage on the next attack you make.
This may be used once per short rest.
This may only be done with melee attacks.
Subtlety
A subtlety rogue is a dark stalker who leaps from the shadows to ambush unsuspecting prey, aided by mysterious shadow-
magic.
Shadow Spellcasting You gain bonus spells on your 8th, 14th, and 20th level.
Drawing on mysterious shadow-magics, you can cast These spells can be of any schools.
spells to shape that essence to your will. You cast spells
drawn from the Mage spell list, and are restricted to Cantrips
spells from the Conjuration and Illusion schools. You At 1st level, you know two cantrips of your choice from
may also scribe spells in Thieves’ Cant. You also gain a the Mage spell list. You learn additional Mage cantrips
spellbook as a 1st-level mage. of your choice at higher levels, equal to one-third your

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Rogue level + 2 (maximum 4). One of your cantrips


must be the Mage Hand spell. Backstab. Starting at 17th level, when you target any
creature below half hit points with a sneak attack, you
Preparing and Casting Spells may deal double sneak attack damage. A target subjected
Each mage level provides you with ⅓ a caster level in to this effect once cannot be subjected to it again for 24
the Mage class (1 at 3rd level). You follow the normal hours.
progression to unlock spell levels (see the table under the
Mana section).
You prepare the list of Mage spells that are available for
you to cast, choosing from the Mage spell list.
Your spellcasting otherwise follows the same rules as the
mage class (with regards to which creatures you can
conjure, spellbooks, etc.

Spellcasting Ability
Intelligence is your spellcasting ability for your Mage
spells, since your magic draws upon your attunement to
arcane powers. You use your Intelligence whenever a
spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving
throw DC for a mage spell you cast and when making an
attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier

Premeditation. Also on 3rd level, you may use 3 rounds


(counted as 3 actions) to study an enemy. If you do, you
may always apply your sneak attack damage against
them (even without advantage or an ally nearby) for one
minute, unless they move more than their normal speed
in one round. In addition, any hit you score against a
creature that is surprised is a critical hit.

Vanish. Starting at 9th level, you may grant yourself


invisibility as a reaction. This invisibility remains until
the end of your next turn. This may be used once per
point of Intelligence modifier, and replenishes after a
rest.

Shadow Dance. Starting at 13th level, you may initiate a


shadow dance by moving more than 10 feet. While in
this stance, you grant yourself concealment as per the
Blur spell as long as you are moving at (or more than) 10
feet per round. While in the stance, creatures affected or
distracted by your spells (such as a summoned monster
or an image illusion) grant you advantage to your first
attack at any round. This may be used once per short
rest, and remains so long as you continue moving.
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Shaman (SHM)
Commanding chaotic and conflicting elements, a shaman is a force that hears the world tremble and directs its wrath.
Communicating with spirits of flame, winds, and stone, shamans channel the power of the storm, earth, and fire to their
will. They are commonly found in the Horde, representing the spiritual renewal and development of the orcish people, but
the art can also be found amongst the Tauren, few dwarves and goblins, and even the strange alien folk called the Draenei.
A shaman’s holy symbol is a small ancestral relic or totem of bone, wood, or iron that can be carried in one’s hand.
The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call
of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon
totems that focus the elements to support the shaman’s allies or punish those who threaten them.
The shamans of Azeroth function identically as base priests in terms of spell lists, except with the following changes: they
modify the [Turn and Destroy Undead] abilities and may also add all totem and shaman spells to their spell list.

CREATING A SHAMAN
Note that any shaman may convert their every shaman level to a Warlock level with a one-time quest, usually by attuning
themselves to the fel energies of the burning legion, killing a demon and siphoning its mana, or being touched by a demonic
entity or organization.

QUICK BUILD
You can make a shaman quickly by following these suggestions. First, Spirit should be your highest ability score, followed
by Strength or Stamina. Second, choose the hermit background.

CLASS FEATURES
As a shaman, you gain the following class features.

HIT POINTS
Hit Dice: 1d8 per shaman level
Hit Points at 1st Level: 8 + your Stamina modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina modifier per shaman level after 1st

PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: All simple weapons, bludgeons, axes, daggers, and quarterstaffs
Tools: Herbalism kit
Saving Throws: Spirit, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
● (a) a battle axe or (b) a warhammer
● (a) leather armor, or (b) chain shirt
● (a) 2 Handaxes or (b) a shield
● (a) a priest’s pack or (b) an explorer’s pack
● A shamanistic symbol or minor totem

Shaman Class
Level Proficiency Features
1st +2 Kalimag, Shamanistic Art, Spellcasting
2nd +2 Channel Elements (1/rest), Art Feature, Mana Surge

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3rd +2 -
4th +2 Ability Score Improvement,
5th +3 Destroy/Release Elemental (CR 1/2)
6th +3 Channel Elements (2/rest), Art Feature
7th +3 -
8th +3 Ability Score Improvement, Destroy/Release Elemental (CR 1), Art Feature
9th +4 -
10th +4 Prime Intervention
11th +4 Destroy/Release Elemental (CR 2)
12th +4 Ability Score Improvement
13th +5 -
14th +5 Destroy/Release Elemental (CR 3)
15th +5 -
16th +5 Ability Score Improvement
17th +6 Destroy/Release Elemental (CR 4), Art Feature
18th +6 Channel Elements (3/rest)
19th +6 Ability Score Improvement
20th +6 Elemental Intervention Improvement
Kalimag
You know Kalimag, the language of elementals and Spellcasting
wind, earth, fire, and water spirits. You can speak the As a practitioner of raw elemental magic, you may
language and use it to leave hidden messages. You and choose from the shaman spell lists which spells you wish
others who know this language automatically spot such a for every day. A shaman also casts priest spells.
message. If you can speak kalimag, you can communicate
with all other shamans and elementals, even if you don’t Cantrips
otherwise share a language. At 1st level, you know three cantrips of your choice
from the shaman spell list. You learn additional shaman
Shamanistic Art cantrips of your choice at higher levels, equal to half
Choose one shamanistic art or focus related to how you your Shaman level + 2 (maximum 6).
view the elements and how they have received you, such
as Elemental to focus on bringing the elements’ wrath Conjuring and Binding
down, enhancement to strengthen yourself through the A shaman can conjure and bind elementals and fiends.
elements, or restoration, in which the elements are in
balance. Preparing and Casting Spells
Each art is detailed at the end of the class description. Each shaman level provides you with 1 caster level in the
shaman class. You follow the normal progression to
Your choice grants you art spells and other features unlock spell levels (see the table under the Mana
when you choose it at 1st level. It also grants you section).
additional ways to use Channel Elements when you gain You prepare the list of shaman spells that are available
that feature at 2nd level, and additional benefits at 6th, for you to cast, choosing from the shaman spell list.
8th, and 17th levels. You can change your list of prepared spells by meditating
and contemplating. It takes one minute per spell level to
Art Spells alter a prepared spell. Unlike arcane spellcasters, you can
Each art has a list of spells—its art spells—that you gain choose any spell you prepared before in your totem
at the shaman levels noted in the art description. Once (treat as a spellbook), regardless of whether you
you gain a art spell, you always have it prepared, and it currently own it or not.
doesn’t count against the number of spells you can
prepare each day. If you have a art spell that doesn’t Spellcasting Ability
appear on the priest spell list, the spell is nonetheless a
shaman spell for you.
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Spirit is your spellcasting ability for your shaman spells, elemental that can see or hear you within 30 feet of you
since you learn your spells through primal contact with must make a Spirit saving throw. If the creature fails its
the elemental forces. saving throw, it is turned for 1 minute or until it takes
You use your Spirit whenever a spell refers to your any damage.
spellcasting ability. In addition, you use your Spirit A turned creature must spend its turns trying to move as
modifier when setting the saving throw DC for a far away from you as it can, and it can’t willingly move
shaman spell you cast and when making an attack roll to a space within 30 feet of you. It also can’t take
with one. reactions. For its action, it can use only the Dash action
Spell save DC = 8 + your proficiency bonus + your or try to escape from an effect that prevents it from
Spirit modifier moving. If there’s nowhere to move, the creature can use
Spell attack modifier = your proficiency bonus + your the Dodge action.
Spirit modifier While it is turned, you may also opt to calm the
elemental, rendering it passive and not hostile for one
Spellbook – Totem minute. If treated fairly and listened to, the elemental
At 1st level, your totem contains six 1st-level shaman might reveal why it is angered, and may demand from
spells of your choice. When you level up, you gain 2 the shaman to address a problem that is wracking the
additional shaman spells of your choice. You may also elementals in the region (or beyond).
acquire new spells by research, tutelage, or from the
spellbooks and scrolls of spellcasters who have spells you Mana Surge
can cast. You have learned to regain some of your mana by
Your totem is effectively your spellbook, and you may invoking power from the elements at 2nd level. With a 3-
add spells by meditating with it and burning incense and turn action, you can regain mana equal to 4 + your
rare herbs. Shaman level. When used, you do not regenerate mana
by rest or time for the next four hours. This ability can
Spellcasting Focus be used after restoring mana from a different source.
You can use your shamanistic symbol as a spellcasting
focus for your shaman spells. These are typically totems, Ability Score Improvement
tufts of wolf hair, or a carving of your spiritual animal. When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
Channel Elements choice by 2, or you can increase two ability scores of
At 2nd level, you gain the ability to channel elemental your choice by 1. As normal, you can’t increase an ability
energy directly, using that energy to fuel magical effects. score above 20 using this feature.
You start with two such effects: Turn Elementals and an
effect determined by your art. Some arts grant you Destroy/Release Elemental
additional effects as you advance in levels, as noted in Starting at 5th level, when an elemental fails its saving
the art description. When you use your Channel throw against your Turn Elemental feature, the creature
Elements, you choose which effect to create. You must is either destroyed, dispelled, or released from its
then finish a short or long rest to use your Channel bindings if its challenge rating is at or below a certain
Elements again. threshold, as shown in the Destroy Elemental table. This
Some Channel Elements effects require saving throws. ability only functions when you declare your intention to
When you use such an effect from this class, the DC destroy or dispel it.
equals your shaman spell save DC. Beginning at 6th
level, you can use your Channel Elements twice between Destroy/Release Elemental
rests, and beginning at 18th level you can use it three Shaman Level Destroys Elemental of CR
times between rests. When you finish a short or long 5th 1/2 or lower
rest, you regain your expended uses. 8th 1 or lower
11th 2 or lower
Turn Elementals 14th 3 or lower
As an action, you present your shamanistic symbol and 17th 4 or lower
speak a prayer dismissing and quelling elementals. Each
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Destroying elementals is a secret art known to shamans,


and is typically only used against elementals that are Elemental Intervention
corrupted by fel energies, as elementals are usually Beginning at 10th level, you can call on the elements of
receptive to shamans who manage to turn them (see Azeroth to intervene on your behalf when your need is
above). great. Imploring the elements’ aid requires you to use
Releasing elementals is useful to dispel summoned your action. Describe the assistance you seek, and roll a
elementals. percentile dice. If you roll a number equal to or lower
Release elementals can also be used to cause a than your shaman level, the elements intervene. The
malfunction on a device with an elemental engine. With DM chooses the nature of the intervention; the effect of
a use of Destroy/Release Elemental and a successful any shaman spell or art spell would be appropriate.
Spellcasting check opposed to the target’s Engineering If the elements intervene, you can’t use this feature again
check, the device can instantly malfunction and lose all for 7 days. Otherwise, you can use it again after you
its charges as the elemental stored in it is freed. It serves finish a long rest. At 20th level, your call for
the shaman for 1 day or until it can return the favor, intervention succeeds automatically, no roll required.
before leaving.

Shamanistic Arts
An Azerothian shaman may choose one of the three following shamanistic arts at level 1.

Elemental
The elemental art focuses on empowering the shaman’s ability to command the elements to harm their enemies at long
ranges, and gains command over the elements and elementals.
Elemental Art Spells
1st Fog Cloud, Thunderstorm
3rd Animal Messenger (takes the form of an animal spirit), Gust of Wind
5th Call Lightning, Conjure Create (Elemental)
7th Control Water, Ice Storm
9th Maelstrom, Planar Binding
Elemental Mastery. Starting at 1st level, you may change thunder, you can use a Channel Divinity attempt to deal
any elemental damage type dealt by your spells to maximum damage instead.
another type, but only if they deal one of the following:
Cold, Electricity, Fire, and Thunder. Bonded Elemental. Starting at 8th level, you may conjure
an elemental and render its duration permanent. If the
Acclimation. Also at 1st level, you are also immune to elemental dies, you can perform the ritual again to
the hostile effects of weather, and can predict it summon another. This elemental does not require
accurately 24 hours in advance 50% of the time with an concentration to maintain, but acts as normal as per the
action. The elements also whisper to you of any threats Conjure Elemental spell, with a maximum spell level
to them, such as extensive drilling efforts, an upcoming rendered permanent equal to one-half the maximum spell
wildfire in a dry area, or a coming storm in around 24 level of Conjure Elemental you can cast.
hours before they take place. You can also sense any
weather-changing spells when they are being cast within Elemental Storm. When you reach level 17, you gain the
5 miles of your location, and can roughly identify ability to summon a thunderstorm, snowstorm, or
whether the caster is a friend or foe to the elements or firestorm at your location. The earth is blanketed by a 5-
shamans. mile radius centered on you for one hour. This otherwise
acts as control weather, and takes 10 minutes to cast as
Channel Elements. Wrath. At 2nd level, you can use normal. However, so long as the elemental storm is
your Channel Divinity to wield the power of the active, you may also use an action to cause a 10-foot wide
elements with unchecked ferocity. When you roll for any cylinder of elemental wrath that deals 10d6 damage
type of damage that is either cold, electricity, fire, or (thunder, electricity, cold, or fire, depending on the

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storm type). The range of this ability is as far as you can see within the radius, and the affected creatures are
entitled an Agility saving throw to half damage.

Enhancement
The enhancement art focuses on empowering the shaman’s ability to command the elements to harm their enemies, and
gains increased proficiency in melee combat.
Enhancement Art Spells
1st Stasis Trap, Elemental Shock
3rd Animal Messenger (takes the form of an animal spirit), See Invisibility
5th Revivify, Bloodlust
7th Death Ward, Locate Creature
9th Reincarnate, Prayer of Healing
Bonus Proficiencies. At 1st level, you gain proficiency may use War Stomp to the total number of
with martial weapons. Also, when you engage in two- times you may use this ability.
weapon fighting, you can add your ability modifier to ● Command the Flame. You add the Firebolt
the damage of the second attack. cantrip and fireball spell to your list of spells.
You may also cast firebolt as a bonus action.
Elemental Command. Also at 1st level, you gain
increased proficiency and command over the elements. Channel Elements. Elemental Strike. At 2nd level, when
You may perform any of the following abilities a number you deal damage with a melee weapon to a target, you
of times equal to your Spirit modifier. All such uses are may use your bonus action to cast a damaging cantrip on
restored after a rest. Uses of different commands count the target as a bonus action. If you successfully affect the
against the overall maximum. target with both the spell and the melee attack, you may
● Command the Storm. When a creature within 5 push the creature up to 10 feet away, so long as it is not
feet of you that you can see hits you with an larger than Large. If the cantrip pushes the enemy, the
attack, you can use your reaction to cause the forced movement does not stack.
creature to make an Agility saving throw. The
creature takes 2d8 lightning or thunder damage Flurry. Starting at 8th level, when you take an action to
(your choice) on a failed saving throw, and half attack, you can attack twice instead of once.
as much damage on a successful one.
● Command the Earth. You may send a tremor Spirit Wolves. Starting at 17th level, you can summon
through the earth as a bonus action, unbalancing two spirit dire wolves as an action, which take their
your enemies. In a 30-foot-sphere centered on turns immediately after yours, and dissipate after 1
you, you may send a shockwave, dealing 2d6 + minute and do not require concentration. During this
your Spirit modifier in bludgeoning damage, time if they are within 10 feet of you, your movement
with an Agility saving throw to half damage. speed increases to match their own. After using this
You may instead shape this as a 15-foot-long feature, you must finish a long rest before you can use it
cone, or a 30-foot-long line. If you are also a again.
Tauren, you may add the number of times you

Restoration
The restoration art focuses on empowering the shaman’s ability to heal their allies and empower their totems.
Restoration Art Spells
1st Riptide, Healing Ward
3rd Animal Messenger (takes the form of an animal spirit), Totemic Recall
5th Revivify, Healing Stream
7th Death Ward, Spirit Link Totem
9th Healing Stream Totem, Tranquility (Healing Rain)

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Ancestral Blessing. At 1st level, whenever you heal a creature, you add your Spirit modifier to the total amount of healing
given.

Elusive Totems. Also at 1st level, you may move your totems up to half your own speed as a reaction, not as a bonus
action. This cannot interrupt an attack, but gives the totem a bonus to AC equal to your Spirit modifier versus an attack.
You also increase their hit points by your level (to a total of three times your level). Totems also gain the benefit of
evasion when using your Agility saving throw bonus.

Channel Elements. Life-Link. Starting at 2nd level, you may use an action to replicate the effects of a Spirit Link spell
(even if you normally cannot cast it), though whenever a creature is healed, the healing is also distributed as well. This is a
concentration effect that may be used at the same time as an existing Spirit Link spell, or can manifest independently.

Purge. At 8th level, when you touch any creature, you replicate the effects of Dispel Magic. This may be used once per
day per point of Spirit modifier (minimum 1). To unwilling targets, this must be a melee spell attack.
Also, whenever you dispel any number of magical effects, the target’s speed is reduced by 10 feet for until the beginning of
their turn in the next round.

Totem Mastery. Starting at 17th level, you may activate two totems with the same reaction, and may use Purge at a range
of 30 feet. You may also include totems in the Spirit Link spell or effect, despite them being objects and not creatures.

Tinker (TNK)
Tinkers among the smartest and most creative of the adventurers setting out to explore and conquer Azeroth. As a
creator of incredible inventions from steam saws to siege engines, your devices allow them to overcome nearly any
situation — and if you don’t have the device they need, you just might be able to design and create a new one on the spot.
Tinkers have a reputation for being dangerous companions before specializing, born mainly of reckless goblins
experimenting with explosives, or using gadgets made and owned by others. However, the true heart of the tinker
profession can be found in the steady craftsmanship of the dwarves and the wild-eyed curiosity of the gnomes. As tinkers
begin to spread to all the races of Azeroth, the idea of the “typical tinker” may continue to change, but inventiveness and
intelligence will always be an important part.
CLASS FEATURES Weapons Simple weapons, hand crossbows, maces,
QUICK BUILD firearms, explosives, and short swords.
You can make a tinker quickly by following these Tools Thieves’ tools and Engineering Tools
suggestions. First. Intelligence should be your highest
ability score. Make Agility your next-highest if you want Saving Throws Agility. Intelligence
to excel at using firearms and explosives. Choose Skills Choose four from Acrobatics, Athletics, Insight,
Charisma instead if you plan to emphasize using Intimidation, Investigation, Perception, Performance,
Constructs and mecha. Second, choose the guild artisan Persuasion, Sleight of Hand, and Stealth.
background.
EQUIPMENT
HIT POINTS You start with the following equipment, in addition to
Hit Dice 1d8 per tinker level the equipment granted by your background:
Hit Points at 1st Level 8 + your Stamina modifier ● (a) A mace or (b) a shortsword
Hit Points at Higher Levels 1d8 (or 5) + your Stamina ● (a) 2 ER 2 Bombs or (b) 2 ER 2 Rockets
modifier per tinker level after 1st ● (a) A dungeoneer’s pack, or (b) an explorer’s
PROFICIENCIES pack
Armor Light armor ● Leather armor, engineering tools, two vials of
liquid phlogiston, and two blueprints of any
technological device the tinker can create.

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Tinker Class
Level Proficiency Bonus Features Engineering Points
1st +2 Engineering, Packrat, Cobble (1/day) 2
2nd +2 Knack for It, Tech Know-how 2
3rd +2 Tinker Path 2
4th +2 Ability Score Improvement 2
5th +3 Superfunction, Cobble (2/day) 3
6th +3 Path feature 3
7th +3 Coolness under Fire 3
8th +3 Ability Score Improvement 3
9th +4 Evasion, Cobble (3/day) 4
10th +4 Scavenge, Path feature 4
11th +4 Reliability, Evasion 4
12th +4 Ability Score Improvement 4
13th +5 Improved Cobble, Cobble (4/day) 5
14th +5 Path feature 5
15th +5 Improved Tech Know-How, Quick Tech 5
16th +5 Ability Score Improvement 5
17th +6 Shutdown, Cobble (5/day) 6
18th +6 Personal Expertise 6
19th +6 Ability Score Improvement 6
20th +6 Engineering Mastery 6

Engineering
You are proficient with the Engineering skill. If you are already proficient, you gain expertise to your checks. Creating
devices requires blueprints or discovery by cobbling.

Packrat
For the purposes of calculating encumbrance, you are counted as a large creature.

Cobble
Also starting at 1st level, you may create a 1-use firearm, gadget, or bomb with a 3-turn action. You may petition the GM
on what spell effect the gadget replicates, and the GM decides the most fitting gadget. You can expend a number of
Engineering Points equal to your maximum -1 points (1 point at 1st level). You must spend the normal cost of floating
materials to create this device, and the device disintegrates after a single use (whether it be successful or not).
There is a 5% chance that the tinker memorize the blueprint for the cobbled device for one day (usually long enough to
write down the formula). This can be used once before a long rest, then an additional time per day per 4 levels.

Knack for It
Starting at 2nd level, you can use your bonus action to make an Agility (Sleight of Hand) check, use your thieves’ tools to
disarm a trap or open a lock, or take the Use Object (any technological device) action. This does not allow you to activate
two gadgets at any given round.

Tech Know-How
Also starting at 2nd level, you may reduce the total cost and crafting time of engineered devices by 25%.

Tinker Path
At 3rd level, you choose a path that you emulate in the exercise of your tinker abilities: Bomber who focuses on creating
explosives, the Gunner who focuses on creating and shooting with firearms, and Gadgeteer who focuses on creating
wondrous gadgets, all detailed at the end of the class description.

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Your path choice grants you features at 3rd level and then again at 6th, 10th, and 14th levels.

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.

Superfunction
Starting at 5th level, whenever you use a device, there is a chance it performs unexpectedly well. The chance for a
superfunction is equal to the chance for a malfunction, with the determining dice result range equal to the malfunction
range (for instance, an explosive that malfunctions on a 1-3 can superfunction on a 18-20).
When a device superfunctions, it does not roll for a malfunction for the duration of the effect (see below, affected by
energy source).

● Mechanical/Electricity/Necromancy/Elemental: When the device superfunctions, the next 1d4 uses consume no
charges (but do consume bullets if possible). This does not apply if the device has one use only.
● Steam/Combustion: When the device superfunctions, it either gains a 25% increase in movement speed (if a
construct or vehicle), or deals maximum damage (no need to roll) with any damage rolls it makes (if an explosive,
firearm, or damaging gadget). If the device neither moves or deals damage, it negates the next malfunction it
recieves for one minute instead.

Coolness under Fire


Starting at 7th level, you may take 10 on any attack roll or skill check. This can be done a number of times equal to your
proficiency bonus, and may be replenished with a long rest. The take-ten on attack rolls can only be performed on an
engineered device.

Scavenge
Starting at 10th level, when you gather raw materials for use with engineering, you gain triple the total value in silver.

Reliability
Starting at 11th level, you lower the malfunction rate of all devices you use by one point per half your Proficiency bonus
(minimum 1).

Evasion
Also starting at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath
or an ice storm spell. When you are subjected to an effect that allows you to make an Agility saving throw to take only
half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If you make
a saving throw versus an effect made by you, you can either take half damage automatically or make a saving throw. If you
choose to make a saving throw, you take no damage on a successful save, but take normal (full) damage on a failed save.

Improved Cobble
Starting at 13th level, you may use a cobbled device twice before it disintegrates. The chance you can discover a new
blueprint increases to 10% per cobble attempt. The cobbled device also costs 15% less than normal (this stacks with tech
know-how and improved tech know-how).

Improved Tech Know-How


Starting at 15th level, you decrease the total cost of engineering devices by a further 15% (for a total of 25% less cost), and
the time by 25% (for a total of 50% less time).

Quick Tech
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Also starting at 15th level, you may alter the invested properties of any device you handle (even those not used by you).
This takes 3 turns of handling the device.
For example, this allows you to increase the damage or range of a firearm, reduce the hit dice of a construct or vehicle
(negatively only), or triple the malfunction rate of any device you handle.

Shutdown
Starting at 17th level, you may expend a use of Coolness under Fire to re-roll a malfunction or inactive check result, or
force the malfunction rate of any device within 30 feet of you to increase to by 5 points. This penalty remains for one hour.

Personal Expertise
Starting at 18th level, whenever you activate a device you created and are using, you lower the malfunction rate by two
points (minimum 1 malfunction rating).

Engineering Mastery
Starting at 20th level, you may identify the weaknesses and command triggers for any device you see, and can operate and
recreate it from memory, even if you don’t have the blueprints, and you gain resistance to all effects stemming from your
own devices (such as firearm shots, explosions, etc.).

Tinker Path
An Azerothian tinker may choose one of the three below paths.

Bomber
A bomber is a tinker who focuses on bombs, mines, and rockets the utility of such explosive weaponry, and often also
makes use of mortars, rocket launchers, and mine launchers to control the terrain and deal massive damage to their
enemies. Bombers are also known as grenadiers.

Expanded Effect. Starting when you choose this archetype at 3rd level, you increase the base range of your thrown bombs,
mines, and rockets by 15 feet.

Blasting Effect [Strike]. Starting at 6th level, you may deal two additional dice of damage with any explosive effect in an
explosive area of effect. This is a [Strike] effect that can target only one creature within the blast.

Quick Bomber. Starting at 10th level, you may use a rocket, bomb, or mine as a reaction instead of an action. This may be
used one time per proficiency bonus. These uses replenish after a rest.

Precise Effects. Starting at 14th level, whenever you use a rocket, mine, or bomb, you may exclude a number of 5-foot
squares (creatures included) from its effects equal to 1 + your Intelligence modifier.

Gunner
Also known as a gunsmith or shooter, a gunner tinker is not only a practiced gunsmith, but is also an excellent marksman.

Quick Reload. Starting when you choose this archetype at 3rd level, you may use a bonus action to reload a firearm.

Special Bullets. Starting at 6th level, you gain the spellcasting capabilities of a hunter whose level is equal to your own
(based on Intelligence, not Spirit). You may only cast Strike and Shot spells, however. These effects are considered
extraordinary and not spell-based, which means they ignore spell resistances and may be used without being disrupted by
anti-magic.

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Point-Blank Shot. Starting at 10th level, you do not take disadvantage to your ranged attack roll while being within 5 feet
of a hostile creature. If using a firearm while adjacent to an enemy, you have advantage to the attack roll.

Cartridge Improvement. Starting at 14th level, you may count your Engineering Point investment as if it were four points
higher for the purposes of calculating cartridge capacity for firearms you create.

Gadgeteer
Also known as a general tinkerers, Mecha-users, and drivers, gadgeteers replicate many effects through their gadgets, and
are very versatile.

Quick Cooldown. Starting when you choose this archetype at 3rd level, you reduce the cooldown of your gadgets and
activation of your constructs and Mecha are 2d4 rounds instead of a minute. If the gadget is also a quick-use gadget, its
cooldown is one full round instead.

Extensive Designing. Starting at 6th level, you may increase the spell levels replicated by your gadgets to becoming 1 spell
level per Engineering Point invested (maximum 6th level). You may also command gadgets from within a vehicle or
Mecha.

Efficient Engineering. Starting at 10th level, your devices do not lose charges when they are harmed, and all your devices
(Except bombs and firearms) gain 1 additional fuel or energy for every point invested.

Protective Shell. Starting at 14th level, whenever you are wearing a gadget harness, or are within a vehicle or Mecha, you
have resistance to all damage. This applies after sharing damage with the vehicle or mecha (possibly taking only 25% of all
damage), but this ability is inactive if you are no longer protected, such if the harness itself is destroyed.

Warlock (WKR)
Warlocks are arcane spellcasters who study dark arts and magics associated with demons and the Burning Legion. Due to
this, they gain a very deeply tainted reputation due to their tendencies to traffic and deal with demons. Hiding in cellars
and secret covens, warlocks are known for making secret pacts for permanent demonic companions that grow steadily in
power so long as the warlock does.
Warlocks are common in both the Alliance and Horde, though in most cases they serve the Burning Legion while
disguising their true loyalties.
Special: Any mage or shaman may convert each level it has to a warlock by making a pact with a demon (typically as
consequence of corruption or summoning). This typically corrupts them, and makes returning to their previous class
difficult if not impossible. Levels are exchanged on a 1:1 basis.
CREATING A WARLOCK Hit Points at 1st Level: 6 + your Stamina modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Stamina
QUICK BUILD modifier per warlock level after 1st.
You can make a warlock quickly by following these
suggestions. First, Charisma should be your highest PROFICIENCIES
ability score, followed by Stamina. Second, choose the Armor: None
charlatan background. Third, choose the light, Weapons: Daggers, darts, slings, quarterstaffs, light
prestidigitation, firebolt, and eldritch blast cantrips, crossbows
along with the 1st-level spells shield and shadow bolt. Tools: None
Saving Throws: Stamina, Charisma
CLASS FEATURES Skills: Choose two from Arcana, Deception, Insight,
As a warlock, you gain the following class features. Intimidation, Persuasion, and Religion
HIT POINTS
Hit Dice: 1d6 per warlock level EQUIPMENT
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You start with the following equipment, in addition to ● (a) a component pouch or (b) an arcane focus
the equipment granted by your background: ● (a) a dungeoneer’s pack or (b) an explorer’s pack
● (a) a light crossbow and 20 bolts or (b) any ● Demonic grimoire or spellbook
simple weapon

Warlock Class
Level Proficiency Features
1st +2 Demonic Studies, demonic invocation, Spellcasting
2nd +2 Soul Shards
3rd +2 Fiendish Alliance
4th +2 Ability Score Improvement
5th +3 -
6th +3 Demonic Study Feature
7th +3 -
8th +3 Ability Score Improvement
9th +4 -
10th +4 Demonic Study Feature
11th +4 -
12th +4 Ability Score Improvement
13th +5 -
14th +5 Demonic Study Feature
15th +5 -
16th +5 Ability Score Improvement
17th +6 -
18th +6 Demonic Study Feature
19th +6 Ability Score Improvement
20th +6 Soul Vault

Demonic Studies
Starting at 1st level, Warlocks may speak Eredun, and do not need to make saving throws versus its corruptive influence.
However, they are (due to demonic promises) often more likely than others to seek out pacts willingly. The warlock is also
initiated into a warlock circle. You may choose a demonic study, which describes the way you take to power. You can
choose Affliction, the path of the withering magical casters, Demonology, who focus on their demonic allies and improving
them, or Destruction, who summons only the Hellfire of Hell and no more. Your choice grants you features when you
choose it at 1st level and again at 6th, 14th, and 18th level.

Demonic Invocation
You have learned to regain some of your mana by invoking fel mana. With a 3-turn action, you can regain mana equal to 4
+ your Warlock level. When used, you do not regenerate mana by rest or time for the next four hours. Unlike most mana-
restoring abilities, you can use this after restoring mana from a different source.

Spellcasting
As a trafficker in demonic forces, you have a grimoire containing spells that show the first glimmerings of your true power.
You cast spells from the Sorcerer spell list in the PHB and add all its spells to your spell list, and add all Warlock spells in
this document to your spell list as well.

Cantrips
At 1st level, you know three cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of
your choice at higher levels, equal to half your warlock level + 2 (maximum 6).
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Conjuring and Binding


A warlock can conjure and bind elementals, fiends, and undead.

Preparing and Casting Spells


Each warlock level provides you with 1 caster level in the warlock class. You follow the normal progression to unlock spell
levels (see the table under the Mana section).
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list.
Preparing a new list of warlock spells requires time spent in studying your grimoire: at least 1 minute per spell level for
each spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, since you strengthen your magic by summoning and tapping
into extraplanar beings.
You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier
when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellbook – Grimoire
At 1st level, your grimoire contains six 1st-level warlock spells of your choice. When you level up, you gain 2 additional
warlock spells of your choice. You may also acquire new spells by research, tutelage, or from the spellbooks and scrolls of
spellcasters who have spells you can cast.
Your grimoire is effectively your spellbook, and you may add spells by scribing in new spells or your insights regarding the
planes and the powers you serve.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Learning Spells of 1st Level and Higher


On your adventures, you might find other spells that you can add to your grimoire. You do not gain spells by default, and
typically scribe spells from scrolls into your own grimoire, or purchase (or steal) the grimoires of others, or learn spells
directly from demons. A demon can only teach a spell of a spell level equal to ½ its CR + 1 through one week of tuition.
This costs the same as to scribe a spell into a grimoire.

Soul Shards
At 2nd level, you tap into a deep and mysterious magic of souls. This wellspring is represented by soul shards, which allow
you to weaken your enemies or strengthen your own spells.

Soul Shards
By default, you have 2 soul shards, and cannot have more shards than your Warlock level. They fade at the end of one
hour or after a short rest.
You gain one soul shards by reducing living creatures to 0 hit points or less with your spells or melee attacks, or if any
creature is killed by one of your demon summons. You cannot gain more than half your maximum number of soul shards at
any given hour.

● Cabal Casting: Warlocks are known for being cooperative casters, unlike magi and wizards. A cabal of warlocks
may gather into casting a ritual or summoning spell. If each of them contribute one soul shard per spell level, the

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spell is heightened by one spell level (counted as if it were cast from a spell higher by one level). This requires at
least four warlocks. A cabal cannot also quicken such a summon.

● Enhanced Conjuring: You may consume one soul shard per spell level, and quicken any Conjure spell of a casting
time of 1 minute to cost only an 1 action (though you cannot move for one round after casting).
You may also spend 1 soul shard to concentrate on any conjure spell, so you may concentrate on another spell. You
must still roll Concentration checks when hit (roll once per spell every time you suffer damage).

● Soul Magic: With a bonus action, you can force a living creature or an undead to take disadvantage against a
saving throw of one of your spells, or can gain advantage to your own attack rolls to such targets. This functions
up to 5th level spells, and costs one soul shard per spell level.

Fiendish Alliance
You can always prepare the Conjure Fiend spell, even without your spellbook. When a fiend you summoned is reduced to
0 hit points, you may transfer to them your own hit points as a reaction. You may only transfer enough hit points to leave
them at 1 hit point. This requires that you and the fiend be within 60 feet of one another.
You may have one Conjure Fiend spell active at any time. The fiend is treated as a companion that accompanies you on
your adventures, advises you in the ways of demonology, and teaches you magical spells. A fiendish ally usually only
grants spells once you complete tasks set by it (the fiend is controlled by the DM). This ability otherwise works as the
Beastmaster Hunter’s Hunter’s Companion ability. The fiend controlled by this ability is not treated as if you are
concentrating on it.
When you take the Attack action, you can forgo one of your own attacks to allow your conjured fiend to make one attack
of its own.
Warlocks usually use this ability to summon imps (3rd level), Voidwalkers (5th level), Fel Hounds (8th level), Succubi
(13th level), and Felguards (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.

Soul Vault
When you reach 20th level, you may gain two soul shards instead of one per every enemy reduced to 0 hit points as a
result of your spells, and may restore your soul shard pool to full at least once at any given hour.
Whenever a creature conjured by you reduces a creature to 0 or below hit points, you also gain one soul shard as if you
slew them personally. This must be done within 90 feet of you.

Warlock Studies
An Azerothian warlock may choose one of the three below archetypes.
Affliction
An affliction warlock focuses on greater use of debilitation spells, and slowly corrupts their enemies.

Haunt. Starting at 1st level, you gain the Mystic Blast feat, which deals 1d4 Fel damage per every accessed spell level (see
the feat for description).
When casting a debilitate spell, you may use a single soul shard to also use your Haunt ability against the same target
without an action. This still requires a ranged spell attack, but the range of the ability becomes equal to the range of the
debilitate spell.

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Infestation. Also starting at 1st level, you may use a soul shard to inflict another effect of a debilitating spell on a target in
the same round. This does not require an action, and does not consume a use of the debilitate effect. This can only trigger
against one given creature per long rest, however.

Soul Swap. Starting at 6th level, you may alter the target of a debilitate spell effect as a bonus action, targeting any eligible
target within a range equal to the spell’s original range. The spell’s effects take place at the new target’s turn as usual.

Seeds of Corruption. Starting at 14th level, if you reduce a creature to 0 hit points with a damaging debilitate or single-
target channel spell effect, you may deal the damage again in a 30-foot burst.

Corruptive Influence. Starting at 18th level, if any target of a debilitate spell or single-target channeling spell effect you cast
dies, you may alter the target without dispelling the effect. Seed of Corruption still triggers as normal.

Demonology
A demonology warlock focuses on greater use of fiendish summoning spells, and willingly corrupts themselves for greater
power, soon creating their own demonic residence.

Blood Pact. Starting at 1st level, all demons summoned or bonded to you gain a bonus to their maximum hit points equal to
double your level. You may also add your proficiency bonus to all your demonic allies attack rolls and saving throws.

Demonic Echoes. Also starting at 1st level, you may count demons as humanoids for all humanoid-specific spells by using a
soul shard. You may at any time grant your hit points to them as a reaction on their round, or a bonus action on your
round. You may also drain their hit points (at a 2:1 ratio), though you can only benefit from their hit points once every
long rest.

Dark Bond. Starting at 6th level, you can concentrate on two conjure fiend spells at any given time.

Dark Secrets. Starting at 14th level, you gain advantage to all saves versus spells, except those who deal Holy damage, and
gain immunity to one basic elemental damage type (Chosen between acid. cold, electricity, and fire). You may also use a
soul shard and a reaction to grant one demonic ally advantage to its first attack during a round, or impose disadvantage to
the attacker targeting it.

Demon-Soul. Starting at 18th level, whenever you summon a demonic creature by a spell or use your demonic alliance
ability to summon a fiend (as per the Conjure Fiend spell), you may summon another fiend of the same or lower level
(these are counted as if concentrating on the same spell). Thus you may summon a succubus and a felguard, or an imp and
a felhound, or two succubi or felguards.
When you are killed, your spirit is taken to an demiplane (see the spell) that is owned by you, where you return to life in
the matter of 1d10 days, nurtured by any demonic allies you have employed, enslaved, or befriended. While in your
demiplane, you may have all your demonic allies active at the same time.

Destruction
A destruction warlock is a master of chaos, calling down fires to burn and demolish their foes.

Chaos Magic. Starting at 1st level, any fire spell you use that deals damage deals an additional 1d6 points of fel damage.
Any fel spell that deals damage deals an additional 1d6 points of fire damage. Spells that deal both fire and fel damage gain
an additional 1d10 damage from either types (your choice). If you use a soul shard as a bonus action while casting an
eligible spell, you may increase the number of chaos magic dice to be equal to the spell level.

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Havoc. Also at 1st level, you may target two creatures with a single-targeting damaging spell from your class list that does
not have a range of touch or self. This only functions if the two targets are within 30 ft. of one another, and this costs a
soul shard. You may also use this with single-target channeling spells that deal damage (such as drain life).

Searing Magics. Starting at 6th level, you may also target a creature with an action to make it more susceptible to your fire
and fel magical damage. If the target is immune to fire, it becomes resistant to the damage. If it is resistant, it loses the
resistance. If it has no resistance, it becomes vulnerable. If it was previously vulnerable, it takes triple damage. The benefits
of this ability may be used once per short or long rest.

Incinerate. Whenever you deal fire damage to an enemy with a spell (though the spell or through your chaos magic
ability), you may use a soul shard to perform one of the three below tasks. This triggers once per round.
● Set the target (or object) on fire, dealing 1d6 until the flame is extinguished. While set on fire, a creature is
considered poisoned, taking disadvantage to attack rolls and ability checks.
● Cast as a bonus action any debilitate spell you have prepared.
● If the target is reduced to 0 hit points, you can deal 6d6 damage in a 30-foot burst centered on the target.

Soul Burner. Starting at 18th level, you may always count your fire and fel spells as if they have double range. If the spell
has an area of effect, you may double the area of effect. When you incinerate a target (see Incinerate), and have no soul
shards, you regain one soul shard.

Warrior (WAR)
For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength,
leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines
with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the
shield and unleash their rage at the closest threat with a variety of deadly weapons.
Warriors are common in both the Horde and the Alliance. High elf swordmasters and spellbreakers, human knights and
footmen, orc grunts and raiders, and troll ambushers and warlords are but racial reflections to the universal art of war.

CREATING A WARRIOR

QUICK BUILD
You can make a warrior quickly by following these suggestions. First, make Strength or Agility your highest ability score,
depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score
should be Stamina. Second, choose the soldier background.

CLASS FEATURES
As a warrior, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per warrior level
Hit Points at 1st Level: 10 + your Stamina modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Stamina modifier per warrior level after 1st
PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Stamina
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and
Survival

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EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
● (a) chain mail or (b) leather, longbow, and 20 arrows
● (a) a martial weapon and a shield or (b) two martial weapons
● (a) a light crossbow and 20 bolts or (b) two handaxes
● (a) a dungeoneer’s pack or (b) an explorer’s pack

Warrior Class

Level Proficiency Features

1st +2 Fighting Style, Second Wind


2nd +2 Action Surge (one use), Shout (Battle)
3rd +2 Warrior Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement, Shout (Taunt)
7th +3 Warrior Archetype feature
8th +3 Ability Score Improvement
9th +4 Warrior’s Talent (Once)
10th +4 Warrior Archetype feature, Shout (Intimidate)
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Warrior’s Talent (Twice)
14th +5 Ability Score Improvement, Shout (Rally)
15th +5 Warrior Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Warrior’s Talent (Thrice)
18th +6 Warrior Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting
Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

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

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that
weapon.

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
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Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a
bonus action to regain hit points equal to 1d10 + your warrior level. Once you use this feature, you must finish a short or
long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one
additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a
short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the
same turn.

Shout
Starting at 2nd level, the warrior can rally or empower their allies or demoralize or harass their enemies by using their
Shout ability. A shout costs a bonus action to start and maintain every round. The Stamina saving throw DCs for Shouts
and Shout abilities are equal to 8 + proficiency bonus + Stamina modifier. These are a Thunder effects that do not
function in silent areas. Starting at the following levels, a Warrior gains a shout effect. If a shout is not maintained, it fades
at the beginning of the warrior’s next turn. After using a shout, the warrior cannot use it again until they rest. Shouts are
concentration effects, and require the warrior pass a Stamina saving throw to maintain it if they are damaged (DC 10 or
half damage taken), or else lose the benefits of the shout.

Battle Starting 2nd level, all hostile suffer additional damage equal to your proficiency bonus. This acts exactly as the
Death Knight’s Abandonment Aura ability.

Taunt Starting at 6th level, you may challenge one enemy to a fair duel. The enemy must make a Spirit saving throw or be
affected by the Compelled Duel spell until the end of your next turn. If the creature moves away more than 60 feet or
cannot hear you, the effect ends for it, and it cannot be targeted again for 24 hours.

Intimidate Starting at 10th level, all hostile enemies must make a Spirit saving throw or be frightened until the end of your
next turn. Creatures can roll another saving throw at the end of every one of their turns. If the creature moves away more
than 60 feet or cannot hear you, the effect ends for it, and it cannot be targeted again for 24 hours.

Rally Starting at 14th level, all allied creatures are invigorated. They gain an increase their maximum hit points by half
your level and can spend a single hit dice to heal themselves. The bonus to maximum hit points remains for one hour. A
creature cannot benefit from this more than once in any given 24 hours. If the creature was already at maximum hit points,
it’s current hit points increase to equal its maximum hit points.

Howl Starting at 18th level, all hostile creatures are treated as if slowed (as the slow spell) for one round if they fail a
Spirit saving throw. Creatures can roll another saving throw at the end of every one of their turns. If said creature move
away more than 60 feet or cannot hear you, the effect ends for it, and it cannot be targeted again for 24 hours. This is a
fear effect.

Warrior Archetype

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At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose between
the Arms Warrior, a champion in using great-weapons, the Fury Warrior, who focuses on bleeding his enemies and
debilitating them tactically, or the Protection Warrior who focuses on defense while reflecting physical damage. All are
detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th,
10th, 15th, and 18th level.

Ability Score Improvement


When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above
20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The
number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this
class.

Warrior’s Talent
Starting at 9th level, you gain one of the following talents, representing your preferred tactics and adaptability at the field
of battle. Choose from between Indomitable, Heroic Throw, Heroic Leap, Shockwave, Thunderclap, and Wind Walk.
These abilities may be used once when gained before a long rest, but gain another use at levels 13 and 17, or you may
(instead of upgrading the uses) choose another ability. All abilities have DCs of 8 + Proficiency + Strength if they allow a
saving throw.
● Heroic Leap You may make a heroic leap, jumping up to twice your normal distance, and making an attack roll at
the end. A successful attack roll deals damage equal to your normal weapon damage, except that damage is dealt
as a burst of 5 feet on the area you hit, with an Agility saving throw to half. The ground is also turned into
difficult terrain (such as rubble) when applicable.
● Heroic Throw You may enhance your thrown or melee weapons for one minute. While enhanced, you may
perform melee attacks at a range of 60 feet by throwing your weapon, or use thrown weapons and increase their
range by 60 feet. The weapon returns at your turn or drops the target prone (Agility negates), allowing you to
attack multiple times.
● Indomitable You can reroll a saving throw that you fail. If you do so, you must use the new roll, even if it is lower
than the initial roll.
● Shockwave You may use your action to emit a shockwave from your weapon by slamming it into the ground.
This deals your melee weapon attack damage in a 5-foot thick line 60 feet long, dealing your weapon damage to all
creatures in the area of effect, plus 2d6 bludgeoning damage. Targets in this line may perform an Agility saving
throw to half damage.
● Thunderclap You may use your action to emit a shockwave from your weapon by slamming it into the ground.
This acts as Shockwave spell, but the area of effect is a 10-foot burst centered on you, and the extra 2d6 damage is
Thunder damage. Targets hit also reduce their speed by 10 feet, unless they succeeded on the Agility saving
throw to half damage. This reduction to speed remains for one minute.
● Wind Walk You may use your action to wind-walk, rendering yourself invisible as per the spell, and granting
yourself +10 to your speed. While in this stance, you must continue moving or else this effect dissipates. Your first
attack while performing Wind Walk adds +2d8 damage, and breaks the invisibility as normal. This is a
supernatural ability.

Warrior Archetypes
The warrior can choose from one of the below archetypes.

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Arms
Arms warriors focus on wielding great weapons, and dealing great amounts of damage to both single targets and multiple
weak ones by cleaving.

Sweeping Strikes [Strike]. Starting at 3rd level, when you successfully attack and damage a creature, you may use your
bonus action to deal your Strength modifier in damage to any number of creatures 5 feet away from it. This is a strike
effect that costs a bonus action.

Bladestorm [Stance]. Starting at 7th level, you may go into a bladestorm with an action. While in this stance, you must use
your action and bonus action every round, dealing your weapon damage to all creatures you wish within 5 feet of you, plus
5 damage from Sweeping Strikes. Affected targets are entitled an Agility saving throw to half all damage. You have
advantage against all movement-impairing effects while in a bladestorm, and you do not provoke reactions from movement.
Your speed is halved in a bladestorm, but you may affect all creatures, even if you do not stop next to their space. If you
are unable to invest your action or move at a rate of half your speed or higher, this effect ends. This can be used a number
of times equal to your proficiency bonus before a rest.

Bloodthirst Strike [Strike]. Starting at 15th level, you may, after successfully damaging an enemy, you gain hit points equal
to double your Proficiency bonus. You may grant half the benefits to any ally within 30 feet. This is a strike effect that
costs a bonus action.

Mortal Strike [Strike]. Starting at 10th level, you may severely wound a creature’s healing capabilities if you successfully
apply a mortal strike. If a creature is affected by a Mortal Strike, they take 50% less healing from all sources for one
minute. This is a strike effect that costs a bonus action. A creature cannot be affected by this ability more than once in 24
hours.

Weapon Specialization. Starting at 18th level, you gain an additional effect depending on the type of damage your weapon
deals. This effect only triggers once per round, and only on a critical attack. All effects that allow a save refer to the
target’s Stamina saving throw opposed to your Strength, and cannot target a creature more than once every 24 hours.
● Slashing. You may perform two strike effects with a single bonus action.
● Bludgeoning. The target is stunned for one round.
● Piercing. The target takes 2d6 extra damage.

Fury
Fury warriors equip themselves with two weapons, and slice their enemies to ribbons while shouting vengeance.

Strike the Wound. Starting at 3rd level, whenever you hit the same enemy more than once in the same round, you increase
your critical chance by 1 point (from 20, to 19-20, etc.), to a maximum of 15-20. This ‘counter’ resets at the end of your
round.

Overpower. Starting at 7th level, if you miss an attack roll, you may attack again, increasing your critical range by two
points. This is usable once per point of Stamina modifier. All uses can be regained after a long rest. This can be used with
strike effects.

Battle Commands. Starting at 10th level, you may shout or maintain a shout while attacking with your off-hand weapon.
The range of your shouts is reduced to 15 feet if you do this.

Hellscream. Starting at 14th level, all hostile creatures within range of your shouts take Thunder damage equal to half
your level whenever you shout or declare that you are maintaining a shout. They are entitled a Stamina saving throw to
half damage opposed by your own Stamina.
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Bloody Ribbons. Starting at 18th level, you may make another attack whenever you critically hit an enemy. If this hit is a
critical hit, you may continue to hit so long as you are critically hitting the opponent.

Protection
Protection warriors are vanguards of an army, decking themselves with heavy armors and a reliable shield, deflecting and
guarding any attacks that may affect their allies.

Block and Tackle. Starting at 3rd level, you may use a reaction to block an attack that targets you, reducing the damage by
1d12 + Stamina modifier. This requires a shield. If this reduces the damage to under 0, you may use the same reaction to
attack the target with an opportunity attack. This is usable once per point of Stamina modifier. All uses can be regained
after a rest.

Sundering Strike [Strike]. Starting at 7th level, you may sunder an enemy’s armor, reducing their AC by a value equal to
your Proficiency bonus (but never below that of their AC if unarmored). This effect remains until the armor is tended to,
and cannot target the same target twice in 24 hours. This is a strike effect that costs a bonus action.

Vigilance. Starting at 10th level, you add an additional +1d12 to your ability to block damage. Whenever you perform an
opportunity attack derived from your block talent, you perform one of the following abilities.

● Destructive Counter. Your opportunity attack deals an additional 1d12 damage.


● Disarming Counter. Your opportunity attack drops the enemy’s weapon. If they reach for it while threatened by
you, you get another attack of opportunity.
● Pushing Counter. Your opportunity attack pushes the enemy 5 feet away.

Vanguard. Starting at 15th level, whenever you are below half your hit points, you gain 1d12 + Stamina temporary hit
points at the beginning of every round. These temporary hit points do not stack with themselves.

Improved Second Wind. Starting at 18th level, you may use Second Wind three times before requiring rest. Whenever you
use it, you gain resistance to all types of damage for one round after use, and advantage versus the first spell targeting you
in the next minute.

Special and Racial Specializations


These are archetypes, domains, and specializations that have a special or racial restriction. These are rare, but often are
quite powerful.

Apothecary (Tinker)
Apothecaries are students, researchers, and scientists of the Royal Apothecary Society of Undercity. They are tireless in
studying the effects of poisons and plagu
es on both the living and the undead, and are also one of the strongest scientific forces in Azeroth. Apothecaries are
support soldiers who brew and concoct potions and poultices to support (or create) soldiers on the field. Apothecaries also
work tirelessly to replicate the work of the Scourge's necromancers, creating abomination constructs, meatwagon vehicles,
and (for the intrepid forsaken adventurer) skull-shaped grenades and grim-looking firearms.

Special. Apothecaries are usually undead tinkerers who focus on advanced and esoteric alchemy. A forsaken tinkerer can
study the path of the apothecary long before they formally enter the order (upon gaining the archetype). They modify
their below features:

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Engineering. You can create undead as if they were normal constructs. Apothecaries usually create abominations from
corpses and specially-chosen victims (allowing you to make undead with the engineering skill as if they were normal
constructs). As a result of the focus on construct-building, however, you lower your effective proficiency bonus when
crafting firearms and explosives by 1 point.
You also gain proficiency with a poisoner's kit, and start out with two soul gems (CR 1) as fuel instead of liquid
phlogiston.

APOTHECARY SPECIALIZATION
Forsaken Alchemy. Starting when you gain this archetype, you gain proficiency with alchemy with two casting sources:
Priest and Mage, although you are restricted to the necromancy, enchantment, illusion, and transmutation schools. Your
effective caster level is equal to half your tinker level (or 1 at level 3), reaching a maximum effective caster level of 10.
Apothecaries usually prepare their spells into potions and pour them (or throw them) on targets such as corpses (for
animate dead) and living beings (for death coil, false life, etc.). They typically prepare the below spells at the following
levels (although the list is not exclusive).

Level Preferred spells Spell level Caster Level


01-05 Animate Dead I, Death Coil I, Death Pact, Fade, Disguise Self 1 1-2
06-09 Blindness/Deafness Capture Essence, Corpse Explo, Unholy Frenzy 2 3-4
10-13 Feign Dead, Revivify, Plant Growth, Vamp Touch, Bestow Curse 3 5-6
14-17 Confusion, Drain Life, Dominate Beast, Polymorph, Blight 4 7-8
18-20 Contagion, Geas, Dominate Person, Modify Memory, Hold Person 5 9-10

You may also add the following spells to your effective spell list (despite them normally falling under different schools):
Death Ward, Darkness, Nondetection, Power Word: Fortitude, Protection from Poison, Magic Weapon, Dispel Magic,
and Speak With Dead.

Walking Biohazard. Starting at 6th level, taking advantage of your undead nature, you can secrete or develop poisons and
diseases in your body. You may declare development of a disease or poison 24 hours before you can secrete it. After 24
hours have passed, you can conjure up doses of said poison or disease per proficiency bonus. This can be done once in a 24
hour circle.
You cannot develop a disease or poison that would otherwise affect you in this way. The DC to resist the poison or
disease cannot exceed a value equal to 10 + half your class level.

Expert Poisoner. Starting at 10th level, whenever you deliver a poison, disease, or even a potion, you increase the DC,
damage, or duration of the effect increases by 2 points (or two rounds if possible). When using a syringe, injecting a foe
costs no action (although the attack must still be successful).

Weird Science. Starting at 14th level, whenever you create or summon undead or constructs via engineering or Animate
Undead or Animate Construct spells, you may design or cast the spells to run on a mixture of soul-magic and electricity.
All your constructs and undead gain Blindsight against living and undead creatures, as well as constructs and devices that
work off an electrical source.

Demon Hunter (Rogue)


Demon hunters are specialists in fighting demonic outsiders, and sacrifice both body and mind to gain alien and terrifying
powers.
Although most commonly found amongst the Night Elves (with the Night Elf Illidan Stormrage being the first known
Demon Hunter) and the Illidari, the abilities can be learned by many who fight demons, such as secretive high elven
organizations, human wizarding societies, or even draenei or orcish inquisitorial orders. Demon hunters utilize warglaives,
which are specially-altered short swords (see equipment below).

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Special: The Demon Hunter class can be unlocked by a ritual of self-scarification and mana vampirism against a demon.
The character then may choose the Demon Hunter archetype of the Rogue Class, or retrain their class into becoming a
Rogue who can qualify to be a demon hunter. Warlocks who turn against the Burning Legion may exchange their class on
a 1:1 ratio, such as death knights or warlocks do with their previous classes of paladin or mage and shaman (respectively).

Special: A draenei who takes on the mantle of demon hunter may alter their Gift of the Naaru ability, casting the Mind
Blast spell instead, as the draenei takes on the psychic powers of the Eredar in exchange of the holy powers of the Naaru.
This extremely uncommon sacrifice also takes its toll on the draenei’s body, slowly morphing their appearance through
extended exposure to fel magic to be more like the Eredar.

DEMON HUNTER ROGUISH ARCHETYPE


Demon Spellcasting. Drawing on fel magics not unlike those practiced by warlocks, you can cast spells that are normally
cast by warlocks. You cast all spells drawn from the warlock spell list, but when casting such spells, you must spend 1
additional point of mana.

Cantrips
At 1st level, you know two cantrips of your choice from the Warlock spell list. You learn additional Warlock cantrips of
your choice at higher levels, equal to one-third your Demon Hunter level + 2 (maximum 4).

Preparing and Casting Spells


Each mage level provides you with ⅓ a caster level in the Warlock class (1 at 3rd level). You follow the normal
progression to unlock spell levels (see the table under the Mana section).
You prepare the list of Warlock spells that are available for you to cast, choosing from the Warlock spell list.
You can also change your list of prepared spells when you finish a long rest by consulting your spellbook. You otherwise
follow the warlock’s rules for spellbooks, conjuring, and binding, however, most demon hunters inscribe their spells to
their skin as tattoos rather than in grimoires, using expensive inks and difficult techniques (see Chapter 6 for details on
special spellbooks).

Spellcasting Ability
Charisma is your spellcasting ability for your Warlock spells, since your magic draws upon your attunement to fel powers.
You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier
when setting the saving throw DC for a Warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spectral Sight. Also starting at 3rd level, you gain the supernatural ability to automatically detect demons and celestials on
sight so long as they are within 30 feet or closer. This is treated as the Detect Evil and Good spell. After three rounds of
observation, you can also detect if a creature has active mana (such as by being a spellcaster or while subject to an active
spell). Similarly, you know if there is a place or object within 30 feet that has been magically consecrated or desecrated (see
the Hallow spell).
This vision can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt.

Special: This power comes at a cost--most colors are faded to the character. Although this does not mean everything is in
black or white, the character suffers disadvantage to any color-based Spirit (Perception) check that does not also involve
creatures detected by this ability (such as hiding in camouflage).
Special II: Alternatively, the character can opt to not gain this benefit and gain Darkvision 60 feet instead.

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Dark Metamorphosis. Starting at 9th level, you may use a bonus action to metamorphosize into a demonic creature. You
may stay in this state 10 minutes, and gain the following benefits while metamorphosized:
● You gain the benefit of Mage Armor, and add your level to your maximum hit points so long as you are
transformed. Your Strength becomes 18, or remains as it is (if higher than 18).
● You gain demonic wings, allowing you to glide so long as you are in the form. For every 10 feet of distance you
fall, you can move 30 feet in any direction. You can also instead take no fall damage so long as you can exercise
your wings. If you are restrained or otherwise encumbered, you cannot make use of your wings.
● You may attack with your horns or claws as melee weapon attacks, dealing 1d6 piercing damage or 1d4 slashing
damage respectively (plus your strength as normal), and fly at a speed of 30 ft. (you can hover). Your melee
weapons are treated as if they are +1 weapons. These are treated as light natural weapons.
● While transformed, you are treated as a fiend for all spell-related variables, and add +1 to the DCs of all your
spells from the warlock spell list, although you can only cast warlock spells that modify or target mana (such as
mana burn or mana shield), as well as direct-damage spells that deal fel damage (as orb of annihilation or shadow
bolt).

The state can be left with a bonus action, and once it has been used, it cannot be used again for a short rest.
You may also retain one of the below traits indefinitely, as your metamorphosis is more internal than external.

● Claws: You may retain your claws (see above). You may draw back your claws at will to hide them (does not cost
an action).
● Wings: You may retain your wings.
● Horns: You may retain your horns (see above). You may not hide them.

Sorcerous Thirst. Starting at 13th level, whenever you perform mana vampirism (see Chapter 6) versus demons to drain
their mana, you gain double the normal mana.
You can also gain one use of their innate special abilities, usable only once, although this costs no mana. The demon hunter
cannot use this ability to cast a spell that has a spell level equal to or more than half his Demon Hunter level.
After benefitting from a mana vampirism against a fiend, your weapons are always treated as magical versus demons for 1
hour, as the residual fel energies are being used by you against the demons' defenses.

For Example: Draining a Felhound allows the demon hunter to utilize their Mana Burn innate ability, or a succubus’s
Sleep or Modify Memory spell.

Dread Foe. Starting at 17th level, you may use a bonus action to vault, moving at half your total speed in a way that does
not provoke reactions. Whenever you do provoke reactions from movement, you can make an attack of opportunity. The
distance of a vault’s jump is treated as if the demon hunter was always under the effects of the Jump spell.
Your weapons are also always treated as if magical when attacking demons.

Lightslayer (Rogue)
A shadow in the night, the lightslayer moves with the sound of a whisper to extinguish light wherever you find it —
specifically, you extinguish the followers of the Holy Light. The lightslayer embraces the teachings of the Forgotten
Shadow and develops personal power by slaying their hated foes.
A branch of the Cult of Forgotten Shadow, led by a former soldier, trained the first lightslayers to combat Scarlet Crusade
raids. Originally the cult envisioned lightslayers as dark knights who would ride into battle against the agents of the Holy
Light. To the cult’s dismay, the Crusade’s organized tactics ran roughshod over the newly trained dark knights.
Another branch of the cult, this one led by a charismatic and pragmatic Forsaken named Ilius, liked the concept of
lightslayers but disagreed with their implementation. Ilius had been a human scout in life, but before that he had made a
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missions against the Scarlet Crusade. These lightslayers proved much more effective, and their use has spread to many
branches of the Forgotten Shadow.
Once indoctrinated, a lightslayer receives missions to combat the Holy Light, particularly the Scarlet Crusade (though
Knights of the Silver Hand and ordinary priests and parishioners are also fair game). These missions range from ambush to
outright assassination.

Extinguisher. Beginning at 3rd level, have all divine casters who follow the light as favored enemies (as the hunter class
feature of the same name). This does not necessarily include all characters who follow or believe in the light, but only
those who channel its power. Your melee and ranged (but not spell) attacks against them deal an extra 2 points of damage.
You also have advantage on stealth checks in dim light or darkness.

Sin Shield. Also starting at 3rd level, you have advantage versus all divine spells cast by your favored enemies, and
advantage to all checks to avoid being scried upon or identified by magic.

Elusive, Persistent Shadow. Starting at 9th level, you gain the ability to teleport yourself from your current location to any
spot within 250 feet once per day. This ability otherwise functions as the Dimension Door spell. You gain another use of
this ability at level 14, and another at level 19.

Dark Senses. Starting at level 15, you gain the ability to cast the Scrying spell twice per day. If the target is a favored
enemy, they take disadvantage versus saving throws versus the spell. You can also sense if a favored enemy is casting a
divine spell within 3 miles. If within 1 mile of them, you can spend an action to force them to roll a Spirit saving throw
(DC 8 + Intelligence + Proficiency bonus). If they fail, they are stunned for 1 turn. A creature can be subjected to this
effect once per 24 hours.

Mountain King (Warrior)


The mountain kings, or thanes as they are known in Khaz Modan, are the mightiest dwarven warriors under the
mountain. Wielding both enchanted warhammers and hand axes, these fierce fighters live to test themselves against
worthy opponents. Unconcerned with their race's preoccupation with mechanical devices and mining precious minerals,
Mountain Kings live only for battle. Dedicated to safeguarding the Alliance which saved their kingdom during the Second
War, the mountain Kings can be counted upon to rally behind any banner that stands between freedom and the ever
looming shadow of evil.
Mountain kings boast prodigious combat abilities. They are ferocious in melee combat, wielding the traditional weapons of
their race to decimate their foes. Their attacks leave opponents stunned and reeling.
While they do not focus their efforts on discovering the secrets of the titans, they have long known of a powerful spark
within every Ironforge dwarf - and mountain kings draw upon this spark and fan it into a raging flame. They conjure
magic hammers and axes to hurl at their targets, stunning and slowing them so they can get close enough to use their real
weapons. They transform themselves into silver-sheened creatures of living stone, shrugging off all attacks and hacking
through flesh and bone with frightening ease.
This archetype is restricted to dwarves and creatures who are of dwarvish descent.

Titanic Spark: Dwarven Avatar. Starting at 3rd level, you gain the ability to cast spells as a mage of an effective caster
level equal to half your Mountain King level (or 1 at level 3). You do require spellbooks, however they appear in the form
of inscriptions and engravings on your armor and weapons. You may cast spells from the abjuration, evocation, and
transmutation schools, although you may only choose lightning-based spells when preparing evocation spells.
You may add and cast the Investiture of Stone spell as a 5th level spell instead of a 6th level spell, and you do not need to
concentrate on the effect. While under the spell's effects, you double the benefits from your Stance of the Mountain
feature (reduce damage by 6 before applying resistances, gain 4 reactions, and push targets 20 feet), and its effects are
never disrupted so long as you are conscious.

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Slash and Smash. Also starting at at 3rd level, whenever you hit the same enemy more than once in the same round with a
slashing and a bludgeoning weapon, you increase your critical chance by 1 point (from 20, to 19-20, etc.), to a maximum of
15-20.

Stance of the Mountain. Starting at 7th level, you may enter a stance with a bonus action. So long as you are in this
stance, you reduce the physical damage you take by 3 points, and gain 2 extra reactions.
When executing a melee attack of opportunity while under the effects of this stance, you push the target 10 feet on a
successful attack roll. If you move more than half your speed, the effects of this stance are disrupted.

Bleed and Bash. Starting at 10th level, when you land a critical hit with a slashing weapon, you reduce the target's speed
to half for 1 hour or until the damage you dealt is fully healed. When you land a critical hit with a bludgeoning weapon,
you may make a Strength save and oppose your results with the target's Strength or Agility saving throw. If your save
result is higher, they are stunned for 1 round.

King and Wealth Under the Mountain. Starting at 15th level, you may spend three days studying the defenses of a
fortification, castle, or any type of defensive structure. At the end of the three days, you may use your Stance of the
Mountain without spending a bonus action, and you may move your full speed without disrupting the stance. Also, when
you cast the spell Stoneskin through your Titanic Spark spellcasting feature, the cost of the material component (regardless
of the target) is 25 gp instead of 100.

Shadow Hunter (Hunter)


Troll shadow hunters are masters of voodoo magic, and are the highest authority of the jungle trolls. Their spirit powers
both bless and curse, and they walk the line of dark and light in hope of saving the future of their people. Their dark gods,
the Loa, channel themselves through the shadow hunters when they use their ceremonial rush'kah masks.
Like other practitioners of voodoo, shadow hunters deal with the darker aspects of the spirit world. Unlike witch doctors
and members of other professions associated with this ancient faith, shadow hunters claim to develop a special bond with
voodoo spirits called the Loa. Able to channel the essence of some of these extremely potent beings - and often acting with
their blessing - shadow hunters gain special abilities only the Loa can grant. As they grow in experience, the shadow
hunters' bond with the Loa strengthens and their connection to these powerful voodoo spirits eventually gives them the
ability to curse and heal at a whim.
This archetype is restricted to worshipers of the Loa, which are overwhelmingly trolls.

Loa Spellcasting. Starting once gaining this archetype, you merge your spell list with that of the shaman. You do not gain
the increased spellcasting capabilities or access to higher spell levels, but you add all shaman spells into your spell list
(including totems, healing spells, and elemental spells), at the cost of all [Shot] and [Strike] spells.
When casting a spell derived from the shaman spell list and not the hunter spell list, you spend 1 additional mana point to
cast the spell.
Your spellcasting otherwise follows the same rules as the shaman class, although your totems are your masks.

Mask Magic. Starting from 3rd level, you can wear various masks can provide blessings. It costs a bonus action to wear a
mask, and each can be used once before a long rest.
● Legba Mask. This grants the exceptional aura of a Paladin's Concentration Aura. This aura remains for one hour.
● Lukou Mask. This mask allows you to add your Spirit modifier to the final number of hit points healed by your
spells. This can be added to the final damage to undead cured by your spells. This mask grants the benefit for one
hour.
● Shango Mask. The storm mask allows you to add your Spirit modifier to the final number of damage points dealt
by your lightning spells. This mask grants the benefit for one hour.

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Voodoo Ritualist. Starting from 7th level, you may multiple the casting time of your spells by three via a magical (and
often noisy) mask-dance to heighten it by one spell level. This increase does not stack with itself.
If the spell cost an action, it costs 3 actions instead. If it costs a minute, it costs 3 minutes. If it cost an hour, it costs 3 hours,
etc.
When conducting a ritual, this ability instead allows the shadow hunter to add the heightened spell level to the final spell
level.

Advanced Mask Magic. Starting at 11th level, you can add new masks to your repertoire of spells.
● Bwonsamdi Mask. You gain the ability to perform a Crusader Strike as a paladin of your level, and can use hunter
or shaman spells. This ability remains for one hour.
● Ogoun Mask. You can cast the Polymorph spell as if you had it set, although the spell can only turn hostile
creatures into frogs. This ability remains for one hour.
● Dambala Mask. The second twin of the Ogoun mask, you can cast the Polymorph spell as if you had it set,
although the spell can only turn you into a snake. This ability remains for one hour.

Big Bad Voodoo. Starting on 15th level, you can wear the ultimate mask; the Unnamed Dark Mask, and can spend three
turns of invoking it to manifest the strongest voodoo magic possible.
At the end of the dance, a number of allies equal to your Spirit modifier within 30 feet gain immunity to damage as per the
spell Divine Shield (Caster level equal to your hunter level). This needs concentration as the normal spell, and if you fail
to maintain it, it fades from every target. Unlike the spell, you cannot target yourself.
You can channel this effect instead of merely concentrating, during which the shield regains 5 hit points per round of
channeling. If you cannot maintain line of sight to your ally, the effect fades from them.

Spell Breaker (Warrior)


Elven warriors trained to disrupt and contort magical energies, the Spell Breakers are a valuable addition to the Alliance,
and work well in concert with the High Elven magically-focused military.
Spell Breakers can cast a small amount of spells, and mostly prefer abjurations such as Shield and Dispel Magic, and
evocations such as Arcane Missile, and Mana Burn.
This warrior martial archetype is restricted to High Elves.

Spellcasting. When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips.
You learn two cantrips of your choice from the wizard spell list. You learn an additional mage cantrip of your choice at
10th level.

Spells Prepared
Each spell breaker level provides you with 0.5 levels in a spellcasting class (or level 1 at 3rd level). You follow the normal
progression to unlock spell levels (see the table under the Mana section).
You prepare spells from the mage spell list, but only spells from the abjuration or evocation schools.
When you reach 7th, 8th, 14, and 20 level in this class, you can alter one existing spell to be a spell from any other magic
school.
Your spellcasting otherwise follows the same rules as the mage class with regards to spellbooks, conjuring and binding, and
other concerns.

Spellcasting Ability.
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization.
You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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Spell save DC = 8 + your proficiency bonus + your Intelligence modifier


Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell Resistance. When you choose this archetype at 3rd level, you gain the ability to be exceptionally resistant to spells
and spell-like abilities, gaining advantage versus all spells that allow for spell resistance.

If the spellbreaker succeeds in saving against a spell it is targeted with with the original saving throw and the one granted
by advantage, he may use a reaction to absorb its magic, regaining mana points equal to the spell’s level.

Abjuring Knight. Starting at 7th level, you may cast the Dispel Magic spell with half normal mana cost (minimum 1), and
always have it prepared at your highest-level spell accessed.
You may also throw a two-bladed sword, treating it as a thrown weapon with a range of 10/30 feet. This may deliver
melee strikes at range, and the two-bladed sword returns after the attack roll is resolved, but allowing for only one melee
strike every round.

Feedback. At 10th level, whenever you dispel a magical effect from a creature, you destroy 1 point of mana per spell level,
dealing 2 Arcane damage as the Mana Burn spell. If you dispel a debilitating effect from an ally, you may the mana-
burning effect to any hostile creature within 30 feet of you.
You may also cast Dispel Magic (as per Abjuring Knight) as a strike effect (costing a bonus action after a successful attack
roll).

Steal Magic. At 15th level, you may transfer a dispelled magical effect to another eligible creature within 30 ft. as a free
action. The new target is entitled a saving throw. This may be applied to beneficial and debilitating effects, using your
own spell save DC.

Control Summons. At 18th level, you may force a summoned creature to serve you and count you as an ally instead of
sending it back to where it came from when you successfully dispel the magics summoning it. This does not count versus
creatures that are not summoned by spells.

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Chapter 4: Skills and Professions


To better facilitate and replicate the ability to craft, mine, and refine materials into weapons, there are a few changes to
the skill system, by including Gathering and Refining skills.

Discovery
Making new spells, alchemical formulae, and blueprints for engineering are all highly complicated tasks. It takes 2 weeks to
study a new spell, formula, or blueprint, and requires an amount of gold pieces dedicated for research equal to 50 x spell
level (if a spell or alchemical formula), or 75 x Engineering Points invested (if a blueprint).

The GM may impose additional requirements, such as requiring an elemental crystal for a firethrower (elemental engine)
or a blueprint of a normal vehicle to make a similar design.

Gathering Skills
Any skill that reasonably allows for the identification, collection, and preservation of raw materials may be used to gather
raw materials. These raw materials have a value that may be declared after the check is finished. Any resource-rich area
may be considered a resource node that may be used to harvest raw materials.

Gather Raw Materials


This use allows the user to gather materials over time. The user can gather up to eight hours, and must have a long rest
before continuing to gather. The results of a gathering raw materials effort is judged jointly by the dungeon master and
you, who decide upon what kind of general materials you acquired, judging by the environment, resources, and skill used.

Value of Gathered Materials per hour of work = ½ Check results x Proficiency x ½ in silver pieces.
Multiply the result by 4 to have the yields of 8 hours. Every 50 silver piece of materials weighs 1 pound.

Gathered materials can be sold for half value, or be kept to use in crafting.
Examples of skills being used to gather are below.

Example Skill Ability Score Task Performed


Alchemy Intelligence Collects alchemical reagents, vials, formulae, etc.
Engineering Intelligence Collects pipes, gears, spanners, and nuts and bolts
Herbalism Spirit Collects herbs, cultivates and identifies plants, general horticulture.
Mining Spirit Collects metals, mines and identifies metals and minerals, and general mining.
Skinning Spirit Collects hides, skins, and identifies quality of leather.
This can be used against monsters to harvest monster For example, a first-level Warrior (with +1 to Spirit)
trophies. A monster that is harvested for a particular proficient with mining tools can gather an average of 44
body part has the rest of its body parts damaged in the silver pieces in eight hours of work (or 5 silver per hour).
attempts to extract value. A skinner can harvest leather Since a longsword costs 15 gold pieces (150 silver), it
(for armors), bone (for weapons), poison (from would require the Warrior to work for an average of
poisonous creatures), and other things the DM feels three days to gather enough raw materials--if the game
appropriate. If harvesting a consumable (such as a master allows for the gathering of iron from a specific
poison), one dose can be created per hit dice with no node or area.
cost. If the same Warrior is proficient with skinning tools and
skins a snake, he can harvest up to 48 silver in eight
Maximum Harvested Trophies from monsters = ½ HD hours of work, but only to a maximum of. A HD1 (CR
x CR x 4 in gold pieces. ¼) Rattlesnake has a maximum of 1 gold piece worth of
trophies, and one dose of poison (if any).

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Production Skills
Any skill that can create a product out of materials is classified as a production skill. The time it takes to make a product
and the raw materials it takes depends on the cost of the item and its complexity.
Most production skills require proficiency in the tools used (such as blacksmith’s tools), but some are given to or restricted
by race or class only (such as Engineering or Alchemy). Proficiency in a skill infers proficiency with its tools.

Example Skill Ability Score Task Performed


Alchemy Intelligence Creates potions, elixirs, and concoctions
Blacksmithing Intelligence Creates weapons, armor, and metallic trinkets
Engineering Intelligence Creates constructs (golems and robots), gadgets, firearms, and bombs
Herbalism Spirit Can create minor potions from herbalism.
Infusion Intelligence Can create infusions and enchantment items.
Jewelcrafting Spirit Creates jewelry
Leatherworking Spirit Creates leather-based items and armors
Tailoring Spirit Creates cloth-based items (such as clothes, boots, and hats)

Note: System below is optional, and supersedes the crafting rule of 5 gp of progress per day on crafting.

Crafting Rules
Crafting takes four components:
1. Time roughly equivalent to the complexity of the end product.
2. Raw materials equal to one-third that of the end product.
3. Proficiency with the tools (or skill) relevant.
4. Success on the Crafting check.
At the end of the allotted crafting time, and if the check is successful, the user crafts the item in question.

Item Crafting Time DC


Very simple item (stick) 10 minutes 5
Simple item (light weapon, club, or staff) 1 hour 10
Moderate item (martial weapon, light armor) 1 day 15
Complex item (medium armor, lock) 1 week 20
Highly complex item (heavy armor) 2 weeks 25

Crafting takes the specified time, cut down to the nearest hour.
In the above example, the first-level Warrior (if proficient with smith’s tools), can begin to forge a sword if he has access
to all the tools he needs (the game master may possibly require a forge to smelt raw iron into ingots). As a moderate
complexity item, it would take him one day if he has all the required materials, if he succeeds on a DC 15 Crafting check.

New Skills
Two new skills are presented as part of the conversion: Alchemy and Engineering.

Alchemy
Alchemy allows for one to create potions. Potions are magical items that are created by the Alchemy skill, and they are
brews that contain the power of a spell within them. The alchemist can infuse any spell they can cast into a potion as a
Crafting check if they possess Alchemy. This requires the ability to cast the spell in question, such as by knowing and
preparing it.

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This consumes the mana required as normal. A spell with the ritual tag must be cast normally to be made into a potion. If
you do not normally have access to magic spells, but have an effective spellcaster’s level due to an ability or feat, you may
choose which spell list to access for your alchemical potions.

Prerequisites: Alchemy requires at least 1 level in a spellcasting class or an Intelligence of 15 or higher.


Special: Herbalism proficiency acts as alchemy, except that it is confined to the priest, druid or shaman spell lists.
Special: Characters attempting alchemy without access to spells must at least have nominal access, if only restricted to
alchemy.
Activation. Drinking a potion, coating it on the user, etc. Concentration Spells. The duration of a potion with a
is a Use Object action on the behalf of the user that duration of concentration is equal to 2d4 increments of
provokes a reaction. If a spell, it has the same targeting the final duration (rounds if the maximum is a minute,
requirements, although the trigger of activation is minutes if the maximum is an hour, etc.). A character
usually drinking the potion or throwing it as an cannot benefit from multiple concentration potions.
improvised weapon (20/60). Imbibed potions do not require concentration (even if
Creation. Creating a potion is considered moderate they originally required it), but one creature cannot
difficulty task (1 day) if the spell replicated is equal to benefit from more than one such demanding potion. In
level 5 or lower, and very complicated (1 week) if it is effect, ingesting a potion is treated as concentrating on it,
level 6 or higher. The alchemist’s effective caster level is and if drinking another potion that demands
equal to one-half his hit dice (maximum spell level concentration, the newer one takes precedence and
replicated equal to 6). dispels the effects of the old one that required
concentration.
Creation. Creating a potion is considered moderate
difficulty task (1 day) if the spell replicated is equal to For example, a first-level Goblin rogue, upon gaining his
level 5 or lower, and very complicated (1 week) if it is racial features, gains the Goblins’ [Living Better] racial
level 6 or higher. trait, giving him proficiency in Alchemy, and one level in
Saving Throw. The saving throw for technological a spellcasting class of his choice. Choosing druid, the
devices (if one is called for) is equal to 8 + proficiency goblin gains spells known as if his druid level was 1. This
bonus + Intelligence (if an arcane spell) or Spirit (if a allows him to brew potions for all recipes he possesses of
divine spell). level 1 druid spells. He cannot normally cast these spells
with mana, but he can cast these effective spells to brew
Costs. A potion costs gold pieces equal to 50 x spell’s potions.
current level x the minimum number of levels in the He can choose Light, Gust, and Control Flames as 0-
spellcasting class to access the spell. level-potions by spending one day and 25 gold, or
If the spell replicated is a cantrip, the alchemist’s level is Rejuvenation and Entangling Roots as 1st level spells by
treated as the class level and does not require spending spending one day and 50 gold.
more gold. If he reaches level 6, he is treated as a level 3 druid in
If the spell costs any additional cost in reagents, the cost terms of accessing potions, allowing him to create potions
is added to the total. of 2nd level spells such as Barkskin and Swiftmend, or a
heightened Entangling Roots or Rejuvenation.

Engineering
Engineering allows for one to create technological devices. Such devices are non-magical items that are created with the
Engineering skill, and are classified into five groups, according to general type, which are Bombs, Firearms, Gadgets,
Constructs, and Mecha. Most engineering items deal concussive damage. Concussive damage is half bludgeoning, half
thunder. Divide the damage before applying resistances.
Prerequisites: Engineering requires at least 1 tinker level or an Intelligence of 15 or higher to become proficient with the
skill. A character that creates an engineering device is always proficient with it so long as they pass the Intelligence
requirements.
Creating a Technological Device. When designing an item depend entirely on the amount of Engineering
engineered item, the final cost, DC, and effects of the
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Points invested, which have a maximum equal to the level equal to the number of Engineering Points invested
user’s Proficiency bonus. into them. Expertise does not increase the amount of
A character may willingly spend less than their engineering points derived from the skill.
maximum engineering points to lower the cost and Saving Throw. The saving throw for technological
activation DC of the device. devices (if one is called for) is equal to 8 + proficiency
Malfunction Rate. The malfunction rate is a dice result bonus invested + Intelligence (of user).
(without modifiers) from 1 to the number of EP invested Using Technological Devices. Devices can be used
in the device. A natural 1 is the minimum malfunction automatically if one knows how to use them (point and
rate. shoot, press a button, etc.) as a Use Object action unless
For Example: A tinker shoots with a 3rd level rifle (EP otherwise stated. All devices also have a have a chance
3), dealing 3d8 damage. If his attack roll is between 1 and to malfunction when activating.
3 (1 to 3), the device malfunctions, and the GM decides
on the possible outcome (such as a jam or backfire). Activation. Using a gadget or issuing a directive to a
Thus a 5th level tinker or character with engineering has construct is an action (Use Object action) on the behalf
a maximum of 3 Engineering Points (derived from the +3 of the user that provokes reactions as normal. Using a
Proficiency). A user may invest less points to lower the bomb or firearm is treated like using weapons of the
cost of an engineered item. Devices have an effective same type. Using a mecha counts as one’s full round.

Device Cost in GP Complexity


Bombs/Rockets/Mine 25 x EP Simple: 1 hour
Firearm (50 x EP) x 2 Moderate: 1 day
Gadget 100 x (SL ^ 2) As potions
Construct/Mecha 800 x (CR ^ 2) Very complex; 2 weeks

Charges: Charges depend on energy sources. By default, the energy source is mechanical (clockwork, springs, etc.). See
Energy Sources below for reference.

Technological Families
Bombs
Examples. The Big One, hand grenades, goblin land mines, siege rockets, siege breaching charge
Also known as explosives by default, these are indirect Depending on the fuse (see fuses under equipment), they
thrown weapons that have a range of 30 ft. can explode on later dates. By default, an instantaneous
Indirect weapons call for a saving throw at the point of fuse has the grenade explode at the end of the user’s
impact, and require a successful activation check. They current turn (and not the second it lands or impacts a
affect a 10-ft square radius, and call for a Agility saving creature, allowing it to be thrown back).
throw to halve the damage taken. A bomb can be heard If launched from a gadget, the range of the bomb
clearly up to 100 feet away. increase by the gadget’s own modifier or spell. This is
Bombs deal 1d6 concussive damage per proficiency bonus called a Grenade Launcher or a Mortar.
invested. Bombs may be thrown indirectly, or placed as a Mine Form In its mine form, it takes an action to prime,
mine, or crafted into a rocket. A bomb weighs 1 pound and triggers on any creature that moves into its 5-foot
per proficiency bonus it was crafted of. A bomb may be square, exploding at its same radius. A mine can be seen
designed to send shrapnel, in which case it deals half with a Perception check equal to the saving throw DC.
slashing damage instead of half bludgeoning damage. If a A mine is counted as a trap for all mechanical purposes.
bomb explodes near another bomb, they both set off, and Rocket Form In its rocket form, using a rocket takes an
the damage stacks (up to triple damage and range). action and a ranged weapon attack roll (using
Bomb Forms Intelligence as normal). The rocket’s range is 60/120 feet,
Grenade Form A thrown bomb is treated as a thrown and is otherwise treated as a thrown weapon, not a
improvised weapon for all intents and purposes. This projectile weapon. Its other properties (such as explosion
choice is made during crafting, and does not have a cost. radius, Agility save, and weight) does not otherwise

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change. When a rocket reaches its maximum range, it explodes regardless of whether it reached its target or
not.

Special. Bombs can be planted on targets (with Sleight of Hand opposed to Perception) and exploded depending on the
fuse duration. Saves made against explosives successfully planted on the target have disadvantage to the target’s saving
throw.

Malfunction. On a malfunction with the activation of a bomb or mine (or attack roll with a rocket), there is a 30% chance
of each.
● The explosive does not explode;
● Or, has a delayed explosion (1d4 rounds);
● Or is thrown in the wrong direction.
Roll a 1d8. Clockwise, each number represents a direction (1 represents forward, 5, backwards, 3 on the right, 7 on the
left). The explosive flies off instead 10 feet in that direction.
If a bomb bounces off a nearby wall to the user, it may explode other latent bombs.

Firearms
Examples. Heavy and medium rifles, boomsticks, siege cannons, and sniper rifles.
These are ranged ammunition weapons with a range of Firearms deal 1d6 piercing damage per proficiency bonus
(200/800) if medium or heavy, and (150/600) if light. if medium. If light, they deal 1d4 piercing damage. If
They come in light, medium, and heavy varieties. They heavy, they deal 1d8 piercing damage.
require bullets for ammunition, which act as normal If the gun uses pellets instead of bullets, it deals
ammunition. bludgeoning damage.
A firearm has a capacity of 1 bullet per Proficiency bonus Firearms require reloading with gunpowder and
it was crafted with, before having to be reloaded with ammunition (cost of each is detailed under equipment).
the use of one action per bullet. A firearm gives as much A firearm weighs 5 pounds if a light weapon, 10 if
sound as an explosive when it is used. medium, and 15 if heavy.

Special. Firearms can be equipped with bayonets (see equipment) that allow for a touch-blast strike.

Malfunction. On a malfunction with an attack roll with a firearm, it malfunctions, performing one of the two effects (as
declared by the GM, or rolled randomly):
Jam The firearm jams, requiring a minute to clean it out.
Explode The gunpowder inside explodes, dealing the firearm’s normal damage in a 10-foot-sphere, centered on the firearm
itself. The user and any affected creature may perform an Agility check to half damage. The damage dealt is half fire, half
bludgeoning, and the firearm takes the respective damage.
Special.Regular crossbows are similar to firearms, using mechanical (clockwork) engines. The reload property counts as a
charge. By default, crossbows do not have malfunction chances, however, but can be upgraded as firearms (gaining
malfunction chances as normal). Crossbows start with 1 capacity.

Gadgets
Examples. Gnomish mind-control helmet, goblin rocket boots, grappling hook shooter, and rocket launchers.
These technological devices act like items that replicate magic type, schools, and can be used against creatures
spells. Gadgets have (upon creation) eight charges of said immune to magic.
spell that can be discharged by the same action it takes to A gadget may store one spell level every two
discharge the spell. Each discharge consumes one charge. Engineering Points invested (maximum 3rd level spells),
Casting a spell through a gadget is not counted as a real and requires one minute of cooldown between uses.
spell, and thus is not subject to effects dependent on

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A gadget’s properties and charges depend on its energy leather armor. One cannot wear both a harness and
source, which must be chosen during creation (such as armor heavier than light, but can wear multiple gadgets
electricity, gas/oil, mechanic, etc. on one harness.
Special: If the spell replicated by the gadget has a range If a spell is a touch spell that may also target other
or target of self or personal, or grants or affects creatures, creating it as a harness increases the spell’s
movement speed (such as fly or feather fall), the gadget duration by 25%.
must also be worn as a harness, which is treated as

Malfunction: On a malfunction with the activation roll with a gadget, it is either drained or overheated (as declared by
the DM, or rolled randomly).
Drain It loses 1d4 charges, and may be used after a minute. If this reduction takes it to -1 charge, the gadget cannot be used
until it regains full charges.
Overheat It begins an extended cooldown that remains for one hour.

Constructs
Examples. Constructs like the Alliance’s combat and harvest golems, the Scourge’s flesh golems, and the Burning Legion’s
Infernals.
These act like creatures of the construct type. They obey Any attack that damages a mecha (but not a vehicle)
those who hold control over them. Constructs have deals half damage to the user within, dividing the
eight charges, each used for one hour. The construct may damage evenly (round down).
have one CR per Engineering Point, and may be custom- If a mecha is the same size category of the user, it is
built from any construct in the monster manual. instead called a suit, but otherwise acts the same.
Constructs take orders when the user communicates it to The mecha cannot be smaller than its user. A mecha’s
them via touching and/or manipulating knobs/controls properties and charges depend on its energy source. The
on them, or otherwise issuing a spoken command when user does not benefit from any damage or condition
adjacent to them. resistances or immunities the mecha has, and may be
For example, a dwarven siege engine driver can use his targeted (though the user still benefits from the half-to-
bonus action to use the engine’s ability to shoot anti-air all weapon damage).
rockets, or use his own action to either shoot the siege A user within a mecha or suit gains ¾ cover versus any
engine’s cannons or peer out of the siege engine and attack from outside.
shoot their personal rifle.

Special. Mecha may also be made to fly or to swim.


Flight/Swim Speed Adding flight and swim speed requires a minimum proficiency of +3. Adding flight capability requires
a +1 EP investment.

Proficiency Speed/Round
+2 -
+3 60
+4 90
+5 120
+6 180

The engineer may reduce the land speed by 1 foot to add it to flight speed, up to a minimum land speed of 0 feet.

A construct’s properties and charges depend on its energy source.


Healing and fixing a construct costs one hour and 10 gp per hit point regained in engineered or scavenged materials.

Malfunction. On a malfunction with an activation roll with a construct, it either shuts down, is haywire, burns fuel, or
runs slowly (as declared by the DM, or rolled randomly).
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Inactivity The construct remains inactive, and locks down for one hour.
Haywire. The construct activates normally, but be hostile to anything in sight (possibly attacking the user) until restarted.
Burn Fuel. The construct activates normally, but burns fuel at double the normal rate until restarted.
Slow Run. The construct activates normally, but be slowed (as the spell) until it shuts off and restarts.
When being activated, it takes a minute to start up before it begins to act.
Constructs consume one charge per hour of activation. Constructs may behave independently, or when controlled by the
user (in the latter case, it is treated as a mount).

Mecha
Examples. Mecha includes both Vehicles (such as the Alliance’s steam tanks, dwarven gyrocopters, catapults and ballistas,
the Horde’s demolishers, goblin zeppelins, shredders, and the dreadful Scourge meat wagons. This also includes Mecha
that protect the body as a suit, such as the gnome combat armor.
Both act as constructs, except that the user can inhibit speed, and abilities) instead of that of the pilot’s own.
them, controlling them directly instead of their own Any damage taken by the construct is halved and
character. The mecha is treated as a construct for the applied evenly between the construct and the user
purposes of combat rating, charges and actions, but the (before applying their respective resistances). Abilities
mecha must be controlled from the inside of the creature that ignore constructs and can phase through nonliving
(to which it has a cockpit that fits the creator). When matter can harm the user directly, as well as effects that
the user performs an action from within the mecha, the bypass physical armor (such as a hypnotic pattern,
action is performed instead by the mecha (using the poison gas if the mecha is not airsealed, etc.).
mecha’s proficiency bonus, Strength score, movement

It takes an action and 5 ft. of movement to enter or leave a mecha. Vehicles are treated as mechas.
Merged actions work for one party over the other.
Malfunction. This acts like a construct’s malfunction, except that it cannot be hostile. It may still lose charges.

Mecha Vehicles (Siege Weapons)


Vehicles (including but not limited to siege weapons) act as normal mechs. The driver may use their action to use the siege
weapon’s designated attack, using the vehicle’s bonus to hit.
The Agility DC of any ability called is equal to 8 + Proficiency + Intelligence.
Some siege weapons can’t normally move (and are designated by Push), and others require fuel as mecha. Vehicles may
deal siege damage or normal damage (declared during creation). Siege damage falls under normal categories of nonmagical
slashing/bludgeoning, etc., but if designated as siege attacks, it deals double damage to structures, and half to creatures.
Vehicles may mount rockets, firearms, and offensive and defensive gadgets, but they are all external (and thus have a
chance to be stolen or targeted). The user (or any fellow riders) may make use of these resources as their actions. Driving a
vehicle requires the user to merge their actions with the vehicle. If the vehicle uses its action to attack, the user cannot
attack themselves, etc. (unless they are Drivers).
By default, the range of a siege weapon is an integrated firearm that may be customized (the cost is added to the cost of
the vehicle). A mech/vehicle still requires actions to reload, if the vehicle has other occupants, they may instead expend
the actions to reload, leaving the shooter free to use the firearm constantly. Its ram damage is equal to 1d8 per Proficiency
of creation (plus its Strength as normal).

Energy Sources
A device’s energy source determines how often it can recharge, how it malfunctions, and various other traits.
Alchemical Engine (Potions) The device is powered by per dose for a medium creature. For example, a single
alchemical powers. The engine consumes any kind of dose of a healing potion grants 2 charges, while an anti-
potion to activate the device. The engine grants 2 magic potion grants 10 charges.
charges per spell level of the spell in the potion. This is
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Arcane/Mana Engine (Mana) The device is powered by Elemental (Spirits) The device is powered by elemental
a combination of mana-focusing lenses and raw arcane spirits. This works exactly as the necromancy engine.
energies. So long as enough mana is in the device, it is An elemental may only be sacrificed if it is a called
active. A charge consumes 1 point of mana per EP of the elemental and not a conjured one. Elementals used for
device. The focusing lens can usually hold enough mana this purpose call out for creatures that can aid them
for three uses. (such as Shamans and witch doctors), and typically
Mana can be invested by linking a caster’s manaflow to pledge aid or reward for being released (though they are
the device, which begins feeding off his own mana under no compulsion to actually fulfill their promise).
reserves. After establishing the connection, a caster may The device also naturally regenerates 1d4 charges per
invest up to half their maximum mana. day as the elemental rests (cannot exceed its maximum
After severing the connection, the caster’s own mana charge).
circulation is disrupted, and requires a Spellcasting check
(spellcasting attribute modifier plus proficiency bonus) Mechanical (Clockwork/Springs) The device is powered
with a DC equal to the amount of mana invested into by springs, gears, and clockwork mechanisms.
the device. On a failed check, the character cannot cast A charge is gained by winding the mechanism designated
spells for an hour. in the device or creature. Ten minutes of winding grants
A device cannot feed off the mana signatures of two one charge.
different casters, and must expend all its charges first. If the gadget is damaged, or if the construct or mecha
suffer a critical hit, it loses one charge.
Combustion (Oil/Gas/Powder) The device is powered This does not otherwise prevent the creature from being
by combustion. So long as fuel remains in the tank, the raised or animated, but may be used once per creature
device is active. (unless that creature later comes to life).
A charge is gained by one pint of liquid oil, phlogiston, This device regains 1 charge if it kills (or reduces to 0 hit
or gas. A device’s tank is usually large enough for eight points) any living creature. The device also naturally
pints (a gallon). Gas and oil are usually kept in traveling regenerates 1d4 charges per eight hours of not being
tanks. A pint of gas or vial of phlogiston usually costs 50 used.
gold. Tinkers start out with 2 free vials of phlogiston.
For the purposes of energy sources, firearms and bombs Necromancy (Souls) The device is powered by a
use combustion, but two ounces of gunpowder per use necromantic crystal (of any CR chosen), with one charge
for firearms, and one pound per bombs. You do not have per CR point (maximum 10). Necromancy souls are
to pay an additional cost with bombs, but must supply stored in soul gems (created via the Capture Essence
gunpowder and bullets (or pellets) for firearms. spell). The device does not naturally regenerate charges,
and spent charges are useless. Most necromancy devices
Electricity (Batteries) The device is powered by have a backup engine (usually mechanical or electricity)
batteries. A charge is gained per single battery. So long
as enough charges remain in the device, it is active. Steam (Coal) The device is powered by steam-power. A
Any single battery functions for one hour before charge is gained by burning coal (or any similar, slow-
expiring. A single battery costs 50 gold, and weighs one burning material).
pound. Batteries are tiny items made of iron, and have A steam-powered device requires a small furnace (either
the appropriate statistics. A battery can be charged by within it, as a mecha or construct, or outside it if a
electricity spells (in which case recharging it acts as a gadget), and four pounds of coal grants one charge over
mana engine). Granting an electrical engine more charges five minutes of burning. A gadget may be charged by
than its maximum automatically causes a malfunction steam-power, and not directly powered by it, following
(such as by deliberately targeting it with an electricity the same rules. When charging a device, the furnace may
spell). be resupplied with coal until all charges are set. The
furnace can hold up to thirty-two pounds of coal
(enough for 8 hours).

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Technological Modifications
An Engineering Point may be spent (deducting from the total amount invested) to add a different effect. Alternatively, an
Engineering Point may be gained in exchange for a penalty on the item (usually to offset a bonus to a particular area).
With technological modifications, a character can decrease the radius of an explosive but increase its damage (or vice
versa).

Bombs
Costs: 1 EP
Careful Explosion The explosive’s (any type) damage can be controlled. It can exclude a number of 5-foot squares equal to
2 + your intelligence modifier, and can be designated by the user before the damage is rolled.
Firework The explosive (any type) releases a sharp whistle and a ringing blast. Suffering damage from this explosive and
failing the saving throw to halve damage has a chance to either blind or deafen the targets (50% chance for both) for 1
minute. A successful saving throw negates the additional effect.
Sapper The explosive (any type) deals double damage to structures, but half to creatures (constructs are creatures for this
purpose).
Special Effect The explosive (any type) may manifest a 0-level spell (or half a spell level per engineering point spent). If
this is an area of effect, it takes place in its original spell area or in the area of effect of the bomb (whichever is shorter). If
it is a direct effect, it targets the space the bomb was tossed only.
Widened Explosion The explosive (any type) bomb’s explosive radius increases by 10 meters per engineering point spent.

Costs: -1 EP
Focused Explosive The explosive’s (bomb or mine) area of effect is reduced to a single 5 foot-square, but increases the
damage as if +1 EP.

Firearms
Costs: 1 EP
Scattershot The firearm can be activated as a Use Object action, and deal damage in a cone instead of a direct attack (and
therefore does not suffer from disadvantage when used while in melee, and does not require proficiency). The damage is in
a 15’ Cone per Proficiency bonus spent on this ability. This uses two bullets or pellets per shot. A shot calls for a Agility
saving throw (DC 8 + Proficiency + Intelligence) to half damage. The user may spend another proficiency bonus and
double the cone’s range.
Automatic Fire The firearm can be activated as a Use Object action, and deal damage in a line instead of a direct attack
(and therefore does not suffer from disadvantage when used in melee, and does not require proficiency). The damage is in
a 5-foot wide line with length equal to the firearm’s initial range. This uses three bullets or pellets. A shot calls for a
Agility saving throw (DC 8 + Proficiency + Intelligence) to half damage. After dealing damage to a maximum of six
targets (or two per bullet spent), the rest suffer no additional damage.
Silent: The firearm’s sound is muffled, and imposes no penalty to the user’s Stealth check when used.
Sniper: The firearm’s range doubles.
Repeating/Revolving: The firearm gains +4 to its capacity. This modification does not decrease its initial capacity, but
does decrease damage as normal.

Gadgets
Cost: 1 EP
Quick Use The gadget may be used again within 1d4 rounds instead of an entire minute.
Cost: -1 EP

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Long Cooldown The gadget requires a day to cool down. This cannot be used with quick use.
Low Charge The gadget can contain only one charge.

Mecha/Construct
Cost: 1 EP
Quick Startup The construct or mecha takes one round to activate.
Airsealed The mecha can be air sealed and supplied with its own air containers. Vehicles can be air sealed for no cost.

Infusion Skill (Enchanting)


The infusion skill allows for the infusion, diffusion, and manipulation of magical items via infusion dust. A magical item,
when created, requires investing Infusion Dust Points to reach a level of rarity (from Common, Uncommon, Rare, Very
Rare, Legendary, or Artifact), though the last two also involve special quests. Once having the required Infusion Dust,
one can infuse them into placing enchantments of the required level.

Prerequisites: Infusion requires at least 5 levels in a spellcasting class and an Intelligence of 15 or higher to become
proficient with. You can use the feat Infusionist to gain access to the the Infusion Skill.
Gathering Infusion Dust: There are two methods of gaining infusion dust:
Disenchanting Existing Items. One may disenchant a
magical item that is not a consumable (such as a scroll or Gathering Mana. One can create one Dust Point by
potion) to gain Infusion Dust. This process requires an working for one uninterrupted month near a Mana
hour of concentration and the ability to personally Fountain (or similar effects, such as the Sunwell and the
handle the item. At the end of the duration, the item is Well of Eternity). Up to three characters can do this at
destroyed, and the disenchanter gains half the Infusion any given time at the same fountain. If interrupted, the
Points that were required to create it. work can be salvaged within a week, but any more and
The diffuser must be at the same minimum level to the dust dissipates. Drawing infusion dust can usually be
infuse it, or else the magical matrix is too sophisticated to detected by sensing magical fluctuations between other
liquidate. In the case of legendary objects and artifacts, mana fountains and similar effects, and can be sensed
normal diffusion does not work, and the item must be with an Arcana check (DC 15) if within 10 miles or less.
destroyed as per the normal listed process for that item.
In the mere presence of an infusionist of sufficient level Using Infusion Dust. Infusing items costs the following
upon the destruction of a legendary item or artifact, it number of points per rarity. Remember that diffusing an
has a 50% chance of dropping infusion dust relevant to item yields half the number of points required to create
its required rarity. Attuned items cannot be diffused it.
unless their attuned character is slain, or when the An infusion may be attached to a common or nonmagical
attunement is surrendered (a mental non-action). weapon, or an infusionist may upgrade the rarity on an
Disenchanting legendary or artifact items also usually infused weapon by paying the difference in dust yields.
requires a quest or a journey to where the item was
created, subject to DM discretion.

Minimum Proficiency Rarity Dust Yield


+2 Common 1
+3 Uncommon 3
+4 Rare 9
+5 Very Rare 27
+6 Legendary 81
+6 Artifact 243
For Example: A Rare longsword (+2) costs 9 Infusion Weapons of different types. Due to this entropic fact,
Dust Points, which is enough from draining two Rare infusion is very valuable, and is traded for magical items

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of the same amount of rarity as well. Upgrading it into a Uncommon, three weeks for Rare, a month for Very
Very Rare longsword (+3) costs a difference of 18 Rare, etc.)
points.
Enchanting a legendary item usually also requires a quest Special: A death knight's runeblade rarity increases with
to attune it to some magical source, such as the High his level. Upon reaching 5th level, the blade becomes
Elven Sunwell, the Scourge's Frozen Throne, an uncommon in quality (becoming a +1 weapon, or gaining
elemental plane's lord, or the Night Elves' World Tree. similar enchantments or infusions with the uncommon
This is subject to the DM's discretion. Artifacts cannot quality). Upon reaching 10th level, the runeblade
be created by infusion without a lengthy quest that becomes rare in quality. Upon reaching 15th level, the
might alter the setting as a whole, and are usually runeblade becomes very rare in quality. Upon reaching
infused by creatures of great power. Examples of an 20th level, the runeblade may reach Legendary quality if
artifact is the blade Frostmourne. the Lich King allows it. Typically, the Lich King will
The process of infusing an item is complex, and it takes elevate only one runeblade to legendary quality until it is
one week per rarity above Common (two weeks for destroyed.

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Chapter 5: Feats
Strike feats
These are effects that modify a successful attack roll. If a strike effect calls for a saving throw, the DC is equal to 8 +
proficiency bonus + Strength (or Agility if using a finesse or light weapon).
[Strike] effects cost a bonus action, regardless if it is a feat, class feature, or spell.

Spell Strike [Strike]


When you make a melee or ranged attack, you may use the strike’s bonus action to apply the effects of a direct-target spell
to the struck creature. The spell targets the creature struck, and cannot target anyone else, such as you, an area, or an
adjacent creature. The creature is still entitled a saving throw if the spell allows it, but if the spell targets AC, the effect
does not call for another roll.
This is declared before the strike is made, and a spell that is designated to discharge is lost harmlessly if the attack fails.
This cannot be applied to a strike spell.

Infusionist
Prerequisite: Five levels in a spellcasting class, Intelligence 15 or higher
You gain proficiency with the infusion skill, and can infuse and diffuse dust from items, as well as create dust from mana.

Mystic Infusion
Prerequisite: Ability to cast arcane or divine spells, access to cantrips
You gain increased proficiency with the minor spells known as cantrips. You gain the following benefits.
● You can prepare a number of cantrips equal the number of spells you can prepare normally (2 + double your
spellcasting attribute modifier) instead of the normal number.
● Cantrips do not cost any mana for you, but require a minimum number of mana points equal to 1 point per dice of
damage they potentially deal (d8 for frostbolt, d10 for firebolt). Cantrips that do not increase in potency with
your level require only 1 mana in reserve.

Mystic Blast
Prerequisite: Ability to cast arcane or divine spells
You can make a ranged spell attack as an action, dealing 1d6 damage per maximum spell level you can access. This damage
can be dealt to creatures within 30 ft.
This does not cost mana, and can be done at will as a supernatural ability, so long as you have at least 1 mana per d6 of
damage. If you are fatigued from 0 mana, you cannot make use of this ability unless you are no longer fatigued. The
damage’s type is chosen by you upon gaining this feat, and can be Acid, Cold, Electricity, or Fire. This may be used with
the Spell Strike feat.
Special. You may instead deal fel, thunder, or holy damage with your Mystic Blast, but it deals 1d4 damage instead per
spell level, and you must be able to cast a spell with the aforementioned descriptors.

Improved Regeneration
Prerequisite: Troll, Stamina of 13 or higher
Benefits:
● Increase your stamina value of 1 to a maximum of 20.
● You can regenerate 1 hit point per minute. This ability allows you to stabilize alone, in case you fall unconscious.

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Chapter 6: Powers and Magic


Whether it comes in the form of a healer’s gentle touch or the wrath of a warlock’s fiery rain, magic is a way of life in
Azeroth. For good or evil, magic has infiltrated the world and shows no sign of leaving. The dark siren call of the arcane
and the gentle but firm tapping of divine energies both color the world and affect its inhabitants. The way of magic is
often a dangerous road to travel, yet most set out confidently on a journey that they do not expect to end in doom.
The path of the arcane magic user is dark and questionable. Arcane power is undeniably the strongest magic branch;
arcanists can command elements, monsters and even undead with their power. It was the use of these powers, however,
that attracted the most destructive forces to Azeroth — not once, but many times in the past ten thousand years. Even
with history proving time and again that arcane use leads to damnation, there is no lack of arrogant new arcanists on
Azeroth who believe that they can control the forces at work. Arcane magic users are usually high elves and humans.
Demons are the masters of the arcane, and the Lich King and his Scourge spellcasters are also talented.
The path of the divine is less fraught with paradox and doom. Arcane casters call it the weaker path, while divine casters
calmly state that it is the subtler of the two. Focused on support magic and healing, adherents of the divine can also call
down the destructive forces of nature. Divine practitioners are usually orcs, tauren or night elves. Ironforge dwarves and
humans also have their divine magic users.
This chapter introduces the mana system, and the mechanics that facilitate its function.

Spellcasting Ability
Depending on the character’s class or race, they may gain spellcasting abilities. Spellcasting can either be arcane (drawn
from studying esoterica, complex ley patterns, and ancient tomes and runes) or divine (drawn from revering and being
granted powers from powerful entities, such as the Elven goddess Elune, the Holy Light, the Unholy Shadow, or the Lich
King).
Regardless of source, merely gaining spellcasting capabilities grants the character the ability to cast spells and maintain a
mana pool to fuel their powers. The spellcaster needs to have spells readied and prepared, and also requires the mana
necessary to fuel them.
The character’s caster level is separate from their character level or hit dice, and determines access to new spell levels
(representing mastery of magic), while the spellcaster’s proficiency bonus determines the cost of magic spells and mana
pool size (which represents their practical training).

Accessing and Preparing Spells. The caster level of the spellcaster is determined by the ability that grants spellcasting.
Mages gain 1 caster level for every level in the mage class, while paladins gain half the normal rate. A spellcaster can only
prepare spells if their caster level is 1 or higher. The below table shows the spell level accessed by caster level.

Caster Level Spell Level Accessed


1 1 (and cantrips if specified by class)
3 2
5 3
7 4
9 5
11 6
13 7
15 8
17 9

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For example, a mage (level 10) and a paladin (level 10) have caster levels of 10 and 5, respectively, allowing the mage to
prepare 5th level spells, and the paladin to prepare 3rd level spells.
Merely having a high enough caster level is not enough to begin casting, however; a character must also prepare and access
the relevant spell.

Accessing Spells from 1st level or Higher. A spellcaster may ready any spell they can access (and have the required
minimum caster level). This requires being tutored, praying for a spell, studying one, or finding spells in scrolls or
spellbooks. A spellcaster may always use a spellbook they find, or scribe the spell from a spellbook they don’t own to a
spellbook they do own.
There are several ways to gain access to and ready spells.
● 1st level: The first level of any spellcasting class instantaneously grants a number of readied spells, such as by
gaining a grimoire, spellbook, libram (holy spellbook) etc.
Higher levels: When leveling up, the spellcaster gains 2 spells of any spell level they can cast. They are treated as if
they have spent their pastime performing research (see below or Discovery on chapter 4).
● Scribing a Spell: Drawing new runes with rare inks, carving a dedication on a shaman totem, or reproducing a
spell in a mage’s spellbook or scroll into another one all require acute understanding of spellcasting, time, and
materials. A character may add new spells into their spellbook (or class equivalents) by spending 2 hours and 50
gold per spell level they scribe.
● Research: A character can research and create their own spell (effectively preparing a spell in their spell lists they
could not find yet) by spending two weeks in research and the cost of scribing the spell. This works exactly as the
skill discovery ability (see chapter 4).
● Tutelage: Spellcasters may gain spells directly from other spellcasters or magical beings such as celestials, fey,
demons, undead, or monstrosities. Tutelage costs the same as scribing a new spell, or may be done for free in
return for a service. Druids, shamans, and warlocks usually resort to being tutored by powerful beings (such as
Cenarius taught Malfurion Stormrage, the elementals taught Thrall, and demonic cults teach warlocks) in
exchange for services (usually related to defeating their enemies or reducing their influence. A conjured creature
cannot tutor their conjurer, which requires the aspiring cultist to actively find or call a creature into Azeroth, and
not merely conjure or summon it.

Preparing Spells. A character can prepare a base number of spells for every spell level equal to 2 + double their
spellcasting attribute modifier. For their highest-level spell, however, they can only prepare half the base number, and for
their second-highest, they can only prepare three-fourths the value.
For example, a 10th level paladin with 16 (+3) Spirit can prepare 8 base spells (2 + 3 x 2), and can access up to 3rd level
spells. He may only prepare 4 3rd-level spells (since 3rd level is his highest spell level), and 6 2nd level, and he may prepare
8 1st level spells normally.

Mana. The character has a pool of mana points equal to their spellcasting ability score (Intelligence for mages, charisma for
paladins, etc.) plus their proficiency bonus. Mana is spent on casting spells, and spells fail when the mana pool doesn’t have
enough mana for the spell (unless the spell itself costs 0 mana).
A character regains a number of mana points equal to their proficiency bonus per hour of not casting spells, and regains all
of it after a full night’s rest.
A character may also regain mana through other methods:

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Note. Possessing an active Mana pool also opens up the character to anti-magic effects, such as Mana Burn and Detonate
Mana, which only function if the creature has an active mana pool. Some creatures, such as demons, always have mana
pools (regardless of actually having spellcasting capability).

Mana Cost of Spells. The higher the spellcaster’s proficiency bonus, the lower the cost of magic spells in terms of mana
points. By default, every magic spell costs 6 mana + 1 mana per spell level – the caster’s proficiency bonus.
Cantrips and 0-level spells cost less mana; they cost 3 mana – proficiency bonus (minimum 0).
Strike, Shot, Debilitate, and Invigorate spells all cost half the normal mana cost for a spell of their level (round down,
minimum equal to the spell’s original cost).
For example: 1st level warlock spends 5 mana on her 1st level spells (6 + 1 – 2), and 1 mana on her cantrips. At level 5 (or
proficiency +3), her 1st level spells cost 4, and her cantrips cost 0 mana. A debilitate spell (such as Mind Blast) costs 2
mana for her.

Spellcasting Rules
Spellcasting may be interrupted if the spellcaster is harmed while casting or channeling the spell (such as channeling or
stance spells, or when struck with a held action).
When hit this way, the spellcaster must succeed on a concentration check (Stamina saving throw), DC 10 or half the
damage dealt (whichever is higher) or the spell fails (and the mana is spent uselessly).
This acts similarly to casting spells in situations that are difficult to cast spells in (such as while on being a storm-tossed
ship or while being distracted by wind and rain).
Auras also require disruption while active.

Resurrection
Altars of resurrections are known centerpoints of power, usually built in intersections of lay energies or in holy
consecrated areas. It is these sites, once erected, that heroes may be resurrected to do battle once again (for an offering of
gold). To be restored via an Altar of Resurrection, a character must be at least of 5th level or higher and attune
themselves with one altar (which takes a day of being less than 30 feet from it, and costs nothing). The offering may be
paid with coin, or with the sacrifice of any similarly-valued object (such as breaking an ancestral blade, or the sacrifice of a
being within two levels from the target). If a creature dies on a plane different from where its altar is located, it cannot be
revived by the altar.

The Altar takes one hour to revive a creature whose spirit is called out to, and besides the offering and a sure way to
identify the target, the target’s corpse is not required. The resurrected creature appears unarmed, unarmored, and
unclothed, and has no starting possessions. If the character died while affected by a curse, they retain the curse, but their
bodies are free from any diseases or poisons. The character is also at full hit points and mana, and retains any prepared and
set spells, and takes a penalty of -4 on all d20 checks. Each long rest removes -1 from this penalty until the penalty is wholly
removed.

Summoning a character’s spirit this way costs 100 gold per level of the target. Altars of Resurrection are in every Alliance,
Horde, and Independent (see Scourge) city of populace 1,000 or higher, or any fort or citadel (but not every small military
outpost), and is also attuned to its military and civil leaders. Access to the Altar is usually restricted--as those who
sabotage it undermine a great weapon.

The altar cannot resurrect a creature that is not dead, or one not willing to return, or a creature that has already
underwent a transformation that changed what it was (living being into an undead, or a demon), or a creature whose soul
is stolen or trapped.

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Altar of Kings. Made by materials provided by Kirin Altar of Darkness. Built with dark magics in blighted
Tor to serve the Alliance and her people, the Altar of grounds, this structure serves as a channeling nexus for
Kings, acts as a harness for the derelict life forces of the Scourge's dark restorative powers. When a hero falls
fallen human champions (including their allies the in battle, his essence may be recalled to this site, where it
dwarves, and high elves). The specifics of this building's is given new, unholy life. Altars of darkness are utilized
magical properties are among the most guarded secrets in by the Forsaken and the Scourge.
all human realms.
Altar of Elders. So powerful is the Night Elven bond
Altar of Storms. Used by the Orcish Horde and created with the Ancients, that even upon their death and the
by utilized elven runestones corrupted by fel magic, the death of their ancient allies, their life energies may be
altars of storms were used to create Ogre Magi during recalled, and their spirit made tangible in the waking
the Second War (and to a lesser extent, the Third War). world once again. For this to occur, a nexus must be
After the war ended, they became reinfused with constructed, a channeling place to collect and restore life
shamanistic magic to recall the lingering spirits of heroes energies. This place is the altar of elders.
back to life.

Spell Level and Heightening


Heightening Spells. A caster may cast a lower-level spell with additional mana as if it were a few spell levels higher. This is
termed heightening. Spells that can be heightened gain various effects when they are heightened at specific spell levels.

Regaining Mana. Depleted mana may be regained by various abilities, resting, drinking potions, or even by certain spells.

Passive Regeneration A spellcaster regains mana points equal to their proficiency bonus for every hour in which they do
not cast spells, do not perform physical or mental stimulation (such as climbing mountains, riding on horseback, studying
spells etc.), or whenever they take a short rest. A long rest restores all mana points.

Active Regeneration Can fall under several types: using abilities and spells, potions, magical nexi, or magical vampirism
(see below):
● Abilities and Spells Some spells (such as the warlock’s Life Tap) restore mana points, as well as abilities such as
the Mage’s Arcane Recovery.
● Potions Also have the ability to restore mana (see equipment).
● Magical Nexi Areas where magical ley-lines intersect, pools of energy (such as the High Elves’ Sunwell, Mana
Fountains, and Night Elven Moonwells) can also restore energy from proximity (if the area is powerful enough)
or interaction (as in most cases).
○ Mana Fountain. Sometimes, in centers of magical energy (such as lay line intersections), a wellspring of
power appears. A creature with mana may either improve their passive regeneration or actively tap into
a mana fountain when within 30 ft. of it.
Passively While in proximity of the well for an hour, the spellcaster regains 25% bonus mana from
resting.
Actively The spellcaster may drink from the well directly, gaining mana points as if they rested for one
hour (used once per hour).
○ The Sunwell. A fount of mystical energy, the Sunwell counts as a mana fountain for the purposes of
regaining mana, but its range is vastly superior to regular mana fountains: any creature that is allied to all
(or some) of the current guardians of the Sunwell may benefit from the properties of a regular mana
fountain as long as they are within the borders of Quel’Thalas.
Anyone who benefits from the Sunwell for an extended period (a year or more) suffers from Arcane
Withdrawal upon losing access to it, or once it is corrupted or destroyed.
● Magical Vampirism One may also feed on a dead or helpless creature’s mana. By so, the feeding creature can
regain mana equal to one-half the mana the creature has. If the creature is helpless but not dead, they may roll an

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opposed Stamina saving throw--and if they succeed, the vampirism fails, and cannot be used again for one hour
from the same creature.
This act is usually seen as an evil (or at least, chaotic) act, as drawing mana could have a corruptive influence on
the feeding creature. This also usually has unforeseen psychological or physiological aftereffects, such as addiction
to the act or arcane withdrawal.

One cannot benefit from any active regenerative effect more than once every hour, and takes the highest bonus only,
regardless of the effect’s source. Passive mana regeneration is not affected by active regeneration.

Forcing a Spell. If casting a spell without sufficient mana points left, a spellcaster may perform a Stamina saving throw to
cast a spell regardless.
The DC is equal to 20 + spell level + mana points below 0. If successful, count the mana cost against the current pool
(this can reach a negative value, increasing the DC).
On a failure, the spellcaster is mentally fatigued, suffering one level of exhaustion. They also cannot cast another spell until
the exhaustion is removed naturally, and if mana is restored to at least half maximum.

Arcane Withdrawal (Optional Rule). Arcane magic is known to be addictive--and tapping into the Sunwell’s vast energies
more than once and losing it afterwards causes severe mental and physical stress. If cursed with this dreadful affliction, one
must meditate for thirty minutes every day (this does not contribute to short rests), or else suffer disadvantage to their
saves, and grant advantage towards any check to affect them with any arcane spell, as their bodies begin drawing in any
kind of mana. Every day without meditating also reduces the maximum mana one can store by 1 point. Meditation is a
difficult task , and many prefer to satiate themselves by drawing mana and restoring actively, such as drinking from mana
fountains, potions, and magical vampirism (see above). Meditation requires a Spirit score of 13 or higher.
Any mana restoration effect delays the onset of withdrawal for a number of days equal to the creature’s Stamina modifier.
If one’s maximum mana is reduced to 0 from this effect, they typically transform into mindless mana addicts, who
relentlessly seek out mana fountains and similar restorative effects (such as potions) and gather there, viciously savaging
anyone who seeks to take away their light.

Spellbooks and Relics


Spellbooks contain spells and casting formulae, and are required for a caster to have and prepare their spells in. After
preparing a spell, referring to a spellbook is not required except to change the spell.

Relics
Relics are enchanted items of uncommon quality that hold charms that strengthen specific spells the relic is attuned to.
Usually, relics count as spellbooks or are charms placed on spellbooks.
Each character that prepares a spell on their spell list through a relic gains the bonus so long as the relic is physically with
them.
Relics are detailed under the Equipment chapter.

Tattoos
A character may tattoo spells onto their skins, scales, or clothes to hold their spells besides normal spellbooks. This costs
the same as normal scribed spells, and the creature's body is treated to be the spellbook.
It takes 2 hours and 50 gp per spell level to tattoo the spells onto skin.
10% of tattooed spells may be harmed and rendered unintelligible after the character sustains sufficient acid, fire, or
slashing damage (declared by the GM, but usually if reduced to 0 hit points).
If rendered unintelligible this way, the spells can be scribed once more by paying one-half the total cost and time (25 per
spell level and 1 hour).
A medium character can scribe up to 50 pages worth onto their skin (such as chest, arms, legs, etc.). For smaller creatures,
the pages are halved, and for larger creatures, the pages are doubled.
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A known spell-tattooist is the demon hunter Illidan Stormrage.

Spells
Whether it comes in the form of a healer’s gentle touch or the wrath of a warlock’s fiery rain, magic is a way of life in
Azeroth. For good or evil, magic has infiltrated the world and shows no sign of leaving. The dark siren call of the arcane
and the gentle but firm tapping of divine energies both color the world and affect its inhabitants. The way of magic is
often a dangerous road to travel, yet most set out confidently on a journey that they do not expect to end in doom.
Spells can be cast by any character who has access to mana and a spell list.

Spell List
Death Knight (DKN) Rejuvenation 1 [Invigorate]
Spell Name Spell level Resolve 1 [Stance]
Special Lunar Curse 3 [Curse]
Bone Shield 2 [Invigorate] Mark of the Wild 1
Conjure Creature 1 Moonfire 1 [Debilitate]
Can Animate Undead and Conjure Fiends only Shooting Star 3
Corpse Explosion 2 Slumber 3
Cripple 5 Starfall 3 [Channel]
Death and Decay [Channel] 5 Sunbeam 3
Death Coil 1 Sunfire 3 [Debilitate]
Death Grip 3 Swiftmend 2 [Invigorate]
Death Pact 1 Swipe and Shred 1
Drain Life 4 [Channel] Thorn Growth 1
Dominate Creature 5 Tiger’s Maul 2 [Strike]
Can dominate Undead only Tranquility 5 [Channel]
Icy Touch 1 Wrath Cantrip
Mind Freeze 5
Runic Array 1+ [Rune] Mage (MGE)
Strangulate 5 Spell Name Spell level
Unholy Frenzy 2 Special
Aerial Shackles 2 [Channel]
Druid (DRD) Amplify Magic 5
Spell Name Spell level Arcane Armor 1
Special Arcane Barrage 4
Blink Step 2 Arcane Explosion 2
Carrion Swarm 3 [Debilitate] Arcane Orb 5
Conjure Creature 1 Banishment 2
Can Conjure Animal and Fey only Blink Step 2
Cyclone 3 Blizzard 3 [Channel]
Detonate Mana 4 Brilliance Aura 7 [Aura]
Dispel Magic 3 Capture Essence 2 [Ritual]
Dominate Creature 5 Combustion 5
Can dominate Animal, Elemental, and Fey only Conjure Creature 1
Entangling Roots 1 Can Conjure Construct, Elemental, and Fiend only
Fade 1 Cripple 5
Nature’s Seed 2 [Debilitate] Death and Decay 5 [Channel]
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Detonate Mana 4 Hallow 5


Dominate Creature 5 Hammer of Justice 2 [Strike]
Can dominate Elemental, Fiend, and Undead only Hammer of Wrath 2 [Strike]
Fade 1 Holy Light 1
Fire Nova 3 Holy Shock 2
Flame Strike 5 Holy Wrath 3
Freezing Sphere 2 Renewing Light 1 [Invigorate]
Frost Armor 1 Seal Array 1+
Frost Nova 3 Shackle Evil 2
Frostfire Bolt 2 Sunbeam 3
Ice Block 4
Icy Touch 1 Priest (PRS)
Inferno Blast 4 [Debilitate] Spell Name Spell level
Living Bomb 5 [Debilitate] Special
Mana Burn 2 Antimagic Shell 5
Mana Drain 4 [Channel] Banishment 2
Mana Shield 1 Banshee’s Curse 3 [Debilitate]
Mind Freeze 5 Conjure Creature 1
Mute 2 Can Conjure Celestial and Fiend only
Parasite 2 [Debilitate] Cripple 5
Pyroblast 7 [Channel] Death Coil 1
Shadow Strike 2 [Debilitate] Death Pact 1
Unholy Frenzy 2 Denounce 2
Detonate Mana 4
Hunter (HTR) Dominate Creature 5
Spell Name Spell level Can dominate Undead only
Special Drain Life 4 [Channel]
Conjure Creature 1 Exorcism 2
Can Conjure Animal and Fey only Fade 1
Dominate Creature 5 Fear Ward 1 [Totem]
Can dominate Animal and Fey only Flash of Light 1
Fade 1 Holy Fire 2 [Debilitate]
Flare 2 Holy Light 1
Shadow Strike 2 [Debilitate] Holy Nova 3
Shot Array 1+ [Shot] Holy Wrath 3
Inner Fire 1
Paladin (PLD) Lightwell 3 [Totem]
Banishment 2 Mana Burn 2
Blessing Array 2+ [Blessing] Mind Blast 1 [Debilitate]
Consecration 2 Mind Flay 3 [Debilitate]
Conjure Creature 1 Mind Vision 4
Can Conjure Celestial only Mute 2
Denounce 2 Orb of Annihilation 2
Divine Shield 2 Power Word: Shield 3
Exorcism 2 Prayer of Healing 5
Flash of Light 1 Psychic Terror 3
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Renewing Light 1 [Invigorate] Spiritual Reincarnation 5


Shackle Evil 2 Stasis Trap 1 [Totem]
Sunbeam 3 Totemic Recall 2
Unholy Frenzy 2 Tranquility 5 [Channel]
Vampiric Aura 5 [Aura] Water Shield 2 [Invigorate]
Wind Shear 2
Shaman (SHM) Windfury Tongue 5
Spell Name Spell level Windfury Tongue Totem 7 [Totem]
Banishment 2
Bloodlust 5 Warlock (WRK)
Capture Essence 2 [Ritual] Spell Name Spell level
Chain Lightning 4 Aerial Shackles 2
Conjure Creature 1 Banishment 2
Can Conjure Elemental and Fiend only Blink Step 2
Conjure Elemental Totem 3 [Totem] Capture Essence 2 [Ritual]
Cyclone 3 Carrion Swarm 3 [Debilitate]
Dominate Creature 5 Chaos Bolt 1
Can dominate Elemental only Combustion 5
Earthbind 2 Conjure Creature 1
Earthbind Totem 4 [Totem] Can conjure undead, elementals, and fiends
Earth Shield 2 [Invigorate] Curse of Agony 2 [Curse]
Elemental Shock 1 Curse of Elements 3 [Curse]
Elemental Shock Totem 3 [Totem] Curse of Tongues 3 [Curse]
Elemental Tongue 2 Demon Skin 1
Fear Ward 1 [Totem] Demonic Doom 9 [Debilitate]
Fire Nova 3 Dominate Creature 5
Fire Nova Totem 5 [Totem] Can dominate fiends only
Flame Strike 5 Drain Life 4 [Channel]
Freezing Sphere 2 Exorcism 2
Healing Stream 4 Eye of Kilrogg 5 [Channel]
Healing Stream Totem 6 [Totem] Immolation 2 [Aura]
Healing Ward 1 [Totem] Immolate 2 [Debilitate]
Lava Burst 2 Inferno Blast 4 [Debilitate]
Lightning Shield 2 [Invigorate] Life Tap 2
Lightning Bolt 3 Living Bomb 5 [Debilitate]
Lightning Storm 3 Mana Burn 2
Mana Tide 6 Mana Drain 4 [Channel]
Mana Tide Totem 8 [Totem] Mana Shield 1
Resistance Totem 5 [Totem] Mind Blast 1 [Debilitate]
Riptide 1 [Invigorate] Mind Flay 3 [Debilitate]
Shocking Bolt Cantrip Orb of Annihilation 2
Spirit Animal 2 Parasite 2 [Debilitate]
Spirit Infusion 3 Rain of Fire 5 [Channel]
Spirit Link 3 Shackle Evil 2
Spirit Link Totem 5 [Totem] Shadow Strike 2 [Debilitate]
Spirit Strike 1 Soul Fire 2 [Debilitate]
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Soul Stone 3 Unholy Frenzy 2


Soul Well 5 [Ritual] Called Curse of Recklessness
Soulshatter 4 Vampiric Aura 5 [Aura]
Spirit Link 3

Spell Definitions
Array. Spells with the array tag have several sub-spells. When preparing a spell with the array tag, you must choose one
spell of the array (each of which may have their own spell levels and different effects).
Auras. These spells emit an aura within 15 ft., and typically remains for a few minutes. If the creature falls unconscious,
the aura dissipates, and is otherwise considered an active and beneficial spell (unless it is debilitative). A character can only
benefit from one at any given time (their choice), and may be dispelled as normal.
Blessings. This array includes beneficial spells that are activated by consuming half your movement, and may target
yourself or an ally. A creature can have only one blessing active on them at any given time, with most blessings active on a
duration of five minutes (and are thus mostly useful for one encounter). These are considered beneficial spells.
Channel. These spells modify concentration spells, and require the investment of one action every round of focusing on the
target of the spell. If the caster cannot invest the required actions, the spell is not dispelled, but does not take place until he
does. Above the required action, the spellcaster cannot move faster than half their speed. As for all concentration spells,
this spell is broken if concentration is lost.
Debilitate. These are damaging spells that target one creature, and typically have multiple effects. The caster may then
activate the spell’s abilities as a reaction on the target’s turn, affecting their combat prowess.
Invigorate. These are beneficial spells that target one creature, and otherwise act as debilitate effects.
Seals. These are personal spells (with a target of ‘you’) that are also cast as part of your movement (consumes base half
movement, cannot be used if already spent). A creature may be under the effects of one seal at any given time, and most
seals have a duration of one minute. Seals may be released (termed judgment or release), and impose the additional effect
specified under the spell. These are considered beneficial spells. Only paladins may cast seals. Death Knights may cast seals,
but only those marked as runic spells.
Shield. These spells benefit from several priestly abilities.
Strikes/Shot: These spells cost a bonus action to activate, and otherwise act on an attacker’s melee or ranged attack several
times before expiring, modifying it appropriately. The user can otherwise declare when to use them per action, or to
withhold the effect until before the end of the duration. These are considered beneficial spells. Shot spells are strike spells,
but are restricted to ranged weapons. All shot spells belong to the hunter spell list.
Totems. These relics cast specific spells they are imbued with as a reaction from the caster. Totems usually remain for one
minute, and require a reaction to activate each round. They can be moved with a bonus action (maximum speed is equal to
the caster’s speed).
Totems have 7 AC, and hit points equal to double the level of the caster. Destroying a totem by reducing it to 0 hit points
deactivates the effect and dispels the spell as normal. Whenever the totem is subjected to a saving throw, they use the
caster’s bonus.
Aerial Shackles [MGE 2, WRK 2] falling by the spell. The aerial shackles keep the subject
Evocation hovering in place. The target may still attack if it is
Casting Time 1 action within range, use a breath weapon or cast spells
Range 90 feet (one creature) (counting the damage dealt against its Stamina check to
Components V, S cast while being damaged).
Duration Concentration, up to 1 minute. Starting on the round after the spell takes effect, the
You create a brilliant, golden energy web that captures spell’s webs constrict, dealing 2d6 points of Arcane
and damages one flying creature. A bright beam of light damage each round to the target if you wish it. The
links the target to your outstretched hand. The target aerial shackles are composed of arcane energy. Neither
cannot leave its space (or spaces) unless it spends an the strands around the subject nor the link can be cut or
action and passes a Strength saving throw that exceeds damaged, though they can be dispelled.
your DC. Though unable to move or fly freely, the Special. If the target is larger than you, it has advantage
target nonetheless does not fall, and is prevented from to the saving throw.
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Heightened. The damage increases by 1d6 every spell include items held by you, or creatures consumed by you,
level beyond the 2nd (to a maximum of 6d6 at level 6). etc.

Amplify Magic [MGE 5] Arcane Armor [MGE 1]


Abjuration Abjuration
Casting Time 1 action Casting Time 1 action
Range 60 feet (15-foot radius sphere) Range Self
Components V, S Component V, S, M (Focus crystal that costs 10 gp)
Duration Concentration, up to 1 minute. Duration 1 hour
You amplify magical effects in the area of effect. All A protective field guards you. Upon casting this spell,
spells cast from or into the area of effect are heightened you may choose one magic school or energy type, and
one spell level. If the spell cannot be heightened (or if gain advantage to all saves versus that school or
heightening has no effect), it heals 25% more, damages resistance versus that damage type for the duration of
25% more, or remains for 25% longer. the spell.
Dampen Magic This spell may be reversely cast. If so, You, however, gain disadvantage to saving throws that
the spells cast into or from the area of effect are counted belong to spells that another school (see table below), or
one level lower (if eligible). vulnerability to damage from its opposing type.
You cannot gain resistance to an effect you are already
Ancestral Guardians [SHM 2] resistant to, but you can gain resistance to an effect you
Abjuration [Invigorate] are vulnerable against (becoming neutral). You cannot
Casting Time 1 bonus action gain vulnerability to an effect you are immune to.
Range Touch (one creature)
Components S, V School Opposing School
Duration Concentration, up to 1 minute, or two uses Abjuration Evocation
(whichever comes first) Illusion Divination
You conjure two allied spirits that protect the target. Conjuration Transmutation
While under effects of this spell, the target suffers 1 less Enchantment Necromancy
point of damage per spell level from all nonmagical
sources. Each spirit may be expended as a reaction to Energy Type Opposing Type
perform one of the following. Fire Cold
● The target heals 2d6 hit points, Acid Lightning
● The attacker must make a Spirit saving throw Holy Fel
or else be frightened for 1 round,
When all spirits are expended, the spell ends. Special. If you are vulnerable to a school or damage type,
Heightened. For each spell level above 2nd, you gain an you gain disadvantage to saving throws, and attackers
additional spirit. that affect you using that school or energy type have
Special. If the caster and the target are clan relatives or advantage to attacks against you.
bound by marriage, the damage prevented by the spell is Heightened. When cast as a level 6 spell, you gain
5 less points from all sources. resistance to the damage type or advantage versus the
school chosen without gaining vulnerability or
Antimagic Shell [PRS 5] disadvantage to the opposite type or school.
Abjuration [Shield]
Arcane Barrage [MGE 4]
Casting Time 1 action
Evocation
Range Self
Casting Time 1 action
Components V, S, M (a pinch of powdered iron or iron
Components V, S
filings)
Range 120 feet, (10-foot-radius sphere)
Duration Concentration, up to 10 minutes.
Duration Instantaneous
This acts exactly as the Antimagic field spell, except that
You create two large glowing bursts of violet force,
it is restricted to you, and is not in a sphere. This does
sending them to a single enemy within the range. The
not include anything that is not a part of you, but does

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two intertwine, striking the enemy and creating an nonmagical damage and reducing their movement speed
explosion of force, dealing 6d4+6 damage to the target, by half). At the end of the duration (if you were able to
and to all creatures and unattended objects within a 10- concentrate for an entire minute), they are banished to
foot radius sphere of him. their original plane of existence.
Said creatures are also pushed back 5 feet outwards from Heightened. If heightened to level 4, you can target
the center of the blast. Targeted creatures are entitled an other creatures as well as fiends and celestials. When
Agility saving throw to negate the push effect, but banished, you can instead banish their transformed forms
cannot reduce the damage taken. to another dimension, where they disappear (are shunted
Heightened. The spell deals an extra 1d4+1 damage per into another dimension), where they remain in a
every level above level 4. harmless dimension until the end of the spell's duration
(or until you fail to concentrate on the spell). In this
Arcane Explosion [MGE 2] dimension, the creature can return if it possesses the
Evocation ability to plane shift back (in which case it returns in the
Casting Time 1 bonus action space it was banished from), but is otherwise unharmed.
Components V
Range Self (10-foot-radius sphere) Banshee’s Curse [PRS 3, WRK3]
Duration Instantaneous Necromancy [Debilitate]
You create a tremendous burst of arcane energy that Components V, S
explodes from you, dealing 2d4+2 Arcane damage to all Range 30 feet, one living creature.
creatures and unattended objects in the area, except you. Duration One minute or three uses (whichever is
Said creatures are also pushed back 5 feet. Targeted sooner)
creatures are entitled an Agility saving throw to negate You place the banshee’s regretful curse on a target. For
the push effect, but cannot reduce the damage taken. the next minute, and whenever they roll any d20 check,
Heightened. The spell deals an extra 1d4+1 damage per you may declare with a reaction that they have any of
every level above level 2. the following penalties:
1. That they have disadvantage on the roll.
Arcane Orb [MGE 5] 2. They must roll a d100. On a 33 or lower, the
Evocation [Totem] action fails. On a result of 34 or higher, the
Casting Time 1 action action succeeds as normal.
Components V, S Upon being used three times or the duration ending, the
Range 30 feet (5-foot square) curse is broken.
Duration 1 minute Heightened. You may gain one use of curses above
You create a swirling orb of magical force. When you normal per spell level beyond 3rd (maximum 5 at level 5).
cast this orb, you may use a reaction for it to emit an
Arcane Explosion centered on the orb itself, as the spell Bind Creature (Construct, Celestial, Elemental, Fiend,
Arcane Explosion. Undead) [DRD 1, MGE 1, PRS 1, SHM 1, WRK 1]
This totem otherwise functions as all other totem spells. Abjuration
Special. Unlike most Totem spells, this can be only cast Casting time 1 hour
by the Mage class. Range 60 feet
Components V, S, M (a gift or focus; see below)
Banishment [MGE 2, PLD 2, PRS 2, SHM 2, WRK 2] Duration 24 hours
Abjuration With this spell, you attempt to bind a creature your
Casting Time 1 action service. You can bind a creature from the type related to
Components V, S your spellcasting list (see conjuring and binding under
Range 60 feet (one fiend or celestial) your class).
Duration Concentration, up to 1 minute The target creature must be within range for the entire
One fiend or celestial you target must make a Charisma casting of the spell. At the completion of casting, the
saving throw. On a failure, you shunt them with target must make a Charisma saving throw (typically,
abjuration magic to a transitionary state, causing them to the creature is first conjured into the center of an
become ethereally unstable (gaining resistance to inverted magic circle to keep it bound, is held with

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chains, or is willing). On a failed save, the target ● Day of Service. If the creature is bound to serve
creature is bound to serve you for the duration. If the for a duration, it is automatically freed after the
creature was summoned or created by another spell, that duration ends (regardless of its original mission).
spell's duration is extended to match the casting time of It may choose to remain longer, but it is
this spell. Conjured creatures are entitled a saving throw otherwise freed from obedience. If bound for a
once the spell begins to be cast to escape the binding duration, the creature requires one-fifth the cost
attempt. of binding for a task increment if the duration is
The CR of the creature(s) that can be bound in one a day (if above a week, one-half the cost per
casting is equal to 1 per spell level (can be split between week; if above a month, it requires the entire
multiple creatures). At any given time, regardless of how cost; and if above a year, double the entire cost
many bound creatures you have, you cannot have more every year).
than two times your CR in bound creatures. Excess Creatures whose interests align with yours may half or
creatures are automatically freed, and may choose to waive the payment entirely. A creature already bound
return to their normal plane (of conjured) or remain in can still be subject to this spell, which requires three
the plane they are currently in. You are always aware of opposed spellcasting checks to break the first binding (or
how tenuous your hold is on your bound creatures and repel the attempt).
whether a creature breaks free or not. A creature of Special. Binding any undead requires only the payment
higher CR than normal may allow the spell to affect it for a task (even if there is no task other than serving
(if willingly bound). you) in necromantic ingredients and onyx to
A bound creature is not treated as conjured (not permanently reanimate the dead. After the spell's
restricted from conjuring others, is not commanded duration ends, however, the undead automatically break
telepathically, not automatically friendly to you or your free and may be re-bound with an action. Bound undead
allies, and cannot be dispelled with dispel magic and retain their telepathic connection as if conjured (within
similar effects). Its death is considered to be a true death line of sight or 100 feet, whichever applies).
(and therefore grants XP), and its presence is treated as Note. This spell is also known as enslave undead and
a character (and therefore gains XP), and must follow enslave demons (when used against undead and fiends,
your instructions to the best of its ability due to the respectively).
power of the spell. You might command the creature to Heightened. When you cast this spell using a spell slot
accompany you on an adventure, to guard a location, or higher than the maximum CR of the spell by 1 level, the
to deliver a message. The creature obeys the letter of duration is increased one step; moving one increment
your instruction (as it is bound), but if the creature is every level above maximum: 24 hours - 3 days - 1 week - 1
hostile to you, it strives to twist your words to achieve month - 1 year.
its own objectives. Depending on the instructions, this
spell binds the creature to one of the below conditions. Blessing Array [PLD 2+]
● Bound for a Task. If the creature is bound to Transmutation [Array, Blessing]
complete one task, it is automatically freed (and Casting Time special (half movement)
usually returns to its plane of origin) after the Components: V, S
task is complete. The creature is still bound to Range Touch (one creature)
travel back to you and report its success before Duration 5 minutes
leaving. If you are on another plane of existance, You gain one blessing of the below array.
it waits until it is certain that you will not ● Blessing of Kings [PLD 4]. You or any target
return beyond reasonable doubt, at which point creature gains +2 to all d20 rolls until the
it leaves a message and then leaves to its original duration of the spell ends. This applies to attack
plane. If bound for a task, the spell requires a rolls, saving throws, skill checks, and ability
material component equal to 25 gp per CR of checks.
the creature (or total CR if multiple creatures ● Blessing of Might [PLD 2]. You gain
with one spell). If CR 5 and above, the cost supernatural awareness of the vulnerabilities in
doubles per increment of 5 levels (up to 400 per your enemies. You gain +2 bonus to damage
CR at level 20 and above). rolls. While under the benefits of this blessing,
your pupils dilate, but are not any more
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sensitive to light than usual. This does not stack You whisper the magic words, and a cold light emanates
with Aura of Might or similar effects. from your hands. At your command, snow, sleet and hail
● Blessing of Protection [PLD 3]. This potent batter your foes. The spell calls down freezing sleet, ice
blessing protects the target. The target gains the shards and heavy hail down on the caster’s targets,
effect of a Divine Shield spell. However, the dealing 1d4 points of slashing damage, and 1d4 points of
spell ends for the target if they attack or cast cold damage to the area and every creature in it per
any spell. round of concentration.
● Blessing of Sacrifice [PLD 2]. This potent The heavy snow obscures all sight, including darkvision,
blessing creates a spiritual connection between beyond 5 feet. Forty feet high, a cold cloud materializes,
you and the subject. Each time the subject takes imposing the same obscuration to sight, and dealing the
hit point damage, half of it transfers to you. If same damage to all creatures that fly through or under it.
you and the subject move out of range of each Heightened. Per level above 3rd, add one dice to the cold
other, the spell ends immediately. The halved damage, and the level afterwards, add one dice to the
damage is not counted as if resistance, but does slashing damage (2d4 cold, 1d4 slashing at 4th level; 2d4
not stack with it. The target and you must be cold 2d4 slashing 5th level, etc.)
within clear, unobstructed vision and within 15
feet of one another. Bloodlust [SHM 5]
● Blessing of Wisdom [PLD 2]. This powerful Transmutation
blessing aids spellcasters, aiding their mana Casting Time 1 action
expenditures in battle. For the duration of the Range 30 feet
blessing, the base spell cost for spells cast by the Components S, V, M (a drop of dried blood or sand)
target cost 1 less mana (minimum 1). Duration Concentration, up to 1 minute
Heightened. Choose a willing creature you can see within range.
● Blessing of Might. For each level above 2nd, you Until the spell ends, the target is immune to fear, has +2
add +1 to the damage roll increase, to a to AC, advantage on Agility saving throws, and can
maximum of +5. make an additional action on each of its turns, and gains
temporary hit points equal to your spellcasting modifier
Blink Step [DRD 2, MGE 2, WRK 2] at the beginning of every of its rounds.
Conjuration This action can only be used for the attack (one weapon
Casting Time 1 bonus action attack only), Dash, Disengage, Hide, or Use Object
Range 30 feet action. When the spell ends, the target can’t move or
Components V take actions until after its next turn.
Target Touch
Duration Instantaneous Bone Shield [DKN 2]
You shunt yourself dimensionally, teleporting yourself to Abjuration [Invigorate]
an unoccupied spot in range. You cannot teleport Casting Time 1 bonus action
yourself to an area you cannot see, or into an object. Range personal (self)
Special. This spell may also be cast as a reaction. In this Components S, V
case, casting it when being hit gives you resistance to all Duration Concentration, up to 1 minute, or two uses
physical damage as well as teleports you. You may also (whichever comes first)
teleport others with you, but each additional creatures You create a shield of bones, with a total of one bone per
halves the distance remaining. level. Each bone may be used as a reaction to perform
one of the following.
Blizzard [MGE 3] ● Grants resistance to you for one hit.
Evocation [Channel] ● Grants you advantage versus a hostile spell
Casting Time 1 action effect.
Range 150 feet, in a 15-feet-wide, 60-feet-high cylinder. When all bones are used, the spell ends.
Components V, S, M (crushed glass and water) Heightened. For each level above 2nd, you gain an
Duration Channeling, up to 1 minute additional bone (and by extension, use).

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Brilliance Aura [MGE 7] unless the device that holds the essence was used at least
Transmutation [Aura] once (such as drawing one use of a necromancy device).
Casting Time 1 action Special II. If the spell is cast ritually with expending
Components V, S double the normal mana cost, the target of the effect
Range 15-foot-radius sphere, centered on you suffers disadvantage to the essence-capturing, and any
Duration One minute attempts to release the essence have disadvantage.
You surround yourself with a pulsing aura of cerulean Special III. Quintessence restores 1d6 hit points per CR
energy. This aura grants crystalline thought to any two of the outsider it absorbed by a living creature, or 2
allied spellcasters in range and empowers them to cast mana points per CR. This is a mana-restorative effect.
their spells with less effort. Heightened. The maximum CR of the creature whose
For the duration of the aura, and so long as a creature is essence is absorbed increases by 2 per level beyond 2 (to
both friendly and within range, the mana spell cost for a maximum of 18).
spells cast is reduced by 1 (minimum 1).
Carrion Swarm [DRD 3, WRK 3]
Capture Essence (Ritual) [MGE 2, SHM 2, WRK 2] Evocation [Debilitate]
Abjuration [Ritual] Casting Time 1 action
Casting Time 10 minutes Range Self (30-foot cone)
Range Touch Components V, S, M (a corpse or egg of a beetle, spider,
Component V, S, M (Focus crystal that costs 50 gp) or other vermin)
Duration Instantaneous, or ten minutes until discharge Duration Instantaneous, up to 1 minute, or three uses
You draw an essence-capturing magic circle or seal that (whichever comes first)
can remain up to ten minutes before discharging. While A swarm of bats, poisonous spiders, flying beetles and
the seal is active, any creature you designate that is other such vermin extends out from your hand to bite
reduced to 0 hit points within 10 feet of the seal (or any and savage your opponents. Each creature in a 30-foot
surface you inscribe it upon) must make a Spirit saving cone must make a Stamina saving throw. A creature
throw or else have its essence absorbed by the seal in takes 6d6 nonmagical bludgeoning, piercing, and slashing
question. The creature must have a CR equal to or less damage on a failed save, or half as much damage on a
than 4. successful one. The target is also infested for one minute.
Depending on the creature type, the focus crystal can While infested, you may declare with a reaction any of
perform multiple things. the following effects on the target.
● The target takes 1d6 poison damage.
Humanoid, Beast, Fey, Monstrosity, Dragon: Soul Gems, ● The target is considered poisoned until the
which fuel Necromancy devices beginning of their next round.
Undead: Dark Gems, which fuel for Necromancy Special I. If the target dies while under effects of this
devices, can be consumed spell, unused debilitate uses conjure 1 Carrion Beetle.
Elemental: Elemental Gems, which fuel elemental- The DM has the Carrion Beetle’s statistics.
powered devices Special II. If caster is a corporeal undead, the swarm can
Outsiders: Quintessence, which can be onsumed (special, tear flesh off the target and rejuvenate the caster. When
see below) using a debilitate use, the caster regains 1d8 hit points
Construct, Plant, Ooze cannot be targeted by this spell. per use at the end of the spell’s effects (when the
debilitate uses end). The target must have a minimum
Special. If a creature is absorbed into the seal, and is later CR of ½.
targeted for a raise dead, resurrection, conjure creature Heightened. The initial damage increases by 1d8 for each
(if it was named), a divination (if targeting a specific level above 3rd, and the secondary damage increases by 1
person, such as Sending), or similar targeting effect, the dice every two levels above 3rd.
caster must make an opposed Intelligence check to the
caster of the Capture Essence spell (or a DC 15 check, Chaos Bolt [WRK 1]
whichever is higher or possible). If the check fails, the Evocation
spell fails as well, and the attempt cannot be repeated Casting Time 1 action
Range 60 feet (one creature)

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Components V, S Conjuration
Duration Instantaneous then 1 round Casting Time 1 hour (or 1 action if animal, fey, or plant)
You throw a greenish-violet bolt of crackling chaotic Range 60 feet Components V, S (and M), see below
energies. Make a ranged spell attack on a target within Duration Concentration, up to 1 hour
range. Targets struck by this bolt suffer 2d8 fel damage. You summon a creature from the type related to your
If the target is subjected to a debilitate spell in the next spellcasting list (see conjuring and binding under your
round, they suffer disadvantage to their saving throw class).
versus the initial effect. The creature appears in an unoccupied space you can see
Special. This spell costs half mana. in range. The creature is friendly to you and your
Heightened. When you cast this spell using a spell slot of companions for the duration. Roll initiative for the
2nd level or higher, the damage increases by 2d6 for each creature, which has its own turns. Once conjured, the
slot level above 2nd. creature can telepathically understand any and will
execute your commands (no action required by you).
Combustion [MGE 5, WRK 5] The telepathy only functions if you maintain line of sight
Evocation to the creature (undead can additionally be given
Casting Time 1 action commands if within 100 feet, whichever applies).
Range 60 feet (one creature) The creature has a CR of 1 per spell level. If the
Components V, S conjured creature is an animal, fey, or undead, you may
Duration Instantaneous also divide the CR between multiple creatures (such as
Special Requires target to be under a debilitate spell doubling the number of creatures and dividing the CR
effect by 2, or tripling and dividing by 3, etc., to a minimum of
You combust the target, setting off any and all of your CR 1/8). Dispelling one creature dispels the entire spell,
damage over time debilitation effects. The target takes however.
2d8 fire damage, and you may use a single reaction to It obeys any commands given, so long as they don’t
calculate all damage resultant from your active damage violate its alignment or nature. If you don’t issue any
over time effects on the target, discharging all of them at commands to the creature, it defends itself from hostile
once. Non-damaging effects do not stack, but damage creatures but otherwise takes no actions.
does. A conjured creature cannot conjure others even if they
have spells that normally allow them to, and despite
Consecration [PLD 2] them obeying their conjurer’s commands, they take their
Evocation own actions and are controlled by the DM (such as
Casting Time 1 action which spells or ability to use, etc.).
Range 30 feet (15-foot radius sphere) Once the duration of the spell ends or the creature is
Components V, S defeated, it is dismissed to its original plane (or becomes
Duration Concentration, up to 1 minute inanimate and resumes the object’s purpose in the case of
You call upon the Holy Light to sanctify an area, dealing undead, plants, and constructs). If your concentration
2d8 holy damage to all enemies of the Light within this breaks before the duration ends and you do not use your
area of effect. If the enemy is a fiend or undead, they action to dismiss the creature, it becomes independent in
take 50% extra damage and also move at half normal its actions, and is controlled by the DM until the
speed. duration of the spell ends (typically, undead and
Creatures aligned or who follow the Light take no elementals rampage, constructs and plants act like
damage. Creatures that are not opposed to it take half objects, fey and animals defend themselves and seek
damage. For the duration of the spell, the area of effect is refuge, and celestials and fiends promote their far-
treated as hallowed (as per the spell Hallow, but cannot reaching aims).
bind an extra effect to the area). Note. Depending on the creature conjured, the spell’s
Heightened. The damage increases by 1d8 per level. school changes (transmutation with plants and
constructs, or necromancy with undead).
Conjure Creature (Animal, Construct, Celestial, Heightened. For every spell level above 1st, the CR of
Elemental, Fey, Fiend, Undead) [DRD 1, MGE 1, PRS 1, the creature conjured increases by 1.
SHM 1, WRK 1]

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● Special (Components). If the creature conjured Casting time 3 rounds


is natural (an animal or fey), the spell also Range 60 feet
requires a material component or focus that is Components V, S
related to the conjured creature. Fiends and Duration 1 hour
celestials require an obedience or sacrifice as a When you cast this spell, the totem both casts and
focus (such as a page of a holy book or a drop of concentrates on a level 1 Conjure Elemental spell, with
blood as a material component, or a ritual circle the elemental appearing instantaneously and remaining
as a focus); elementals require elemental so long as the totem stands (or until the duration ends).
presence as a material or focus (burning incense Since the totem is concentrating on the spell, this allows
for air, sulfur/phosphorous or a bonfire for fire, the caster to maintain concentration on another spell
a body of water for water, etc.), while (including a conjure elemental spell).
constructs, plants, and undead require an object Special: A shaman cannot have more than one conjure
as focus (such as a nearby couch to transmute elemental totems active at any given time.
into the construct, a tree for a plant, or a corpse Heightened. When heightened any number of spell
for the necromantic powers to animate into). levels, the Conjure Elemental effect is also heightened by
● Special (Permanent Dead). When animating the same number of spell levels.
undead, you may choose to make the animation
permanent instead of temporary. If you do so, Corpse Explosion [DKN 2, PRS 2]
the undead obeys commands up to 24 hours Necromancy
before it breaks free and the connection is Casting Time 1 reaction
severed. You may re-cast this spell and re-bind Range 30 feet (10-foot-radius sphere)
the undead to your will (they are entitled a Components S
Spirit saving throw to avoid being enslaved), so Duration Instantaneous
long as the target(s) are within the CR Reaction: A corpse is within 30 feet of you.
threshold. You cannot have more undead You may use your reaction to suffuse a nearby corpse
animated than your level in CR. Additional with fel energies, filling it with so much corruption that
undead are automatically freed (see Special III). it explodes then and there. The corpse explodes, dealing
To creature permanent undead, you must cast 2d6 fel damage, and 2d6 poison damage to all creatures
this spell in a cursed or blighted area or at night, within 10 feet of it, inflicting the poisoned condition for
and spend 25 gp per CR in necromantic one minute.
materials (black onyx, exotic herbs, saronite ore Creatures affected are entitled an Agility saving throw
of Northrend, carved skulls, miniature heads). If to half damage and negate the poisoned condition.
the creature is larger than Huge or is An exploded corpse is desecrated and difficult to raise,
incorporeal, the price is quadrupled (100 gp per and requires that they be healed up to half the damage
CR). dealt by corpse explosion. A corpse cannot be targeted
● Special (Plant and Construct Focus). When more than once with the same spell.
animating a construct or plant, the focus object Heightened. You may deal an additional 1d6 fel and 1d6
must not be harder than iron or be sophisticated poison damage.
or hold anything within (such as a locked door
or chest, a gadget, or a vehicle for constructs, or Cripple [DKN 5, MGE 5, PRS 5]
a tree that holds a house within), and it must be Necromancy
as large as the construct (a wooden table for a Casting Time 1 action
Wood Golem, or a pile of armor for Animated Components V, S
Armor). If the construct or plant is destroyed, Range 60 feet.
the magical energies draw the remains back to Duration Concentration, up to 1 minute.
where the original object stood and attempt to You cripple any living target within range. Make a
reform the focus (though it looks damaged). ranged spell attack. On a success, the target takes -2 to
AC and to Agility saving throws, can’t use its reactions,
Conjure Elemental Totem [SHM 3] and may make either an action or a bonus action every
Conjuration [Totem] turn (not both). Regardless of the creature’s abilities, it

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may only make one melee or ranged attack on its turn, Duration 1 hour
and they deal only half damage with weapon attacks You target one target with the curse of tongues, stealing
that use Strength or Agility. their voice and causing them to speak in no other
If the creature attempts to cast a spell with a casting language than the dark tongue of Eredun. On a failed
time of 1 action, roll a d20. On an 11 or higher, the spell Spirit saving throw, the target is cursed, causing them to
doesn’t take effect until the creature’s next turn, and the speak only Eredun.
creature must use its action on that turn to complete the Any spell that has a verbal component requires double
spell. If it can’t, the spell is wasted. At the end of each of the normal time to cast. If the target is a good-aligned
the target’s turns, it can make a Stamina saving throw character, they take 1 point of Psychic damage whenever
against the spell. On a success, the spell ends. they speak Eredun. This damage is inflicted once per
round.
Curse of Agony [WRK 2] Special. Due to the effect being temporary, there is no
Evocation [Debilitate, Curse] risk of losing Spirit points by being forced to speak in
Casting Time 1 action Eredun. Creatures that can speak uncorrupted Eredun
Components S, V are immune to the effects of this spell.
Range 60 feet
Duration Instantaneous, plus one minute or two uses Cyclone [DRD 3, SHM 3]
(whichever comes first) Evocation
You curse your target with agony. Make a ranged spell Casting Time 1 action
attack against the target. On a hit, the target is affected Range 60 feet, in a 10-feet-wide, 30-foot-high cylinder.
by the spell, taking 2d6 fel damage. For the next minute, Components S, V
you may declare with a reaction any of the following Duration Concentration, up to 1 minute
effects on the target. You target one creature to be affected by a powerful
● The target takes 1d6 fel damage. cyclone of rising winds. The creature, once affected, is
● The target is treated as if poisoned for one entitled an Agility saving throw to be unaffected and be
round. moved out of the cylinder radius (to any direction
Heightened. The initial and secondary damage increases chosen). If the character cannot move away, it is affected
by one dice each, and you gain another use of the regardless, but takes half damage from any falls or
debilitate effect. cyclone damage.
Special. For each spell point spent to deal damage after The creature targeted rises vertically so long as you are
the first from casting the spell, the damage increases by concentrating on the spell, and remains in the middle of
one dice. the cyclone (15 feet in the air). At the end of each round,
the creature may make another Agility saving throw to
Curse of Elements [WRK 3] escape the cyclone, falling out of it and halving fall
Abjuration [Curse] damage.The creature cannot move away unless they can
Casting Time 1 action fly and succeed in an Acrobatics check against your spell
Range 60 feet (one creature) DC. If they attempt to cast spells, they are distracted,
Component V, S and all attacks made by them are made with concealment
Duration Concentration, up to 1 hour from the winds. One creature can be held by the cyclone
Upon casting this spell, you must succeed on a ranged at any given time.
touch attack to affect a target. On a successful hit, you You may use your action to drop the original target
may curse them with vulnerability to the elements. The creature and lift another one, or launch the original
target suffers -2 on saving throws on spells that deal creature from the cyclone with the cyclone’s full force.
direct damage or debilitate effects Dropping a creature forces the original target to suffer
fall damage from its midair height (15 feet for medium
Curse of Tongues [WRK 3] creatures, or 1d6 fall damage) and subjects another
Enchantment [Curse] within the cyclone’s area of effect to being lifted by the
Casting time 1 action cyclone, while launching the target raises them to the
Range 60 feet (one creature) double their midair height (30 feet for medium creatures,
Components V, S or 3d6 fall damage) and drops them from that height to
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any area within 15 feet away. A successful Agility saving rubble, requiring a DC 20 Strength (Athletics) check as
throw when hurled halves the fall damage and drops the an action to escape. The DM can adjust the DC higher
creature 5 feet away from the cyclone’s area of effect. or lower, depending on the nature of the rubble. On a
You may use your movement to move the cyclone to successful save, the creature takes half as much damage
another area and combine that with lifting a new and doesn’t fall prone or become buried.
creature or hurling an old one. Heightened. The spell deals an additional 1d8 per round
Depending on the creature’s size, its original height of channeling per level above 5 .
midair might differ. This affects the fall damage the
creature takes. Small and Tiny creatures suffer damage Death Coil [DKN 1, PRS 1]
as if they fell 10 and 20 extra feet (or 1d6 and 2d6 extra, Necromancy
respectively) if hurled, while. Casting Time 1 action
Range 30 feet (one creature)
Size Midair Height Components V, S
Tiny 30 Duration Instantaneous
Small 20 With the strength of the Lich King, you bring death to
Medium 15 the living, and health to the unsanctified. The creature
Large 10 you target regains a number of hit points equal to 1d8 +
Huge 5 your spellcasting ability modifier if they are undead or
fiends. If you target a living or celestial they take
Heightened. You may target another creature in your damage equal to the hit points they would normally
cyclone effect and increase the midair height by 5 feet per gain, as Fel damage. If you target an unwilling creature,
every two spell levels above 3rd. All creatures must be at you require a ranged spell attack.
least 10 feet within reach of one another to be affected in Heightened. The healing increases by 1d8 per level above
an ongoing cyclone effect. 1st.

Death and Decay [DKN 5, MGE 5] Death Grip [DKN 3]


Necromancy [Channel] Transmutation
Casting Time 1 action Casting Time 1 action
Range 150 feet, in a 30-feet-wide burst. Range 60 feet
Components S, V, M (a dead rose) Components S, V
Duration Channeling, up to 10 minutes Duration Concentration, up to 1 minute.
Negative energy infuses the area in visible puffs. Living You grab a Large or smaller creature telekinetically,
creatures age rapidly, as skin sags and flesh sloughs off drawing it 60 feet closer to you if it fails a Strength
bones. Structures wither and collapse, suffering the saving throw. You may also move the creature upward,
effects of decades within few seconds. All living but not further than the maximum range of the spell. A
creatures and non-natural structures in the area take 5d8 creature lifted upwards is suspended in mid-air so long as
points of Fel damage per round of channeling. Each the caster is concentrating.
creature can make a Stamina saving throw to half
damage dealt. Death Pact [DKN 1, PRS 1]
Structures. The spell deals normal damage to any Necromancy
structure in contact with the ground when the spell is Casting Time 1 action
cast, and every round until the spell ends. Structures Range 30 feet (any undead or fiend)
typically have 40 hit points at the ground floor, and 10 Components S, V
hit points less per each successive floor. Typically, it Duration Instantaneous
takes one minute of damage to reduce a building’s floor You siphon death magic from any allied undead or
to rubble with this spell. fiendish creature within range. The target loses 10 hit
A collapsing structure damages nearby creatures within points, which you regain as hit points. The target (if
half the structure’s height. Said creatures must make an intelligent) is entitled a Spirit saving throw to negate
Agility saving throw or else take 5d6 bludgeoning this effect. If the creature is reduced to 0 hit points, it is
damage, and is knocked prone, and is buried in the destroyed as normal for its type.

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Heightened. For each level above 1st, you may drain 10 2. The target takes only 2d4 fel damage, but is
additional hit points per level. considered poisoned until the beginning of their
next round.
Special: The spell may be prepared under a different set 3. You may cancel out a dispel effect. If you do
spell slot to restore the caster’s mana instead. This is this, you cannot also damage the target.
called the Dark Ritual spell instead. If the creature dies while under the effects of demonic
Dark Ritual doom, its corpse is destroyed, and a column of fire
This spell acts as Death Pact normally, but for every 10 appears, dealing 18d4 damage (half fire, half fel) in 10
hit points, the caster regains 2 mana points. This can be feet of the corpse. A doomguard is summoned on the
heightened as Death Pact, and does not cost mana to spot of its death, and it remains for a minute. The
cast. doomguard is friendly to you and your companions for
As all mana-restorative abilities, this can be used once the duration. Roll initiative for the doomguard, which
per hour. has its own turns.
The doomguard requires your concentration to remain
Demon Skin [WRK 1] active, and obeys any verbal commands you issue it (no
Conjuration action required by you), as long as they don’t violate
Casting Time 1 action their alignment. If you don’t issue any commands to the
Components V, S, M (grounded tooth dust) doomguard, it defends itself from hostile creatures but
Range Self otherwise takes no actions. The DM has the
Duration 1 hour doomguard’s statistics.
You touch a willing creature who isn’t wearing armor, Special. A doomguard is only summoned if the targeted
and it until the spell ends, the target’s skin becomes creature is of CR 2 or higher.
ragged and solid.
The target’s base AC becomes 13 + its Dexterity Denounce [PLD 2, PRS 2]
modifier, and gains 3 temporary hit points for the Abjuration
duration of the spell. So long as at least 1 temporary hit Casting Time 1 reaction
point remains, you have vulnerability against holy Range 60 feet
damage. Component V, S
The spell ends if the target dons armor or if you dismiss Duration Instantaneous
the spell as an action. Reaction: A creature within range is hit with a critical
Heighten. When you cast this spell using hit
a spell slot of 2nd level or higher, a target’s temporary You may cast this spell as a reaction against any creature
hit points increases by an additional 3 for each slot level hit with a critical hit. Make a ranged spell attack against
above 1st. the attacker. On a success, their hit then is no longer a
critical hit.
Demonic Doom [WRK 9] Heightened: If heightened to 4th level, this spell can
Conjuration [Debilitate] negate two critical hits; the second denunciation must be
Casting Time 1 action used within an hour of casting (this does not require
Range 60 feet concentration).
Component V, S
Duration Instantaneous, up to 1 minute (or nine uses, Detonate Mana [DRD 4, MGE 4, PRS 4]
whichever comes first) Evocation
You curse the target with a terrible fate. Make a ranged Casting Time 1 action
spell attack against any living target within range. The Components V, S
target suffers 9d4 fel damage immediately, and is afflicted Range 30 feet (10-foot sphere)
for one minute. While afflicted, you may declare with a Duration Instantaneous
reaction any of the following effects on the target. You target an area with a sphere of black-purple anti-
1. The target takes 4d4 fel damage. magic. Where the sphere explodes, all creatures that can
use mana lose 1d4+1 mana points, and take 2 Arcane
damage for every mana point lost.

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If the creature loses more than 3 mana points this way, Necromancy [Channel]
they are subjected to a dispel magic effect (spell level Casting Time 1 action
equal to the Detonate Mana spell level – 2). Components S, V
Heightened. The number of mana points drained Range 60 ft. (any one living creature)
increases by 1d4 points per every three levels above 4 Duration Channeling, up to 1 minute
(2d4 at level 7). You shoot your hand forward, and drain the life from
Special: Demons always have active mana, and can your target, drawing it out from their eyes, nose, and
always be targeted with mana burn. If they have no mouth in green rope-like streams.
mana, they still take 2 points of Arcane damage. The target of this spell loses 10 hit points every round,
while you gains half all damage in healing. The stream
Divine Shield [PLD 2] may be blocked by losing line of sight or effect, or
Abjuration moving at least 60 ft. away from the target, at which
Casting Time 1 action case the spell is dispelled. Medium creatures or smaller
Components S, V cannot block the stream, but Large creatures generally
Range Self do, as well as anything that blocks magical vision or
Duration Concentration, up to 2 minutes effect (such as a sheet of lead, etc.).
You raise your hand, and are protected by the grace of Heightened. The damage dealt increases by 5 hit points
the Holy Light. So long as you concentrate, you gain for every two spell levels (15 at level 6, 20 at level 8), and
immunity to all types of damage. This shield has 3 hit the healing appropriately.
points per caster level, and fades prematurely if its
maximum absorbed hit point maximum is reached. If the Earthbind [SHM 2]
shield manages to absorb all damage from the effect, you Evocation
are protected against any secondary effects. If subjected Casting time 1 action
to a poison or disease, you are unaffected, and the shield Range 90 feet (one creature)
loses a number of hit points equal to half the DC. If you Components V, S
are affected by a non-damaging spell, reduce the shield’s Duration Instantaneous, plus concentration (up to 1
hit points by 3 per spell level taken--if it absorbs all the minute)
damage, you are immune to that one spell You target any flying or air-bound creature within range,
Heightened. If heightened to 4th level, its maximum bringing the creature crashing down to the ground. The
duration increases to 5 minutes. If heightened to 6th target must pass a Strength or Agility saving throw (its
level, it is no longer a concentration spell. choice) or else loses altitude at a rate of 40 feet per
round. If the creature hits the ground as a result of this
Dominate Creature (Undead, Animal, Elemental, Fey, spell, they take 1d6 damage, plus the normal damage
Fiend) [DKN 5, DRD 5, HTR 5, MGE 5, PRS 5, SHM from falling. The caster can steer the target to fall to any
5, WRK 5] point within 30 feet when casting this spell. After the
Enchantment creature falls to the ground, the caster can maintain
Casting Time 1 action concentration to keep it earthbound, reducing its fly
Components S, V speed to 0 so long as the creature fails to make its save.
Range 60 feet (one creature) The targeted creature can use an action to break out of
Duration Concentration, up to 1 minute this effect and attempt to pass a Strength or Agility
This acts as the Dominate Person spell, but limited to saving throw. If it succeeds, it regains its full fly speed. If
one of the creature types your class can bind. the target is larger than the caster, they have advantage
Note: The spell’s level is decreased to 4th level instead. on their saving throw.
When heightened, it increases on the same increments.
Earthbind Totem [SHM 4]
Heightened. When you heighten this to a 6th-level spell Evocation [Totem]
slot, the maximum duration becomes 10 minutes. This Casting Time 1 action
increases to 1 hour to 8 hours on 7th and 8th spell slots. Components V, S
Range 30 feet (5-foot square)
Drain Life [DKN 4, PRS 4, WRK 4] Duration 1 minute

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Once you place this totem, you may use a reaction to Abjuration [Totem]
target any creature within 90 feet of it with the effect of Casting Time 1 action
Earthbind, as the spell Earthbind. The totem Components V, S
automatically concentrates on any target you choose. Range 30 feet (5-foot square)
This totem otherwise functions as all other totem spells. Duration 1 minute
Once you place this totem, you may use a reaction to
Earth Shield [SHM 2] target any creature within 30 feet of it with a blast of
Abjuration [Invigorate] elemental energy, as the spell Elemental Shock.
Casting Time 1 bonus action This totem otherwise functions as all other totem spells.
Range 30 feet Heightened. The totem remains for one more minute per
Components S, V level above 3rd.
Duration Concentration, up to 1 minute, or two uses
(whichever comes first) Elemental Tongue [SHM 2]
You create a shield of elemental energies drawn from the Evocation [Strike]
earth, covering the target with two thin layers of dirt, Components S, V
granting +2 to the character’s AC. Each layer may be Duration One minute, or two uses (whichever comes
expended as a reaction to perform one of the following. first)
● Grants the target 2d4 hit points. You may apply this strike to any melee weapon attack.
● The bonus is doubled against one attack (+4 to This deals additional 2d6 damage, chosen from any of
AC). the three types: Acid, Fire, and Electricity when casting.
When all layers are expended, the spell ends. The bonus This deals an additional effect as Elemental Shock.
to AC from the spell does not stack with aura bonuses. Heightened. You deal an additional 1d6 elemental
Heightened. For each spell level above 2nd, you gain an damage or one additional use from any of the above
additional layer. elements per level above 2nd.

Elemental Shock [SHM 1] Entangling Roots [DRD 1]


Evocation Conjuration
Casting Time 1 bonus action Casting Time 1 action
Components S, V Components S, V
Range 60 feet Range 60 feet (one creature)
Duration Instantaneous, plus 1 round Duration Concentration, up to 1 minute
You send a resounding burst of elemental energy, dealing By targeting any creature within range, you sprout
2d6 damage from any of the three types you declare thorny vines and weeds that constrict on them. The
upon casting: Acid, Fire, and Electricity (associated with creature must succeed on a Strength saving throw or else
Earth, fire, and storm, respectively). Depending on the be restrained by the entangling weeds so long as you
element, the target is affected by the following, until the concentrate. While the creature is restrained, they take
beginning of their next round. With a successful Stamina 1d4 damage every round (the type is either piercing,
saving throw, the target resists the secondary effect, and slashing, or bludgeoning).
halves the initial damage. They may use an action every round to make a Strength
Earth. The target is pushed 10 feet in any direction you check against your DC again. On a success, it frees itself,
choose. and the plants wilt away.
Fire. The target takes additional 1d6 fire damage Heightened. The damage dealt increases by 1d4 per level
Storm. The target takes disadvantage to attack rolls. above 1st, and can entangle another creature within 5
Heightened. The initial damage increases by 1d6 per feet.
level above 1st.
Note If dealing fire damage, this is commonly known as Exorcism [PLD 2, PRS 2, WRK 2]
fire shock. If acid, earth shock. If electricity, storm shock. Evocation
Special. This spell costs half normal mana. Casting Time 1 action
Range 30 ft. (one fiend, undead, or possessed or charmed
Elemental Shock Totem [SHM 3] creature)

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Components V, S Any creature you touch is heavily obscured from all


Duration Instantaneous viewers for one minute, or until they attack a creature.
You call upon the Holy Light (or forcefully expel Fel
magic from the target) to harm fiends. Make a ranged Fear Ward [PRS 1, SHM 1]
spell attack. If the target is a fiend or undead, they take Abjuration [Totem]
4d10 Holy damage. If the target is a creature under a Casting Time 1 action
possession or magic jar spell by an undead or fiend, only Components V, S
the possessing creature takes the damage, and the victim Range 15 feet (5-foot square)
may re-roll against the possession effect with advantage. Duration 1 minute
If the target is charmed or dominated by an undead or Once you place this totem, it emits an aura with a
fiend, the target creature may (instead of being reaction. This aura spreads in a 30-foot pulse, granting all
damaged) have the spell dispelled if it is of a spell level allies advantages to saving throws versus fear effects.
2nd or lower, and requires a spellcasting ability check Special. Priests can cast this spell, unlike most totem
against a DC of 10 + spell level. The caster has spells.
advantage in the ability check if the caster of the effect is
evil or is using it for evil means. Fire Nova [MGE 3, SHM 3]
Heightened. The damage increases by 2d10 for each level Evocation
above 2nd. Casting Time 1 action
Range Personal (Self), 20-foot radius sphere
Eye of Kilrogg [WRK 5] Components S, V
Divination [Channel] Duration Instantaneous
Casting Time 1 action You release a burst of flame in the area, igniting the very
Components V, S air around you. Any creature within the area of effect
Range 1 mile suffer 8d6 fire damage, and are entitled an Agility saving
Duration Concentration, up to 4 hours. throw to half damage. The heat spreads around corners,
Once you cast this spell, a green, disembodied floating and does not harm the character's totems.
eye appears to serve you. The eye floats and moves out, If a target struck by this spell has been harmed by the
scouts around, and returns to you as you direct it. The Elemental Shock (Fire) or Firebolt spells and failed their
eye can see up to 200 feet (normal vision) in all saving throw to half damage, they take 4d6 or 2d6 extra
directions. The spell effect can move up to 1 mile away in damage, respectively, on the start of their round.
any direction, and it flies with a speed of 90 feet per Heightened. When cast from a 4th level spell slot or
round. If reaching its maximum range, it pops out of higher, the initial damage increases by 1d6 per spell slot
existance. above 3rd.
You can either control it while channeling (seeing
through it as normal per perception), or give it no more Fire Nova Totem [SHM 5]
than 25 words of commands. You are notified if the eye Evocation [Totem]
has achieved its task. Casting Time 1 action
The eye cannot be physically touched, although Components V, S
attacking it has a 25% chance to disrupt the spell (it has Range 30 feet (5-foot square)
an effective AC of your spell DC), and it can be Duration 1 minute
dispelled normally. The eye has the same chance of being Once you place this totem, you may use a reaction to
destroyed if it accidentally hits a wall, or is targeted by a have it release the effects of a 3rd level Fire Nova, as the
spell. spell of the same name.
This totem otherwise functions as all other totem spells.
Fade [DRD 1, HTR 1, MGE 1, PRS 1] Heightened. When heightened, treat the Fire Nova spell
Illusion as if heightened 1 level.
Casting Time 1 action
Components S Flare [HTR 2]
Range Touch (one creature) Evocation
Duration Concentration, up to 1 minute Casting Time 1 action

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Components S, V, Focus (ranged weapon) You can throw the sphere further than the spell's normal
Range Maximum range of ranged weapon range by retaining it and releasing it via a sling with an
Duration 1 minute attack action (up to the sling's normal range). After 1
You shoot a blazing projectile that arcs through the air, minute of being conjured, the sphere shatters.
to any point within range. the projectile sheds medium Special. The spell can freeze damaging surfaces (such as
light for its active duration, removing most conditions fires and liquids) that deal less damage on average than
that allow a creature to hide and revealing what is in the the spell itself. Since lava deals 20d6 points of fire
location (such as darkness or light mist). This spell damage (average 70), only a level 8 Freezing Sphere
dispels a 10-foot cube of fog or mist (or attempts to as (average 72) can freeze a surface of lava.
dispel magic, if a Fog Cloud spell is at its level or higher). Heightened. When cast from a level 3 spell slot, the
damage increases by 2d8 per level above 3rd. When
Flash of Light [PLD 1, PRS 1] heightened to 4th level, the range increases to 100 feet,
Evocation and the radius increases to 20 feet. When heightened to
Casting Time 1 reaction or bonus action 6th level, the range increases to 300 feet, and the radius
Range 60 ft. (one creature) increases to 30 feet. When heightened to 8th level, the
Components V, S range increases to 400 feet, and the radius increases to 40
Duration Instantaneous feet.
Reaction: A creature in range is hit with an attack, or an
undead or fiend moves within range. Frost Armor [MGE 1]
A creature of your choice that you can see is healed 1d4 Abjuration
+ your spellcasting modifier. If the target is an undead or Casting Time 1 action
fiendish creature, the target takes the damage specified Components V, S, M (drop of water)
as Holy damage. This has no effect on constructs. Range Self
If you target an unwilling creature, you require a ranged Duration 1 hour
spell attack. A protective magical field surrounds you, manifesting as
Heightened. The healing increases by 1d4 for each level spectral frost. You gain 5 temporary hit points for the
above 1st. duration of the spell. If a creature hits you with a melee
attack while these hit points remain, they may either
Freezing Sphere [MGE 2, SHM 2] (depending on what you wish during casting)
Evocation ● Target takes 1 point of cold damage per
Casting Time 1 action temporary hit point removed.
Range 30 feet (10-foot radius sphere) ● Target is chilled for one round, losing 10 feet of
Component V, S, M (small crystal sphere) speed.
Duration Instantaneous, or up to 1 minute. Special: If prepared differently, the spell is called Fire
You create a frigid globe of transparent blue ice Armor.
brimming with elemental energies. Once you cast this Fire Armor
spell, you can retain the globe or throw it up to the The spell deals fire damage when hit, or (instead of
range of the spell, causing it to explode in a 10-foot radius chilling the enemy), scorches them.
sphere. The explosion releases a burst of numbing cold. ● Target is scorched for one round. While
All creatures in the area must succeed on a Stamina scorched, any physical damage rolls has its final
saving throw or take 4d8 cold damage in the area on a damage reduced by 2 points. This cannot be
failed saving throw, or half the normal amount passing reduced below 0.
the save. If the globe strikes a body of water or a liquid Heightened. The temporary hit points (and
with similar freezing points, the spell freezes the liquid corresponding cold damage, if applicable) increase by 5
within its active radius to a depth of 6 inches for 1 for every level above 1st. If scorched, the damage dealt is
minute. Creatures that were swimming or that were in reduced by 2 additional hit points.
the water at the moment must succeed on an additional
Strength saving throw as an action versus your spell DC Frost Nova [MGE 3]
or be restrained. Evocation
Casting Time 1 action

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Components V, S, M (drop of water) damage equal to your normal attack, plus 2d8 Thunder
Range 150 feet (20-foot radius sphere) damage.
Duration Instantaneous Heightened. The extra Thunder damage increases by 1d8
You shoot a burst of frost at the area, freezing the very for each level above 2nd.
air within it. Any creatures within the area of effect
takes 8d6 cold damage, and are entitled an Agility saving Hallow [DRD 5, DKN 5, PLD 5, PRS 5, SHM 5]
throw to half damage. The cold spreads around corners. Evocation
This spell chills all targets it strikes, reducing their speed Casting time 24 hours
by 10 feet for one minute. Components V, S, M (herbs, oils, and incense worth at
Heightened. The damage increases by 1d6 for each level least 1,000 gp, which is consumed)
above 3rd. Range Touch
Duration Until dispelled
Frostfire Bolt [MGE 2] You touch a point and infuse an area around it with holy
Evocation (or unholy, ancient, or elemental) power. The area can
Casting Time 1 action have a radius up to 60 feet, and the spell fails if the
Components V, S radius includes an area already under the effect a hallow
Range 60 feet spell. Depending on your casting class, you can rely on
Duration Instantaneous, plus 1 round one power.
You shoot a bolt of blue fire and red ice at a single Druids rely on the power of ancients; priests can rely on
enemy within range. Make a ranged spell attack, and on holy or unholy power; paladins rely on holy power;
a success, the target takes 1d6 fire damage, and 1d6 frost death knights rely on unholy power; and shamans rely
damage. The target is also chilled for one round, and on elemental power. The affected area is subject to the
loses 10 feet of speed. following effects.
Heightened. The damage increases by 1d6 fire and 1d6 First, celestials, elementals, fey, fiends, and undead can’t
frost each. enter the area, nor can such creatures charm, frighten, or
possess creatures within it. Any creature charmed,
Hammer of Justice [PLD 2) frightened, or possessed by such a creature is no longer
Evocation [Strike] charmed, frightened, or possessed upon entering the
Casting Time 1 bonus action area. You can exclude one or more of those types of
Range melee creatures from this effect.
Components V Second, you can bind an extra effect to the area. Choose
Duration One minute, or two uses (whichever comes the effect from the following list, or choose an effect
first) offered by the DM. Some of these effects apply to
You may apply this strike to any melee weapon attack. creatures in the area; you can designate whether the
On a successful damage roll, the target of this ability effect applies to all creatures, creatures that follow a
must succeed on a Stamina saving throw or else be specific deity or leader, or creatures of a specific sort,
stunned until the beginning of their next round. such as ores or trolls. When a creature that would be
affected enters the spell’s area for the first time on a turn
Hammer of Wrath [PLD 2] or starts its turn there, it can make a Charisma saving
Evocation [Strike] throw. On a success, the creature ignores the extra effect
Casting Time 1 reaction until it leaves the area.
Range 60 feet (one creature) ● Bloom (Ancient power only). The area blooms
Components V of plant life. It gains 100 gp worth of herbalism
Duration Instantaneous materials, or can support large trees. This can be
Reaction: A creature is reduced to below one-half hit even used in hostile environments (such as
points deserts or in the Outland), but it is more easily
Make a melee weapon attack roll, even if your enemy is dispelled (dispeller gains advantage to dispel).
not in melee range. A spectral version of your weapon ● Courage. Affected creatures can’t be frightened
flies ahead and smites the foe at a distance, dealing while in the area.

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● Darkness. Darkness fills the area. Normal light, Heightened. The healing increases by 1d8 for each level
as well as magical light created by spells of a above 4th.
lower level than this spell can’t illuminate the
area. Healing Stream Totem [SHM 6]
● Daylight. Bright light fills the area. Magical Evocation [Totem]
darkness created by spells of a lower level than Casting Time 1 action
this spell can’t extinguish the light. Components V, S
● Energy Protection. Affected creatures in the Range 30 ft. (5-foot square)
area have resistance to one damage type of your Duration Concentration, up to 1 minute
choice, except for bludgeoning, piercing, or Once you place this totem, you may use your reaction
slashing. every round to cause it to emit healing energies as the
● Energy Vulnerability. Affected creatures in the spell Healing Stream, restoring 8d6 hit point per round
area have vulnerability to one damage type of to all creatures within 30 feet. This healing acts exactly
your choice, except for bludgeoning, piercing, or as normal healing from the Healing Stream spell.
slashing. Heightened. The Healing Stream spell is heightened
● Elemental Activity (Elemental power only). accordingly.
The hallowed area is attuned to elementals. It is
treated as an inverted magic circle for the Healing Ward [SHM 1]
purposes of binding elementals. If convinced to Evocation [Totem]
perform a task that serves the elemental powers, Casting Time 1 action
you gain advantage to Charisma checks to Components V, S
convince them, and the gold cost for the spell is Range 30 ft. (5-foot square)
reduced by three-fourths. Duration 1 minute
● Everlasting Rest. Dead bodies interred in the Once you place this totem, you may use your reaction
area can’t be turned into undead. every round to cause it to emit healing energies,
● Extradimensional Interference. Affected restoring 1 hit point per round to all creatures within 30
creatures can’t move or travel using feet. This healing acts exactly as normal healing from the
teleportation or by extradimensional or Holy Light spell.
interplanar means. Heightened. The ward heals one additional hit point per
● Fear. Affected creatures are frightened while in every level used, and remains for one minute more.
the area.
● Silence. No sound can emanate from within the Holy Fire [PRS 2]
area, and no sound can reach into it. Evocation [Debilitate]
● Tongues. Affected creatures can communicate Casting Time 1 action
with any other creature in the area, even if they Components S, V
don’t share a common language. Range 60 feet
Duration Instantaneous, plus one minute or two uses
(whichever comes first)
Healing Stream [SHM 4]
A blast of holy fire burns your target. Make a ranged
Evocation
spell attack against the target. On a hit, the target is
Casting Time 1 action
affected by the holy fire, taking 2d4 holy damage. For
Range 60 feet
the next minute, you may declare with a reaction any of
Components V, S
the following effects on the target.
Duration Instantaneous
● The target takes 1d6 holy damage.
You may target a single creature with a chained healing
● The target has disadvantage to their next attack
spell. The target is healed 6d8 hit points, and the spell’s
roll in their round.
effects are then transferred (and diminished) to another
Heightened. The initial and secondary damage increases
creature you choose within 30 feet of the original target.
by one dice each, and you gain another use of the
The secondary target heals 4d8 hit points, and the effect
debilitate effect.
arcs again, losing two dice for each target after the first.
This spell has no effect on constructs and undead.
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Special: Unholy Fire. This may be cast as a fel spell, Evocation


dealing fel damage instead. Casting Time 1 action
Components V, S
Holy Light [PLD 1, PRS 1] Range Self (20-foot radius sphere)
Evocation Duration Instantaneous
Casting Time 1 action You release a burst of holy energy the area. All fiends
Range 30 feet (one creature) and undead within the area of effect takes 6d8 holy
Components V, S damage, and are entitled a Spirit saving throw to half
Duration Instantaneous damage. The light spreads around corners.
With the grace of the Holy Light, you bring life to the Heightened. The damage increases by 2d8 for each level
living, and harm to the unsanctified. The creature you above 3rd.
target regains a number of hit points equal to 1d8 + your
spellcasting ability modifier. If you target an undead or a Ice Block [MGE 4]
fiend with this ability, they take Holy damage equal to Abjuration
the hit points they would normally regain. If you target Casting Time 1 action
an unwilling creature, you require a ranged spell attack. Range Self
Heightened. The healing increases by 1d8 per level above Components V, S
1st. Duration Concentration (up 1o 1 hour)
You come encased in a block of ice, protecting you from
Holy Nova [PRS 3] damage. You gain 40 temporary hit points, and resistance
Evocation to all types of damage except fire, as well as immunity to
Casting Time 1 action cold damage. So long as the temporary hit points remain,
Components V, S this effect remains.
Range Self (30-foot radius sphere) While encased in ice and concentrating, you are
Duration Instantaneous incapacitated. When the ice is destroyed or when you
You release a burst of holy energy the area. All living cease concentration, you may cast any spell as a reaction.
creatures are healed 3d8 hit points. This damage heals
the living and harms the undead (as holy damage). Icy Touch [DKN 1, MGE 1]
Unwilling targets are entitled a Spirit saving throw to Evocation
half damage. The light spreads around corners. Casting Time 1 action
Heightened. The damage and healing increases by 1d8 Range Touch (one creature)
for each level above 3rd. Components V, S
Duration Instantaneous
Holy Shock [PLD 2] You reach forward, freezing your target’s joints and
Evocation breath. Make a melee spell attack against the target. If
Casting Time 1 action you succeed, the target takes 3d6 Cold damage, and their
Range 60 feet (one creature) speed is reduced by 10 feet for one round.
Components V, S
Duration Instantaneous Immolation [WRK 2]
You release a burst of energy that heals or harms by Evocation [Aura]
your will alone. You may target a creature as a ranged Casting Time 1 action
spell attack either regains 1d8 + your spellcasting ability Components S, V
modifier or is dealt the same amount of Holy damage. Range 5-foot radius sphere, centered on you
On a ranged dice result of 18 to 20, this is considered a Duration Concentration, up to 1 minute
critical hit and either heals or harms double normal You surround yourself with a burning green fire. For the
damage. duration of the aura, any creature that attacks you with
Heightened. The healing increases by 1d8 per two levels a weapon in reach or who begins its round within 5 feet
above 2nd. of you takes 2d6 fire damage, with an Agility save to
halve damage.
Holy Wrath [PLD 3, PRS 3]

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You may also use a bonus action on your turn to add Casting Time 1 action
half your total fire damage to any of your attacks. The Components V, S
latter effect is a strike effect. Range 30 feet (one creature)
Heightened. The damage dealt by your aura increases by Duration Five minutes
1d6 per level above 2nd. The benevolent holy light burns within any living
creature you specify. The creature is empowered to do
Immolate [WRK 2] great deeds. The creature gains +1 to damage rolls, and
Evocation [Debilitate] their armor increases by +1. These bonuses do not stack
Casting Time 1 action with the benefits of auras or spells that increase damage
Components S, V by a numeric amount.
Range 60 feet Heightened. You can increase the bonus to AC and
Duration Instantaneous, plus one minute or two uses damage rolls by +1 each for every two levels above 1;
(whichever comes first) (+2 at spell level 3, +3 at spell level 5, +4 at spell level 7,
You infuse your target with fel-fire. Make a ranged spell and +6 at spell level 9).
attack against the target. On a hit, the target is affected
by the spell, taking 2d6 fire and fel damage. For the next Lava Burst [SHM 2]
minute, you may declare with a reaction any of the Evocation [Debilitate]
following effects on the target. Casting Time 1 action
● The target takes 1d6 fel damage. Components S, V
● The target takes 1d8 fire damage Range 60 feet
● Anyone who attacks the target has advantage to Duration Instantaneous, plus one minute or two uses
a single attack roll. (whichever comes first)
Heightened. The initial and secondary damage increases You soak your target in elemental lava. Make a ranged
by one dice each, and you gain another use of the spell attack against the target. On a hit, the target is
debilitate effect. affected by the spell, taking 2d6 fire damage and
becoming soaked with magma. For the next minute, you
Inferno Blast [MGE 4, WRK 4] may declare with a reaction any of the following effects
Evocation [Debilitate] on the target.
Casting Time 1 action ● The target takes 1d8 fire damage
Components S, V ● Anyone who attacks the target has advantage to
Range 60 feet a single attack roll.
Duration Instantaneous, plus one minute or four uses Special. If the victim of this spell is targeted with any
(whichever comes first) water spell or effect, there is a 30% chance the lava
A blast of infernal flames makes a host of the target. solidifies, inflicting a slow effect for 1d4 rounds.
Make a ranged spell attack against the target. On a hit, Heightened. For every spell level above 2nd, the initial
the target is affected by the inferno blast, taking 4d6 fire and secondary damage increases by one dice each, and
damage. For the next minute, you may declare with a you gain another use of the debilitate effect.
reaction any of the following effects on the target.
● The target takes 3d6 fire damage. Life Tap [WRK 2]
● The target catches on fire for two rounds, Necromancy
taking 3d4 fire damage each round. Components S, V, M (Drop of warlock’s blood)
● The target takes only 1d4 fire damage, but deals Range Touch (self)
3d4 fire damage (distributed according to the Duration Instantaneous
caster) to any number of creatures 10 feet away. You draw a drop of blood, and sacrifice your life-force
Heightened. The initial and secondary damage increases for mana. You lose one-fourth your maximum hit points
by one dice each, and you gain another use of the and regain up to one-fourth your maximum mana points.
debilitate effect. You may benefit from this spell only once every hour, as
a mana-restorative effect.
Inner Fire [PRS 1] Special: This spell does not cost mana.
Transmutation

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Lightning Shield [SHM 2] increase the damage it deals effectively grants more
Abjuration [Invigorate] targets by increasing the damage. Each target must be
Casting Time 1 bonus action within 30 feet of the previous one.
Range Personal (Self)
Components S, V Lightning Storm [SHM 3]
Duration Concentration, up to 1 minute, or two uses Evocation
(whichever comes first) Casting Time 1 action
You conjure two shimmering balls of lightning that Range Personal (Self), 20-foot radius sphere
revolve around you. While under effects of this spell, Components S, V
any attacker takes 1d6 lightning damage if striking in Duration Instantaneous
melee range. Each ball may be expended as a reaction to You release a storm of lightning in the area, electrifying
perform one of the following. the very air around you. Any creature within the area of
● Deals 2d6 lightning damage to an attacker effect suffer 8d6 lightning damage, and are entitled an
within 5 feet Agility saving throw to half damage. The lightning
● The attacker loses their reaction for this round. creeps around corners, and does not harm the character's
When all layers are expended, the spell ends. The totems.
damage is not applied against a non-metallic reach All targets harmed by this spell that have failed their
weapon. saves to half damage have a 50% chance to either be
At Higher Levels. For each spell level above 2nd, you pushed back 10 feet or lose their reactions for their
gain an additional ball of lightning. round.
Heightened. When cast from a 4th level spell slot or
Lightning Bolt [SHM 3] higher, the initial damage increases by 1d6 per spell slot
Evocation above 3rd.
Casting Time 1 action
Range Personal (Self), 100-foot line Lightwell [PRS 3]
Components S, V, M (a bit of fur and a rod of amber, Evocation [Totem]
crystal, or glass) Casting Time 1 action
Duration Instantaneous Components V, S
A stroke of lightning forming a line of 100 feet long and 5 Range 30 feet (5-foot square)
feet wide blasts out from you in a direction you choose. Duration 5 minutes
Each creature in the line must make an Agility saving You call down a well of light for ten minutes that lands
throw. A creature takes 8d6 lightning damage on a failed on the five-foot square specified. Whenever a creature
save, or half as much damage on a successful one. touches the lightwell, you may use your reaction to heal
The lightning ignites flammable objects in the area that them 2d8+spellcasting modifier in hit points. This is
aren’t being worn or carried. treated as a Holy Light spell. A single creature cannot
Heightened. When cast from a 4th level spell slot or benefit from the lightwell more than three times before
higher, the damage increases by 1d6 per spell slot above they require a rest.
3rd. Heightened. The lightwell remains for five more minutes
more per every level, to a maximum of 30 minutes.
Special: The spell may be altered jump between targets Special. Priests can cast this spell, unlike most totem
instead of dealing damage on a line. This is called the spells.
Chain Lightning spell instead.
Chain Lightning Living Bomb [MGE 5, WRK 5]
The range changes from Personal (Self), 100-foot line to Evocation [Debilitate]
100 feet (1 creature). Casting Time 1 action
The lightning bolt deals 6d6 lightning damage against Components S, V
the first target, and then jumps to the next target, Range 60 feet
dealing 2d6 damage less (4d6, and then 2d6) on each Duration Instantaneous, plus one minute or five uses
successive target. When reaching 2d6 or 1d6 damage, the (whichever comes first)
chain ends on the last target. Heightening the spell to

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You create a vortex of fire magic within an enemy’s You target a creature that has mana within 30 ft. A ray
chest cavity, dealing 5d6 fire damage. The target may of black-purple anti-magic leaps out, and strikes the
make an Agility saving throw to half initial damage and target, draining them of mana. You must make a ranged
avoid the spell’s following effects. spell attack with the ray. On a success, the target loses
For the next minute after being affected by the full blast, 1d4+1 mana points. For every mana point lost, the target
you may declare with a reaction any of the following takes two points of Arcane damage.
effects on the target. The target is entitled a Spirit saving throw. On a
● The target takes 2d6 fire damage. success, the mana and hit points lost are halved.
● The target takes only 1d6 fire damage, but deals Heightened. The number of mana points drained
1d6 fire damage to any single creature 10 feet increases by 1d4 points per every three levels above 2
away. (2d4 at level 5, 3d4 at level 8).
● The target and any number of creatures within Special: Demons always have active mana, and can
10 feet take 10d6 fire damage. This may only be always be targeted with mana burn. If they have no
applied at the last round of effect. mana, they still take 2 points of Arcane damage.
Heightened. The initial and secondary damage increases
by one dice each, and you gain another use of the Mana Drain [MGE 4, WRK 4]
debilitate effect. Necromancy [Channel]
Special. You may cast this as a cold spell, called Frost Components S, V
Bomb. Range 60 ft. (one creature with mana)
Duration Concentration, up to 1 minute
Lunar Curse [DRD 3] You shoot your hand forward, and drain mana from
Necromancy [Curse] your target, drawing it out from their eyes, nose, and
Casting Time. 1 action mouth in blue rope-like streams.
Range. Touch (one humanoid) The target of this spell loses 4 mana points every round.
Components. V, S For every 2 mana points lost from the creature, you gain
Duration. Concentration, up to 1 minute 1 point. The stream may be blocked by losing line of
You touch a humanoid, and that creature must succeed sight or effect, at which case the spell is dispelled.
on a Spirit saving throw or become cursed to turn into a Creatures the caster’s size or smaller cannot block the
were-creature such as a worgen or werewolf once you stream, but creatures larger than they generally do.
manage to concentrate up to 1 minute (in which case the Mana restored this way cannot exceed your maximum
curse's first stage is complete). mana points.
The touched creature begins suffering psychological You may also use this to ‘push’ a number of your own
torment and their body begins their transfiguration. For mana points to the target equal to your proficiency
three days, they will avoid gatherings of their same kind. bonus. You (or any other target) can benefit from this
At this stage, a break curse can reverse the spell if the spell only once every hour, as a normal mana-restoring
target can succeed on a spellcasting check versus your effect.
own, or one dispel magic for each of the three days of Heightened. You increase the mana stolen by 1 hit mana
transformation. Otherwise, this moves to the third stage. points for every spell level, and the healing appropriately
At the end of the three days, the target's transformation (minimum 1).
will be complete, and they will become worgen (or any
were-creature chosen by you). Initially-transformed Mana Shield [MGE 1, WRK 1]
worgen cannot transform back to humans until after 1 Abjuration
week of rampaging violence. Casting Time: 1 action
Components: V, S, F (a sapphire worth 10 gp, which the
Mana Burn [MGE 2, PRS 2, WRK 2] spell consumes)
Evocation Range Personal (Self)
Casting Time 1 action Duration 1 hour
Components V, S You raise a transparent blue shield of force. This effect
Range 30 feet, one creature with mana. remains only so long as you have at least 1 mana point in
Duration Instantaneous your pool. For every 1 point of damage you take that are

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not internal (such as from starvation), you may sacrifice Range 30 feet.
1 mana point to negate. Duration Instantaneous, plus 1 minute or one use
Effects that target your mana pool do so directly. This (whichever is first)
cannot reduce the damage below half the original You concentrate, flaying your enemy’s mind with a surge
damage dealt. of psychic energy. Make a ranged spell attack against the
Heightened. A single mana point can absorb 1 additional target. On a hit, the target takes 1d8 psychic damage,
hit point per every three levels above 1 (2 hit points per and they are affected with a blasted mind for one
mana at spell level 4, 3 hit points per mana point at level minute. You may use your reaction to impose the
8). following penalty.
1. The target has disadvantage to their next attack
Mana Tide [SHM 6] roll
Transmutation [Aura] 2. The target has disadvantage to their next skill
Casting Time 1 action check.
Components V, S Heightened. You may gain an additional use, and the
Range Personal (Self), 20-foot-radius sphere initial damage increases by 1d8 for each level above 1st.
Duration One minute
You surround yourself with an aura of unbridled primal Mind Flay [PRS 3, WRK 3]
mana. This aura grants any two allied spellcasters in Evocation [Debilitate]
range the power to cast their spells with less effort. Casting Time 1 action
For the duration of the aura, the mana cost for spells cast Components V, S
by them is reduced by 1 mana (minimum 1). Range 60 feet
Duration Instantaneous, plus one minute or three uses
Mana Tide Totem [SHM 8] (whichever comes first)
Transmutation [Totem] You focus your mental powers into creating a nexus of
Casting Time 1 action damaging psychic power in your enemy’s mind. Make a
Components V, S ranged spell attack against the target. On a hit, the
Range 30 feet (5-foot square) target takes 3d4 psychic damage, and they are affected
Duration 1 minute with a flayed mind for one minute. You may use your
Once you place this totem, you may use a reaction to reactions to impose the following penalties.
have it release the effects of a 7rd level Mana Tide, as 1. The target takes 1d4 psychic damage.
the spell of the same name. This totem otherwise 2. The target takes disadvantage on any d20 roll.
functions as all other totem spells. 3. The target is slowed until the beginning of their
next round.
Mark of the Wild [DRD 1] Heightened. You may gain one additional use, and the
Transmutation initial and secondary damage increases by 1d4 per level
Casting time 1 action above 3rd.
Components S, V, M (a piece of bark or leaf)
Range 30 feet Mind Freeze [DKN 5, MGE 5]
Duration. Concentration, up to 1 minute Abjuration
You bless a creature with the mark of the wild. Casting Time 1 reaction
Whenever the creature makes an attack roll or saving Components S
throw before the spell ends, they can roll 1d4 and add Range 60 feet.
the value to their result. When subject to elemental Duration Instantaneous, plus Concentration for up to 1
damage (acid, cold, fire, lightning), they can roll 1d4 and minute
reduce the value from the damage they take instead. Reaction: When you see a creature within 60 feet
casting a spell.
Mind Blast [PRS 1, WRK 1] You attempt to interrupt the creature by freezing its
Evocation [Debilitate] tongue in its place, and its hands from performing the
Casting Time 1 action spell’s gestures.
Components V, S

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If the caster is casting a spell of 5th level or lower, they Special. Despite the name, the spell can be cast during
automatically fail, and the target is silenced (as the spell daytime, but needs an open sky to cast the spell.
Mute), and Deafened (as Deafness). If they are casting a
spell of 6th level or higher, make an ability check using Mute [MGE 2, PRS 2]
your spellcasting ability versus a DC of 10 + spell’s level. Illusion
On a success, the creature’s spell fails and is silenced as Casting Time 1 action
per the spell Mute. This spell effect can remain for as Components S, V
long as you concentrate. Range 60 ft.
Heightened. The interrupted spell is automatic if the Duration Concentration, up to 1 minute
spell’s level is less than or equal to Mind Freeze’s level. You target a creature within range, forcing it to make a
Spirit saving throw. If it fails, the target is silenced and
Mind Vision [PRS 4] deafened, preventing it from performing the verbal
Divination components of spells, and is immune to Thunder damage
Casting Time 1 action and effects.
Components V, S Heightened. You may target another creature within 30
Range 60 feet ft. of the original target for every spell levels above 2nd
Duration Concentration, up to 1 minute (2 creatures at level 4, 3 at level 6, and 4 at level 8).
You focus your mental powers into seeing through the
target’s eyes, hearing through their ears, and sensing Nature's Seed [DRD 2]
through them. The target shares all images, sounds, Evocation [Debilitate]
words and sensory messages they receive with you. Casting Time 1 action
You may (so long as the spell is active) attempt to charm Components S, V
or dominate the target with another spell, and both Range 60 feet
spells can be concentrated on at the same time. Duration Instantaneous, plus one minute or two uses
This link can be broken with a successful Spirit saving (whichever comes first)
throw. A surge of nature magic surges towards your target and
embeds itself in them. Make a ranged spell attack against
Moonfire [DRD 1] the target. On a hit, the target is affected by the nature's
Evocation [Debilitate] seed, taking 1d6 holy and 1d6 arcane damage. For the
Casting Time 1 action next minute, you may declare with a reaction any of the
Components S, V, M (Seed of any plant) following effects on the target.
Range 60 feet (5-foot radius, 50 foot high) • The target takes 1d6 holy or arcane damage.
Duration Instantaneous, plus one minute or 1 use • The target must make a saving throw with
(whichever comes first) disadvantage or else fall prone, as the spell jolts their
You call down a cylinder of astral moonlight that suffuse motor functions.
the target’s very core. This deals 1d10 Holy damage on a Heightened. The initial and secondary damage increases
failed Stamina save, or half as much on a successful save. by one dice each, and you gain another use of the
For the next minute, the target’s being is suffused by the debilitate effect.
blast, and you may declare with a reaction any of the
following effects on the target. Orb of Annihilation [PRS 2, WRK 2]
· The target takes 1d10 Holy damage. Evocation
· If the target is a shapeshifter, they must make Casting Time 1 action
another saving throw versus the spell’s DC with Components V, S
disadvantage or revert to their original form. Range 50 feet (one creature or 5-foot-square)
· The target grants advantage to the first character Duration Instantaneous
attacking it with a melee attack. You throw a crackling sphere of black and purple energy
Heightened. The initial and first use secondary damage at a target or 5-foot-intersection in range. This requires a
increases by one dice each, and you gain another use of ranged spell attack. The orb deals 4d6 points of fel
the debilitate effect. damage on the target (or target 5-foot-square), and deals

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1d8+your spellcasting modifier points of damage 5 feet Power Word: Shield [PRS 3]
away from the point of impact. Abjuration
The target’s maximum hit points is reduced by one-half Casting Time 1 action
damage dealt by this spell. A creature cannot be drained Range 40 ft. (one creature)
more than once per day from this spell, and multiple Components V, S
applications overlap. Duration One hour
If targeting an object or a structure (such as a wall), the The utterance of the holy word of shielding grants any
spell deals triple normal damage, and ignores hardness. one ally within range a number of temporary hit points
Heightened. You may increase both the initial and equal to 30 temporary hit points. All damage taken by
secondary damage by 1d8 per two levels. The orb’s the ally is deducted from the shield first, unless the
damage increases by 1d8 at level 4 (total 5d8 initial, 2d8 damage is internal. A creature can benefit from this
secondary), and level 8 (6d8 initial, 3d8 secondary). Power Word only once for any given hour.
Heightened. Increase the temporary hit points gained by
Parasite [MGE 2, WRK 2] this spell by 10 points per level above 3rd.
Conjuration [Debilitate]
Casting Time 1 action Prayer of Healing [PRS 5, PLD 5]
Range 60 feet Evocation
Component V, S Casting Time 1 action
Duration Instantaneous, up to 1 minute (or 2 uses, Range 60 feet
whichever comes first) Components V, S
You implant a parasitic lifeform you can summon into Duration Instantaneous
the target. Make a ranged spell attack against any living Choose up to 6 creatures within 30 feet of a point you
target within range. The target suffers 2d6 poison can choose within range. Each creature regains 3d8 +
damage immediately, and is afflicted for one minute. your spellcasting modifier hit points. This has no effect
While afflicted, you may declare with a reaction any of on undead and constructs.
the following effects on the target. Heightened. The hit points regained increases by 1d8 for
● The target takes 1d6 poison damage. each spell level above 5th.
● The target is considered poisoned until the
beginning of their next round. Psychic Horror [PRS 3]
If the creature dies while under the effects of parasite, an Illusion
explosion occurs, dealing 4d6 poison damage in 10 feet of Casting Time 1 action
the corpse as poisonous fumes and the summoned Range Personal (Self), 20-foot radius sphere
creature explodes from it (Stamina save halves the Components S, V
damage). The parasite is summoned on the spot of its Duration Concentration, up to 1 minute
death, and it remains for one minute. The parasite is You project a phantasmal current of fear all around you.
friendly to you and your companions for the duration. Each creature within a 20-foot radius sphere of you must
Roll initiative for the parasite, which has its own turns. succeed on a Spirit saving throw or drop whatever they
The parasite requires your concentration to remain are holding and become frightened for the duration.
active, and obeys any verbal commands you issue it (no While frightened, the creature can only use the Dash
action required by you). If you don’t issue any action to move away from you by the safest route
commands to the parasite, it defends itself from hostile available to it unless there is nowhere to move. If the
creatures but otherwise takes no actions. The parasite creature ends its turn in a location where it does not
uses the statistics of any creature you can summon with have line of sight to you, they can make a Spirit saving
the Conjure Creature spell two levels below the parasite throw. On a successful save, the spell ends for that
spell (or a CR ¼ creature if 2nd level). creature.
Special. The parasite is only summoned if the targeted
creature is of CR 1/2 or higher. Pyroblast [MGE 7]
Heighten. The conjure creature spell is heightened by 1 Evocation [Channel]
level for every level the parasite spell is heightened. Components S, V
Range 150 ft. (20-foot-radius sphere)
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Duration Channeling, up to 1 minute With the grace of the nature, you envelop the target
You raise your hands, creating and channeling a ball of with a blessing that rapidly closes wounds and
yellow-gold flames that gradually increases in size, rejuvenates the target. The creature or plant you target
brightness, and power. You can unleash the Pyroblast at regains a number of hit points equal to 1d6, and is
the same round, in which case it will deal 12d6 fire rejuvenated for one minute. On each of the creature’s
damage in a 20-foot sphere. It may be channeled rounds, for until you run out of uses or the duration
however (using an action). For each action invested, you ends, you may impose any of the following effects with a
add 1d6 fire damage to the damage dealt (up to a single use.
maximum equal to 150% of the base damage, or 18d6 for ● Heal the target for 1d8 hit points;
7th level). ● Grant the target resistance against any one
Each creature in the area of effect must make a successful bludgeoning, piercing, and slashing damage roll
Agility saving throw to half damage. The fire damages that is not from magical weapons.
objects in the area and ignites flammable objects that This spell has no effect on undead and constructs.
aren’t being worn or carried. Heightened. The primary effect increases by one dice for
Heightened. Increase the base damage by 1d6 for each each level above 1st, and the secondary dice increases by
level above 7th, increasing the maximum possible one for every two levels beyond 1st, and you gain one
damage. additional use of this ability.
Special: Some effects count as a round of channeling for a
pyroblast spell. Renewing Light [PLD 1, PRS 1]
Evocation [Invigorate]
Rain of Fire [WRK 5] Components V, S
Evocation [Channel] Range 30 feet, one living creature.
Casting Time 1 action Duration One minute or one use (whichever is sooner)
Range 150 feet, in a 15-feet-wide, 60-foot-high cylinder. You place a mark of light on the target, blessing them.
Components V, S, M (brimstone or phosphorus) The target is healed for 1d6 hit points, and is blessed for
Duration Channeling, up to 1 minute the one minute. Whenever the target’s turn is up, you
You whisper the magic words, and a hot, red light may use a reaction to do the following.
emanates from your hands. At your command, small ● Heal the target an additional 1d8;
meteorites crash against the designated area. The spell ● Shed a light that blinds an adjacent enemy until
calls down burning meteorites down on your targets, the end of their turn (this can be negated with
dealing 2d4 points of fire damage and 2d4 points of an Agility save against the spell’s DC).
bludgeoning damage to the area and every creature in it Upon being used one time, or after the duration endings,
per round of concentration. the blessing is gone.
The rain sets fire to combustibles and damages objects in This spell has no effect on undead and constructs.
the area. It can melt metals with low melting points, Heightened. The primary and secondary healing increase
such as lead, gold, copper, silver or bronze. by one dice for each level above 2nd, and you gain one
Sixty feet high, a burning cloud materializes dealing the additional use of this ability.
same damage to all creatures that fly through or under it.
Heightened. Per level above 5th, add one dice to the fire Resistance Totem [SHM 5]
damage, and the level afterwards, add one dice to the Evocation [Totem]
bludgeoning damage (3d4 fire 2d4 bludgeoning 6th level, Casting Time 1 action
3d4 fire 3d4 bludgeoning at 7th level, etc.) Components V, S
Range 30 feet (5-foot square)
Rejuvenation [DRD 1] Duration 1 minute
Evocation [Invigorate] Once you place this totem, you may use a reaction target
Casting Time 1 action any creature within 30 feet and grant them resistance to
Range 15 feet (one living creature or plant) one elemental type in response to an attack (choose
Components V, S between acid, fire, cold, lightning, and thunder).
Duration One minute or one use (whichever is sooner)
Resolve [DRD 1]

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Transmutation [Stance] ● Plague Rune [DKN 1]. You may apply this
Casting time. 1 reaction strike to infect the target with the blood or icy
Components. S plague. This attack deals +1d6 poison or cold
Duration One minute, or one use (whichever comes damage, and target must succeed on a Stamina
first) saving throw or be poisoned (in both cases).
You enter a stance that represents the swaying reeds in ● Blood Rune [DKN 2]. While under the effects
the face of a storm. When you are subject to physical of this rune, the first attack you make in a round
forced movement from another creature (such as being against a living target deals +2 fel damage. You
pushed or tripped), you can use this stance to gain may heal with the value of the damage dealt, or
advantage to any check (or an opposed Strength check if may grant half the final hit points to any ally
no check is available), and gain an attack of opportunity within the range of any of your active auras.
against them or cast one of your cantrips. This has no effect against undead or constructs.
● Frozen Waste Rune [DKN 1]. Any weapon you
Riptide [SHM 1] wield deals +2 of cold or fel on your first attack
Evocation [Invigorate] with it each round.
Casting Time 1 action ● Vampiric Rune [DKN 2]. Half of the damage
Range 30 feet dealt by your first hit in the round is counted as
Components V, S healing for you. You may grant this healing to
Duration Instantaneous, plus one minute or one use any ally within 30 feet.
(whichever comes first) ● Worm Rune [DKN 4]. While under the effects
You may target a living creature with a curative blast of of this rune, your strikes infuse the enemy with
waters, healing them for 2d6 hit points. For one minute a virulent magical ailment that spawns a worm
after being healed, the character is rejuvenated by the under the target’s skin. A living target suffers
waters. For the next minute, you may declare with a 2d6 bleed damage for every round so long as the
reaction any of the following effects on the target. rune is active. After the bleeding effect deals 10
● Target is subjected to a dispel magic effect hit points, the worms increase in size, and form a
against any effect that targets the creature alone. visible tumor under the target’s skin. At this
The dispelling effect is equal to the spell level. point, releasing the rune has an additional effect.
● Target gains advantage against one saving Release.
throw. Releasing the rune has the following effect when
If targeting undead or fiends, this spell deals 1d6 cold released.
damage instead, and an invigorate (or debilitate, in this ● Blood Rune. If releasing the rune with a Runic
case) use imposes disadvantage against one saving throw Strike, the target takes bleed damage equal the
and can dispel a magical effect as normal. rune’s damage per hit for one minute. A
Heightened. The initial effect increases by 1d6 for each successful Stamina save halves the damage and
level above 1st, and the secondary effect’s dispel increases the duration.
by 1 level, and you gain one more use of the invigorate ● Frozen Wastes Rune. The target of the Death
effect. Knight’s Runic Strike instantly suffers 4 cold
and fel damage, and slows the movement speed
Runic Array [DKN] of the target by 10 feet.
Necromancy [Rune, Strike] ● Worms Rune. If the target suffers at least 10
Casting Time 1 bonus action damage, the tumor explodes, dealing 5d6 fel
Components V damage to the target and healing all undead
Range Personal (any melee weapon) creatures and harming all living creatures within
Duration One minute or one strike per level 30 feet. of the targeted creature evenly. The
Choose one rune of the below array that you can cast. If damage healed is equal to the bleed damage
any spell of this array is used, you may release the rune, taken, and the target (and affected creatures)
granting you the benefit of a runic strike as if you are entitled a saving throw to halve the damage
sacrificed mana for a spell of the rune you chose taken.
Heightened.
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● Devouring Plague. The base damage increases Necromancy


by 1d6 damage per level above 1st. Casting Time 1 action
● Blood and Frozen Wastes. The damage taken Components S, V, M (a dip of holy water or a bone)
per hit increases by 2 per spell level. Range 60 feet
Duration Concentration, up to 1 minute
Seal Array [PLD] Choose any two undead or fiends that you can see
Transmutation [Seal] within range. The targets must succeed on a Spirit
Casting Time special (half movement) saving throw or be paralyzed for the duration. At the
Range Self end of each of their turns, the targets can make another
Components V, S Spirit saving throw. On a success, the spell ends for the
Target Personal (Self) target.
Duration One minute Heightened. You can target an additional undead or
Choose one seal of the below array that you can cast. If fiendish creature for each level above 3rd. The targets
any spell of this array is used, you may release the seal, must be within 30 feet of each other when you target
granting you the benefit of a crusader strike as if you them.
sacrificed mana for a spell of the seal you chose
● Seal of Insight [PLD 3]. While under the effects Shadow Bolt [WKR 1]
of this seal, each time you strike an opponent in Evocation
melee, you reduce the mana cost of your paladin Casting Time 1 action
spells by 1 mana (minimum 1) for the next Components V, S
round. This does not stack with other mana- Range 30 feet.
reduction effects. Duration Instantaneous
● Seal of Justice [PLD 2]. While under the effects You shoot a blast of shadowy energy at the foe. Make a
of this seal, each time you strike an opponent in ranged spell attack against the target. On a hit, the
melee, you reduce their speed by 10 feet. This target takes 1d8 fel damage. You may also, as part of
penalty stacks, and is removed after 1 round. casting, trigger one debilitate use of a spell you already
● Seal of Light [PLD 2]. While under the effects cast. If the spell has one debilitate use- left, the bolt deals
of this seal, each time you strike an opponent in extra 1d8 damage.
melee, you heal +2 hit points. You may halve Heightened. For every level above 1st, you may deal an
the amount of hit points gained and grant them additional 1d8 points of fel damage with the bolt.
to any ally within 30 feet.
● Seal of Righteousness [PLD 1]. Any weapon Shadow Strike [HTR 2, MGE 2, WRK 2]
you wield deals +2 of holy or fire damage on Evocation [Debilitate]
your first attack with it each round. Casting Time 1 action
Release. Components S, V, M (knife)
● Seal of Light. You (or any ally within 30 feet) Range 60 feet
regain 1d8 hit points. Duration Instantaneous, plus one minute or two uses
● Seal of Righteousness. The target of the (whichever comes first)
Paladin’s Crusader Strike instantly suffers 4 holy A shimmering black knife streaks forward and strikes a
or fire damage. target within range. Make a ranged spell attack against
Heightened. the target. On a hit, the target takes 2d8 poison damage.
● Seal of Light. The value of healing increases by For the next minute, you may declare with a reaction
2 per level above 2nd. Upon releasing the seal, any of the following effects on the target.
you regain an additional 1d8 hit points per level ● The target takes 2d6 poison damage.
as well. ● The target is poisoned for until the beginning of
● Seal of Righteousness. The target instantly their next turn.
suffers extra 1d8 Holy damage, atop the normal Heightened. For every level above 2nd, the initial and
damage they take. secondary damage increases by one dice each, and you
gain another use of the debilitate effect.
Shackle Evil [PLD 2, PRS 2, WRK 2]

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Note Despite the name, Shadow Strike is not a strike Duration 1 minute or two arrows per spell level
spell. (whichever is sooner)
Choose one shot of the below array that you can cast.
Shocking Bolt [SHM Cantrip]
Evocation ● Arcane Shot [HTR 2]. Your shots are
Casting Time 1 action transformed into missiles made of pure force,
Components S, V dealing their damage in arcane damage, plus an
Range 60 feet additional 1d3 points of arcane damage. If the
You release a blast of lightning towards any creature or creature you successfully shoot has the benefits
object within range. Make a ranged spell attack. On a of a beneficial spell, it is also subjected to a 1st-
hit, the target takes 1d8 lightning damage, and there is a level Dispel Magic spell. This allows you to
25% chance they cannot use their reaction for that remove 0-level spells, and must make an ability
round. check versus a spell level of 1 or above). This
When you reach 5th level, you can release two blasts of dispel effect cannot dispel a spell level higher
lightning at the same time. When you reach 11th and than that of Arcane Shot.
17th level, you can release 3 and 4 blasts at the same ● Black Arrow [HTR 3]. Your shots are
time, respectively. Each blast can target the same target transformed into missiles made of fel energy.
or others within 30 feet of one another. The shot deals an additional 3d4 points of fel
damage to the target. If a creature is killed by
Shooting Star [DRD 3] this strike, they are animated as per the spell
Evocation Animate Dead (spell level 1). This raises the
Casting Time. 3 rounds target from the fresh corpse. The killed creature
Range. 1 mile, 10-foot radius sphere. is not raised if they are normally immune to the
Components. V, S effect. Knowledge of this shot is typically a
Duration. Instantaneous secret, and is usually used by the Forsaken, the
You point to the open sky, and bring your finger down Scourge, and ruthless independents.
in the span of 3 rounds, tracing a bright shooting star of ● Concussive Shot [HTR 2]. Your arrows are
pure energy to fall from the heavens. Choose one point destructively concussive. Targets hit by this shot
you can see within range from the start of casting to the spell must make a Stamina saving throw or else
end (which must be the same point during casting). Each take two of the following penalties until the end
creature in a 10-foot radius sphere you choose must make of their next round (the penalty is chosen by
an Agility saving throw as a shooting star blazes down you).
to smash into the area. A creature or object struck by ○ Speed is halved.
the star takes 3d6 concussive damage and 2d6 arcane ○ Target takes -2 to AC and Agility
damage when failing their saving throw (or half that on saving throws.
a successful saving throw). The area struck has debris of ○ Target cannot take reactions.
the shooting star (which is difficult terrain and is made ○ Can use either an action or bonus
of no special material). The debris sheds arcane light in a action, and cannot make more than one
10-foot radius for 1 hour before cooling down. attack every round.
Special. This spell requires line of sight to the sky, ○ If casting a spell, roll a d20. On an 11 or
although it does not require a specific time. If the spell is higher, the spell doesn’t take effect until
cast at night, the shooting star deals the additional the creature’s next turn, and the
damage as holy instead of arcane. creature must use its action on said turn
Heightened. When heightened to level 5, you gain an to complete the spell.
additional shooting star once per 2 levels beyond 3rd. ● Counter Shot [HTR 1] You may use your
reaction to shoot a creature attempting to cast a
Shot Array [HTR] spell. This deals damage normally, and imposes
Transmutation [Shot] disadvantage on checks to concentrate on the
Components V, F (any ranged weapon) spell when taking damage.

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● Scorpid Shot [HTR 2]. Your arrow is reduced below their current hit points, the
enchanted with a venomous agent. If you strike excess is treated as temporary hit points (if the
an enemy with this hit, they are poisoned. The maximum is restored, these temporary hit points
effect remains for one minute. On a successful return to be actual hit points).
Stamina saving throw, the enemy negates this Heightened.
effect. ● Arcane Shot. The strike’s damage increases by
● Searing Shot [HTR 1]. Your shots are infused 1d3 and the dispel magic effect increases by 1
with searing flame. They deal +1d6 fire damage. level per level above 2nd.
● Stopping Shot (HTR 1). If you use this shot as a ● Black Shot. The strike’s damage increases by 1d4
held action, this deals damage normally, and per each spell level beyond 3rd. The spell level
reduces the creature’s move speed to 0. On a also increases by 1.
successful Stamina saving throw, their speed is ● Concussive Shot. The duration remains for one
instead reduced by half. round more per level above 2nd. At the end of
● Tranquilizing Shot [HTR 1]. Your shot are the target’s round, they are entitled another
enhanced with a sleeping agent. If you strike an save to end the concussive effect.
enemy with this hit, roll 5d8. If the total number ● Searing Shot. The shot deals +1d6 damage
is equal to or less than the target’s current hit (chosen during casting) per level above 1st.
points, they fall unconscious for one minute. A ● Tranquilizing Shot. You roll an additional 2d8
sleeper may be awakened if taking damage or of tranquilizer per level above 1st.
when targeted with an action (like shaking or ● Venom Shot. You roll an additional 1d8 poison
slapping them). Undead and creatures immune damage per level above 1st.
to being charmed are immune to this effect. A ● Venom Shot. For every level above 2nd, you
creature may roll a Stamina saving throw to deal an additional 1d2 mana damage.
reduce the duration of sleep to one round. ● Wyvern Shot. You roll an additional 1d4 points
● Venom Shot [HTR 1]. Your arrow is enchanted per level above 3rd.
with a poisonous agent. If you strike an enemy
with this hit, you deal an additional 1d8 poison Slumber [DRD 3]
damage. This damage is halved on a successful Enchantment
Stamina saving throw. Casting Time 1 action
● Viper Shot [HTR 1]. Your arrow is enchanted Range Touch (one living creature)
with an anti-magic agent. If you strike an enemy Components S, V
with this hit, they lose 1d2 mana points. For Duration Instantaneous
every mana point lost, the target takes 2 points This spell sends a willing target into magical sleep. The
of Arcane damage. This damage is halved on a caster may designate a certain condition to cause the
successful Spirit saving throw. sleeper to wake up (such as next morning, when a horn
● Wing Clip Shot [HTR 2]. Your arrow is is blown, etc.). While resting this way, the sleeper does
enchanted to strike a creature’s hamstring or not age, and all poisons, curses, and diseases are
movement joint. If you strike an enemy with suspended (they continue acting once you awaken).
this hit, they take an additional +1d6 damage,
have their speed reduced by 10 feet, and can’t Soul Fire [WRK 2]
take reactions until the start of their next turn. Evocation [Debilitate]
● Wyvern Shot [HTR 3]. Your arrow is Casting Time 1 action
enchanted with a debilitative agent. If you strike Components S, V
an enemy with this hit, you reduce the target’s Range 60 feet
maximum hit points by 3d4 for one hour. This Duration Instantaneous, plus 1 minute or two uses
damage to hit points is halved on a successful (whichever comes first)
Stamina saving throw. A creature cannot be A bright red-gold ray of heat streaks forward and strikes
affected by this more than once at any given a target within range. Make a ranged spell attack against
hour, and when the duration ends, their the target. On a hit, the target takes 2d8 fire damage.
maximum is restored. If a creature’s maximum is
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For the next minute, you may declare with a reaction depression and sorrow. All targets in the area must make
any of the following effects on the target. a Charisma saving throw or else lose its ability to feel
● The target takes 2d6 fire damage. motivated or compelled to fight, causing them to stop
● The next hit suffered by the target has its fighting. This spell suppresses fear and charmed effects,
critical range increased by 2 (a critical hit from as well as all morale bonuses until the spell ends, causing
18-20 with most characters, for example). the targets to become indifferent to everyone else. If the
Heightened. For every level above 2nd, the initial and targets witness their friends or allies being harmed by
secondary damage increases by one dice each, and you you or your allies, they gain another saving throw versus
gain another use of the debilitate effect. this effect, but will otherwise remain as it was.

Soul Stone [WRK 3] Spirit Animal [SHM 2]


Necromancy Transmutation
Casting Time 1 action Casting Time 1 action
Components V, S Range Self
Range Self Components V, S, M (cocoon)
Duration 1 hour Duration Concentration, up to 1 hour
Once you cast this spell, you create a crystallic green This spell transforms you into a creature most attuned to
stone that vaguely resembles a heart. You may grant your spirit. The transmutation lasts for the duration, or
other creatures a soul stone with each casting. until you drop to 0 hit points or die. The new form is a
A creature that possesses a soulstone can restore beast whose CR is less than or equal to your level. You
themselves to life for up to one minute after they die. A replace the beast’s mental attributes with your own, as
creature benefitting from a soul stone’s resurrection takes this new form does not affect your alignment or
-1 to all rolls until they take a long rest (stacks up to -5, personality. You assume the hit points of the new form,
after which the soul stone does not function). and when you revert to your original form, you
Heightened. You create an additional soul stone for each carryover any excess lost hit points to your new form.
casting per two levels above 3rd. The new form cannot cast spells, speak, or take actions
that require hands or speech. Your gear melds into your
Soul Well [WRK 5] new form, and you cannot benefit, use, activate, or wield
Conjuration [Ritual] any of your equipment.
Casting Time 1 action This spell acts otherwise like the Polymorph spell, and is
Range Self (5 mile radius sphere) subject to the same restrictions.
Components V, S While transformed, your form is translucent, and you
Duration 1 hour may use an action to grant yourself light obscurity until
You create a soul-well, which links any creature who has you attack.
a soul stone to you. If a creature dies and revives itself
via soul stone, they can be teleported to the Soul Well Spirit Infusion [SHM 3]
(their choice), emerging from it without their gear (and Transmutation
typically covered with an ectoplasmic cover). This is a Casting time 1 action
teleportation effect, and it is blocked by normal spells Components S, V
that prevent teleportation. Range Personal (Self)
Heightened. For each spell level above 5th, the range of Duration. Concentration, up to 1 minute
the soul well increases by 1 mile. You infuse yourself with a totemic spirit. Choose one of
the three spirits below, and you gain the chosen benefit
Soulshatter [WRK 4] for as long as you concentrate on the spell. Unlike most
Enchantment concentration spells, this can be concentrated with along
Casting time 1 action with another.
Range 60 feet (20-foot radius sphere) ● Bear. You gain climb speed of 10 feet per round,
Duration Concentration, up to 1 minute deal 1d6 damage with your melee unarmed
You release a wave of regret and sorrow that washes attack, and gain 2d6 temporary hit points.
over everyone in the area, imposing a heavy feeling of

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● Eagle. You double your normal movement speed Evocation [Strike]


and jumping distance, and constantly benefit Components S, V
from the Feather Fall spell Duration One minute, or one use (whichever comes
● Wolf. You also gain +3 to damage rolls per ally first)
adjacent to the target (maximum equal to spell You may apply this strike to any melee natural unarmed
level), and your allies gain +2 to attack rolls attack. You may choose one aspect to strike as.
versus one target you engage with. ● Bear. You may initiate a grapple as part of the
Heightened. For each spell level above 3rd, the maximum strike.
duration of the spell increases by 2 minutes. ● Eagle. Your movement after this strike does not
provoke attacks of opportunity.
Spirit Link [SHM 3, WRK 3] ● Wolf. You may (as a bonus action) knock the
Abjuration target prone if they fail an Agility saving throw.
Casting Time 1 action
Range 30 feet Spiritual Reincarnation [SHM 5]
Components V, S Conjuration
Duration Concentration, up to 1 hour Casting Time 1 reaction
You may target up to four creatures within 30 feet of Range self
one another with this spell (yourself included), and all of Components V, S
which are deeply linked in a network of abjuration Duration Instantaneous
magics. Whenever one of the linked creatures is When reduced to 0 hit points, you are instantly
damaged, they share up to 5 hit points of damage taken stabilized.
by one of the creatures in the spirit link among the rest, After one minute, you are returned to life with 1 hit
distributing the damage evenly amongst them all. This point remaining. If you didn’t die, you may retain this
requires one reaction every round to activate, though property by concentrating. This spell can’t restore any
the damage is totalled before distributed. missing body parts. You can delay your return up to ten
The damage, once shared, is considered untyped damage, minutes, but after that point, the spell ends, and you
which bypasses immunities, vulnerabilities, and remain dead.
resistances. If any ally is reduced to 0 hit points, the spell This spell may be detected as if a normal active spell, and
ends prematurely. if it is dispelled, the effects dissipate, and you remain
Heightened. You can share an additional 5 hit points per dead as normal.
two spell levels above 3rd. Special. This spell requires that you spend rare oils and
herbs worth at least 500 gp, which must be spent before
Spirit Link Totem [SHM 5] casting. This remains until the spell is cast at least once.
Conjuration [Totem]
Casting Time 1 action Starfall [DRD 3]
Components V, S Evocation [Channel]
Range 30 feet Casting Time. 1 action
Duration Concentration, up to 1 hour Range. 60-foot radius cylinder centered on you, 100 feet
You plant the totem in the ground anywhere within 30 high
ft. All willing allies creatures are linked with the Spirit Components. V, S
Link spell, up to a maximum of four creatures at once. Duration. Concentration, up to 10 minutes
Whenever a creature is damaged, you may opt to use You point to the open sky, calling down a cylinder of
your reaction to share damage or keep it unshared, or normal light centered on you. At the beginning of every
use your reaction to change the targets of the spirit link. round where you channel the spell (the first round does
This spell otherwise acts as a totemic version of Spirit not count), choose any two points within the cylinder.
Link. A shooting star of energy crashes down on that point.
Special Unlike most totem spells, this is a concentration Every creature within a 5-foot radius of that point must
effect. make an Agility saving throw. A creature or object takes
3d6 concussive damage and 2d6 arcane damage on a
Spirit Strike [SHM 1] failed save, or half that on a successful saving throw.

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Special. This spell requires line of sight to the sky, Range Self (30-foot line)
although it does not require a specific time. If the spell is Duration Concentration, up to 1 minute
cast at night, the shooting star deals additional holy A beam of brilliant light flashes out from a brilliant mote
damage instead of arcane damage. in your hand in a 5-feet-wide, 30-feet long line. Each
Heightened. When heightened to level 7, you can call creature in the line must make a Stamina saving throw.
three meteors instead of two. This increases by one On a failed save, a creature takes 3d8 Holy damage and is
meteor for every 2 spell levels beyond 7th (3 at level 7, 4 blinded until your next turn. On a successful save, it
at level 9). takes half as much damage and isn’t blinded by this spell.
Undead and oozes have disadvantage on his saving
Stasis Trap [SHM 1] throw. You can alter the line of radiance as an action on
Conjuration [Totem] the beginning of any turn until the spell ends. Your hand
Casting Time 1 action emits bright light in a 30-foot radius and dim light for an
Components V, S additional 30 feet. The light is treated as sunlight.
Range 30 feet Heightened. The spell’s reach increases by 10 feet per
Duration 10 minutes spell level above 3rd, and increases in damage by 1d8 per
You plant the totem in the ground anywhere within 30 spell level.
ft. It is visible for 1 round, before becoming invisible for
the rest of its duration. Once invisible, it is effectively Sunfire [DRD 3]
active. If an enemy creature moves within 10 ft. of the Evocation [Debilitate]
totem during its activity, you are notified of the Casting Time 1 action
presence. Components S, V, M (Leaf of any plant)
If you use your reaction to send the mental command, Range 120 feet (5-foot radius, 50 foot high)
the totem explodes into a shower of sparks easily seen Duration Instantaneous, plus one minute or 3 uses
from up to a mile, lighting up the square (and creature) (whichever comes first)
for one round. All creatures 10 feet away from the totem You call down a cylinder of astral sunlight that suffuse
must make an Agility saving throw or be stunned for the target’s very core. This deals 3d10 Arcane damage on
until the beginning of their next round. a failed Stamina save, or half as much on a successful
Heightened. The trap remains for ten more minutes save. For the next minute, the target’s being is suffused
more per every level, to a maximum of 100 minutes. by the blast, and you may declare with a reaction any of
the following effects on the target.
Strangulate [DKN 5] · The target takes 3d10 Arcane damage.
Necromancy · The target and all creatures within 10 feet of them
Casting Time 1 action take 1d6 Arcane damage.
Components S, V · The target sheds bright light in 30 feet, and dim light
Range 60 feet (one creature) in 30 feet.
Duration Concentration, up to 1 minute Heightened. The initial and first use secondary damage
Choose a humanoid that you can see within range. The increases by one dice each, and you gain another use of
target must succeed on a Stamina saving throw or be the debilitate effect.
paralyzed, cut from breathing, and lifted ten feet above Special. Despite the name, the spell can be cast during
the ground for the duration. On each of their turns, the nighttime, but needs an open sky to cast the spell.
target may make another saving throw. On a success, the
spell ends for the target, and they drop without taking Swiftmend [DRD 2]
falling damage. Evocation [Invigorate]
After the spell’s effects end, the target is affected by the Components V, S
Mute spell for one round per round of complete Range 30 feet, one living creature.
strangulation. Duration One minute or two uses (whichever is sooner)
You leave a mark of life on the target, blessing them
Sunbeam [DRD 3, PLD 3, PRS 3] with quick healing. The target is healed 2d6 hit points,
Evocation and is blessed for the one minute. You may use a
Components S, V, M (A lens) reaction to do any of the following.

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• Heal the target an additional 2d8; Range 60 feet (20-foot radius sphere)
• Grant the target advantage against any physical Duration. Concentration. up to 1 minute
forced movement, or negate an attack of opportunity You release a burst of thorns from the ground. These act
from moving out of range; as caltrops. Creatures walking on the area affected must
• Automatically stabilize the creature when knocked pass an Agility saving throw or else take 1 point of
unconscious. piercing damage. If taking at least 1 hit point of damage,
Upon being used one time, or after the duration endings, walk speed is reduced by 10 feet until restored. A
the blessing is gone. creature moving at half speed does not need to make a
Heightened. The primary and secondary healing increase saving throw.
by one dice for each level above 3rd, and you gain one
additional use of this ability. Tranquility [DRD 5, SHM 5]
Evocation [Channel]
Swipe and Shred [DRD 1] Casting Time 1 action
Evocation [Strike] Range 15-feet-wide, 60 feet high cylinder centered on you
Components S, V Components S, V, M (a live rose)
Duration One minute, or one use (whichever comes Duration Channeling, up to 10 minutes
first) A healing rain infuses the area around you, invigorating
You may apply this strike to any melee natural unarmed the creatures touched by it. Living creatures heal rapidly,
attack. This deals additional 1d6 damage, and the target and seem to grow younger and healthier. All living and
suffers disadvantage to attack rolls for one round. natural creatures in the area are healed 1d4 points of
Heightened. You deal an additional 1d6 per level above damage per round of channeling. Undead and constructs
2nd gain no benefit from tranquility.

Tiger's Maul [DRD 2] Unholy Frenzy [DKR 2, MGE 2, PRS 2, WRK 2]


Transmutation [Strike] 2nd level necromancy
Components S, V Casting Time 1 action
Duration One minute, or two uses (whichever comes Components V, S
first) Range 30 feet (one creature)
You may apply this strike to any melee natural unarmed Duration Concentration, up to 1 minute
attack. This deals additional 2d6 damage, and allows you The caster imbues his target with the endurance and
to make an attack roll to trip the target. If the creature is energy of the undead. The transmuted creature moves
already prone by this ability, it provokes an attack of and acts quicker than normal. Choose a willing creature
opportunity from you (and only you) when it stands up. that you can see within range. Until the spell ends, the
Heightened. You deal an additional 1d6 damage per level target’s speed is doubled, it gains a +2 bonus to AC, it
above 2nd. has advantage on Agility saving throws, and it gains an
additional action on each of its turns. That action can be
Totemic Recall [SHM 2] used only to take the Attack (one weapon attack only),
Evocation Dash, Disengage, Hide, or Use an Object action.
Components S, V, M (splinter of wood) For each round of acting under the spell, the target of
Range 60-feet-wide sphere this spell takes 2 (1d4) points of damage. This damage
Duration Instantaneous bypasses resistances, and is untyped. A Stamina may be
You may recall any and all of your totems within the rolled, but a successful save removes both the benefits
specified range. You regain mana equal to 1 per totem and penalties of the spell. When the spell ends, the target
recalled. can’t move or take actions until after its next turn, as a
Special This spell does not cost mana. wave of lethargy sweeps over it.
Special. This spell is also known as Curse of Recklessness
Thorn Growth [DRD 1] when cast as a warlock spell, and gains the [Curse] tag.
Conjuration
Casting time 1 action Vampiric Aura [PRS 5, WRK 5]
Components S, V, M (a thorn or flower) Transmutation [Aura]
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Casting Time 1 action gain advantage to your attempt) or else lose their spell. If
Components V, S the spell's level is lower than the Wind Shear spell,
Range 15 foot-radius sphere, centered on you success is automatic. The spell may also be cast in
Duration One minute response to seeing a character concentrating on a spell
You surround yourself with a pulsing aura of crimson (imposing disadvantage to their concentration check
energy. This aura grants a ghoulish hunger to all friendly instead).
creatures around you and empowers them to invigorate Heightened. For each spell level above 2nd, the initial
themselves on the blood of the enemy. blast increases in damage by 1d8.
For the duration of the aura, and so long as a creature is
both friendly and within range, the creature regains 1d4 Windfury Tongue [SHM 5]
+ spellcasting modifier hit points whenever they Evocation [Strike]
successfully damage a living creature. The benefits of this Components S, V
spell may be used once per round per every creature. Duration One minute, or five uses (whichever comes
first)
Water Shield [SHM 2] You may apply this strike to any melee weapon attack.
Abjuration [Invigorate] When you manifest the effect, roll a d%. On a result of
Casting Time 1 bonus action 70 or higher, you may make another attack with the
Range Personal (Self) same action. This effect may manifest multiple times on
Components S, V the same round.
Duration Concentration, up to 1 minute, or two uses Heightened. The required result to trigger the extra
(whichever comes first) attack is reduced by 10% points per level above 5th, to a
You conjure two crystal-clear balls of water that revolve maximum of a success on a 30% or higher.
around you. Each ball may be expended as a reaction
when damaged by a melee attack to perform one of the Windfury Tongue Totem [SHM 7]
following. Evocation [Totem]
● Restores 1d2 points of mana to you Casting Time 1 action
● Grants advantage to any save versus fire effects, Components V, S
or extinguishes an effect that sets you on fire Range 30 feet (5-foot square)
When all layers are expended, the spell ends. Duration 1 minute
Special. Unlike most mana-replenishing effects, one can Once you place this totem, it emits an aura with a
benefit from the mana restoration effect multiple times reaction. This aura spreads in a 30-foot pulse, granting all
per hour--up to 150% of the spell's normal mana cost. allies the effect of a Windfury tongue (second attack on a
After the spell ends, however, you cannot cast the spell 14 on a d20).
again until one hour passes. Heightened. As Windfury Tongue.
Heightened. For each spell level above 2nd, you gain an
additional ball of water. Wrath [DRD Cantrip]
Evocation
Wind Shear [SHM 2] Casting Time 1 action
Evocation Components S, V
Casting Time 1 reaction, when you see a creature within Range 60 feet
60 feet casting a spell You release a blast of nature magic towards any creature
Components S or object within range. Make a ranged spell attack. On a
Range 60 feet hit, the target takes 1d8 bludgeoning and slashing
Duration Instantaneous damage, and you can cast entangling roots for half
You release shearing line of wind towards any creature normal mana with a bonus action if targeting the same
that is the process of casting a spell. Make a ranged spell creature.
attack. On a hit, the target takes 2d8 slashing damage, The spell's damage increaes by 1d8 when you reach 5th
and they must succeed on an opposed spell attack (you level (2d8), 11th level (3d8), and 17th level (4d8).

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Chapter 7: Equipment
Adventuring Gear
Gear Name Cost Effect Mass Properties
Grenade Fuse 1 sp - - Alters explosive time
Powder Horn 32 gp - 2 lb. 2 pounds of gunpowder, or 16 uses
Powder Keg 240 gp - 15 lb. 15 pounds of gunpowder, or 120 uses
Ammunition
Bullets (20) 1 gp - 1 ½ lb. Ammunition deals piercing damage
Pellets (20) 1 gp - 1 ½ lb. Ammunition deals bludgeoning damage
Fuel
Coal 12.5 gp - 1 lb. Four lb of coal grants 1 charge to steam devices
Battery 50 gp - 1 lb. Grants 1 charge to electric devices.
Gas/Oil (Pint) 50 gp - 1 lb. Grants 1 charge to oil/gas devices.

DESCRIPTION
Grenade Fuse Depending on the fuse of a grenade, they can explode on various times. An instantaneous fuse costs nothing,
while others cost 1 sp per fuse. A character may also make fuses that are pre-designed to explode after a number of rounds
(determined at the time of crafting).
● Instantaneous fuse. The grenade explodes at the end of its user’s turn
● Delayed fuse. The grenade explodes after 1d4 rounds, starting at the end of the user’s turn.
● Long fuse. The grenade explodes after one minute, starting at the end of the user’s turn.
Powder Horn Carrying two pounds of gunpowder, this fire and water-resistant horn is required almost always for a tinker
on the go.
Powder Keg Containing fifteen pounds of gunpowder, this keg is very flammable, but it is a sure sight for sore dwarven
eyes. If exposed to flame, the barrel explodes for 10d6 concussive damage in a 100 feet sphere, with a DC 10 Agility save to
half damage. If left exposed, the damage is instead fire damage.
Gunpowder deals 1d6 fire damage to each creature in 10 feet per 1 pound of mass. Setting an ounce of gunpowder to burn
brightly, shedding bright light in 30 feet for 1 round, and dim light in the same radius for another round, before
extinguishing. Exploding gunpowder cannot deal more than 10d6 at any time (with 10 pounds and upwards of mass), but
its range does increase by 10 feet for every pound.

Weapons and Armors


Weapon Name Cost Effect Mass Properties
Attack Claws 2 gp 1d4 slashing 2 lb. Finesse, light
Bayonet 10 gp 1d4 piercing 1 lb. Finesse, light
Greathammer 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Moonglaive 10 gp 1d6 slashing 3 lb. Finesse, Thrown (Range 20/60)
Spiked Chain 15 gp 1d6 slashing 10 lb. Finesse, heavy, reach, two-handed
Sword, two-bladed 15 gp 1d6 slashing 10 lb. Finesse
Syringe 5 gp 1 piercing ½ lb. Light
Totem, Tauren 10 gp 1d12 bludgeoning 10 lb. Heavy, two-handed
Warglaive 15 gp 1d6 slashing 2 lb. Finesse, Light

DESCRIPTION
Attack Claws These claws may be attached to a hand, and allow for a user to perform somatic components without
occupying the hand. They are usually favored by orcish shamans who enter melee after conjuring elementals or placing
totems. This is a simple weapon.
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Bayonet This dagger-like blade can be attached to a firearm, allowing it to make melee weapon attacks. If making a
successful melee attack with a bayonet, the firearm user may spent a bonus action to shoot the target, gaining advantage to
the attack roll (instead of the normal disadvantage they would gain from using a ranged attack while adjacent to an
enemy). Anyone proficient with daggers and firearms is proficient with a bayonet.
Greathammer This iconic paladin weapon is favored by the Order of the Holy Light. A character proficient with mauls is
also proficient with greathammers after a week of training.
Moonglaive This exotic weapon has three dagger-like blades jutting from its sides. Uncommonly seen but easy to train
with, Moonglaives are favored by the night elves of Kalimdor. This is a simple melee weapon.
Spiked Chain A 10-foot chain marked with a large hook, this spiked chain is a dangerous and rare weapon to see in the
battlefield.
Sword, Two-Bladed Typically used only by elven swordsmen of great agility, the two-bladed sword is almost iconic of the
high elven military Two-bladed swords can be used to attack as if using two weapons, despite being a single weapon that
is used with one hand. A character proficient with longswords is also proficient with two-bladed swords after a week of
training.
Syringe. This needle is specifically-designed to inject injury poisons, plagues, and offensive potions into targets who are
stabbed with it. After a successful attack roll, you may use a bonus action to inject the target with the contents of the
syringe.
Totem, Tauren Large, unwieldy, but very intricately-made, tauren totems are iconic of the tauren peoples.
Warglaive. This night elf weapon is a crescent-shaped blade about 4 feet long with a hilt in the center of the back edge.
Night elf demon hunters favor these weapons. A character proficient with shortswords is also proficient with warglaives
after a week of training.

Magic Items
Item Name Rarity Mass Properties
Amulet (Spell Shield) Uncommon ½ lb. Spell: Counterspell (3rd level)
Book of the Dead Rare 2 lb. Spell: Animate Dead (5th level)
Crystal Ball Uncommon 1 lb. Spell: Clairvoyance (3rd level)
Demonic Figurine Legendary 1 lb. Spell: Demonic Doom (9th level)
Hearthstone Common 1 lb. Can be used again in 8 hours. Requires attunement
Horn of Stormwind Uncommon 2 lb. Devotion Aura (+2)
Mana Stone Rare 1 lb. Increases mana regeneration, can be consumed (4th level)

DESCRIPTION
Amulet (Spell Shield) This acts as a 3rd-level as you possess the spine, you may command the undead
counterspell spell, but the effect must include you as a mentally with a bonus action as long as they are within
target. 60 feet of you. This otherwise acts as a 5th level
Book of the Dead This ancient, musty tome is decorated Animate Dead spell. After 24 hours, however, regardless
with inlaid bones from various creatures. The cover and of what happens, the skeletons disintegrate and lie still,
spine are made from dried skin stretched and treated to and the Book is utterly consumed.
remain flexible. The ink used to write the magical words Crystal Ball This sphere of green glass is inlaid with a
and runes inside is blood drawn from the veins of living golden base, and may be pointed at a direction to see
creatures killed as sacrifices when the book was distant events up to a mile away as clear as if one is
completed. Activating this book requires tearing out its adjacent to it. When activated, the crystal ball may scry
spine and destroying it utterly. When the spine is torn, up to any point of sight within a mile that you can see,
the pages disintegrate, and the spells bound in the book or allows you to see an obvious location that is
are unleashed, animating up to two medium or small unfamiliar to you and is obstructed by an object (such as
skeleton or zombie warriors (equipped with shields and behind a corner, behind a door, below a trapdoor). This
swords) and two medium or small skeleton archers orb functions as long as you can expend a bonus action,
(equipped with bows and twenty arrows each). So long up to a maximum of ten minutes. The orb creates an
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invisible magical sensor on the location it observes, adventurer may alter his hearthstone’s location to any
which can be seen if observers can see invisibility or have indoor building he has spent more than 24 hours in,
truesight, and cannot be attacked or interacted with which replaces the teleport circle’s location.
(though it can be dispelled as a 3rd level spell). Horn of Stormwind This lion-emblazed horn grants
Demonic Figurine This onyx figurine is told of in legends (when blown as a action) all creatures within 20 feet the
as powerful artifacts send by the Burning Legion to pave benefits of a Paladin’s Devotion Aura (Proficiency +2)
the world for its inevitable return. Featuring a baleful for one hour. This does not stack with a paladin’s aura,
demon with claws outstretched and a single hoof raised, but does still cancel out a Death Knight’s Aura of
the figurine can be pointed to a creature, unleashing a Abandonment, and can be suppressed for 1 minute with
ray of doom. This is treated as the Demonic Doom spell, a Dispel Magic spell if targeting the horn.
and the figurine maintains channeling until the entire Mana Stone This cerulean-blue semi-solid stone is nearly
duration has ended. The figurine possesses malevolent translucent, and shines with an internal blue light. While
cunning, and uses the spell to wreak the most the stone is in the possession of a caster, their passive
devastation it could before it is ended. Destroying a mana regeneration (such as from resting) increases by
figurine unleashes the Doomguard instantaneously for its 25%. This boost stacks atop the increase from resting
full duration. near a mana fountain. A mana stone might be crushed in
Hearthstone This stone is given to every adventurer a caster’s fist, restoring up to 3d4 mana points
who leaves his city. A user may have only one instantaneously and destroying the mana stone. These
hearthstone at any given time, and it is attuned as a stones are said to be shards of enchanted runestones that
Teleport Circle. Requiring one minute to activate, the are dipped in mana fountains, but such rumors are
hearthstone teleports the user to where they last called unsubstantiated, as the secret of creation is in the elusive
home. When used, it takes a day to recharge. An hands of the most talented infusionists.

Weapon and Armor Infusions


Weapons may be enchanted with the secret knowledge of infusionists. Infusions are rarely found, and infused weaponry
common to the Warcraft universe are stated below. The infusion type can be added by expending the rarity and adding
the following ability.

Infusion Name Rarity Properties


Storm Hammer Uncommon Extra thunder damage 1/proficiency, returns (See below)
True Moonglaive Uncommon Special Can bounce 1/proficiency per round.

DESCRIPTION
Storm hammer (Wildhammer Dwarf Attunement) This weapon acts as a normal light hammer, but deals one extra point
Thunder damage per Proficiency of the user on impact. When thrown, a storm hammer returns at the same round, and
may be used again.
True Moonglaive (Night Elf Attunement) This weapon acts as a normal moonglaive, but it gains the ability to bounce. A
bounce allows the user to attack another creature within range of the first one, or return to the user’s hand. The
enchanted moonglaive may bounce once per proficiency of the user. A non-night elf may use this weapon, but requires
training and sanctioning by the night elven Sisterhood of Elune.

Infused Ammunition
A bullet, arrow, or thrown weapon can contain a shot effect if it is prepared specifically to hold it with the Infusion skill.
This costs the normal cost for a bullet (1 gp per 20 bullets, or 1 sp per 2 bullet), plus one-fifth the infusion dust quantity for
a weapon of that quality (and hence, 5 pieces of uncommon ammunition is roughly equal in value to a single uncommon
weapon or armor or infusion when distributing treasure).
Special. Despite the names below, infusions can be used interchangeably between ammunition such as arrows, crossbow
bolts, bullets, and more. For the purposes of spellcasting ability rolls, treat the bonus as +4.

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Ammunition Rarity Effect


Arcane Axe Uncommon As Shot Array [Arcane Shot], or +1d3 arcane damage and dispel magic (1st level)
Fire Arrow Uncommon As Shot Array [Searing], or +1d6 fire damage
Black Bullet Rare As Shot Array [Black Arrow], or +3d4 fel damage and animate undead I
Sleep Dart Uncommon As Shot Array [Tranquilizing Shot], or 5d8 hit points of sleep

Named Infused Items


Embrace of the Twisting Nether
Armor (chainmail), rare (Requires attunement)
You gain a +1 bonus to AC while you wear this armor. By speaking the command word, you become ethereal (as if
subject to the banishment spell). The banishment spell remains for full duration (one minute) unless the command word is
spoken to cancel it. If the command word is not spoken and the duration of one minute passes, you are banished to the
Twisting Nether, the realm of demons and chaotic energy. This property of the armor can't be used again until the next
dawn.

Annihilator
Weapon (battleaxe), rare
You gain a +1 bonus to attack and damage rolls made with this weapon. Whenever this wicked-looking, dark purple
battleaxe deals damage to a creature benefitting from an armor bonus to AC, it reduces their bonus to AC by 1 point. The
penalty to armor remains for until the target creature has a short rest.

Arcanite Reaper
Weapon (greataxe), rare
This axe is made out of arcanite, one of the hardest substances in existence (AC 23, immune to nonmagical weapon
damage, and has 30 hit points), and deals double damage to objects.

Black Grasp of the Destroyer


Wondrous Item, uncommon
This heavy steel gauntlet has runes carved into the knuckles and the back of the hand. With a touch, this allows the user
to cast dispel magic (as the 3rd-level spell). This property can't be used again until the next dawn.

Blight
Weapon (glaive), rare
You gain a +1 bonus to attack and damage rolls made with this weapon. Upon a successful attack against a creature, you
may declare that the weapons’ blight ability activates as a bonus action. If blight takes place, the target must succeed
against a Stamina saving throw of 15 or be subject to a random disease (as the contagion spell). This property can't be used
again until the next dawn.

Brainsplinter
Weapon (dagger), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this weapon. When striking a spellcaster, the dagger’s damage
lingers and disrupts concentration (DC 10 or half damage as normal) for 1d4 rounds after being hit. If hit again, the
counter resets. Activating this quality costs a bonus action, and is a strike effect.

Dawn's Edge
Weapon (battleaxe), rare
You gain a +1 bonus to attack and damage rolls made with this weapon. The battleaxe has 3 charges. While using it, you
can use an action and expend 1 charge to cast the Daylight spell (centered on the battleaxe), or a bonus action to ignore the
damage resistance of an undead or fiendish creature for 1 minute per charge expended. You may also cast the Detect Evil
and Good spell as a bonus action by expending 1 charge (the range increases to 60 feet).

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The battleaxe regains all charges by the next dawn.

Hammer of the Titans


Weapon (greathammer), rare
You gain a +1 bonus to attack and damage rolls made with this weapon. The greathammer may be swung hard at the
ground as an action. All creatures within 10 feet suffer the damage of a normal attack and must pass a Strength saving
throw of 15 or fall prone.

Phantom Blade
Weapon (longsword), rare
You gain a +1 bonus to attack and damage rolls made with this weapon. Upon a successful attack against a creature, you
may declare that the weapons’ phantom touch ability activates as a bonus action. If phantom touch takes place, the
targeted creature is subject to a Faerie Fire spell (centered on the creature only) for one minute. If affected once, the
creature is immune against further uses for 24 hours.

The Planar Edge


Weapon (battleaxe), very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon. While wielding it, you can use it to cast the gate
spell as an action, and it remains open for 2d4 rounds. This property of the battleaxe can't be used again until the next
dawn.

Sageblade
Weapon (shortsword), very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this weapon. While wielding this shortsword, you may use
your Intelligence or Charisma to attack and damage rolls with the sageblade instead of Strength or Dexterity. You may
also gain the benefit of the Spellstrike feat for up to three times. The spellstrike property can’t be used again until the next
dawn.

Saronite Mindcrusher
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this weapon. Whenever you deal a successful attack against a
creature, they lose 1 point of mana. For every mana point lost, they suffer 2 arcane damage. This otherwise acts as the
mana burn spell. This only functions against arcane spellcasters and fiends.
Activating this quality costs a bonus action, and is a strike effect.

Scimitar of the Sirocco


Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this weapon. It also has the following additional properties.
When one of these properties is used, it can't be used again until the next dawn.
Flame. While wielding this weapon, you may brandish it at any area within 100 feet, causing a column of fire to rise up, as
per the Flame Strike spell.
Scorch. When you hit with a melee attack using the scimitar, you can cause the target to take an extra 2d6 fire damage.
Burning Cuts. When you hit with a melee attack using the scimitar, you may attack again as a bonus action. This attack
deals an extra 1d6 fire damage.
Searing Blitz. Before you move and attack with the scimitar, you may declare a searing blitz, causing a trail of lingering
flame to be left behind when you move. This trail acts as normal fire, and deals 1d6 fire damage to creatures moving
through it. This trail remains for one minute, and is 5-feet wide, and 10 feet high.

Quel’Serrar
Weapon (longsword), rare

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You gain +2 to attack and damage rolls made with this magic weapon. Quel’Serrar, sometimes known as the Prismatic
Blade, was forged by dragons and granted to the night elves during the War of the Ancients. Currently, it remains dull
and forgotten, though it can be reforged by heating in dragon-fire, and being quenched in dragon blood (which gives it the
reputation of being a dragon-slaying blade).
While wielding this weapon, you gain a +2 bonus to AC (natural armor). This stacks with other sources of natural armor.
As a reaction, you may grant yourself spell resistance (advantage to any saving throw) against a spell that targets you.
After benefitting three times from the spell resistance property, it can’t be used again until the next dawn.

Sulfuron Hammer
Weapon (maul), very rare (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
This weapon can be perfected into Sulfuras, Hand of Ragnaros, a legendary weapon (see below).

Sulfuras, Hand of Ragnaros


Weapon (maul), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
It also has the following additional properties. When one of these properties is used, it can't be used again until the next
dawn.
Pyroblast. You may cast the Pyroblast spell (while channeling, the hammer increases in brightness).
Immolation. You may cast the Immolation spell. This does not require concentration.
Elemental Tongue. You may cast the Elemental Tongue (Fire). This deals 3d6 damage upon a hit, and can be used up to 3
times before this property is considered to be used once.
This can be created by obtaining the Eye of Sulfuras, a Sulfuron ingot, and the smithing plans that show the hammer’s
internal construction with the Sulfuron Hammer, and passing a DC 20 skill check with smith’s tools.

Truesilver Champion
Weapon (greatsword), rare (requires attunement)
You gain a +2 bonus to attack and damage rolls with this magic weapon. While holding this weapon, you may utter the
inscription upon the blade, granting you 30 temporary hit points. Once this feature is used, it cannot be used again until
the next dawn.

Armor Sets
Armor sets are items that increase in potency per every set piece worn. All armor sets require attunement, and increase in
rarity for every additional piece added (starting at uncommon, ending at very rare).

Blackened Defias Armor


Armor (leather), variant (requires attunement)
Set Pieces: Defias Armor, Gloves, Boots, Belt
Commonly worn by commanders of the Defias Brotherhood, this suit of dark armor is ideal camouflage for skulking rogues.
The Defias set is a suit of black leather armor that completely covers the wearer’s body, save for her fingers and face – the
latter is usually hidden behind one of the brotherhood’s trademark red scarves.
Uncommon. If possessing one set piece, dim light doesn’t impose disadvantage on your Spirit (Perception) checks relying
on sight.
Rare. If possessing two to three set pieces, climbing doesn’t halve your speed, and you can make a running long jump or a
running high jump after moving only 5 feet on foot, rather than 10 feet.
Very Rare. If possessing all set pieces, you may cast the Fade spell at will, or the Invisibility spell three times before the
power of the armor is expended, replenishing after the next sundown.

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Cenarion Raiment
Armor (studded leather), variant (requires attunement)
Set Pieces: Cenarion Vestments, Helm, Bracers, Belt
Created in Moonglade by the druids of the Cenarion Circle, the Cenarion raiment is worn by some of its most powerful
champions as they strive to protect and preserve nature against the unnatural forces that threaten it. The Cenarion
raiment features a thick brown leather robe covered in leaves and other symbols of nature – most prominently the sticks
and leaves protruding from the wearer’s shoulders and the antlers resting upon his head.
Uncommon. If possessing one set piece, other creatures don’t gain advantage on attack rolls against you as a result of being
hidden from you.
Rare. If possessing two to three set pieces, you may use the druid’s wild shape ability as a 2nd level druid. If you already
have the wild shape ability, you may use wild shape one more time per rest, or gain one Blessed Beast feral wild shape
option to benefit from one wild shape attempt (chosen once attuned to the armor).
Very Rare. If possessing all set pieces, the horns of the raiment remain in wild shape, granting you a natural attack that
deals 2d6 damage. Before going into a wild shape, you can designate three spells to be cast upon your horns, which can
then either be discharged as per the Spellstrike feat on the target of your natural attack or be cast by touching the target
with your horns. After exiting a wild shape, your next conjure creature (plants) spells costs half normal mana.

Judgement Armor
Armor (plate), variant (requires attunement)
Set Pieces: Judgment Breastplate, Crown, Bindings, Belt
Though the Silver Hand is a noble establishment, there comes a time when pleasantries must end and justice must be done.
The commanding, faceless aspect of justice and judgement is represented by this armor, which is worn by paladins acting
as inquisitors and executioners as they deliver sentence upon the enemy.
Clad in black, red, and gold, paladins in this full-body armor cut an imposing figure. The armor is a combination of both
cloth and leather for easier movement as well as metal plates to protect vital areas. Each piece is ornately detailed with
some sort of imagery that represents justice.
Uncommon. If possessing one set piece, you have a +5 bonus to your passive Spirit (Perception) and passive Intelligence
(Investigation) scores.
Rare. If possessing two to three set pieces, you may cast the Bless or Power Word: Fortitude spells up to three times (total
of both spells) before the power of the armor is expended (an, replenishing after the next sundown. If you already have
the spell readied, you may instead cast the spell for half normal cost so long as you wear the armor.
Very Rare. If possessing all set pieces, you may cast the Arcane Armor spell up to three times before the power of the
armor is expended, replenishing after the next sundown. The spell is (heightened to 6th level), and may only choose to
gain resistance to fel damage for one hour. You have the constant benefits of the Bless and Power Word: Fortitude (3rd-
level; or 10 to your maximum hit points) spells active.

Plagueheart Raiment
Armor (cloth), variant (requires attunement)
Set Pieces: Plagueheart Robe, Circlet and Mask, Gloves, Sandals
Originally designed by Burning Legion mad scientists, this colorful set is known to be worn by agents of the Legion who
deal with biological and chemical warfare, as well as living members of the Cult of the Damned that need protection from
the Scourge’s plague. While designed as protective gear, as a result of its origins, the gear collects and stores plagues within
itself, offering these plagues as an added level of defense.
This unusual, chaotic-looking armor features patterns of black, orange, yellow, and bright green. Curved spines protrude
from the shoulders, and the wearer’s face is obscured by a strange, bug-eyed mask.
Uncommon. If possessing one set piece, your spells that requires you to make an attack roll have their ranges doubled.
Rare. If possessing two to three set pieces, and can exert an aura of necrosis as a 6th-level death knight.

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Very Rare. If possessing all set pieces, you have the constant effects of Water Breathing, Darkvision, and Demon Skin
(3rd-level; or 9 temporary hit points), except that you do not need to breathe at all. The Demon Skin spell’s temporary hit
points replenish once per hour.

Robes of the Violet Citadel


Armor (cloth), variant (requires attunement)
Set Pieces: Violet Robe, Skullcap, Gloves, Boots
The robes of the magi of the Magical Kingdom of Dalaran are scholars, rulers, and forces that fight evils such as the
Burning Legion, the Scourge, and even renegade mages within their own ranks. The Robes of the Violet Citadel are
suffused with magical powers that support and protect the magi that earned the right to wear them.
These violet robes are threaded with gold and blue that have high collars, and a black skullcap lined with silver thread.
Uncommon. You have advantage on Stamina saving throws that you make to maintain your concentration on a spell when
you take damage.
Rare. If possessing two to three set pieces, you have the constant benefits of Mage Armor, and you gain 10 temporary hit
points at the beginning of every day.
Very Rare. If possessing all set pieces, you always have the spells Blizzard (3rd level), Blink Step (2nd level) and Conjure
Elemental spells prepared (choose one elemental, spell is 3rd level) and cast either of them three times before the next
sundown.

Silver Hand Blessed Plate


Armor (plate), variant (requires attunement)
Set Pieces: Silver Breastplate, Gauntlets, Greaves, Lionhead Belt
This set of armor is worn by the Knights of the Silver Hand in battle, this armor is blessed by the Holy Light to aid the
righteous men and women of the Order against evil influences. Made of steel and silver and gold, and mantled with a blue
cloak, the knights of the order fight with the full righteous cause of the Alliance.
Uncommon. If possessing one set piece, you may treat the Sunbeam spell as a 2nd level spell. It is always prepared so long
as you wear the armor.
Rare. If possessing two to three set pieces, you gain 30 temporary hit points at the beginning of every day. These
temporary hit points may only be used to reduce damage to your maximum hit points (such as by the draining attacks of
undead), and do not apply against normal damage.
Very Rare. If possessing all set pieces, when you heal a creature with a Holy Light spell or Lay on Hands, a radiant burst
of light protects them. Hostile creatures within 5 feet of a creature healed by this spell must make an Agility saving throw
or be blinded for 1 round. If the hostile creatures are fiends or undead, they take 1d6 Holy damage per spell level (if using
Holy Light) or 1d6 Holy damage for every 4 levels of Paladin you have.

Relics
Relics are divided on a class-by-class basis. All relics weigh 2 pounds.

Relic Classes
Idol Druids, Hunters
Spellbooks Mages, Warlocks
Librams Holy Priests, Paladins
Sigils Death Priests, Death Knights
Fetishes Shamans

Relic Name Type Benefit


Bones Sigil Bone Shield: Gain additional invigorate use
Corpses Sigil Corpse Explosion: Costs half mana (min. 1), does not affect you or allies
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Despair Sigil [Rune] spells: Cost half mana (min. 1)


Divinity Libram Flash of Light: Ccosts half mana (min. 1)
Claw Idol [Strike] spells: Add Spirit modifier to damage (min. 1)
Crying Wind Idol Carrion Swarm: Costs half mana
Eternal Rest Libram Consecration: Fiends & Undead restrained 1 round (Spi save negates)
Guarded Evil Sigil Death Pact/Death Coil: Gain +Spirit as temporary Hit Points for 1 hour
Grace Libram Dispel Magic: Advantage to dispel necromancy and conjuration
Health Idol Rejuvenation: Costs half mana (min. 1)
Hope Libram [Seal] spells: Costs half mana (min. 1)
Impact Fetish Elemental Shock: Add +Spirit to damage dealt.
Inner Passion Libram Inner Fire: Costs half mana (min. 1)
Lifebringer Libram Holy Light: Costs half mana (min. 1)
Lunar Idol Idol Moonfire and Moonbeam: Costs half mana (min. 1)
Righteous Fire Libram Holy Fire: Gains additional debilitate use
Solar Idol Idol Sunfire and Sunbeam: Costs half mana (min. 1)
Steamcaller Fetish Healing Stream: Costs half mana (min. 1)
Storm Fetish Lightning Bolt and Lightning Storm: Costs half mana (min. 1)
Surging Seas Fetish Riptide: Costs half mana (min. 1)
Vengeful Heart Sigil Death Coil:Costs half mana (min. 1)
Walking Dead Sigil Animate Dead: Telepathic communication is up to 1 mile
Wracking Libram Holy Wrath, Exorcism: Costs half mana (min. 1)

Alchemical Items
Potions do not require concentration by default, but one cannot benefit from two potions that require concentration.
These are items created with the Alchemy skill, and require the respective level and access to the appropriate spell list.
These items replace the alchemical mixtures in the Dungeon Master’s Guide and Player’s Handbook.
Potion Name Cost Properties
Alarm Potion 50 gp Spell: Alarm (1st level)
Alchemist’s Acid 25 gp Spell: Acid Splash (Cantrip)
Alchemist’s Fire 25 gp Spell: Fire bolt (Cantrip)
Alchemist’s Frost 25 gp Spell: Frostbolt (Cantrip)
Antimagic Potion 2,250 gp Spell: Antimagic Shell (5th level)
Frost Armor Potion 50 gp Spell: Frost Armor (1st level)
False Life Potion 50 gp Spell: False Life (1st level)
Healing Potion 50 gp Spell: Holy Light (1st level)
Healing Potion, Major 300 gp Spell: Holy Light (2nd level)
Healing Potion, Greater 750 gp Spell: Holy Light (3rd level)
Life Potion 1,050 gp Spell: Revivify (3rd level)
Light Potion 25 gp Spell: Light (Cantrip)
Mana Potion 1,000 Spell: Mana Drain (Push, 4th level)
Mind Scream Potion 25 gp Spell: Vicious Mockery (Cantrip)
Rejuvenation Potion 50 gp Spell: Rejuvenation (1st level)
Sparing Potion 25 gp Spell: Spare the dying (cantrip)
Smoke Bomb 50 gp Spell: Fog Cloud (1st level)

DESCRIPTION
Alarm Potion By throwing (range 20/60) or pouring notified whenever a Tiny or larger creature touches or
this potion on an area that is no larger than a 20-foot enters the area where the potion was poured for up to 1
cube and imbibing a drop of it, the imbiber is mentally mile. If a bell is dipped into the alarm potion, the bell

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rings (audible within 60 feet for 10 seconds) instead of Life Potion By throwing (range 20/60) or pouring this
the imbiber receiving a mental notification. The imbiber potion on creature that has died within the last minute,
can designate creatures that do not trigger the alarm. a restorative agent acts as the Revivify spell, restoring
the creature to 1 hit point. This does not work against
Alchemist’s Acid By throwing (range 20/60) or pouring creatures that died of old age, and cannot restore body
this potion, this bubbling acid acts as the Acid Splash parts.
cantrip, dealing 1d6 acid damage to one or two creatures
or objects that are 5 feet within range to one another. If Light Potion By throwing (range 20/60) or pouring this
the alchemist is 5th level, the damage becomes 2d6, and potion on an object no larger than 10 feet in any
is increased by an additional 1d6 per every five levels. direction, this potion creates a bright glow, acting as the
Light cantrip. The light shines brightly for 20 feet, and
Alchemist’s Fire By throwing (range 20/60) or pouring dimly for 20 feet beyond that. This remains for 1 hour.
this potion, a blast of fire acts as the Firebolt cantrip, Mana Potion This cerulean-colored potion requires that
dealing 1d10 fire damage to one creature or object. If this the potion-maker invest their own mana (up to a
strikes an unattended flammable object, it catches on fire. maximum equal to the spell level). When an imbiber
If the alchemist is 5th level, the damage becomes 2d10, drinks the potion, they regain the same number of mana
and is increased by an additional 1d10 per every five points the alchemist infused. Depending on the level of
levels. the creator, the mana potion has the following
classifications: Minor Mana Potion (which restores 3d4
Alchemist’s Frost By throwing (range 20/60) or pouring mana), Moderate Mana Potion (restores 3d8 mana), and
this potion, a blast of cold acts as the Frostbolt cantrip, Greater Mana Potion (which restores 3d12 mana). The
dealing 1d8 cold damage to one creature or object, and costs are 1,000 gp (requiring level 5), 2,000 gp (requiring
reducing their speed by 10 feet for one round. If the level 10), and 4,000 gp (requiring level 20), respectively.
alchemist is 5th level, the damage becomes 2d8, and is As all mana-restoration effects, this can be used once per
increased by an additional 1d8 per every five levels. hour.

Antimagic Potion By throwing (range 20/60) or pouring Mind Scream Potion By throwing (range 20/60) or
this potion, this releases an anti-magic matrix, acting as pouring this potion, a blast of psychic resonance acts as
the Antimagic Shell spell, targeting the imbiber or the the Vicious Mockery cantrip, dealing 1d4 psychic
target of the potion. This remains for 2d4 rounds. damage to one creature and imposing disadvantage on
their next attack. If the alchemist is 5th level, the damage
Frost Armor Potion By throwing (range 20/60) or becomes 2d4, and is increased by an additional 1d4 per
pouring this potion, a protective sheet of ice surrounds every five levels.
the target, acting as the Frost Armor spell for up to 1
hour, granting the character 5 temporary hit points. If a Rejuvenation Potion By throwing (range 20/60) or
creature hits the protected character with a melee attack pouring/imbibing this potion, a rejuvenating agent acts
while they retain temporary hit points from the above as the Rejuvenation spell, healing 1d6 life damage and
effect, they either take 1 point of cold damage per point having one invigorate use for one minute (costs a
of damage they dealt to the temporary hit points, or lose reaction to use) that can either heal 1d8 life or grant
10 feet of speed for 1 round. resistance to any one bludgeoning, piercing, or slashing
attack that is nonmagical.
False Life Potion By throwing (range 20/60) or pouring
this potion, a protective infusion of necromancy imbues Sparing Potion By throwing (range 20/60) or
the target, acting as the False Life spell for up to 1 hour, pouring/imbibing this potion, a soothing agent acts as
granting the character 1d4 + 4 temporary hit points. the Spare the Dying cantrip, stabilizing one creature.
This has no effect on undead or constructs.
Healing Potion By throwing (range 20/60) or pouring
this potion, a healing agent acts as the Holy Light spell, Smoke Bomb By throwing (range 20/60) or pouring this
healing 1d8 + 4 damage to a living creature, or dealing potion, the mixture releases a thick smoke cloud that acts
1d8 + 4 holy damage to an undead or fiend. as the Fog Cloud spell, which creates a 20-foot-radius

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sphere of fog centered on where the mixture is. The moderate or greater speed (at least 10 miles per hour)
sphere spreads around corners, and its area is heavily disperses it.
obscured. It lasts for 2d4 minutes or until a wind of

Engineered Items
Bombs, Mines, and Grenades
Stores sell grenades, mines, and rockets as if the designer’s Int modifier is +2.

Weapon Name Cost Effect Mass Properties


Bomb, Big One 150 gp 5d6 damage 6 lb. 6 EP: 20 ft. sphere, (Effect: disadvantage 1 round)
Bomb, Concussion 100 gp 1d6 damage 3 lb. 3 EP: 10 ft. sphere (Effect: Thunder Wave)
Bomb, Fire 50 gp 1d6/1d10 1 lb. 1 EP: 10 ft. sphere (Effect: Firebolt)
Bomb, Smoke 100 gp 1d6 damage 3 lb. 3 EP: 10 ft. sphere, (Spell: fog cloud in 10 ft., 1 minute.)
Flashbang 25 gp 0 damage 1 lb. 1 EP: 10 ft. sphere (Effect: disadvantage 1 round]
Grenade, Hand 50 gp 2d6 damage 2 lb. 2 EP: 10 ft. sphere
Grenade, Heavy 100 gp 3d6 damage 3 lb. 3 EP: 10 ft. sphere
Mortar Shell 100 gp 2d6 damage 3 lb. 3 EP: 10 ft. sphere (Sapper)

Mine Name Cost Effect Mass Properties


Breaching Mine 50 gp 4d6/1d6 2 lb. 2 EP: 5 ft. sphere (sapper)
Mine, Default 50 gp 2d6 damage 2 lb. 2 EP: 10 ft. sphere
Mine, Goblin 125 gp 4d6 damage 5 lb. 5 EP: 20 ft. sphere
Sapper Charge 125 gp 4d6 damage 5 lb. 5 EP: 20 ft. sphere (Sapper)

Rocket Name Cost Effect Mass Properties


Rocket, Default 50 gp 2d6 damage 2 lb. 2 EP: 10 ft. sphere (60/120 feet)
Rocket, Firework 50 gp 1d6 damage 2 lb. 2 EP: 10 ft. sphere (60/120 feet), firework
Rocket, Siege 150 gp 10d6/2d6 damage 5 lb. 5 EP: 25 ft. sphere (60/120 feet), (Sapper)

DESCRIPTION
Bomb, Big One This powerful bomb deals 5d6 fog heavily obscures the area for one minute, or until a
concussive damage in a 20-foot sphere, and imposes moderate or greater wind disperses it.
disadvantage for all rolls to creatures targeted by it for Mine, Breaching This is a breaching charge that may be
one round. A successful saving throw halves damage and attached to a door or a wall. This deals 4d6 concussive
negates the disadvantage. damage to structures (typically destroying them), and
Bomb, Concussion This bomb deals 1d6 concussive 1d6 damage to any creature within 5 feet of the explosion
damage and a shockwave in 10 feet. Creatures in range radius. It requires a DC 12 save to half damage. This
of the shockwave take an extra 1d6 are pushed 10 feet comes with a free delayed fuse (1d4 rounds until
away from the area of the explosion, as are unsecured explosion).
objects. The bomb’s boom can be easily heard out to 300 Mine, Default This mine triggers whenever any creature
feet. A successful save halves both damage rolls, and are appears within its area of explosion. If a creature comes
moved back only half normal distance. that close, it explodes, dealing 2d6 concussive damage to
Bomb, Fire This bomb deals 1d6 concussive damage in 10 it and any creature within 10 feet. It requires a DC 12
feet, and on its direct target, it deals an additional 1d10 save to half damage.
fire damage. If the target is an object, it sets it on fire. Mine, Goblin This mine triggers whenever any creature
This bonus damage targets only the original target, or appears within its area of explosion. If a creature comes
the 5-foot square the bomb was thrown at. that close, it explodes, dealing 4d6 concussive damage to
Bomb, Smoke This bomb deals 1d6 concussive damage in it and any creature within 20 feet. It requires a DC 15
10 feet, and it creates a 10-foot radius sphere of fog. This save to half damage.
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Flashbang This bomb deals no concussive damage, but Rocket, Firework This rocket makes great noise and has
imposes disadvantage for all rolls to creatures affected by a ringing blast (same sound as an explosion during the
it for one round with an explosion of light and noise. A entire flight). Targets who fail their saving throws to
successful saving throw negates the condition. halve damage against this rocket have a 50% chance to
Grenade, Hand This grenade may be thrown within 30 be either deafened or blinded for 1 minute. A successful
feet. On the area of impact, it deals 2d6 concussive saving throw negates this effect.
damage in a 10-foot sphere. It requires a DC 12 save to Rocket, Siege This rocket is designed to drill and destroy
half damage. fortifications. Upon impact, it deals 10d6 concussive
Rocket, Default This rocket may be aimed and shot to damage to the target and to any creatures and items close
any creature within 60-120 feet. On impact, it deals 2d6 to them (typically destroying them). As it is designed
concussive damage to the target and to any creature or against objects and structures, it deals only 2d6 damage
item 10 feet close to it. It requires a DC 12 save to half to creatures.
damage.

Firearms and Crossbows


Weapon Name Cost Effect Mass Properties
Boomstick 200 gp 2d6 piercing 15 lb. 2 EP: Medium, two-handed (200/800); 2 capacity
Blunderbuss 200 gp 2d8 piercing 15 lb. 3 EP EP: Heavy, two-handed; 2 capacity, (scattershot, 15’)
Gun, Machine 300 gp 3d8 piercing 15 lb. 4 EP: Heavy, two handed; 3 capacity, (automatic fire 30’)
Longrifle 300 gp 3d8 piercing 15 lb. 4 EP: Heavy, two-handed (400/1,600); 3 capacity, (sniper)
Pistol, Flintlock 200 gp 2d4 piercing 5 lb. 2 EP: Light, one-handed (150/600), 2 capacity
Pistol, Revolver 300 gp 3d4 piercing 5 lb. 4 EP: Light, one-handed (150/600), 6 capacity
Siege Cannon 600 gp 3d12 bludgeoning 50 lb. 3 EP: Heavy, Mounted (400/1,600), Siege
Sniper Rifle 300 gp 2d8 piercing 15 lb. 4 EP: Heavy, two-handed (400/1,600); 2 capacity, Silent, Sniper

Automatic Crossbow 1d10 piercing 15 lb 2 EP: Heavy, two-handed (80/320); 200 gp


Pneumatic Crossbow 1d8 piercing 5 lb 2 EP: Medium, two-handed (80/320); 200 gp

DESCRIPTION
Boomstick Known as a favored dwarven weapon, practical use. They are however expensive, and difficult
boomsticks are intricately designed with special markings to deploy ideally.
to denote the company, issue date, and a small piece of Pistol, Flintlock Known as a good backup weapon, the
war advice in dwarven. Boomsticks have a capacity of 2 flintlock pistol does not deal a lot of damage compared to
bullets, and can be reloaded by up to 2 bullets with its heavier counterparts, but both can be used easily (as
swabbing. they are light weapons).
Blunderbuss A larger, heavier, and easier-to-use Pistol, Revolver A great backup weapon, the revolver
boomstick, the Blunderbuss can be altered to shoot a balances good damage with a great ammunition reserve.
cone of bullets in a 15-foot cone, dealing 2d8 damage, Very reliable.
with an Agility save to half. As Blunderbusses do not Siege Cannon This heavy piece of artillery can blast
require attack rolls, they do not require proficiency to through walls like paper (dealing 6d12 to walls and
use, and can be used while adjacent to an enemy without fortifications due to the siege modification). This acts as
penalty. A Blunderbuss is also known in some circles as a a huge rifle, and increases in dice to d12.
shotgun. Sniper Rifle A moderately powerful and long-range
Gun, Machine This gun deals 3d8 piercing damage to precision silenced weapon.
any number of creatures standing in a 5-foot wide line 30 Automatic Crossbow. This crossbow acts as a heavy
feet away. This requires an Agility save to half damage. crossbow that deals 1d10 piercing damage. This does not
Machine guns do not require training to use. have the loading quality. It has a malfunction chance of
Longrifle. Favored of the iconic dwarven sniper, 1-3.
longrifles have great range, great damage, and great

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Pneumatic Crossbow This crossbow acts as a light when shot. It has a malfunction chance of 1-3.
crossbow that deals 1d8 piercing damage. It is silent

Gadgets
Gadgets consume 1 charge per use. Gadgets take 1 minute to be reused after a use unless otherwise specified.

Gadget Name Cost Mass Properties


Antimagic Ray 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Mana Burn), arcane crystal)
Army Knife 100 gp 5 lb. 2 EP: Light gadget (1st spell (Prestidigitation), mechanical; Goblin)
Auto-Factory 400 gp 15 lb 4 EP: Heavy gadget (2nd spell, (Animate Construct), Oil, Goblin)
Caltrop Bomb 100 gp 5 lb. 2 EP: Light gadget (1st spell, Mage Hand)
Flamethrower 100 gp 15 lb. 2 EP: Heavy gadget (1st spell, (Burning Hands) fire crystal or oil)
Flashlight 50 gp 5 lb. 1 EP: Light gadget (0-spell, (Light) fire crystal or battery)
Fog Machine 100 gp 15 lb. 2 EP; Heavy gadget, (1st spell (Fog Cloud), air crystal)
Frost Gun 400 gp 15 lb. 2 EP: Heavy gadget (2nd spell (Freezing Sphere), ice crystal)
Ice Cannon 400 gp 15 lb. 4 EP: Heavy gadget, (2 spell (Ice Knife), battery; Gnomish)
Jumper Cables 900 gp 15 lb. 6 EP: Heavy gadget (3rd spell (Revivify), soul gem, Goblin)
Launcher, Rocket 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), +60 ft., Oil; quick use).
Launcher, Rocket, C 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), Oil)
Launcher, Trap 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), Oil).
Locator 100 gp 5 lb. 2 EP: Light gadget (1st spell (Alarm), mechanical)
Mind Remote 100 gp 5 lb. 2 EP: Light gadget, (1st spell (Charm Person), mechanical; Gnomish)
Mortar 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), fire crystal or oil; quick use)
Pulley Gun 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), mechanical)
Rocket Boots 900 gp 15 lb. 6 EP: Heavy gadget (3 spell (Fly), fire crystal or oil, goblin)
Reflective Cylinder 100 gp 10 lb. 2 EP: Medium gadget (1st spell (Absorb Elements), Mechanical)
Remote, Remote 100 gp 15 lb. 2 EP: Light gadget (1st spell (Command), battery; Gnomish)
Sun Gun 900 gp 15 lb. 6 EP: Heavy gadget (3rd level, (Sunbeam) fire crystal)
Water Gun 100 gp 10 lb. 2 EP: Medium gadget (1st spell (Catapult), mechanical)

DESCRIPTION
Antimagic Ray When used, this wand-like gun shoots a (Mechanostrider statistics) once every five rounds. The
purple anti-magic ray. If this strikes a spellcaster, it burns constructs conjured by the auto-factory are controlled by
1d4 mana points from them, as per the spell Mana Burn. the user of the device, but the user can command only
Elementals required for the anti-magic ray device are one construct every round, while the others repeat the
pure mana elementals (such as mana wyrms and arcane same action given to them until the factory stops
elementals). working. The auto-factory is costly, however. For each
Army Knife When used, this device summons all tools construct created, the factory requires one vial of
an adventurer needs, such as a hammer, a pair of scissors, phlogiston, and 5 lb. (or 50 gp) of raw materials.Caltrop
etc., just short of Alchemy and Poisoning tools, and Bomb When used, this box releases a four bags of
includes 60 feet of spider-silk rope. It requires a minute caltrops into the air to fall over an area within 30 feet,
to summon up a single use of this army knife, and fifteen filling a 10-foot square area. Any creature that enters the
to return one charge in (which is independent from the area must succeed on a DC 15 Agility saving throw or
fifteen minutes it takes to recharge it). It may also deal stop moving and take 1 piercing damage. Until the
damage as a normal dagger. creature regains at least 1 hit point, its walking speed is
Auto-Factory Usually employed by goblin tinkers in reduced by 10 feet. A creature moving through the area
war, this large object unfolds to resemble a horse-sized at half speed doesn't need to make the saving throw.
factory. The whirrs and whistles inside are indicative of Once used, this can be refilled with replacement caltrops.
some process within. The factory remains active for 2d4 There is a 75% chance that a used bag of caltrops can be
minutes, and churns out a Challenge 1/4 construct used again.
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Flamethrower The flamethrower can be aimed and used Locator This eye-like gadget can sense creatures that
with an action. If no malfunction occurs, it releases a 15- approach within 20 feet of its position whenever a
foot cone of flames. Targets in the cone must make an creature of the size Tiny or larger enters. The locator,
Agility saving throw. On a failed save, the targets take once activated, remains active for 2d4 hours, and has a
3d6 points of fire damage, or half the amount on a chance to malfunction at the end of each hour. The
successful save. The flames ignite any flammable objects locator may either let out an audible alarm that can be
in the area that are not being worn or carried. heard clearly within 60 feet, or send a single mental ping
Flashlight The flashlight can be aimed and activated to the one who set it up.
with an action. If no malfunction occurs, it emits a 20- Mind Remote This strange-looking hat has a hypnotic
foor radius glow of bright light, and emits 20 feet of dim pattern attached to it. When the gadget is active, the
light after that. If directed, it turns instead into a cone mind remote can focus on any person within 30 feet.
with a range of 60 feet of bright light, and 60 feet of dim They must make a Spirit save or else be charmed for one
light afterwards. A charge is used once per hour. hour, or until you or your companions do something
Fog Machine When used, this box creates a billowing harmful to it. It gains advantage to the save if you or
sphere-shaped cloud of fog that spreads on a 20-foot your companions are harming it. It takes a minute of
radius. The area is heavily obscured, and it remains for tinkering to provide another up another charge for the
an hour or until a moderate or stronger wind disperses it gadget.
(10 mph+). The cloud of fog is centered on the fog Mortar This heavy machine is typically set on the floor.
machine, or can be shot out as a large cloud to appear in When loaded with a pint of oil and a bomb or grenade, it
another area 120 feet away. This is fueled by a tapped air launches it further than a normal creature could, for an
elemental spirit or an elemental air crystal. arc up to 90 feet away, and 30 feet high. When the bomb
Frost Gun The frost gun can be used with an action, lands, it explodes as typical for its type. On the 5-foot
creating a brilliant blue freezing ray up to 30 feet away square area of impact, however, the bomb lands with a
that creates a 10-foot radius explosion of frozen air to powerful explosion, adding 2d6 concussive damage to the
emit from the location of the ray's impact. All creatures bomb’s normal damage. A mortar may be loaded with
hit by the ray or in the explosion's radius must succeed up to eight pints of oil, and may be used again after 1d4
on a Stamina saving throw or else take 4d8 points of cold rounds.
damage, or half of that on a successful saving throw. If Pulley Gun This hand-cannon can shoot one to two
the ray or the radius strikes or includes a body of water ropes at opposite ends. Each rope has a hook at its end,
or a liquid with similar freezing points, the ray freezes and each extend to up to 90 feet per action of use. If the
the liquid within its active radius to a depth of 6 inches hooks target an object, they attach to it, and can carry
for 1 minute. Creatures that were swimming or that up to 140 pounds of weight. If the hook targets a
were in the water at the moment must succeed on an creature, they take 3d8 piercing damage, and the hooks
additional Strength saving throw as an action against the are destroyed. A pulley gun has a wheel for transport
DC of the device or be restrained. After 1 minute of along the ropes, and allows for movement at a rate of 60
being conjured, the ice shatters. feet per round either up or down the ropes’ ends. A
Special. The gun can freeze damaging surfaces (such as pulley gun that shoots one rope but can be used twice is
fires and liquids) that deal less damage on average than known as a mechanical grappling hook.
the gun itself. Rocket Boots These heavy boots strapped with a small
Ice Cannon This mini-cannon shoots a large shard of backpack may be activated with an action. Per use, this
frost that deals 1d10 piercing damage in 60 feet. On the consumes one pint of oil, and gives the user a flying
area of impact, the shard explodes, dealing 3d6 cold speed of 60 feet, usable for one minute. At the end of
damage to all creatures in 5 feet from the point, with an the duration, the user falls unless they are on solid
Agility save to half damage. ground. The device cools down for one minute after it
Jumper Cables This backpack may be hooked up with stops being used. The backpack can hold up to eight
any creature that died within one minute. If activated pints of oil for the rocket boots.
without an issue, the creature is revived, and returned to Rocket Launcher This heavy machine is typically set on
life with 1 hit point and no mana. This cannot return a the user’s shoulder. When loaded with a pint of oil and a
creature that died of old age. This gadget requires 300 rocket, it launches it further than its normal range,
gold pieces’ worth of focus crystals per use of activation. increasing its original range by 90 feet. This applies to
Version 2.4
World of Warcraft RPG, 5th Edition

the maximum range it can launch. A rocket launcher beginning of your next turn, or half the amount of
adds 2d6 concussive damage to a rocket’s normal damage on a successful save. Undead and oozes suffer
damage. A rocket launcher may be loaded with up to disadvantage to this save. At the beginning of your
eight pints of oil, and may be used again in 1d4 rounds. round, you may redirect the light normally. This sheds
Rocket Launcher, Cluster This heavy machine is bright light for 30 feet and dim light for the next 30 feet
typically set on the floor before the user. When loaded after that. The light is treated as sunlight.
with a pint of oil and up to four rockets, it launches Trap Launcher This heavy machine can lob a trap to up
them all within their normal range with a single action. to 90 feet, priming the trap on the point of impact. The
This applies to all the rockets. A rocket launcher adds trap launcher may be loaded with up to eight pints of oil,
+1d6 concussive damage per rocket used (+1d6 if one and may be used again after a cooldown of one minute.
rocket, +4d6 if four are used). A cluster rocket launcher Water Gun The water pump is a 2-foot long, 8-inch thick
may be loaded with up to eight pints of oil or phlogiston, cylinder that can hold up to 3 gallons of any liquid (or 16
and may be used again in a minute. quarts). The water pump can be used with an action to
Reflective Cylinder. The reflective cylinder is a 2-foot release one quart of liquid in a line up to 90 feet away,
long, 8-inch thick cylinder that is usually strapped to the stopping at impact with the first object. The target must
back of the user, and is attached to a winding mechanism succeed on an Agility saving throw or else take 1d8
in the user's hand. The cylinder can be deployed as a bludgeoning damage on a failed save and a secondary
reaction when the user takes elemental damage (damage effect depending on the liquid. A successful save halves
that is acid, cold, fire, lightning, or thunder in nature), the initial damage and negates the secondary effect.
unfurling and countering the elemental damage with a ● Water. If the liquid is water, attack also
sheet of specially-treated and reinforced glass. The user extinguishes flames. Fire-based creatures or
gains resistance to the elemental damage, and the next those vulnerable to water take double damage
time the user hits with a melee attack on the next turn, from this and do not employ any resistances
the reflective cylinder reflects 1d6 points of the absorbed towards this damage.
damage to the target of the user's attack. The character ● Oil. If the liquid is oil or another flammable
must be able to use their hands or similar limbs to deploy liquid, the user may use a bonus action to set
the cylinder. the liquid on fire as it is released (necessitating
Remote This small machine can activate any mine, another malfunction check), setting the liquid is
gadget, or construct that is keyed to it. Keying a set aflame (regardless of malfunction). Targets
technological device to a remote takes one minute and a who failed their save take 1d6 fire damage and
DC 10 Engineering check. Using a remote is a bonus are ignited until they extinguish the flame with
action on the creature’s round, or a reaction outside their an action and a successful Agility save (taking
round. Each use consumes one charge of battery power, an additional 1d6 points of damage per round
and the remote can hold up to eight batteries at any until they pass a DC equal to the gadget's DC).
given time. A remote can activate a device as long as ● Contaminated Water. If the liquid is a
both of them are within 150 feet of each other. This contaminated water or liquid (such as sewage
effect can penetrate barriers, but 2 feet of rock, 2 inches water), the target must also save versus any
of common metal, or a thin sheet of lead. contact, injury, or ingested poison or disease that
Sun Gun The sun-gun can be focused and used with an is carried by the water. If using sewage water,
action. If no malfunction occurs, it releases a foot beam the target is most likely to be contaminated by
of brilliant and wholesome light that sears all targets in a Filth Fever, Slimy Doom, and Blinding Sickness
30-foot long 5-foot wide line for 1d4 rounds. Every round, (see Contagion for details, duration 7 days),
all creatures that are within the light must make a although other diseases or poisons may be built
Stamina saving throw. On a failed save, the targets take into the waters.
3d8 points of holy damage and is blinded until the

Version 2.4
World of Warcraft RPG, 5th Edition

Gadgets - Traps
Traps are gadgets that perform a single use. They can be deployed and primed with an action, and they become active
after being primed by one round. Whenever a creature moves to 10 feet or closer to a trap, it triggers and discharges its
effect. The DCs are equal to that of a device.
Traps act like gadgets, but have only one charge, and cost only 10% of the original price. Traps that are used must be
fixed, which costs half the time and cost to make them.

Weapon Name Cost Effect Mass Properties


Freezing Trap 10 gp Freezing trap 1 lb. 2 EP: Freezes target (one minute), 1d4 cold damage
Oil Slick Trap 10 gp Oil slick trap 1 lb. 2 EP: Makes the ground slippery for one minute
Immolation Trap 40 gp Burning trap 2 lb. 4 EP: Burns the target with intense flames
Wagon Clamp 10 gp Freezing trap 1 lb. 2 EP: Restrains target (one minute), 1d8 piercing damage

DESCRIPTION
Freezing Trap This trap unleashes a super-compressed blast of cold that freezes the triggering creature for one minute, and
deals 1d4 cold damage to them. While frozen, the target is restrained. A successful Stamina save halves the damage dealt,
and reduces the restraint for one round. A creature may use its action to break the ice.
Oil Slick Trap This trap spews slippery oil in a 10-foot radius, rendering it into difficult terrain for one minute. Each
creature who enters, is within the radius when the trap is triggered, or ends their turn in this area must make an Agility
save or fall prone.
Immolation Trap This trap burns the triggering creature for one minute, dealing 2d6 fire damage. Over the next minute,
whenever the creature starts its turn, it must roll a d20. On a 9 or lower, the effect triggers again, dealing an additional
1d6 damage or giving them disadvantage to any next d20 roll. After triggering twice, the trap’s effects ends.
Wagon Clamp. This trap clamps down on the triggering creature or vehicle for one minute, dealing 1d8 piercing damage to
the wheel (possibly breaking it). While captured, the target is restrained. A successful Stamina save by the vehicle or
creature halves the damage dealt and reduces the restraint for one round. A creature may use its action to make a Strength
saving throw to remove the restraining effect. Most wooden wheels have 5 (2d4) hit points.

Constructs
Constructs and mecha activate for one hour per charge. Constructs and mecha require one minute of start-up before
active.
Both may be activated with an action, or be programmed to begin activation with a contingency (such as when an enemy
enters a laboratory, or if a remote control button is clicked).

Construct Cost Effect Mass Hit Die, Properties


Battle Chicken 12,800 Combatant construct 5 lb. 4 EP: Construct CR 4 (Gnomish)
Glaive Thrower 800 Combat Land Vehicle ?? 1 EP: Construct CR 1 (Vehicle)
Gyrocopter 800 Combat Air Vehicle ?? 1 EP: Construct CR 1 (Vehicle)
Steam Engine 3,200 Combat Land Vehicle ?? 2 EP: Construct CR 2 (Vehicle)
Turret 400 Combat Construct ?? 2 EP: Construct CR 1 (Gnomish)
Zeppelin 7,200 Combat Air Vehicle ?? 3 EP: Construct CR 3 (Vehicle, Goblin)

Mecha Cost Effect Mass Hit Die, Properties


Combat Armor 800 Combat Mecha ?? Construct CR 1 (Mecha, Gnomish)
Shredder* 3,200 Combat Mecha ?? Construct CR 2 (Mecha, Goblin)

Mecha activate for one hour per charge. Mecha require one minute to begin acting from being inactive.

Version 2.4
World of Warcraft RPG, 5th Edition

Changelog
Oct 11, 2015: Version 1.0 Beta completed.

Oct 12: Added Death Knight and Druid spells.

Oct 18: Added mage and paladin spells. Next is priest (shaman included)

Oct 20: Added all initial spells.

Oct 30: Finished equipment chapter

Nov 1-11: Updated monsters and polished abilities.

Nov 13: Released 1.3 update: Added Druidic archetypes and some machines.

Dec 6: Shaman and archetypes released.

Dec 13: Added Tinker base class and removed it from Rogue class, updated the engineering system, did organizational
cleanup.

Jan 16, 2016: Version 1.5 Released. Added monk class and revised several spells

Jan 22: Patch 1.5.5 released. Clarified engineering system and cleaned up equipment chapter.

Jan 24: Patch 1.5.8 released. Cleaned up weapon infusions, and added several magical items.

Jan 28: Patch 1.5.9 released. Cleaned up mana system, and several spells. Added new debilitate spell (Mind Blast), and
high elves gain +2 additional mana. Also added magical vampirism, and arcane addiction optional rule.

Jan 30: Patch 1.5.9.5 released. Tied Paladin auras to proficiency bonus, and added tinker passive ability to lower
malfunction rate of devices.

Feb 2: Version 1.6 released. Added full writeup for all classes (most focus was on the Death Knight/Paladin, Warlock, and
Warrior). Some abilities shifted places. Shaman reworded + new minor ability. Paladin/Death Knight auras shifted to
level 3, Divine immunity/cursed carrier moved to level 6. Paladins and death knights prepare spells in books (for paladins).
Death knight gains runeblades which scale with level.

Added skill prerequisites, and the infusion skill.

Feb 6: Cleaned up format.

Feb 8: Version 1.6.4 released: quick fixes for Shaman abilities, added Conjure Creature and Animate Undead/Construct
spell for unification of spell lists and to provide additional options.

Feb 18: Quick fix removing reference to caster level and obsolete terms. Thanks, Omega9999!

Feb 21: Added orc grunt and peon, fixed warrior’s shouts to act somewhat similarly to paladin auras.

Feb 28: Overhaul mana, added the concept of caster level and ‘set’ spells. Fix soon for currently prepared spells for units.
Altered paladin/death knight lay on hands/corrupting touch to function on 50% mana increments.

March 15: Added Altar rules.

March 21: Leveled up Keeper of the grove to 7, Dryad to 2, and performed various adjustments. Cure and Inflict are
repurposed to act as Holy Light/Death Coil and Flash of Light, Shamans gain Healing Waters (Riptide as of 1.8) and
Healing Totem, while Druids get Rejuvenation and Healing Rain.

April 19 (1.6.9): Added the Demon Hunter, renovated several spells, added several monsters.

June 3 (1.7): Added Shadow Hunter, revised the warlock, hunter, and demon hunter, revised several spells, and added
several monsters. Fixed several incorrect terms. Thanks, George Hess!
Version 2.4
World of Warcraft RPG, 5th Edition

July 29 (1.8): Added apothecary, mountain king, 10+ spells, 10+ monsters, and alterations

August 22 (1.9): Cleaned up races, added cobble to 1st level tinker, cleaned up mountain king and spellbreaker, added more
spells (low-level Sunbeam, Detonate Mana, Moonfire, Sunfire, added spell list for all new spells, added arcane engines (or
Spelljammers!) to Engineering, Unholy Frenzy to DKN, Evocative Consecration can’t move but slows enemies, Ethereal
Banishment added to SHM, Fade to DRD and MGE, Tranquility to SHM, and added Relics (only Librams and Sigils
now).

October 13 (1.9.5): Moved all monsters to separate document.

November 1 (1.9.55): Added several spells, update to 2.0 ongoing.

November 28 (2.0): added spell interruption mechanic (expanded 5e rule to all casting), standardized aura/shout effects,
switched arms warrior abilities (bladestorm and bloodthirst strike exchanged places), added emergency mana-restoration
effects for mages, priests, warlocks, and shamans. Added Lightslayer archetype, and added or modified 16 spells.

December 20 (2.0.2): Fixed general formatting, Arcane Shot, Blessing of Kings, Death Grip, Death Pact, Denounce, Drain
Life, Earthbind, Earth Shield, Lightning Shield, allowed Lightning Bolt to also replicate Chain Lightning, and made
elemental Shock cost less mana. Improved Tauren’s Plainswalker, Warlock’s Soul Shard, Warrior’s Howl, added Kalimag
to shamans (elemental tongue), and removed outdated references to Paladins’ Crusader Aura.

December 25 (2.0.5): Overhauled formatting, minor tweaks in preparation for content patch.

February 4 (2.1): Fixed formatting, fixed Dwarf Stoneform and Tauren Plainswalker traits, added Alchemical Engine
[Energy Sources], Careful Bomber adjustment, Arcane Orb, Holy Shock, Ancestral Guardians, Spirit Strike, Spirit
Infusion, and consolidation of spells (blessings, runes, seals, and hunter shots) into arrays for unification of mechanics and
simplicity.

March 21 (2.2): Improved class mana-restoration abilities, aura overhaul, added 10+ alchemical items, 3+ gadgets,
flashbang grenades, +6 relics, mana shield no longer requires concentration, updated auras (all), new magical items, infused
ammunition, armor sets, added Warlock and Shaman spell lists, and several warlock spells added

April 27 (2.3): Added more technological objects (default mines, firework explosives), rules for planting explosives on
targets, the bayonet and bayonet shot (allowing Strength to contribute to firearm fighting in melee), clarified reloading
times for firearms

June 17 (2.4): Clarified auras, overhauled the Death Knight’s Army of the Dead ability (tied to Animate Undead) clarified
spellcasting and mana costs (reduced cantrips’ cost to become free at 5th level+), caster levels, and other mechanics (all
casters have spellbooks or equivalents; spellcasters can also gain spells by leveling up, taking others’ spellbooks, being
tutored by another caster or creature such as demons or fey, or researching unique spells). Added new and fixed old spells
(Psychic Terror, Slumber, Bind Creature, which replaces Create Undead, Planar Binding, and Planar Ally; Conjure
Creature more uniform, evocative consecration renamed to consecration), potions can now act in area of effect instead of
being solely based on their original spell parameters, added new magical items (Truesilver Champion, Hand of Ragnaros,
and armor sets among others).

Version 2.4

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