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Heroes Handbook

Everything a player needs to create


heroic adventurers for the World of Azeroth
Version 3.0 — Feel of Warcraft
Version
Credits Foreword
Contributors listed by community usernames. We've made this book in an attempt to bring the beloved
Warcraft franchise into the 5th edition of D&D. It is a task
Lead Designer: Jih that has taken us months to do, and it'll likely take many
Writing & Editing: Jih, Tangerine more still. Everyone involved are working this in their spare
time, aiming to bring a genuine recreation of Warcraft as a
Contributors: Ace Azzermeen, Auvreannia, Nagash, D&D 5th Edition tabletop RPG.
Silverblade, Tseims This book is made to compliment official D&D 5th
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Master's Guide, and Monster Manual. It has been built on
Cover Illustrator: Kan Liu the framework set by those books, and designed to be
Interior Illustrators: Aaron Lovett, Adel Khanov, Alex brought in as any supplement book would. Without any
Garner, Anastasiya Gafron, Anna Pazyniuk, Anthony more work than to just use the material presented.
Avon, Artlon, Astri Lohne, Bren Rodri, Brian Huang, It has been written with the intention of always being a
Conner Sheehan, Dan Scott, Dariia Kasimova, Dmitry free resource for everyone to use. Never to be bought or
Vernygor, Frenone, Glenn Rane, Grace Liu, Howard Pak, paid for. We've made this because we want others to enjoy
Ina Wong, James Ryman, Jason Wang, Jerry Mascho, the Warcraft universe under D&D 5th Edition rules. Not for
Jimmy Lo, Jojo So, Jorge Jacinto, Juhani Jokinen, any monetary gain.
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Based on the original D&D game created by Dungeon Master's book, bringing many of monsters with
E. Gary Gygax and Dave Arneson, as well as Brian it from the World of Warcraft!
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2
Table of Contents
Part I: Heroes 4 Part II: Magic ##
Chapter 1: Races .........................................................5 Chapter 6: Spells ..................................................... ##
Choosing a Side .................................................................... 5 Spell Lists .............................................................................##
Choosing a Race ....................................................................6 Spell Descriptions .............................................................. ##
Languages ...............................................................................6
Races of the Alliance ............................................................7 Part III: Variant Rules ##
Human ................................................................................. 8 Hero Points ................................................................................. ##
Dwarf ................................................................................. 10 Mana .............................................................................................##
Night Elf ............................................................................ 12
Gnome ............................................................................... 15 Appendix A: Shapeshifts ##
Draenei ..............................................................................16
Worgen .............................................................................. 18
Races of the Horde .............................................................20 Appendix B: Demon Companions ##
Orc ......................................................................................21
Forsaken ............................................................................23 Appendix C: World Map ##
Tauren ................................................................................25
Troll .................................................................................... 37
Blood Elf ........................................................................... 39
Goblin ................................................................................ 31
Allied Races ......................................................................... 33
Nightborne ........................................................................34
Pandaren ...........................................................................36
Void Elf .............................................................................. 38
Vulpera .............................................................................. 39
Chapter 2: Classes ..................................................##
Death Knight ........................................................................##
Demon Hunter .....................................................................##
Druid ......................................................................................##
Hunter ................................................................................... ##
Mage ...................................................................................... ##
Monk ......................................................................................##
Paladin .................................................................................. ##
Priest ..................................................................................... ##
Rogue .....................................................................................##
Shaman .................................................................................##
Warlock ................................................................................. ##
Warrior ..................................................................................##
Chapter 3: New Backgrounds ..................... ##
Dark Apothecary ................................................................. ##
Double Agent ....................................................................... ##
Faction Fostered ..................................................................##
Kirin Tor Apprentice ...........................................................##
Chapter 4: New Equipment .............................##
Starting Equipment ............................................................##
Exotic Weapons ...................................................................##
New Adventuring Gear and Tools ....................................##
Chapter 5: Customization Options ...... ##
New Feats .............................................................................##
Racial Feats ..........................................................................##
Part I
Creating a Hero
Chapter 1: Races

A
rmies and factions have always defined the
Warcraft world, and two of the most powerful
factions on Azeroth today are the Alliance and
Horde. Most players belong to one faction or
the other, although anomalies do exist.
Choosing a Side
At character creation, every player must choose their
character’s faction. It is as much a part of the hero as their
class or background. All characters in a party are usually of
the same faction.
Although every race has an affiliation, there are excep-
tions. Creating a character outside their normal affiliation
is challenging, but offers a great roleplay opportunities for
the player. Some suggestions are listed below.
The Horde
The character was born into the faction. The Horde makes no compromises when it comes to
The character was saved or befriended by excellence, and the power and ferocity of their warriors is
members of the faction. legendary. Misunderstood by many as evil, the Horde
The character fled from their faction. possesses a strong code of honor and strict laws for
The character witnessed members of their faction disobedience. All members of the Horde have to swear a
doing something they found reprehensible. blood oath to join the faction and are thus obligated to
The Alliance follow the warchief's commands and support the warchief
in war if the warchief calls upon them for aid. The position
The Alliance have proven themselves to be fierce comba- of warchief can be attained by having the previous warchief
tants, often giving their lives when called for. The faction is choose a successor or challenging the current warchief to a
not a uniform governmental body, but is a coalition of Mak'gora: a prearranged duel with deadly weapons
mutual military and economic aid. Diplomacy is key within between two people following a formal procedure in the
the Alliance and decisions are traditionally made by being presence of witnesses and traditionally fought until one
voted on by the Alliance's most influential members. Storm- party yields or is killed, usually to settle a quarrel involving
wind is described as the most powerful force in the now a point of honor. Above all else, the title warchief is granted
multiracial Alliance. With it becoming the de facto leader of to those who display strength and decisive action.
the remaining human kingdoms and entering a powerful The warchief may accept ambassadors and advisors
alliance with the strongest dwarven kingdom, Ironforge, from all the different tribes and members of the Horde to
Stormwind has thus been shown to be the most influential makes sure their voice is heard in the running of the fledg-
kingdom and therefore the de facto driving force of Alliance ling hegemony but ultimately, only the warchief may have
politics. Therefore, Stormwind is undisputedly looked to the final say in matters concerning the entire Horde. Each
for maintaining the Alliance and its policies. Stormwind is race within the Horde choose a single leader to govern
where the main superpowers of the Alliance conference to their people and their people's kingdoms and also to repre-
discuss world issues and mutual defense. The majority of sent their people in the high Horde echelon.
Alliance citizens also recognize Stormwind City as the Despite their somewhat monstrous appearance, the
heart of the Alliance. The High King coordinates the majority of the Horde is not evil, much like the Alliance, it is
workings of the Alliance's armies in order to safeguard the comprised of diverse factions and individuals who possess
Alliance's interests and defense. a wide range of values and virtues. Even so, there is one
Even now, as always, humans are the glue that hold the expectation that must be met when joining the Horde:
Alliance together, being the most numerous and diplomatic regardless of gender or station, all are expected to pull
of the member races. The armies of Stormwind are their own weight and give their talents for the betterment of
primarily stationed in the southern Eastern Kingdoms, the Horde. When weakness is a liability to the of the Horde,
securing regions such as Elwynn Forest, Duskwood, it is the duty of the strong to usurp control from the incom-
Westfall, and the Redridge Mountains, as well as having petent and redeem the Horde.
outposts and bases stationed at key points in Lordaeron, Lok'tar ogar! Victory or death—These words bind one to
Northrend, and Kalimdor. The armies of Ironforge are the Horde. For they are the most sacred and fundamental
mainly stationed in Khaz Modan along with their gnome of truths to any warrior of the Horde, for the Horde, failure
allies, and the night elven armies are mainly defending is not an option.
northern Kalimdor from the Horde's deforestation Culturally, orcs and tauren believe in redemption more
of Ashenvale. The remaining draenei forces than most other races on Azeroth and are willing to give
are still trying to secure their new home on almost anyone a chance, regardless of reputation. The
Azuremyst Isle, and are also stationed in trolls seem to have even accepted, (if not at least
Outland. The recently brought in olerate) their ancient enemy the blood elves.
Gilnean armies are defending them- Largely because of these beliefs, a number
selves from the endless Forsaken. of mortal races and many diverse factions
can be found in service to the Horde.
Subraces
Choosing a Race Many races have subraces. Members of a subrace have the
Not every intelligent race of the multiverse is appropriate traits of the parent race in addition to the traits specified
for a player-controlled adventurer. The ones presented in for their subrace. Relationships among the subraces vary
this book are the races most well known to become adven- significantly from race to race.
turers and heroes, spread throughout every corner of
Azeroth's continents. Languages
Your choice of race affects many different aspects of your Dozens of languages can be heard across Azeroth, and
character. It establishes fundamental qualities that exist every tongue has dialects and regional variants. In order for
throughout your character's adventuring career. When its races to communicate intelligibly, the Common tongue
making this decision, keep in mind the kind of character is essential. But other languages remain widely used in
you want to play. For example, a gnome could be a good homes and within the borders of certain regions.
choice for a sneaky rogue, a dwarf makes a tough warrior,
and an elf can be a master of arcane magic. Standard Languages
Your character race not only affects your ability scores Language Typical Speakers Script
and traits but also provides the cues for building your
character's story. Each race's description in this chapter Common Humans Common
includes information to help you roleplay a character of Darnassian Night Elves Darnassian
that race, including personality, physical appearance,
features of society, and racial alignment tendencies. Draenei Draenei Eredic
These details are suggestions to help you think about Dwarven Dwarves Dwarvish
your character; adventurers can deviate widely from the Goblin Goblins Common
norm for their race. It's worthwhile to consider why your
character is different, as a helpful way to think about your Gnomish Gnomes Common
character's background and personality. Gutterspeak Forsaken —
Racial Traits Mogu Pandaren Mogu
The description of each race includes racial traits that are Orcish Orcs Common
common to members of that race. The following entries Shalassian Nightborne Darnassian
appear among the traits of most races.
Taur-ahe Taurens Taur-ahe
Ability Score Increase Thalassian High Elves Darnassian
Every race increases one or more of a character's ability
scores. Zandali Trolls Zandali

Age Exotic Languages


The age entry notes the age when a member of the race is Language Typical Speakers Script
considered an adult, as well as the race's expected lifespan.
This information can help you decide how old your Celestial Celestials Celestial
character is at the start of the game. Draconic Dragons Draconic
Alignment Eredun Demons Eredic
Most races have tendencies toward certain alignments, Giant Ogres —
described in this entry. These are not binding for player
characters, but considering why your dwarf is chaotic, for Kalimag Elementals Kalimag
example, in defiance of lawful dwarf society can help you Low Common Lesser Races Common
better define your character.
Size
Characters of most races are Medium, a size category
including creatures that are roughly 4 to 8 feet tall.
Members of a few races are Small (between 2 and 4 feet
tall), which means that certain rules of the game affect
them differently. The most important of these rules is that
Small characters have trouble wielding heavy weapons.
Speed
Your speed determines how far you can move when
traveling and fighting.
Languages
By virtue of your race, your character can speak, read, and
write certain languages. Each race has their own language,
with multiple dialects. as well as a 'common' language, that
the majority of their faction speaks and understands.
Chapter 4 lists languages commonly spoken on Azeroth.
Races of the Alliance
Human Variety in All Things
No one feels he deserves it. Because no one does. It's Humans are the most adaptable and ambitious people
grace, pure and simple, we are inherently unworthy, simply among Azeroth's races. They have widely varying tastes,
because we're human. Aye the elves, dwarves, and all the morals, and customs in the many different kingdoms where
other races are flawed. But the Light loves us anyway. It they have settled. When they settle though, they stay: they
loves us for what we sometimes can rise to in rare build cities to last for the ages, and great kingdoms that can
moments. It loves us for what we can do to help others. persist for long centuries. An individual human might have
— Uther the Lightbringer   a relatively short life span, but a human nation or culture
Human kingdoms have existed for thousand of years, and preserves traditions with origins far beyond the reach of
humans themselves for thousands more. Their short lives any single human's memory. They live fully in the present
in comparison to dwarves and elves pushes them to but also plan for the future, striving to leave a lasting legacy.
achieve as much as they can in the years they are given. Proudly Standing
Their valor, optimism, and stubbornness have led them to
build some of the greatest kingdoms on Azeroth, some of Despite what atrocities have happened to them, humans
which still stand a millennium later. Whatever have pushed remain hardy and brave, thoroughly committed to building
them down, it has only strengthened the bond between strong societies, reinforcing their kingdoms, and
those that still stand. reclaiming lost nations. Years of war have tempered their
resolve, and they are more determined than ever before.
A Broad Spectrum Their value of virtue, honor and courage shine their ranks.
With their penchant for migration and conquest, humans Faithful
are more physically diverse than any other race. There is
no typical human. An individual can stand from 5 feet to a Among all human nations, the holy light is a central part of
little over 6 feet tall and weigh from 125 to 250 pounds. civilized society. By most it is considered the only religion
Human skin shades range from nearly black to very pale, and a staple of worship, respect, and honor. The religion is
and hair colors from black to blond (curly, kinky, or widely worshiped throughout Azeroth, yet humans were
straight); males might sport facial hair that is sparse or the first to utilize its powers in an offensive manner with
thick. Humans reach adulthood in their late teens and the creation of paladins. Throughout their kingdoms,
rarely live even a single century. churches of the holy light can be found, an organization
dedicated to creating a world of honor, and justice.
8 PART 1 | RACES
Affiliation Tirasian Names: (Male) Cyrus, Denzel, Elijah, Herold,
    Patrick, Ron, Wesley, Will; (female) Fray, Helena, Jess,
Humans began the Alliance and it could not exist without     Joan, Kate, Leila, Louisa, Taylor; (surnames) Clark,
them. Humans and orcs joined forces to face the Burning     Ledger, Mueller, Page, Wellard
Legion years ago, but old habits returned once they
dispatched the demon threat. Although the Alliance and Lordaeron
Horde leaders bear a healthy respect for each another, old Widespread along the Eastern Kingdoms northern realm,
racial hatreds still stir within the hearts of their troops. Lordaeronians are of medium height and slender built,
They respect the races of their alliance, and carries no ill with pale skin. Their hair and eye color varies widely, but
wish against any of them. They know they are the center silver or light colored hair and blue eyes are common.
stone of the alliance, and that a good relationship is key. Lordaeronian Names: (Male) Alexi, Aurius, Gannon,
    Menard, Norwyn, Othmar, Urias, Wallace; (female)
Human Names and Ethnicities     Arenya, Diahann, Ellaine, Illucia, Jandice, Lydie, Malina,
Having so much more variety than other cultures, humans     Merla; (surnames) Barton, Camden, Godwin, Hayden
as a whole have no typical names. Some human parents
give their children names from other languages, such as Stormwind
Dwarven or Darnassian, but most parents give names that Found within the southern region of the Eastern King-
are linked to their region's culture or to the naming doms, Stormwindians are of moderate height and build,
traditions of their ancestors. with skin hues ranging from tawny to fair. Their hair varies
The material culture and physical characteristics of widely from blonde to brown, as does their eyes, though
humans can change wildly from region to region. For brown is most common.
example, the clothing, architecture, cuisine, music, and Stormwindian Names: (Male) Ander, Dungar, Harlan,
literature are different in the peninsula of Gilneas than in     Jesper, Jocryn, Maginor, Osric, Renato; (female) Dalga,
the southern kingdom of Stormwind. Human physical     Einris, Ilsa, Jalane, Karrina, Laurena, Maris, Sarisse;
characteristics, though, vary according to the ancient     (surnames) Ayrole, Bolero, Cordell, Leifeld, Stanford
migrations of the earliest humans, so that the humans of
the Eastern Kingdoms have every possible variation of Stromgarde
coloration and features. Shorter in build than most other humans, Stromics have
Seven human kingdoms and ethnic groups are widely generally pale skin contrasted by brown or black hair, and
recognized. These groups, and the typical names of their dark colored eyes.
members, can be used as inspiration no matter which
kingdom your human is in. Stromic Names: (Male) Adrien, Emmir, Galen, Ganar,
    Thoras, Tyrreth, Urnor, Wyenas; (female) Amina, Céline,
Alterac     Clarisse, Ella, Emeline, Iris, Mara, Marine; (surnames)
Found in the Alterac mountains, Alteracis are of moderate     Brewston, Farthing, Gilbreath, Swale, Tubal
height and muscular built, with skin hues of pale and fair
skin. Their hair is usually silver or blonde, and their eye Human Traits
color varies widely, though light colorations are common. It's hard to make generalizations about humans, no matter
Alteraci Names: Alteracis generally use names taken from where you were born your character has these traits.
    the humans of Stromgarde or Lordaeron, and have no Ability Score Increase. One ability score of your choice
    names specific to them. increases by 2, and another ability score of your choice
increases by 1.
Dalaran Age. Humans reach adulthood in their late teens and live
Dalaranians are slender, fair-skinned folk with brown hair less than a century.
that ranges from blond to almost black. Most are of Alignment. Humans tend toward no particular
moderate height and have blue or green eyes. But these alignment. The best and the worst are found among them.
traits are hardly universal. Humans of Dalaran come from Size. Humans range from barely 5 to well over 6 feet tall
far and wide across the Eastern Kingdoms to study or seek and weigh an average of 175 pounds. Your size is Medium.
refuge within the floating city. To set your height and weight randomly, start with rolling
Dalaranian Names: Dalaranians have no names specific the size modifier:
    to them, the ethnicity of their people vary beyond mere Size Modifier: 2d10
    humans and names are used from a variety of races. Height: 4 feet + 8 inches + your size modifier in inches
Weight in Pounds: 110 + (2d4 x your size modifier)
Gilneas     Speed. Your base walking speed is 30 feet.
Gilneans are tall, fair to amber-skinned folk with blue or Determination. When you make an attack roll, an ability
steely gray eyes. Most have hair ranging from wine-red or check, or a saving throw, you can do so with advantage. You
light brown to raven-black. can't do so again until you finish a short or long rest.
Gilnean Names: (Male) Blake, Chris, Fenegan, Gerard, Skill Versatility. You gain proficiency in two skills or
    James, Sean, Sebastian, Vincent; (female) Amelia, tools of your choice.
    Ashley, Celestine, Loren, Mary, Melinda, Mia, Tess; Languages. You can speak, read, and write Common and
    (surnames) Broderick, Cleese, Crowly, Godfrey, Walden one extra language of your choice. Humans typically learn
the languages of other peoples they deal with, including
Kul Tiras obscure dialects. They are fond of sprinkling their speech
Native to the Kul Tiran isles, tirasians are generally tall and with words borrowed from other languages: Dwarven
muscular, with fair to amber skin similar to that of gilneans, curses, Darnassian musical expressions, Gnomish tongue
brown to black hair, and light colored eyes. twisters, and so on.
PART 1 | RACES 9
Dwarf
And here are the why and the how, to again become
one with the mountain. For behold, we are the earthen,
of the land, and its soul is ours, its pain is ours, its
heartbeat is ours. We sing its song and weep for its
beauty. For who would not wish to return home?
That is the why, O children of the earth.
— Earthen tablet, as read by King Magni  
Their kingdom rich in ancient grandeur, halls carved into
the roots of mountains, the echoing of picks and hammers
in deep mines and roaring forges, a commitment to clan
and tradition, these common threads unite all dwarves.
Within the mountains of Khaz Modan, they continue their
ancient ways, extending the depth of their halls, and con-
structing marvels of architecture,
A Reclaimed Legacy
The undiscovered fragments of their past
have led the dwarves on an unprecedented
exodus of exploration to seek out their
origins. Seeking out their origins, the
dwarves have dispatched prospectors
across all of Lordaeron in order to seek out
signs of the Titans, the supposed creators of the
dwarves. The dwarves have embraced the idea that it is
their purpose to search the world for more signs of proof of
their heritage. Dwarven outposts exist in the most desolate
of places on Azeroth.
Here, the dwarves spend their time seeking out the
secrets of ancient times, or simply use their outposts as
staging grounds for expeditions to clear out their enemies
so that they may continue their quest.
Short and Stout
Bold and hardy, dwarves are known as skilled warriors,
miners, and workers of stone and metal. Though they stand Innovative
well under 5 feet tall, dwarves are so broad and compact Dwarves are a proud, stern and determined people with
that they can weigh as much as a human standing nearly streaks of kindness hidden under the gruff exteriors of
two feet taller. Their courage and endurance are also easily their sturdy frames. Their love for battle, invention and
a match for any of the larger folk. exploration impels them ever forward to discover and
Dwarves skin ranges from deep brown to a paler hue unearth the mysteries of their heritage, educating them
tinged with red, but the most common shades are light further about those who first created the dwarven race.
brown or deep tan, like certain tones of earth. With their Still, they keep to the forges and workshops, ever inno-
dark iron kin having notably darker skin of gray to coal- vating and creating new and more effective ways of
black. Their hair, worn long but in simple styles, is usually warfare. Steam powered technology and firearms originate
black, gray, or brown, though wildhammer dwarves often from dwarven inventiveness and creativity. The stout race
have red hair. Male dwarves value their beards highly and is renowned for its skills at battle and also as cunning
groom them carefully. engineers and crafters.
10 PART 1 | RACES
Affiliation     Dwarven Combat Training. You have proficiency with
the battleaxe, handaxe, warhammer, pistol and rifle.
Dwarves are members of the Alliance and staunch allies of Stonecunning. Whenever you make an Intelligence
its human founders, having fought side-by-side with their (History) check related to the origin of stonework, you are
armies in more than one war. Although the night elves may considered proficient in the History skill and add double
share the same allegiances, most dwarves looks at "pointy your proficiency bonus to the check, instead of your normal
eared humans" with suspicion and trepidation, preferring proficiency bonus.
to keep them at an arm's distance. Languages. You can speak, read, and write Common and
Ironforge Dwarves. These dwarves have been part of Dwarven. Dwarven is full of hard consonants and guttural
the Alliance since its founding in Lordaeron and continue sounds, and those characteristics spill over into whatever
to be a steadfast ally to its cause. other language a dwarf might speak.
Wildhammer Dwarves. These dwarves never pledged Subrace. Ancient divides among dwarves have resulted
their allegiance to the Alliance and have instead put their in three main subraces: ironforge dwarves, wildhammer
trust in their ironforge kin. They remain an isolated clan of dwarves, dark iron dwarves. Choose one of these subraces.
dwarves that choose their own battles, but are often found
among ironforge soldiers. Ironforge Dwarf
Dark Iron Dwarves. These dwarves fought against the As an ironforge dwarf, you are strong and hardy, capable of
Alliance for many years as they served the deceased Fire- enduring the cold of Dun Morogh and blows of battle. Iron-
lord Ragnaros. His death split the united clan and forced forge dwarves are known for their military expertise and
them to find new allies, many proclaimed Moira their new rarely back down from a fight, or a brawl.
queen and have since joined the Alliance. However, there Ability Score Increase. Your Strength score
are still many who distrust the cunning dark iron dwarves increases by 1.
and their pledged allegiance to the Alliance is newfound. Dwarven Toughness. Your hit point maximum increases
by 1, and it increases by 1 every time you gain a level.
Names Stoneform. You can use your reaction when you are hit
Every proper dwarven name has been used and reused by a melee attack you can see to give yourself resistance
down through the generations. A dwarf's name belongs to towards bludgeoning, piercing, and slashing damage until
the clan, not the individual. A dwarf may earn a name and the end of the next turn. You can't use this feature again
place it above that of its clan, although such occurrences until you finish a long rest.
are rare as many dwarves takes pride in their clan. Wildhammer Dwarf
Male Names: Barab, Aradun, Thorin, Magni, Garrim, As a wildhammer dwarf, you have a free spirit and will to
    Wendel, Thurimar, Irmirn, Bhaduk, Gengur live life as you please. Wildhammer dwarves are untamed
Female Names: Chise, Helge, Ferya, Furga, Krona, Imli, in comparison to the rest of their kin, often feeling more at
    Gwamde, Illia, Somdunn, Thanmu, Eniss, Nanla home in the air than on the ground.
Clan Names: Thunderforge, Bronzebeard, Thornsteel, Ability Score Increase. Your Wisdom score
    Hammergrim, Chunderstout, Broadmail, Madpride increases by 1.
Aerie Dwelling. You're acclimated to high altitude, in-
Dwarf Traits cluding elevations above 20,000 feet. You're also naturally
Your dwarf character has the following racial traits. adapted to cold climates, as described in chapter 5 of the
Ability Score Increase. Your Constitution score Dungeon Master's Guide.
increases by 2. Brave Beyond Reason. You have advantage on saving
Age. Dwarves mature at the same rate as humans, but throws against being frightened.
they're considered young until they reach the age of 40. On Natural Handler. You gain proficiency with the Animal
average, they live about 320 years. Handling skill, and have advantage on Wisdom (animal
Alignment. Most dwarves are lawful, believing firmly in handling) checks made towards gryphons.
the benefits of a well-ordered society. They tend toward Dark Iron Dwarf
good as well, with a strong sense of fair play and a belief As a dark iron dwarf, you have a fiery temper and a fierce
that all deserve to share in the benefits of a just order. determination. Dark iron dwarves worshiped the firelord
Size. Dwarves stand between 4 and 5 feet tall and Ragnaros and gained an affinity for fire and flames.
average about 150 pounds. Your size is Medium. To set Ability Score Increase. Your Intelligence score
your height and weight randomly, start with rolling the size increases by 1.
modifier: Fireblood. You can cast the lesser restoration spell on
Size Modifier: 2d4 yourself once with this trait, and you regain the ability to
Height: 3 feet + 8 inches + your size modifier in inches cast it this way when you finish a long rest.
Weight in Pounds: 120 + (2d6 x your size modifier) Forged in Flames. You have resistance to fire damage.
    Speed. Your base walking speed is 25 feet. Your speed is Superior Darkvision. Your darkvision has a
not reduced by wearing heavy armor. radius of 120 feet.
Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.

PART 1 | RACES 11
Night Elf
Darkness covered us in the beginning, and we could not
see. We cried for guidance and the moon shone down
bright upon us. Her soft light not only illuminated the night
for us but also gave comfort.
Her light touched us from within, enabling us to see even
when the moon was not visible...
— Tyrande Whisperwind  
Proud and ancient, the kaldorei once ruled Azeroth as one
powerful nation. They were the first to study magic
and let it loose throughout the world during the War of the
Ancients. Since then most night elves have abandoned
arcane, remembering the chaos it brought, turning their
attention to raw strength, or the powers of nature.
Graceful Nature
Imposing in stature, night elves stand as one of the highest A Timeless Perspective
race of elves and on Azeroth, with their muscular bodies
and slender builds, and long narrow ears. Their skin range Night Elves can live to become thousands of years of age,
in hues of blue, from a light blue sky to the deep blue of the giving them a broad perspective on events that might
water. With hair varying from a lush green, to blue, to dark trouble the shorter-lived races more deeply. They are often
purple. It is customary among night elves to paint tattoos more amused than excited, and more likely to be curious
across their faces, generally depicting an animal or leaf like than greedy. They tend to remain aloof and unfazed by
design, often done as a rite of passage to adulthood. petty happenstance. When pursuing a goal, whether adven-
Their eyes shine with a dim golden or silver glow, since turing on a mission or learning a new skill or art, elves can
the Sundering the golden glow has become ever more be focused and relentless. They are slow to make friends
common amongst the night elves, a sign of their connection and enemies, and even slower to forget them.
to nature and druidsm. Night elves who's eyes shine silver Like the branches of a young tree, elves are flexible in
have left their kins ways for the arcane, and is seen as an the face of danger. They trust in diplomacy and compro-
outcast by most night elves. mise to resolve differences before they escalate to violence.
They have been known to retreat from intrusions into their
Belief in the Ancients woodland homes, confident that they can simply wait the
Night elves have made close ties to the ancients beings of invaders out. But when the need arises, elves reveal a stern
Azeroth. They have a strong connection to the goddess martial side, demonstrating skill with sword, bow, strategy,
Elune and have built temples and organizations in her and the foces of nature.
name to carry on her message. The sisters of Elune have Affiliation
long since been the leaders of the night elven military, and
official head of their civilization as a whole. Night elves are members of the Alliance, they pledged their
Although Elune stands above all else, the night elves also allegiance after the Reign of Chaos, a long fought war that
carry a deep respect and gratitude to the ancient guardians would have dire consequences for the elves and their
of Azeroth, also know as wild gods, many of whom have not homeland. Although all members of the Alliance are against
been seen since the blessing of Nordrassil. Was it not for the orcs and their Horde, few harbour as much hatred for
their aid during the War of the Ancients, the night elves the orcs as the night elves. They blame the green-skinned
would have perished from the surface of Azeroth. brutes for the destruction of their forests and the taint of fel
that now protrudes through the Felwoods.
12 PART 1 | RACES
An Ancient Hatred
Many night elves still remember the atrocities brought
upon their kin by the highborne elves during the War of the
Ancient and show a weariness towards arcane magic and
its users. They look down upon their ancient brethren, the
high elves—also known as blood elves—with disgust and
suspicion. However, despite their grudge, they have been
able to work together in the past when deemed a necessity
for survival.
Night Elf Names
Night elven names commonly carry a hidden meaning and
are often derived from Darnassian words or phrases. Few
night elves keep track of family names and surnames are
derived from feats done by the night elf's ancestors, it is
rare for a night elf to take a new surname as many takes
pride in their forefather's achievements.
Male Names: Alegorn, Daros, Eiron, Mathrengyl, Mardant,
    Gasul, Lanoth, Khardona, Andissiel, Sillarn
Female Names: Astaia, Saelienne, Jeen'ra, Lelanai, Keina,
    Alathea, Lotherias, Cordessa, Aquinne
Family Names: Moonlance, Shadewhisper, Nightrunner,
    Bearwalker, Briarbow, Moonblade, Proudstrider
Night Elf Traits
Your night elf character has the following racial traits.
Ability Score Increase. Your Dexterity score increases
by 2, and your Wisdom score increases by 1.
Age. Night elves reach physical maturity at the pace of
humans, but the night elven understanding of adulthood
goes beyond physical growth. Night elves typically claim
adulthood and an adult name around the age of 100, and
can live to become thousands of years old.
Alignment. Night elves live in close ties with the natural
world, they have an unprecedented connection to nature
and protect it fiercely, pulling many night elves towards
good. They love freedom and variety, making most lean
toward the gentler aspects of chaos as well.
Size. Night elves are between 7 and 8 feet tall and weigh
between 200 and 240 pounds. Your size is medium. To set
your height and weight randomly, start with rolling the size
modifier:
Size Modifier: 2d8
Height: 6 feet + 7 inches + your size modifier in inches
Weight in Pounds: 140 + (2d6 x your size modifier)
    Speed. Your base walking speed is 35 feet.
Superior Darkvision. Accustomed to twilit forests
and the night sky, you have superior vision in dark and dim
conditions. You can see in dim light within 120 feet of you
as if it were bright light, and in darkness as if it were dim
light. Your night elven heritage makes your darkvision un-
usual: everything you see in darkness is in a shade of violet.
Kaldorei Weapon Training. You have proficiency with
the longbow, moon sword, moonglaive, and warglaive.
Keen Senses. You are proficient in the Perception skill.
Mask of the Wild. You can attempt to hide even when
you are only lightly obscured by foliage, heavy rain, falling
snow, mist, and other natural phenomena.
Shadowmeld. You have advantage on Dexterity (Stealth)
checks made while you are heavily obscured by darkness.
Languages. You can speak, read, and write Common and
Darnassian. Darnassian is fluid, with subtle intonations
and intricate grammar. Its literature is rich and varied, and
their songs and poems are famous among other races.
Gnome
You never really understood, did you?
It is our loyalty to our friends that
provides our truest, greatest strength...
My friends. It is a power that numbers
cannot match.
— Gelbin Mekkatorque
Gnomes are a diminutive, wiry race of tinkers who live
underground. In the Second War, they built vehicles and
gadgets for the Alliance, submarines and flying machines,
to combat the Horde. They are great mechanics and inven- Exceptional Tinkers
tors, and are renowned for their knowledge and eccentric
natures. The gnomes had a city, Gnomeregan, built into Gnomes tend to design complicated devices that are
Ironforge Mountain. But invading troggs destroyed it and relatively safe. Gnomes are in many ways commensurate
slaughtered its citizens. organizers: a gnome can spend as much time organizing
Many survivors moved into Khaz Modan and now live and planning a project as they do actually working on it. If
with the Dun Morogh dwarves, and a few traveled with the design fails, they try to learn why, and fix it if they can.
their dwarven friends to Kalimdor. If they meet with success, they will continue to tinker
The gnomes are still reeling from the destruction of their with it and improve the design, often for years afterward.
home city and are loath to leave the safety of the dwarven Thus, many gnomish designs feature a high degree of
tunnels. Most gnomes on Kalimdor remain secluded in complexity and a low chance of failure, the exceptions
Bael Modan. being those that dabble with chaos energy — but even then,
they take steps to ensure the worst that could happen is a
Cheerful Expression brief, non-fatal failure.
While a goblin would scream and flee at the mere
Even after the decimation of their race and the destruction thought of a cost overrun, a gnome simply shrugs and
of their city, gnomes are an amiable and kind hearted lot. presses on. If a project fails to work correctly the first time,
They make and keep friends easily; others find disliking a a gnome will continue to tinker with it, while a goblin
gnome to be difficult. A gnome's energy and enthusiasm for would usually give up and move to something else. Thus,
living shines through every inch of his or her tiny body. gnomish items have very low failure rates compared to
Gnomes average slightly over 3 feet tall and weigh 40 to 45 goblin items.
pounds. Their tan or brown faces are usually adorned with
broad smiles (beneath their prodigious noses), and their Affiliation
bright eyes shine with excitement. Their fair hair has a
tendency to stick out in every direction, as if expressing the Gnomes are members of the Alliance, their shared origin
gnome's insatiable interest in everything around. and close proximity to the ironforge dwarves have forged a
A gnome's personality is writ large in his or her great friendship between the two races. They battled the
appearance. A male gnome's beard, in contrast to his wild Horde during the Second War and bear a grudge towards
hair, is kept carefully trimmed but often styled into curious the orcs, however, their kind and forgiving nature makes
forks or neat points. A gnome's clothing, though usually them willing to look past old hatred.
made in modest earth tones, is elaborately decorated with They carry little ill or favor towards the races native to
embroidery, embossing, or gleaming jewels. Kalimdor, having yet to spend enough time on the continent
to form a proper opinion about its denizens.
14 PART 1 | RACES
    Gnomeregan Gnomes. These gnomes have considered Gnomeregan Gnome
themselves part of the Alliance since the First War, having As a gnome, you are born with a brilliant mind and cheerful
joined the cause alongside their dwarven allies. disposition. However, these gnome have suffered treachery,
Mechagnomes. These gnomes have been isolated from displacement, and near-genocide. It is their remarkable
the rest of their gnomish kin for centuries. They sought the optimism in the face of such calmity that symbolizes their
help of the Alliance to end the world-shattering planes of truly unshakable spirit.
King Mechagon and re-joined Gnomeregan once his rule Ability Score Increase. Your Charisma score
over the mechagnomes had ended. increases by 1.
Gnomes and Goblins Expansive Mind. You can add half your proficiency
Gnomes bear a grudge towards goblins, seeing them not as bonus to any Intelligence ability check you make that
an enemy, but a rival. It has driven the gnomes into friendly doesn't already include your proficiency bonus.
and brutal contests with goblins to determine which of the Gnomish Tinkering. You have proficiency with the
two races are superior. artisan's tools (tinker's tools). Using those tools, you can
spend 1 hour and 10 gp worth of materials to construct a
Names Tiny device (AC 5, 1 HP). The device ceases to function
after 24 hours (unless you spend 1 hour maintaining it.
Gnomes are given names at birth and rarely change names This can be done as part of a short or long rest), or when
throughout their life. Although a gnome is born with the you use your action to dismantle it; at that time, you can
family name of their ancestors, gnomish society expects for reclaim the materials used to create it. You can maintain up
each gnome to make accomplishments of their own and to three such devices.
many gnomes replace their family name with one of their When you create a device, choose an effect from the
own that portrays their personal accomplishments. druidcraft, prestidigitation, or thaumaturgy cantrips (for
Male Names: Grobnick, Kazbo, Hagin, Snoonose, Mikosh, example, increase the volume of your voice or clean an
    Kebos, Otlak, Ciklin, Therlick, Finlis, Iklirn object). A character can use their Action to activate a device
Female Names: Beggra, Nefti, Sorassa, Gamash, Biskil, and produce the effect chosen for it.
    Munkull, Inku, Fixi, Mekin, Mitkla, Dapeek Mechagnome
Family Names: Spinpistol, Airslicer, Bombtosser,
    Greatgear, Togglefield, Luyckbreak, Stormhammer As a mechagnome, you come from a branch of the gnomish
race that have lived in isolation for years, tirelessly enhan-
Gnome Traits cing their own bodies and minds. These gnomes share a lot
of qualities with their gnomish cousins, however, they are
Your gnome character has the following racial traits. more cautious in their tinkering, knowing the ruin it brings.
Ability Score Increase. Your Intelligence score Ability Score Increase. Your Constitution score
increases by 2 increases by 1.
Age. Gnomes mature at the same rate humans do, and Mechanical Improvements. Your body has been altered
most are expected to settle down into an adult life by and enhanced with mechanical marvels. You choose one
around age 40. They can live 350 to almost 500 years. improvement now and a second improvement at 5th level.
Alignment. Gnomes are good-hearted, and even the Emergency Failsafe. You can use your action to restore a
tricksters amongst them are more playful than vicious. number of hit points to yourself equal to your level + your
Those of evil alignment are often the result of madness. An Constitution modifier. You can also use this feature at the
innovative idea that consumed them. beginning of your turn if you are unconscious (no action
Size. Gnomes are between 3 and 4 feet tall and average required). Once you use this feature, you can't use it
about 40 pounds. Your size is Small. To set your height and again until you finish a long rest.
weight randomly, start with rolling the size modifier: Enhanced Vision. Your eyes have been replaced by lenses.
Size Modifier: 2d4 You can see in dim light within 60 feet of you as if it were
Height: 2 feet + 11 inches + your size modifier in inches bright light, and in darkness as if it were dim light. You
Weight in Pounds: 35 + (1 x your size modifier) can't discern color in darkness, only shades of gray.
    Speed. Your base walking speed is 25 feet. Mechanical Legs. Your legs have been replaced by mecha-
Artificer's Lore. Whenever you make an Intelligence nical contraptions. Your base movement speed increases
(History) check related to magic items, alchemical to 30 feet. When you move on your turn, you can double
objects, or technological devices, you can add twice your your speed until the end of the turn. Once you use this
proficiency bonus, instead of any proficiency bonus you trait, you can't use it again until you move 0 feet on one
normally apply. of your turns.
Mecha-arms Your arms have been replaced by sturdier
Escape Artist. You can take the Disengage or Dodge limbs and hands. Your unarmed strike deals 1d6 bludge-
action as a bonus action on each of your turns. oning damage. In addition, you gain proficiency with one
Languages. You can speak, read, and write Common and artisan's tools of your choice and have incorporated its
Gnomish. Gnomish in many ways look like dwarven, it uses necessary tools into your mechanical arms, allowing you
the same script, and is renowned for its technical treatises to don or doff the artisan's tool as an action.
and its catalogs of knowledge about the natural world. Metallurgic Resilience. Your torso, arms, and legs have
Subrace. Two subraces of gnomes exst in the Alliance: been replaced with simple and functional mechanical
gnomeregan gnomes and mechagnomes. Choose one of counterparts. When you aren't wearing armor, your AC
these subraces. is 13 + your Dexterity modifier. You can use your natural
armor to determine your AC if the armor you wear would
leave you with a lower AC. A shield's benefits apply as
normal while you use your natural armor.

PART 1 | RACES 15
Alien Appearance
While they stand tall and proud, they resemble no other
race on Azeroth. Their skin ranges from rose white, to dark
violet colors. They stand slightly taller than humans on
average, ranging from well over 6 feet tall to just over 8
feet. They are generally more muscular than other races,
with double jointed legs ending in hooves, weighing 250
pounds or more. Males and females are about the same
height, and male are only marginally heavier than females.
Both genders have tendrils in their head as part of their
hair or beard, and both have horns, it is common though for
females to have drastically larger horns than males. They
Draenei also have slender tails, males being considerably longer
In moments of great strife, I gaze into the heavens and and thicker than females.
see just how far we have already come. Broken draenei, although having many of their pure kins
features have noticeable differences, their faces are less
— Prophet Velen   structured, and appear more flat than their kins beautiful
Thousands of years ago, the titan Sargeras shattered the features. They stand shorter than exodar draenei, their skin
tranquility of Argus by offering the eredar immeasurable hard and cracked like stone, appearing more human than
knowledge and power. The eredar were a knowledge- exodar draenei with single jointed legs.
seeking race and accepted his offer. He bathed them in his The Divine Naaru
fel might, turning them into demonic beings of the burning
legion called Man'ari. The prophet Velen got a troubling During the draenei's journey, the enigmatic naaru race
vision of what his race would become, and fled Argus with taught them the ways of the light, though they already had
his followers by the help of the divine Naaru, who renamed a certain experience with it through Velen and T'uure. The
them draenei, or "Exiled Ones" in the common tongue. naaru explained that there were other forces in the cosmos
The draenei refer to their corrupted brethren as man'ari, that would stand against the Burning Legion.
meaning "Unnatural Being". Although both originate from The naaru bestowed a blessing, the Gift of the Naaru,
the eredar race, neither the draenei or man'ari consider upon the draenei to signify their new connection the light.
themselves eredars anymore. Deeply affected by the naaru's words, the draenei vowed to
honor the light and uphold the naaru's ideals.

16 PART 1 | RACES
Affiliation     Languages. You can speak, read, and write Common and
Draenei. The Draenei language, is a strange and compli-
Draenei are members of the Alliance, having encountered cated language for other races to learn. Seemingly having
the noble night elves shortly after their crash landing on no resemblance with any Azerothian languages.
Azeroth. Inspired by heroic tales of the Alliance and its vic- Subrace. Three subraces of draenei exist: exodar
tories, the draenei sought out and pledged their loyalty to draenei, lightforged draenei, and broken draenei. Choose
the Alliance. due to their friendly and honorable attitude, one of these subraces.
they tend to get along well with races of both the Alliance
and Horde, so long as personal grudges aren't included. Exodar Draenei
Exodar Draenei. These draenei pledged their allegiance As an exodar draenei, you have a natural connection with
to the Alliance shortly after they crash landed on the Azure- the Naaru, strengthening your bond to the light. You have
must isles. Although their newfound home lies distant from fled your home planet of Arugs from the Burning Legion's
the Eastern Kingdoms and much of the Alliance, they have crusade, forced into exile for centuries before crash landing
become a valuable addition to its cause. on Azeroth's Azuremyst Isles.
Lightforged Draenei. These draenei emerged from the Ability Score Increase. Your Strength score
twisting nether to aid in the far against the Burning Legion increases by 1.
during the Third Invasion of Azeroth. These draenei were Gemcutting. You are proficient with the jeweler's tools.
welcomed into the Alliance as they re-joined their exodar Gift of the Naaru. As an action, you can touch a creature
kin found on Azeroth. and cause it to regain a number of hit points equal to your
Broken Draenei. These draenei are outcasts that have level. Once you use this trait, you can’t use it again until you
never pledged allegiance to any faction on Azeroth. They finish a long rest.
inhabit the broken planet of Draenor and are as likely to Heroic Presence. You can cast heroism and divine favor
work together with members of the Alliance as they are with this trait, using Wisdom as your spellcasting ability for
members of the Horde. them. Once you cast either spell, you can’t cast it again with
this trait until you finish a long rest.
Distrust of the Orcs
Although draenei are friendly and honorable towards other Lightforged Draenei
races, that attitude is quickly dissolved when confonrted by As a lightforged draenei, you have committed yourself to a
an orc. They remember the atrocities done to their race by crusade against the burning legion, infusing your body with
the hands of orcs on Draenor and won't leave bygones of the holy light. You are part of the Army of the Light, a force
the past to be forgotten. Draenei carry a deep distrust and of draenei that took the fight with the Burning Legion into
in some cases hate for the orcs. the Twisting Nether and more recently, Azeroth.
Ability Score Increase. Your Constitution score
Names increases by 1.
Draenei have two names, a birthname and an name taken Forged of Light. The holy light's warmth envelopes you.
upon reaching adulthood. There is no direct separate with- When you aren't wearing armor, your AC is 12 + your
in draenei culture that separate birthnames from a name Dexterity modifier. You can use your natural armor to
taken later in a draenei's life. Draenei have lost too much determine your AC if the armor you wear would leave you
too much to still keep family names. with a lower AC. A shield's benefits apply as normal while
you use natural armor.
Male Names: Meolphi, Bimerd, Hiktin, Ocdam, Nosmas, Holy Resistance. You have resistance to radiant
    Ondut, Broruk, Oter, Lacasik, Midirgerd, Drocran damage.
Female Names: Eshaatt, Ize, Ruka, Nalre, Hahse, Efae, Light's Judgement. You know the light cantrip. When
    Nerii, Asara, Velbus, Fuma, Oren, Suhe, Vumo you reach 3rd level, you can cast the guiding bolt spell once
per long rest. When you reach 5th level, you can cast the
Draenei Traits branding smite spell once per long rest. Wisdom is your
Your draenei character has the following racial traits. spellcasting ability for these spells.
Ability Score Increase. Your Charisma score
increases by 2. Broken Draenei
Age. Draenei mature slightly slower than humans, reach- As a broken draenei, you were left on Draenor as the legion
ing adulthood around age 20 and they can live thousands of invaded, your connection to the Naaru have been severed,
year, exceeding the ancient ages of the night elves. leaving you an empty shell of your kin. The severance has
Alignment. Draenei are mostly good. Those who strive disfigured your form, making you a outcast amongst the
towards law are sages, priests, paladins, vindicators, or exodar and lightforged draenei.
scholars. Those who tend toward chaos are warriors, Ability Score Increase. Your Wisdom score
rangers, or in other ways people more fond of pure fighting. increases by 1.
Size. Draenei are between 7 and 8 feet tall and weigh Darkvision. Accustomed to the unlit sky of Outland, you
between 240 and 300 pounds. Your size is Medium. To set have superior vision in dark and dim conditions. You can
your height and weight randomly, start with rolling the size see in dim light within 60 feet of you as if it were bright
modifier: light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Size Modifier: 2d6 Elemental Bond. You know the frostbite cantrip. When
Height: 6 feet + 5 inches + your size modifier in inches you reach 3rd level, you can cast the earth tremor spell
Weight in Pounds: 150 + (2d8 x your size modifier) once per long rest. When you reach 5th level, you can also
    Speed. Your base walking speed is 30 feet. cast the gust of wind spell once per long rest. Wisdom is
Shadow Resistance. You have resistance against your spellcasting ability for these spells.
necrotic damage. Outcast. You are proficient in the Survival skill.
PART 1 | RACES 17
Fierce and Vicious
With their massive shapes of a cross between a human and
wolf, and the razor sharp claws, worgens appear like evil of
a children's tale to those unaware of their existence. They
loom over the heads of humans, ranging well over 6 feet to
just under 8 feet. Their furry bodies often make them seem
much larger than they are, yet with their massive bodies
they weigh between 220 to 310 pounds. Males and females
are about the same height and build, with the only distinct
difference being a males mane.
Worgen fur varies widely in coloration, with shades of
Worgen black, gray, and brown being the most common amongst
the worgen kin, even if the worgen had light colorations in
When I told you that I wanted to retake Gilneas City from skin or hair as a human. Worgen eyes vary like humans,
these Forsaken. There were those who said that it was from a light blue to a deep brown.
impossible. I say that we no longer let our fears control us!
For too long it has controlled me, fear that if all of you More than just Ferocious
knew the whole truth, you would reject me. I give in no With their wild appearance it is easy to think of a worgen
longer. Look at me... Now that you know the truth, I ask of as a vicious beast. Yet most still carries the properties they
you, who will stand with me, who will fight by my side? had in their human life. The curse will always linger in
— Genn Greymane   their blood, giving many worgen's a shorter temper than
they might've had before. Yet they carry the same compas-
Worgens are vicious humanoid wolves, a curse thrown sion and determination as humans do, pushing themselves
upon them by careless druids mingling in powers that were forward to achieve ever greater things for themselves, their
beyond them. The druids turned into the first worgen, feral newfound kin and that of the human.
and uncontrollable, they were sealed away for countless
years when night elves realized that their bite was able to Affiliation
transfer the curse to others.
When the forsaken sieged the kingdom of Gilneas, the Worgens are members of the Alliance, although the curse
worgens were released from their imprisonment to fight of the worgen altered them physically, they are still humans
the undead. The feral worgens were effective, but did not at their core and the founding race of the Alliance. Worgens
differentiate undead from human. The feral worgens never are respectful and trusts the races that have affiliated them-
entered Gilneas, but the humans did. Spreading the curse selves with the Alliance. However, the gratitude and respect
through the kingdom like wildfire. Realizing their mistake, they carry for night elves is hard to match and without their
the night elves came to gilneas rescue to offer their aid, aid the worgen race would still be feral and hostile to all.
they evacuated as many people as they could, and sailed
them to their homeland in Teldrassil. There, night elven Forsaken Hatred
druids taught the gilnean people how to control the feral Although no race, Alliance or Horde, trusts or truly likes
curse that lingered in their veins. Some gilneas were so the forsaken, the gilnean hatred for the undead race goes
fascinated by the elves magic and connection to druidism, deeper than most. They have caused much harm to the gil-
that they were taught their ways. nean people and lead to the demise of Kingdom of Gilneas,
a fact that worgens have and will never forget.
18 PART 1 | RACES
Worgen Names
Most worgens were gilnean humans and follow the naming
conventions of humans. However, when the worgen curse
turned them feral, it made some worgens forget their past
names and lives. These worgens choose a new gilnean first
name and a last name based on feats of strengths done
during their cursed worgen life.
Male Names: Blake, Chris, Fenegan, Gerard, James, Sean,
   Sebastian, Vincent, Slain, Tobias, Vitus
Female Names: Amelia, Ashley, Celestine, Loren, Mary,
    Melinda, Mia, Tess, Almyra
Gilnean Surnames: Broderick, Cleese, Crowly, Godfrey,
    Walden, Whitewall, Hammond, Hayward
Worgen Surnames: Greymane, Moonfang, Mistmantle,
    Bloodfang, Darkwalker
Worgen Traits
Your worgen character has the following racial traits.
Ability Score Increase. Your Strength score increases
by 2, and your Dexterity score increases by 1.
Age. Worgen age like humans, but even though their
bodies continue to age, they never feel the strain of old age,
and continue to fight as if they were a young human.
Alignment. Worgen tend to become chaotic, while
originating from humans, the infection of their blood with
the wolves has made them more unpredictable.
Size. Like humans, they vary widely in height and build,
most standing well over 6 feet tall, and weigh around 250
pounds. Your size is Medium. To set your height and weight
randomly, start with rolling the size modifier:
Size Modifier: 2d10
Height: 6 feet + 2 inches + your size modifier in inches
Weight in Pounds: 155 + (2d8 x your size modifier)
    Speed. Your base walking speed is 30 feet. Your worgen
claws gives you a climbing speed of 20 feet.
Darkvision. Accustomed to the black nights, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Bite. Your ranged maw is a natural weapon, which you
can use to make unarmed strikes. If you hit with it, you deal
piercing damage equal to 1d6 + your Strength modifier.
Hunter's Lore. You gain proficiency with one of the
following skills of your choice: Animal Handling, Nature,
Perception, Stealth, or Survival.
Standing Leap. Your long jump is up to 30 feet and your
high jump is up to 20 feet, with or without a running start.
Two Forms. Using 1 minute, you can transform yourself
into a human. While human, you appear as you did before
getting affected by the worgen curse. You always appear as
the same human when you transform. You can transform
back into a worgen as a free action on your turn, and you
immediately revert to your worgen form if you make an
attack or casts a spell that affects an enemy creature.
Languages. You can speak, read, and write Common and
one extra language of your choice. Humans typically learn
the languages of other peoples they deal with, including
obscure dialects. They are fond of sprinkling their speech
with words borrowed from other languages: Dwarven
curses, Darnassian musical expressions, Gnomish tongue
twisters, and so on.

PART 1 | RACES 19
Races of the Horde
Orc
To pretend the demonic corruption did not exist is to forget
how dreadful the impact was. To make ourselves into
victims, rather than claiming our participation in our own
destruction. We chose this path, we orcs. We chose it right
up until it was too late to turn back. And having made that
choice, we can, with the knowledge that we have of the end
of that dark and shameful road, choose not to take it.
— Warchief Thrall  
When the orcs were freed from the Burning Legion, they
experienced a spiritual revolution as the unnatural blood-
lust left their bodies, connecting them with states of heart
and mind that were common to their ancestors. This new
generation of orcs for the most part followed Thrall as he
forged the Horde through shamanism and tribal traditions. A Spiritual Connection
Though prone to fits of rage in warfare, orcs tend to
display a curious feral grace that can rival even the finest As far back as orcish history has been recorded, shaman
fencing of an elven noble. The orcs of today continue to have been mentioned, and learning to speak with the
stand in drastic contrast to those that were enslaved by the elemental spirits of Draenor was a pivotal achievement in
Burning Legion, who embodied a bestial and diabolical destiny for the orc clans. The first orcs to learn the ways of
force which was barely being controlled by warlock magic. shamanism hailed from the Shadowmoon clan, but many
clans claim the mythical "First Shaman" arose from their
Mindful Individuals ranks, even though the truth is that no one is sure of his or
her allegiance.
To orcs, prowess in battle bestows great personal honor on Several orc shaman worship or at least acknowledge
an individual. This notion of honor pervades every echelon the Earth Mother, the benevolent creator deity primarily
of orcish culture, and the loss or gain of honor has equal worshipped by the tauren.
consequence to all orcs regardless of their stature.
Even the naming of orcs is temporary until they have Frightful Appearance
performed rites of passage; only when orcs bring honor to
themselves and thus to their clan do elders grant them Orc males are massive and brutish looking creatures.
adult names based upon their deeds. Orcs may appear Weighing in at 250 to 350 pounds and standing from 6 to 7
quick to anger but they are tempered by the wisdom of feet in height, they are not a small race. Even orc women
the shamans, who are revered across Horde society. tend to be only a half-foot or so shorter than most males,
While many in the Alliance still perceive the orcs as having broad shoulders and muscular, powerful bodies.
brutish or even mindless, they have forged a complex Orcs tend to have bristly hair and beards, often black or
culture embracing many occupations and many different brown in color. Their skin ranges from a light green to a
races. No doubt Thrall's leadership aided in bringing this dark drab olive. Eyes range in color from a fierce red to a
about, yet it is apparent that the Alliance has underesti- pale blue. Orcs have broad, flat noses, tusk-like teeth jutting
mated the orcs' ability to construct a society that is highly from their lower and sometimes upper jaws, and large,
influential in world affairs. pointed ears. They favor clothes of hide, and armor and
arm themselves with a variety of gear.

PART 1 | RACES 21
Affiliation     Languages. You can speak, read, and write Common and
Orcish. Orcish is a harsh, grating language with hard
Orcs are members of the Horde and it would not exist with- consonants. It has no script of its own but is written in a
out them. They forged the Orcish Horde prior to the First mix of dwarven runes and common.
War and the New Horde—also known as the Horde—during Subrace. Orcs are taught different skills depending on
the Third War as the orcs made a lasting bond with races their clan. Orcish clans are categorized into three: hunter
native to the continent of Kalimdor. Much of the Horde clans, mystic clans, and warrior clans. Choose one of these
continues to be influenced by orcish culture and laws. clans and work with your DM to determine the significance
Although most orcs are members of the Horde, there are of your chosen clan.
those who chose to isolate themselves from its influence
and affiliated races. These clans are rarely friendly towards Hunter Clans
the Horde or its races and some show open hostility. Some orc clans prefer a more stealth approach to things,
hiding and waiting for the perfect time to ambush, such
Names clans include The Shattered Hand, and Bleeding Hollow.
Most orcish names derive from words in their language Two large orc clans, that go in for a much more stealthy
that have some complex meaning or hidden significance to approach to things.
their families. Typically, this is the name of a favorite thing Ability Score Increase. Your Dexterity score
or relative. Family names don’t exist; most orcs have last increases by 1.
names related to some great deed of heroism or honor. Ambusher. You gain proficiency in the Stealth skill.
Surprise Attack. If you surprise a creature and hit it
Male Names: Grom, Thrum, Drog, Gorrum, Harg, Thurg, with an attack on your first turn in combat, the attack deals
    Karg, Regg, Kavenk, Uketel, Thrarturg, Crurn an extra 1d6 damage to it. The damage increases to 2d6 at
Female Names: Groma, Hargu, Igrim, Agra, Dragga, 6th level, 3d6 at 11th level, and 4d6 at 16th level. You can
    Grima, Fehmo, Mohma, Sherge, Zuri, Orgis use this trait only once per combat.
Deed Names: Cravensmile, Steelflame, Twinthunder,
    Gravepride, Aridfire, Coldbrass, Foebinder, Elfkiller Mystic Clans
Not many orc clans go in for the use of magic, and those
Orc Traits that do are usually more secretive than the rest. Generally
Your orc character has the following racial traits. less keen on working with other clans are spend their time
Ability Score Increase. Your Strength score increases as a nomadic folk rather than settling in a certain area.
by 1, and your Constitution score increases by 1. Such clans include The Shadowmoon, and Stormreaver.
Age. Orcs mature a little faster than humans, reaching Ability Score Increase. Your choice of your Intelligence
adulthood around age 14. They age noticeably faster and or Wiscom score increases by 1.
rarely live longer than 75 years. Ancestral Call. You can cast the augury spell once with
Alignment. Orcs might not have an innate tendency this trait, requiring no material components, and you
toward evil, but many end up there. Evil or not, many orcs regain the ability to cast it this way when you finish a long
lean toward a chaotic alignment. rest. Wisdom is your spellcasting ability for this spell.
Size. Orcs are between 6 and 7 feet tall and muscularly Mystic Lore. You are proficient with one of the following
built, averaging around 300 pounds. Your size is Medium. skills of your choice: Arcane, History, Nature, or Religion.
To set your height and weight randomly, start with rolling Warrior Clans
the size modifier: Most known orc clans go for the brute forced approach,
Size Modifier: 2d8 entering combat gladly with raised weapons, hammering
Height: 5 feet + 10 inches + your size modifier in inches down everything in their way. Some of the larger clans
Weight in Pounds: 200 + (2d6 x your size modifier) include Warsong, Burning Blade, and the Frostwolves.
    Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Strength score
Menacing. You gain proficiency in the Intimidation skill. increases by 1.
Orcish Weapon Training. You have proficiency with the Aggressive. As a bonus action, you can move up to
handaxe, battleaxe, and warclaw. your speed toward an enemy of your choice that you can
Relentless Endurance. When you are reduced to 0 hit see or hear. You must end this move closer to the enemy
points but not killed, you can drop to 1 hit point instead. than you started.
You must then finish a long rest to use this feature again. Savage Attacks. When you score a critical hit with a
melee weapon attack, you can roll one of the weapon's
damage dice one additional time and add it to the extra
damage of the critical hit.
Forsaken
Death offered no escape for the scores of humans killed
during the Lich King’s campaign to scour the living from
Lordaeron. Instead, the kingdom’s fallen were risen into
undeath as Scourge minions and forced to wage an unholy
war against everything. . . and everyone. . . that they once
held dear.
Humans and elves freed from the control of the Lich King
who raised them. The forsaken are a strange and dark
force, hailing from the twisted, skittering darkness of
Undercity, they are nominally allied with the Horde but
serve only their own cause.
Under the Lich Kings crusade, the elven Ranger General
Sylvanas Windrunner fell in combat. Prince Arthas raised
her as a banshee and compelled her to follow his will and
command. When the Lich King’s power waned in the inci-
dents surrounding the Frozen Throne, Sylvanas harnessed
her fury and tore herself free from his skeletal grasp. She
freed many other undead as well, and recruited powerful
allies from the Burning Legion and the surrounding ogre
clans. Sylvanas dubbed her new force the Forsaken, and Strange Behaviors
the undead established their capital in the labyrinthine
crypts beneath Lordaeron’s capital city. Their sprawling, Forsaken culture is strange, a perverse combination of the
subterranean realm now called Undercity. lives they once knew as mortals and the mindless slavery
they experienced in the Scourge, colored by white-hot rage
A Necessary Alliance toward the Lich King and an almost equally intense
The Forsaken originally became allies of the Horde out of devotion to their queen.
necessity and convenience. They have no love for orcs, Some Forsaken attempt to reclaim their humanity by
tauren or any other living creature, but they need time to acting in kind and helpful ways. Others allow hatred to
strike against the Scourge and allies to help them do it. The fester into cruelty and rage.
Forsaken claim that they joined the Horde to prove their Extreme Alchemists
desire to leave their evil ways behind, but no one really
believes this. The Horde accepts the forsaken’s help, as Never sleeping, eating or falling ill, abandoned by those
they do indeed have a common enemy: the Scourge. The they once loved, the Forsaken have a brutal set of priorities.
Horde is leery of the forsaken’s tactics, however, and keeps A great portion of their efforts focus on dark alchemy,
watchful eyes on them. and the Royal Apothecary Society commands great power
Though initially the Forsaken alliance with the Horde in Undercity’s oily tunnels. The apothecaries constantly
was one of pure convenience, in recent times it appears send Forsaken on missions to gather odd materials for
that their position in the faction has begun to solidify and their twisted experiments. Rumors tell that the undead
many, though not all, of the Forsaken appear to be more or creatures are working to create a plague that will
less loyal to the Horde now. exterminate the Scourge and every living being on Azeroth.
PART 1 | RACES 23
Dreadful Looks     Grave's Rest. When you take a long rest, instead of rest-
ing, you must spend at least six hours performing light
Forsaken, unsurprisingly, look like dead people who've activities to gain the benefits of a Long Rest.
been dug up from their graves. Their skin has turned gray Undead Nature. Your creature type is undead, rather
and rotting, with bone peeking through the rotted flesh. than humanoid. You also gain the following benefits:
Their resurrection have given their pupil-less eyes a dim You count as a humanoid for the purpose of attacks,
glow of white ghostlight. Most of their muscle have rotted spells, and features that have no effect on undead.
away, giving them a scrawny appearance with jagged move- You have advantage on saving throws against being
ments. Their dark resurrection have kept them preserved, poisoned, and you have resistance to poison damage.
but natural decay still proceeds, just at an extremely slow You don't need to eat, drink, or breathe.
rate compared to normal. You don't need to sleep, and magic can't put you to sleep
Affiliation     Will of the Forsaken. You have advantage on saving
throws against being charmed and effects that turn undead.
Forsaken are members of the Horde. Though they do not Languages. You can speak, read, and write Common and
trust the Horde, nor does most members of the Horde trust Gutterspeak. Gutterspeak is a lower form of Common used
them. Their alliance was one of necessity more than desire by shady underground markets and rogues' guilds as a
and the forsaken do their best to help and placate ambassa- tongue of ill-repute.
dors sent by the Horde. Although some forsaken remember Subrace. Two subraces of forsakens are found among
their old life and wishes to be reunited with their family, the undeads of Lordaeron: forsaken humans and forsaken
few families have accepted what has become of their loved elves. Choose one of these subraces.
ones who've been brought into undeath.
Forsaken Human
Names As a forsaken human, you were once a human of the proud
Forsaken have no naming conventions of their own, most nation of Lordaeron. Raised as a minion to the Scourge as
keep the names they were given in life. Forsaken who can't it passed through and leveled the kingdom with the ground.
remember their name, or simply desires a new one, often These forsaken make up the majority of their race, filling
make up a suitable name of their own or pick one they saw the roles of great commanders and simple merchants for
on a headstone. the growing forsakens.
Ability Score Increase. One other ability scores of your
Forsaken Traits choice increases by 1.
Your forsaken character has the following racial traits. Determination. When you make an attack roll, an ability
check, or a saving throw, you can do so with advantage. You
Ability Score Increase. Your Constitution score can't do so again until you finish a short or long rest.
increases by 2. Skill Versatility. You gain proficiency in one skill of
Age. Forsaken do not age, as the undeath ends this your choice.
process when they are brought back. However, decay and
rot can affect the forsaken's mind, and as time goes on they Forsaken Elf
experience issues similar to those of aging. As a forsaken elf, you were once a high elf of Quel'thalas
Alignment. When brought back to undeath, forsaken who died to the Scourge as it crawled through the land on
keep the alignment they had in life. However, most tend to its journey towards the Sunwell. The tenacity of the elves
become more chaotic and very few keep a good alignment have made you rise above the common humans that fill out
after decades of being an undead. the forsaken nation. These forsaken are often found in high
Size. Forsaken stand as tall as they did in life and weigh places and positions of power.
between half as much to as much as they did in life. Your Ability Score Increase. Your Intelligence score
size is Medium. To set your height and weight randomly, increases by 1.
refer to the Human and Blood Elf race. Arcane Knowledge. You are proficient in the Arcana
Speed. Your base walking speed is 30 feet. skill, and you can cast detect magic with this trait, using
Darkvision. Born into undeath by unholy magic, you can Intelligence as your spellcasting ability for it. Once you cast
see normal in dark and dim conditiions. You can see in dim detect magic, you can't cast it again until you finish a short
light within 60 feet of you as if it were bright light, and in or long rest.
darkness as if it were dim light. You can't discern color in Extra Language. You can speak, read, and write
darkness, only shades of gray. Thalassian.
Tauren
Our people have walked this land for many, many years,
and in that time have learned much about the world. Our
allies will need to look to us for wisdom and guidance. My
father once made a promise to the Horde, to repay a debt
we owed them for their service to our race. I, for one,
intend to deliver on that promise.
— High Chieftain Baine Bloodhoof  
The plains of Kalimdor have long been a home to these
gargantuan nomads. The tauren are a race of spiritual
shamans, hunters, and fighters, who long ago developed a
complex culture and system of living without the aid of
stonework, steel or conquest. This is not to say that the
tauren are a race of pacifists, when they are angered they
are capable of retaliating with swift and decisive brutality.
The tauren are a noble race that embrace the natural
world. They have shed their nomadic roots and united in
their ancestral lands. Their race may be one of spirituality,
reverence for nature, and respect for elders, but it also
possesses powerful warriors that willingly fight when the
situation demands it. Although strong and capable warriors
when roused in battle, most tauren reserve combat for
when all other options are exhausted.
They prefer course of wise discussion and careful
rumination before embarking on any great endeavor,
and they have great respect for the wise, spiritual and
elderly among their people. The tauren are not wrathful
by nature, but sometimes a thirst for justice causes them
to take up arms in anger.
Peaceful Race
Tauren have no love for bloodshed, as their deep spiritual
beliefs do not have a place for warfare. The elders of a tribe
solve most issues, or two tauren might resolve a conflict
with a ritual challenge resembling a duel.
Having become members of the Horde, the introspective
race has been involved in more and more conflict, creating
a demand for tauren warriors and healers. Many must
spend time putting great thought into the actions they
perform on the field of battle. Taking another life, whether
it is man or beast, is an act filled with great significance
and responsibility to the tauren.
Majestic Appearance
Tauren are large, and muscular with bull-like heads. Males
average 10 feet tall and 500 pounds, while females are
usually a bit shorter and lighter. Tauren are mostly muscle,
having incredibly developed physiques and brawny frames
most suitable for combat. Soft, downy fur covers the tauren
body, with manes growing along head and neck, the lengths
of the arms, and the shins.
Their coloration can range from solid black to blond and
even white, to mottled pelts of multiple colors. Although all
tauren have horns, they are considerably more prominent
on males than females.

PART 1 | RACES 25
Affiliation     Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
Tauren are members of the Horde. When they first met the push, drag, or lift.
orcs after their arrival on Kalimdor, they recognized them Tauren Weapon Training. You have proficiency with the
as spiritual brethrens for their connection to the elements. halberd, battle totem, pistol and rifle.
Tauren pledged their allegiance to the Horde and see both Languages. You can speak, read, and write Common and
the orcs and trolls as brothers. Like all, they tolerate the Taur-ahe. Taur-ahe is a harsh, and low sounding language,
forsaken but never rely or trust them and give blood elves a without a proper alphabet, their written language is made
similar treatment for their taint with magic. of elaborate pictograms and pictoforms.
Tauren bear no personal ill will towards the Alliance and Subrace. Three subraces of tauren populate Azeroth:
view night elves with awe and fear. The two races have co- mulgore tauren, highmountain tauren, and taunka. Choose
existed on Kalimdor for centuries and Tauren have long one of these subraces.
seen the night elves as a mythical race steeped in natural
powers and wielders of great magic. Mulgore Tauren
Mulgore Tauren. These tauren pledged their allegiance As a mulgore tauren, you are among the most common of
to Thrall's Horde when it first arrived on Kalimdor and are the tauren kin's. Mulgore tauren have lived on Kalimdor for
steadfast allies to its cause. countless years. These taurens are calm and honorable
Highmountain Tauren. These tauren lived isolated from when met, and fierce fighters when fought. These tauren
the rest of their kin upon the Broken Isles until the Burning have a deep respect for nature and the Earth Mother, only
Legion's Third Invasion of Azeroth. Once the legion and its taking what they need from the land to survive.
forces had been pushed back into the Twisting Nether, they Ability Score Increase. Your Wisdom score
received an invitation into the Horde by Baine Bloodhoof. increases by 1.
Taunka. These tauren pledged their allegiance to the Endurance. Your hit point maximum increases by 1, and
Horde as they were forced to migrate across Northred as it increases by 1 every time you gain a level.
the Scourge encroached on their homes. Although they are War Stomp. You can cast the earth tremor spell once
members of the Horde, few taunka leave the comforts and with this trait, by stomping your hoof into the ground, and
cold of Northrend and ventures beyond. regain the ability to do so when you finish a long rest.
Strength is your spellcasting ability for this spell.
Names
Highmountain Tauren
The language of the tauren is often harsh and low As a highmountain tauren, you hail from the Broken Isles.
sounding, which is reflected in the names of their children. Highmountain taurens have secluded themselves in the
The last name of a tauren is usually a family name, handed isle's mountains for generations. They harbour no hatred
down through the generations. If the tauren has performed towards other races and are generally peaceful and kind
some act that has made an impression on the elders of his hearted. These tauren does not have horns like the rest of
tribe, however, he may choose to take on his own last name their kin, instead they grow large antlers.
to commemorate that act. Ability Score Increase. Your Wisdom score
Male Names: Azok, Bron, Turok, Garaddon, Hruon, Etu, increases by 1.
    Jeddek, Mechi, Cochu, Huslu, Idra, Naalnish Mountaineer. You're acclimated to high altitude, includ-
Female Names: Argo, Serga, Grenda, Beruna, Halfa, ing elevations above 20,000 feet. You're also naturally
    Atepa, Chepi, Mabu, Foston, Pakuna, Halona adapted to cold climates, as described in chapter 5 of the
Family Names: Darkthorn, Thunderhoof, Stormhorn, Dungeon Master's Guide.
    Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker Rugged Tenacity. You can use your reaction when you
take damage to reduce the damage taken by 1d12 + half
Tauren Traits your level (rounded up). After you use this trait, you can't
Your tauren character has the following racial traits. use it again until you finish a short or long rest.
Ability Score Increase. Your Strength increases by 2. Taunka
Age. Tauren reaches adulthood in their mid teens, and As a taunka, you are considered a relative to the tauren
most grow to be 95 years old, few live beyond a century. race and a branch of the tauren race that adapted to the
Alignment. Most tauren are lawful, keeping to their tribal harsh environment found in Northrend. These tauren have
code. Those who are evil are shunned upon, most either endured much and don't harbor the same respect for
outlaws or corrupted in some form. nature as is prominent in other subraces of the tauren race.
Size. Tauren are between 8 and 10 feet tall and weigh Ability Score Increase. Your Constitution score
between 400 and 600 pounds. Your size is Medium, yet you increases by 1.
tower over most other humanoids. To set your height and Cold Resistance. You have resistance to cold damage.
weight randomly, start with rolling the size modifier: Natural Athlete. You are proficient in the Athletics skill.
Size Modifier: 2d12 Tundra Walker. You can move across difficult terrain
Height: 7 feet + 11 inches + your size modifier in inches made of ice or snow without expending extra movement.
Weight in Pounds: 320 + (2d10 x your size modifier)
    Speed. Your base walking speed is 30 feet.
Horns. Your horns are natural melee weapons, which
you can use to make unarmed strikes. If you hit with them,
you deal piercing damage equal to 1d6 + your Strength
modifier, instead of the bludgeoning damage normal for an
unarmed strike.
26 PART 1 | RACES
Troll
Your ancestry dates back to the dawn of the world. Great
were the ancient empires of the trolls. I see a spark in your
eyes, a powerful will - you wish to be great again, yes?
— Lorewalker Cho  
The jungle trolls are sometimes referred to as Gurubashi
trolls, after the ancient empire of the same name. Their
capital, Zul'Gurub, is located in Stranglethorn Vale, along
with many smaller towns, cities, and villages, many of
which are in a state of ruin or disrepair. The largest jungle
troll settlement outside Stranglethorn is Sen'jin Village
founded by the Darkspear tribe, who had been displaced
from their exile on the Broken Isles and Echo Isles.
Forest trolls hold all other races in contempt —
especially blood elves, whom they consider the despoilers
of their ancient homeland. They will only work with others Tall and Muscular
if it means the elimination of an even more hated enemy.
Forest troll culture is tribal and primitive. Though not as Trolls are often tall, lanky, and muscular. They have both
violent as their ice troll cousins, forest trolls nonetheless elven and orcish characteristics with their fierce fangs and
have a fearsome reputation in battle. long ears. Their long arms, strong legs and quick reflexes
Ice trolls are a subspecies of troll that lives in cold make them adept hunters.
climates. They have angular features, bright blue eyes, and Trolls have only two fingers and a thumb on their hands,
mottled blue-white skin covered in hides and pelts. This and they have only two toes on each foot. Some trolls have
troll has blue-white skin under grayish leather armor, and a toenail on their heels, and they do not wear standard
he sports a red mohawk. shoes or boots due to their unusual foot shape and comfort
Ice trolls are generally evil and like most trolls, they are in wading barefooted within different terrains.
fierce protectors of their homes and may attack travelers to Affiliation
gain weapons, materials, clothing and food. They practice
cannibalism and sometimes eat their slain enemies raw. Trolls are members of the Horde. Although they practice
voodoo and often have to retain from their savage nature,
Cannibalists and Voodooism they are respected within the Horde, especially by the orcs.
Cannibalism was a relatively common practice amongst They feel a great debt to the horde and their time fighting
trolls, although through the decades, and with their alongside alongside its members have sprouted new
integration into the horde, their cannibalism had been friendships. Most tribes doesn't really hate the Alliance or
frowned upon by most, and has since been made a its members, but their loyalty to the Horde and their blood-
forbidding practice by the horde, some still practice it, but thirsty nature makes the Alliance a great target. However,
non do so openly. their respect for the Horde's warchief prevents them from
Not all trolls practice voodoo, but it is widespread. It was waging private wars.
given to the trolls by their worshiped gods the Loa, and the Jungle Troll. These trolls are among those that pledged
exact emergence of voodoo among the trolls is unknown, their allegiance to the Horde when they landed on the isles
for most tribes that possess such knowledge are unwilling of the Darkspear tribe. However, many jungle trolls belong
to share it with outsiders. to the Gurubashi tribe, a tribe that shows open hostility
towards all outsiders.
PART 1 | RACES 27
    Zandalari Troll. These trolls allied with and later joined Jungle Troll
the Horde during the fourth war as their home on Zandalar As a jungle troll, you have a knowledge of voodoo and a
was besieged by members of the Alliance. ferocity that is unmatched by most of your kin. These trolls
Forest Troll. These trolls have never pledged their alle- are superstitious and believe that their way is guided by the
giance to the Horde and although they have been willing to spirits of the world. Their fierce determination is matched
fight alongside it to defeat a common enemy, many forest only by their wits and prowess. Many would consider jungle
trolls continue to live in isolation among their own kin. trolls to be the most dangerous and brutal troll-kin for their
Ice Troll. These trolls are not part of the Horde, and ice influence and power in the Eastern Kingdoms.
trolls continue to show defiance against the Horde and its Ability Score Increase. Your Constitution score
cause, preferring to continue their brutal way of life than increases by 1, and your Wisdom score increases by 1.
adjusting to the demands of the Horde. Berserk. You may make one weapon attack or cast a
Names cantrip with a casting time of an action as a bonus action
on your turn. You can't use this feature again until you
Trolls are not given names at birth, instead a troll have to finish a short or long rest.
earn a name within their tribe. A troll's first name usually Da Voodoo Shuffle. You can move across nonmagical
contains just one syllable, but as they prove themselves difficult terrain without expending extra movement.
again and again, more syllables are added before or after Troll Weapon Training. You have proficiency with
their earned name. handaxes, battleaxes, daggers, and javelins.
No family or surnames exist within troll culture, although
some choose to use their tribes name as a surname, a show Zandalari Troll
of loyalty and pride. Some trolls use their position within a As a zandalari troll, you have an unparalleled connection to
tribe as a surname, like Shadowhunter or Witch Doctor. the loas and ancient traditions older than most races. They
Male Names: Vol, Ros, Mig, Gal, Traxe, Maaho, Tuben, Ju, are the ancestral race of all trolls and sit at the center of
    Goz, Akash, Vithek, Tian, Vazkono, Rhas, Vog the troll union in their temple city of Zuldazar on Zandalar.
Female Names: Shi, Mith, Hai, So, Ozdun, Imo, Aju, These trolls are more powerful than the rest of their race
    Zhokre, Xullah, Joz, Fahze, Zil, Ruso, Mooh and carry immense influence and respect among its tribes.
Ability Score Increase. Your Wisdom score
Troll Traits increases by 2.
Ancient Lore. You have proficiency in the History skill.
Your troll character has the following racial traits. Embrace of the Loa. You know the guidance cantrip.
Ability Score Increase. Your Constitution score When you reach at 3rd level, you can cast the enhance
increases by 1. ability spell once per day. Wisdom is your spellcasting
Age. Trolls mature a little faster than humans, reaching ability for these spells.
adulthood around age 16. Although they age at the same Zandalar Weapon Training. You have proficiency with
rate as humans, trolls aren't weakened by old age and can handaxes, battleaxes, longswords, and greatswords.
live well over a century.
Alignment. Trolls are a neutral race and their alignment Forest Troll
can vary drastically between subraces. Most trolls tend to As a forest troll, you have a keen knowledge of the natural
be lawful, with each tribe often having particular customs world, a cunning for warfare, and an ancient hatred of men
and rules for tribesmen to abide by. and elf. These trolls are among those who remain from the
Size. Trolls are between 7 and 8 feet tall and weigh Amani Empire, an empire that has fallen by the hands of
between 200 and 300 pounds. Your size is Medium. To set the Alliance and Horde.
your height and weight randomly, start with rolling the size Ability Score Increase. Your Dexterity score increases
modifier: by 1, and your Constitution score increases by 1.
Size Modifier: 2d10
Amani Instincts. You gain proficiency with one of the
Height: 5 feet + 8 inches + your size modifier in inches
following skills of your choice: Nature, Stealth, or Survival.
Weight in Pounds: 130 + (2d6 x your size modifier) Mask of the Wild. You can attempt to hide even when
you are only lightly obscured by foliage, heavy rain, falling
    Speed. Your base walking speed is 30 feet. snow, mist, and other natural phenomena.
Darkvision. Trolls retain their vision in dark and dim Troll Weapon Training. You have proficiency with
conditions. You can see in dim light within 60 feet of you as handaxes, battleaxes, daggers, and javelins.
if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray. Ice Troll
Regeneration. Whenever you expend a Hit Die to regain As an ice troll, you are hardy and strong, accustomed to
hit points, you regain hit points equal to the number rolled the cold climates. These trolls are barbaric and brutal, even
plus twice your Constitution modifier. when compared to other troll-kins. Ice trolls live in harsh
As an action, you can expend a number of Hit Dice up to conditions where life is dominated by survival, and where
half your level, as if you have finished a short rest. You must the strongest is meant to rule.
then finish a long rest to use this feature again. Ability Score Increase. Your Strength increases by 2.
Languages. You can speak, read, and write Common and Frostborn Skin. You have resistance to cold damage.
Zandali. Zandali is the tongue of all trolls. It is a largely Powerful Build. You count as one size larger when
syllabic language and taught down through generations. determining your carrying capacity and the weight you can
Subrace Four main subraces of trolls can be found on push, drag, or lift.
Azeroth: jungle trolls, zandalari trolls, forest trolls, and ice Troll Weapon Training. You have proficiency with
trolls. Choose one of these subraces. handaxes, battleaxes, daggers, and javelins.

28 PART 1 | RACES
Blood Elf
We must put this misery behind us. We must enter a new
chapter! And so I say to you that, as of this day, we are no
longer high elves! In honor of the sacrifices of our brothers
and sisters, our parents, and our children, as of this day we
will take the name of our royal lineage! As of this day, we
are sin'dorei! For Quel'Thalas!
— Kael'thas Sunstrider  
Nourished and strengthened by the Sunwell’s potent
energies, the high elves’ enchanted kingdom of Quel'Thalas
prospered within the verdant forests north of Lordaeron.
During the Third War, the high elves were nearly scoured
from Azeroth. Led by the death knight Arthas, the scourge
army slaughtered almost all of the kingdom’s population. In
the slaughter, Arthas tainted the sunwell, reanimating a lost A Crimson Appearance
necromancer. Prince Kael'thas rushed to his homeland's As a culture, the sin'dorei have retained the look and feel of
aid, and the survivors of the onslaught were renamed their fallen high elven kingdom, though have developed a
'blood elves' in honor of their fallen kin. The blood elves greater penchant for the colour of crimson: the colour of
grew addicted to the sunwells tainted energies. Kael'thas their namesake. Crimson-red robes, decor and armour
desperately searching for a cure for his kin, traveling the have become far more commonplace within blood elven
world to avenge his people and find a way to sate their society prior to the fall of the high elven people, a reference
hunger for magic. to the blood of their many brethren who had perished in
Kael'thas assured his people he would return to the Third War. The iconic and traditional blood elven
Quel'Thalas and lead them to paradise, yet on Outland, the colours are red, gold, and to a lesser extent, blue – all of
prince became twisted with the corrupting essence wielded which can be seen on their racial crest, the Icon of Blood.
by the demonic Burning Legion. Getting under the sway of
the Legion's commander. The prince was later killed on his Proud Society
return to Quel'Thalas for his treachery, and with the aid of
the draenei prophet, Velen, the magic taint lingering on the In general, the blood elves are a proud, pragmatic, and
sunwell was vanquished, restore it as a fount of both arcane somewhat jingoistic people; they place great emphasis on
and holy energy. their love for their homeland, and are ruthless to their
Inspired by the Sunwell's rebirth, the blood elves have enemies. Their reputation for isolationism is well-earned,
since entered into a shining new era in their ancient race's and they prefer to keep to their own kind, although excep-
history. Although some elves remain hesitant to abandon tions to this stereotype exist. Blood elves are a resilient
their dependence on arcane magic, others have embraced race of survivors, and their most prominent figures stand
change for the betterment of Quel'Thalas. as beacons of courage, tenacity, and the strength to fight
on, regardless of what foes stand in their way.
PART 1 | RACES 29
Beautiful and Graceful Blood Elf Traits
Blood elves are both biologically and physically high elves, Your blood elf character has the following racial traits.
with the largest difference being the blood elves emerald Ability Score Increase. Your Dexterity score increases
glowing eyes, compared to the high elves blue glow. They by 2, and your Intelligence score increases by 1.
are slenderly built, with an average height of 6 feet tall and Age. Blood elves reach adulthood at the rate of humans,
a weight averaging at 150 pounds. They have long pointy but aren't considered to have entered adulthood until they
ears, high cheekbones, and are generally considered to be reach age 60, and can live to become many hundred years
highly attractive humans. Blood elves tend towards lighter old with ease. That being said, many blood elves have lived
colorations, with hair of blond or light brown. Both males for thousands of years due to the power of the Sunwell
and females often grow their hair long. Male blood elves extending their lifespan indefinitely.
ability to grow facial hair is limited, resulting in very few Alignment. Blood elves live in a society where ranks and
blood elves having beards beyond an inch. titles carry tremendous weight and where strict laws have
been put in place for them to follow, pushing them towards
Affiliation lawful alignments. Personal desires varies drastically, and
Blood elves are—for the most part—members of the Horde. both those of good and evil alignment exist.
Even though the elven race could be split into those that Size. Blood elves are between 5 and 6 feet tall and weigh
consider themselves blood elves and those that consider between 125 and 175 pounds. Your size is Medium. To set
themselves high elves, the vast majority of these elves have your height and weight randomly, start with rolling the size
pledged their allegiance to the Horde and chosen to honor modifier:
their fallen by renaming themselves the sin'dorei. Size Modifier: 2d10
Although blood elves have no hate towards the Alliance Height: 4 feet + 9 inches + your size modifier in inches
as a whole, the atrocities dealt to their kin by xenophobic Weight in Pounds: 100 + (2d4 x your size modifier)
humans have harbored a deep distrust of the Alliance and
its human leaders.     Speed. Your base walking speed is 30 feet.
Blood Elf. These elves have pledged their allegiance to Darkvision. Due to your elven heritage, you have
the Horde, having been convinced by the former Ranger superior vision in dark and dim conditions. You can see in
General Sylvanas Windrunner and with her speaking on dim light within 60 feet of you as if it were bright light, and
their behalf to the leaders of its cause. in darkness as if it were dim light. You can’t discern color in
High Elf. These elves never pledged their allegiance to darkness, only shades of gray.
either faction, and even though they've worked alongside Arcane Knowledge. You are proficient in the Arcana
the Alliance in the past, they never trusted it enough to skill, and you can cast detect magic with this trait, using
leave behind their isolated comfort and join its cause. The Intelligence as your spellcasting ability for it. Once you cast
high elves have no love for the Horde and see blood elves detect magic, you can't cast it again until you finish a short
as traitors, tainted by fel. or long rest.
Keen Senses. You are proficient in the Perception skill.
Blood Elf Names Spell Turning. When you fail a saving throw against a
spell or spell-like effect, you can reroll the die and must use
Most blood elves who survived the Third Ward have chosen the new roll. You can't use this feature again until you finish
to retain their high elven names. As such most blood elves a short or long rest.
continue to be given high elven names as birth, born into Thalassian Legacy. You gain one of the following
proud families with names of their own to carry forward. features of your choice:
These elves share a connection with the sun that is quite
prevalent in their choice of family names, with blood elven You know one cantrip of your choice from the mage
family names often being more aggreesive than those taken spell list. Intelligence is your spellcasting ability for it.
by most high elves. You have proficiency with the twinblade, warglaive,
shortbow, and longbow.
Male Names: Mariel, Athaniar, Anador, Tharama, Viridiel,     Languages. You can speak, read, and write Common and
    Malanior, Eraeth, Ulorath, Yehru, Kithadre Thalassian. Thalassian derives from the Darnassian tongue
Female Names: Anarial, Freja, Driana, Coria, Alanassori, of night elves, and in many cases sound the same to an
    Melanion, Azshara, Curlih, Setori, Amorly, Zama inexperienced ear.
Family Names: Coldtrail, Nightfeast, Darkgift, Glowvein,
    Warmblood, Dawntrick, Solarmind, Phoenixdreamer
Creating a High Elf
Few high elves remain on Azeroth, as the quel'dorei
renamed themselves sin'dorei, blood elves, upon
retaking much of their homeland from the Scourge.
You can create a high elf by using the racial traits of
a blood elf, as the two races are indistinguishable.
Goblin
I never cover up the things I'm proud of. If the world was
gonna split in half tomorrow, I’d buy the Dark Portal, slap a
toll booth on it, and charge refugees the last of their pocket
change, the rings off their fingers, a bite of their meal, and a
contractual obligation to build me a rocket palace in the
skies of Nagrand. It’s the goblin way! Supply and demand!
Deal with it!
— Trade Prince Jastor Gallywix  
Slaves of the jungle trolls on their home isle, forced to mine
kaja'mite ore out of the volcanic bowels of Mount Kajaro.
The ore had an unexpected effect on the goblins, granting
them cunning intelligence. They began to rebel in secret,
engineering artifacts, and brewing alchemical substances
to successfully overthrow their oppressors and claim
Kezan their homeland.
Their prior prison become an expanding empire in the
mines they had dugged. To their dismay, the effects of
the kaja'mite ore wore off, and their increased intelli-
gence waned, as the ore itself became scarce and
dwindled. Their brilliant engineering dwindled in
ingenuity, looking haphazardly put together. Their
remaining craftiness and greed soon took its place,
lifting the race to preeminence as masters of mercan-
tilism. Great fortunes were amassed, and the isle
became a hub for goblin traders.
Technology
Goblins love of mechanics often places them into direct
competition with gnomes who enjoy similar devices. The
competition between goblins and gnomes seems to be
friendly. Whether clockwork shredders that allow a single
goblin to do as much harvesting as 10 field hands or
zeppelin-like airships that can ferry troops over otherwise
impassable terrain, the goblins' inventions have become
legendary. Such technological ingenuity is as central to the
goblins' rise among the races as any trading prowess.
Even with the malfunctions and explosions that occur,
goblin technology is proving to be of a quality that rivals the
dwarves and their firearms. While other races often try to
build reliable machines that would stay for grandchildren,
goblin aims for device of the marginally bearable reliability
that should only last enough to make its construction
reasonable. Weird as it is, this approach allows to build
more machines, or to build a more complex and powerful
machine using the same time and resources.
Born Traders
Goblins have taken to the role of merchants, and it's hard
to travel for more than a week or two without stumbling
across a goblin shop of some size. Goblin shops can be
found nearly anywhere on Azeroth, seemingly regardless of
whether or not there are towns nearby and heedless of
dangers such as the Scourge. The goblins will sell anything
to anyone, at only slightly inflated prices.
Though many shops remain independent, a growing
number of them have signs declaring that they are owned
and operated by the Venture Company, which the
proprietors claim is headquartered in a faraway city ruled
by goblins where the streets are paved with gold.
The goblins are also legendary for the sheer variety of
trade in which they are willing to indulge and for their
tenacity in bargaining.

PART 1 | RACES 31
Small But Standing Tall     Speed. Your base walking speed is 25 feet.
Best Deals Anywhere. Whenever you make a Charisma
Goblins are slight and wiry, averaging just under 4 feet in (Persuasion) check related to haggling, you are considered
height and an average weight of 50 pounds, with female proficient in the Persuasion skill and add double your
goblins being slightly taller than males. Their green skin is proficiency bonus to the check, instead of your normal
reminiscent to the orcs, although goblins skin can tan in proficiency bonus.
the sun to create rich and dull shades of green. Longside DODGE. You may give yourself advantage on a Dexterity
their large ears, goblin noses continue to grow throughout saving throw against an effect that you can see, such as a
their life and can reach multiple inches. trap or a spell. You can choose to do so before or after the
roll, but before any effects of the roll are applied. You can't
Affiliation use this feature again until you finish a short or long rest.
Goblins are members of the Horde. Even though goblins Goblin Engineering. You have proficiency with the
worked and traded with members of the Horde, it wasn't artisan's tools (tinker's tools). Using those tools, you can
until the Cataclysm that the Bilgewater Cartel pledged their spend 1 hour and 25 gp worth of materials to construct a
allegiance to the growing Horde. Although many goblins Tiny device (AC 5, 1 HP). The device ceases to function
have allied themselves with the Horde, some continue to after 24 hours (unless you spend 1 hour maintaining it.
tread on neutral ground, trading with members of both This can be done as part of a short or long rest), or after it
factions who are willing to buy. has been activated, at which point the device breaks; at that
Few goblins openly show a hate or distrust for the other time, you can reclaim 5 gp worth of materials used to
members of the Horde, enjoying the security and profitable create it. You can only make one device between long rests
positions they have earned within its ranks. and can never maintain more than one device at a time.
When you create this device, choose one of the following
Goblins and Gnomes spells: burning hands, catapult, earth tremor, feather fall,
Goblins bear a grudge towards gnomes, seeing them not as grease, jump, and thunderwave. A creature can use its
an enemy, but a rival. It has driven goblins into friendly and Action to activate the device and produce the effects of the
brutal contests with gnomes to determine which of the two chosen spell without providing material components. Each
races are superior. device uses your Intelligence as its spellcasting ability.
Mechanical Familiarity. You are proficient in firearms
Names and the artisan's tools (gunsmith's tools).
Languages. You can speak, read, and write Common,
Goblins are named at birth and keep their given name until Goblin and one extra language of your choice. Goblins are
they die. Although, some goblins take on nicknames fitting born merchants and trade with any race willing to buy from
of their personality and put them before thier given name, them, picking up the languages of those they trade with.
like 'Haughty Modiste'.
Goblins have large elaborate families with names
that depict some ancestor's achievements. A goblin whose
own achievements outstrip that of their forebears often
replace their old family name with a new one depicting
their own achievements.
Male Names: Nees, Ford, Joxdeld, Zatval, Fivinkle, Bova,
    Geevegbix, Rolaz, Ixa, Saz, Menzen, Gilmaxle
Female Names: Trutte, Meez, Kleqe, Suva, Tweedo,
    Cynmee, Twinkle, Klasi, Teexma, Ninzi
Family Names: Brokenblast, Shifttale, Saltsnipe,
    Deadknob, Nifttweak, Cogbeast, Slyfire, Manbelt
Goblin Traits
Your goblin character has the following racial traits.
Ability Score Increase. Your Intelligence score
increases by 1, and your Charisma score increases by 2.
Age. Goblins mature slightly slower than humans and
reach adulthood in their early 20s. Most goblins die within
a century, but a goblin can live into the middle of his or her
second century.
Alignment. Most goblins lean towards chaotic neutral.
They rarely show a sense of moral or consideration for the
consequences of their actions, preferring to live in the
moment and leave the troubles to tomorrow.
Size. Goblins are between 3 and 4 feet and weigh
between 40 and 80 pounds. Your size is Small. To set your
height and weight randomly, start with rolling the size
modifier:
Size Modifier: 2d4
Height: 2 feet + 12 inches + your size modifier in inches
Weight in Pounds: 40 + (1 x your size modifier)

32 PART 1 | RACES
Allied Races
Nightborne
An impenetrable barrier was placed around
their capital city Suramar, shielding the high-
borne from the Sundering. This shield would
keep the highborne isolated from the rest of
Azeroth's new continents for thousands of years.
Forcing the highbornes to rely on their Nightwell
for their magical powers. The highbornes evolved
over the ages, and they called themselves the
shal'dorei or nightborne.
When Suramar run out of food, the shal'dorei began to
utilize the substance of their Nightwell as nourishment and
was thus spared an untimely death, however, this soon
caused them to be unable to survive without drawing magic
from the Nightwell. Crime was punished by exile. Cutting
them off from the Nightwell, the exiled would diminish into
husks of their former selves, and eventually irreversible
into mindless withered, waiting for death.
Ten thousand years later the nightborne lowered their
shield and surrender to the Burning Legion by orders from
their leader, Grand Magistrix Elisande. Many nightborne
did not agree with her decision, but none dared speak
against her newfound forces of demons. Through the aid of
a nightborne resistance, and the forces of the Alliance and
Horde. The Grand Magistrix and her demon allies were
pushed back into the Twisting Nether.
Born in the Darkness
Sealed off within their capital of Suramar, the nightborne
physique in many ways resemble that of their night elven
kin, with tall slender bodies and muscular builds. The ever
darkened sky of their city have changed their skin to be a
dark blue or purple, rather than the more vibrant colors of Affiliation
the night elves. The Shal'dorei still practice arcane magic, Nightborne's have been severed from the rest of the world
giving their eyes a dim blue or purple glow, instead of the for thousands of years within their capitol city of Suramar.
golden glow of the night elves. Derived from the highborne night elves, many nightborne
The nightborne are fiercely proud of the arcane ways, have shown a desire for returning to their ancient kin once
and proudly shows off shimmering tattoos of arcane energy the barrier around their capital city was eliminated. How-
that has been placed upon their body. The tattoos have no ever, nightborne also show an affecting towards the blood
known impact on the nightborne capabilities, yet it stands elves and their similar addiction to a well of power.
as a show of a nightbornes comprehension of the arcane. Few nightborne have maintained a neutral stance as the
Highborne Civilization Third Invasion of the Burning Legion have pushed them to
seek new allies.
The Shal'dorei have an air of superiority that often comes     Alliance. Few nightborne's have chosen to pledge their
across as pompous. They revel in their unequalled magical allegiance to the Alliance, feeling that the organization is
civilization but having no exposure to the current races of too walled off and cloistered for a race that has spent the
Azeroth until the rebellion led an invading force to free last ten-thousand years in isolation. The caution and mis-
Suramar, many still regard outside races and the world as trust voiced by their night elven kin has also pushed many
it was back then, full of the unworthy, the uncultured, and nightborne away from the Alliance.
low born far beneath the standards and levels of the Horde. Many nightborne have been able to find common
nightborne civilization. ground with the blood elves of the Horde, who've expressed
These were the less admirable qualities of night elven a similar relationship with the night elves, and are bound
civilization back then, and the shal'dorei continue in them by a similar addiction to a well of power. The blood elves
as if nothing has changed and as if they still remain the have showed themselves to be a great ally of the nightborne
center of the world. people and opened the door for them to join the Horde.
34 PART 1 | RACES
Nightborne Names
Nightborne names resemble those of night elves and often
carry a hidden meaning. Few nightbornes keep track of
family names and surnames are derived from feats done by
the nightborne's ancestors, it is rare for a nightborne to
take a new surname as many take pride in their
forefeather's achievements.
Male Names: Absolon, Astoril, Oculeth, Lespin, Silgryn,
    Almon, Ailen, Vanthir, Sylverin, Rosaine
Female Names: Valtrois, Iadreth, Anastae, Ly'leth, Theryn,
    Ambrena, Anaryys, Naran, Ke'lorin, Arluelle, Noressa
Surnames Names: Luneastre, Astravar, Swiftmeadow,
    Moonblade, Silverleaf
Nightborne Traits
Your nightborne character has the following racial traits.
Ability Score Increase. Your Dexterity score increases
by 1, and your Intelligence score increases by 2.
Age. Nightborne reach physical maturity at the pace of
humans, but the nightborne understanding of adulthood
goes beyond physical growth. Nightbornes typically claim
adulthood and an adult name around the age of 100, and
can live to become thousands of years old.
Alignment. Order and structure are key to nightborne
societies, they believe that reputation and status are of the
utmost concern and that mortality and principles of right
and wrong are viewed too often in that light. Most night-
borne are lawful.
Size. Nightborne are between 7 and 8 feet tall and weigh
between 180 and 220 pounds. Your size is Medium. To set
your height and weight randomly, start with rolling the size
modifier:
Size Modifier: 2d8
Height: 6 feet + 8 inches + your size modifier in inches
Weight in Pounds: 130 + (2d6 x your size modifier)
    Speed. Your base walking speed is 30 feet.
Superior Darkvision. Accustomed to twilit forests
and the night sky, you have superior vision in dark and dim
conditions. You can see in dim light within 120 feet of you
as if it were bright light, and in darkness as if it were dim
light. Your nightborne heritage makes your darkvision un-
usual: everything you see in darkness is in a shade of violet.
Sunlight Sensitivity. You have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely on sight
when you, the target of your attack, or whatever you are
trying to perceive is in direct sunlight.
Arcane Knowledge. You are proficient in
the Arcana skill.
Keen Senses. You are proficient in the Perception skill.
Mental Warding. You have advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Nightborne Magic. You know the mage hand cantrip.
When you reach 3rd level, you can cast the detect magic
spell once per day. When you reach 5th level, you can also
cast the blur spell once per day. Intelligence is your spell-
casting ability for these spells.
Languages. You can speak, read, and write Common and
Shalassian. Shalassian, like Thalassian, originates from
the Darnassian language. Its dialect has been scrutinized
through the ages, making it nearly impossible for members
outside of the Nightborne to read or write.

PART 1 | RACES 35
Pandaren
The pandaren have long
been a mystery to other races
of Azeroth, their history stretch-
ing back thousands of years, to
before the raise of the kaldorei.
Denizens of a wondrous and fertile
land, the pandaren were slaves to the
ancient titan-forged mogu. Through
tenacity, diplomacy, and a unique
form of unarmed combat, they
staged a successful revolution that
deposed the mogu, and established the foundation of the
pandaren empire that prospered for thousands of years.
As the sundering took place, Pandaria was shrouded in a
magical mist that would last for thousand of years. As the
years came to an end, the mist around Pandaria unveiled.
Drawing the attention of both factions, wishing to claim
this 'unexplored' land, and learn of what lied on its surface.
Harmony in All Things
Pandarens are slow to anger and prefer to take measures
solutions to problems. On Pandaria, negative emotions are Covered in Fur
harnessed and take physical form to wreak havoc on the
isle. They emphasize and cultivate a quiet life of inner Covered in colorful fur from head to toe, pandaren appear
harmony and focus. Conflicts, no matter how bitter, are like massive humanoid bears towering above the heads of
quickly forgotten over cold drinks once the matter at hand most of Azeroth's inhabitants. They stand far over the head
has been resolved. of humans, ranging from just under 6 feet to a few inches
short of 7 feet. Pandarens are naturally curvy, only made
A Spiritual Race larger in size by their thick fur, weighing between 250 to
400 pounds. Males stand slightly taller than females, and
Pandaren have a fierce and deep belief in the connection of males are often much heavier than females.
the material and spiritual world. They are a society that Pandaren colorations varies widely, from a dark brown to
reacts, rather than being the ones to act first. Many claim to a golden yellow, one thing that is consistent throughout all
be the water that flows around a rock -- it never pushes the pandarens are their white markings, all pandarens have
rocks out of its way, but merely goes around it. This stands these upon their face, and many also have patches of white
as the core of their society, a simple means of everyday life. on their paws of torso. Pandarens don't have hair, but many
If they set their mind to a task and fail, then they believe stylize their fur on top of their head, letting it grow longer to
they went about it the wrong way, and try again. resemble hair.
36 PART 1 | RACES
Affiliation Pandaren Traits
Pandarens are an independent race that have been hidden Your pandaren character has the following racial traits.
from the world since the days of the War of the Ancients. Ability Score Increase. Your Constitution score
Their homeland of Pandaria lies far beyond the borders of increases by 1, and your Wisdom score increases by 2.
the Horde and Alliance, and most pandarens have taken a Age. Pandarne age at the same rate as humans, reaching
neutral stance on the factions and their causes. However, adulthood in their late teens, and generally die before they
some among the pandaren have pledged their allegiance to reach their first century.
one of the factions, pledging their allegiance to the faction Alignment. Pandaren are a peaceful and sociable race
whose ideals and beliefs align with the pandaren. that for the most parts tend to their own, making most
The world and people of Azeroth is new to the pandaren pandarens neutral or good aligned. Pandarens are rare of
and few among the harmonious race show distrust, anger, an evil alignment and finding an evil pandaren is often the
or hate towards its other races. No matter their faction. product of foul magic influencing its mind.
Alliance. These pandaren are commonly known as tus- Size. Pandaren are between 5 and 7 feet tall and weigh
hui pandaren, pandarens whose teachings encourage living between 250 and 400 pounds. Your size is Medium. To set
a venerable life through meditation, rigorous training, and your height and weight randomly, start with rolling the size
moral conviction. Pandaren who upheld the tenets of Tus- modifier:
hui are drawn to the Alliance and their similar philosophy.
Horde. These pandaren are commonly known as houjin Size Modifier: 2d10
pandaren, pandarens who firmly believe that injustice must Height: 5 feet + 2 inches + your size modifier in inches
be met with a swift and decisive response, though this Weight in Pounds: 150 + (2d6 x your size modifier)
response should be flexible and calculated for the situation     Speed. Your base walking speed is 30 feet.
at hand; to the Huojin, the end will always ultimately justify Gourmand. You gain proficiency with the artisan's tools
the means. Pandaren who upload the tenets of Houjin are (cook's utensils) and artisan's tools (brewer's supplies).
drawn to the scrappy practicality of the Horde. Inner Peace. You have advantage on saving throws
against being charmed or frightened.
Names Martial Adept. Fighting to protect home and family, your
Pandaren naming practices are similar to those of humans, unarmed attacks deal 1d4 + your Strength modifier bludge-
each pandaren are given a name at birth, and carries on the oning damage on a hit. In addition, you gain a +1 bonus to
family name of their parents. Some pandaren are known to your Armor Class. To use this bonus, you can't be wearing
take a new family name reflecting their own achievements medium or heavy armor, or wield a shield.
in life, yet such practices are uncommon. Quaking Palm. You are able to target focal points on a
target. As a bonus action, you can make a special unarmed
Male Names: Fan Su, Tan Delan, Tian Fu, Fan-Su, Zi Ling, attack. If the attack hits, it deals its normal damage and the
    Gao, Bai, Wei He, Xun Ming, Dong-Gun target must succeed on a Constitution saving throw (DC 8
Female Names: Sujin, Zemin, Seul-Gi, Heng Lei, Sun-Mi, + your Wisdom modifier + your proficiency bonus). The
    Zheng, Yan, Wei Zhelan, Xuefeng, Li, Liuxian target is stunned until the end of your next turn on a failed
Family Names: Caskriver, Drumfriends, Wisespear, Keen- saving throw.
    walker, Calmbrow, Mellowcoil, Ironshadow, Wildfur After you use your quaking palm, you can't use it again
until you finish a short or long rest.
Languages. You can speak, read, and write, Common
and Mogu. Mogu is the language of Pandaria, forced upon
the inhabitants of Pandaria by the mogu empire. It is a
strange and unfamiliar language to the rest of Azeroth, with
a multitude of words meaning one common thing.
Void Elf
Infused by the void itself, the Ren'dorei--children of the
void--are a group of blood elves exiled from their homeland
of Quel'Thalas. Cast out for their teachings at the hand of
the elven magister Umbric, the elves have embraced their
newfound powers, though the inner turmoil it has caused
may well follow them through their lives as they fight to
maintain control over it.
Shaped by the Void
While they are of the same blood as their elven siblings,
void elves are best recognized for their pale or vibrant,
blue-tinged skin and eyes. As well as the deep shades of
blue and purple in their shadow-infused hair. For some void
elves, their dark powers can be seen manifesting in their
hair, leaving the tips shimmering with void energy.
Most who have tried to harness the corruptive powers of
the void have fallen into madness. Among mortals, former
ranger-general Alleria Windrunner stands as the first to
properly wield it -- the elf now using her powers to guide
her elven kin alongside the magister Umbric. The void
elves aim, above all, to use their dangerous powers to
defend both the Alliance and Azeroth itself. In doing so,
they seek to prove wrong any who would doubt or judge
their abilities.
Exiled From Home
Originally, the void elves were the pupils and followers of
Umbric -- a magister at the court of Silvermoon, who
thought the void to be the key to the survival of Quel'Thalas
after its destruction at the hands of the undead Scourge.
However, the other magisters did not agree. Least of all
the Grand Magister, who ultimately banished the elves
from the land under fear that the void would pose great
dangers to the kingdom and to the Sunwell.
Now, emboldened by their newfound powers, the void
elves have sworn to make their claim on the world, under
the joint leadership of magister Umbric and Alleria
Windrunner.
Ethereals, Friend and Foe
Beings of energy, Ethereals are extradimensional creatures Affiliation
that have travelled great distances across the Great Dark.
Normally composed of arcane energies, it is a group of Void elves are an independent subrace of blood elves that
void-touched Ethereals that have turned the Ren'dorei into have been exiled from Quel'Thalas for their meddling with
what they are today. Alleria Windrunner, co-leader to the void. The elves choose to embrace or try to forget their
Magister Umbric, owed much of her power to the teachings status as outcasts, for they will forever be unwelcome in the
of an Ethereal named Locust-Walker. land they've left behind.
It was only thanks to the machinations of void ethereals Alliance. These elves have learned to control the void
hoping to turn Magister Umbric and his followers into true following the guidance of the ranger-general Alleria Wind-
creatures of void along with the timely intervention of runner and have sworn their service to her. With her as
Alleria Windrunner that has turned these former denizens their leader, they pledged their allegiance to the Alliance
of Quel'thalas into something more. Now Locust-Walker after the Burning Legion's defeat on Argus.
along with other ethereals who's goals aligned with the Horde. No void elves exist within the Horde, as those
Ren'dorei roam their base of Telogrus Rift, teaching and that learned to control the void swore to follow the ranger-
guiding all Children of Quel'thalas in the ways of the Void. general Alleria Windrunner and have joined the Alliance.
38 PART 1 | RACES
Emergence of the Void Elves
The Ren'dorei are specific group of void elves that
followed the teachings of magister Umbric, though
he is not the first elf to have dabbled with the void.
Talk with your DM if you want to play as a void elf
before the Burning Legion's defeat on Argus.

Names
Void elves continue to follow the naming conventions of
blood elves and little discrepancy exists between the two.
However, with their exile from Quel'Thalas, some void
elves have chosen to change their family name for one that
embraces their new powers.
Family Names: Coldtrail, Nightfeast, Voidworn, Morn-
    cloud, Duskblood, Darkvein, Gloomwalker, Voidheart
Void Elf Traits
Your void elf character has the following racial traits.
Ability Score Increase. Your Dexterity score increases
by 2, and your Intelligence or Charisma score (your choice)
increases by 1.
Age. Void elves reach adulthood at the rate of humans,
but aren't considered to have entered adulthood until they
reach age 60, and can live to become many hundred years
old with ease. That being said, many void elves have lived
for thousands of years due to the power of the Sunwell
extending their lifespan indefinitely.
Alignment. Although chaos and unpredictability is pro-
minent in many void elves, they have maintained a lawful Vulpera
alignment similar to blood elves. Those that succumb to
the void often turn chaotic in their alignment. The vulpera have lived in Vol'dun as free traders and mer-
Size. Blood elves are between 5 and 6 feet tall and weigh chants for countless generations. For much of that time,
between 125 and 175 pounds. Your size is Medium. To set they have been oppressed by the Faithless sethrak, who
your height and weight randomly, start with rolling the size have enslaved countless vulpera over the years and forced
modifier: them to work and fight for them. The vulpera are mostly a
Size Modifier: 2d10
passive people and as such never found the ability to stop
Height: 4 feet + 9 inches + your size modifier in inches
the sethrak. At least one caravan tried to fight back, but
Weight in Pounds: 100 + (2d4 x your size modifier)
they met only with defeat.
    Speed. Your base walking speed is 30 feet. Scavengers and Survivors
Darkvision. Due to your elven heritage, you have The vulpera are a keen and intelligent race of nomadic
superior vision in dark and dim conditions. You can see in scavengers. They are capable of turning what they find into
dim light within 60 feet of you as if it were bright light, and opportunities to thrive and are skilled at solving problems,
in darkness as if it were dim light. You can’t discern color in no matter their size. Despite their small stature, vulpera
darkness, only shades of gray. are fierce and cunning in battle, bringing down any enemy
Keen Senses. You are proficient in the Perception skill. foolish enough to underestimate them. While they have
Chill of Night. You have resistance to Necrotic damage. permanent settlements in burrows, their caravans mostly
Spatial Rift. As a bonus action, you open a rift in space travel from hideaway to hideaway, scavenging for supplies,
and time and magically teleport up to 30 feet to an trading them where they can, and spreading information
unoccupied space you can see. Once you use this trait, you they pick up along the way. Their scavenging often takes
can't do so again until you finish a short or long rest. the form of looting artifacts and treasure from ancient
Thalassian Legacy. You gain one of the following ruins and selling them to the highest bidder.
features of your choice:
You know one cantrip of your choice from the mage Resourceful Gatherers
spell list. Intelligence is your spellcasting ability for it. Dwelling in Vol'dun, the vulpera can't afford to waste re-
You have proficiency with the twinblade, warglaive, sources. Over time, they have learned to take anything that
shortbow, and longbow. looks even remotely useful and be creative using what they
    Languages. You can speak, read, and write Common and have, and they have learned to recognize value wherever it
Thalassian. Thalassian derives from the Darnassian tongue hides in the desert. When warned that gold from the Port
of night elves, and in many cases sound the same to an of Zem'lan was cursed, Norah replied that "A little curse
inexperienced ear. never kept the vulpera from a worthy treasure".
PART 1 | RACES 39
Affiliation     Alignment. Most vulpera lean towards true neutral, they
keep to themselves and care for the wellbeing of their own.
Vulpera are an independent race native to the warm desert However, their affection for other beings can often be inter-
of Vul'dun. Although some among the race continue a free preted as acts of kindness, even if it is not done out of the
nomadic lifestyle, many vulpera have chosen to joined the kindness of their hearts.
larger factions of Azeroth and shown a desire to explore Size. Vulpera are between 3 and 4 feet and average
the world found beyond Vol'dun's warm climate. about 50 pounds. Your size is Small. To set your height and
Alliance. No vulpera exist within the Alliance, although weight randomly, start with rolling the size modifier:
the race has no hatred towards its members, many vulpera Size Modifier: 2d4
have followed the caravan leader Kiro and pledged their Height: 2 feet + 8 inches + your size modifier in inches
allegiance to the Horde. Weight in Pounds: 35 + (1 x your size modifier)
Horde. These vulpera have felt the harshness of Vol'dun
and its inhabitants, indebted and grateful to the Horde for     Speed. Your base walking speed is 30 feet.
its aid they followed the caravan leader Kiro and joined the Desert Born. You're naturally adapted to hot climates, as
Horde to return a favor, and explore the world beyond. described in chapter 5 of the Dungeon Master's Guide.
Fury of the Small. When you damage a creature with an
Names attack or a spell and the creature's size is larger than yours,
Vulpera are given a name shortly after birth by the nomadic you can cause the attack or spell to deal extra damage to
caravan they travel with, rather than their parents. Those a the creature. The extra damage equals your level.
vulpera travel with are considered family and no voice rings Once you use this trait, you can't use it again until you
louder than others. Vulperan names are short, made up of finish a short or long rest.
two or three syllables at most. They do not keep family or Keen Hearing. You have advantage on Wisdom
surnames, and few choose to do so. (Perception) checks that rely on hearing.
Nomad's Knowledge. You gain proficiency with one of
Male Names: Deelni, Jaamre, Jenoh, Keerin, Kenzou, Kiro, the following skills of your choice: Animal Handling, Na-
    Nemru, Rikati, Shalku, Unjun ture, Stealth, or Survival.
Female Names: Erri, Eudora, Jena, Kova, Meerah, Nisha, Nose for Trouble. You can take the Disengage or Dodge
    Norah, Rehea, Saiva, Venah action as a bonus action during your first turn of each
combat. If you are surprised at the beginning of combat
Vulpera Traits and aren't incapacitated, you can still take the Dodge action
Your vulpera character has the following racial traits. during your first turn.
Ability Score Increase. Your Dexterity score increases Pathfinder. Whenever you make a Wisdom (Survival)
by 2, and your Intelligence score increases by 1. check related to navigating, you are considered proficient in
Age. Vulperas mature significantly faster than humans, the Survival skill and add double your proficiency bonus to
reaching physical adulthood at the age of 5. However, a vul- the check, instead of your normal proficiency bonus.
pera isn't considered an adult until they are ready to take Languages. You can speak, read, and write Common
on the responsibilities of their kin and caravan. They age and two other languages of your choice. Vulpera are a
noticeably faster and rarely live longer than 75 years. nomadic race that picks up the languages of those
they travel among.
 
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