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CREDITS
5E RPG CONVERSION
House Rules Conversion: Djmove, Arrius Nideal
VERSION 3.3
5th Edition Core Rules: Wizards of the Coast (a subsidiary of
“The sands of time have run out.” -Medivh, the last Guardian Hasbro)
Many have waited for Blizzard to approve another conversion of Warcraft Inspiration and Setting: Blizzard Entertainment Inc.
their world to the tabletop playing realm. Alas, many waited in
vain. Contributors: Mcgeneral, Big Mac, Jimbob, grimm, pagnabros,
“We will persevere.” -The Blood Elves. Neiven, as well as all the commenters on the Warcraft 5e
thread on The Piazza and the Discord server
However, tabletop players are well-known for their persistence
Art Design: Jack Clarke, Gilbert Frey
and tenacity in getting what they want to play--or at least,
satisfying themselves with an adequate enough replica. Artists: Akkapoj T., Alex Garner, Alex Horley, Andrea Uderzo,
“Sometimes, the hand of Fate must be forced.” -Illidan Anton Zemskov, Astri Lohne, Ben Thompson, Blizzard
Stormrage. Cinematics, Botos Vlad, Brandon Kitkouski, Brandon Liao,
Chaoyaun Xu, Charlene Le Scanff, Chen Zheng, Dan Scott,
And thus, the World of Warcraft 5e RPG Conversion begun. Danny Kim, David Castellano, Den, Dmitriy Prozorov, Doug
This conversion is of the much-loved World of Warcraft Role Alexander, E.M. Gist, Efrem Palacios, Eric Braddock, Evgeniy
universe, as for 5th edition of Dungeons and Dragons, made by the Dlinnov, Evgeniy Zagumyennyy, Exellero, Forrest Imel, Gabor
fans, for the fans. Szikszai, Glenn Rane, Gonzolo Ordonez, Greg Staples, Howard
Lyon, Ismael Bergara, Ivan Fomin, Jaslynn Tham, Jiein Hyun,
This not only includes special classes, races, and magical spells, but Jim Nelson, Jimmy Lo, Joe Wilson, John Polidora, Jomaro
also includes magical items, and even a few subsystems (such as
Kindred, Jon Neimeister, Justin Kunz, Juyoung Oh, Karl
infusion, mana, and crafting) built in the streamlined format of 5th
Richardson, Katarzyna Zajac, Konstantin Turovec, Kyle
edition, for the benefit of all roleplayers.
Herring, Laurel "LD" Austin, Leo Che, Leonarde a.C., Luca
Project Start: Aug 27, 2015 Zontini, Martin Geupel, Martina Pilcerova, Massive Black,
Matt Cavotta, Matt Gaser, Matthew McKeown, Mike
http://www.thepiazza.org.uk/bb/viewtopic.php?f=58&t=13979
Azevedo, Mike Hayes, Mike Nicholson, Mlappas, Nutchapol
Discord Server: https://discord.gg/XntzQC8 Thitinunthakorn, Patrik Hjelm, Peter Lee, Popo Wei, Randall
Hagmann, Raymond Swanland, Richard Wright, Rina Cane,
Edition (Content updates only): Beta released on Oct 11, 2015.
Robert Maldonado, Roman De Santi, Rui Zhang, Samo94,
1.7 released on July 2016. 1.9 released on August 2016. 2.0
Samwise Didier, Sandara Tang, Sergei Panin, Shengyi Sun,
released on November 2016. 2.4 released on June 2017. 2.5
Stefan Kopinski, Su Jian, Thomas Karlsson, Thorsten Erdt,
released on March 2018. 3.0 released on October 4 2018. 3.1
released on March 2019.3.2 released on 20 July 2019 3.3 Tom Fleming, Tooth, Trent Kaniuga, Trevor Jacobs, Valentine
released on 15 December 2019. Khruslov, Veli Nyström, Wayne Reynolds, Wei Wang, Yana
Vaseva, Yinglan Xu Student, Zhang Qipeng, Zoltan Boros

Last Spell, Last Arrow, Last Orc –


Samwise Didier illustrates a human, a
night elf, and an orc, standing united
against the might of the Burning
Legion.

Disclaimer: No responsibility will be taken for any world-ending disasters including but not limited to: Sargeras’ destruction of Azeroth, the complete corruption
of the world by the Old Gods and forces of the Void, any widescale changes of the planet including but not limited to The Sundering, the tearing in half of The
Barrens or the flooding of the Thousand Needles.

This work is purely recreational, and is not intended to contest and/or derive any commercial benefit in any way, shape, or form from any
Wizards of the Coast or Blizzard Entertainment products (the D&D 5th Edition Roleplaying game, and product identities including but not limited
to Warcraft, World of Warcraft, World of Warcraft: The Role-Playing Game; all text under the “Description” header of any creature, spell, magic
item, artifact, or NPC listing; any elements of the Warcraft setting, including but not limited to capitalized names, names of artifacts, beings,
characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, songs, and spells; any and all stories,
storylines, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses,
PAGE | 3 INTRODUCTION | DRAENEI
poses, logos, symbols, or graphic designs), and use of this is non-commercial in purpose, and appeals to the ‘Fair Use’ intent of copyright
infringement laws.
CONTENTS
INTRODUCTION........................................................... 5 Special and Racial Specializations ....................................120
CHAPTER4:PERSONALITYANDBACKGROUND..............128
CHAPTER1:STEP-BY-STEPCHARACTERS.........................6
CHAPTER5:EQUIPMENT.............................................136
CHAPTER2:RACES .......................................................8
Tools ..........................................................................................137
Draenei .......................................................................................... 9
Treasures ..................................................................................139
Dwarf ........................................................................................... 11
Artifacts .....................................................................................150
Elf ................................................................................................. 13
Armor Sets ...............................................................................153
Forsaken..................................................................................... 16
Skill or Tool Products ...........................................................157
Gnome......................................................................................... 18
Poisons and Plagues..............................................................160
Goblin .......................................................................................... 19
Devices and Engineering ......................................................163
Human ........................................................................................ 20
Orc................................................................................................ 21
CHAPTER6:CUSTOMIZATIONOPTIONS .......................169
Pandaren .................................................................................... 22 CHAPTER7:USINGABILITYSCORES,SKILLS,ANDTOOLS.174
Tauren ......................................................................................... 23
Gathering Tools ......................................................................175
Troll ............................................................................................. 24
Production Tools ....................................................................177
Worgen........................................................................................ 26
Half-breed Race ........................................................................ 27 CHAPTER8:ADVENTURING......................................... 191
CHAPTER3:CLASSES................................................... 28 CHAPTER9:COMBAT.................................................195
Alchemist (ALC) ....................................................................... 28 Optional Rules .........................................................................196
Death Knight (DKN) ................................................................ 35
CHAPTER10:SPELLCASTING........................................197
Druid (DRD) .............................................................................. 43
Hunter (HTR) ............................................................................ 50 CHAPTER11:SPELLS...................................................205
Mage (MGE) .............................................................................. 58
Spell Descriptions ..................................................................213
Monk (MNK) .............................................................................. 64
Paladin (PLD) ........................................................................... 71 APPENDIXA:CONDITIONS......................................... 257
Priest (PRS)............................................................................... 78 APPENDIXB:GODSOFTHEWARCRAFTUNIVERSE..........259
Rogue (RGE) ............................................................................. 87
Shaman (SHM) ......................................................................... 94 APPENDIXC:PLANESOFEXISTENCE.............................263
Tinker (TNK) ........................................................................... 101
APPENDIXD:INSPIRATIONALREADING.........................265
Warlock (WRK)....................................................................... 107
Warrior (WAR) ........................................................................ 113 CHANGELOG...........................................................266

PAGE | 4 INTRODUCTION | DRAENEI


INTRODUCTION
The world of Warcraft has many special traits when Mana and prepared spells are also used as a core magic
converted to tabletop format. It has special naming system, not spell slots. Mana restores over time, while
conventions, languages, and an extensive lore. resting, by drinking certain potions, and by using certain
abilities. This is detailed further under chapter 10.
NAMING CONVENTIONS
Old Name New Name CLASSES
Dexterity (Dex) Agility (Agi)
Wisdom (Wis) Spirit (Spi) As detailed below, some classes gain different abilities to
Constitution (Con) Stamina (Sta) better synergize with the mana system, while others are
renamed as above.
Old Class Name New Class Name
Cleric Priest CORPOREALITY AND ETHEREALNESS
Fighter Warrior
The Warcraft universe does not transit into the ethereal
Ranger Hunter
Sorcerer Warlock
plane present in other settings, and thus all ethereal
movement is incorporeal movement instead.
Old Spell Name New Spell Name Incorporeal creatures gain damage resistance to all non-
Cure Wounds Holy Light (modified) magical weapons, and resistance to all energy types except
Delayed Blast Fireball Pyroblast (modified) arcane, holy, shadow, and fel. They may also go through
Healing Word Flash of Light (modified) solid objects such as walls (treating movement as difficult
Inflict Wounds Death Coil (modified)
terrain), but take 5 (1d10) arcane damage if ending their
Magic Missile Arcane Missile
Magic Jar Posession turn within one. They are also naturally invisible, but are
Mordenkainen’s Sword Arcane Sword not naturally silent. They cannot attack non incorporeal
Ray of Frost Frost Bolt creatures or cast spells, but may handle force effects as
Sacred Flame Smite normal (such as by pushing, casting force spells, or
Thunderwave Thunderstorm attacking with force weapons). Force effects prevent
incorporeal creatures to pass through them.
Spells not included in the above list that include their
inventor’s name (Bigby’s Hand, Evard’s Black Tentacles) ENERGY TYPES
excises the inventor’s name (Hand, Black Tentacles, etc.),
Besides the normal damage descriptors in 5e D&D, the
as detailed in Chapter 11.
Warcraft universe has an additional damage type: Fel,
MAGIC AND MANA which is channeled by demonic power and is inherently
destructive and corruptive. It also differs in naming
Some spells are changed in function or name. All such existing descriptors.
spells are referred to with their new names, rather than This is detailed under Chapter 9.
their old names.

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CHAPTER 1: STEP-BY-STEP CHARACTERS
When determining your ability scores (also known as
• Darklands dwarf (+1) High elf (+1) Void Elf (+1)
attributes), there are two new methods to create them; the
Nightborne (+1)
focused method, and the heroic method. Both yield higher
• Gnome (+2) Goblin (+2)
attributes on average, suitable for the many challenges in the
• Forsaken (+1) Human (+1) Orc (+1)
Warcraft universe.
SPIRIT
ABILITY SCORE SUMMARY Measures: Awareness, intuition, wisdom
Important for: Druid, priest, shaman
STRENGTH
Racial Increases:
Measures: Natural athleticism, bodily power
Important for: Death knight, paladin, and warrior • Hill dwarf (+1) Draenei (+1)
Racial Increases: • Forsaken (+1) Human (+1)
• Night elf (+1) Orc (+1)
• Mountain dwarf (+2) Draenei (+2)
• Tauren (+1) Pandaren (+1)
• Forsaken (+1) Orc (+2)
• Human (+1) Tauren (+2) Worgen (+1) CHARISMA
Measures: Confidence, eloquence, leadership
AGILITY
Important for: Warlock
Measures: Physical agility, reflexes, balance, poise
Racial Increases:
Important for: Hunter, monk, rogue
Racial Increases: • Forsaken (+1) Goblin (+1)
• Human (+1) Orc (+1) Void Elf (+1)
• Elf (+2) Forsaken (+1)
• Human (+1) Orc (+1) FOCUS AND FOIBLE
• Troll (+1), Worgen (+2) This method leads to more focused characters with clearer
weaknesses. Before applying modifiers, choose a one focus
STAMINA
(an ability score you’re good at) and one foible (an ability
Measures: Health, constitution, vital force
score you’re bad at).
Important for: Everyone
Focus. Mark this attribute as 18
Racial Increases:
Foible. Mark this attribute as 8
• Dwarf (+2) Forsaken (+1) Set your remaining attributes at 10, and distribute 16
• Gnome (+1) Human (+1) points among the ability scores in any way you desire. You
• Orc (+1) Pandaren (+2) Troll (+1, + 2 if ice troll) may reduce an existing attribute by up to 2 points to that
number of points to add to another attribute.
INTELLIGENCE
Measures: Mental acuity, information recall, analytical skill HEROIC ROLL
Important for: Alchemist, mage, tinker This method leads to generally stronger characters than by
Racial Increases: normal rolling.
For each ability score, roll 2d6 + 6.

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BEYOND 1ST LEVEL The amount of wealth carried by a character can vary
significantly depending on starting resources, unexpected
The rules in the World of Warcraft 5e RPG also include
loot gained in the campaign, whether or not characters have
crafting sub-systems and classes (such as the Alchemist and downtime to gather additional wealth, inherited gold, or
Tinker), and various options (such as the Infusionist feat)
even possessing companies and strongholds under their
that can translate wealth into character power. control.
When creating a character from above 1st level, refer to
the following guidelines for expected wealth for level to give MAGICAL ITEM BUDGET
a general idea how to keep characters on the same general
A DM may refer to the above chart to determine the total
level of wealth.
worth of magic items the characters have, without actually
Refer to the Item Creation Complexity and Cost Table on
explicit magic items to be sold.
Chapter 7 to calculate item rarity. Note that crafting an item
In this case, the wealth is not the expected wealth of the
costs one-half the cost of buying it.
character, but the cost of the magic items the player should
CHARACTER PROGRESSION TABLE have by the appropriate level. This can come in the form of
Level Typical Wealth Crafting Points quest gifts, a normal item improving into a magical one, or a
1 0 0 permanent blessing or infusion upon a held item.
2 140 5 The expected cost of magic items relative to rarity is
3 280 11 present in Chapter 7.
4 420 16
5 560 22 EXPECTED DOWNTIME
6 4,500 180
7 8,400 336 In case of crafting classes (Alchemist and Tinker), or in
8 12,300 495 cases where characters can create magical items (taking the
9 16,200 648 Infusionist feat), a good amount of downtime to allow the
10 20,100 804 classes to function at a competitive rate is usually 5 days to 1
11 24,100 964
week between adventures (or the same time for every 3-5
12 42,400 1,696
combat encounters).
13 60,700 2,428
14 79,000 3,160 That way, very complex projects (2 weeks) like building a
15 97,300 3,892 mecha or vehicle can be done every two adventures.
16 116,000 4,640 With such options available, players benefit more from
17 134,000 5,360 wealth and time to build the exact items they need, from
18 362,000 14,480 scrolls, potions, explosives, and more spells in a mage's
19 590,000 23,600
spellbook, to advanced constructs and vehicles such as
20 818,000 32,720
gyrocopters, so exercising judgment is key

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CHAPTER 2: RACES RACIAL MOUNT TABLE
Race Mount
The races of Warcraft are diverse and rich. Each race has a Draenei
role in the world, and their deeds resonate through the ages. Unbroken Elekks
Members of each race view each other with assumptions Broken —
formed by past conflicts and alliances. Warcraft’s history is Dwarves
troubled and epic, and every aspect influences the races, Bronzebeard Rams
Wildhammer Gryphons
their beliefs and their roles.
Dark Iron Core hounds
The races described here are not the only races in the
Elves
Warcraft world, but they are the most dominant, influential, High Horses
and prone to adventuring. Other races can be found in the Blood Hawkstriders
Monster Guide. Night Saber cats
Nightborne Saber cats
RACIAL MOUNT Void Hawkstriders
Humans Horses
Each race in Warcraft has affinity to one creature that serves Forsaken Skeletal horses (horse with skeletal template)
as a primary mount, either to accommodate their skeletal Mechanostriders (tallstrider with mechanized
and muscular structure, or for cultural reasons. Refer to the Gnomes template)
below table for details. Goblins Turbo trike (vehicle)
Orcs Wolves
Pandaren Giant turtles
Tauren Kodo beasts
Trolls Raptors
Worgen Horses (bred for mountains)

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DRAENEI
The draenei are a powerfully-built alien race that originates
from Argus. They are strongly-attuned to magic, and have
the potential for exceptional good or evil. Draenei who
succumb to fel magic form the ranks of the Eredar, the
greatest generals of the Burning Legion, while draenei who
serve the Holy Light are immortal crusaders for justice Males range anywhere from seven feet tall to eight feet tall
across the cosmos. and weigh on average around 300 or 400 pounds. Females
stand at six to seven feet tall and only weigh around 170 to
DRAENEI TRAITS 250 pounds when fully grown.
Broken draenei look distinctly different from normal
Ability Score Increase. Your Spirit or Intelligence increases
Draenei, having flat, noseless faces and having thick, three-
by 1.
fingered hands, and lose their bone-like plates.
Age. A typical draenei claims adulthood around 100 years
old, and can live to about ten thousand years old.
Speed. Your base walking speed is 30 ft.
Affiliation. Each sub-race is inclined to its own affiliations.
Darkvision. You can see in dim light within 60 feet of you
Size. Draenei stand between 7 and 8 feet tall and average
as if it were bright light, and in darkness as if it were dim
about 300 pounds. Your size is Medium.As befitting their
light. You can’t discern color in darkness, only shades of
Eredar heritage, Draenei have hooved feet, tendrils that
gray.
grow from the neck and short tails, and their skin color is
Draenei Combat Training. You have proficiency with the
affected by the magic they naturally absorb (with fel magic
longsword, greathammer, glaive, and heavy crossbow.
reddening them, holy magic rendering their skins blue to
Fel Resistance. You have resistance to fel damage.
violet, and void magic darkening them to brown).
Heroic Presence. You can spend 10 minutes inspiring
Males’ skulls are rigid (giving the appearance of a bone
your companions, shoring up their resolve to fight. When
plate under their skin), while females grow foot-long,
you do so, choose up to six friendly creatures (which can
graceful curved horns.
include yourself) within 30 feet of you who can see or hear

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you and who can understand you. Each creature can gain The Broken, also known as Krokul in Draenei, are a
temporary hit points equal to your level + your Charisma or mutated and devolved subrace of draenei who lived in
Spirit modifier. A creature can’t gain temporary hit points Outland. They, like most of the orcs, fell prey to the demons'
from this feat again until it has finished a short or long rest. sinister influence and were changed by the corruption.
If you spend Inspiration when using Heroic Presence, Though they lost some of their former powers, the Broken
creatures can benefit multiple times from the temporary hit still present a clear danger to all races through Outland. The
points (so long as there is Inspiration to spend), but it does largest known faction of Broken in Outland, the Ashtongue
not stack. Deathsworn, is currently led by Akama. They are supposedly
Alternatively, you may declare use of this ability upon allied with Illidan Stormrage.
landing a critical hit. The range remains the same. Ability Score Increase. Your Agility increases by 2.
Languages. You can speak, read, and write Common and Affiliation. Independent. Despite the (mostly) accidental
Eredun. The Eredun Draenei speak is an altered dialect that regression into broken, many unbroken draenei not only
is less corrupt, and thus does not impose penalties when distrust them but despise them. Although understandable of
speaking, but is perfectly understandable by fiends. those broken who remain corrupted or in service to the
Legion, one would think that the unbroken would be willing
Male Names. Amka, Doruno, Kozza, Sarhash, Shunn, to welcome any of their people that survived the orcs'
Thylon, Voluth genocide. Most broken are independent as a result, although
Female Names. Corevva, Daalny, Demetra, Fetwa, Lan’era, the Prophet Velen, the leader of the unbroken, does extend a
Me’era, Tanmatra hand to broken to help them find their way back.
Family Names. Draenei do not have family names, but take Adapter. When acting in a surprise round, you may
a title according to their deeds. always act in it (even if you failed your Perception
check to notice it). You also have advantage
SUBRACE versus weather effects.
Ancient events divide the draenei into two sub-races: Stalker. You have proficiency with the
unbroken and broken, choose one of these subraces. Perception and
Stealth skills.
UNBROKEN (DRAENEI)
“The Legion’s end draws near.”
As one of the enlightened cousins of the Eredar, the
Draenei arrived in Azeroth after the reopening of the Dark
Portal. Living out the last centuries in exile and escape from
the Burning Legion, the Draenei are steadfast champions of
the Light, and will do anything in their power to prevent
another world from falling to the Flame.
Ability Score Increase. Your Strength increases by 2.
Affiliation. Alliance. Unbroken draenei have found that
they have strong bonds with humanity and dwarvenkind due
to their shared worship of the Light, and kinship with the
now-mortal night elves.
Gift of the Naaru. You can use your bonus action to
channel holy energy, casting the renewing light spell as if
cast as a 1st level spell. This can be used once until a short
or long rest.
At 6th level, you gain another use of the ability or choose
to heighten the spell’s effective level to a 3rd level spell. You
can make the same choice at 11th and 16th levels (4th or
5th level, or additional uses). While a creature benefits from
this ability, they have a glowing blue mark above their
forehead (shedding light equal to dancing lights).
Gemcutting. You are proficient with artisan’s tools
(jewelcrafting kit).

BROKEN (KROKUL)
“You will learn our ways…”

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Stoneform. You can focus yourself to occasionally shrug
DWARF off injury. When you take damage, you can use your reaction
to roll a d12. Add your Stamina modifier to the number
Dwarves are short and stout creatures mostly inhabiting rolled, and reduce the damage by that total. If the damage
Khaz Modan in the Eastern Kingdoms. They are shorter exceeds any ongoing bleed damage you take, you end the
than humans but taller than gnomes, taking advantage of effect as well. After you use this trait, you can't use it again
their size when possible and relying on their robustness and until you finish a short or long rest.
strength when not. The average dwarf is steady, observant Tool Proficiency. You gain proficiency with one artisan’s
and composed. tool of your choice: smith’s tools, brewer’s supplies, mason’s
tools, or mining tools.
DWARVEN TRAITS
Dwarven Combat Training. You have proficiency with
Ability Score Increase. Your Stamina score increases by 2. the battleaxe, handaxe, light hammer, and warhammer.
Age. Dwarves mature at the same rate as humans, but Languages. You can speak, read, and write Common and
they’re considered young until they reach the age of 40. On Dwarven. Dwarven is full of hard consonants and guttural
average, they live to be 450 years old. sounds, and those characteristics spill over into whatever
Affiliation. Each sub-race is inclined to its own affiliations other language a dwarf might speak.
ever since the great War of the Three Hammers.
Size. Dwarves stand between 4 and 5 feet tall and average SUBRACE
about 150 pounds. Your size is Medium. Three main subraces of dwarves populate the worlds of
Male dwarves tend to have long hair, and beards or facial Azeroth: Hill dwarves (Wildhammer Clan), Mountain
hair often tied in ornate braids. Female dwarves also have dwarves (Bronzebeard Clan), and Dark dwarves (Dark Iron
sturdy muscular frames, but they are buxom and lack facial Clan). Choose one of these subraces.
hair, despite the claims of some of the less educated sages of
other races. HILL DWARF (WILDHAMMER)
Speed. Your base walking speed is 25 feet. Your speed is “To the skies!”
not reduced by wearing heavy armor. As a hill dwarf, you probably hail from the Wildhammer
Darkvision. Accustomed to life underground, you have clan and its allies, and live in the Aerie Peak. Wildhammer
superior vision in dark and dim conditions. You can see in dwarves are similar in appearance to their Ironforge kin,
dim light within 60 feet of you as if it were bright light, and though many shave their heads and they are slightly taller
in darkness as if it were dim light. You can’t discern color in and leaner. Exposure to sun and high winds darkens and
darkness, only shades of gray. toughens their skin. Wildhammers string beads and feathers
Natural Armor. Your skin is as hardened leather in into their hair and beards as good luck charms, and paint
toughness. When you aren't wearing armor, your AC is 12 + tattoos on their bodies in homage to the totems, ideas and
your Agility modifier. You can use your natural armor to creatures they revere.
determine your AC if the armor you wear would leave you Affiliation. Alliance or independent. The Wildhammer
with a lower AC. A shield's benefits apply as normal while clan is not a member of the Alliance, but Wildhammer
you use your natural armor. If you benefit from a feature that dwarves are allies of the Alliance and would certainly help it
would alter your AC (such as the mage armor spell or the in a war (and have done so in the past).
monk’s unarmored defense feature), add +2 to your baseline They are distant with humans and Ironforge dwarves, but
AC. have formed a kinship with high elves. Wildhammers and

PAGE | 11 CHAPTER 2: RACES | DWARF


high elves shared much in common in the past, including a Male Names. Barab, Aradun, Thorin, Magni, Garrim,
love of nature and hatred of evil. Many high elves have Wendel, Thurimar.
grown introverted and brooding of late, which concerns the Female Names. Chise, Helge, Ferya, Furga, Krona, Imli.
Wildhammers. The dwarves are appalled at the defection of Family Names. Thunderforge, Bronzebeard, Hammergrim,
the blood elves, an event which has caused them to see their Thornsteel, Chunderstout.
high elf allies with new eyes. They also get along well with
DARKLANDS DWARF (DARK IRON)
night elves, as the two races share much in common.
“You shall serve.”
Ability Score Increase. Your Spirit score increases by 1.
As a darklands dwarf, you probably hail from the Dark
Bravery. You have advantage to all saves against fear.
Iron clans, lead by the Sorcerer-thane Thaurissan. Reviled
Natural Handler. You have proficiency with Animal
as betrayers of their fellow dwarves, and living in the
Handling. If handling beasts that naturally live in mountains
mountain-halls of Blackrock Mountain, Dark Iron dwarves
such as gryphons or mountain lions, double your proficiency
are slaves to the great elemental Firelord Ragnaros, and
bonus.
serve him in the latent volcanic mountain.
Mountain Born. You're acclimated to high altitude,
Dark Irons seem identical to Ironforge dwarves, except
including elevations above 20,000 feet. You're also naturally
that their skin tones are ashen and gray, and their eyes are
adapted to cold weather in the wilderness or while
golden-red. Dark Irons who adventure can often reach into
exploring.
the power in their bloodline and spontaneously conjure
flames.
Male Names. Kazdin, Hagrim, Dondar, Soldrin.
Hoarse of voice and prone to undertone muttering, Dark
Female Names. Kella, Lorim, Ar-ya, Senica.
Irons do not inspire trust easily.
Family Names. Beastclaw, Greatbeard, Thundertamer,
Ability Score Increase. Your Intelligence score increases
Windseer.
by 1.
MOUNTAIN DWARF (BRONZEBEARD) Affiliation. Alliance or Independent. Hatred comes to
“For Khaz Modan!” Dark Iron dwarves against all races, and in their service to
As a mountain dwarf, you probably hail from the Ragnaros, they see only rivals, thralls, and enemies. Some
Bronzebeard clan and its allies, and live in Khaz Modan. dark irons have found kinship with their cousins the
Ironforge dwarves are stout and powerful, with short Wildhammers and the Bronzebeards, and chose to join the
muscular bodies, and prefer tying their hair (male or female) Alliance.
in ornate braids. Dwarven Combat Training. You have proficiency with
Ability Score Increase. Your Strength score increases by firearms and explosives of all types, even if you do not have
1. proficiency in engineering, and gain proficiency in light
Affiliation. Alliance. While the dwarves of Ironforge armor.
appreciate the fighting skill of the Horde, it is with grim eyes Fire-Lord’s Favor. You have resistance to fire damage.
that they look upon the orcs and their allies, the trolls and Burning Heart. You know the produce flame cantrip
the Forsaken. Although the dwarves have held dealings of (caster level equal to your character level). Intelligence is
commerce and diplomacy with the high elves, they keep the your spellcasting ability for it.
people of Quel’Thalas at an arm’s distance. While the night
elves may share the same allegiances, the dwarves look Male Names. Beld, Franclorn, Lokhtos, Grall.
upon them with suspicion and some trepidation. Humans, Female Names. Aster, Channis, Mogran, Wellia.
however, are the staunch and constant allies of the dwarven Family Names. Angerforge, Darkbargainer, Firesmite,
people and find welcome, favor and kindness when in Forgewright.
dwarven lands.
Dwarven Combat Training. You have proficiency with
firearms and explosives of all types, even if you do not have
proficiency in engineering, and gain proficiency with light
armor.
Resilience. You have advantage against poisons and
resistance to poison damage.
Stonecunning. Whenever you make an Intelligence
(History) check or Mining check related to stonework and
minerals, you are considered both proficient and as if having
Expertise in either History or Mining (choose one).

PAGE | 12 CHAPTER 2: RACES | DWARF


Mystic Senses. Whenever you make any check related to
ELF the origin of magical items, lore, or spells, you are treated as
An elf is a member of one of the longest-lived species on if you are proficient in the Arcana skill, and add double your
Azeroth known for keen perception, grace, and great proficiency to the check, instead of your normal proficiency
spellwork. Elves were once believed to be the first race to bonus.
awaken on Azeroth. Keen Senses. You are proficient with the Perception skill.
Elven Combat Training. You have proficiency with the
ELVEN TRAITS longsword, longbow, rapier, and shortbow.
Ability Score Increase. Your Agility score increases by 2. Languages. You can speak, read, and write Common and
Age. Although elves reach physical maturity at about the Elven (any dialect, see Chapter 4). Elven is fluid, with subtle
same age as humans, the elven understanding of adulthood intonations and intricate grammar, even with strange
goes beyond physical growth to encompass worldly dialects such as Nazja. Elven literature is rich and varied,
experience. and their songs and poems are famous among other races.
A high elf typically claims adulthood around the age of 60 SUBRACE
and can live to be 750 years old.
A night elves claim adulthood and live up to five times said Ancient divides and use of mana siphoning (or mana
age (adulthood at 300 and live up to 3,750 years old). Until vampirism) among the elven people resulted in several main
the World Tree was destroyed, the Night Elves were sub-races: high elves (and the blood and void elves), and
immune to aging effects. night elves (and the Nightborne), Choose one of these
Affiliation. Each sub-race is inclined to its own affiliations subraces.
ever since the Great War of the Ancients. HIGH ELF (QUEL’DOREI)
Size. A high elf (and hence a blood and void elf) is usually “For Quel’Thalas!”
a little over 6 feet in height and weighs between 100 and
As a high elf, you hail from Silvermoon in Quel’Thalas or
175 pounds, depending on gender.
Dalaran. High elves stand slightly taller than humans do.
Night elves (and hence Nightborne) are imposing in
The elves are slim, with sharp symmetrical features, often
stature, males being on average 7 feet tall. Male Kaldorei are
an exaggeration of perfect beauty. The high elves are
very muscular, with broad chests and shoulders, indicative
uniformly fair in complexion, with white to flaxen colored
of the strength that lies within both their minds and bodies.
hair. Their eyes are incredibly intense in color, seeming to
Female night elves are lithe and curvaceous, yet still
glow with an inner light. While many high elves have blue or
muscular and strong.
green eyes, violet and red are not unheard of.
Speed. Your base walking speed is 30 feet.
Ability Score Increase. Your Intelligence score increases
Darkvision. Accustomed to twilit forests and the night
by 1.
sky, you have superior vision in dark and dim conditions.
Affiliation. Alliance or independent. Most of the high elves
You can see in dim light within 60 feet of you as if it were
have placed themselves under a self-imposed exile, ashamed
bright light, and in darkness as if it were dim light. You can’t
of the damage that they have wrought upon the world of
discern color in darkness, only shades of gray.

PAGE | 13 CHAPTER 2: RACES | ELF


Lordaeron with their abuse of arcane magic. While humans Blood Elves are identical to High Elves in racial bonuses
still accept the high elves because of the aid that both races and names. However, their culture is more warped due to
provided each other during the most recent attacks of the their insatiable thirst for vengeance: most have abandoned
Burning Legion, many of the other races will only deal with worship of the Light, their allegiances have changed, and
the high elves if absolutely necessary. This is especially true they suffer psychologically from extensive use of mana
after the acts of Kael’thas Sunstrider. siphoning, due to the Sunwell’s corruption and subsequent
The night elves in particular do not care for the company destruction.
of high elves and in some cases can be openly hostile toward A DM should consider applying the mana withdrawal
their sun-blessed brethren. The passing of time may heal optional rule with Blood Elves.
these wounds, but the use of arcane magic will always draw Affiliation. Horde or independent. Most of the blood elves
a rift between these two breeds of elf. have joined the New Horde, invited to do so by the Banshee
High Magic. You know the prestidigitation cantrip and can Queen Sylvanas Windrunner.
cast it normally (caster level equal to your character level). Blood Magic. This acts as High Magic. While you use
When you reach 3rd level, you can also cast detect magic as abilities granted by this ability, your eyes glow a pale fel
a spell 1st level spell. When you reach 5th level, you can also green instead of High Elves’ blue. Instead of the
cast the mute spell as a 2nd level spell. prestidigitation cantrip, you may choose the thaumaturgy
Intelligence is your spellcasting ability for these spells, and cantrip instead, and may cast the mana burn spell instead of
you use your mana pool for these abilities (even if you are mute.
not normally a spellcaster). While you use such abilities (and
NIGHT ELF (KALDOREI)
after using them for one hour), your eyes glow a pale blue.
"The horn has sounded, and I have come as promised. I
If you can already cast such spells (and have a sufficiently
smell the stench of decay and corruption in our land. That
high caster level), they are always prepared for free.
angers me greatly."
Arcane Legacy. The high elves are uniquely attuned to
magic. You can choose one of the below abilities. -Malfurion Stormrage
As a night elf, you hail from Darnassus in Kalimdor. The
• Your spellcasting ability score is treated as if it is 2 points race’s prominent eyebrows, long pointed ears and natural
higher for the purposes of spell DCs, spell attack rolls, and aspects imply a feral grace. Skin tones range from pale
your mana pool. white to blue or even ruddy red, and their hair ranges in
• You add an additional cantrip to your High Magic ability, color from bright white to woodland green to lustrous black.
chosen from the mage spell list. Ability Score Increase. Your Spirit score increases by 1.
• You gain the suffused arrows hunter talent. You may only Affiliation. Alliance or independent. The night elves are
take this if your first level is a hunter. members of the Alliance, but they are not the most trusted
Extra Language. You can speak, read, and write one extra or highly regarded members of this group of races.
language of your choice. Although honorable and just, the night elves’ natural
distrust has tainted their relations somewhat. Combined
Male Names. Mariel, Athaniar, Anandor, Tharama, Viridiel, with their mystical appearances and mysterious natures,
Malanior. interactions with other races become uncomfortable at
Female Names. Anarial, Freja, Driana, Coria, Alanassori, times. There is a strong streak of isolationism in the
Azshara. Kaldorei, for they are uncomfortable leaving the verdant
Family Names. Boughstrider, Dawnblade, Lightbringer, mists of Teldrassil.
Morningray, Suntreader. Nature Resistance. You have advantage on saving throws
against poisons, and have resistance against lightning and
BLOOD ELF (SIN’DOREI) poison damage.
“Power! My people are addicted to it... a dependence made Mask of the Wild. You can attempt to hide even when you
manifest after the Sunwell was destroyed.” are only lightly obscured by foliage, heavy rain, falling snow,
-Kael’Thas Sunstrider mist, and other natural phenomena.
Following the Third War, 90% of the High Elven Shadowmeld. When you are in dim or dark light, you gain
population was slain during the Siege of Silvermoon and the advantage on Agility (Stealth) checks.
Razing of Quel’Thalas. Prince Kael’Thas Sunstrider
renamed his people the Blood Elves (Sin’dorei) following Male Names. Ilthilior, Mellitharn, Khardona, Andissiel,
this terrible event. Mardant, Tanavar.
With their homeland destroyed, their forests burned and Female Names. Keina, Deliantha, Meridia, Freja, Alannaria,
corrupted, and their beloved sacred Sunwell sullied, the Nevarial.
Blood Elves underwent mana withdrawal. Family Names. Moonblade, Glaivestorm, Proudstrider,
Oakwalker, Nightwing, Staghorn.

PAGE | 14 CHAPTER 2: RACES | ELF


NIGHTBORNE (SHAL'DOREI) Family Names. Margaux, Babineaux, Gillette, Clarent,
“My people face a similar dilemma. I peered into all possible Roux, Prideux.
futures in search for an answer... and found only one.”
VOID ELVES (REN'DOREI)
- Elisande, Grand Magistrix of the Nightborne "You have known the Shadow as nothing but horrors. The
As a Nightborne, you hail from the ancient city of Suramar, Shadow sees the Light in the same way. Neither viewpoint is
and have spent your life sheltered by the power of the true. Neither is wrong."
Nightwell (a simulacra of the Well of Eternity), and the dome
- Locus-Walker
of arcane power weaved by Elisande, the Grand Magistrix.
As a void elf, you may be drawn from a small and elite
The nightborne look similar to night elves, but their overall
cadre of high elven warriors, mages, and warlocks, or have
appearance is darker. Their skin does not have the brighter
come to learn the ways of the void by drawing upon void
skin tones of purple and pink that night elves do, instead
mana.
having more pale skin with dark blue-purpleish tones. A
Void elves have extremely pale skin, blue eyes, and hair
shal'dorei's hair is also far less colorful than the kal'dorei's,
with varying shades of purple and blue - sometimes with
having only white, gray, black, or very pale-blue hair colors.
tentacle-shaped dreadlocks. On occasion in combat they
Glowing tattoos seem common among nightborne, though
fully embrace the Void, shrouding their entire bodies in
whether these are cosmetic or a result of the Nightwell's
purple shadow magic (such as when using one of the racial
energy is unknown. Their eyes glow light-blue.
traits). Alleria Windrunner is the only elf shown to be able to
Ability Score Increase. Your Intelligence score increases
keep the transformation indefinitely.
by 1.
Ability Score Increase. Your Charisma or Intelligence
Affiliation. Horde or Independent. When the dome began
score increases by 1.
unweaving after the Battle of Nighthold during the third
Affiliation. Alliance or Independent
Burning Legion invasion of Azeroth, the leaders of the
Chill of Night. You have resistance to shadow damage.
Nightborne elected to let it fade, subjecting the Nightborne
Preternatural Calm. You have advantage to all Stamina
to the same withdrawal the High Elves face, rather than face
checks to concentrate on spells.
the alternative. Electing to join the Horde, the Nightborne
Spatial Rift. You can create a spatial rift as a bonus action
found new and steadfast allies in the Blood Elves when they
at any point you can both see and normally reach (by
re-appeared in the world of Azeroth. Nightborne that are
walking, climbing, or swimming) to within 30 feet (or your
more independent-minded also roam the world, searching
normal walk speed, whichever is higher). After the rift is set,
for ways to satiate their thirst for magic before it becomes an
you can teleport to as a bonus action it as if using the blink
obsession like the Blood Elves.
step spell. This is useable once per long rest, and acts as the
Arcane Affinity. You deal one additional point of arcane
spell for all other purposes. The rift remains up to 1 minute,
damage for each damage dice with your arcane spells. This
and can be used so long as you are within 100 feet of it (so
applies once per spell.
long as you placed it within the normal range beforehand).
Blessing of the Nightwell. You have resistance to arcane
Void Magic. You know the chill touch cantrip and can cast
damage.
it normally (caster level equal to your character level). When
Nightfallen Magic. You know the mage hand cantrip and
you reach 3rd level, you can also cast detect magic as a 1st
can cast it normally (caster level equal to your character
level spell. When you reach 5th level, you can also cast the
level). When you reach 3rd level, you can also cast detect
blink step spell as a 2nd level spell. Charisma or Intelligence
magic as a 1st level spell. When you reach 5th level, you can
(your choice) is your spellcasting ability for these spells, and
also cast the arcane explosion spell as a 2nd level spell.
you use your mana pool for these abilities (even if you are
Intelligence is your spellcasting ability for these spells, and
not normally a spellcaster). While you use such abilities (and
you use your mana pool for these abilities (even if you are
after using them for one hour), your eyes glow a pale white.
not normally a spellcaster). While you use such abilities (and
If you can already cast such spells (and have a sufficiently
after using them for one hour), your eyes glow a light blue.
high caster level), they are always prepared for free.
If you can already cast such spells (and have a sufficiently
high caster level), they are always prepared for free.
Male and Female Names. Void elves follow the naming
Extra Language. You can speak, read, and write one extra
traditions of the high elven culture from which they were
language of your choice.
selected from
Family Names. Blackfeather, Duskblade, Shadowwalker,
Male Names. Ilthilior, Mellitharn, Lurunic, Elleshel,
Swiftshadow, Velvetkind.
Mardant, Faldres.
Female Names. Kandui, Deliantha, Allainn, Freja,
Alannaria, Macianne.

PAGE | 15 CHAPTER 2: RACES | ELF


FORSAKEN
“We are the Forsaken. We will slaughter anyone who stands
in our way”
-Lady Sylvanas Windrunner”
Undead humans and elves freed from the Lich King’s
control during the second stage of the Third War, the
Forsaken are a strange and dark force. Hailing from the As a forsaken undead, your alliance with the Horde
twisted, skittering darkness of Undercity, the Forsaken are started out as necessity and convenience, and your previous
nominally allied with the Horde but serve only themselves. life bears witness to the many tragedies of Azeroth’s reality.
Their objectives are twofold: eliminate the Scourge, and Needing both time and help to fight against their former
establish a place for themselves on Azeroth. Scourge masters, the Forsaken have a reputation of utter
Four years ago, the high elven Ranger General Sylvanas ruthlessness, human experimentation, and moral ambiguity.
Windrunner fell in combat against the Scourge. Prince Although humans make the vast population of Forsaken,
Arthas raised her as a banshee and compelled her to follow there is also a population of high elves (usually becoming
his command. When the Lich King’s power waned in the dark rangers), and other races, which leaves a lingering bit
incidents surrounding the Frozen Throne, Sylvanas of their abilities.
harnessed her fury and tore herself free from his skeletal
grasp. She freed many other undead as well, and recruited
FORSAKEN TRAITS
powerful allies from the Burning Legion and the Ability Score Increase. Two different ability scores
surrounding ogre clans. Sylvanas dubbed her new force the increase by 1.
Forsaken, and the undead established their capital in the Age. Forsaken are undead, and thus do not age, and only
labyrinthine crypts beneath Lordaeron’s capital city. Their die of violence or poisons and diseases that can affect the
sprawling, subterranean realm is called Undercity. undead.

PAGE | 16 CHAPTER 2: RACES | FORSAKEN


Affiliation. Horde, or independent. Though the Forsaken Cannibalize. You can consume the corpse of any natural
do not trust anyone and no one trusts them, they are creature. When you use this ability, you can spend hit dice to
members of the Horde and, for now, do their best to help heal as if you completed a short rest. You can also mana
their allies and placate their ambassadors. Forsaken have siphon at the same time. Consuming a corpse takes 1
even less love for the Alliance, particularly because they minute (instead of 1 hour for a short rest). You do not have
clash constantly with the human organization called the the other benefits of rest, however (such as regaining ability
Scarlet Crusade. Some have thrown their lot with the uses). A natural creature may be fully cannibalized once
Burning Legion, believing that only it is potent enough to before their corpse becomes unusable and without sufficient
defeat the Lich King. benefit for another cannibalism.
Knowledge from Beyond. The forsaken are uniquely
acquainted with death. You can choose one of the below
abilities.

• Elven Blood (must have been an elf). You have lingering


elven blood in your veins. You have proficiency with the
Perception skill, and can gain one of the following racial
traits, depending on your elven subrace.
• Arcane Legacy (high elf or blood elf)

• Blessing of the Nightwell (Nightborne)

• Preternatural Calm (void elf)

• Shadowmeld (night elf)

• Human Blood (must have been a human). You have


lingering human blood in your veins. You gain the Skillful
racial trait, and a +1 bonus to a third ability score of your
choice.
• Necrotic Touch. You can cast the plague rune spell. This
can be used once until a short or long rest. At 6th level, you
gain another use of the ability, or choose to heighten the
spell’s level to a 3rd level spell. You can make the same
choice at 11th and 16th levels (4th or 5th level, or
Size. Forsaken vary based on their original form before
additional uses). While you use this ability, your hand and
death—those who were medium before death are medium.
eyes emit an eerie green glow.
Speed. Your base walking speed is 30 feet.
• Natural Alchemist. You have proficiency with alchemist’s
Darkvision. Accustomed to dark crypts and the night sky,
supplies and the alchemy ability as a 1st level Alchemist.
you have superior vision in dark and dim conditions. You
You have to store alchemical formula in a formula book,
can see in dim light within 60 feet of you as if it were bright
which you may start out with at 1st level. If you gain later
light, and in darkness as if it were dim light. You can’t
proficiency, you gain expertise in the skill instead.
discern color in darkness, only shades of gray.
• Orcish Blood (must have been an orc). You have lingering
Undead Nature. You don’t require air, food, drink, or
orcish blood in your veins. You can choose one warrior
sleep. You are also immune to nonmagical poisons and
talent as per the Warrior Tradition racial trait and a gain a
diseases, and have advantage to effects that cause the
+1 bonus to your Strength score.
exhausted and poisoned conditions.
You also count as undead for the purposes of healing Languages. You can speak, read, and write Common,
spells and effects that target undead. For this purpose, you Gutterspeech, and one extra language of your choice,
cannot be healed by the holy light spell, but are healed with typically based upon the language you spoke before being
the death coil spell, and can be targeted by the death pact turned into a Forsaken.
and protection from good and evil spells, although you are
unaffected by charm person (but charm undead instead). Male Names. Roderick, Magan, Danforth, Lansire.
You may also declare your racial origin before you rose Female Names. Yellen, Limmy,
(human, elf, orc, etc.) and are counted as being that race Sarias, Mierelle.
much for all intents and purposes that specify race (such as Family Names. Dartfall, Blacksling,
gaining use of elf, human, or orc specific weapons and feats). Ghoulhunter, Blastlich.
Will of the Forsaken. You have advantage against fear
effects.

PAGE | 17 CHAPTER 2: RACES | FORSAKEN


Speed. Your base walking speed is 25 feet.
GNOME Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as
“Up and away!” if it were bright light, and in darkness as if it were dim light.
As one of the gnomish peoples of the Alliance, you are You can’t discern color in darkness, only shades of gray.
comfortable standing with your more physically and Artificer’s Lore. Whenever you make an Intelligence
politically-apt allies to cover you as you go about your (History) check related to magic items, alchemical objects,
business. Proficient in the higher arts of engineering and or technological devices, you have expertise instead of just
arcana, gnomes are behind many developments in the proficiency.
intellectual and creative sides of the Alliance, creating spells, Escape Artist. You have advantage on all saving throws to
gadgets, and vehicles to propel their human, elven, and escape grapples, bonds, or other movement-restricting
dwarven friends (as well as their new allies in the Alliance) abilities or effects that hamper your freedom of movement.
to a better tomorrow. Gnome Cunning. You have advantage on all Intelligence,
Spirit, and Charisma saving throws against magic.
GNOMISH TRAITS Natural Tinker. You have proficiency with engineer’s
Ability Score Increase. Your Intelligence score increases by tools, but it is treated as if your proficiency bonus is + 1. If
2, and your Stamina increases by 1. you later gain proficiency in engineer’s tools by another way,
Age. Adulthood at 40, can live up to be 500. you gain expertise in the skill instead.
Alignment. Alliance. Gnomes are great friends of the Naturally Stealthy. You can attempt to hide even when
Ironforge dwarves and have fought and died alongside you are obscured only by a creature that is at least one size
human soldiers. They are wary of the high elves, but so is larger than you.
everyone else, so they don’t feel too bad about that. They Extra Language. You can speak, read, and write one extra
battled the Horde in the Second War and have a bit of a language of your choice.
grudge against orcs, but gnomes are a kindly and forgiving Languages. You can speak, read, and write Common and
lot and are willing to give the orcs a second chance. Gnomish. The Gnomish language, which uses the Dwarven
Gnomes and goblins have always been rivals — though script, is renowned for its technical treatises and its catalogs
whether this rivalry is a friendly or brutal one depends on of knowledge about the natural world.
the individuals involved. Gnomes have not been on Kalimdor
long enough to form proper opinions about its denizens. Male Names. Kiggle, Grobnick, Kazbo, Hagin, Snoonose.
Tauren and night elves both seem rather rustic for gnome Female Names. Beggra, Nefti, Sorassa, Gamash.
sensibilities — but they can make friends with anyone. Family Names. Spinpistol, Airslicer, Bombtosser,
Size. Gnomes range from between 3 to 4 feet tall and Greatgear, Mekkatorque.
average around 40 pounds. Your size is Small.

PAGE | 18 CHAPTER 2: RACES | GNOME


Affiliation. Independent or Horde. Goblin cartels serve as
political bodies, and so far, the only cartel that chose to join

GOBLIN the Horde was the Bilgewater cartel.


Size. Goblins range from between 3 to 4 feet tall and
“Time is money, friend!” average around 40 pounds. Your size is Small.
Goblins value technology as a useful aspect of commerce. Speed. Your base walking speed is 25 feet.
Some say that their advantage — and their curse — is to be Darkvision. You have superior vision in dark and dim
the primary users of technology in a world governed by conditions. You can see in dim light within 60 feet of you as
magic. While dwarves and gnomes share focused aspects of if it were bright light, and in darkness as if it were dim light.
this gift, goblin technology is more far-reaching and sinister You can’t discern color in darkness, only shades of gray.
and makes a larger impact on the natural world, and mixes Best Deals Anywhere. Anything you purchase costs 10%
with alchemy in a gloriously unstable blend. less, and anything you sell grants you 10% more of its value.
They employ vast teams of engineers and alchemists who You gain proficiency with the Charisma (Persuasion) skill.
expand on current technology and produce gadgets and Inured to Explosions. You have resistance to thunder
potions to suit a wide array of applications. They constantly damage.
build and repair machines and work on new formulae. Living Better. You can gain one of the below abilities.
Unfortunately, goblins are both passionately genius yet • You gain proficiency with any two skills of your choice.
suffer from undisciplined minds. Their lack of focus means • You have proficiency with engineer’s tools, but it is treated
that many creations end up half finished as something else as if your proficiency bonus is + 1. If you later gain
catches their attention. proficiency in engineer’s tools by another way, you gain
Goblins hired themselves out to the Horde in the Second expertise in the skill instead.
War, but now they belong only to themselves and whoever • You have proficiency with alchemist’s supplies and the
pays the most. Constantly building and inventing requires alchemy ability as a 1st level Alchemist. You have to store
massive resources, both for creating the machines alchemical formula in a formula book, which you may start
themselves and maintaining those that actually work. out with at 1st level. If you gain later proficiency, you gain
Cannibalizing old machines only partially sustains this expertise in the skill instead.
fervent activity of creation, so goblins rely on trade with as
Trader’s Lore. Whenever you make an Intelligence
many races and cultures as possible. They are the
(History) check related to magic items, alchemical objects,
quintessential merchants, peddling all manner of exotic
or technological devices, you can add twice your proficiency
goods for the highest possible prices.
bonus, instead of any proficiency bonus you normally apply.
As one of the goblin-folk, you have a reputation for money-
Extra Language. You can speak, read, and write three
grabbing, dishonest work, and unreliability, yet being loyal to
extra languages of your choice.
money means you always have customers (and a place) in a
Languages. You can speak, read, and write Common and
war-torn world.
Goblin. The Goblin language sounds as if it were a Troll
GOBLIN TRAITS dialect, but borrows from dozens of other languages.

Ability Score Increase. Your Intelligence score increases


Male Names. Zautso, Beedle, Chizbolt, Nuzak, Jastor,
by 2, and your Charisma increases by 1.
Jareth.
Age. Goblins typically reach adulthood around 20 years
Female Names. Lystis, Mefeero, Sazai, Rossa.
old, and live to be 100 years old.
Family Names. Steamgear, Boltnose, Manclamp,
Leafgrinder, Gringott, Gallywix

PAGE | 19 CHAPTER 2: RACES | GOBLIN


HUMAN TRAITS
Ability Score Increase. Two different ability scores
increase by 1.
Age. Humans reach adulthood at the age of 15, and live up

HUMAN to be 80.
Affiliation. Humans tend toward no particular alignment.
“Go with honor, friend.” The best and the worst are found among them. Most are
loyal to the Grand Alliance, but there are pockets of
Humans are among the youngest races on Azeroth, but
independents, horde-allied, or even those tied to the Burning
they make up for it by being the most populous. With life
Legion or Scourge as demon-worshipping Warlocks and
spans generally shorter than the other races, humans strive
Scourge-following Necromancers, respectively.
all the harder to achieve great heights in empire building,
Size. Humans vary widely in height and build, from barely
exploration and magical study. This aggressive and
5 feet to well over 6 feet tall. Regardless of your position in
inquisitive nature leads the human nations to become active
that range, your size is Medium.
and influential in the world.
Speed. Your base walking speed is 30 feet.
As a human, your people value virtue, honor and courage,
Feat. You gain one feat of your choice.
though like all races they also pursue power and wealth.
Human Spirit. You may grant yourself advantage to any
Humans have spent generations battling dark forces and
one saving throw. After you use this ability, you can’t use it
have lost some of their greatest kingdoms to them. This loss
again until you finish a short rest.
embitters humans, and they have a warlike view of
Skillful. You gain proficiency with one skill or tool of your
diplomacy — swing first, ask questions later. Aided by belief
choice. You may not choose alchemist’s supplies, engineer’s
in the Holy Light, humans have fought the hardest and
tools, or infusion tools.
endured the most during the wars against the Horde and the
Languages. You can speak, read, and write Common and
Burning Legion. You may hail from the ruins of once-
one extra language of your choice. Humans typically learn
glorious Lordaeron, the island-nation of Kul Tiras, the
the languages of other peoples they deal with, including
mountains of Alterac, the highlands of Stromgarde, or the
obscure dialects. They are fond of sprinkling their speech
rebuilt capital of Stormwind, amongst other nations.
with words borrowed from other tongues: Orc curses, Elven
Despite all their tragedies, humans remain hardy and
musical expressions, Dwarven military phrases, and so on.
brave — thoroughly committed to building strong societies,
reinforcing their kingdoms and reclaiming their nations.
Male Names. Merander, Gyram, Derrick, Hebry.
Years of war have tempered human resolve, and they are
Female Names. Lilla, Merian, Richelle, Ammi.
more hardened and determined than ever before.
Family Names. Renn, Townguard, Silversmith, Runetouch.

PAGE | 20 CHAPTER 2: RACES | HUMAN


Size. Orcs are somewhat larger and bulkier than humans,
ORC and they range from 5 to well over 6 feet tall. Your size is
“Lok’tar ogar!” Medium.
Speed. Your base walking speed is 30 feet.
To their enemies, they are brutal and fearsome opponents,
Darkvision. You have superior vision in dark and dim
without parallel in their ferocity and cunning. To their allies,
conditions. You can see in dim light within 60 feet of you as
they are noble and honorable, following the traditions of a
if it were bright light, and in darkness as if it were dim light.
rediscovered past.
You can’t discern color in darkness, only shades of gray.
The orcs of Azeroth are part of a race that has once again
Menacing. You gain proficiency in the Intimidation or
found its true spirit, shunning the cruel practices of arcane
Insight skills, and can use Strength or Stamina for
and demonic magic for the paths of wisdom and power.
Intimidation checks instead of Charisma for Intimidation
Some orcs still hang on to the arcane practices of the past,
checks.
but their time is fading.
Warrior Tradition. You may choose two of the following
The concept of honor pervades all echelons of orcish
warrior talents. You are treated as a 1st level warrior for
society. Even the naming of an orc is temporary until he has
these effects (unless you later take a level in warrior).
performed a rite of passage. Once an orc has brought honor
to his name and the name of his clan, the elders give him a • Aggressive. You gain the aggressive warrior talent of the
second name based upon his deed. For an orc, honor is as same name.
important as his clan, and most will die defending either • Berserker Rage. You gain the berserker rage warrior talent
clan or personal reputation. This is a new development for of the same name. If you later gain the talent, increase the
the orcs; before, when led by the forces tainted by the total times you can rage before a long rest by 1. You may
Burning Legion, the orcs were a bestial force barely also cast spells while raging, but this requires a
controlled by demonic magic. concentration check (DC 10 + spell level).
As one of the orcish people, you may hail from the exodus • Brutal Critical. You gain the brutal critical warrior talent of
lead by Warchiefs Thrall and Grom Hellscream, and belong the same name.
to the core tribes that form the new Horde, such as the • Relentless. You gain the relentless warrior talent of the
Warsong Clan, Frostwolf, and Bleeding Hollow Clan, or you same name. If you later gain the talent, you reduce the
may belong to one of the sinister demon-worshipping tribes, base DC by 5.
such as the Laughing Skull or the Burning Blade Clans. • Shock Resistant. You gain the shock resistant warrior
Alternatively, you may belong to one of the clans who have talent of the same name.
never left their homeland of Draenor, such as the Mag’har,
Orcish Combat Training. You have proficiency with the
who are brown in color. The greater the influence of fel on
battleaxe, handaxe, attack claws, and the shortbow.
orcs, the brighter green their skin becomes. Some other
Languages. You can speak, read, and write Common and
clans have differently-colored skins, such as gray with yellow
Orcish. Orcish is a harsh, grating language with hard
eyes (Dragonmaw Clan) or pale white (Shattered Hand
consonants.
Clan).

ORCISH TRAITS Male Names. Grom, Thrum, Drog, Gorrum, Harg, Thurg,
Karg.
Ability Score Increase. Your Strength score increases by 2,
Female Names. Groma, Hargu, Igrim, Agra, Dragga, Grima.
and your Stamina increases by 1. You may also choose a
Family Names. Doomhammer,
third ability score and increase it by 1.
Deadeye, Foebinder, Elfkiller,
Age. Orcs mature and age a little faster than humans,
Skullsplitter,
reaching adulthood around the age of 20 and rarely live to
Axeripper,
be 100 years old.
Tearshorn,
Affiliation. Horde. Thrall formed the Horde with
Fistcrusher.
determination and sheer will, and created an alliance of
races that has shaken the foundations of the world to its
core. Having destroyed the legacy of Grom Hellscream by
bringing the orcs out of the depths of demon worship and
servitude to unseen powers, Thrall rules the Horde in
Kalimdor with wisdom and temperance. The orcs are as
much a part of the Horde as the Horde is part of what the
orcs have become.

PAGE | 21 CHAPTER 2: RACES | ORC


PANDAREN TRAITS
PANDAREN Ability Score Increase. Your Stamina score increases by 2,
and your Spirit by 1.
“You seem a little parched.” Age. Pandaren reach adulthood at about the age of 80,
As a Pandaren, you are an honorable being and filled with and can live to to be 350 years old.
a love of good company, good food -- and every now and Affiliation. Independent, Horde, or Alliance. Pandaren
then, a good friendly brawl. drift across affiliations, doing whatever they wish and
The pandaren have been content to live in seclusion, making friends in either sides.
allowing their culture to flourish and thrive away from the Size. Your size is medium. Pandaren average 5 1/2 feet in
influence of the outside world. height, and make assured and precise movements, despite
However, every now and then, a pandaren is born with a often reaching a weight of 400 pounds.
thirst for adventure that rivals his or her thirst for a strong Speed. Your base walking speed is 30 feet.
drink, and he or she strikes out to explore beyond Bouncy. You can use your reaction when you fall to
Pandaria’s shores. One of the most famous of such reduce any falling damage you take by an amount equal to
wanderers was the brewmaster Chen Stormstout, who set five times your Stamina modifier.
out looking for exotic ingredients for his special ale and Inner Peace. You have proficiency with the Insight and
wound up an integral part of the founding of the Horde. Perception skills. In addition, while you are wearing light or
During the bleak days that preceded the sundering of the no armor, you gain a +1 bonus to Armor Class.
world, when demons flooded onto Azeroth and threw the Feat. You may choose one of the following feats: Tavern
entirety of the mortal realm into jeopardy, the last Emperor Brawler, Grappler, or Brew Mastery (if your starting class is
of the pandaren discovered a way to protect his land from monk).
devastation. His deal with fate shrouded his land within an Languages. You can speak, read, and write Common and
impenetrable mist for ten thousand years, but the nature of Pandaren.
his transaction has left Pandaria haunted ever since.
As a Pandaren, you may have been one of the wanderers Male Names. Huojin, Aiguo, Dac Kien.
that left the misty island to explore the outside world and Female Names. Jinjing, Xueyou, Ling, Vuong.
bring news back home. Family Names. Stoneclaw, Firespear, Silentrunner,
Your allies might wonder from where you came and Winterwalker, Rainsword, Brewscroll, Whitebrow.
whether they could visit your home, you know that the mists
shall only lift when the time is right.

PAGE | 22 CHAPTER 2: RACES | PANDAREN


TAUREN Speed. Your base walking speed is 30 feet.
“Walk with the earth mother.” Endurance. Your hit point maximum increases by 1, and
it increases by 1 every time you gain a level. You also have
The plains of Kalimdor have long been a home to these
resistance against poison damage.
tremendous nomads. The tauren are a race of shamans,
Gore. You can use an attack action to make a gore attack
hunters and warriors who long ago developed a complex
with your horns. It is a melee unarmed attack that deals 1d8
culture and system of living without the aid of stonework,
piercing damage plus your Strength modifier. If you used the
steel or conquest. This is not to say that the tauren are a
Dash action before the attack (such as spending last round
race of pacifists, for when they are angered they are capable
to approach or having the ability to use it as a bonus action),
of retaliating with swift and decisive brutality.
you may also use the Shove action. This is a strike effect.
As one of the Tauren peoples of Kalimdor, you prefer to
Plainswalker. Tauren can reach prodigious speed when
act instead of talk, and seem to be brooding for most
continually moving. If you use the Dash action once per
observers. Tauren rarely speak unless there is a true reason
round for at least three rounds, you gather enough
to. However, once a tauren has learned to interact with a
momentum to add a + 10 bonus to your land speed, allowing
companion, there seems to be a more open and enthusiastic
you to travel as fast as a wolf (Speed 40). This bonus ends if
exchange of words.
you stop moving for any purpose. While benefitting from this
TAUREN TRAITS speed, you are treated as if you are dashing for the purposes
of the gore ability, and also have advantage to saving throws
Ability Score Increase. Your Strength score increases by 2,
versus exhaustion from forced marches.
and your Spirit increases by 1.
Self-Mastery. You have proficiency with one of the
Age. A Tauren typically claims adulthood around the age
following skills and one of the following tools:
of 50 and can live to be 150 years old.
Affiliation. Horde. When the tauren first encountered the • Spirit (Nature) or Spirit (Perception)
orcs of Thrall’s Horde, the tauren recognized the orcs as • Mining tools or Herbalism kit
spiritual brethren. No other race shared such a similar Warstomp. You gain the Tremor warrior talent as a 1st
outlook on the world, and the shamans of both races met level warrior. If you later gain the talent, you can use the
frequently to discuss the matters of the spirit world. While talent two additional times.
the tauren see the orcs and trolls as potential friends to Languages. Common, Taur-ahe. The language of the
welcome, they rarely trust the Forsaken with more than a tauren is often harsh and slow-sounding, which is reflected
nod and a place to set their withered feet. in the names of their children.
Size. Tauren are much larger than other races. Males
average 7 1/2 feet tall and 400 pounds, while females are Male Names. Azok, Bron, Turok, Garaddon, Hruon, Jeddek.
usually a bit shorter and lighter. Female Names. Argo, Serga, Grenda, Beruna, Halfa.
Tauren are mostly muscle, having incredibly developed Family Names. Darkthorn, Thunderhoof, Stormhorn,
physiques and brawny frames most suitable for combat. Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker
They are medium sized.

PAGE | 23 CHAPTER 2: RACES | TAUREN


Zandalar, a political entity that stood since the War of the
TROLL Ancients. This lends them great clout among the other trolls,
making their empire act as mediator in inter-troll affairs or
Several troll subspecies exist, and they are — almost when times of great troubles arise.
universally – considered depraved by the civilized peoples of
the world due to their brutality, cannibalistic ways, and use TROLLISH TRAITS
of dark magic. Jungle trolls are humanoids that live in
Ability Score Increase. Your Agility score increases by 1,
Azeroth’s wilderness, and Ice trolls are known as the
and your Stamina increases by 1.
descendants of a vicious civilization that (to this day) resists
Age. Trolls reach adulthood at the age of 18, and live up to
the Lich King’s dominion in Northrend.
be 80 years old.
During Thrall’s exodus from Lordaeron, the Horde
Affiliation. Troll affiliations are wildly different ever since
rescued the Darkspear tribe, jungle trolls who lived on one
the great Troll empires fell.
of the many islands in the great sea from the mysterious Sea
Size. Trolls are larger and bulkier than humans, and they
Witch. The Darkspear tribe owes Thrall and the orcs a great
average around 7 feet tall and 200 pounds, although their
debt, and allied themselves with the Horde in gratitude.
lanky build and slouched pose undermines their height.
Their relationship with the noble orcs and tauren has begun
Your size is Medium.
to change the Darkspear trolls’ dark ways. Jungle trolls are
Speed. Your base walking speed is 30 feet.
sly and cunning, and their society is tribal yet highly
Darkvision. You have superior vision in dark and dim
regimented.
conditions. You can see in dim light within 60 feet of you as
Each tribe includes a chieftain, who is either the most
if it were bright light, and in darkness as if it were dim light.
powerful warrior in the tribe (called Shadow Hunters) or the
You can’t discern color in darkness, only shades of gray.
most accomplished spellcaster (called Witch Doctors); the
Ancient Culture. You can gain one of the below abilities.
chieftain leads his soldiers in raids against other creatures.
As a troll, you are often viewed as vicious, brutal and evil, • Berserker Warrior. You can rage as if you had the
and history lends credence to this reputation. Waging berserker rage warrior talent as a 1st level warrior. If you
constant wars against civilization and attempt to reclaim gain the talent, you increase the total times you can rage
past glories is a fervent call for your people, who are seen by 1. Your rage also increases the damage of ranged
(and commonly are) a lurking menace in any wilderness thrown attacks as if they were melee weapon attacks (so
area and willingly ally themselves with other dark powers to long as they use Strength).
achieve their goals. • Blessed by Loa. You know the vicious mockery cantrip. If
Darkspear trolls of the Horde, however, deny this legacy. you have the ability to cast spells, this consumes mana as
The Horde has taught them camaraderie, restraint and, to a normal. Otherwise, it has no cost to use.
lesser extent, kindness. Zandalari trolls are also a new • Naturally-Attuned. You gain a favored terrain, as a 1st level
addition to the Horde, and unlike most trolls, they have a hunter. If you ever become a hunter or gain a favored
continuous unbroken legacy of civilization—the Empire of

PAGE | 24 CHAPTER 2: RACES | TROLL


terrain, you may choose another while retaining this alchemical formula in a formula book, which you may start
bonus. out with at 1st level. If you later gain Alchemy, you gain
expertise in the skill instead.
Rapid Regeneration. Whenever you rest or are subject to
• You gain proficiency with the Charisma (Intimidation) and
healing, you can roll twice and take the higher result of any
Agility (Stealth) skills.
roll to grant you hit points. If this dice has a special effect on
a certain result (such as of the holy priest and paladins’ ICE TROLL (DRAKKARI)
Light’s Insight ability), you may either choose to roll the “You got it...heh heh eh…”
healing twice or roll maximized dice, not both. As an ice troll, you belong to the tribes in Northrend or
You can also regrow a lost limb after a week of losing high mountains in Azeroth (such as Khaz Modan),
them, unless the limb was lost through your own will or commonly the Drakkari or Frostmane tribe, respectively. Ice
through magic, so long as you have adequate rest and trolls average one foot taller than other trolls.
satiation. Ability Score Increase. Your Stamina and Strength
Keen Nose. You have advantage on all Spirit (Perception) scores increases by 1.
tests related to smell. Affiliation. Independent. Ice trolls are steadfastly loyal to
Troll Combat Training. You have proficiency with the themselves above all others, and typically show loyalty to
battleaxe, handaxe, and all weapons that have the thrown or their tribes and kings, although they often also see the uses
ammunition properties, except firearms (unless proficient of allying with the Horde (especially those who might share
otherwise). their ancestral hate to the Alliance’s dwarves, elves, and
Languages. You can speak, read, and write Common and humans).
Troll. Hostile Homeland. You gain resistance to cold damage.

Male Names. Drak, Gul, Zol, Vol, Ros, Mig, Gal, Doth, Mag, SAND TROLL (FARRAKI)
Ran, Vis. “Feel the fury of the sands!”
Female Names. Moor, Mesk, Dan, Mel, Shi, Mith, Hai, So, - Chief Ukorz Sandscalp
Lith, Arn, Din, Mak. Sand Trolls are identical to Ice Trolls in racial bonuses.
Family Names. Trolls usually employ titles rather than However, they have adapted to the harsh winds and heat of
family names, but commonly take their tribe name as a the deserts of Tanaris. They usually belong to the Sandfury
family name. (Farraki) or Sandscalp tribes.
Affiliation. Independent. Sand trolls are loyal to their
SUBRACE clans, and resist intruders by conducting hit-and-run raids
Ancient divides among the troll-folk resulted in two main from the depths of the desert while astride swift raptors.
subraces: forest trolls, and ice trolls. Choose one of these Some sand trolls have chosen to ally with the Horde, usually
subraces. after extended interaction with goblin holds at the shores of
Note. Jungle trolls are treated as forest trolls. Tanaris.
Hostile Homeland. This acts as the feature of the same
FOREST TROLL (DARKSPEAR) name Ice Trolls gain, except that you may resist fire instead.
“What’cha want me do?”
As a forest troll, you belong to the Darkspear tribe, the
Zandalari, or their associates (such as most trolls who
inhabit the isles of the Great Sea).
Ability Score Increase. Your Agility score increases by 1.
Affiliation. Horde or Independent. Darkspear jungle trolls
are steadfastly loyal to the orcs. Though they practice
voodoo and many retain their savage natures, Thrall lets
them live in his borders and generally do what they want.
They feel a great debt to the orcs, and their time fighting
alongside the tauren has made them friends of these
creatures as well. They are suspicious of the Forsaken, but
so is everyone else.
Dark Promise. Forest trolls have innate aptitudes that
usually only show when they develop. Choose one of the
below abilities.

• You have proficiency with alchemist’s supplies and the


alchemy ability as a 1st level Alchemist. You have to store

PAGE | 25 CHAPTER 2: RACES | TROLL


Worgen Curse spread through their people, but in most
cases, Worgen prefer to cater to their own hungers and
ambitions.
Size. Worgens are about the same size as humans when
in humanoid and Worgen form. Your size is Medium.
Speed. Your base walking speed is 30 feet.
WORGEN Darkvision. Your curse grants you the ability to see in
dark conditions. You can see in dim light within 60 feet of
“Get gabbin’ or get going.” you as if it were bright light, and in darkness as if it were
The worgen's first verified appearance in the Eastern dim light. You can’t discern color in darkness, only shades of
Kingdoms has been traced back to the Third War, when the gray.
archmage Arugal utilized the wolf-beasts as a weapon Aberration. You have advantage to saves against poisons
against the Scourge. Arugal's weapons soon turned against and resistance against poison damage.
him, however, as the curse of the worgen rapidly spread Worgen Form. On your turn, you can shift from human
among the human population, transforming ordinary men form to worgen form as a bonus action. Shifting lasts until
and women into ravenous, feral creatures. Arugal adopted you end it on your turn as a bonus action. While shifting, you
many of the worgen as his own and retreated to the former gain temporary hit points equal to your level + your Stamina
mansion of Baron Silverlaine, the estate now known as bonus (minimum of 1), although you can only gain
Shadowfang Keep. The curse, however, was not contained. temporary hit points once per long rest, regardless of how
It persisted in the lands of Silverpine and extended even into many times you shift to worgen form. You also gain features
the walled nation of Gilneas, where the curse rapidly described below.
reached pandemic levels. • You can roll a 1d6 dice for your unarmed attack when you
The citizens of the human nation of Gilneas found bite (piercing damage), or a 1d4 for your unarmed attack if
themselves trapped, with no hope of escape. They retreated you use your claws (slashing damage). These can replace
deeper within the isolated domain, and there they survived, your original human natural attacks.
fearful of the savage presence that lurked just outside the • When you use the Attack action with an unarmed strike
barricades. Tensions among the displaced citizens escalated with your natural weapon on your turn, you can make
over time, resulting in a civil war that now threatens to another unarmed strike as a bonus action.
destabilize the embattled nation even more. For example, if you take the Attack action and attack with
Records indicate that the worgen, a race of lupine your claws, you can also make an unarmed strike (bite) as
humanoids, existed for a time in Kalimdor. Other evidence a bonus action, assuming you haven't already taken a
also suggested that the Worgen were from a different world bonus action this turn.
that came through portals by Archmage Arugal. More recent • You can use the Dash action as a bonus action.
evidence suggested that their true origin might have a • Any attack you make with your claw can grapple a target if
connection to the night elves and a secretive druidic order they are your size or smaller.
from Kalimdor's distant past. • Your natural weapon dice increases in strength as if you
It was the night elves who (by happenstance) created the were a monk equal to your level for your claw attack, or a
curse in the first place. Obliged to help their newfound allies, monk four levels higher for your bite attack (up to a
they re-introduced them to the Alliance. maximum of 2d6 damage if at level 17 or above). For
There are those among the Gilneans, however, who cling example, a 7th level Worgen warrior’s claws deal 1d6
to hope. Many believe that a cure for the worgen curse may damage (from 1d4), and their bite deals 1d8 damage.
exist, although others have nearly given up, fearful that if • If you have a magic weapon, you can fold its power into
they should lose hope, their humanity will be lost forever. your form while you are shifting. While shifted, you cannot
use the magic weapon, but can treated your unarmed
WORGEN TRAITS attacks as if magical.
Ability Score Increase. Your Agility score increases by 2
Languages. You can speak, read, and write Common and
and your Strength score increases by 1.
one other language of your choice.
Age. As humans.
Affiliation. Independent or Alliance. The Worgen of
Worgen Names: Worgen follow the same conventions as
Gilneas re-joined their brethren of the Alliance once the
human names.

PAGE | 26 CHAPTER 2: RACES | WORGEN


Racial traits. The creature chooses one of either parents'
racial traits.
Racial penalties. The creature takes all racial penalties of
both parents (if present, such as blood elves’ mana
addiction).
Languages. The creature gains the languages of both
parents.
Names. Follows the naming conventions of both parents
or may be wholly original. Usually mixed creatures are titled

HALF-BREED RACE
The Warcraft universe also has its share of mixed-origin
characters (or half races), most commonly half-elves (human
and elves of any type), half-orcs (human and orcs, or draenei
and orcs), and half-ogres (orcs and ogres). Some of the more
famous examples are Garona Halforcen and the half elven
Alodi, the first Guardian.
Mixed races are treated as both races with spells, magic
effects, and mechanical purposes, but may be looked down by their ancestry, such as 'Halforcen,' 'half elven', or even
upon by their parent races. 'half human' depending on their actions and history.
For example, Drann Halforcen, (orc father, draenei
HALF-BREED TRAITS mother) can choose his father's (+2 to Strength, + 1 to
Ability Score Increase. The creature chooses one of either Stamina) or his mother's (+2 to Strength, + 1 to Spirit) racial
parents' racial attributes. attribute bonuses. The character may then make a decision
Affiliation. The creature usually either falls to either on which race is he closer biologically to (gaining all Draenei
parents' affiliation or is independent. racial traits if the maternal side is dominant, or all Orc traits
Size. The creature is the average in size of both parents (if if their paternal side is dominant).
they are not both Medium sized). He would gain both Common, Orcish, and uncorrupted
Speed. The creature moves at an average of both parents Eredun in either case.
(if they are not both 30 ft.)

PAGE | 27 CHAPTER 2: RACES | HALF-BREED RACE


Chapter 3: CLASSES OPTIONAL RULE: MORE TALENTS
Talents allows customizing your character in a more
Specializations in Warcraft act as sub-classes for most
freeform way than multiclassing.
intents and purposes. Some subclasses are racially-locked,
With this optional rule, you may exchange class features
and thus can only be entered by fulfilling a racial
gained from archetypes (paths, circles, traditions, etc.) to
requirement.
grant access to a talent, but only if the class already has the
Classes in Azeroth have different names (as noted in the
ability to gain talents (such as the Hunter, Rogue, or
introduction), and sometimes different abilities. These are
Warrior), and only once per level.
noted below.

The greatest strength of an alchemist is their versatility.


ALCHEMIST (ALC) They are able to defend themselves adequately, but can
specialize into being battle-chemists who augment
A forsaken stalks the ruins of a murloc village, picking eyes themselves with potions before tearing their enemies apart
and bits of flesh. As a skulking murloc prepares to jump out by their own hands. They can choose to focus on the
at her, she casually tosses a potion at its chest without augmentative powers of their mixtures, delaying harm and
glancing at it, causing the skin to bubble and blacken with a healing wounds, or to debilitate their enemies with negative
terrible stench — the last thing it sees are the forsaken’s status effects. Damage dealt by an alchemist’s potions
fingers reaching forward to take out its light. usually focus on concussive or poison damage, but they are
A gnome reaches down to his box of alchemist’s supplies, also broad in scope, dealing fire or frost or lighting as
picking a rare herb and some pinches of sea salt, before required of them. The better they anticipate their opposition,
tossing them into a small battle-beaker warmed by a the better the alchemist can prepare.
portable burner. With uncanny calm, he weighs the curative The success of alchemists relies greatly on the formulae
mixture, before delivering it to a dying friend, revivifying her. and recipes they have in their formula books. They gain new
Laughing maniacally as he consumes his potion, the troll formulae as they gain experience, study other formula
rushes into the fight, fingertips mutating into razor-sharp books, or research independently.
claws, muscles growing larger, and skin hardening as his
eyes gleam with the promise of pain. THE WEIGHT OF KNOWLEDGE
A goblin mercenary sits on the back of a drugged ogre,
Alchemists’ lives may appear mundane, starting as a sage,
tossing explosive potions. Wincing as a human warrior stabs
independent researcher under a mage tower, a plague
his giant homunculus, he pulls out a potion from his side
researcher, or member of a military force’s supply chain.
pouch and jams it down the ogre’s throat. The crunch of
Other alchemists focus on trade, opening alchemy shops
teeth against glass invigorates the ogre, and, with a burp, it
and selling anything from curative mixtures to love potions.
tosses its arm forward with great strength, tossing the
Others still have adapted their talents to violence, such as
human away as the alchemist laughs in triumph.
serving in mercenary forces or the military, sapping
Whether by careful measuring, self-experimentation,
structural defenses and focusing on combat support.
explosive mixtures, or supportive potions, an alchemist
The weight of knowledge and the demand for versatile
utilizes their own mix of magic and science, alchemical
potions calls for even the most sedentary alchemists to
science, to support and heal wounds, decimate enemies,
venture out to investigate strange happenings, support their
manifest unusual effects, or augment themselves to wade
friends, or answer the call to heroism.
into battle. These lightly armored individuals are experts in
Alchemists are students, researchers, and scientists of the
creating a variety of special effects such astemporary
mysterious science of alchemy.
explosives.
To choose to alchemist class is to be more than a dabbler
MAGIC AND SCIENCE in the art of alchemy—they are utilizers of strange
techniques that would empower themselves and their allies,
In the Warcraft universe, alchemy is not merely pseudo- experienced craftspeople who can make potions for
chemistry—it is an art that draws power from the primal fractions of the normal time and cost, and some have even
elements of life, not unlike actual magic. An alchemist is a modified their bodies to make full use of their skills.
master of the art who takes it leaps and bounds further than Creating poisons, potions, special explosives, and
their peers, who are limited in their alchemical products to empowering substances, alchemists are either curiosities,
mere healing poultices and anti-toxins, reaching such prized members of society, or reclusive, feared experts in
heights as reviving the dead. unstable weird sciences. Alchemy itself is does not fall

PAGE | 28 CHAPTER 3: CLASSES | ALCHEMIST (ALC)


strictly in one end between science and magic, but is a and explosives. Use Strength instead if you wish to
potent force nonetheless. empower yourself in battle and engage in combat via the
Alchemists support soldiers and adventurers, and could mutate spell. Second, choose the guild artisan or scholar
easily take to the field themselves, brewing and concoct backgrounds. Third, choose the noxious fumes (poison
potions, poisons, and poultices to support (or create) allies spray), minor alchemy, and fire bolt cantrips, along with the
on the field. Some work to support their communities, following 1st-level spells for your formula book: burning
others attempt to replicate (or surpass) the work of the hands, explosion, mutate, and rejuvenation.
Scourge's necromancers, and others focus on self-
empowering through strange concoctions they imbibe. CLASS FEATURES
CREATING AN ALCHEMIST As an alchemist, you have the following class features.
As you make your alchemist character, consider the origins HIT POINTS
of their knowledge: were they self-taught, a student of Hit Dice: 1d8 per alchemist level
another alchemist, or did they gain this mastery by esoteric Hit Points at 1st Level: 8 + your Stamina modifier
means? Alchemy is a difficult discipline—how did you Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
accomplish the challenge to gain your status? Were you modifier per alchemist level after 1st
motivated by war, fortune, or by another mean entirely, such
as the lack of magical talent to become a spellcaster?
PROFICIENCIES
Armor: Light armor
Perhaps you preferred the reliable mundane science of
Weapons: Simple weapons, hand crossbows, maces,
alchemy over the unexpected extraordinary power of magic,
explosives, and short swords.
or took comfort in the fact that you were in demand in an
Tools: Alchemist’s supplies, and poisoner’s kit
urban setting—there is no lack of adventurers who might
Saving Throws: Intelligence, Stamina
need your aid as an alchemist if you yourself do not wish to
Skills: Choose four from Acrobatics, Athletics, Insight,
go out and adventure. Do you have any peers among
Investigation, Medicine, Perception, Persuasion, Sleight of
alchemists? Do they perceive your approach to the science
Hand, and Stealth.
as calm and intellectual, or rash but with great
breakthroughs, or a dangerous form of meddling with life EQUIPMENT
and death that should not be tolerated? Do you have a You start with the following equipment, in addition to the
special ambition or goal to achieve as an alchemist—such as equipment granted by your background:
making magic-like effects accessible to the mundane public,
• (a) A club or (b) a shortsword
providing affordable healing and counters to common
• (a) A sling or (b) a hand crossbow with 20 bolts
ailments, or are your creations for your own monetary
• (a) A dungeoneer’s pack, or (b) an explorer’s pack
benefit?
• Leather armor, alchemist's supplies
QUICK BUILD • Formula book, 250 gp worth of alchemy materials (can be
You can make an alchemist quickly by following these spend on character creation)
suggestions. First, Intelligence should be your highest ability
score. Make Agility your next-highest if you want to use
ranged or finesse weapons, or focus on throwing potions

PAGE | 29 CHAPTER 3: CLASSES | ALCHEMIST (ALC)


THE ALCHEMIST
Proficiency Caster Level
Level Bonus Rarity Features (Spell Level)
1st +2 Common Alchemy, Cantrips, Quick Potions, Weird Science 1 (1st)
2nd +2 Common Efficient Alchemy 2 (1st)
3rd +2 Common Alchemy Path 3 (2nd)
4th +2 Common Ability Score Improvement 4 (2nd)
5th +3 Uncommon — 5 (3rd)
6th +3 Uncommon Path feature 6 (3rd)
7th +3 Uncommon Mettle 7 (4th)
8th +3 Uncommon Ability Score Improvement 8 (4th)
9th +4 Rare Multiple Potions 9 (5th)
10th +4 Rare Path feature 10 (5th)
11th +4 Rare Expert Chemist 11 (6th)
12th +4 Rare Ability Score Improvement 12 (6th)
13th +5 Very Rare Internal Clock 13 (7th)
14th +5 Very Rare Path feature 14 (7th)
15th +5 Very Rare — 15 (8th)
16th +5 Very Rare Ability Score Improvement 16 (8th)
17th +6 Legendary — 17 (9th)
18th +6 Legendary Internal Clock (no reaction) 18 (9th)
19th +6 Legendary Ability Score Improvement 19 (9th)
20th +6 Legendary Synthesized Potions 20 (9th)

them into potions, so long as you have your formulae book


ALCHEMY or have memorized the formula.
When starting with this class, you have proficiency with When you level up, you can exchange a spell known with
alchemist’s supplies and can use them with uncanny skill. another you qualify for. You cannot otherwise change your
You can create alchemical mixtures from any spell that alchemist spells other than by leveling up and exchanging
belongs to the alchemist spell list, so long as you have the them, or by training under another alchemist, fiend,
alchemical formula. This does not actually allow you to cast celestial, or undead creature (see tutorship under magic).
spells, only to know them enough to create potions. Each
SPELLCASTING ABILITY
level in the alchemist class provides you with 1 caster level
Intelligence is your spellcasting ability for your alchemist
for the purposes of accessing alchemical formulae, as
spells and abilities, since your powers draw upon your
appropriate to the alchemist spell list.
scientific prowess. You use your Intelligence modifier
CANTRIPS whenever a spell refers to your spellcasting ability. In
At 1st level, you know a number of cantrips equal to your addition, you use your Intelligence modifier when setting the
proficiency bonus. As normal for alchemist spells, you saving throw DC for an alchemist effect you create and
cannot cast them, but can turn them into potions. Cantrips when making an attack roll with one.
do not require a formula book, and are always memorized.
Spell save DC = 8 + your proficiency bonus + your Intelligence
CONJURING AND BINDING modifier
An alchemist can conjure and bind aberrations, constructs, Spell attack modifier = your proficiency bonus + your
elementals, oozes, plants, and undead, as well homunculi Intelligence modifier
creatures (creatures with the homunculus template).
This is usually done by crafting miniature versions and SPELLBOOK – FORMULA BOOK
preparing them in potions or globes of alchemical mixtures. At 1st level, your formula book contains four 1st-level
alchemist spells of your choice. When you level up, you gain
PREPARING AND CASTING SPELLS 2 additional alchemist spells of your choice. You may also
Each alchemist level provides you with one caster level in acquire new spells by research, tutelage, or by deriving
the alchemist class (minimum 1). You follow the normal formulae from the spellbooks and scrolls of spellcasters who
progression to unlock spell levels (see the table under the have spell versions of the formulae on your spell list.
Mana section). You may not prepare spells, but can brew

PAGE | 30 CHAPTER 3: CLASSES | ALCHEMIST (ALC)


Your formula book is effectively your spellbook, and you • Quick Reactions. You also gain the Flash Bomber rogue
may add spells by studying with it and replicating talent, but it may only be used with alchemical items.
experiments found in other formula books.
EFFICIENT ALCHEMY
QUICK POTIONS Starting at 2nd level, your ability to whip up quick potions
Also at 1st level, you create quick potions with less increases your efficiency in creating normal potions. You
preparation than normal. This costs an action (or the casting reduce the crafting cost for potions from one-half to one-
time of the spell, whichever takes longer) to create the quick quarter buying price.
potion. The potion’s spell level is limited to the maximum Crafting potions are also one step of complexity faster.
alchemist spell level you can access. You can use this This does not also reduce the cost of spell material
feature a number of times equal to your proficiency bonus. components.
You regain expended uses after you complete a short or long
rest, so long as you have alchemist’s supplies. You can have ALCHEMY PATH
one active potion through this feature at any given time, When you reach 3rd level, you walk a path that defines you
unless the potion is of a cantrip. as your path of alchemy. Up to this time you have been in a
If you choose to create a quick potion out of a cantrip, this preparatory stage, committed to a path but not yet fully
does not consume a use of this ability, and you can maintain enveloped in it. Now you choose the Path of the Mutant for
two quick potions of cantrips. Furthermore, you can roll self-transmutation and improving your combat abilities, Path
twice on the miscibility table and choose the result when of the Transmutor for theoretical pursuits and advanced
mixing two quick potions of cantrips. alchemical effects, or Path of the Apothecary to go beyond
Quick potions do not cost money or mana, except if the morality and mortality and dabble in death and life magics,
spell has material components (which must be provided as all detailed at the end of the class description.
normal), or other resource or conditions (which must be Your choice grants you features at 3rd level and again at
supplied by you). A quick potion is best used by you, and has 6th, 10th, and 14th level. Those features include path spells.
a 50% failure chance when used by another character
(including other alchemists). You can turn a quick potion
PATH SPELLS
Each path has a list of associated spells. You gain access to
into a regular potion (though this takes the normal crafting
these spells at the levels specified in the path description.
time and costs associated). Quick potions are instantly
Once you gain access to a path spell, you always have it
recognizable upon sight by anyone who has seen a regular
known and memorized. Path spells do not need to be stored
potion.
in the alchemical notebook.
WEIRD SCIENCE If you gain a path spell that doesn’t appear on the
alchemist spell list, the spell is nonetheless an alchemist
Also at 1st level, you may choose a weird science or avenue
spell for you.
of natural talent to focus your alchemical powers upon.
Choose one of the following choices. ABILITY SCORE IMPROVEMENT
• Homunculus. You gain a companion that is a humanoid, When you reach 4th level, and again at 8th, 12th, 16th, and
undead, or construct with the homunculus template. See 19th level, you can increase one ability score of your choice
Bound Companions for more details. The companion can by 2, or you can increase two ability scores of your choice by
use your potions as if it was you. Its CR is equal to 1/4th 1. As normal, you can’t increase an ability score above 20
your alchemist level, and it retains a shadow of free will, using this feature.
but can be commanded to go against its nature (or what it
perceives as its nature) with a DC 15 Charisma check. METTLE
Bonding with a homunculus requires spending one hour Starting at 7th level, your exposure and experimentations in
communicating with the creature by means it can alchemy left your body more resilient to certain effects, such
understand, and spending the next seven hours in bonding as a rogue’s poison gas or a stinking cloud spell. When you
activities (fixing/healing/conversing/etc.). are subjected to an effect that allows you to make a Stamina
• Explosive Potions. You can quick create potions of the saving throw to take only half damage or a reduced effect,
explosion spell. This feature can be used the same number you instead take no damage or effect if you succeed on the
of times as the Quick Potions feature (each ability has their saving throw, and only half damage (or the reduced effect) if
own number of uses). Unlike with normal quick potions, you fail.
these potions can be created and thrown with a single For example, a clay golem’s reduction to maximum hit
attack action. You also memorize the explosion spell, and points is negated on a successful saving throw, and you take
can add it to your formula book. half the effect if you fail.

PAGE | 31 CHAPTER 3: CLASSES | ALCHEMIST (ALC)


MULTIPLE POTIONS ALCHEMY PATHS
Starting at 9th level, you may maintain two quick potions at
the same time. PATH OF THE APOTHECARY
You recognize no boundary of morality or faith in your
EXPERT CHEMIST pursuit of weird science. Reaching beyond the realms of
Starting at 11th level, whenever you deliver a poison, experiment to dissect the supernatural, you employ
disease, or potion, you increase the DC, damage, or duration necromancy, soul magic, and unusual diseases and poisons.
of the effect increases by 2 points or two rounds (if possible). Apothecaries usually dress as plague doctors or
experimenters, dealing with death and strange occult things
for reasons only they know.

APOTHECARY PATH SPELLS


Level Spells
3rd conjure undead (animate undead), curse of agony
5th rune array (vampiric), ray of enfeeblement
9th feign death, stinking cloud
13th confusion, cripple
17th contagion, flesh to stone

PLAGUE ZOMBIES
Upon gaining this archetype at 3rd level, you learn to imbue
any undead creature you create or control by your potions
with any poison or disease of your choice.
You may imbue any corporeal undead with one dosage of
a poison or disease per proficiency bonus, and allowing the
creature to act as a carrier. It can then apply the poison,
depending on the poison’s vector, as below:

• Inhaled poisons or diseases can be exhaled as an action,


affecting creatures within 5 feet (plus 5 feet per size category
above Medium).
INTERNAL CLOCK • Contact poisons or diseases can be delivered with a
Starting at 13th level, whenever you make a potion and successful melee weapon attack that inflicts the disease. The
consume it, you can choose to keep its effects latent until a attacker cannot add their ability modifier to damage for
condition you specify. When said condition comes to pass, this attack.
the potion activates as if you just consumed it, and costs you • Ingested poisons or diseases can be projected onto edible
a reaction. food or drink as an action; affecting a well can affect up to
You can have a number of potions stored this way equal to three people per dose.
your proficiency bonus. If the potion has a casting time more • Injury poisons or diseases can be delivered with a
than 1 action, it must remain latent for a minimum duration successful attack; one dose is delivered with each
equal to the casting time first. These potions do not incur successful attack.
miscibility, even if consumed at the same time. REPAIR FLESH
Starting at 18th level, activating a potion on your internal
Also starting at 3rd level, your alchemist spells and potions
clock costs no reaction.
that heal the living on your spell list can heal undead and
SYNTHESIZED POTIONS constructs (such as rejuvenation and heal). A given creature
must be studied for at least one hour before you may adapt
Starting at 20th level, you can create synthesized potions. A your alchemy to heal them, however. For instance, studying
synthesized potion has the benefit of one potion of a specific a forsaken for one hour allows you to heal all forsaken with
rarity, and includes the effect of another potion of a rarity the holy light spell if manifested as an alchemist spell (or
two steps below. For example, the rare-quality Globe of potion).
Invulnerability potion can be synthesized with a common
quality healing potion. This costs the normal cost of the NECROMANTIC MASTERY
potion plus half the cost of the secondary potion. Starting at 6th level, you add all spells of the Necromancy
You can possess an indefinite number of synthesized school from the Mage spell list to the Alchemist spell list,
potions, but create only one every 24 hours. and can make potions out of them.

PAGE | 32 CHAPTER 3: CLASSES | ALCHEMIST (ALC)


BIOHAZARD SUPER MUTANT
Starting at 10th level, you can secrete or develop poisons Starting at 6th level, you can attack twice, instead of once,
and diseases in your body. You may declare development of whenever you take the Attack action on your turn. This only
a disease or poison 24 hours before you can secrete it. After applies when you benefit from the mutate spell.
24 hours have passed, you can conjure a number of doses of Furthermore, you no longer gain exhaustion from the
the chosen poison or disease equal to your proficiency berserker rage spell, and you do not lose your action when
bonus, with no maximum rarity higher than your maximum the haste spell ends for you.
potion rarity, or DC higher than 10 + half your class level.
BATTLE CHEMIST
This can be done once in a 24-hour circle.
Starting on 10th level, you gain the Flash Bomber rogue
You cannot develop a disease or poison that would
talent. These uses stack with the Weird Science feature (if
otherwise affect you in this way. Gaining acquired immunity
you already chose it).
to poisons or diseases also requires only one-quarter the
Also, whenever you are in the area of effect of the
normal time.
explosion spell (regardless of origin), you can benefit from
See the Poisoner’s Kit for the ability to gain immunities
the berserker rage spell for 3 rounds.
against diseases or poisons.
GREATER INTERNAL CLOCK
SOUL SCIENCE
Starting at 14th level, you treat your proficiency bonus as if
Starting at 14th level, whenever you create or summon
2 points higher for the purposes of how many potions you
undead, homunculi, or constructs via alchemy (as with the
can have active under your Internal Clock ability. Also, your
conjure spell), you may grant the creature Blindsight against
Internal Clock ability would activate, you may choose to
living and undead creatures, as well as constructs and
withhold benefitting from it up to 1 minute. If you do not
devices that work off an electrical source. The Blindsight
declare use of the ability (reaction if not in your turn, bonus
only works up to 60 feet, but the creature is not blind beyond
action if it is) it fades at the end of the duration.
that radius.

PATH OF THE MUTANT PATH OF THE TRANSMUTOR


Whereas the apothecary dabbles with the line between life
You push your body past the normal limit—mutation is no
and death, and the mutant experiments on themselves, you
mere rage of chemical reaction; it is a secret science only
handle alchemy as a science and a tool, and are considered
you know. Mutants are often ostracized by society, which
a more ‘classical’ alchemist. Transmutors are appreciated in
sees such unstable people to be dangerous and fickle in their
societies, often serving in courts or in magical circles to
moods.
quantify the true nature of alchemy, sicknesses, and magic.
MUTANT PATH SPELLS In adventuring parties, they often focus on support.
Level Spells FORTIFYING CHEMISTRY
3rd absorb elements, mage armor
Upon gaining this archetype at 3rd level, you may enhance
5th alter self, berserker rage
9th fly, gaseous form any potion you handle for at least 1 minute to grant the imbiber
13th cripple, stoneskin temporary hit points equal to your alchemist level. These hit
17th flesh to stone, true seeing points remain for 1 hour, and can stack, but cannot exceed
double the target’s maximum hit points.
GREATER MUTATE
Upon gaining this archetype at 3rd level, you treat any MEDICAL EXPERT
mutate spell you benefit from as if it were heightened one Also starting at 3rd level, you gain proficiency with an
level for no cost, allowing certain mutations to become Herbalism Kit and the Spirit (Medicine) skill, if you didn’t
stronger. This also applies to any homunculus you have. You already have proficiency. Furthermore, whenever you
furthermore have the mutate spell memorized. You also gain expend a use of a Healer’s Kit as an action to treat a
proficiency in Strength saving throws. creature, the target can expend one hit dice. A creature can
benefit from this ability once per short rest.
MUTATE POTION
Whenever you expend a use of a Healer’s Kit, you can roll
Also starting at 3rd level, you can spend a use of your quick
a DC 20 Intelligence check with Alchemist Supplies. If you
potions ability to change any potion you have into the
succeed, you do not expend a use of the kit.
rejuvenation spell of the same spell level (up to the
Secrets of Alchemy. Starting at 6th level, you learn and
maximum spell level of the spell you can access). You also
memorize how to create an Philosopher’s Stone and the
add the rejuvenation spell to your formula book, if you didn’t
transmute material spell. You can transmute a mineral once
already have it.
per short rest instead of once per long rest, and you further
memorize the alchemical composition of two minerals (as

PAGE | 33 CHAPTER 3: CLASSES | ALCHEMIST (ALC)


recipes), allowing you to turn one mineral to another. • Greater Stamina. Proficiency in Stamina saving
Whenever you would gain an alchemical recipe from throws (this does not stack with the alchemist’s normal
leveling up, you may choose a mineral recipe instead. proficiency).
Augmentation. Upon reaching 10th level, you can • Greater Resistance. Resistance to acid, cold, fire, lightning,
augment a potion you hold by spending 1 minute or a use of or thunder damage (your choice whenever you choose this
your quick potions feature. An augmented potion remains benefit).
augmented indefinitely, but you can only have up to one • Alchemical Suffusion. You may suffuse the stone with your
potion augmented at any given time. You can apply the blood and power. So long as the creature holds the stone,
following augmentations: they may command it to create a quick potion, drawing
from your daily reserve. This may be used without your
• Every dice your potion rolls is maximized.
consent, though you may sever the bond between you and
• Every dice your potion rolls is minimized (lowest result on
the alchemist’s stone at the end of a short rest. If you die,
the roll).
the alchemist stone remains active, but this benefit can be
• When the potion is used, roll a d100. On a result of 50 or
used once every week.
higher, the potion gives its full effects with only a fraction
of the actual content, allowing the potion to be reused. SHAPECHANGER
• You alter your potion to activate in response to a trigger At 10th level, you add the polymorph spell to your formula
you choose and that can affect the potion’s contents, such book, if it is not there already. You may also cast the spell on
as time passed, being shaken a certain way, or being yourself and transform into a beast whose Challenge is 1 or
touched by an eligible target. This does not stack with the lower without spending a potion or using your Quick Potions
Internal Clock feature. feature.
For instance, if you can create an exorcism potion, you can Once you cast polymorph in this way, you can’t use this
coat a sword with it to activate in response to touching an feature again until you finish a short or long rest.
eligible target of the spell, or to activate after 1 minute to
GREATER ALCHEMIST’S STONE
counter a possible possession.
Starting at 16th level, you can use your action to consume
Greater Augmentation. Upon reaching 16th level, you the reserve of power stored within your alchemist’s stone in
can augment up to three potions at any given time. You can a single burst. Any alchemist stone you create has one of the
also apply the following additional augmentations: following abilities. Using one ability consumes the stone.
• Your potion also has the effects of a dispel magic or mana • Major Alchemy. You can transmute one nonmagical
burn spell, with the spell level two spell levels lower than object—no larger than a 5-foot cube—into another
the potion’s original spell level (minimum 1). If the potion nonmagical object of similar size and mass and of equal or
has no replicated spell level, the effective level is instead lesser value. You must spend 10 minutes handling the
equal to the lowest spell level the spell can be cast. object to transform it.
• Your potion also has the benefits of the protection from • Panacea. You remove all curses, diseases, and poisons
poison, protection from energy, or remove curse spells. affecting a creature that you touch with the alchemist’s
• Your potion allows the target to add their proficiency stone. The creature also regains all its hit points.
bonus to one saving throw of their choice. They cannot • Restore Life. You cast the resurrection spell on a creature
apply this to a saving throw in which they are already you touch with the alchemist’s stone, without expending a
proficient. This remains up to 1 hour. potion or needing to have the spell in your formula book.
• Your potion has a 25% chance to enhance the imbiber with • Restore Youth. You touch the alchemist’s stone to a willing
increased lifeforce. If the target is reduced to 0 hit points creature, and that creature’s apparent age is reduced by
or dies within 4 hours of imbibing the potion, they are 3d10 years, to a minimum of 13 years. This effect doesn’t
affected with the revivify spell. The potion must replicate a extend the creature’s actual lifespan.
spell level of 6 or higher to gain this augmentation.
You may also crush the alchemist’s stone and add one of the
ALCHEMIST’S STONE above benefits to one potion you choose, coloring it in the
Starting at 6th level, you can spend 8 hours creating an same shade of the stone (so long as the target qualifies). You
alchemist’s stone. Any creature holding the stone (including can have only one potion imbued with an alchemist’s stone
you) gains a benefit of your choice as long as the stone is in at any given time.
the creature’s possession.
When you create the stone, choose one benefit from the
following options:

PAGE | 34 CHAPTER 3: CLASSES | ALCHEMIST (ALC)


DEATH KNIGHT (DKN)
Clad in armor streaked with warm blood, the human’s eyes
glow in a cold blue light as he swings his greatsword with
precise fury, keeping foes focused on him. As he does so, his
allies around him watch as his wounds seem to heal by
vampiric-like magic even as the enemy falls.
Standing tall against the oncoming horde, a blood elf
embraces the frozen resolve within to shrug off her enemies’
attacks. Imbuing her twin shortswords with the power of the
frozen north, her attacks break through their armor with
reckless abandon, sending icy bits of armor, bone, and flesh
flying.
A dwarf gazes over the battlefield alone, remembering a
past life when he commanded legions of his brethren to
defend their homelands. No longer the same dwarf, he
raises his hand, binding the corpses to undeath, once more
in the position of command, old loyalties broken in death.
Years after the destruction of Draenor, the immensely
powerful Lich King created a new breed of death knights:
malevolent, rune-wielding warriors of the Scourge. The first
and greatest of these was the Lich King's chosen champion,
Prince Arthas Menethil. Once a mighty paladin of the Silver
Hand, the prince sacrificed his soul to claim the runeblade
Frostmourne in a desperate bid to save his people, and
having his soul bound for eternal servitude under the Lich
King. The rest are primarily made up of other fallen paladins
whose souls were twisted and bound to the will of the
Frozen Throne.
Like Gul'dan's death knights, these dark champions
possess unholy strength; they, however, do not possess free
will and their minds are inexorably entwined with and
dominated by the Lich King's vast consciousness. Despite
the potential loss of free will, some powerful mortals are
intrigued by the promise of immortality and pledge their
souls freely into the Lich King's service to achieve it.
In the years since Arthas shattered the Frozen Throne and
merged with the Lich King, the power and fury of the death
knights has only grown. Now these unrelenting crusaders of
the damned eagerly await the Lich King's command to
unleash their fury on Azeroth once again.
Unlike death knights of the Old Horde, the Scourge's
death knights are not limited to their use of ranged spell
casting abilities. In addition, these tireless death knights are
considerably stronger, faster, and more agile than they were
in life. However, both generations are equally destructive
and terrifying to engage in the field of battle.

FALLEN PROTECTORS
Most death knights were once virtuous defenders of
humanity and truth as paladins. However, once the paladin
ranks were disbanded by the failing Alliance, many of these
holy warriors traveled to the quarantined lands to ease the
suffering of those left within the plague-ridden colonies.

PAGE | 35 CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


Though the paladins were resistant to disease, they were to raise the dead, and have you had a choice in raising
persecuted by the general populace who believed that they anyone you once knew?
had been infected by the foul plague. A small band of Also, consider if and how you will attempt to reintegrate
paladins, embittered by society's cruelty, traveled north to with society; most citizens of Azeroth fear and suspect the
find the plague's source. These renegade knights intentions of death knights, and might try to sabotage their
succumbed to bitter hatred over the course of their grueling acceptance. Have you wronged anyone who might oppose
quest. your reentry into society? Will you accept being separate
When they finally reached Ner'zhul's icy fortress in from all factions, and choose to take up quests with only like-
Northrend they had become dark and brooding. The Lich minded individuals?
King offered them untold power in exchange for their
QUICK BUILD
services and loyalty. The weary, vengeful warriors accepted
You can make a death knight quickly by following these
his dark pact, and although they retained their humanity,
suggestions. First, Strength should be your highest ability
their twisted souls were bound to his evil will for all time.
score, followed by Charisma. Second, choose the noble or
Bestowed with black, vampiric Runeblades and shadowy
criminal background.
steeds, death knights serve as the Scourge's mightiest
generals.
CLASS FEATURES
RELEASED FROM SERVICE As a death knight, you have the following class features.
When the Lich King's control of his death knights was
broken, his former champions sought revenge for the
HIT POINTS
Hit Dice 1d10 per death knight level
horrors committed under his command. After their
Hit Points at 1st Level 10 + your Stamina modifier
vengeance was won, the death knights found themselves
Hit Points at Higher Levels 1d10 (or 6) + your Stamina
without a cause and without a home. One by one they
modifier per death knight level after 1st
trickled into the land of the living in search of a new
purpose. PROFICIENCIES
The Knights of the Ebon Blade is a faction consisting of Armor: All armor, shields
the renegade death knights that broke free of the Lich King's Weapons: Simple weapons, martial weapons
control after the battle of Light's Hope Chapel. Led by Tools: None
Highlord Darion Mograine, the Knights of the Ebon Blade Saving Throws: Strength, Spirit
have allied themselves with the Alliance and the Horde with Skills: Choose four from Athletics, Insight, Intimidation,
the help of Highlord Tirion Fordring of the Knights of the Medicine, Deception, and Religion.
Silver Hand, and have pledged to do their part in defeating
their former master, the Lich King. Their main base is
EQUIPMENT
Acherus: The Ebon Hold, taken from the Scourge after You start with the following equipment, in addition to the
breaking free. equipment granted by your background:

• (a) a martial weapon and a shield or (b) two martial


CREATING A DEATH KNIGHT weapons
When creating your Death Knight, consider your • (a) five javelins or (b) any simple melee weapon
relationship with the person or being that resurrected you. • (a) a priest’s pack or (b) an explorer’s pack
Do you know who it was, or why they brought you back from • Chain mail and an unholy symbol
death? Do you feel indebted to them for giving you a second
chance at life, or are you angry that they took you away from SPECIAL
your eternal rest?
CORRUPTION
Death knights often have terrible stories to tell that ended
Upon gaining a level in this class, you may permanently
with their deaths. Consider your story before your death—if
pledge your soul as well, turning yourself into an undead
you were once a paladin, consider the oath you took. Do you
creature (permanently gaining the below Undead Nature
remember it? Do you choose to follow those tenets again, or
ability, and counting as the undead creature type).
forsake your paladin teachings and follow a new path? If you
were a noble or important member of your society, how do UNDEAD NATURE
you cope with their expectations and your role? What evils You don’t require air, food, drink, or sleep. You are also
have you committed under the Lich King’s dominion? Have immune to nonmagical poisons and diseases, and have
you committed crimes that you secretly approve of, such as advantage to effects that cause the exhausted and poisoned
murder of a noble of your old life who let you down, or ended conditions.
old rivalries? Have you been commanded to use your power

PAGE | 36 CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


THE DEATH KNIGHT
Proficiency Caster Level
Level Bonus Features (Spell Level)
1st +2 Divine Sense, Corrupting Touch —
2nd +2 Fighting Style, Runic Strike, Spellcasting 1 (1st)
3rd +2 Aura (Abandonment), Dark Path 2 (1st)
4th +2 Ability Score Improvement 2 (1st)
5th +3 Extra Attack 3 (2nd)
6th +3 Cursed Carrier, Aura (Necrotic) 3 (2nd)
7th +3 Dark Path feature 4 (2nd)
8th +3 Ability Score Improvement 4 (2nd)
9th +4 — 5 (3rd)
10th +4 Aura (Unholy) 5 (3rd)
11th +4 Improved Runic Strike 6 (3rd)
12th +4 Ability Score Improvement 6 (3rd)
13th +5 — 7 (4th)
14th +5 Dispelling Touch, Aura (Distracting) 7 (4th)
15th +5 Dark Path feature 8 (4th)
16th +5 Ability Score Improvement 8 (4th)
17th +6 — 9 (5th)
18th +6 Aura (Vulnerability), Aura improvement 9 (5th)
19th +6 Ability Score Improvement 10 (5th)
20th +6 Dark Path feature 10 (5th)

Also, an uncorrupted draenei who takes on the mantle of


death knight may alter their Gift of the Naaru ability, casting
the Death Hex spell instead, as the draenei takes a unique
shadow-fel shade of their Eredar heritage in exchange of the
holy powers of the Naaru. This extremely uncommon
sacrifice also takes its toll on the draenei’s body, slowly
morphing their appearance through extended exposure to
fel magic to be more like the Eredar, but turning their skin
sickly pale blue instead of red.

RUNE-BOUND
Upon gaining a level in this class, you can turn one (of both,
if using two weapons to fight) of your weapons into
Runeblades, a weapon infused with the might of the Lich
King and his blessing.
in your ears. As an action, you can open your awareness to
• Runeblades have three benefits:They serve as spellbooks detect such forces. Until the end of your next turn, you know
and store spells (as described under Spellcasting). the location of any celestial, fiend, or undead within 60 feet
• You gain advantage to saving throws against any effect that of you that is not behind total cover.
controls your character or alters their alignment against You know the type (celestial, fiend, or undead) of any
the Lich King’s will while using them. being whose presence you sense, but not its identity (the lich
• The blade serves as an unholy symbol. Kel’Thuzad, for instance). Within the same radius, you also
• The runeblade is a greater attunement weapon (see detect the presence of any place or object that has been
Chapter 5: Equipment). consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 +
You cannot have multiple Runeblades (beyond the one you
your Charisma modifier.
choose or two you fight with). If lost, the blade usually finds
When you finish a long rest, you regain all expended uses.
its way back to you (or you to it) due to the bond you share.

DIVINE SENSE CORRUPTING TOUCH


Your cursed touch can cause unholy wounds. As an action,
The presence of strong evil registers on your senses like a
you may perform a corrupting touch on a target, investing
noxious odor, and powerful good rings like heavenly music

PAGE | 37 CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


them with damaging energies. For every mana point you Spell save DC = 8 + your proficiency bonus + your Charisma
spend for Corrupting Touch, you heal a number of hit points modifier
equal to your proficiency bonus if targeting an undead or Spell attack modifier = your proficiency bonus + your Charisma
fiend. Amount you heal is instead treated as shadow damage modifier
for living creatures (in which case, this requires a melee
spell attack). Excess hit points are lost. When performing SPELLBOOK – RUNEBLADE
Corrupting Touch on yourself, this is instead a bonus action, At 2nd level, your runeblade contains three 1st-level death
and you are always healed by this ability, regardless of your knight spells of your choice. When you level up, you gain 2
creature type. additional death knight spells of your choice. You may also
Alternatively, you can expend the mana to inflict one acquire new spells by research, tutelage, or from the
disease or one poison of your choice. Each disease or poison spellbooks and scrolls of spellcasters who have spells you
requires spending mana points equal to one-quarter the can cast.
saving throw DC of the poison or disease. You may inflict Your runeblade is effectively your spellbook, and you may
multiple diseases or poisons this way. You can choose be a add spells by scribing with runic inks. You can choose to
carrier to up to three separate poisons or diseases on your store your death knight spells in a spellbook instead or as
person. You need previous exposure to a poison or disease runes on any other surface as well.
to be a carrier. SPELLCASTING FOCUS
This feature has no effect on constructs. You can use an unholy symbol as a spellcasting focus for
your death knight spells, or you can treat your runeblade as
SPELLCASTING your focus.
By 2nd level, you have learned to draw on divine magic
through meditation and prayer to cast spells as a paladin FIGHTING STYLE
does. At 2nd level, you adopt a style of fighting as your specialty.
CONJURING AND BINDING Choose one of the following options. You can’t take a
A death knight can conjure and bind aberrations, fiends, and Fighting Style option more than once, even if you later get to
undead. choose again.

PREPARING AND CASTING SPELLS DEFENSE


Each death knight level provides you with 0.5 caster levels in While you are wearing armor, you gain a +1 bonus to AC.
the death knight class (minimum 0). You follow the normal DUELING
progression to unlock spell levels (see the table under the When you are wielding a melee weapon in one hand and no
Mana section). other weapons, you gain a +2 bonus to damage rolls with
You can change your list of prepared spells by consulting that weapon.
your runeblade’s runes (treat as a spellbook), which takes 1
minute per spell level to alter the readied spell. GREAT WEAPON FIGHTING
You prepare the list of death knight spells that are When you roll a 1 or 2 on a damage die for an attack you
available for you to cast, choosing from the death knight make with a melee weapon that you are wielding with two
spell list. hands, you can reroll the die and must use the new roll. The
You can also change your list of prepared spells when you weapon must have the two-handed or versatile property for
finish a long rest by training and studying your Runeblade you to gain this benefit.
(treat as a spellbook). Preparing a new list of death knight TWO-WEAPON FIGHTING
spells requires time spent in prayer and re-attuning to the When you engage in two-weapon fighting, you can add your
spell-runes: at least 1 minute per spell level for each spell on ability modifier to the damage of the second attack.
your list.

SPELLCASTING ABILITY
RUNIC STRIKE
Charisma is your spellcasting ability for your death knight Starting at 2nd level, when you hit a creature with a melee
spells, since their power derives from the strength of your weapon attack, you can expend mana equal to one death
convictions. You use your Charisma whenever a spell refers knight spell to deal shadow damage to the target, in addition
to your spellcasting ability. In addition, you use your to the weapon’s damage.
Charisma modifier when setting the saving throw DC for a The extra damage is 2d8 for a 1st-level spell, plus 1d8 for
death knight spell you cast and when making an attack roll each spell level higher than 1st, to a maximum of 5d8. The
with one. damage increases by 1d8 if the target is a celestial or a
follower of the Holy Light (or if not a follower, one who
merely uses it).

PAGE | 38 CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


If you have a rune active, you may also perform a Runic When you reach 3rd level, you walk a path that defines you
Strike without expending mana (called Runic Release), as a death knight forever. Up to this time you have been in a
terminating the effects of the rune (plus an additional effect preparatory stage, committed to the path but not yet sworn
depending on the seal). Despite the name, Runic Strike does to it. Now you choose the Path of Blood for vengeance, Path
not count as a Strike effect. of Frost for cold disregard for life, or Path of the Unholy to
defy the heavens, all detailed at the end of the class
AURA description.
Starting at 3rd level, your mastery over aura spells begins to Your choice grants you features at 3rd level and again at
manifest. You always have the following aura spells 7th, 15th, and 20th level. Those features include path spells
prepared. and the Channel Divinity feature.

• At 3rd level, you always have the abandonment aura spell PATH SPELLS
prepared. Each path has a list of associated spells. You gain access to
• At 6th level, you always have the necrotic aura spell these spells at the levels specified in the path description.
prepared. Once you gain access to a path spell, you always have it
• At 10th level, you always have the unholy aura spell prepared. Path spells don’t count against the number of
prepared. spells you can prepare each day.
• At 14th level, you always have the distraction aura spell If you gain a path spell that doesn’t appear on the death
prepared. knight spell list, the spell is nonetheless a death knight spell
• At 18th level, you always have the vulnerability aura spell for you.
prepared.
CHANNEL DIVINITY
Furthermore, you may cast each of the above aura spells for
Your path allows you to channel divine energy to fuel
no cost once upon reaching the described level. You regain
magical effects. Each Channel Divinity option provided by
all expended uses after a short rest.
your path explains how to use it. When you use your
DARK PATH Channel Divinity, you choose which option to use. You must
then finish a short or long rest to use your Channel Divinity

PAGE | 39 CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


again. Some Channel Divinity effects require saving throws. AURA IMPROVEMENT
When you use such an effect from this class, the DC equals
Also starting at 18th level, you can no longer lose
your death knight spell save DC.
By default, you may always Turn Good, and gain an concentration on an aura from taking damage, and may
extend the range of any aura spell by 100%. Any effect that
additional choice from your Path.
would normally dispel the aura instead suppresses it for 1
CHANNEL DIVINITY: TURN GOOD minute instead.
As an action, you present your unholy symbol and speak a
prayer censuring humanoids, celestials, and beasts, using DARK PATHS
your Channel Divinity. Each humanoid, celestial or beast
that can see or hear you within 30 feet of you must make a Dark Paths act as Paladins’ Sacred Oaths, and each death
Spirit saving throw. knight must choose one Dark Path starting at 3rd level.
If the creature fails its saving throw, it is turned for 1
minute or until it takes damage. A turned creature must
PATH OF BLOOD
spend its turns trying to move as far away from you as it can, You are a dark guardian who manipulates and corrupts life
and it can’t willingly move to a space within 30 feet of you. It energy to sustain themselves in the face of the enemy’s
also can’t take reactions. For its action, it can use only the onslaught. Blood death knights invoke ancient legends of
Dash action or try to escape from an effect that prevents it blood-drinking beings who are immortal on the battlefield.
from moving. If there’s nowhere to move, the creature can
PATH OF BLOOD SPELLS
use the Dodge action.
Level Spells
ABILITY SCORE IMPROVEMENT 3rd bane, false life
5th rune array (vampiric), ray of enfeeblement
When you reach 4th level, and again at 8th, 12th, 16th, and 9th carrion swarm, vampiric touch
19th level, you can increase one ability score of your choice 13th unhallow, black tentacles (or bloody grasp)
by 2, or you can increase two ability scores of your choice by 17th circle of power, vampiric aura
1. As normal, you can’t increase an ability score above 20 CHANNEL DIVINITY: BLOOD WARD
using this feature. You can spend a Channel Divinity use as a reaction to
enhance any aura you have to resist hostile magic. Choose
EXTRA ATTACK
one school of magic. You can grant yourself and everyone
Beginning at 5th level, you can attack twice, instead of once, within range of any aura you have advantage on saving
whenever you take the Attack action on your turn. throws versus any magical effect from that school 1 minute.

CURSED CARRIER BLOOD STRIKE [STRIKE]


Beginning when you choose this archetype at 3rd level,
Starting at 6th level, you can carry diseases in your body,
whenever you hit a living creature with a melee weapon
and spread them by touch (if contact), scratch (if injury),
attack, you can spend one of your hit dice to regain health.
breath (if inhaled), or spit (if ingested). You can carry up to
three diseases of your choice with this ability, above the BLOOD TAP
normal three added by Corrupting Touch. Starting at 7th level, whenever you use death pact to restore
mana, the mana restored is increased by 50% (or 3 mana
IMPROVED RUNIC STRIKE points per spell level).
By 11th level, you are so suffused with the might of the Lich
WILL OF THE NECROPOLIS
King that all your melee weapon strikes carry his unholy
Starting at 15th level, whenever you are reduced to below
power with them. Whenever you hit a creature with a melee
half hit points, you may cast the death coil spell as a bonus
weapon, the creature takes an extra 1d8 shadow damage. If
action instead of an action. This feature can be used once
you also use your Runic Strike with an attack, you add this
per instance of you dropping below half your hit points, or
damage to the extra damage of your Runic Strike.
twice per instance if you are under the effects of the avatar
DISPELLING TOUCH form death knight spell. .

Beginning at 14th level, you can use your action to end one LIFE STEALER
spell on yourself or on one willing creature that you touch. Starting at 20th level, whenever you are dropped to 0 hit
You can use this feature a number of times equal to your points, you may use your death pact spell on any dying
Charisma modifier (a minimum of once). You regain creature as well as undead and fiends as a reaction.
expended uses when you finish a long rest. You may also instead tear the life from living targets
within 30 ft. as a reaction, stealing a number of hit points

PAGE | 40 CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


equal to ¼ their current hit points, and restoring your hit UNHOLY PATH
points by the same amount.
You are a pale horseman of death, leading undead troops to
The target may resist with an opposed Stamina saving
throw. This may be used once per Charisma modifier battle, fueled with hatred of the living. Unholy death knights
lead armies of the dead and overwhelm their enemies.
(minimum 1) before requiring a long rest.

PATH OF FROST UNHOLY PATH SPELLS


Level Spells
You are a harbinger of doom, channeling runic power and 3rd death coil, charm undead
delivering freezing weapon strikes. Frost death knights are 5th capture essence, eath shield (bone shield)
terrors of the frozen wastes. 9th bind undead (3rd level), bestow curse
13th confusion, rune array (worm)
PATH OF FROST SPELLS 17th antilife shell, death and decay
Level Spells CHANNEL DIVINITY: BOLSTER UNDEAD
3rd icy touch, rune array (frozen wastes)
You can use a Channel Divinity use to guard undead against
5th unhallow, hold person
9th blizzard, curse of the elements being turned, as well as empowering them. All and any
13th blight, ice storm undead under your command within 30 ft. of you may add
17th cone of cold (howling blast), cripple your Proficiency bonus to attack rolls, skill checks, and
saving throws for one minute, and may ignore one Turn
CHANNEL DIVINITY: FREEZE
Undead attempt. You cannot benefit from the numeric
You can spend a Channel Divinity use as an action to cause
bonus, even if you are undead, but can resist one Turn
enemies within a 20-foot radius to be wracked with
Undead attempt as normal. This bonus remains for ten
unbearable pain as you freeze their blood. The targets must
minutes.
succeed a Charisma save or suffer Disadvantage to all attack
rolls and skill checks, and move at half movement while in UNDEAD COMPANION.
the affected area. This lasts for a number of rounds equal to At 3rd level, you gain a bound companion that accompanies
your Death Knight level. A creature can repeat the saving you on your adventures and can fight alongside you. The
throw at the end of its turn every round. companion must be an undead that is no larger than
Medium and that has a challenge rating of 1/4 or lower (for
FROST PRESENCE
example, a zombie or a skeleton). See Bound Companion for
Starting when you gain this archetype at 3rd level, whenever
more details.
you deal cold damage through a death knight spell or ability,
you deal extra cold damage equal to your proficiency bonus, • Bond. Due to your bond with the creature, you can add
applying once per round. You also gain resistance to cold your proficiency bonus to the undead’s AC, attack rolls,
damage. and damage rolls, as well as to any saving throws and
skills it is proficient in. Its hit point maximum equals its
MIGHT OF THE WASTES [STRIKE]
normal maximum or four times your death knight level,
Starting at 7th level, your frost-sharpened weapons deal a
whichever is higher. The creature benefits from Bolster
critical hit on a roll of 19 or 20. You also deal an additional
Undead the same way you do.
1d4 points of cold damage whenever you strike an enemy
• Leveling up. Your undead companion improves in CR the
with this. You may also add the extra damage from your
higher your level becomes, CR equal to 1 per every 8 levels
Frost Presence ability to this.
of Death Knight (improving to ½ CR at level 4, 1 CR at
FROZEN SOUL level 8, and 2 CR at level 16). When reaching 8th level, you
Starting at 15th level, whenever you reduce a creature to 0 can also choose a Large undead creature.
hit points from a cold spell, or if they under the effects of • Special. Bonding with an undead requires spending one
your Freeze channel divinity, your next Runic Strike within hour animating it, and the next hour drawing from any
1 hour has no mana cost. You may also choose to deal half superficial memories before its death.
of your Runic Strike’s extra damage as cold damage. If you You may also raise your enemies to serve as undead
choose to do so, you may add half the bonus to damage from companions, so long as their CR are within the described
your Frost Presence ability. If you are under the effects of guidelines (treat 1 level as 1 CR). Most death knights take
the avatar form death knight spell, your next two Runic low-level ghouls, before being able to bond with greater
Strikes within 1 hour have no mana cost. targets.

PILLAR OF FROST GRAVE MARCH


Starting at 20th level, supernatural ice hangs heavy on your At 7th level, your auras increase in strength. You may
body. This increases your strength score by 4 to a max of 24 maintain two aura spells at once as if they were one spell.
and your Stamina by 2 to a max of 22. Furthermore, your allies can also benefit from two auras at a

PAGE | 41 CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


time, so long as one of these spells is the unholy aura spell. Furthermore, if you do not have the required number of
The maximum duration of your unholy aura spell is 4 hours corpses (the required material focus) for animating undead,
instead of 1. you use corpses from any place so long as you are within 1
Also, whenever in a forced march, all creatures under your mile of a graveyard, mass grave, battlefield, or any location
unholy aura spell have advantage to saving throws to with sufficient amount of corpses so long as they are not on
continue a march without suffering exhaustion, and can hallowed ground. The earth must be loose enough for the
move at a fast pace without incurring a penalty to their zombies to dig their way out. The temporary undead you
Passive Spirit (Perception) score. create from casting animate undead require the corpses to
be within 30 feet, however.
ARMY OF THE DEAD.
Starting at 15th level, your conjure undead (animate UNHOLY CHAMPION
undead) spells are inherently stronger than others. You may Starting at 20th level, you gain the avatar form death knight
cast the conjure undead spell as an action instead of 1 spell for no cost if you didn’t already have it. Furthermore,
minute when conjuring undead. Once this feature is used, it you augment the spell in the following ways:
cannot be used again until after a short rest.
• You are instantly healed for 3d8 + 10 hit points. The
If you cast the spell with its full casting time, a number of
healing increases by 1d8 per spell level above 3rd.
zombies arise to fight for you and protect you while you cast
• You become resistant to damage from good aligned targets
the spell. The number of zombies is equal to 2 per spell
(or magical weapons) as well as to shadow damage.
level, so far as there are sufficient corpses within 30 feet.
• Any undead within any active aura you have regains 2d6
These temporary undead followers are friendly to you and
hit points every round. This cannot exceed half their total
your allies, and are controlled as normal summons, but do
hit points.
not count against your limit of summoned undead. The DM
has the zombies’ statistics. Once the spell’s casting time
ends and you successfully cast the animate undead spell,
you can use an action to maintain the additional zombies.
The additional zombies cannot remain more than 10
minutes. If you lose concentration on the spell, you also
lose concentration on the zombies, and they stop
animating.

PAGE | 42 CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


DRUID (DRD)
The night elf notices a broken blade of familiar design, and
then a disturbance in the distance. She rises, and runs
toward the sound, leaping through the forest expertly and
silently. As she comes to a waterfall, she leaps off the edge
of the cliff, a wave of purple mist enveloping her, as she
shapeshifts into a saber cat, prepared for further pursuit.
An ancient troll stands quietly atop an equally old ziggurat,
eyes narrowing against the bright red sunrise. In the
distance, the waves bring the promise of war as ships sail
towards his homeland. He speaks a prayer to the Loa, before
shapeshifting into a leathery-winged primordial pterrordax,
and rising upon the winds to scout the danger approaching
his home.
A worgen stalks the forest, hunting her quarry, smelling
blood. She emerges to a worgen stirred into a blood-frenzy
upon a wounded human, prepared to bite it. She shouts,
causing the mindless beast to turn to her. She raises her
hand, bringing a pillar of moonlight down, searing the
worgen’s fur. As the blinding light subsides, an unconscious
human lies on the grass, curse overwhelmed by the moon-
goddess’s holy strength.
Druids are keepers of the world who walk the path of
nature, following the wisdom of the Ancients and Cenarius,
healing and nurturing the world. To druids, nature is a
delicate balance of actions in which even the smallest
imbalance can create storming turmoil from peaceful skies.
Druids draw their power from this natural energy, using it to
change their shapes and command the forces of nature.
Traditionally, druids chose the path of a specific animal
totem. Since the invasion of the Burning Legion, however,
most druids have undergone a number of reforms, including
encouraging the study of magic from all totems. Druids who
do this are known as druids of the wild.

BALANCE AND HARMONY


Druids harness the vast powers of nature to preserve
balance and protect life. With experience, druids can
unleash nature’s raw energy against their enemies, raining
celestial fury on them from a great distance, binding them
with enchanted vines, or ensnaring them in unrelenting
cyclones.
Druids can also direct this power to heal wounds and
restore life to fallen allies. They are deeply in tune with the
animal spirits of Azeroth. As master shapeshifters, druids
can take on the forms of a variety of beasts, morphing into a
bear, cat, storm crow, or sea lion with ease. This flexibility
allows them to fill different roles during their adventures,
tearing enemies to shreds one minute and surveying the
battlefield from the sky the next. These keepers of the
natural order are among the most versatile heroes in
Azeroth, and they must be prepared to adjust to new
challenges on a moment’s notice.

PAGE | 43 CHAPTER 3: CLASSES | DRUID (DRD)


Cenarius is the patron entity of all druids. However, each The druids of Azeroth nearly all belong to the circle of
group of druids has its own special patrons and some even Cenarius. Druids otherwise corrupted still belong to the
have the ability to transform into a being that looks like their same circle. Azerothian druids are more limited in the
patron. Many druids take on an animal companion based on shapes they may choose when transforming, but they gain
their patron. an additional ability to empower said form.

CALL OF THE WILD QUICK BUILD


You can make a druid quickly by following these
A druid's empathy with the creatures of the wild also allows
suggestions. First, Spirit should be your highest ability
him to shapeshift into the forms of other animals. For
score, followed by Stamina. Second, choose the hermit
example, a wounded druid whose magical energies are
background. Third, choose the gust, thorn whip, and wrath
running low might abruptly take on the form of a bear in
cantrips, along with the following 1st-level spells for your
order to better withstand further injury. Alternatively, the
idol: primal roar (abandonment aura), charm (beast), conjure
druid might shift into the form of some large cat, sneak up
(beast), entangling roots, faerie fire, and rejuvenation.
behind an enemy, then pounce and deliver a fierce flurry of
melee attacks. Even the deepest oceans can be explored by a
druid, who can simply shift into an aquatic creature,
CLASS FEATURES
allowing him to stay underwater as long as needed. HIT POINTS
Druids come and go as they please, and their goals Hit Dice: 1d8 per druid level
typically have little to do with the ‘civilized’ world. Hit Points at 1st Level: 8 + your Stamina modifier
Unaffiliated with any specific government, the primary Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
druidic organization on Azeroth, the Cenarion Circle, modifier per druid level after 1st
answers to no one but itself.
The highest rank that a druid can have is that of
PROFICIENCIES
archdruid, and there are only a few archdruids on Azeroth. Armor: Light armor
At the moment the Cenarion Circle's leader is Archdruid Weapons: Clubs, daggers, darts, javelins, maces,
Malfurion Stormrage, also widely considered to be the first quarterstaffs, sickles, slings, spears
(and greatest) mortal druid on Azeroth. Tools: Herbalism kit
Saving Throws: Charisma, Stamina
CREATING A DRUID Skills: Choose two from Arcana, Animal Handling, Insight,
Medicine, Nature, Perception, Religion, and Survival
When making a druid, consider why your character has such
As a druid, you have the following class features.
a close bond with nature. Perhaps your character lives in a
society where druidism still thrives, or was raised by a druid EQUIPMENT
after being abandoned in the depths of a forest, or burdened Hit PointsYou start with the following equipment, in
by a terrible curse to which druidism was a cure. addition to the equipment granted by your background:
Perhaps your character had a dramatic encounter with the
• (a) a quarterstaff, or (b) any simple weapon
spirits of nature, coming face to face with a giant eagle or
• (a) five javelins or (b) a sling and 10 bullets
dire wolf and surviving the experience. Maybe your
• Leather armor, an explorer’s pack, and a druidic focus
character was born during an epic storm or a volcanic
(idol)
eruption, which was interpreted as a sign that becoming a
druid was part of your character's destiny. DRUIDIC
Have you always been an adventurer as part of your
druidic calling, or did you first spend time as a caretaker of a You know druidic, the secret language of druids, fey, and
sacred grove or spring? Perhaps your homeland was spirits of the wild. You can speak the language and use it to
befouled by evil, and you took up an adventuring life in leave hidden messages. You and others who know this
hopes of finding a new home or purpose. language automatically spot such a message. Others spot
Druids harness the vast powers of nature to preserve the message’s presence with a successful DC 15 Spirit
balance and protect life. With experience, druids can (Perception) check but can’t decipher it without magic. If
unleash nature’s raw energy against their enemies, raining you can speak druidic, you can communicate one-way with
celestial fury on them from a great distance, binding them all other druids and fey creatures, even if you don’t
with enchanted vines, or ensnaring them in unrelenting otherwise share a language. Natural beasts understand
cyclones. simple commands in druidic.

PAGE | 44 CHAPTER 3: CLASSES | DRUID (DRD)


THE DRUID
Level Proficiency Caster Level
Bonus Features (Spell Level)
1st +2 Druidic, Spellcasting 1 (1st)
2nd +2 Wild Shape, Druidic Circle, Ancient Power 2 (1st)
3rd +2 — 3 (2nd)
4th +2 Ability Score Improvement, Wild Shape improvement (Water) 4 (2nd)
5th +3 — 5 (3rd)
6th +3 Druid Circle feature 6 (3rd)
7th +3 — 7 (4th)
8th +3 Ability Score Improvement, Wild Shape improvement (Air) 8 (4th)
9th +4 — 9 (5th)
10th +4 Druid Circle feature 10 (5th)
11th +4 — 11 (6th)
12th +4 Ability Score Improvement, Wild Shape improvement (Plant) 12 (6th)
13th +5 — 13 (7th)
14th +5 Druid Circle feature 14 (7th)
15th +5 — 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 — 17 (9th)
18th +6 Timeless, Beast Spells 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Archdruid 20 (9th)

SPELLCASTING SPELLCASTING ABILITY


Spirit is your spellcasting ability for your druid spells, since
Drawing on the divine essence of nature itself, you can cast
your magic draws upon your devotion and attunement to
spells to shape that essence to your will.
nature. You use your Spirit whenever a spell refers to your
CANTRIPS spellcasting ability. In addition, you use your Spirit modifier
At 1st level, you know a number of cantrips equal to your when setting the saving throw DC for a druid spell you cast
proficiency bonus. and when making an attack roll with one.

CONJURING AND BINDING Spell save DC = 8 + your proficiency bonus + your Spirit
A druid can conjure and bind aberrations, beasts, modifier
elementals, fey, oozes, and plants. Spell attack modifier = your proficiency bonus + your Spirit
modifier
PREPARING AND CASTING SPELLS
Each druid level provides you with 1 caster level in the druid SPELLBOOK – IDOL
class. You follow the normal progression to unlock spell At 1st level, your idol contains six 1st-level druid spells of
levels (see the table under the Mana section). your choice. When you level up, you gain 2 additional druid
You prepare the list of druid spells that are available for spells of your choice. You may also acquire new spells by
you to cast, choosing from the druid spell list. You can also research, tutelage, or from the spellbooks and scrolls of
change your list of prepared spells when you finish a long spellcasters who have spells you can cast.
rest by meditating in nature and consulting your druidic idol Your idol is effectively your spellbook, and you may add
(treat as a spellbook). Preparing a new list of druid spells spells by meditating with it and inhaling herbal vapors.
requires time spent in prayer and meditation: at least 1
SPELLCASTING FOCUS
minute per spell level for each spell on your list.
You can use a druidic idol as a spellcasting focus for your
RITUAL CASTING druid spells.
You can cast a druid spell as a ritual if that spell has the
ritual tag and you have the spell in your idol. You don't need DRUID CIRCLE
to have the spell prepared. At 2nd level, you choose to identify with a circle of druids:
the Circle of the Balance to preserve the order of nature, the
Circle of the Feral Beast to act within nature’s order, or the

PAGE | 45 CHAPTER 3: CLASSES | DRUID (DRD)


Circle of Restoration to keep and preserve living things, all equipment, based on the creature’s shape and size. Your
detailed at the end of the class description. Your choice equipment doesn’t change size or shape to match the new
grants you features at 2nd level and again at 6th, 10th, and form, and any equipment that the new form can’t wear
14th level. must either fall to the ground or merge with it. Equipment
that merges with the form has no effect until you leave the
WILD SHAPE form.
Starting at 2nd level, you may choose a land-bound beast to
Starting at 4th level, you may choose a creature with
morph into as an action. You can use this feature twice
natural swimming capabilities and underwater breathing,
before requiring a short or long rest. The creature selected such as a sea lion, a seal, a fish, a shark, etc.
can be any beast that cannot fly or swim naturally, such as a
At 8th level, you may choose a creature with natural flying
wolf, lion, bear, tiger, etc. You remain in this form a number
capabilities (such as giant eagles, dragonhawks, storm-
of hours equal to half your druid level (round down). crows, or vultures) to the list of creatures you can transform
You then revert to your normal form unless you expend
to.
another use of this feature. You can revert to your normal At 12th level, you may take the form of a tree or plant
form earlier by using a bonus action on your turn. You
creature, and add minor ancients to the list of creatures you
automatically revert if you fall unconscious (unless if
can transform to.
sleeping by your own volition, such as by resting or the The number of chosen creature forms from each category
slumber spell), drop to 0 hit points, or die.
(land, water, air, plant) are equal to your Spirit bonus and
While you are transformed, the following rules apply:
the suite cannot be changed later except when leveling up
• Your game statistics are replaced by the statistics of the (in which case you may choose a new suite of creatures for
beast, but you retain your alignment, personality, and each category). Creatures you may transform to have a
Intelligence, Spirit, and Charisma scores. You also retain maximum CR of your hit dice divided by 8 (¼ at level 2, ½ at
all of your skill and saving throw proficiencies, in addition level 4, 1 at level 8, and 2 at level 16).
to gaining those of the creature.
• If the creature has the same proficiency as you and the
ANCIENT POWER
bonus in its stat block is higher than yours, use the Starting at 2nd level, you may rapidly recover your mana by
creature’s bonus instead of yours. If the creature has any invoking ancient powers. You can use your action and bonus
legendary or lair actions, you can't use them. action on your turn to regain mana as if completed a short
• When you transform, you assume the beast’s hit points rest (or rested for one hour).
and Hit Dice. When you revert to your normal form, you You can use this feature up to one time per every two
retain the percentage of hit points your wild shape form points of proficiency bonus. You regain expended uses when
ended with, but this cannot reduce your hit points by more you finish a long rest.
than one-quarter your hit point total (for instance, wild Alternatively, if you use this during a short rest, you are
shaping to a creature at full hit points and ending the spell treated as if you rested for two hours.
at 0 hit points reduces your current hit points by one-
quarter). If the spell ended from your hit points being ABILITY SCORE IMPROVEMENT
reduced to 0 or below, you revert back automatically, and When you reach 4th level, and again at 8th, 12th, 16th, and
reduce your current hit points by one-quarter as described. 19th level, you can increase one ability score of your choice
• You can’t cast spells unless those noted by other abilities, by 2, or you can increase two ability scores of your choice by
and your ability to speak or take any action that requires 1. As normal, you can’t increase an ability score above 20
hands is limited to the capabilities of your beast form. using this feature.
Transforming doesn’t break your concentration on a spell
you’ve already cast, however, or prevent you from taking TIMELESS
actions that are part of a spell (such as call lightning) that Starting at 18th level, the primal magic that you wield
you’ve already cast. causes you to age more slowly. For every 10 actual years you
• You retain the benefit of any features from your class, race, live, your body ages one year only.
or other source and can use them if the new form is
physically capable of doing so. However, you can’t use any BEAST SPELLS
of your special senses, such as darkvision, unless your new Beginning at 18th level, you can cast many of your druid
form also has that sense. spells in any shape you assume using Wild Shape. You can
• You choose whether your equipment falls to the ground in perform the somatic and verbal components of a druid spell
your space, merges into your new form, or is worn by it. while in a beast shape, but you aren’t able to provide
Worn equipment functions as normal, but the DM decides material components.
whether it is practical for the new form to wear a piece of

PAGE | 46 CHAPTER 3: CLASSES | DRUID (DRD)


ARCHDRUID
At 20th level, you can use your Wild Shape an unlimited
number of times.
Additionally, you can ignore the verbal and somatic
components of your druid spells, as well as any material
components that lack a cost and aren’t consumed by a spell.
You gain this benefit in both your normal shape and your
various Wild Shapes.

DRUID CIRCLES
Azerothian Druids usually choose from one of the below
three circles. When in this form, such spells cost 1 mana less than
normal. Once you gain the Beast Spells druid feature of 18th
BALANCE level, you can cast spells as normal, but you still benefit from
the mana cost reduction for those specific spell schools.
You achieve a balance between the powers and influence of
the moon and sun. Balance druids usually stand in the back SHOOTING STAR
lines, invigorating their allies and calling down shooting Starting at 10th level, you may reroll the damage roll for any
stars on their foes. druid spell you cast by expending an Eclipse Point. If the
dice’s roll is the maximum possible result (6 on d6, 4 on d4,
BALANCE CIRCLE SPELLS
etc.), you may roll again and add that damage to the total.
Level Spells
3rd barkskin, entangling roots WORLD IN BALANCE
5th call lightning, plant growth Starting at 14th level, you can command the world to hear
7th divination, freedom of movement your call, and call a solar or lunar eclipse (depending on the
9th commune with nature, tree stride
time). Once this ability is used, it cannot be used again until
DIVINATIONECLIPSE POOL after a long rest.
Starting at 2nd level, whenever you successfully deal arcane Solar Eclipse (Day only). The sun’s light is covered by a
or holy damage to an enemy through a Druidic spell or shadow which blankets the earth in a 5-mile radius centered
ability, you gain one Eclipse point. You cannot gain more on the druid for one hour. The area becomes dim light or
than one per round. This also applies once per spell, not normal light (your choice), and creatures sensitive to
once per target or sigil pulse. sunlight do not take penalties from sunlight. All your druid
Eclipse points are used to empower your abilities. spells that deal arcane damage do so as if your Eclipse pool
For every Eclipse point you have, you may deal an was full. You also gain one Eclipse Point per minute.
additional 1 point of arcane or holy damage with spells and Lunar Eclipse (Night only). The moon’s light is bright
abilities that deal direct arcane or holy damage. You may and cloaked in the shadow which blankets the earth in a 5-
have a maximum number of eclipse points equal to 2 plus mile radius centered on the druid for one hour. The area
your Proficiency bonus, and they remain for one hour after becomes either dim or normal light (your choice), and
being acquired. creatures sensitive to moonlight or sunlight take penalties
(depending on your wish) when in the area. All your druid
BALANCE OF SUN AND MOON
spells that deal holy damage do so as if your Eclipse pool is
Also starting at 2nd level, you may expend one Eclipse point
full. You also gain one Eclipse Point per minute.
when casting a spell that deals arcane or holy damage, and
deal 1d4 extra points of damage of that type atop the normal FERAL
bonus. You cannot expend an Eclipse point and gain one in
Your magical talents bring you closer to beasts of the wild,
the same round.
making you prime and paragon above them. Feral druids
MOONKIN often take up traits of the beasts they shape to.
Starting at 6th level, you may always transform into a
FORTITUDE OF THE WILDS
wildkin when wild shaping. Furthermore, when transformed
When you choose this archetype at 2nd level, you gain the
to a wildkin, you may still cast druidic spells of the
ability to use Wild Shape on your turn as a bonus action or a
Transmutation and Evocation schools. You can perform the
reaction, rather than as an action.
somatic and verbal components of druid spells of the
Additionally, while you are transformed by Wild Shape,
Transmutation and Evocation schools while in a beast
you can use a bonus action to expend one spell to regain 1d8
shape, but you aren’t able to provide material components.
hit points per level of the spell expended.

PAGE | 47 CHAPTER 3: CLASSES | DRUID (DRD)


FURY OF THE WILDS components, as this ability details. You may choose up two
Also when gaining this archetype, when determining your spells per use of this ability, and use their material
maximum allowable CR to transform to, you divide your components while wild shaped.
level by three, and not eight (round down), referring to the • Prowling beast: Whenever you and an ally both threaten a
below table. creature, your ally gains advantage to attack rolls against
it.
FURY OF THE WILDS • Persistent beast: Whenever you are in a wild shape, you
Druid Level Maximum CR have advantage to Stamina saving throws to maintain a
2 ½
concentration spell. Furthermore, if you lose concentration
4 1
6 2 on a spell by taking damage while in wild shape, you may
9 3 spend half the mana cost of the spell to retain
12 4 concentration of it as if you didn’t fail the saving throw.
15 5 • Raking beast: You gain the rogue’s Sneak Attack ability as
18 6 a 1st level rogue. If chosen again, your effective rogue level
PRIMAL STRIKE for this ability is equal to half your druid level.
Starting at 6th level, your attacks in beast form count as GRAND BEAST
magical for the purpose of overcoming resistance and Starting at 14th level, your weapon attacks while in wild
immunity to non-magical attacks and damage. shape deal an additional die of damage. Also, while under a
BLESSED BEAST wild shape, you gain 5 temporary hit points at the beginning
Starting at 10th level, you may gain a special ability when in of each round when in a wild shape. These temporary hit
wild shape. Choose any of category of wild shape (land, sea, points do not carry over to your round.
air, or plant), and you may assign one of the following
abilities to all creatures in that category when wild shaping
RESTORATION
into them, but only when in that form. Upon reaching 15th You focus on the renewing and resilient quality of nature.
level, you may choose another option. Restoration druids appreciate the more organic side of
nature, preferring to conjure plant allies (usually treants),
• Defending beast: You can gain resistance to non-magical
heal their friends, and reach out through the Emerald
bludgeoning, piercing, and slashing damage by expending
Dream for information and insights to the future.
a reaction. This remains for one minute. If used once, you
cannot use this ability again until after a short rest. RESTORATION CIRCLE SPELLS
• Furious beast: You can rage as if you had the berserker Level Spells
rage warrior talent as a 1st level warrior. If you already 3rd pass without trace rejuvenation
have the talent, you increase the total times you can rage 5th daylight, lesser restoration
by 1. If chosen again, your effective warrior level for this 7th divination, conjure plants (level 3)
9th dream, tranquility
ability is equal to half your druid level.
• Holy beast: You gain the priest’s Channel Divinity as a 1st HEALING LORE
level priest, but only to Turn Undead, and you gain the When you choose this archetype at 2nd level, you may alter
Destroy Undead sub-ability. If chosen again, your effective the target of a druid sigil spell effect as a bonus action. This
priest level for this ability is equal to half your druid level. requires a successful attack against the new target, and you
Fiends are also turned by this ability, but are not subject to must be within the range of them to cast the spell normally.
the Destroy Undead ability. You cannot increase the The spell’s effects take place at the new target’s turn as
number of uses of the Channel Divinity effect (regardless usual.
of effective priest level).
EXTENDED GROWTH
• Inspiring beast: You gain the bard’s Inspiration ability as a
Also starting at 2nd level, the maximum duration of healing
1st level bard. If chosen again, your effective bard level for
sigil druid spells for you is doubled, and you gain advantage
this ability is equal to half your druid level.
to the roll to maintain a sigil spell.
• Magical beast: You may choose any two spells from your
druid spell list and cast them in while in wild shape. This SEED OF LIFE
does not require somatic or verbal components, but you Starting at 6th level, you may touch any creature as an
must have chosen to merge any material components with action, and store any spell from the druid spell list into them,
you when you chose to wild shape. If taken again, this which remains latent until you discharge it with a mental
ability adds two other spells. command. If the spell’s casting time is more than 1 action,
Upon gaining the Beast Spells feature of 18th level, you you must also spend the casting time in contact with the
may cast all your druid spells without somatic or verbal target, as well as any required components. So long as the

PAGE | 48 CHAPTER 3: CLASSES | DRUID (DRD)


seed remains active, you gain a general and vague sense of
the well-being of the creature and their physical and mental
health, and you may use a reaction at any point to discharge
the spell (in reaction to sudden pain or mental distress),
although the spell does not specify the particulars of the
triggering event.
If you choose the lesser restoration or greater restoration
spells (or similar effects), the spell can also notify you when
the target is affected by a condition the spell would heal or
remove (such as death if imbuing revivify).
The seed remains active for up 24 hours, after which it
fades. You may also discharge this spell only if the target is
within 5 miles of you. If you and the target are within similar
terrain and there are live plants within 30 feet of both of you
(such as being in the same forest or desert), you can
discharge the spell at any range so long as the natural
terrain is unbroken. You can place up to three seeds per day,
and a creature can only benefit from one at any given time.
This feature has no effect on constructs unless they are
plant-based or made of wood.

IRONBARK
Starting at 10th level, whenever you heal a creature
(including yourself), you may imbue their skin with the
resilience of nature. If you do, they gain resistance to all non-
magical weapon damage for 1 minute, or gain a number of
temporary hit points equal to your level. A given creature can
benefit only once every 24 hours.

IMPROVED SEED OF LIFE


Starting at 14th level, you may imbue up to six seeds of life
at once, and can imbue a single target with up to two seeds.
You can also use an action to see up to a distance of 5 ft.
from a creature affected by your Seed of Life, so long as the
ability wasn’t discharged yet. You have no use of your
normal senses while you are perceiving this way.

PAGE | 49 CHAPTER 3: CLASSES | DRUID (DRD)


HUNTER (HTR)
A dwarf watches over frozen mountains, a loyal bear next to
him breathing out warm buffs of breath against the falling
snow. The dwarf studies the tracks in the snow, and then
lifts his firearm, beckoning the bear to continue forward.
Stalking her prey, a troll loads a bolt into her crossbow.
The panther is completely unaware of her, as she prowls
through the jungle. Until it is too late. Before she can react,
the bolt pierces her skull, as the troll walks calmly to claim
her prize.
As a ship enters the harbor, a thin whistle of a crossbow
bolt whispers in the wind. The navigator silently collapses,
dragging the ship’s wheel with her as she falls, forcing the
ship to veer off and collide with the dock’s wooden beams,
before its hull is punctured by the harbor’s rocky bottom,
sinking. A goblin disappears back into the forest from his
perch, his job complete, sporting a quiet smile on his face.
From an early age the call of the wild draws some
adventurers from the comfort of their homes into the
unforgiving primal world outside. Those who endure
become hunters. Masters of their environment, they are able
to slip like ghosts through the trees and lay traps in the
paths of their enemies.

DEADLY RANGERS
Warriors of the wilderness, hunters specialize in hunting the
monsters that threaten the edges of civilization—humanoid
raiders, rampaging beasts and monstrosities, terrible giants,
and even dragons. They learn to track their prey as a
predator does, moving stealthily through the wilds and
hiding themselves in brush and rubble.
Hunters focus their combat training on techniques that
are particularly useful against their specific favored foes.
Thanks to their intimate familiarity with the wilds, hunters
also acquire the ability to cast spells that harness nature’s
power, much like a druid. Their spells, like their combat
abilities, focus on speed, stealth, and the hunt.

INDEPENDENT ADVENTURERS
Hunters are stalkers in the wild, living on their knowledge of
survival and skill with a bow or rifle. They are deeply in tune
with nature and some of its mightiest beasts are their allies.
Of Azeroth's many creatures, few can resist the hunters' call,
and fewer can survive their fury. Hunters are as varied as
the world's many climates, but they are universally
renowned for their amazing abilities to find their prey and
bring it down. They come from any race, though certain
races naturally excel at the hunter's profession. Most
hunters seek to aid the balance of nature along with their
druidic allies.
Hunters are skilled in stealth, slipping through the woods
like a ghost. Orcs of the Horde first learned the ways of the
Azerothian hunter from forest trolls on Lordaeron and

PAGE | 50 CHAPTER 3: CLASSES | HUNTER (HTR)


tauren have been masters of the hunt since the dawn of the EQUIPMENT
world. Like the druid, hunters call upon the spirits of the You start with the following equipment, in addition to the
land, wind, and fire to aid them in their hunts and tasks. equipment granted by your background:

CREATING A HUNTER • (a) scale mail or (b) leather armor


• (a) two shortswords or (b) two simple melee weapons
As you create your hunter character, consider the nature of
• (a) a dungeoneer’s pack or (b) an explorer’s pack
the training that gave you your particular capabilities. Did
• A druid idol
you train with a single mentor, wandering the wilds together
• A longbow and a quiver of 20 arrows, or a common quality
until you mastered the hunter’s ways? Did you leave your
firearm (EP 2 or lower), 20 bullets, and a powder horn
apprenticeship, or was your mentor slain— perhaps by the
same kind of monster that became your favored enemy? Or If you wish to recreate the original 5e Ranger, choose
perhaps you learned your skills as part of a band of hunter’s the following talents the appropriate levels:
affiliated with a druidic circle, trained in mystic paths as well
as wilderness lore. You might be self-taught, a recluse who • Natural Explorer as the first talent at 1st level
learned combat skills, tracking, and even a magical • Primeval Awareness as the second talent at 3rd level
connection to nature through the necessity of surviving in • Natural Explorer as the third talent at 6th level
the wilds. • Land’s Stride as the fourth talent at 8th level
What’s the source of your particular hatred of a certain • Natural Explorer as the fifth talent at 10th level
kind of enemy? Did a monster kill someone you loved or • Camouflage as the sixth talent at 14th level
destroy your home village? Or did you see too much of the • Feral Senses as the seventh talent at 18th level
destruction these monsters cause and commit yourself to
reining in their depredations? Is your adventuring career a
FAVORED ENEMY
continuation of your work in protecting the borderlands, or a Beginning at 1st level, you have significant experience
significant change? What made you join up with a band of studying, tracking, hunting, and even talking to a certain type
adventurers? Do you find it challenging to teach new allies of enemy. Choose a type of favored enemy: aberrations,
the ways of the wild, or do you welcome the relief from beasts, celestials, constructs, dragons, elementals, fey,
solitude that they offer? fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as
QUICK BUILD gnolls and orcs) as favored enemies.
You can make a hunter quickly by following these
You have advantage on opposed checks against your
suggestions. First, make Agility your highest ability score,
favored enemies, as well as on Intelligence checks to recall
followed by Spirit. (Some hunters who focus on two-weapon
information about them, and when making an attack against
fighting make Strength higher than Agility.) Second, choose
them, you deal 2 extra points of damage.
the outlander background.
When you gain this feature, you also learn one language of
QUICK BUILD your choice that is spoken by your favored enemies, if they
speak one at all. As you gain levels, your choices reflect the
CLASS FEATURES types of monsters you have encountered on your adventures.
You choose one additional favored enemy, as well as an
As a hunter, you gain the following class features. associated language, at 6th and 14th level.
HIT POINTS You may switch this feature (and your chosen favored
Hit Dice: 1d10 per hunter level enemy) by performing the following tasks against one
Hit Points at 1st Level: 10 + your Stamina modifier creature type (or two races of humanoids):
Hit Points at Higher Levels: 1d10 (or 6) + your Stamina • Defeat it in single combat
modifier per hunter level after 1st • Track and survey the creature type for at a total of 24
PROFICIENCIES hours over 7 days
• Examine its corpse for at one hour
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons You cannot change a favored enemy this way if it is limited
Tools: None to an organization, but can do the same to other
Saving Throws: Strength, Agility organizations. You may switch back to previously studied
Skills: Choose three from Animal Handling, Athletics, favored enemy at the end of a long rest. The language gained
Insight, Investigation, Nature, Perception, Stealth, and by the initial favored enemy choices cannot be re-chosen by
Survival switching favored enemies.

PAGE | 51 CHAPTER 3: CLASSES | HUNTER (HTR)


THE HUNTER
Proficiency Caster Level
Level Bonus Features (Spell Level)
1st +2 Favored Enemy, Hunter Talent —
2nd +2 Fighting Style, Hunter Focus 1 (1st)
3rd +2 Hunter Archetype, Hunter Talent 2 (1st)
4th +2 Ability Score Improvement 2 (1st)
5th +3 Extra Attack 3 (2nd)
6th +3 Favored Enemy, Hunter Talent 3 (2nd)
7th +3 Hunter Archetype feature 4 (2nd)
8th +3 Ability Score Improvement, Hunter Talent 4 (2nd)
9th +4 — 5 (3rd)
10th +4 Hide in Plain Sight, Hunter Talent 5 (3rd)
11th +4 Hunter Archetype feature 6 (3rd)
12th +4 Ability Score Improvement 6 (3rd)
13th +5 — 7 (4th)
14th +5 Favored Enemy improvement, Hunter Talent 7 (4th)
15th +5 Hunter Archetype feature 8 (4th)
16th +5 Ability Score Improvement 8 (4th)
17th +6 — 9 (5th)
18th +6 Hunter Talent 9 (5th)
19th +6 Ability Score Improvement 10 (5th)
20th +6 Foe Slayer 10 (5th)

HUNTER TALENT TWO-WEAPON FIGHTING


When you engage in two-weapon fighting, you can add your
Starting at 1st level, you gain one of the following talents,
ability modifier to the damage of the second attack.
representing your preferred tactics and abilities you honed
through your experience of hunting. Whenever you qualify HUNTER FOCUS
for another talent (at 3rd level, 6th level, 8th level, 10th level,
You may choose to gain the ability to cast spells (drawing
14th level, and 18th level), you can choose another talent or
from the divine essence of nature itself) or to gain
gain another use of an existing talent. All abilities have DCs
proficiency in engineering. Choose either the Spellcasting or
of 8 + your proficiency bonus + your Strength or Agility
Sharpshooting features.
modifier (your choice) if they allow a saving throw. You may
also choose to gain a talent from outside this class’s list so SPELLCASTING
long as you qualify for it. Drawing on the divine essence of nature itself, you can cast
spells to shape that essence to your will.
FIGHTING STYLE
CONJURING AND BINDING
At 2nd level, you adopt a particular style of fighting as your
A hunter can conjure and bind beasts, elementals, fey, and
specialty. Choose one of the following options. You can’t
plants. Beast master hunters often choose their animal
take a Fighting Style option more than once, even if you
companions from previously bounded animals.
later get to choose again.
PREPARING AND CASTING SPELLS
ARCHERY
Each hunter level provides you with 0.5 caster levels in the
You gain a +2 bonus to attack rolls you make with ranged
hunter class. You follow the normal progression to unlock
weapons.
spell levels (see the table under the Mana section).
DEFENSE You prepare the list of hunter spells that are available for
While you are wearing armor, you gain a +1 bonus to AC. you to cast, choosing from the hunter spell list.
When you do so, you may ready a number of hunter spells
DUELING equal to half the number you can prepare normally (a 3rd
When you are wielding a melee weapon in one hand and no
level hunter with + 2 Spirit can prepare 2 spells instead of
other weapons, you gain a +2 bonus to damage rolls with
5).
that weapon.

PAGE | 52 CHAPTER 3: CLASSES | HUNTER (HTR)


When you level up, you can exchange the spells known SHARPSHOOTER
with others you qualify for. You cannot otherwise change You gain proficiency in engineer’s tools and weapons
your hunter spells other than by leveling up and exchanging created by the tools (such as firearms and explosives). You
them, or by training under another hunter, druid, or fey also create and maintain such weapons with a 25%
creature (see tutorship under magic), who can change your reduction to cost.
prepared spells after training is completed. If you already have proficiency in engineer’s tools, you
instead gain expertise to all checks with these tools
SPELLCASTING ABILITY
(although this does not improve the strength of
Spirit is your spellcasting ability for your hunter spells, since
technologically-crafted items).
your magic draws upon your attunement to nature. You use
You also gain one of the following features of your choice:
your Spirit whenever a spell refers to your spellcasting
ability. In addition, you use your Spirit modifier when setting • The Suffused Arrows hunter talent.
the saving throw DC for a druid spell you cast and when • The Flash Bomber rogue talent
making an attack roll with one.
HUNTER ARCHETYPE
Spell save DC = 8 + your proficiency bonus + your Spirit
modifier At 3rd level, you choose an archetype that you strive to
emulate: the Beast Master who bonds with an animal, a
Spell attack modifier = your proficiency bonus + your Spirit Marksman who always finds their target and excels in
modifier
bringing them down, and a Survivalist, who has several
SPELLBOOK – IDOL terrain-based abilities and is an expert ambusher, all of
At 2nd level, your idol contains three 1st-level hunter spells which are detailed at the end of the class description. Your
of your choice. When you level up, you gain 2 additional choice grants you features at 3rd level and again at 7th,
hunter spells of your choice. You may also acquire new 11th, and 15th level.

ABILITY SCORE IMPROVEMENT


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

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

HIDE IN PLAIN SIGHT


Starting at 10th level, you can spend 1 minute creating
camouflage for yourself. You must have access to fresh mud,
dirt, plants, soot, and other naturally occurring materials
with which to create your camouflage. Once you are
camouflaged in this way, you can try to hide by pressing
yourself up against a solid surface, such as a tree or wall,
spells by research, tutelage, or from the spellbooks and that is at least as tall and wide as you are. You gain a + 10
scrolls of spellcasters who have spells you can cast. bonus to Agility (Stealth) checks as long as you remain there
Your idol is effectively your spellbook, and you may add without moving or taking actions.
spells by meditating with it and inhaling herbal vapors. Once you move or take an action or a reaction, you must
camouflage yourself again with an action so long as she
SHOT SPELLS remains in the same general terrain type. If you are in a
Shot spells may be cast while attacking with a ranged
different terrain, you must spend another minute.
weapon, and counts as a strike feat for most purposes
except where otherwise noted. FOE SLAYER
Some hunters eschew the arts of nature magic, and
Starting at 20th level, you become an unparalleled hunter of
instead focus entirely on technology. They can lose access to
your enemies. Once on each of your turns, you can add your
all spells, and instead gain the Sharpshooter feature instead
Spirit modifier to the attack roll or the damage roll. You can
of the Spellcasting Feature.

PAGE | 53 CHAPTER 3: CLASSES | HUNTER (HTR)


choose to use this feature before or after the roll, but before score a successful ranged attack and have any remaining
any effects of the roll are applied. attacks (such as from the Extra Attack feature or the haste
spell), you may spend the extra attack to add the minimum
HUNTER TALENTS possible damage the weapon attack deals to the damage of
your initial attack. The damage is resolved as made by one
• Camouflage (requires proficiency +4 or above). You can
weapon attack (and uses one point of ammunition as
use the Hide action as a bonus action on your turn. If you
normal, and one malfunction check). For instance, if you
are also proficient with the Agility (Stealth) skill, you may
successfully deal a longbow ranged attack for 1d8 + 4, and
cast the invisibility spell. After being used, the spell cannot
have an additional attack from the haste spell, you may
be used again until after a short rest.
expend the attack to add 5 points of damage to the initial
Also, you can’t be tracked by nonmagical means, unless
attack (for a total of 1d8 + 9) damage.
you choose to leave a trail, even outside your favored
• Hunter's Sense (requires proficiency of +4 and
terrain (if you have one).Dark Ranger. You add the
Primeval Alertness). You can cast the scrying spell, but
following spells to your hunter spell list: banshee’s curse,
can only affect a creature detected by primeval alertness or
death coil, death pact, drain life, death ward, and silence.
favored enemy. The creature must be within 10 miles of
You may also add undead to the list of creatures you can
you to be affected by this ability. You may use this ability
bind and conjure (allowing you to also charm and
once per long rest. You do not require the spellcasting
dominate undead).
feature for this talent.
• Dread Ambusher. You master the art of the ambush. You
This talent can be taken multiple times, each time
gain a bonus your initiative rolls equal to your Spirit
increasing the times this ability can be used per long rest
modifier. Also, the start of your first turn of each combat
by two.
encounter, your speed increases by 10 feet, which lasts
• Iron Willed Hunter (requires proficiency + 3 or above).
until the end of that turn.
You have honed your ability to resist the mind-altering
• Essence Touch (requires proficiency of + 3 or above).
powers of your prey. You gain proficiency in Spirit saving
Whenever you touch a creature with innate special
throws. If you already have this proficiency, you instead
abilities (such as innate spellcasting), you can gain one use
gain proficiency in Intelligence or Charisma saving throws
of their innate special abilities, usable only once before the
(your choice). Only hunters may take this talent.
essence fades away. This costs no mana, but you cannot
• Land’s Stride (requires proficiency + 3 or above). You
steal an ability that is also a spell unless you had the level
may move through nonmagical difficult terrain without
to cast it normally. Only hunters and monks may take this
spending extra movement, and gain a + 10 bonus to your
talent (with monks referring to their ki spell ability).
speed. You can also pass through nonmagical plants
• Favored Enemy. You may gain another favored enemy, or
without being slowed by them and without taking damage
gain the ability if you don’t normally have it (such as by
from them if they have thorns, spines, or a similar hazard.
being a rogue or warrior). You cannot take this talent more
In addition, you have advantage on saving throws against
than 3 times.
plants that are magically created or manipulated to impede
• Favored by Elune. You may add the find familiar spell to
movement, such those created by the entangling roots
your spell list, but may only choose an owl as a familiar.
spell. Only hunters or monks may take this talent.
Furthermore, your link to your owl familiar is 250 feet,
• Magic-User’s Nemesis (requires proficiency +3 or
instead of the normal 100 feet. If you are standing in
above). You can thwart someone else’s magic. When you
moonlight, the link becomes 500 feet instead. If you later
see a creature casting a spell or teleporting within 30 feet
choose the Beastmaster archetype, you may make your
of you, you can use your reaction to try to foil it, either by
familiar your bonded creature, in which case the creature
using your own magic (if you can access spells), or an
is treated as both a familiar and hunter’s companion.
attack roll (by using a weapon). The creature must succeed
• Farsight. You increase the range of all ranged weapons of
on a Spirit saving throw against your spell save DC or you
one type (crossbows, bows, firearms, axes, etc.) by half.
must succeed on an attack roll, otherwise its spell or
• Feral Senses (requires proficiency +6 or above). You
teleport fails and is wasted. Rogues and warriors
gain preternatural senses that help you fight creatures you
recognize this talent as kick (if used at melee range), or
can’t see. When you attack a creature you can’t see, your
intercept (if at range).
inability to see it doesn’t impose disadvantage on your
• Natural Explorer (also known as Favored Terrain). You
attack rolls against it. You also permanently benefit from
are particularly familiar with one type of natural
the see invisibility spell as if you cast it, but only so long as
environment and are adept at traveling and surviving in
the enemy is within 60 feet.
such regions. Choose one type of favored terrain: arctic,
• Focused Shot (requires the ability to attack multiple
coast, desert, forest, grassland, mountain, swamp, or caves
times in one round). You may choose to deal focused
and underground. When you make an Intelligence or Spirit
shots instead of risking missed attacks. Whenever you

PAGE | 54 CHAPTER 3: CLASSES | HUNTER (HTR)


check related to your favored terrain, your proficiency • Primeval Disruption (requires the Primeval Awareness
bonus is doubled if you are using a skill that you’re talent, and one of the two: proficiency of + 3 or the
proficient in. This ability works on any plane so long as it ability to cast detect magic). You can sense if a favored
has a terrain of comparable nature (desert in Outland’s enemy is casting a divine or arcane spell (choose one upon
Hellfire Peninsula, which counts as a desert). gaining this talent) within 3 miles. You are also aware of
While traveling for an hour or more in your favored terrain, their general direction. If the target is within 1 mile, you
you gain the following benefits: can spend a reaction to force them to roll a Spirit saving
throw against being distracted. This ability can be used a
• Difficult terrain doesn’t slow your group’s travel
number of times equal to your proficiency bonus before
• Your group can’t become lost except by magical means
replenishing after a long rest. If there are multiple favored
• Even when you are engaged in another activity while
enemies within the radius, you get a general awareness of
traveling (such as foraging, navigating, or tracking), you
them, but cannot force a disruption, unless you are the
remain alert to danger, and have advantage to checks to
closest creature to the target.
avoid being surprised in your favored terrain
• Tempered Hunter (requires the Favored Enemy
• You have advantage to saving throws against natural
ability). You have advantage versus divine or arcane spells
hazards in your favored terrain.
(choose one upon gaining this talent) cast by your favored
• You can move stealthily at your normal pace without
enemies and advantage to all checks to avoid being subject
slowing down
to the scrying spell, or being detected, or identified by
• When you forage or gather, you find twice as much food
similar magic. Magics of such type also cannot be used to
as you normally would
put you to sleep or to read your mind.
• While tracking other creatures, you also learn their exact
• Slayer’s Counter (requires proficiency + 6 or above, and
number, their sizes, and how long ago they passed
Slayer’s Prey). You gain the ability to counterattack when
through the area
your prey tries to sabotage you. If the target of your
You may switch an existing favored terrain by performing Slayer’s Prey forces you to make a saving throw, you can
the following tasks, focused on one terrain: use your reaction to make one weapon attack against the
quarry. You make this attack immediately before making
• Track in the area for at least one hour
the saving throw. If your attack hits, your save
• Spend 7 days hours in the terrain
automatically succeeds, in addition to the attack’s normal
• Hunt down and defeat one native creature (though you
effects.
do not have to slay it)
• Slayer’s Prey. You can focus your ire on one foe,
This talent can be taken multiple times, each time adding increasing the harm you inflict on it. As a bonus action, you
one favored terrain mastered at a given time. designate one creature you can see within 60 feet of you as
• Primeval Alertness. Whenever you are subjected to an the target of this feature. The first time each turn that you
effect that attempts to detect or identify you (such as a hit that target with a weapon attack, it takes an extra 1d6
scrying spell), you gain advantage to all saves versus such damage from the weapon. Once the creature is defeated,
effects. If you succeed on an opposed Spirit check, you can you can choose another target. Only hunters may take this
also reverse the spell (if possible, gaining a momentary talent.
glimpse of who is attempting to scry on you). • Stalker’s Flurry (requires proficiency + 4 or above). You
• Primeval Awareness. You gain awareness of your learn to attack with such unexpected speed that you can
environment on a local scale. So long as you can cast at turn a miss into another attack. When you miss with a
least a level 1 spell, you can use your action and expend weapon attack, you can make another weapon attack as
mana equal to any spell to gain primeval awareness. For 1 part of the same action. This can be done a number of
minute per level of the spell you expended, you can sense times equal to your Strength or Agility modifier before
whether the following types of creatures are present within requiring a short rest. Only hunters may take this talent.
1 mile of you (or within up to 6 miles if you are in your • Suffused Arrows. You master the art of spell-casting
favored terrain, are on high ground compared to them, or if through arrows or infusing them. You may choose to gain
the target is a favored enemy): aberrations, celestials, proficiency in the infusion kit, but can only infuse ranged
dragons, elementals, fey, fiends, and undead. weapons or arrows, or the Spell Strike feat (but only for
This feature doesn’t reveal the creatures’ location or ranged weapons). If you choose to gain proficiency with
number, but does hint at their strength in rough terms the kit, you start with three infusion matrices of your
(weaker, equal to you, or stronger than you, more choice that you can craft, and may store them in infusion
numerous than you, wounded) and their general direction. manuals or similar books. Only hunters may take this
You must have the ability to cast the detect magic spell to talent.
gain this talent.

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• Terrifying Tracker (requires proficiency + 3 or above). if the spell is not prepared or spellcasting was removed due
Whenever you succeed on tracking a creature and have to the Sharpshooter ability.
them within line of sight, you gain advantage to any
BOND
opposed skill check against them. You may also intimidate
Due to your bond with the beast, you can add your
the target without revealing yourself (usually to steer the
proficiency bonus to the beast’s AC, attack rolls, and damage
target into one place or another).
rolls, as well as to any saving throws and skills it is
• Umbral Sight. You gain darkvision out to a range of 60
proficient in. The beast also gains proficiency in two skills of
feet. If you already have darkvision from your race, its
your choice, and to all saving throws. Due to your bond,
range increases by 30 feet. While in darkness, you can
however, the companion loses the Multiattack feature (if it
hide in plain sight against any creature that relies on
possesses it).
darkvision to see you in that darkness.
Its hit point maximum equals its normal maximum or four
times your hunter level, whichever is higher.
You may also choose to gain a rogue or warrior talent you
Whenever you gain Extra Attack, you can give the extra
qualify for.
attack action to your beast instead of using it yourself. This
decision is made on the start of your turn on every round.

LEVELING UP
Your beast companion improves in CR the higher your level
becomes, CR equal to 1 per every 8 levels of Hunter
(improving to 1 CR at level 4, 2 CR at level 8, and 3 CR at
level 16). This either takes the form of choosing a higher-
level companion, or adding hit dice to the companion until
its CR increases.
When reaching 8th level, you can choose a Large creature.
The companion also gains an Ability Score Improvement
once you do (this acts as the normal feature).
Special While traveling through your favored terrain with
your beast, you can move stealthily at a normal pace.
Bonding with a beast requires spending one hour
communicating with the creature by nonverbal cues, and
spending the next seven hours in bonding activities (hunting,
etc.).

SPIRIT BOND
Beginning at 7th level, on any of your turns, you can use a
HUNTER ARCHETYPES bonus action to command the beast to take the Dash,
Disengage, Dodge, or Help action on your turn. The beast
An Azerothian hunter may choose one of the three below also has advantage with any saving throw to resist spells
archetypes. that control or repel it (such as charm or fear spells), if the
spell would cause it to abandon or betray you.
BEAST MASTER You may also empower the spirit link to your beast. Doing so
Your bond with the land is stronger than that of other takes 1 minute of physical contact with a magic weapon
hunters, a bonded beast appropriate to your terrain has (such as placing a magic sword against its paw, tapping it
chosen to fight alongside you. Beast master hunters are the with a magic staff, or resting a magic bow on it). Once the
most common adventuring hunters to fight without aid. task is completed, the beast’s weapon attacks are treated as
magical as well for 1 hour. You may use weapons that
HUNTER’S COMPANION belong to others, but not if they are attuned to others. If the
At 3rd level, you gain a bound companion that accompanies
weapon is attuned to you, it takes only 1 round of physical
you on your adventures and is trained to fight alongside you.
contact.
This acts as a normal bound companion. The companion
must be a beast that is no larger than Medium and that has a FRENZY
challenge rating of 1/2 or lower (for example, a hawk, Starting at 11th level, you can command your companion to
mastiff, or panther). See Bound Companion for more details. attack with a bonus action, allowing it to make two attacks
The hunter is able to cast the bind spell to bind beasts, even when it uses an action to attack on its turn. This stacks with

PAGE | 56 CHAPTER 3: CLASSES | HUNTER (HTR)


giving your animal companion an extra attack from your You are a rugged tracker who uses animal venom,
Extra Attack feature. explosives, and traps as deadly weapons. Survival hunters
Your animal companion’s weapon attacks score a critical usually walk alone, but make excellent advanced scouts and
hit on a roll of 19 and 20. explorers who can handle nearly any terrain.

EMPOWERED BOND SURVIVAL KNOWLEDGE


Beginning at 15th level, you and your animal companion Starting at 3rd level, you gain proficiency in engineer’s tools
may share the damage both of you take by dividing it by two (though only to make traps and explosives) and the
so long as you are within 30 feet of one another, as if under poisoner’s kit.
the effects of the spirit link spell. You also gain + 10 feet to your speed when wearing
As long as you and your animal companion are within one medium armor or less, and when not using a shield.
mile or less of one another, you may also use an action to
TRAP EXPERT
see through your companion’s eyes and sense through their
Starting at 7th level, any creature subjected to traps set by
normal senses, though you are blind to your own
you have disadvantage to their saves, or the trap has
surroundings if you do so.
advantage to any attack against them, and you may add your
MARKSMAN Proficiency bonus to all saving throw DCs or attack rolls
made by traps you set or poisons you create.
You are a master archer or sharpshooter who excels in
The trap needs only to be set by you, and not necessarily
bringing down enemies from afar. Marksmen hunters are
built by you. You may also add one additional explosive to
often favored allies in battle, as chosen shot spells and the
any trap you set without triggering it (such as adding two
ability to focus their fire on an enemy can turn the tide of
mines, or one mine and a wagon clamp).
battle.
POISON SCIENCE
CAREFUL AIM Starting at 11th level, you can harvest triple the normal
Once you gain this archetype at 3rd level, you may use a
quantity of poisons from dead creatures. You also gain
bonus action as part of shooting to grant yourself advantage
resistance to all poison damage. Gaining acquired immunity
your ranged weapon attack. You cannot use this if you
to poisons or diseases requires only one-quarter the normal
already moved in the previous round.
time.
HAWK EYE GRIT
Starting at 7th level, you double your range with all ranged
Starting at 15th level, you only lose a death saving throw on
weapon attacks. Also, your first ranged attack in a given
a dice result of a natural 1 (counts as one failure) or when
round is a critical hit if the target is surprised.
being attacked while dying.
MULTI-SHOT STRIKE You may also apply poisons on your weapon as a bonus
Starting at 11th level, whenever you successfully strike an action.
enemy with a ranged attack, you may use a bonus action to Furthermore, you always count yourself as within your
attack any other target within 5 feet of the original target. favored terrain for the purposes of travel (so long as you
have the favored terrain talent), and whenever one of your
You may also instead designate a 10-foot-square within the
traps harm a creature, you always treat it as if it is surprised
range of your ranged weapon, and bombard any number of against you, unless combat hasn’t already started.
enemies the area, dealing your normal weapon damage, plus
the minimum possible damage roll from each extra attack
you have (taking the lowest result on the weapon damage
roll).
Chimera Shot [Shot]. Beginning at 15th level, you gain
the ability to use Chimera Shot once per Spirit modifier,
regained at the end of a long rest. You may declare the use
of Chimera Shot, which allows you to combine the effects of
up to three different shot spells, with the mana cost of only
the highest-level shot.
If you do not have access to shot spells, you can use the
properties of up to three different ammunition types (such as
suffused arrows or other special ammunition).

SURVIVAL

PAGE | 57 CHAPTER 3: CLASSES | HUNTER (HTR)


armor, but arcane shields and enchantments give them
MAGE (MGE) additional protection. To keep enemies at bay, magi can
Standing atop a ruined cliff-side chapel, a human mage summon bursts of fire or storms of ice to decimate distant
retreats against the demonic infernal. Climbing up the side, targets and cause entire regiments to erupt with elemental
the infernal barely has time to react, as the human raises his energy, or to barrage them with violet blasts of pure arcane
arms, unleashing a volley of fireballs at the infernal, before magic.
releasing a storm of ice upon the demon, sending it spiraling
into the chasm below.
SCHOLARS OF THE ARCANE
Surveying the battlefield from afar, a blood elf looks to the The wizards of Azeroth are commonly known as mages, or
skies, finishing the last words of the spell. The clouds part as magi. The magi of Azeroth acknowledge the corrupting
an ice crystals form, before falling to the ground, crashing influence of arcane magic, and unlike Warlocks, they temper
and wreaking bloody havoc amongst her adversaries. their advancement with cool intellect and precision.
Allowing the faintest smile, she walks away from the Mages focus on magic that creates and changes things,
carnage, her duty fulfilled. most often with the purpose of damaging their enemies and
The draenei mage-lord clad in violet and gold robes stands boosting the power of their allies. Such beings can obtain a
firm before fel winds. As a doomguard elite breaks his flank, familiar, which is a normal animal that gains new powers
he turns to it, sweeping his hand at its direction, suffusing and becomes a magical beast when summoned to service by
the fiend with planar magic. The wills of the two clash, and a mage.
then the doomguard roars in frustration, as he is banished Magi also understand the workings of arcane energy so
from the battlefield to whence he came. Satisfied, the well they can counter most magic with great effectiveness.
draenei sweeps his staff over the remaining demons. As the Those who have dedication to and natural predilection for
violet crystal sweeps over them, time slows, and they are one of the schools of specialization or a magic tradition
torn apart by swords loyal to the Army of Light. becomes more entrenched.
Students gifted with a keen intellect and unwavering The magi of the Kirin Tor first mastered the art of casting
discipline may walk the path of the Mage. The arcane magic spells using the elements of ice and fire. Magi are also
available to magi is both great and dangerous, and thus is known for being able to summon elementals, usually water
revealed only to the most devoted practitioners. To avoid elementals, but can also summon air, earth, and fire
interference with their spellcasting, magi wear only cloth elementals. The greatest mortal mage

PAGE | 58 CHAPTER 3: CLASSES | MAGE (MGE)


ever to have lived might be the naga Queen Azshara (who
may no longer be mortal) or the legendary human Medivh,
CLASS FEATURES
the last Guardian of Tirisfal, who set in motion many events As a mage, you gain the following class features.
in the Third War.
The first known magi on Azeroth were elves. They existed HIT POINTS
before the breaking of the Well of Eternity and the Exile of Hit Dice: 1d6 per mage level
the High Elves, who lived on the shores of the Well of Hit Points at 1st Level: 6 + your Stamina modifier
Eternity and wielded its tremendous magic powers. When Hit Points at Higher Levels: 1d6 (or 4) + your Stamina
the elven kingdom made their ancient pact to aid the human modifier per mage level after 1st
kingdom of Arathi, the magi learned arcane magic as well, PROFICIENCIES
turning the tide of the Troll Wars to cement the human and Armor: None
elven presence in Azeroth. Weapons: Daggers, darts, slings, quarterstaffs, light
crossbows
THE LURE OF KNOWLEDGE
Tools: None
Mages’ lives are seldom mundane. The closest a mage is Saving Throws: Intelligence, Spirit
likely to come to an ordinary life is working as a sage or Skills: Choose two from Arcana, History, Insight,
lecturer in a library or university, teaching others the secrets Investigation, Medicine, and Religion
of the multiverse. Other mages sell their services as diviners,
serve in military forces, or pursue lives of crime or
EQUIPMENT
domination. You start with the following equipment, in addition to the
But the lure of knowledge and power calls even the most equipment granted by your background:
unadventurous mages out of the safety of their libraries and • (a) a quarterstaff or (b) a dagger
laboratories and into crumbling ruins and lost cities. Mages • (a) a component pouch or (b) an arcane focus
believe that their counterparts in ancient civilizations knew • (a) a scholar’s pack or (b) an explorer’s pack
secrets of magic that have been lost to the ages, and • A spellbook
discovering those secrets could unlock the path to a power
greater than any magic available in the present age. INVOCATION
Starting at 1st level, you may rapidly recover your mana by
CREATING A MAGE
attuning yourself to the flows of magic. You can use your
Creating a Mage character demands a backstory dominated action and bonus action on your turn to regain mana as if
by at least one extraordinary event. How did your character completed a short rest (or rested for one hour).
first come into contact with magic? How did you discover You can use this feature up to one time per every two
you had an aptitude for it? Do you have a natural talent, or points of proficiency bonus. You regain expended uses when
did you simply study hard and practice incessantly? Did you you finish a long rest.
encounter a magical creature or an ancient tome that taught Alternatively, if you use this during a short rest, you are
you the basics of magic? treated as if you rested for two hours instead of one.
What drew you forth from your life of study? Did your first
taste of magical knowledge leave you hungry for more? Have
you received word of a secret repository of knowledge not SPELLCASTING
yet plundered by any other mage? Perhaps you’re simply As a student of arcane magic, you have a spellbook
eager to put your newfound magical skills to the test in the containing spells that show the first glimmerings of your
face of danger. true power.
QUICK BUILD CANTRIPS
You can make a mage quickly by following these At 1st level, you know a number of cantrips equal to your
suggestions. First, Intelligence should be your highest ability proficiency bonus.
score, followed by Stamina or Agility.
Second, choose the sage background. Third, choose the CONJURING AND BINDING
mage hand, light, and frost bolt cantrips, along with the A mage can conjure and bind aberrations, celestials,
following 1st-level spells for your spellbook: burning hands, constructs, elementals, fey, fiends, oozes, and undead, as
charm (humanoid), feather fall, mana shield, arcane missile, well homunculi creatures (creatures with the homunculus
and sleep. template).

PAGE | 59 CHAPTER 3: CLASSES | MAGE (MGE)


THE MAGE
Proficiency Caster Level
Level Bonus Features (Spell Level)
1st +2 Invocation, Spellcasting 1 (1st)
2nd +2 Mage Tradition 2 (1st)
3rd +2 — 3 (2nd)
4th +2 Ability Score Improvement 4 (2nd)
5th +3 — 5 (3rd)
6th +3 Mage Tradition feature 6 (3rd)
7th +3 — 7 (4th)
8th +3 Ability Score Improvement 8 (4th)
9th +4 — 9 (5th)
10th +4 Mage Tradition feature 10 (5th)
11th +4 — 11 (6th)
12th +4 Ability Score Improvement 12 (6th)
13th +5 — 13 (7th)
14th +5 Mage Tradition feature 14 (7th)
15th +5 — 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 — 17 (9th)
18th +6 Spell Mastery 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Signature Spell 20 (9th)

SPELLBOOK RITUAL CASTING


At 1st level, you have a spellbook containing six 1st-level You can cast a mage spell as a ritual if that spell has the
mage spells of your choice. When you level up, you gain 2 ritual tag and you have the spell in your spellbook. You don't
additional mage spells of your choice. You may also acquire need to have the spell prepared.
new spells by research, tutelage, or from the spellbooks and
SPELLCASTING FOCUS
scrolls of spellcasters who have spells you can cast.
You can use an arcane focus as a spellcasting focus for your
PREPARING AND CASTING SPELLS mage spells.
Each mage level provides you with 1 caster level in the mage
LEARNING SPELLS OF 1ST LEVEL AND HIGHER
class. You follow the normal progression to unlock spell
On your adventures, you might find other spells that you can
levels (see the table under the Mana section).
add to your spellbook. You do not gain spells by default, and
You prepare the list of mage spells that are available for
typically scribe spells from scrolls into your own spellbook,
you to cast, choosing from the mage spell list.
or purchase (or steal) the spellbooks of others, or research
You can also change your list of prepared spells by
them yourself.
consulting your spellbook after a long rest. Preparing a new
list of mage spells requires time spent in study: at least 1 MAGE TRADITION
minute per spell level for each spell on your list.
When you reach 2nd level, you choose a mage tradition,
SPELLCASTING ABILITY shaping your practice of magic through one of eight schools,
Intelligence is your spellcasting ability for your mage spells, or through the disciplines of Arcane, Fire, or Frost, detailed
since you learn your mage spells through dedicated study at the end of the class description. Your choice grants you
and memorization. features at 2nd level and again at 6th, 10th, and 14th level.
You use your Intelligence whenever a spell refers to your The most common traditions in Azeroth are the three
spellcasting ability. In addition, you use your Intelligence below: Arcane, Fire, and Frost. Arcane and Frost are
modifier when setting the saving throw DC for a mage spell preferred by the students and people of Dalaran, but the
you cast and when making an attack roll with one. grand power of Fire is nothing to be ignored. Other than the
Spell save DC = 8 + your proficiency bonus + your Intelligence above specializations, the Necromancy and Conjuration
modifier schools (as described in the core rulebook) are common in
Azeroth.
Spell attack modifier = your proficiency bonus + your
Intelligence modifier

PAGE | 60 CHAPTER 3: CLASSES | MAGE (MGE)


ABILITY SCORE IMPROVEMENT MAGE TRADITIONS
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice ARCANE
by 2, or you can increase two ability scores of your choice by You manipulate focused mysterious arcane and raw mana
1. As normal, you can’t increase an ability score above 20 powers more adeptly than others, destroying enemies with
using this feature. overwhelming raw magic force. Arcane mages adopt a more
scholarly persona than other mages.

ARCANE SPHERES
Starting at 2nd level, whenever you successfully deal arcane
damage to an enemy through a spell or ability, you gain one
Arcane Sphere. You cannot gain more than two per round
(such as by targeting two creatures). Arcane spheres may be
used to empower your abilities. Arcane spheres may be
spent for the following.

• Augmenting Arcana. Deal 1 additional point of arcane


damage per damage dice with mage spells and abilities
that deal arcane damage. This can be spent after rolling
for damage, and applies once per spell. This does not stack
with similar abilities.
• Mana Circulation. Reduce the mana cost of one mage spell
you cast. The reduction in mana cost is one point per
Arcane Sphere removed (minimum mana cost 1). This
may be used once per ten minutes.

You may have a maximum number of spheres equal to 2


plus your Proficiency bonus, and they remain for one hour
after being acquired.
SPELL MASTERY
ARCANE BLAST MASTERY. .
At 18th level, you have achieved such mastery over certain Also starting at 2nd level, you gain the ability to unleash
spells that you can cast them at will with no mana cost. blasts of arcane force as an action. You gain the Mystic Blast
Choose a 2nd-level and one 3rd-level mage spell that are in feat. Unlike the normal Mystic Blast feat, you can only
your spellbook. choose to deal arcane damage
You can cast those spells at their lowest level without Furthermore, when you suffer an attack from another
expending mana when you have them prepared. If you want Mystic Blast or similar ability (usually called Mystic, Fire,
to cast either spell at a higher level (or if the spell consumes Arcane, or Shadow Blasts), you gain 1 Arcane Sphere,
mana in its description), you must expend mana as normal. regardless of the damage type (unless it is fel damage).
By spending 8 hours in study, you can exchange one or
both of the spells you chose for different spells of the same PRESENCE OF MIND
levels. Starting at 6th level, you may store bits of your mental focus
and concentration over the day, and then discharge the
SIGNATURE SPELL stored potential to cast a spell. When you cast a mage spell
When you reach 20th level, you gain mastery over two that has a casting time of 1 action, it instead becomes a
powerful spells and can cast them with little effort. Choose bonus action. You can cast two spells in one round this way,
two 4th-level mage spells in your spellbook as your signature and are not restricted to cantrips. For this purpose, Mystic
spells. You always have these spells prepared, they don’t Blast counts as a spell.
count against the number of spells you have prepared, and Once this ability is used a number of times equal to half
you can cast each of them once at 4th level without your proficiency bonus, it cannot be used again until after a
expending mana. When you do so, you can’t do so again long or short rest.
until you finish a short or long rest. ARCANE POWER
If you want to cast either spell at a higher level, you must Starting at 10th level, you can open yourself to latent arcane
expend mana as normal. energies, channeling power you would normally be unable to
channel.

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For the next minute, every mage spell you cast costs 1 less The damage of the Arcane Blast is added to the total
mana point. If the spell is heightened from a lower spell damage despite being of a different type (and is counted as
level, the mana reduction is 2 points instead (to the normal one attack; thus, if the original spell had a saving throw to
minimum of 1 mana point). Once you use this ability, you negate or half damage, the extra damage is negated or
cannot use it again until after a short or long rest. halved appropriately).

FIRE
You ignite enemies with bolts of flame and exploding fire,
heating up until you deliver the final strike. Fire mages are
well-appreciated engines of destruction in war.

CONTROLLED DESTRUCTION
Beginning at 2nd level, you can create pockets of relative
safety within the effects of your fire evocation spells. When
you cast a fire evocation spell that affects other creatures
that you can see, you can choose a number of them equal to
1 + your intelligence modifier. The chosen creatures
automatically succeed on their saving throws against the
spell, and they take no damage if they would normally take
half damage on a successful save.
Also, for a number of times equal to your proficiency
bonus, your fire evocation spells can be used to set a single
target on fire, inflicting the burning condition on a failed
Stamina saving throw. The burning damage is equal to 1d6
points of fire damage, or one-quarter the number of dice the
spell dealt (whichever is higher).
You may use multiple uses on a single spell. You regain all
spent uses at the end of a short rest.

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

SCORCH
Starting at 6th level, you may cast fire bolt as a bonus action.
Also, you may critically hit with any ranged fire spell attack
on a 19 and a 20, dealing double damage. Also, whenever a
creature suffers the burning condition from your fire spells,
they also have disadvantage to ability checks so long as the
condition remains.
FOCUS POWER
Starting at 14th level, you can choose to re-use arcane
BLACK FIRE
energies that normally dissipate into the ether when casting Starting at 10th level, you may spend a bonus action and
spells. Whenever you cast a mage spell on your turn and it target a creature within 30 feet, reducing its resistance to
affects a target or more, you can also target one of the fire damage. If it is immune, it becomes resistant instead. If
targets with your Arcane Blast ability without spending an resistant, it takes damage normally. If it takes normal
action. This can be used once per turn, regardless of how damage, it is instead vulnerable. This remains for one
many targets you affect by your spell, and can only be added minute, and one creature cannot be subjected to this effect
to spells two levels lower than your highest-level spell. If the more than once for 24 hours. You can only affect one
spell has a duration more than instantaneous, you can creature with this ability at any given time, and may change
instead choose to deliver the damage at any point of the the target as the same action.
duration instead of after instantaneously striking the target
(up to a maximum of the end of the spell’s duration).

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PYROMANIAC ICE LANCE
At 14th level, you add the pyroblast spell to your spellbook if Starting at 6th level, you may cast the frost bolt cantrip as a
it isn’t already within it. Whenever you critically hit with a bonus action, and you prepare it for free.
ranged fire spell, you may spend a bonus action to gain one Also, your frost bolt spell can freeze water in a 10-foot
round of concentration on the pyroblast spell for each sphere (or any liquid that freezes at a similar temperature),
critical hit. The pyromaniac bonus remains for one hour or allowing you to walk on water if you spend a bonus action
until you cast the spell, and stacks with itself. It cannot every round to suffuse your step with it. The frozen path
exceed the maximum damage you can deal with spell, melts away in one minute (or may not if the weather is at
however. For this purpose, you count as if you critically hit if below freezing). The path can also be broken as a bonus
one of the targets of your fire spells fails by a natural 1-2 on action (in 10-foot segments per bonus action spent).
a saving throw, or if you score a natural 19-20 on a ranged
WHITE ICE
attack with a fire spell.
Starting at 10th level, you may spend a bonus action and
FROST target a creature within 30 feet, reducing its resistance to
cold damage. If it is immune, it becomes resistant instead. If
You debilitate and freeze your enemies in their tracks,
resistant, it takes damage normally. If it takes normal
before shattering them with ice magic or entombing them in
damage, it is instead vulnerable. This remains for one
it for eternity. Frost mages are usually explorers, as their
minute, and one creature cannot be subjected to this effect
ability to debilitate, slow, and evade foes gives them
more than once for 24 hours. You can only affect one
survivability that makes them natural to the task.
creature with this ability at any given time, and may change
CHILLING EFFECTS the target as the same action.
Starting at 2nd level, you may use a bonus action to inflict
ICE STATUES
the chilled condition to any target of your cold spells for one
At 14th level, whenever you a target of your mage spells is
round. The condition stacks as normal, even with spells that
restrained by having their speed reduced to 0 by the chilled
already chill the enemy. If multiple creatures are chilled,
condition, they are also incapacitated for the duration of the
choose a number equal to your Intelligence modifier.
chilled condition. Against such targets, your frost bolt
STUDENT OF FROST cantrip is automatically a critical hit if it successfully hits,
Also beginning at 2nd level, you may scribe evocation spells but the chilled condition ends prematurely (and is not
with other energy types as cold spells in your spellbook. The applied for frost bolt).
spells act the same way, unless the DM rules it is Also, whenever you deal damage to a creature that
unreasonable (such as a burning effect on a cold spell). You exceeds one-half their maximum hit points at once, they are
also gain resistance to cold damage. both restrained and incapacitated for one hour (or until they
thaw out, whichever comes first). Both effects end
prematurely if the target is hit.

PAGE | 63 CHAPTER 3: CLASSES | MAGE (MGE)


MONK (MNK)
Witnessing an orc and a human locked in battle on his land,
a pandaren intervenes. Expertly placing his staff between
the two combatants and intercepting, he parries every one of
their blows, using their own attacks against them. Without
landing a single attack on his adversaries, he emerges
triumphant.
An ancient temple lays atop the snowy peak of a mountain,
the violent winds cut away at the pandaren’s face as she
meditates. She can feel the balance of the world, the good
and bad, the calm and the rage, the silence and the storm.
The mists slowly curl around her paws, filling her shivering
body with warmth, soothing her aching muscles and lifting
her broken spirit.
The wildhammer dwarf gathers power into himself,
tattoos on his back shimmering. He then releases a single
powerful blow that shatters a stone larger than he. He then
turns to the three orcs hiding in the bushes, and smirks as
they flee, leaving their weapons behind.
When the pandaren were subjugated by the mogu
centuries ago, it was the monks that brought hope to a
seemingly dim future. Restricted from using weapons by
their slave masters, these pandaren instead focused on
harnessing their chi and learning weaponless combat. When
the opportunity for revolution struck, they were well-trained
to throw off the yoke of oppression.
Dwarves and tauren are also familiar with the way of the
monk, although they know it as rune-weaving.

MASTERS OF THE MIND


Experts of bare-handed combat, monks never rely solely on
the need to have a weapon in their hands to defend against
their enemies. Although most widely known to the outside
world for their fearsome jabs and flying kicks, they refuse to
limit themselves to a single method of combat.
Many monks prefer instead to “soak it up” and seem to
revel in the intoxicating effect of absorbing blow after blow
while their companions press the attack. Other monks
specialize in calling upon the restorative power of the mists
to balance the good and bad energy within people, returning
them to good health and fortune. Monks make careful study
of a magical energy that most monastic traditions call chi.
This energy is an element of the magic that suffuses the
multiverse—specifically, the element that flows through
living bodies. Monks harness this power within themselves
to create magical effects and exceed their bodies’ physical
capabilities, and some of their special attacks can hinder the
flow of chi in their opponents. Using this energy, monks
channel uncanny speed and strength into their unarmed
strikes. As they gain experience, their martial training and
their mastery of chi gives them more power over their bodies
and the bodies of their foes.

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DISCIPLINE AND HARMONY CLASS FEATURES
Monks bring a unique martial arts style to any fight, and
As a monk, you gain the following class features.
harness an exotic form of magical energy that’s unfamiliar to
those who practice other arcane arts. They seek spiritual HIT POINTS
balance in life and in combat, and as dangerous as monks Hit Dice: 1d8 per monk level
can be on the battlefield, they’re rarely looking to pick a fight Hit Points at 1st Level: 8 + your Stamina modifier
without just cause. Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
They view the world through a different lens, finding modifier per monk level after 1st
power through serenity and inner peace—then expressing it
through artful combat techniques and powers that mend life.
PROFICIENCIES
Armor: None
Perhaps most surprisingly, Monks are also adept at
Weapons: Simple weapons, shortswords, darts,
producing powerful brews they consume to aid them in
quarterstaffs
battle.
Tools: Choose one type of artisan’s tools or one musical
Some monks live entirely apart from the surrounding
instrument.
population, secluded from anything that might impede their
Saving Throws: Strength, Agility
spiritual progress. Others are sworn to isolation, emerging
Skills: Choose two from Acrobatics, Athletics, History,
only to serve as spies or assassins at the command of their
Insight, Religion, and Stealth
leader, a noble patron, or some other mortal or divine
power. EQUIPMENT
You start with the following equipment, in addition to the
CREATING A MONK equipment granted by your background:
The Monks of Azeroth usually follow Pandaren monastery
• (a) a shortsword or (b) any simple weapon
tradition, ever since they were subjugated by the mogu. They
• (a) a dungeoneer’s pack or (b) an explorer’s pack
usually act independently from factions, seeing the ebb and
• 10 darts
flow of right and wrong to belong with neither sides, and can
• A keg of brew or tea
be found in the most unusual of places, seeking wisdom or
enlightenment. SPECIAL FEATURES - TALENTS
As you make your monk character, think about your
If you wish to recreate the original 5e Monk, choose the
connection to the monastery where you learned your skills
following talents the appropriate levels:
and spent your formative years. Were you an orphan or a
child left on the monastery’s threshold? Did your parents • Unarmored Movement as the first talent at 2nd level
promise you to the monastery in gratitude for a service • Slow Fall as the second talent at 4th level
performed by the monks? Did you enter this secluded life to • Evasion as the third talent at 7th level
hide from a crime you committed? Or did you choose the • Unarmored Movement II as the fourth talent at 9th level
monastic life for yourself? • Slippery Mind as the fifth talent 14th level
Consider why you left. Did the head of your monastery
choose you for a particularly important mission beyond the UNARMORED DEFENSE
cloister? Perhaps you were cast out because of some Beginning at 1st level, while you are wearing no armor and
violation of the community’s rules. Did you dread leaving, or not wielding a shield, your AC equals 10 + your Agility
were you happy to go? Is there something you hope to modifier + your Spirit modifier.
accomplish outside the monastery? Are you eager to return
to your home? If you are a dwarf or tauren, do you follow the MARTIAL ARTS
old ways of rune-weaving? Why have you chosen this path At 1st level, your practice of martial arts gives you mastery
over others, and how do you compare your ancient traditions of combat styles that use unarmed strikes and monk
with the more structured beliefs of the pandaren monks? weapons, which are shortswords and any simple melee
As a result of the structured life of a monastic community weapons that don’t have the two-handed or heavy property.
and the discipline required to harness chi, monks are almost You gain the following benefits while you are unarmed or
always lawful in alignment. wielding only monk weapons and you aren’t wearing armor
QUICK BUILD or wielding a shield:
You can make a monk quickly by following these • You can use Agility instead of Strength for the attack and
suggestions. First, make Agility your highest ability score, damage rolls of your unarmed strikes and monk weapons.
followed by Spirit. Second, choose the hermit background. • You can roll a d4 in place of the normal damage of your
unarmed strike or monk weapon. This die changes as you

PAGE | 65 CHAPTER 3: CLASSES | MONK (MNK)


THE MONK
Proficiency Martial Ki Unarmored
Level Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 + 10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 + 20 ft. Monk Tradition, Deflect Missiles
4th +2 1d4 4 + 20 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 + 20 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 + 15 ft. Ki-Empowered Strikes, Monk Tradition feature
7th +3 1d6 7 + 15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 + 15 ft. Ability Score Improvement
9th +4 1d6 9 + 15 ft. Unarmored Movement improvement
10th +4 1d6 10 + 20 ft. Purity of Body
11th +4 1d8 11 + 20 ft. Monk Tradition feature
12th +4 1d8 12 + 20 ft. Ability Score Improvement
13th +5 1d8 13 + 20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 + 25 ft. Diamond Soul
15th +5 1d8 15 + 25 ft. Timeless Body
16th +5 1d8 16 + 25 ft. Ability Score Improvement
17th +6 1d10 17 + 25 ft. Monk Tradition feature
18th +6 1d10 18 + 30 ft. Empty Body
19th +6 1d10 19 + 30 ft. Ability Score Improvement
20th +6 1d10 20 + 30 ft. Perfect Self

When you spend a ki point, it is unavailable until you finish


• gain monk levels, as shown in the Martial column of the
a short or long rest, at the end of which you draw all of your
Monk table. If you have a greater damage die, you may
expended ki back into yourself.
choose that instead.
You must spend at least 30 minutes of the rest meditating
• When you use the Attack action with an unarmed strike or
to regain your ki points.Some of your ki features require
a monk weapon on your turn, you can make one unarmed
your target to make a saving throw to resist the feature’s
strike as a bonus action. For example, if you take the
effects.
Attack action and attack with a quarterstaff, you can also
The saving throw DC is calculated as follows:
make an unarmed strike as a bonus action, assuming you
haven't already taken a bonus action this turn. Ki save DC = 8 + your proficiency bonus + your Spirit modifier.

Certain monasteries use specialized forms of the monk FLURRY OF BLOWS


weapons. For example, you might use a nunchaku (club that Immediately after you take the Attack action on your turn,
is two lengths of wood connected by a short chain) or a you can spend 1 ki point to make two unarmed strikes as a
kama (sickle with a shorter, straighter blade), or even a large bonus action.
tankard of alcohol (club). Whatever name you use for a
PATIENT DEFENSE
monk weapon, you can use the game statistics provided for
You can spend 1 ki point to take the Dodge action as a
the weapon.
bonus action on your turn.
KI STEP OF THE WIND
Starting at 2nd level, your training allows you to harness the You can spend 1 ki point to take the Disengage or Dash
mystic energy of ki (or Chi within Pandaren circles). Your action as a bonus action on your turn, and your jump
access to this energy is represented by a number of ki distance is doubled for the turn.
points. You have a number of Ki points equal to your monk
CASTING KI SPELLS
level.
Some monk abilities allow you to cast spells. To cast one of
You can spend these points to fuel various ki features. You
these spells, you use its casting time and other rules, but you
start knowing three such features: Flurry of Blows, Patient
don’t need to provide material components for it. You can
Defense, and Step of the Wind. You learn more ki features
spend additional ki points to the original value to increase
as you gain levels in this class.
the level of the spell that you cast, provided that the spell has
an enhanced effect at a higher level, as burning hands does.
The spell's level increases by 1 for each additional ki point

PAGE | 66 CHAPTER 3: CLASSES | MONK (MNK)


you spend. For example, if you are a 5th-level Brewmaster by 2, or you can increase two ability scores of your choice by
and use Breath of Fire to cast burning hands, you can spend 1.
2 ki points to cast it as a 2nd-level spell or 3 ki and cast it as As normal, you can’t increase an ability score above 20
a 3rd level spell. The maximum number of ki points you can using this feature.
spend to cast a spell in this way (including its base ki point
cost and any additional ki points you spend to increase its EXTRA ATTACK
level) is determined by your monk level, as shown in the Beginning at 5th level, you can attack twice, instead of once,
Spells and Ki Points table. Your effective spellcasting ability whenever you take the Attack action on your turn.
score is Spirit.
STUNNING STRIKE
MONK TALENT Starting at 5th level, you can interfere with the flow of ki in
Starting at 2nd level, you may gain one monk talent, abilities an opponent’s body. When you hit another creature with a
that represent your various special abilities, either by use of melee weapon attack, you can spend 1 ki point to attempt a
Ki, natural grace in movement, or esoteric fighting stunning strike. The target must succeed on a Stamina
techniques. saving throw or be stunned until the end of your next turn.
Whenever you qualify for another talent (as detailed under This is a strike effect.
the talent column), you can choose another talent or gain
another use of an existing talent. KI-EMPOWERED STRIKES
All abilities have DCs of 8 + your proficiency bonus + your Starting at 6th level, your unarmed strikes count as magical
Strength or Agility modifier (your choice) if they allow a for the purpose of overcoming resistance and immunity to
saving throw. non-magical attacks and damage.
You may also choose to gain a talent from outside this
class’s list so long as you qualify for it. STILLNESS OF MIND
MONK TRADITION Starting at 7th level, you can use your action to end one
effect on yourself that is causing you to be charmed or
When you reach 3rd level, you commit yourself to a monk frightened.
tradition: the way of the Brewmaster, who excels in
mysterious drinks, the way of the Mistweaver, who heals PURITY OF BODY
themselves and others, or the way of the Windwalker, the At 10th level, your mastery of the ki flowing through you
adventurous and evasive combatant. makes you immune to disease and poison.
All traditions are detailed at the end of the class
Furthermore, whenever you make a saving throw and
description. Your tradition grants you features at 3rd level
and again at 6th, 11th, and 17th level.
fail, you can spend 1 ki point to reroll it and take the
second result.
DEFLECT MISSILES
Starting at 3rd level, you can use your reaction to deflect or
TONGUE OF THE SUN AND MOON
catch the missile when you are hit by a ranged weapon Starting at 13th level, you learn to touch the ki of other
attack. When you do so, the damage you take from the attack minds so that you understand all spoken languages.
is reduced by 1d10 + your Strength or Agility modifier (your Moreover, any creature that can understand a language can
choice) + your monk level. understand what you say.
If you reduce the damage to 0, you can catch the missile if
it is small enough for you to hold in one hand and you have
TIMELESS BODY
at least one hand free. If you catch a missile in this way, you At 15th level, your ki sustains you so that you suffer none of
can spend 1 ki point to make a ranged attack with the the frailty of old age, and you can't be aged magically. You
weapon or piece of ammunition you just caught, as part of can still die of old age, however. In addition, you no longer
the same reaction. You make this attack with proficiency, need food or water.
regardless of your weapon proficiencies, and the missile
counts as a monk weapon for the attack. The range of this EMPTY BODY
ability is 20/60 feet. Beginning at 18th level, you can use your action to spend 4
ki points to become invisible for 1 minute. During that time,
ABILITY SCORE IMPROVEMENT you also have resistance to all damage but arcane damage.
When you reach 4th level, and again at 8th, 12th, 16th, and Additionally, you can spend 8 ki points to cast the astral
19th level, you can increase one ability score of your choice projection spell, without needing material components.
When you do so, you can’t take any other creatures with you.

PAGE | 67 CHAPTER 3: CLASSES | MONK (MNK)


PERFECT SELF include you. This effect remains for until the beginning of
your turn in the next or so long as your stance is still active.
At 20th level, when you roll for initiative and have no ki
This stance is broken if you move more than your normal
points remaining, you regain 4 ki points. speed in a single round.

MONK TALENTS
• Unarmored Movement. Your speed increases by five feet
per proficiency bonus you have while you are not wearing
armor or wielding a shield. This talent can be chosen
again at proficiency +3, allowing you to move along vertical
surfaces and across liquids on your turn without falling
during the move so long as you benefit from the speed
increase.
• Slow Fall. You can use your reaction when you fall to
reduce any falling damage you take by an amount equal to
five times your level. If you would have landed on a target
of an attack you would make, you may deal extra damage
equal to half the amount of fall damage reduced by this
talent, provided you succeed on the attack roll. In some
circles, this ability is known as a drop kick. This extra
damage is a strike effect.

MONK TRADITIONS
BREWMASTER OX STANCE [STANCE].
You are focused on evading blows and empowering Starting at 11th level, you may enter this stance as a bonus
themselves and your allies through your brews. action by spending 2 Ki. While in this stance, you may add
Brewmasters make the most common of monk adventurers. your Spirit modifier to all saving throws, and gain temporary
hit points equal to your level. If you are subjected to damage
BREWMASTER FOCUS
that deals more than one-fourth your hit points while in this
Upon reaching 3rd level and gaining this monk tradition, you
stance, you gain resistance to the attack suffered.
may add the following Ki power to your repertoire.
When you succeed on an Agility saving throw against an
Breath of Fire. As an action, you can spend 1 Ki to cast
effect and take no damage, you may enter this stance as a
the burning hands spell. This requires only verbal
reaction for only 1 Ki point. Once you gain temporary hit
components. You can spend additional Ki to heighten the
points from this stance, you cannot gain them again until a
spell.
short rest. You may still benefit from the rest of this ability.
BREWMASTER KI
ZEN POSE [STANCE].
. Upon reaching 6th level, you gain the following new Ki
Starting at 17th level, you can use your action to enter a Zen
powers and add them to your repertoire.
Pose by spending 2 Ki. So long as you do not take damage
• Purifying Touch [Strike]. As an action, you can spend 3 Ki from an attack and do not fail a saving throw, your enemies
and cast the dispel magic spell. This requires touching the have disadvantage to attack rolls against you, and you have
effect or creature that is subject to the effect. You may use advantage to all saving throws. Whenever you make a
this as a touch or as a strike effect. You can spend successful saving throw due to the advantage, or when a
additional Ki to heighten the spell. hostile target misses you with an attack roll due to the
• Drunken Style Stance [Stance]. You can use a bonus disadvantage, you regain 1 Ki point.
action to enter the drunken style stance. So long as you are This requires that the first attack roll succeeded or that
in this stance, use of the Step of the Wind Ki ability does not your first saving throw failed, but the Zen Pose’s benefits
spend Ki. Furthermore, due to your consistent drunken negated the success.
interventions, a target successfully struck by one of your
melee weapon attacks has have disadvantage to attack rolls MISTWEAVER
to attacks that do not target you, and reduces its spell DCs You are focused on empowering and supporting allies.
and spell attack bonus by 4 points if the spell does not Mistweavers are usually the most elusive of the monk
disciplines.

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Mistweaver Focus. Upon reaching 3rd level and gaining temporary hit points remain, the target heals 25% more hit
this monk tradition, you may add the following Ki power to points from healing effects.
your repertoire. A creature cannot benefit from life cocoon more than once
Soothing Mist. As an action, you may expend Ki and gain a every 24 hours. You may use this ability on yourself while
cloud of healing mists. The creature gains 5 hit points for stunned or asleep, but not while incapacitated.
every Ki point invested. You may target a creature up to 15
ENLIGHTENMENT
feet away (or a number of creatures within 30 feet of one
Starting at 17th level, you may spend 7 Ki to cast the
another), and distribute healing amongst as many creatures
resurrection spell, or 4 Ki to cast the revivify spell. Once the
as you wish. If benefitting from Thunder Focus Tea, this
resurrection spell is cast, you cannot cast it again until you
ability heals 5 extra hit points (as if you spent 1 Ki point
complete a short rest, regardless if you have Ki remaining.
without actually spending it).
If you already used your action to attack a hostile creature WINDWALKER
and landed at least one successful hit, you may use this
You are focused on hand-to-hand combat and evasion of the
ability as a bonus action instead.
enemy’s blows. Windwalkers are usually the most
You may alternatively expend hit points from your pool of
confrontational of the monk disciplines.
healing to cure the target of one disease or neutralize one
Windwalker Focus. Upon reaching 3rd level and gaining
poison affecting it, with a number of hit points required
this monk tradition, you may add the following Ki power to
equal to one-half the saving throw DC of the poison (round
your repertoire.
up). You can cure multiple diseases and neutralize multiple
Superior Martial Arts. As an action, you may spend 2 Ki
poisons with a single use of Soothing Mist, expending hit
and deal your unarmed damage as an area of effect
points separately for each one. This feature has no effect on
(expending any number of attacks). You may choose to make
constructs or undead.
it a 5-foot-burst around you (Hurricane Kick), a 10-foot cone
MISTWEAVER KI (Fists of Fury), or a 15-foot line (Flying Serpent Kick). You
Upon reaching 6th level, you gain the following new Ki may move within the specified area of effect without
powers and add them to your repertoire. provoking reactions from the creatures in the area of effect
Control Ki. As an action, you may spend 2 Ki to cast the (such as kicking through a line of enemies and landing
mute spell. Upon reaching 9th level, you may also cast dispel behind them with a Flying Serpent Kick, or shifting 5 feet to
magic as a 3rd level spell. You may either cast them with the right after a Hurricane Kick, or moving 10 feet to one
their normal ranges, or imbue them into your brews if you side after a Fists of Fury).
have the Brewer feat. In this case, they are the only imbued This action counts as if you made an unarmed attack
effect. You can spend Ki to heighten this effect. strike for the purposes of your Martial Arts feature and
Mist Weave. As an action, you can spend 2 Ki to cast the Flurry of Blows ability.
fog cloud and blink step spells. You can spend Ki to heighten
this effect.
WINDWALKER KI
Upon reaching 6th level, you gain the following new Ki
Furthermore, so long as you have at least 2 Ki, you suffer
powers and add them to your repertoire.
only light obstruction, and never heavy obstruction from mist
Destroy Mana [Strike]. As an action, you may spend 2 Ki
and fog.
to cast the mana burn spell. This requires touching the effect
LIFE COCOON or creature that is subject to the effect, and does not require
Starting at 11th level, you may spend 2 Ki points designate vocal components. You can choose to make this ability
an allied creature with a cocoon of Ki as an action, which destroy Ki instead, in which case it removes half the mana
remains for 1 minute. While invigorated this way, the points it would normally remove. You may treat this as a
creature gains 2d10 temporary hit points. So long as the strike effect. You can spend Ki to heighten this effect.
Rising Sun [Strike]. As a bonus action, you may perform
an upwards kick, dealing unarmed damage and imposing an
additional effect. You may also choose between dealing
extra 2d6 damage, or adding 1d6 to any melee weapon
attack you make against the target for the next minute. If the
target succeeds on a Strength saving throw, they take half
the 2d6 extra damage, or, if you chose the second option,
ignore the extra damage.

COMBO ATTACKS
Starting at 11th level, you score a critical hit with your
weapon attacks on a 19-20. If you already possess this

PAGE | 69 CHAPTER 3: CLASSES | MONK (MNK)


range, the range increases by 1 point to 18-20. When you
score a critical hit, you may either use any one Ki ability with
no action or Ki cost (such as flurry of blows, Rising Sun,
your Superior Martial Arts abilities, or Quivering Palm once
you gain it), or choose to regain 2 Ki.
Quivering Palm. At 17th level, you gain the ability to set up
lethal vibrations in someone’s body. When you hit a creature
with an unarmed strike, you can use a bonus action and 3 Ki
to start these imperceptible vibrations, which last for a
number of days equal to your monk level. The vibrations are
harmless unless you use your action to end them. To do so,
you and the target must be on the same plane of existence.
When you use this action, the creature must make a
Stamina saving throw. If it fails, it is reduced to 0 hit points.
If it succeeds, it takes 10d10 shadow damage instead. You
may place these vibrations even with a harmless touch
(which may require a Deception check opposed to Insight).
You can have only one creature under the effect of this
feature at a time. You can choose to end the vibrations
harmlessly without using an action.

PAGE | 70 CHAPTER 3: CLASSES | MONK (MNK)


PALADIN (PLD)
A draenei pores over an ancient libram, moving its pages by
his mere will. Summoning a blessing, he shuts the tome as
light arises from his hooves to the heavens. Hefting his
crystalline greathammer, he exits, aware that his return is
unlikely at best.
Huddled together, two young orcs cower as a fierce
dragon lands with a resounding crash atop the chieftain’s
hut. She roars before spewing liquid fire upon the great
watchtower, revealing the orcs in the light. She releases a
blast of flame at them—but then stops. The red inferno
dissipates to reveal tauren clad in golden plate, holding aloft
a mighty shield that blocked her fire. Telling the orcs to run,
the tauren prepares himself to face the dragon alone,
satisfied he has bought the young orcs the time they needed
to escape.
A human rides through haunted plaguelands on a
wounded steed. As he nears an abandoned barn, his
hooded head jerks up in answer to hisses released from
undead throats. Six ghouls skulk from the interior of the
barn to surround the rider, who shows no fear. As the first
stalks forward, the rider raises his hand, releasing a burst
of holy light from the very earth to burn the ghouls from
within. After his deed is done, the rider continues on, the
land still marked with his power, freed from the unholy
blight.
This is the call of the paladin: to protect the weak, to
bring justice to the unjust, and to vanquish evil from the
darkest corners of the world. These holy warriors are
equipped with plate armor so they can confront the
toughest of foes, and the blessing of the Light allows them
to heal wounds and, in some cases, even restore life to the
dead.

THE CAUSE OF RIGHTEOUSNESS


Paladins are virtuous defenders of the weak, and tireless,
unfaltering enemies of the undead. Mixing elements of the
warrior and the clerics of the Holy Light, the paladin is a
tough melee fighter.
The paladin is a warrior of the Holy Light. They uphold
all that is good and true in the world and revile all that is evil
and sinister, especially undead and the Burning Legion.
They offer succor to the beleaguered and smite their
enemies with holy fervor. They are particularly potent
against undead, as these creatures threaten the goodly races
and the Holy Light burns them terribly. The presence of any
evil is reprehensible to paladins, but they focus their efforts
on destroying undead and demons.
These warriors uphold the tenets of the Holy Light and
defend their factions from the predations of any threat.
Found in almost every corner of Azeroth fighting the forces
of evil and barbarism, these stalwart warriors of faith
ceaselessly uphold their vigil against demonic forces from

PAGE | 71 CHAPTER 3: CLASSES | PALADIN (PLD)


beyond the Dark Portal. Paladins are the embodiment of Hit Points at Higher Levels: 1d10 (or 6) + your Stamina
good and selfless dedication to the protection of their modifier per paladin level after 1st
peoples. They help the innocent and punish the wicked. As
PROFICIENCIES
such, paladins are generally of good alignment.
Armor: All armor, shields
BEYOND THE MUNDANE LIFE Weapons: Simple weapons, martial weapons
Tools: None
Almost by definition, the life of a paladin is an adventuring
Saving Throws: Stamina, Charisma
life. Unless a lasting injury has taken him or her away from
Skills: Choose two from Athletics, Insight, Intimidation,
adventuring for a time, every paladin lives on the front lines
Medicine, Deception, and Religion.
of the cosmic struggle against evil.
Fighters are rare enough among the ranks of the militias EQUIPMENT
and armies of the world, but even fewer people can claim the You start with the following equipment, in addition to the
true calling of a paladin. When they do receive the call, these equipment granted by your background:
warriors turn from their former occupations and take up
• (a) a martial weapon and a shield or (b) two martial
arms to fight evil. Sometimes their oaths lead them into the
weapons
service of the crown as leaders of elite groups of knights, but
• (a) five javelins or (b) any simple melee weapon
even then their loyalty is first to the cause of righteousness,
• (a) a priest’s pack or (b) an explorer’s pack
not to crown and country. Adventuring paladins take their
• Chain mail, a holy symbol, and a holy libram
work seriously. A delve into an ancient ruin or dusty crypt
can be a quest driven by a higher purpose than the DIVINE SENSE
acquisition of treasure. Evil lurks in dungeons and primeval
The presence of strong evil registers on your senses like a
forests, and even the smallest victory against it can tilt the
noxious odor, and powerful good rings like heavenly music
cosmic balance away from oblivion.
in your ears. As an action, you can open your awareness to
CREATING A PALADIN detect such forces. Until the end of your next turn, you know
the location of any celestial, fiend, or undead within 60 feet
The most important aspect of a paladin character is the
of you that is not behind total cover. You know the type
nature of his or her holy quest. Although the class features
(celestial, fiend, or undead) of any being whose presence you
related to your oath don’t appear until you reach 3rd level,
sense, but not its identity (the lich Kel’Thuzad, for instance).
plan ahead for that choice by reading the oath descriptions
Within the same radius, you also detect the presence of any
at the end of the class.
place or object that has been consecrated or desecrated, as
Are you a devoted servant of good, loyal to justice and
with the hallow spell. You can use this feature a number of
honor, a holy knight in shining armor venturing forth to
times equal to 1 + your Charisma modifier. When you finish
smite evil? Are you a glorious champion of the Light,
a long rest, you regain all expended uses.
cherishing everything beautiful that stands against the
shadow? Are you a defender who can stand before sea of LAY ON HANDS
foes without flinching? Or are you an embittered loner
Your blessed touch can cure wounds. As an action, you may
sworn to deliver retribution on those who have done great
lay your hands on a target, investing them with healing
evil?
energies. For every mana point you spend for Lay on Hands,
QUICK BUILD you heal a number of hit points equal to your proficiency
You can make a paladin quickly by following these bonus. Amount you heal is instead treated as holy damage
suggestions. First, Strength should be your highest ability for undead and fiends (in which case, this requires a melee
score, followed by Charisma. Second, choose the noble spell attack). Excess hit points are lost. When performing
background. Third, choose the following 1st-level spells for Lay on Hands on yourself, this is instead a bonus action.
your libram: compelled duel, holy light, and seal array Alternatively, you can expend the mana to cure one
(righteousness). disease or one poison of your choice. Each disease or poison
requires spending mana points equal to one-quarter the
CLASS FEATURES saving throw DC of the poison or disease. You may cure
multiple diseases or poisons this way. This feature has no
As a paladin, you have the following class features. effect on constructs.
HIT POINTS
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Stamina modifier

PAGE | 72 CHAPTER 3: CLASSES | PALADIN (PLD)


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

GREAT WEAPON FIGHTING


CRUSADER STRIKE When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
Starting at 2nd level, when you hit a creature with a melee
hands, you can reroll the die and must use the new roll. The
weapon attack, you can expend mana as if you cast a spell to
weapon must have the two-handed or versatile property for
deal holy damage to the target, in addition to the weapon’s
you to gain this benefit.
damage. The extra damage is 1d8 plus 1d8 per spell level
Protection
(maximum 6d8 with a 5th level spell). If the target is a fiend
When a creature you can see attacks a target other than you
or an undead, you gain + 5 to the strike’s damage.
that is within 5 feet of you, you can use your reaction to
If you have a seal active, you may also perform a Crusader
impose disadvantage on the attack roll. You must be
Strike without expending mana (called Seal Release or
wielding a shield.
Judgment), terminating the effects of the seal (plus an
additional effect depending on the seal). Despite the name, SPELLCASTING
Crusader Strike does not count as a Strike effect.
By 2nd level, you have learned to draw on divine magic
FIGHTING STYLE through meditation and prayer to cast spells as a priest does.

At 2nd level, you adopt a style of fighting as your specialty. CONJURING AND BINDING
Choose one of the following options. You can’t take a A paladin can conjure and bind celestials.
Fighting Style option more than once, even if you later get to
PREPARING AND CASTING SPELLS
choose again.
Each paladin level provides you with 0.5 caster levels in the
DEFENSE paladin class (minimum 0). You follow the normal
While you are wearing armor, you gain a +1 bonus to AC. progression to unlock spell levels (see the table under the
Mana section).
DUELING You can also change your list of prepared spells by
When you are wielding a melee weapon in one hand and no
consulting your libram (treat as a spellbook) after a long
other weapons, you gain a +2 bonus to damage rolls with
rest. Preparing a new list of paladin spells requires time
that weapon.
spent in study: at least 1 minute per spell level for each spell
on your list.

PAGE | 73 CHAPTER 3: CLASSES | PALADIN (PLD)


SPELLCASTING ABILITY to smite the wicked, all detailed at the end of the class
Charisma is your spellcasting ability for your paladin spells, description. Your choice grants you features at 3rd level and
since their power derives from the strength of your again at 7th, 15th, and 20th level. Those features include
convictions. You use your Charisma whenever a spell refers oath spells and the Channel Divinity feature.
to your spellcasting ability. In addition, you use your
OATH SPELLS
Charisma modifier when setting the saving throw DC for a
Each oath has a list of associated spells. You gain access to
paladin spell you cast and when making an attack roll with
these spells at the levels specified in the oath description.
one.
Once you gain access to an oath spell, you always have it
Spell save DC = 8 + your proficiency bonus + your Charisma prepared.
modifier Oath spells don’t count against the number of spells you
Spell attack modifier = your proficiency bonus + your Charisma can prepare each day.
modifier If you gain an oath spell that doesn’t appear on the paladin
spell list, the spell is nonetheless a paladin spell for you.
SPELLBOOK – LIBRAM
At 2nd level, your libram contains three 1st-level paladin CHANNEL DIVINITY
spells of your choice. When you level up, you gain 2
Your path allows you to channel divine energy to fuel
additional paladin spells of your choice. You may also
magical effects. Each Channel Divinity option provided by
acquire new spells by research, tutelage, or from the
your path explains how to use it. When you use your
spellbooks and scrolls of spellcasters who have spells you
Channel Divinity, you choose which option to use. You must
can cast.
then finish a short or long rest to use your Channel Divinity
Your libram is effectively your spellbook, and you may add
again. Some Channel Divinity effects require saving throws.
spells by scribing it with new insights regarding the faith and
When you use such an effect from this class, the DC equals
how to protect and promote it.
your paladin spell save DC.
SPELLCASTING FOCUS You may always Turn Undead, and you gain an additional
You can use your holy libram as a spellcasting focus for your choice from your Path.
paladin spells, as well as the store for them.
CHANNEL DIVINITY: TURN UNDEAD
AURA As an action, you present your holy symbol and speak a
prayer censuring fiends and undead, using your Channel
Starting at 3rd level, your mastery over aura spells begins to Divinity. Each fiend or undead that can see or hear you
manifest. You always have the following aura spells within 30 feet of you must make a Spirit saving throw.
prepared. If the creature fails its saving throw, it is turned for 1
• At 3rd level, you always have the devotion aura spell minute or until it takes damage. A turned creature must
prepared. spend its turns trying to move as far away from you as it can,
• At 6th level, you always have the retribution aura spell and it can’t willingly move to a space within 30 feet of you. It
prepared. also can’t take reactions. For its action, it can use only the
• At 10th level, you always have the crusader aura spell Dash action or try to escape from an effect that prevents it
prepared. from moving. If there’s nowhere to move, the creature can
• At 14th level, you always have the concentration aura spell use the Dodge action.
prepared.
• At 18th level, you always have the resistance aura spell
prepared.

Furthermore, you may cast each of the above aura spells


for no cost once upon reaching the described level. You
regain all expended uses after a short rest.

HOLY OATH
When you reach 3rd level, you walk a path that defines you
as a paladin forever. Up to this time you have been in a
preparatory stage, committed to the path but not yet sworn
to it.
You may choose the Oath of Holiness to aid the helpless,
Oath of Protection to guard the weak, or Oath of Retribution

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ABILITY SCORE IMPROVEMENT CHANNEL DIVINITY: LIGHT OF DAWN
When you take this oath at 3rd level, you can spend a
When you reach 4th level, and again at 8th, 12th, 16th, and
Channel Divinity use and an action, to present your holy
19th level, you can increase one ability score of your choice
symbol and release an outburst of the Holy Light of
by 2, or you can increase two ability scores of your choice by
Creation, allowing one friendly creature within 30 feet to use
1.
a hit dice as if they rested. The ally also gains temporary hit
As normal, you can’t increase an ability score above 20
points equal to double your Charisma modifier.
using this feature.
HOLY VISION
EXTRA ATTACK At 3rd level, whenever you cast a healing spell from the
Beginning at 5th level, you can attack twice, instead of once, paladin spell list and the dice shows the maximum possible
whenever you take the Attack action on your turn. result (such as a 6 on a d6), you may roll the maximized dice
again and add the amount healed to the total. This applies to
DIVINE HEALTH healing spells that deal damage to undead. This does not
Starting at 6th level, the divine magics flowing within you stack with other similar abilities.
grant you immunity to diseases and advantage against This acts similarly to the Light’s Insight ability of the holy
poison, as well as resistance against poison damage. priesthood. If having both features, and if the re-rolled dice
results in a maximum result as well, you may roll a third
IMPROVED CRUSADER STRIKE time.

By 11th level, you are so suffused with the might of the Light HOLY AURAS
that all your melee weapon strikes carry its divine power At 7th level, your auras increase in strength. You may
with it. Whenever you hit a creature with a melee weapon, maintain two aura spells at once as if they cost one case of
the creature takes an extra 1d8 holy damage. If you also use concentration. Furthermore, your allies can benefit from two
your Crusader Strike with an attack, you add this damage to auras at a time.
the extra damage of your Crusader Strike. Also, whenever an ally is within one of your aura spells,
they are more easily healed by you.
CLEANSING TOUCH If you are using a paladin healing spell, it can heal one
Beginning at 14th level, you can use your action to end one additional dice of damage to them.
spell on yourself or on one willing creature that you touch. If you are using the Lay on Hands feature, it can heal 25%
You can use this feature a number of times equal to your extra hit points.
Charisma modifier (a minimum of once). You regain
LATENT PRAYER
expended uses when you finish a long rest.
Starting at 15th level, you may cast a healing spell on a
AURA IMPROVEMENT creature that only activates whenever the creature wishes.
This does not require concentration on your end, and the
Also starting at 18th level, you have advantage to any check
creature (or you) may declare use of the spell as a reaction.
to maintain an aura, and may extend the range of any aura
This effect remains for one day or until used, and leaves a
spell by 100%. Any effect that would normally dispel the
holy mark that can be detected as the healing spell. A single
aura instead suppresses it for 1 minute instead.
creature can only benefit from one latent prayer until they
take a long rest. This may also be applied to undead to harm
SACRED OATHS them (if possible).
An Azerothian Paladin chooses from one of the below three If you use this ability while under the effect of the avatar
sacred oaths. form paladin spell, you can affect a second time in the same
period.
OATH OF HOLINESS ILLUMINATED HEALER
Your oath is to heal and inspire your allies. Holy paladins are By 20th level, whenever a creature that benefits from a
common, and are usually well-regarded battle healers. healing effect (such as Light of Dawn, or healing spell)
originating from you manifest a holy shield. This holy shield
OATH OF HOLINESS SPELLS
grants them temporary hit points equal to the amount they
Level Spells
were healed by you. The holy shield does not increase the
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
amount shielded if the healing spell was a critical hit.
7th beacon of hope, redemption (revivify) This shield remains until the hit points are reduced to 0,
13th freedom of movement, guardian of faith or until ten minutes have passed. This effect does not stack
17th commune, redemption (mass revivify) with itself, and a creature can benefit from a single holy

PAGE | 75 CHAPTER 3: CLASSES | PALADIN (PLD)


shield only once every hour. Your healing spells critically hit attack would hit the ally. The attack roll is made against your
on d20 roll of one point less (or 18 if it was 19-20). normal AC.
If you declare this ability after the attack roll is successful,
OATH OF PROTECTION the attack is automatically successful, and you switch places,
Your oath is to guard your allies and all friends of the Holy even if you would have otherwise been unharmed (it such as
Light. Protection paladins are very tough foes who can by having a higher AC value than the attacker’s attack roll).
survive hefty abuse.
AVENGER’S SHIELD
OATH OF PROTECTION SPELLS Starting 3rd level, you may throw a shield you are wearing
Level Spells as a ranged thrown attack (even if it is normally strapped to
3rd shield, sanctuary your arm). The shield acts as a ranged thrown weapon with
5th lesser restoration, warding bond a range of 30/60 feet that deals 1d4 + your Strength
7th beacon of hope, revivify modifier in damage. The damage dealt is half holy and half
13th aura of life, death ward bludgeoning, and furthermore the target is disrupted for
17th hope of healing, wall of force*
until the beginning of your turn in the next round. The shield
*projected from an upheld shield) returns instantaneously to your hand, and may be used again
in the same round.
CHANNEL DIVINITY: ROOK’S MOVE
Also, so long as you are using a shield, you cannot lose
When you take this oath at 3rd level, you may spend a
concentration on an aura spell due to damage. The
Channel Divinity use to swap places with any ally as a
Improved Auras ability grants you advantage to any
reaction. Choose an ally that is about to be attacked by a
concentration spell from the Paladin spell list instead.
weapon attack, or an ally who took damage from a weapon
attack roll. The two of you change places, ignoring attacks of OPPORTUNE PRAYER
opportunity provoked as part of movement and difficult Starting at 7th level, whenever you reduce an enemy to 0 hit
terrain. The ally must be within 30 feet of you, you must points, you may cast a healing spell from the paladin spell
have a clear path to them, and the target must be of your list as a reaction (so long as the spell has a maximum
size category or smaller. casting time of 1 action). You may also do this whenever you
If you use this ability before the attack roll is made, but you score a critical hit, are hit with a critical hit, or when reduced
must declare use of this ability before knowing whether the to 0 hit points.

PAGE | 76 CHAPTER 3: CLASSES | PALADIN (PLD)


Furthermore, so long as you have multiple attacks, you unconscious, this effect ends. The light is treated as a light
can spend them to allow your Avenger’s Shield to target spell of your highest level paladin level.
multiple creatures. Regardless if the shield hits or misses, it
ARM OF THE LAW
may target another creature within 30 feet of the first target
At 3rd level, whenever you release a seal or perform a
(up to one target per attack action spent this way). When you
Crusader Strike, you may Dash as a bonus action.
no longer have any extra attacks or choose to stop the
You may also perform Crusader Strike at a range of 30
bounce, the shield returns to you.
feet as a ranged spell attack. The damage is equal to the holy
If you are under the effects of the avatar form paladin spell,
damage dealt by the ability as well as any seal release
you can bounce your shield at one extra target.
effects, and does not include your weapon damage roll.
HOLY SENTINEL
SWORD OF TRUTH
Starting at 15th level, whenever you hit a creature with an
Starting at 7th level, you add your Charisma modifier to your
opportunity attack, the creature’s speed is reduced to 0 for
melee weapon damage rolls.
until the beginning of your turn in the next round. Creatures
Also, whenever you perform a Crusader Strike, you can
within 5 feet of you provoke opportunity attacks from you
regain hit points equal to half the holy damage you dealt
even if they take the Disengage action before leaving your
using the ability.
reach.
Also, whenever a creature within 5 feet of you makes an DIVINE STORM
attack against a target other than you, you can use your Starting at 15th level, whenever you use a Crusader Strike,
reaction to make a melee weapon attack against the you may allow the holy energy to radiate from you. All
attacking creature. hostile creatures within 5 feet of you suffer the same holy
damage dealt by the ability, halved on a successful Spirit
ARDENT DEFENDER
saving throw against your spell DC.
At level 20, you may, as a reaction, you may gain resistance
If you released a seal, the release effect is applied only to
to all damage for one round. Once this feature is used a
the initial creature. You also only regain hit points
number of times equal to your Charisma modifier, it cannot
appropriate to the damage you dealt the initial target.
be used again until you complete a long rest.
If you are under the effects of the avatar form paladin spell,
When you no longer have uses of this ability, your
you may reroll any 1 or 2 on a damage dice for your
Opportune Prayer ability allows you to cast any paladin spell
Crusader Strike, and you must choose the new roll, even if
when it is triggered instead (subject to the same casting time
the new roll is a 1 or a 2.
restriction).
EMANCIPATE
OATH OF RETRIBUTION At level 20, your Cleansing Touch ability may be used at a
Your oath is to bring retribution to the wicked, avenging range of 10 feet, and you may always cast it on yourself, even
wrongs made but not settled. Retribution paladins are often when otherwise incapacitated.
wandering knights, hunting down villains and depraved Furthermore, whenever you have no mana points
monsters. remaining or uses of Cleaning Touch, you may spend hit
dice to fuel your Crusader Strike feature (up to one hit dice
OATH OF RETRIBUTION SPELLS per spell level).
Level Spells
3rd compelled duel, heroism
5th branding strike, warding bond
7th beacon of hope, haste
13th guardian of faith, death ward
17th hope of healing, dispel evil and good

CHANNEL DIVINITY: SWORD OF LIGHT


When you take this oath at 3rd level, you can spend a
Channel Divinity use and an action to imbue one weapon
that you are holding with positive energy. For 1 minute, you
add your Charisma modifier to attack rolls made with that
weapon (a minimum bonus of + 1).
The weapon also emits bright light in a 20-foot-radius and
dim light 20 feet beyond that. If the weapon is not already
magical, it becomes magical for the duration. You can end
this effect on your turn as a bonus action. If you are no
longer holding or carrying this weapon, or if you fall

PAGE | 77 CHAPTER 3: CLASSES | PALADIN (PLD)


PRIEST (PRS)
A human screams in agony as blood gushes from the wound
in his chest. A night elf comes to his aid, whispering a prayer
to Elune, before nocking an arrow to her bow. Moonlight
breaks through the tree canopy above, as the gash in the
human’s chest heals closes.
As an orc receives arrow after arrow to the chest, he falls
to the ground, motionless. Before long, a yellow-white light
shines upon him, and climbs to his feet, revealing a blood elf
behind, raising her staff high, bathed in a similar light.
Testing the boundaries of his sanity, a forsaken taps into
the power of his psyche and calls to the Forgotten Shadow,
melting the mind of a fanatic bent on scourge his kin from
the land.
Through priests, the divine powers of the Light and Void
channel into the world, mending wounds or wreaking havoc.
True mastery of these forces comes through worship to
greater beings, such as Elune, the Old Gods, or even the
Holy Light itself. Whether devoted to the Light, or a servant
of the Void Lords, a priest is an ambassador for their deity,
imbued by the energies they deliver.

AGENTS OF LIGHT OR SHADOW


Wielding the power of the Holy Light, priests can unleash
powerful healing energies to restore their allies and undo
harm. Manipulating the shadows from the Void equips a
priest with devastating abilities, able to bring complete
chaos, shattering the minds of their foes. Careful balance
and discipline permits a priest to truly master the most
absolute energies of the Universe, granting them the ability
to heal through shadow, and harm through the light.
Comprehension of the light allows a priest to heal the
most serious of wounds, and even undo death. The power to
wield the light doesn’t require extensive practice or study,
instead relying on the user’s faith in their own abilities.
Those who follow the ways of the Void were often once
worshippers of the Light. As such, priests are among the
most devout people in Azeroth.
A priest is incredibly useful in battle, no matter their
discipline. Whether they heal their allies, protect them from
harm altogether, or blast the minds of their enemies into
submission, few are more effective than these devout
followers of the Light and Shadow, especially when coupled
with their influence in greater society.

SERVANTS AND ACOLYTES


Many across Azeroth practice divine magic, regardless of
intermediaries, and as such many cults have formed.
Servitude of the Light brings restorative healing powers,
while giving oneself to the Shadow grants power over the
mind, shadows and even insanity itself. A priestess of Elune
taps into powers of nature and the balance of sun and moon,

PAGE | 78 CHAPTER 3: CLASSES | PRIEST (PRS)


while a priest of death calls to the Lich King to curse his acolyte background. Third, choose the light, smite, and word
foes. of radiance cantrips, along with the following 1st-level spells
Whether good or evil, a priest will rarely abandon their for your libram: inner fire, holy light (or death coil), mind
cause, often fighting to the death, or sacrificing themselves blast, renewing light, sanctuary, and shield of faith.
in place of an ally. Finding someone as loyal as a priest is a
rare thing indeed. CLASS FEATURES
Found all over Azeroth, a priest of the Church of the Holy
Light brings healing and restorative powers in times of As a priest, you gain the following class features.
peace, and protection in times of war, a true advocate for HIT POINTS
good. A death priest of the Lich King or a follower of the Hit Dice: 1d8 per priest level
Cult of the Forgotten Shadow manipulates the shadows to Hit Points at 1st Level: 8 + your Stamina modifier
bring death and destruction to their enemies, warping their Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
minds into madness, often serving evil purposes, though not modifier per priest level after 1st
always. A follower of Elune can serve her goddess’s will,
setting out to right wrongs or to retrieve articles of the faith. PROFICIENCIES
It is not unheard of for servants of the Light to use it for Armor: Light armor
evil. Since the Light responds to belief that one’s actions are Weapons: All simple weapons
right, which makes it impossible to wield it in the knowledge Tools: None
that one’s action are truly evil. Saving Throws: Spirit, Charisma
Absolute faith is crucial to harnessing the Light, which is Skills: Choose two from History, Insight, Medicine,
why priests make excellent servants. Many priests that have Persuasion, and Religion
abandoned the Light and have opted to harness darker EQUIPMENT
energies retain their devotion, and while many question You start with the following equipment, in addition to the
their motives, their faith is unwavering, and they continue to equipment granted by your background:
serve their deity.
• (a) a club or (b) a quarterstaff
CREATING A PRIEST • (a) leather armor, or (b) chain shirt (if proficient)
• (a) a light crossbow and 20 bolts or (b) any simple weapon
Priest of Azeroth are known as priests or clerics, depending
• (a) a priest’s pack or (b) an explorer’s pack
on their domains and focus. They channel their power
• A holy (or unholy or neutral) symbol and libram
through their conviction, not through the direct power of
their patrons. The Scarlet Crusade, for example, channel the PRIESTHOOD
Holy Light due to their belief in their cause, although many
betray principles the Church of the Holy Light considers Choose one priesthood or domain related to your deity:
tenants of the faith. Death (Lich King), Discipline (Balance), Holy (Holy Light),
As you create your priest, always remember the faith you Moon (Elune), or Shadow (Forgotten Shadow). Each
serve and the ideals your character conveys. Decide how priesthood is detailed at the end of the class description.
your character came into the service of that particular faith Your choice grants you domain spells and other features
or cult, such as through divine intervention or through your when you choose it at 1st level. It also grants you additional
character’s own choosing. Are you renowned as a devout ways to use Channel Divinity when you gain that feature at
follower of your deity, a fanatic, a troublemaker? How do 2nd level, and additional benefits at 6th, 8th, and 17th levels.
others of your faith perceive you? If you have an ultimate
SPELLCASTING
goal, keep it in mind when you advance your character.
Priests may be of any alignment and allegiance. Priests As a practitioner of divine magic, you draw your power from
serve their faith--either that of the Light through the Holy the divines themselves, channeling their will through your
priesthood, the Old Gods though the Shadow priesthood, body.
the Lich King through the Death priesthood, taking a neutral CANTRIPS
stance between the forces of the world with Discipline
At 1st level, you know a number of cantrips equal to your
priesthood, or serving the Moon goddess Elune through the
proficiency bonus.
universally-female Moon priesthood.
CONJURING AND BINDING
QUICK BUILD A priest can conjure and bind aberrations, beasts, celestials,
You can make a priest quickly by following these
elementals, fey, fiends, oozes, and undead, as well
suggestions. First, Spirit should be your highest ability
homunculi creatures (creatures with the homunculus
score, followed by Strength or Stamina. Second, choose the
template). .

PAGE | 79 CHAPTER 3: CLASSES | PRIEST (PRS)


THE PRIEST
Level Proficiency Caster Level
Bonus Features (Spell Level)
1st +2 Priesthood, Spellcasting, Unarmored Defense 1 (1st)
2nd +2 Channel Divinity (1/rest), Priesthood feature, Desperate Prayer 2 (1st)
3rd +2 — 3 (2nd)
4th +2 Ability Score Improvement 4 (2nd)
5th +3 Destroy Undead (CR 1/2) 5 (3rd)
6th +3 Channel Divinity (2/rest), Priesthood feature 6 (3rd)
7th +3 — 7 (4th)
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Priesthood feature 8 (4th)
9th +4 — 9 (5th)
10th +4 Divine Intervention 10 (5th)
11th +4 Destroy Undead (CR 2) 11 (6th)
12th +4 Ability Score Improvement 12 (6th)
13th +5 — 13 (7th)
14th +5 Destroy Undead (CR 3) 14 (7th)
15th +5 — 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 Destroy Undead (CR 4), Priesthood feature 17 (9th)
18th +6 Channel Divinity (3/rest) 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Divine Intervention improvement 20 (9th)

have it prepared, and it doesn’t count against the number of


PREPARING AND CASTING SPELLS
spells you can prepare each day.
Each priest level provides you with 1 caster level in the
If you have a priesthood spell that doesn’t appear on the
priest class. You follow the normal progression to unlock
priest spell list, the spell is nonetheless a priest spell for you.
spell levels (see the table under the Mana section).
You prepare the list of priest spells that are available for SPELLBOOK – LIBRAM
you to cast, choosing from the priest spell list. At 1st level, your libram contains six 1st-level priest spells of
You can also change your list of prepared spells by your choice. When you level up, you gain 2 additional priest
consulting your libram (treat as a spellbook) after a long spells of your choice. You may also acquire new spells by
rest. Preparing a new list of priest spells requires time spent research, tutelage, or from the spellbooks and scrolls of
in study: at least 1 minute per spell level for each spell on spellcasters who have spells you can cast.
your list. Your libram is effectively your spellbook, and you may add
spells by scribing in your insights regarding the secrets of
SPELLCASTING ABILITY
the powers you serve.
Spirit is your spellcasting ability for your priest spells, since
you learn your priest spells through dedication to a higher SPELLCASTING FOCUS
force. You can use your holy symbol as a spellcasting focus for
You use your Spirit whenever a spell refers to your your priest spells.
spellcasting ability. In addition, you use your Spirit modifier
when setting the saving throw DC for a priest spell you cast UNARMORED DEFENSE
and when making an attack roll with one. Beginning at 1st level, while you are wearing no armor and
Spell save DC = 8 + your proficiency bonus + your Spirit not wielding a shield, your AC equals 10 + your Agility
modifier modifier + your Spirit modifier.

Spell attack modifier = your proficiency bonus + your Spirit CHANNEL DIVINITY
modifier
At 2nd level, you gain the ability to channel divine energy
PRIESTHOOD SPELLS directly from your deity, using that energy to fuel magical
Each priesthood has a list of spells—its priesthood spells— effects. You start with two such effects: Turn Undead and an
that you gain at the priest levels noted in the priesthood effect determined by your priesthood. Some domains grant
description. Once you gain a priesthood spell, you always you additional effects as you advance in levels, as noted in

PAGE | 80 CHAPTER 3: CLASSES | PRIEST (PRS)


the domain description. When you use your Channel DIVINE INTERVENTION
Divinity, you choose which effect to create. You must then
Beginning at 10th level, you can call on your deity to
finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. intervene on your behalf when your need is great.Describe
the assistance you seek, and roll percentile dice. If you roll a
When you use such an effect from this class, the DC equals
your priest spell save DC. Beginning at 6th level, you can use number equal to or lower than your priest level, your deity
intervenes. The DM chooses the nature of the intervention;
your Channel Divinity twice between rests, and beginning at
the effect of any priest spell or priesthood spell would be
18th level you can use it three times between rests. When
you finish a short or long rest, you regain your expended appropriate.
Imploring your deity’s aid requires you to use your action.
uses.
If your deity intervenes, you can’t use this feature again for
CHANNEL DIVINITY: TURN UNDEAD 7 days. Otherwise, you can use it again after you finish a
As an action, you present your holy symbol and speak a long rest. At 20th level, your call for intervention succeeds
prayer censuring the undead. Each undead that can see or automatically, no roll required.
hear you within 30 feet of you must make a Spirit saving
throw. If the creature fails its saving throw, it is turned for 1
minute or until it takes any damage.
A turned creature must spend its turns trying to move as
far away from you as it can, and it can’t willingly move to a
space within 30 feet of you. It also can’t take reactions. For
its action, it can use only the Dash action or try to escape
from an effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge action.

DESPERATE PRAYER
Starting at 2nd level, you may rapidly recover your mana by
invoking powers from beyond. You can use your action and
bonus action on your turn to regain mana as if completed a
short rest (or rested for one hour).
You can use this feature up to one time per every two
points of proficiency bonus. You regain expended uses when
you finish a long rest.
PRIESTHOODS
Alternatively, if you use this during a short rest, you are A priest can be under one of the below priesthoods.
treated as if you rested for two hours.
DEATH PRIESTHOOD
ABILITY SCORE IMPROVEMENT You follow the Lich King, gaining unholy powers from your
When you reach 4th level, and again at 8th, 12th, 16th, and devotion to the Dark Lord of the Dead. Death priesthoods
19th level, you can increase one ability score of your choice are feared and reviled figures in civilized societies, as they
by 2, or you can increase two ability scores of your choice by are often seen as harbingers for a Scourge invasion.
1. As normal, you can’t increase an ability score above 20
using this feature.
DEATH PRIESTHOOD SPELLS
Priest Level Spells
DESTROY UNDEAD TABLE 1st bane, sleep
Priest Level Destroys Undead of CR… 3rd gentle repose, see invisibility
5th 1/2 or lower 5th animate dead iii, speak with dead
8th 1 or lower 7th blight, dreain life
11th 2 or lower 9th contagion, unhallow
14th 3 or lower DEATH CAN WAIT
17th 4 or lower
At first level, you gain advantage against all Death Saving
Throws, attempts to stabilize, and saves against necromancy
DESTROY UNDEAD spell effects.
You may also sacrifice yourself ritually to become a shade,
Starting at 5th level, when an undead fails its saving throw
gaining incorporeality (see Introduction), but becoming
against your Turn Undead feature, the creature is instantly
unable to cast spells. You gain telepathy with who sacrificed
destroyed if its challenge rating is at or below a certain
you, and may communicate with them and share what you
threshold, as shown in the Destroy Undead table.

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see as an action from their part. This remains so long as you
and your lord are in the same plane. The connection may be DISCIPLINE PRIESTHOOD SPELLS
willingly transferred to another creature. The transformation Priest Level Spells
1st arcane armor, sanctuary
is complete after one day of death, and cannot be reversed
3rd power word shield, levitate
short of a wish spell or divine intervention. 5th remove curse, warding bond
7th death ward, stoneskin
CHANNEL DIVINITY
9th hold (5), telekineses
Death priests exchange the ability to Turn Undead with
Turn Living, as below. CHAKRA WARD
Beginning at 1st level, while you are wearing no armor and
CHANNEL DIVINITY: TURN LIVING
not wielding a shield, you take 3 less damage from all
You may turn any living creature instead of turning undead.
slashing, piercing, and bludgeoning damage (minimum 1).
This has no effect on constructs. This is a fear effect.
EXTENDED WARDS
LICH KING’S FAVOR
Also beginning at 1st level, you double the duration of any
Starting at 2nd level, you add all necromancy spells from all
active spell that grants temporary hit points and all Power
spell lists to your spell list. Using necromancy spells that are
Word spells.
not on your spell list cost 1 additional mana point.
CHANNEL DIVINITY: DAMAGE WARD
DESTROY LIVING
Starting at level 2, you may use a channel divinity attempt to
Starting at 5th level, when a living creature fails its saving
grant any ally within 30 ft. resistance against any type of
throw against your Channel Divinity feature, the creature is
damage they specify. This resistance remains for until the
instantly destroyed if its challenge rating is at or below a
end of your turn the next round.
certain threshold, as shown in the Destroy Living table. It
disintegrates, leaving only a pile of dust, so commands the CHANNEL DIVINITY: REFLECTING WARD
Lich King. Starting at 6th level, whenever a creature benefitting from
your Damage Ward ability is damaged, you may deflect a
DESTROY LIVING TABLE fraction of the damage back to the aggressor.
Priest Level Destroys Living of CR… This requires a successful ranged spell attack, and on a
5th 1/2 or lower
success, the creature damaging your ally take damage equal
8th 1 or lower
11th 2 or lower to half the damage they dealt to the warded target.. This
14th 3 or lower does not alter the type of damage dealt.
17th 4 or lower
CHAKRA CLEANSING
CULTIST OF THE DAMNED Starting at 8th level, whenever you cast a shielding spell, you
Starting at 6th level, you can cast any Necromancy spell as a may perform one of the two abilities with a bonus action.
ritual even if it doesn't have the ritual tag.
• You may dispel any magical effect the target suffers from.
DEATH'S TOUCH This acts as dispel magic with a spell level equal to the
At 8th level, you may use an action to target any dying level of the shielding spell you cast.
creature within 90 feet with a ranged spell attack. The • You may grant additional temporary hit points equal to
creature fails one death saving throw instantly. You also double the spell level.
have Resistance to shadow damage.
INFUSED SHIELD
AVATAR OF DEATH Starting at 17th level, whenever you cast a healing or
At 17th level you have the “Command Undead” ability as if shielding spell, you may freely convert temporary hit points
you were a Necromancer equal to your priest level. Also from your priest spells to actual hit points, or vice versa. A
when using your Death's Touch ability any target that dies healing spell that grants temporary hit points is counted as a
while you are touching them cannot be resurrected or shielding spell, and benefits from the Chakra Cleansing,
reincarnated. They can however be raised as Undead. Extended Wards, and Shielding Power abilities.

DISCIPLINE PRIESTHOOD HOLY LIGHT PRIESTHOOD


You follows the tenets of balance and self-improvement, You are a vessel of the Holy Light’s will, a versatile healer
balancing the forces of Light and Shadow within you—a who can reverse damage on individuals or groups and even
concept often called Chakra training. Your magics can shield heal from beyond the grave. Holy priests are well-adored and
allies from taking damage as well as heal their wounds. respected among the Alliance.
Discipline priests do not advertise themselves, but act as
other priests.

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avatar form this way cast healing, restorative, and domain
HOLY PRIESTHOOD SPELLS spells so long as the form persists.
Priest Level Spells • When you cast the spell, you can dispel one magical effect
1st bless, holy light
on you (as if by the dispel magic spell, spell level equal to
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify the avatar form spell).
7th death ward, guardian of faith After the spell’s duration ends, you return to your normal
9th hope of healing, mass revivify
form, and are reduced to 10% of your maximum hit points.
BLESSLIGHT’S INSIGHT You also learn celestial, if you don’t already know how to
Starting at 1st level, whenever you cast a healing spell from speak it.
the priest spell list and the dice shows the maximum
GUARDIAN SPIRIT
possible result (such as a 6 on a d6), you may roll the
Starting at 17th level, you may target any ally within 30 ft.,
maximized dice again and add the amount healed to the
granting them a guardian angel spirit. This spirit increases
total. This applies to healing spells that deal damage to
the amount of healing taken from all your priest spells by
undead. This acts similarly to the Holy Vision ability of the
25%, and may be sacrificed to either grant resistance against
holy oath. If having both features, and if the re-rolled dice
any one attack the target, or automatically stabilize the
results in a maximum result as well, you may roll a third
target if they are reduced to 0 hit points. This does not affect
time.
constructs or undead. This may be used once per rest.
LIGHT’S EMBRACE
Also starting at 1st level, your healing spells are more MOON PRIESTHOOD
effective. Whenever you use a priest spell of 1st level or You are part of the ancient and well-respected sisterhood of
higher to restore hit points to a creature, the creature the night-elven moon goddess Elune, and your path is of
regains additional hit points equal to 2 + the spell’s level. If serenity, grace, and reflection. Moon priestesses favor using
the spell heals multiple creatures, the additional healing is subtlety, the bow, and hit-and-run techniques to guard her
added to the total, not to each creature. flock, but act in accordance with the two faces of the moon.
You may also turn fiends when you use your Channel
Divinity to turn undead. MOON PRIESTHOOD SPELLS
Priest Level Spells
CHANNEL DIVINITY: RESTORE LIFE 1st shot array*, trueshot aura
Starting at 2nd level, you may use your action while 3rd invisibility, moonbeam
presenting your holy symbol to evoke healing energy that 5th remove curse, shooting star
can restore a number of hit points equal to five times your 7th dominate, hallucinatory terrain
9th dream, starfall
priest level. Choose any creatures within 30 feet of you, and
divide those hit points among them. This feature can restore FACETS OF THE MOON GODDESS
a creature to no more than half of its hit point maximum.
You can’t use this feature on a construct, but may target Upon choosing this priesthood, you become attuned to the
undead to damage by expending healing, dealing holy dual faces of Elune, the goddess of the moon. Whenever the
damage instead of healing them. moon (or one moon of your realm) enters a new phase, you
may adapt that aspect of Elune. This choice is made at the
CHANNEL DIVINITY: FOCUSED CASTING end of a long rest. This changes how some of your
Starting at 6th level, you may use a channel divinity attempt priesthood features act.
to alter the target of any sigil healing spell you cast on a
• Full Moon Aspect. The full moon aspect of Elune is known
target. This does not reduce the duration, and may be used
as the Mother Moon. It is more adept with healing and
outside the target’s turn. You may use this instead to grant
providing support, as well as ranged combat, and
the target another benefit of the sigil spell in the same
represents calm wisdom and righteous, precise action.
round. This does not cost an action.
• New Moon. The new moon aspect of Elune is known as
ANGELIC FORM the Night Warrior. It is more adept with melee combat,
Starting at 8th level, you gain the avatar form priest spell for and represents the furious savagery of nature, vengeful
no cost if you didn’t already have it. Furthermore, you aspects of the goddess, and her shepherding the souls of
augment the spell in the following ways: the dead to beyond the stars.
• You can cast the spell as a reaction when reduced to 0 hit You are also always able to see the moon (or its outline, if
points. When this happens, the spell also restores one- it if you have line of sight to it, even in daylight. In the new
quarter your full hit points and mana. If you enter the moon phase, you can see the moon’s outline. You cannot
gain normally benefits from observing it except at night,

PAGE | 83 CHAPTER 3: CLASSES | PRIEST (PRS)


however, when Elune’s power waxes, unless the power Charisma saving throw or it is charmed by you for 1 minute
specifies so. or until it takes damage. While it is charmed by you, it is
friendly to you and other creatures you designate. If you
MIGHT OF THE MOON
treat them fairly, they do not revert to their original hostility
Starting at 1st level, so long as you can observe the moon
after the duration ends.
and are at night, you are affected by the inner fire spell (level
If you target a Druid in their Wild Shape or a
equal to highest spell level you can access). In other
shapeshifting creature, they revert to their original shape if
conditions, the bonus provided by the spell is halved
they fail a Charisma saving throw, and cannot shapeshift for
(minimum 0).
one minute. They may repeat the saving throw at the end of
You do not require have to be outdoors to benefit from this
their turn every round.
feature. If there are multiple moons in the realm you are in,
any moon suffices. CHANNEL DIVINITY: MOONLIGHT WARD
Starting at 6th level, you may spend a Channel Divinity use
FAVOR OF ELUNE
as a bonus action and designate one ally within 30 feet as
Also starting at 1st level, you gain the Favored by Elune
your moonlight ward. The ward remains for 1 minute.
hunter talent, and gain proficiency with all ranged projectile
Depending on the phase of the moon, your ward has one of
weapons and medium armor. You also gain a one of the
the following effects:
following blessings, depending on the lunar phase you have
Full Moon. So long as the ally remains within range, you
chosen.
may use a bonus action to heal the target with any healing
Full Moon Priestess. You may add your spirit modifier to
spell from the priest spell list that normally requires an
damage rolls with bows of all types.
action. If the spell normally costs a bonus action to cast
New Moon Priestess. You may choose one fighting style
(such as the flash of light spell), it may instead cast it as a
(chosen from the list of the warrior class).
reaction.
CHANNEL DIVINITY: MOONLIGHT CALM
• New Moon. So long as the ally within range, you can cast
Starting at 2nd level, when you channel divinity, you may
any spell that deals psychic or shadow damage as a bonus
channel an aspect of Elune’s grace to calm a creature within
action so long as you target a creature who attacked your
30 feet of you. You may target a humanoid or beast, or a
moonlit ward in the last round. If the spell normally costs a
creature in another shape (such as a druid in wild shape or a
shapeshifter).
If you target a beast or humanoid, the creature must
succeed on a

PAGE | 84 CHAPTER 3: CLASSES | PRIEST (PRS)


bonus action to cast (such as the flash of light spell), it may SHADOW ORBS
instead cost a reaction. You cannot cast sigil spells this Starting at 1st level, whenever you successfully deal psychic
way. damage to an enemy through a spell or ability, you gain one
Shadow Orb. You cannot gain more than two per round
If you successfully dealt weapon damage to an enemy
(such as by targeting two creatures or the first instance of
before using the moonlight ward, the mana cost of the spell
damage dealt by a sigils). Shadow orbs spheres may be used
(healing or damaging, respectively) is reduced by 1
to empower your abilities. Shadow Orbs may be spent for
(minimum 1). This can stack with the normal reduction for
the following.
repeat-casting a spell.
• Meld into Madness. Reduce the mana cost of one priest
ELUNE’S GRACE
spell you cast. The reduction in mana cost is one point per
Starting at 8th level, you can bless creatures with a shard of
Shadow Orb removed (minimum mana cost 1). This may
your goddess’s grace. Depending on your chosen phase, you
be used once per ten minutes. If you have at least madness
can grant a creature you affect by your spells one of the
level, the cooldown between each use of this sub-ability is
below blessings. Once you use the blessings three times, you
reduced by two minutes.
cannot bless another creature until you complete a short
• Prey on the Psyche. Deal 1 additional point of psychic
rest. You may use multiple blessings per round (they do not
damage per damage dice with spells and abilities that deal
require an action).
psychic damage. This can be spent after rolling for
• Full Moon. You priest spells that restore hit points heal the damage, and applies once per spell. This does not stack
maximum amount for the dice for one target. with similar abilities.
• New Moon. Your priest spells that deal psychic or shadow
You may have a maximum number of orbs equal to 2 plus
damage deal maximum damage for the dice for one target.
your Proficiency bonus, and they remain for one hour after
If you are under the effects of the avatar form priest spell, being acquired.
you can use the blessing two additional times before a short
MIND QUICKENING
rest.
Also starting at 1st level, your expanded mind gives you the
MOON'S LUCK ability to touch the minds of other creatures. You can
Starting at 17th level, you gain the Lucky feat. You have a communicate telepathically with any creature you can see
number of Luck Points equal to half of your Priest level within 30 feet of you. You don’t need to share a language
(rounded down) in the following conditions, depending on with the creature for it to understand your telepathic
the phase you have chosen: utterances, but the creature must be able to understand at
least one language.
• Full Moon. When you are under direct moonlight.
You may also pronounce the verbal components of your
• New Moon. When you are under the new moon.
priest spells mentally, so that only the target can hear them.
You may use Luck Points to use your Elune’s Grace This way, you cast spells in areas of silence or while muted.
feature instead of the number of limited blessings. In other
conditions to the ones specified, each Luck Point has half
CHANNEL DIVINITY: DEVOURING PLAGUE
Starting at 2nd level, you may use an action while
the benefit (requiring spending two points instead of one for
presenting your unholy symbol to evoke dark energy, dealing
a benefit of the feat).
psychic damage equal to five times your priest level, halved
SHADOW PRIESTHOOD with a Spirit saving throw. Choose any creatures within 30
feet of you, and divide the damage among them. This feature
You answered the call of the Old Gods, joining the Cult of
can reduce a creature to no more than half of its hit point
the Forgotten Shadow, gaining powers over the eldritch
maximum. You can’t use this feature on undead or
mysteries and powers of the ancient changed beings.
constructs. You regain hit points equal to the total damage
Shadow Priests use sinister shadow magic, especially sigil
you dealt.
spells, to eradicate enemies.
If you have at least one shadow orb before using this ability,
SHADOW PRIESTHOOD SPELLS you may choose to gain no shadow orbs from this ability’s
Priest Level Spells use for the round, and share the healing gained with them
1st dissonant whispers, sleep (costing one shadow orb to include one creature in the
3rd fear, hex array* sharing).
5th blight, curse of weakness You may reduce the amount of hit points you (and your
7th black tentacles (or old gods’ grasp), confusion
chosen allies) can potentially gain from this ability and
9th hold (up to 4 creature types), vampiric aura
convert the healing energies to mana restoration. Every five
* dream eat only hit points of healing are converted to one mana point (up to

PAGE | 85 CHAPTER 3: CLASSES | PRIEST (PRS)


a maximum of half the healing potential). Once a creature
benefits from this mana restoration, it cannot benefit again
until it completes a long rest.

CHANNEL DIVINITY: FOCUSED PSYCHE


Starting at 6th level, you may use a channel divinity to alter
the target and refresh the duration of any damaging sigil
spell you cast on a target. This may be used outside your
turn, possibly recovering from a dispelled sigil by shifting it
to another target. This requires a spell attack as normal.
This costs a reaction if used outside your turn, and a bonus
action if on your turn.

SHADOWY FORM
Starting at 8th level, you gain the avatar form priest spell for
no cost if you didn’t already have it. Furthermore, you
augment the spell in the following ways:

• You can cast the spell as a reaction when reduced to 0 hit


points. When this happens, the spell also restores one-
quarter your full hit points and mana. If you enter the
avatar form this way, you can only cast psychic, sigil, and
domain spells so long as the form persists.
• When you cast the spell, you can dispel one magical effect
on you (as if by the dispel magic spell, spell level equal to
the avatar form spell).

After the spell’s duration ends, you return to your normal


form, and are reduced to 10% of your maximum hit points.
You also learn shath’yar, if you don’t already know how to
speak it.

VAMPIRIC EMBRACE
Starting at 17th level, whenever you deal damage with a
damaging sigil or psychic effect, you may can heal quarter
the damage and grant it as healing to allies within 30 feet of
the target, dividing the healing evenly. You may instead
divide the damage by ten, and grant it as mana restoration to
the same amount of targets. Unlike normal mana restoration
effects, this can benefit a target up to three times before it
cannot be used again for an hour, although you cannot
restore more mana to yourself than the cost of the spell you
used.

PAGE | 86 CHAPTER 3: CLASSES | PRIEST (PRS)


adventurers, they can be found plying just about any trade
ROGUE (RGE) from Mount Hyjal to Ratchet.
A hooded figure walks towards the entrance of a shop, as a
crow as black as night flies from its rest above the shop’s
A SHADY LIVING
sign. The human shopkeeper studies the man carefully, Rogues fend for themselves, looking for fights in which they
before sliding a book from its shelf. The bookcase slowly dictate the terms. They’re the shadows in the night that
creaks open and the hooded figure enters the dark passage. remain unseen until the right moment comes to strike—then
As the figure passes, they toss a single silver piece with an they dispatch an opponent with quick blade work or a deadly
odd symbol to the counter top, which is quickly collected by toxin snuck acutely into the bloodstream. Rogues are
the shopkeep. opportunistic thieves, bandits, and assassins, but there’s an
Lost, a traveler finds a mansion in the middle of the unparalleled art to what they do.
woods. Starving and cold, she approaches the manor. Inside From the high-contract assassin hired in secret by
the guests lay motionless, slumped over their dinner. She respected noblemen to the lowly street mugger, rogues are
slowly walks up to the head of the table, where she sees the the ones called upon when maintaining the status quo
heavy frame of a man. She notices a wide cut in his neck, as requires a questionable solution — and by fulfilling it, they
a sharp pain is felt in her chest. As the traveler looks down, a are branded as outcasts by the very society that calls upon
black dagger protrudes from her abdomen. Falling to the their service.
ground she sees the rotten grin of a forsaken, as blood spills In Azeroth, rogues are largely free agents, though some
to the ground and she draws her last breath. prefer to join an organization for safety and ease of
In a run-down inn on the coast, a band of sailors drink and employment. Ravenholdt and the Syndicate are examples.
sing merrily into the night. Suddenly a goblin, clad in leather Other recognized rogue organizations include the Shattered
and armed with a shortsword and loaded pistol, strolls in. Hand, the Deathstalkers, and SI:7.
All faces turn to the wanted sign across the room mirroring
the goblin intruder’s face. With a grin the goblin cocks her
CREATING A ROGUE
pistol, and in a few moments, the goblin leaves the inn once As you create your rogue character, consider the character’s
more, swinging a few purses stained with blood. relationship to the law. Do you have a criminal past—or
present? Are you on the run from the law or from an angry
SKILL AND PRECISION thieves’ guild master? Or did you leave your guild in search
Rogues possess a wide range of skills that allow them to of bigger risks and bigger rewards? Is it greed that drives
accomplish feats from finding secret doors to smacking a you in your adventures, or some other desire or ideal?
magic item until it works. They are excellent in a fight, and if What was the trigger that led you away from your previous
they can strike quickly or unseen — or are flanking an enemy life? Did a great con or heist gone terribly wrong cause you
with the help of a thoughtful ally — they can be truly deadly. to reevaluate your career? Maybe you were lucky and a
Of course, they also excel at stealth. successful robbery gave you the coin you needed to escape
The rogues of Azeroth are the masters of subterfuge, the squalor of your life.
skilled and cunning adversaries of those who dare not look Did wanderlust finally call you away from your home?
into the shadows to see what lurks there. Roguery is a Perhaps you suddenly found yourself out off from your
profession for those who seek the adventures of stalking in family or your mentor, and you had to find a new means of
silent forests, dimly lit halls, and heavily guarded support. Or maybe you made a new friend—another member
strongholds. Using trickery in combat and able to vanish at of your adventuring party—who showed you new
the slightest distraction, the rogue is a welcome addition to possibilities for earning a living and employing your
any group of adventurers. Ideal spies, deadly to those they particular talents.
can catch unaware, rogues have no problem finding a place Rogues represent thieves, treasure-hunters, cunning spies,
in the world. and aspiring adventurers. Using their skills and cunning
Deadly masters of stealth, rogues are the whispers in (and sometimes gifted with a knack for technology or
shadowy corners and the hooded figures crossing dark strange magics), rogues are always welcome to any faction,
fields. Skilled with daggers and the art of silent death, these and many works for more than two at any given time as
vagabonds and bandits skulk about Azeroth seeking targets scouts, double agents, and false merchants.
and profit. A member of almost any race can learn the tricks For rogues, the only code is the contract, and their honor
necessary to become a skilled rogue. Still, for the tauren and is purchased in gold. Free from the constraints of a
draenei, such a profession is an alien concept and therefore conscience, these mercenaries rely on brutal and efficient
rare among those peoples. Whether they are diplomats, tactics. Lethal assassins and masters of stealth, they will
spies, thieves, scoundrels, entertainers, or simply approach their marks from behind, piercing a vital organ

PAGE | 87 CHAPTER 3: CLASSES | ROGUE (RGE)


and vanishing into the shadows before the victim hits the EQUIPMENT
ground. You start with the following equipment, in addition to the
equipment granted by your background:
QUICK BUILD
You can make a rogue quickly by following these • (a) a rapier or (b) a shortsword
suggestions. First. Agility should be your highest ability • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
score. Make Intelligence your next-highest if you want to • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
excel at Investigation. Choose Charisma instead if you plan explorer’s pack
to emphasize deception and social interaction. Second, • Leather armor, two daggers, and thieves’ tools or
choose the charlatan background.Class Features poisoner’s tools
As a rogue, you have the following class features.
One use of a poison (vial, dash, etc.) are considered
HIT POINTS creations of moderate complexity (1 day) to create.
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Stamina modifier
SPECIAL FEATURES
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
TALENTS
modifier per rogue level after 1st
• If you wish to recreate the original 5e Rogue, choose the
PROFICIENCIES following talents the appropriate levels:Cunning Action as
Armor: Light armor
the first talent at 2nd level
Weapons: Simple weapons, hand crossbows, longswords,
• Uncanny Dodge as the second talent at 5th level
rapiers, scimitars, shortswords
• Evasion as the second talent at 7th level
Tools: Thieves’ tools or Poisoner’s Kit
• Reliable as the third talent at 11th level
Saving Throws: Agility, Intelligence
• Slippery Mind as the fourth talent 15th level
Skills: Choose four from Acrobatics, Athletics, Deception,
• Elusive as the fifth talent at 18th level
Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth EXPERTISE
At 1st level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’
tools. Your proficiency bonus is doubled for any ability check
you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your
proficiencies (in skills or with thieves’ tools) to gain this
benefit.

PAGE | 88 CHAPTER 3: CLASSES | ROGUE (RGE)


THE ROGUE
Proficiency Sneak
Level Bonus Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2nd +2 1d6 Rogue Talent
3rd +2 2d6 Rogue Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Rogue Talent
6th +3 3d6 Expertise
7th +3 4d6 Rogue Talent
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Rogue Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Rogue Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Rogue Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Rogue Talent
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Rogue Archetype feature
18th +6 9d6 Rogue Talent
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

SNEAK ATTACK ROGUE TALENT


Beginning at 1st level, you know how to strike subtly and Starting at 2nd level, you may gain one rogue talent, abilities
exploit a foe’s distraction. Once per turn, you can deal an that represent your ability to function under pressure or
extra 1d6 damage to one creature you hit with an attack if perform specialized tasks, either by quick thinking, good use
you have advantage on the attack roll. The attack must use a of skill, special aptitude towards magic, or by lightning-fast
finesse or a ranged weapon. You don’t need advantage on reflexes.
the attack roll if another enemy of the target is within 5 feet Whenever you qualify for another talent (as detailed in the
of it, that enemy isn’t incapacitated, and you don’t have talent column), you can choose another talent or gain
disadvantage on the attack roll. another use of an existing talent. All abilities have DCs of 8 +
The amount of the extra damage increases as you gain your proficiency bonus + your Strength or Agility modifier
levels in this class, as shown in the Sneak Attack column of (your choice) if they allow a saving throw.
the Rogue table. You may also choose to gain a talent from outside this
class’s list so long as you qualify for it.
THIEVES’ CANT
During your rogue training you learned thieves’ cant, a
ROGUISH ARCHETYPE
secret mix of dialect, jargon, and code that allows you to At 3rd level, you choose an archetype that you emulate in the
hide messages in seemingly normal conversation. Only exercise of your rogue abilities: Assassination, which
another creature that knows thieves’ cant understands such focuses on capturing the opponent unawares a quickly
messages. It takes four times longer to convey such a dispatching of them, Outlaw, which focuses on dueling and
message than it does to speak the same idea plainly. In swashbuckling, and Subtlety, which attunes one’s self with
addition, you understand a set of secret signs and symbols shadows so much that they begin to aid him. All are detailed
used to convey short, simple messages, such as whether an at the end of the class description. Your archetype choice
area is dangerous or the territory of a thieves’ guild, whether grants you features at 3rd level and then again at 9th, 13th,
loot is nearby, or whether the people in an area are easy and 17th level.
marks or will provide a safe house for thieves on the run.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 10th, 12th, 16th,
and 19th level, you can increase one ability score of your

PAGE | 89 CHAPTER 3: CLASSES | ROGUE (RGE)


choice by 2, or you can increase two ability scores of your your character level, you automatically succeed. If the
choice by 1. As normal, you can’t increase an ability score spell’s level is higher, you must succeed on an Intelligence
above 20 using this feature. or Charisma saving throw (DC 10 + spell level) to dispel it.
After being used a number of times equal to your
BLINDSENSE proficiency bonus, this cannot be used again until after a
Starting at 14th level, if you are able to hear, you are aware short rest.
of the location of any hidden or invisible creature within 10 • Elusive (requires proficiency + 6 or higher). You are so
feet of you. evasive that attackers rarely gain the upper hand against
you. No attack roll has advantage against you while you
STROKE OF LUCK aren’t incapacitated. Only rogues may take this talent.
At 20th level, you have an uncanny knack for succeeding • Evasion (requires proficiency of + 3 or higher). You can
when you need to. If your attack misses a target within nimbly dodge out of the way of certain area effects, such as
range, you can turn the miss into a hit. Alternatively, if you a dragon’s fiery breath or an ice storm spell. When you are
fail an ability check, you can treat the d20 roll as a 20. subjected to an effect that allows you to make an Agility
Once you use this feature, you can’t use it again until you saving throw to take half damage, you instead take no
finish a short or long rest. damage if you succeed on the saving throw, and only half
damage if you fail. Only rogues and monks may take this
talent.
• Fading Shadow (requires Subtlety specialization or the
Cloak of Shadows talent). You may cast the blink step
spell. After being used, this cannot be used again until
after a short rest.
This talent can be taken multiple times, each time adding
another use of this ability before a short rest.
If your proficiency bonus is + 4 or higher, this acts as the
dimension door spell instead.
• Fan of Knives. Whenever you use an action to attack with
a light throwing weapon (such as daggers, darts, light
hammers, handaxes, or javelins), you may throw another
of the same type as part of the same attack action. You
may still use two-weapon fighting to throw a third weapon
as a bonus action. This stacks with the Extra Attack
feature, if you possess it (adding one thrown attack with
the first action for each extra attack).
You may instead spend your action and bonus action to
release the same number of weapons as a 20 foot sphere
ROGUE TALENTS (all around you), a 15 foot cone (in a quarter-circle), or a
line 30 feet long, 5 feet wide in any direction you choose.
• Agile Leap (requires proficiency of + 3 or higher). You This requires the three thrown weapons, and deals
may use a bonus action to leap, moving at half your total damage as if they all hit, with an Agility saving throw to
speed. This movement does not provoke reactions. If you half damage.
have the ability to glide, hover, or fly (via spell, gadget, or If you have the Sneak Attack feature, you may add one
ability), you may choose to use this ability in mid-air additional point of damage per sneak attack dice to the
(effectively changing your trajectory as a double-jump). total damage, but only if the target qualifies for a sneak
This jump also counts as a dash for the purposes of other attack. This is an area effect.
abilities. • Flash Bomber (requires proficiency of + 3 or higher).
You are treated as if you always benefit from the jump You may use a bonus action or reaction to activate or make
spell. use of the Use Object action for alchemical items or
• Cunning Action. Your quick thinking and agility allow you explosives. This may be used at a number of times equal to
to move and act quickly. You can take a bonus action on your Intelligence modifier before a short rest.
each of your turns in combat to use the following action: • Insightful Fighting. You gain the ability to decipher an
Dash, Disengage, or Hide. Only rogues may take this opponent's tactics and develop a counter to them. As a
talent. bonus action, you can make a Spirit (Insight) check against
• Cloak of Shadows. You may dispel one active spell effect a creature you can see that isn’t incapacitated, contested
on you as a reaction. If the spell’s level is less than half

PAGE | 90 CHAPTER 3: CLASSES | ROGUE (RGE)


by the target’s Charisma (Deception) check. If you saving throw. The weapon damage type determines the
succeed, you can use your Sneak Attack against that target condition, chosen from the below.
even if you don’t have advantage on the attack roll, but not
• Blinded (any). The target is blinded for until the end of
if you have disadvantage, so long as you spend your bonus
their turn in the next round.
action to maintain this effect. This benefit lasts for 1
• Kidney Shot (piercing or bludgeoning, requires
minute or until you successfully use this feature against a
proficiency of + 3 or above). The target is stunned until
different target. Only rogues may take this talent.
the end of their turn in the next round.
• Insightful Manipulator (requires proficiency of + 4 or
• Rupture (slashing or piercing). The target begins to bleed
higher). If you spend at least 1 minute observing or
for one minute. At the beginning of every round, it loses a
interacting with another creature outside combat, you can
number of hit points equal to your Agility modifier due to
learn certain information about its capabilities compared
blood loss. Furthermore, unless they take precautions,
to your own. The DM tells you if the creature is your equal,
they leave a trail of blood behind them.
superior, or inferior in regard to two of the following
The creature can attempt another Stamina saving throw
characteristics of your choice:
at the beginning of every round to end this effect. This
• Intelligence, Spirit, or Charisma scores effect is also ended if the target regains a number of hit
• Class levels (if any) points equal to or greater than the bleed damage.
Alternatively, the wounded creature, or a creature within
At the DM’s option, you might also realize you know a
5 feet of it, can use an action to make a DC 15 Spirit
piece of the creature’s history or one of its personality
(Medicine) check, ending the effect of such wounds on it
traits, if it has any.
on a success. Creatures that do have blood (or do not
• Master of Intrigue. You gain proficiency with the disguise
require it to survive) cannot be harmed by bleeding.
and forgery kits, and one gaming set of your choice. You
• Sap (bludgeoning). The creature is charmed for one
also learn two languages of your choice.
minute and looks visibly dazed and flat-footed. While
Additionally, you can unerringly mimic the speech patterns
charmed by this effect, the creature is incapacitated and
and accent of a creature that you hear speak for at least 1
has a speed of 0. The effect ends for an affected creature
minute, enabling you to pass yourself off as a native
if it takes any damage or if someone else uses an action
speaker of a particular land, provided that you know the
to shake the creature out of its stupor. The creature can
language.
attempt another Stamina saving throw once every round
• Master of Tactics. You can use the Help action as a bonus
to end this effect. Once a creature is affected by this
action. Additionally, when you use the Help action to aid
ability, it is immune to it until it performs a short rest.
an ally in attacking a creature, the target of that attack can
For each saving throw attempt the target makes against
be within 30 feet of you, rather than within 5 feet of you, if
a dire strike ability, they gain a cumulative + 1 to their
the target can see or hear you.
saving throws against this ability. This applies to saving
• Misdirection (requires proficiency of + 5 or higher). You
throws rolled every round as well as new applications of
can sometimes cause another creature to suffer an attack
effects that were already chosen. The bonus to saving
meant for you. When you are targeted by an attack while a
throws remains for up to 24 hours. If the rupture strike,
creature within 5 feet of you is granting you cover against
for example, has a DC of 14 the first round, the DC
that attack, you can use your reaction to have the attack
decreases to 13 the second round, and 12 the third
target that creature instead of you.
round. If choosing kidney shot, the DC decreases the
• Mutilate Strike. Whenever you can attack as a bonus
more the ability is applied.
action with an off-hand weapon, you may instead add the
• Slippery Mind (requires proficiency of + 4 or higher).
off-hand damage to your main attack action, retaining your
You have acquired greater mental strength. You gain
bonus action. Your bonus action cannot be used to attack
proficiency in Spirit saving throws. Only rogues and
the same round after using this strike. Once used, this
monks may take this talent. Monks further enhance this
talent cannot be used again for three rounds.
talent, gaining proficiency in all saving throws instead.
• Reliable Talent (requires proficiency of + 3 or higher).
• Swift Slash. Whenever you use the Dash action, you may
Whenever you make an ability check that lets you add your
make one free melee attack with a finesse weapon, made
proficiency bonus, you can treat a d20 roll of 9 or lower as
at any point during movement. This attack is treated as a
a 10. Only rogues may take this talent.
normal melee attack for all purposes, but is resolved with a
• Dire Strike. You strike at a vulnerable place in the target's
-2 penalty to hit.
body when you may deal your sneak attack damage.
If you reduce a creature to 0 hit points as part of this
Instead of dealing extra sneak attack damage, you may
attack, you benefit from the blur spell until the beginning
impose a condition on the target on a failed Stamina
of your turn in the next round. You can use this talent only
once per round, even if you had an ability that allowed

PAGE | 91 CHAPTER 3: CLASSES | ROGUE (RGE)


multiple Dash actions in one round (such as Cunning disrupt the target for one round per 1d6 of sneak attack
Action or Haste). given up.
• Tricks of the Trade. You may cast the compelled duel While disrupted, a target of this ability must make a
spell, but instead of drawing the target to you, you can Stamina check every time they cast a spell, with a DC equal
direct them to a third creature within 30 feet of both of to half the melee damage you dealt to them with the sneak
you. The target of the compelled duel has advantage to the attack. On a failed check, the caster’s spell is lost, and the
saving throw unless the third creature is one of your allies resources are expended without benefit.
or is neutral to both of you. After being used, this cannot be
DISPATCH
used again until after a short rest. This effect ends if you
Starting at 9th level, whenever attacking a target that is
attack the target, if the third creature does not defend
below half hit points, your sneak attack dice improves from
itself, or if you end your turn more than 30 feet away from
1d6 to d10.
the target.
This talent can be taken multiple times, each time adding EXPERT POISONER
another use of this ability before a short rest. Starting at 13th level, the Poisoned condition if delivered by
• Uncanny Dodge (requires proficiency of + 3 or higher). you also inflicts disadvantage on one saving throw type you
When an attacker that you can see hits you with an attack, choose for the duration of the condition. You also gather
you can use your reaction to halve the attack’s damage triple the normal amount of crafting materials for poisons
against you. Only rogues and monks can take this talent. when harvesting (such as from raw materials or from
• Unerring Eye (requires proficiency of + 5 or higher). creatures).
Your senses are almost impossible to foil. As an action,
VENDETTA
you sense the presence of illusions, creatures not in their
Starting at 17th level, you may mark one target within 100
original form (such as shapechangers), and other magic
feet with an action, and have advantage to all Perception
designed to deceive the senses within 30 feet of you,
checks to perceive them, as well as advantage to the first
provided you aren’t blinded or deafened. You sense that an
attack of every turn against them. The benefits remain for
effect is attempting to trick you, but you gain no insight
one minute, and may be used once before a short rest.
into what is hidden or into its true nature. This ability can
be used a number of times equal to your Spirit modifier OUTLAW
before replenishing after a long rest.
You are a swashbuckler, duelists, or combatant who uses
ROGUE ARCHETYPES agility and guile to stand toe-to-toe with opponents. Outlaw
rogues are usually pirates and highwaymen.
Rogues can choose from the below archetypes.
RIPOSTE
ASSASSINATION Starting at 3rd level, you may deflect an incoming attack by
using a reaction, thereby adding your Proficiency bonus to
You are deadly master of poisons, who can dispatch various
your AC. If your AC is then high enough to make the enemy
victims with vicious dagger strikes and amazing talents.
miss after it would have been a success, you can make an
Assassins are usually independent agents who perform
attack of opportunity against the enemy.
contracts with various organizations to further their own
Outlaw rogues also gain proficiency with firearms and
goals.
explosives.
ASSASSINATE REVEALING STRIKE [STRIKE]
Starting at 3rd level, you are at your deadliest when you get
Also at 3rd level, a target struck with this ability must make
the drop on your enemies. You have advantage on attack
an Agility saving throw opposed by your own. If you succeed,
rolls against any creature that hasn’t taken a turn in the
the target loses all increases to AC from a single type against
combat yet. In addition, any hit you score against a creature
all targets for until the end of your next round. This may be
that is surprised is a critical hit.
used to nullify armor bonuses, insight bonuses, or Agility
Also, if you don’t already have proficiency with a
bonuses, but not all three.
poisoner’s kit, you gain proficiency in it, and you gain
A creature that suffers the effects of Revealing Strike
advantage to saving throws against your own poisons.
cannot be targeted again for 24 hours. This is a strike effect
DISRUPTING STRIKE [STRIKE] that costs a bonus action.
Also starting at 3rd level, you gain experience in fighting QUICK COMBATANT
casters. Whenever you deal sneak attack damage with a
Beginning at 9th level, you can attack twice, instead of once,
melee weapon, you may give up a portion of the damage to
whenever you take the Attack action on your turn.

PAGE | 92 CHAPTER 3: CLASSES | ROGUE (RGE)


If you roll a successful attack roll with one of these You prepare the list of Mage spells that are available for
attacks, you may forgo dealing damage with that attack to you to cast, choosing from the mage spell list. Your
give yourself advantage on the next attack you make. This spellcasting otherwise follows the same rules as the mage
may only be done with melee attacks. class (with regards to which creatures you can conjure,
spellbooks, etc.). Your spellcasting ability is Intelligence.
DISABLING STRIKE
Starting at 13th level, your keen eye and calculating mind
makes your Sneak Attacks even more potent. Whenever you
succeed on an attack that deals Sneak Attack damage, you
may elect to not deal sneak attack damage, and force your
target to make an Agility saving throw opposed by your own.
If the target fails the saving throw, it gains one of the
following conditions at your choice.

• Slowed by 1/2 their normal movement rate for until the


end of its turn in the next round.
• Blinded for until the end of its turn in the next round.
• Stunned for until the end of its turn in the next round.

This is a strike effect that costs a bonus action. A creature


cannot suffer more than once against your Disabling Strike
in 24 hours. If you have the dire strike ability, you can deal
half your sneak attack damage when applying a dire strike.

KILLING SPREE
Starting at 17th level, you tap into your reserves of speed,
going into a killing spree. While you are in this state, you
may double your movement and gain advantage on your first PREMEDITATION
attack at the beginning of every round. Your movement Also on 3rd level, you may use 3 rounds (counted as 3
doesn't provoke opportunity attacks. This state remains for actions) to study an enemy. If you do, you may always apply
1 minute, or until you spend one of your rounds without your sneak attack damage against them (even without
making an attack roll or if you are not targeted with an advantage or an ally nearby) for one minute, unless the
attack roll. This may be used once per short rest. target moves more than their full speed in one round. In
addition, any hit you score against a creature that is
SUBTLETY surprised is a critical hit.
Your affinity with shadows reached beyond the mundane, VANISH
tapping into shadowy arcane powers. Subtlety rogues are
Starting at 9th level, you may grant yourself invisibility as a
often spies who sell their secrets to the highest bidder.
reaction. This invisibility remains until the end of your next
SHADOW SPELLCASTING turn. This may be used once per point of Intelligence
Drawing on mysterious shadow-magics, you can cast spells modifier, and replenishes after a short rest.
to shape that essence to your will. You cast spells drawn SHADOW DANCE
from the Mage spell list, and are restricted to spells from the
Starting at 13th level, you may initiate a shadow dance by
Conjuration, Evocation, Enchantment, and Illusion schools.
moving more than 10 feet. While in this stance, you grant
You may also scribe spells in Thieves’ Cant. You also gain a
yourself concealment as per the blur spell. Also while in the
spellbook as a 1st-level mage.
stance, creatures affected or distracted by your mage spells
You gain bonus spells on your 8th, 14th, and 20th level.
(such as a summoned monster or an image illusion, but not
These spells can be of any schools.
the distracted condition) grant you advantage to your first
CANTRIPS attack at any round. This may be used once per short rest,
At 1st level, you know a number of cantrips equal to your and remains so long as you continue moving.
proficiency bonus. BACKSTAB
One of your cantrips must be the mage hand cantrip.
Starting at 17th level, when you target any creature below
Preparing and Casting rogue level provides you with 0.5
half hit points with a sneak attack, you may deal double
a caster level in the Mage class (minimum 0). You follow the
sneak attack damage. A target subjected to this effect once
normal progression to unlock spell levels (see the table
cannot be subjected to it again for 24 hours.
under the Mana section).

PAGE | 93 CHAPTER 3: CLASSES | ROGUE (RGE)


SHAMAN (SHM) SPIRITUAL POWERS
Shaman are spiritual guides and practitioners, not of the
A tauren standing atop a cliff calmly raises his hand, leaning
divine, but of the very elements. Unlike some other mystics,
on a giant halberd, sprinkling reagents upon the grasslands
shaman commune with forces that are not strictly
below. The golden dust is carried on a spirit of the wind. A
benevolent. The elements are chaotic, and left to their own
giant totem bound to his back trembles in approval.
devices, they rage against one another in unending primal
A red-bearded dwarf stands on shaking ground, unmoved,
fury. It is the call of the shaman to bring balance to this
as the earth cracks before him, spewing the beginnings of
chaos. Acting as moderators among earth, fire, water, and
lava. As his comrades collapse, he points at it with
air, shaman summon totems that focus the elements to
commanding presence, shouting in a primordial tongue that
support the shaman’s allies or punish those who threaten
speaks to the very earth. The beginnings of a chaotic
them.
volcanic eruption slow, before the primal powers of the earth
Shaman are spiritual visionaries of tribes and clans. These
and fire retreat, calmed, back into the earth.
gifted warriors can see into the world of spirits and
Cleaving through fiendish foes with a bloodied axe in one
communicate with creatures invisible to the eyes of normal
hand and lightning-enhanced attack claws in the other, the
beings. They are beset by visions of the future and use their
orc shouts a war cry to rally his allies. Bearing a wolf-pelt
sight to guide their people through troubled times. Although
over his shoulders, he raises an olive-skinned arm to the
shaman may seem wise and serene at first, they are
skies, summoning a bolt of lightning from the stormy clouds
formidable foes; when angered, their wrath is as fierce as
before, which he then sends at a gathering of demons with a
those who have a connection to divines or to nature.
resounding clap of thunder.
During combat, shaman place damaging and controlling
Shaman are mortal mediators between the very elements
totems on the ground to maximize their effectiveness while
themselves. Often spiritual guides of their communities,
hindering their enemies. Shaman are versatile enough to
these powerful practitioners commune with the ancestors
battle foes up close or at range, but wise shamans choose
and seek to balance the raging elemental forces, and can call
their avenue of attack based on their enemies' strengths and
upon them in battle to scorch and blast their enemies, or to
weaknesses.
strengthen and heal their allies. Shaman can enhance their
weapons with elemental effects, smite enemies with
lightning strikes and bursts of lava, and summon
powerful elementals to their aid.

PAGE | 94 CHAPTER 3: CLASSES | SHAMAN (SHM)


GIFT OF THE ELEMENTS CLASS FEATURES
Commanding chaotic and conflicting elements, a shaman is
As a shaman, you gain the following class features.
a force that hears the world tremble and directs its wrath.
Communicating with spirits of flame, winds, and stone, HIT POINTS
shamans channel the power of the storm, earth, and fire to Hit Dice: 1d8 per shaman level
their will. A shaman’s holy symbol is a small ancestral relic Hit Points at 1st Level: 8 + your Stamina modifier
or totem of bone, wood, or iron that can be carried in one’s Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
hand. The elements are chaotic, however, and left to their modifier per shaman level after 1st
own devices, they rage against one another in unending
primal fury. It is the call of the shaman to bring balance to
PROFICIENCIES
Armor: Light armor, medium armor, shields
this chaos, acting as moderators among earth, fire, water,
Weapons: All simple weapons, bludgeons, axes, daggers,
and air. The spirit of life is a hidden and elusive one, but
and quarterstaffs
shamans often channel healing energies through water until
Tools: Herbalism kit
they are able and proficient enough to negotiate bringing the
Saving Throws: Spirit, Charisma
dead to life via invoking life spirits.
Skills: Choose two from History, Insight, Medicine,
As shamans mediate between elemental spirits, it is
Persuasion, and Religion
unsurprising that such aptitude eventually translates to
connecting with other kinds of spirits as well, including that EQUIPMENT
of incorporeal undead (such as banshees or ghosts) or the You start with the following equipment, in addition to the
shaman’s own ancestors. equipment granted by your background:
Besides the great shamanistic traditions of the orcs,
• (a) a battle axe or (b) a warhammer
Wildhammer dwarves are familiar with shamanism in its
• (a) leather armor, or (b) chain shirt
ancestral worship form, and Tauren are most well-versed
• (a) 2 Handaxes or (b) a shield
with the spirits of earth and sky, both having traditions
• (a) a priest’s pack or (b) an explorer’s pack
ancient to modern Azeroth.
• A shamanistic focus (minor totem)
CREATING A SHAMAN
KALIMAG
When you create your shaman the most important question
You know Kalimag, the language of elementals and wind,
to ask is how you became attuned to the spirits. Was it a
earth, fire, and water spirits. You can speak the language
natural event such as being born during a mystical meteor
and use it to leave hidden messages. You and others who
shower? Did terrible dreams plague you as a child and it
know this language automatically spot such a message. If
wasn’t until you had matured that you realized the truth of
you can speak Kalimag, you can communicate with all other
your abilities?
shamans and elementals, even if you don’t otherwise share a
How does your character perceive their abilities? Maybe
language.
you view them as a duty to the souls around you, an endless
task to lend aid to the spirits and help them into the SPELLCASTING
afterlife? Or even perhaps you view the spirits as tools to
advance your own plans, choosing to exploit the spirits you By 1st level, you have learned to draw on raw elemental
see rather than helping them? might through meditation and communication with the
elements.
QUICK BUILD
You can make a shaman quickly by following these CANTRIPS
suggestions. First, Spirit should be your highest ability At 1st level, you know a number of cantrips equal to your
score, followed by Strength or Stamina. Second, choose the proficiency bonus.
hermit background. Third, choose the create bonfire, invoke CONJURING AND BINDING
elements, and thunderclap cantrips, along with the following A shaman can conjure and bind aberrations, elementals,
1st-level spells for your master totem: absorb elements, fiends, oozes, and undead, as well spirit creatures (creatures
conjure (elementals), elemental shock, fog cloud, healing with the spirit template).
ward, and lightning orbs.
PREPARING AND CASTING SPELLS
Each shaman level provides you with 1 caster level in the
shaman class. You follow the normal progression to unlock
spell levels (see the table under the Mana section).

PAGE | 95 CHAPTER 3: CLASSES | SHAMAN (SHM)


THE SHAMAN
Proficiency Caster Level
Level Bonus Features (Spell Level)
1st +2 Kalimag, Spellcasting, Shamanistic Art 1 (1st)
2nd +2 Channel Elements (1/rest), Art feature, Mana Surge 2 (1st)
3rd +2 — 3 (2nd)
4th +2 Ability Score Improvement 4 (2nd)
5th +3 Release Elemental (CR 1/2) 5 (3rd)
6th +3 Channel Elements (2/rest), Art feature 6 (3rd)
7th +3 — 7 (4th)
8th +3 Ability Score Improvement, Release Elemental (CR 1), Art feature 8 (4th)
9th +4 — 9 (5th)
10th +4 Elemental Intervention 10 (5th)
11th +4 Release Elemental (CR 2) 11 (6th)
12th +4 Ability Score Improvement 12 (6th)
13th +5 — 13 (7th)
14th +5 Release Elemental (CR 3) 14 (7th)
15th +5 — 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 Release Elemental (CR 4). Art feature 17 (9th)
18th +6 Channel Elements (3/rest) 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Elemental Intervention improvement 20 (9th)

You prepare the list of shaman spells that are available for
SPELLCASTING FOCUS
you to cast, choosing from the shaman spell list.
You can use your shamanistic symbol as a spellcasting focus
You can also change your list of prepared spells by
for your shaman spells. These are typically totems, tufts of
consulting your totem (treat as a spellbook) after a long rest.
wolf hair, or a carving of your spiritual animal.
Preparing a new list of shaman spells requires time spent in
study: at least 1 minute per spell level for each spell on your SHAMANISTIC ART
list.
Choose one shamanistic art or focus related to how you view
SPELLCASTING ABILITY the elements and how they have received you, such as
Spirit is your spellcasting ability for your shaman spells, Elemental to focus on bringing the elements’ wrath down,
since you learn your shaman spells through primal contact enhancement to strengthen yourself through the elements,
with the elemental forces. or restoration, in which the elements are in balance.
You use your Spirit whenever a spell refers to your Each art is detailed at the end of the class description.
spellcasting ability. In addition, you use your Spirit modifier Your choice grants you art spells and other features when
when setting the saving throw DC for a shaman spell you you choose it at 1st level. It also grants you additional ways
cast and when making an attack roll with one. to use Channel Elements when you gain that feature at 2nd
Spell save DC = 8 + your proficiency bonus + your Spirit level, and additional benefits at 6th, 8th, and 17th levels.
modifier ART SPELLS
Spell attack modifier = your proficiency bonus + your Spirit Each art has a list of spells—its art spells—that you gain at
modifier the shaman levels noted in the art description. Once you
gain an art spell, you always have it prepared, and it doesn’t
SPELLBOOK – MASTER TOTEM
count against the number of spells you can prepare each
At 1st level, your totem contains six 1st-level shaman spells
day. If you have an art spell that doesn’t appear on the priest
of your choice. When you level up, you gain 2 additional
spell list, the spell is nonetheless a shaman spell for you.
shaman spells of your choice. You may also acquire new
spells by research, tutelage, or from the spellbooks and CHANNEL ELEMENTS
scrolls of spellcasters who have spells you can cast.
At 2nd level, you gain the ability to channel elemental energy
Your totem is effectively your spellbook, and you may add
directly, using that energy to fuel magical effects. You start
spells by meditating with it and burning incense and rare
with two such effects: Turn Elementals and an effect
herbs. This totem is usually also known as your spell totem.

PAGE | 96 CHAPTER 3: CLASSES | SHAMAN (SHM)


determined by your art. Some arts grant you additional from its bindings (if bound by the bind or essence seal
effects as you advance in levels, as noted in the art spells), return it to its realm of origin (as the banishment
description. When you use your Channel Elements, you spell), or destroy it outright if its challenge rating is at or
choose which effect to create. You must then finish a short below a certain threshold, as shown in the Release
or long rest to use your Channel Elements again. Elemental table. This ability only functions when you declare
Some Channel Elements effects require saving throws. your intention to use it.
When you use such an effect from this class, the DC equals
your shaman spell save DC. Beginning at 6th level, you can RELEASE ELEMENTALTABLE
use your Channel Elements twice between rests, and Shaman Level Releases Elemental of CR…
5th 1/2 or lower
beginning at 18th level you can use it three times between
8th 1 or lower
rests. When you finish a short or long rest, you regain your 11th 2 or lower
expended uses. 14th 3 or lower
17th 4 or lower
CHANNEL ELEMENTS: TURN ELEMENTALS
If targeting an elemental whose essence is captured and is
As an action, you present your shamanistic symbol and
being used to fuel a device with an elemental engine, you
speak a prayer dismissing and quelling elementals. Each
can cause it to suffer from the malfunctioned condition with
elemental that can see or hear you within 30 feet of you
a successful spell attack against the wielder of the device. If
must make a Spirit saving throw. If the creature fails its
the device already is malfunctioned, a successful spell attack
saving throw, it is turned for 1 minute or until it takes any
releases the elemental instead, which appears at any point
damage.
between you and the device (you can choose the point). Such
A turned creature must spend its turns trying to move as
elementals usually serve the shaman for 1 day or until they
far away from you as it can, and it can’t willingly move to a
can return the favor.
space within 30 feet of you. It also can’t take reactions. For
Destroying elementals is a secret art known to shamans,
its action, it can use only the Dash action or try to escape
and is typically only used against elementals that are
from an effect that prevents it from moving. If there’s
corrupted by fel energies, as elementals are usually
nowhere to move, the creature can use the Dodge action.
receptive to shamans who turn them (see above).
While it is turned, you may also opt to calm the elemental,
rendering it passive and not hostile for one minute. If treated ELEMENTAL INTERVENTION
fairly and listened to, the elemental might reveal why it is
Beginning at 10th level, you can call on the elements of
angered, and may demand from the shaman to address a
Azeroth to intervene on your behalf when your need is great.
problem that is wracking the elementals in the region (or
Imploring the elements’ aid requires you to use your action.
beyond).
Describe the assistance you seek, and roll a percentile dice.
MANA SURGE If you roll a number equal to or lower than your shaman
level, the elements intervene. The DM chooses the nature of
Starting at 2nd level, you may rapidly recover your mana by
the intervention; the effect of any shaman spell or art spell
calling on the primal elements for aid. You can use your
would be appropriate. This ability is treated as divine
action and bonus action on your turn to regain mana as if
intervention in all respects.
completed a short rest (or rested for one hour).
If the elements intervene, you can’t use this feature again
You can use this feature up to one time per every two
for 7 days. Otherwise, you can use it again after you finish a
points of proficiency bonus. You regain expended uses when
long rest. At 20th level, your call for intervention succeeds
you finish a long rest. Alternatively, if you use this during a
automatically, no roll required.
short rest, you are treated as if you rested for two hours.

ABILITY SCORE IMPROVEMENT SHAMANISTIC ARTS


When you reach 4th level, and again at 8th, 12th, 16th, and An Azerothian shaman may choose one of the three
19th level, you can increase one ability score of your choice following shamanistic arts.
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20 ELEMENTAL
using this feature. Your ability to command the elements at long ranges, and
influence and aid their allies at equal distance is renowned
RELEASE ELEMENTAL and respected. Elementalists make up most adventuring
Starting at 5th level, when an elemental fails its saving shamans.
throw against your Turn Elemental feature, you may subject
the creature to a dispel (as the dispel magic spell), release it

PAGE | 97 CHAPTER 3: CLASSES | SHAMAN (SHM)


These effects stack with others, whenever possible (such
ELEMENTAL ART SPELLS as by the elemental shock spell). For example, an Elemental
Shaman Level Spells Shock that deals Lightning (Lightning Shock) normally
1st fog cloud, elemental shock
imposes the Storm Toss effect. You can also add the Earth
3rd animal messenger*, gust of wind
5th call lightning, sending Slide effect to push the target as well.
7th control water, ice storm
BONDED ELEMENTAL
9th maelstrom, teleport circle†
Starting at 8th level, you may conjure an elemental and
* takes the form of an animal spirit render its duration permanent. If the elemental dies, you can
† to areas of elemental power
perform the ritual again to summon another. This elemental
ELEMENTAL MASTERY does not require concentration to maintain and does not
Starting at 1st level, you may change any elemental damage count against the normal limit for the Bind spell, with a
type dealt by your shaman spells to another type. This maximum spell level rendered permanent equal to one-half
requires a bonus action. the maximum spell level of the elemental you can bond.

ACCLIMATION
Also at 1st level, you are also immune to the hostile effects
of weather, and can predict it accurately 24 hours in
advance 50% of the time with an action. You can also sense
any weather-changing spells when they are being cast within
5 miles of your location, and can roughly identify whether
the caster is a friend or foe to the elements or shamans.
Furthermore, the elements also whisper to you of any
threats to them (as if Calling, see Chapter 10), such as
extensive drilling efforts, an upcoming wildfire in a dry area,
or a coming storm in around 24 hours before they take
place.

CHANNEL ELEMENTS: WRATH


At 2nd level, you can spend a Channel Elements use to wield
the power of the elements with unchecked ferocity. When
you roll for any type of elemental damage, you can use a
Channel Elements attempt to deal maximum damage
instead. ELEMENTAL STORM
When you reach level 17, you gain the ability to summon a
ELEMENTAL MIXING fully-realized thunderstorm, snowstorm, or firestorm at your
Starting at 6th level, when you roll elemental damage from a location. The earth is blanketed by a 5-mile radius centered
shaman spell of spell level 1 1st or higher, you can apply one on you for one hour. This otherwise acts as control weather,
of the following effects. and takes 10 minutes to cast as normal. However, so long as
• Storm Toss. The target takes disadvantage to attack rolls. the elemental storm is active, you may also use an action to
• Earth Slide. The target is pushed 10 feet in any direction cause a 10-foot wide cylinder of elemental wrath that deals
you choose. 10d6 damage (thunder, lighting, cold, or fire, depending on
• Fire Sear. The target is scorched for one round. the storm type). The range of this ability is as far as you can
• Frost Snap. The target is chilled for one round.

PAGE | 98 CHAPTER 3: CLASSES | SHAMAN (SHM)


see within the radius, and the affected creatures are entitled • Command the Flame. You may cast fire bolt as a bonus
an Agility saving throw to half damage. action or as a reaction as a use of elemental command.
Whenever you call the elemental cylinder, the dice
Also, choose one weapon you are proficient in and
damage is reduced by 2d6. When they reach 0d6, the storm
enhance it with a shard of your essence. So long as you
ends prematurely (even if maintaining concentration), as the
wield the weapon, it counts as a spellcasting focus, and you
elemental spirits become calmer. Once used, this ability
may use it to perform somatic components of your shaman
cannot be used again until after a long rest.
spells. You can only have one weapon enhanced this way.
ENHANCEMENT CHANNEL ELEMENTS: ELEMENTALIST COMBAT
Your magic is woven to your combat style, empowering your At 2nd level, you can spend a Channel Elements use to
ability harm their enemies in melee combat. Enhancement invoke a blessing from the elementals. This blessing boosts
shamans usually use two weapons. your combat capabilities beyond those even of experienced
warriors for 1 minute. While this blessing is active, your
ENHANCEMENT ART SPELLS strike and shot effects do not cost a bonus action to apply, so
Shaman Level Spells long as they are from the shaman class or from shaman
1st elemental tongue, shield spells. Furthermore, if you successfully affect the target with
3rd conjure*, earth shield
two attacks, you may push the creature up to 10 feet away
5th bloodlust, spirit infusion
7th death ward, freedom of movement (plus an additional 10 feet for each extra attack), so long as
9th windfury tongue, true seeing it is not more than one size category larger you. If the strike
would normally push the enemy, the forced movement does
* spirit dire wolf
not stack.
BONUS PROFICIENCIES The blessing ends early if you are knocked unconscious,
At 1st level, you gain proficiency with martial weapons. Also, or if their turn ends without being attacked or attacking a
when you engage in two-weapon fighting, you can add your hostile creature, or if not casting a non-cantrip shaman spell.
ability modifier to the damage of the second attack.
FLURRY
ELEMENTAL COMMAND Starting at 6th level, when you take an action to attack, you
Also at 1st level, you gain increased proficiency and can attack twice instead of once.
command over the elements. You may perform any of the
SPIRIT WOLVES
following abilities a number of times equal to your Spirit
Starting at 8th level, you can summon two dire wolves with
modifier. All such uses of elemental command are restored
the spirit template as an action, which take their turns
after a short rest.
immediately after yours. The wolves dissipate after 1
• Command the Storm. When a creature within 5 feet of you minute, and do not require concentration. So long as the
that you can see hits you with an attack, you can use your wolves are within 10 feet of you, your movement speed
reaction to cause the creature to make an Agility saving increases to match their own.
throw. The creature takes 2d6 lightning or thunder After using this feature, you must finish a short rest before
damage (your choice) on a failed saving throw, and half as you can use it again. The DM has the wolves’ statistics, and
much damage on a successful one. If they took at least 5 applies the spirit template appropriately.
points of damage, they are pushed 5 feet away. The
damage increases by 1 dice for every two spell levels you
GREATER INVESTITURES
Starting at 17th level, you can may cast one of the four
can access above 1st level (up to 6d6).
‘Investiture’ spells (Investiture of Flame, Investiture of Wind,
• Command the Earth. You may send a tremor through the
etc.) with a use of Elemental Command.
earth as a bonus action as an elemental command,
While under the effects of one of the spells, whenever you
unbalancing your enemies. In a 30-foot-sphere centered on
cast the Elemental Shock spell that deals the same damage
you, you may send a shockwave, dealing 2d6 + your Spirit
type as described in the investiture (if any), the spell deals
modifier in bludgeoning damage (or your weapon damage,
double damage (as if a critical hit). This can stack with a
whichever is higher), with an Agility saving throw to half
critical hit (up to triple damage).
damage. You may instead shape this as a 15-foot-long
cone, or a 30-foot-long line. If you also have the tremor RESTORATION
warrior talent, you may expend a use of tremor. If you elect
to do so, creatures who fail the Agility saving throw are You focuses on magic that heals and divines the future—your
also knocked prone. The damage increases by 1 dice for totems, as a consequence, are stronger than that of other
every two spell levels you can access above 1st level (up to paths. Restoration shamans are often thought of as more
6d6). spiritual than others, and are known as witch-shamans or
spirit-walkers.

PAGE | 99 CHAPTER 3: CLASSES | SHAMAN (SHM)


CLEANSE SPIRIT
RESTORATION ART SPELLS Starting at 6th level, you may use an action to cast the dispel
Shaman Level Spells
magic spell (spell level equal to the highest spell level you
1st healing ward, riptide
can access) to any creature within 30 feet, but not on
3rd ancestral guardians, totemic recal
5th healing stream, revivify objects, areas, or creatures without spirits (such as Undead
7th death ward, spirit link totem or Constructs). This may be used a number of times equal to
9th healing stream totem, tranquility (or healing rain) your Spirit modifier (minimum 1). You may spend three uses
to cast the remove curse instead with the same limitations.
ANCESTRAL BLESSING
All expended uses are replenished at a long rest. To
At 1st level, whenever you heal a creature, you add your
unwilling targets, this must be a ranged spell attack.
Spirit modifier to the total amount of healing given. This
Also, whenever you dispel any number of magical effects,
applies once per spell.
you may choose to reduce the target’s speed by 10 feet for
ELUSIVE TOTEMS until the beginning of their turn in the next round.
Also starting at 1st level, you may move your totems up to
DEEP HEALING
half your own speed as a reaction, not as a bonus action.
Starting at 8th level, your healing spells heal much more if
This cannot interrupt an attack, but gives the totem a bonus
the target is already wounded. If the hit points of a Shaman
to AC equal to your Spirit modifier versus an attack you
healing spell target has less than 50% of their maximum hit
react to.
points, the benefits of your Ancestral Blessing ability is
You also increase their hit points by your level (to a total of
doubled (double your Spirit modifier in extra hit points). If
three times your level). Totems also gain the benefit of the
the target is at 0 hit points and is unstable, the benefits
Evasion rogue ability when using your Agility saving throw
triple.
bonus.

CHANNEL ELEMENTS: LIFE-LINK TOTEM MASTERY


Starting at 17th level, you may activate two totems with the
Starting at 2nd level, you may channel the elements and
same reaction. You may also include totems in the spirit link
spend an action to cast effects spirit link spell (even if you
spell or effect, despite them being objects and not creatures.
normally cannot cast it). Furthermore, whenever a creature
Also, whenever one of your totems is attacked (and not
is healed, the healing is also distributed as well. You may
necessarily hit), it can move 10 feet in any direction.
add this effect to as an existing spirit link spell as well, so
long as you were the one who cast it.

PAGE | 100 CHAPTER 3: CLASSES | SHAMAN (SHM)


From developing vehicles such as the zeppelin or the
TINKER (TNK) steam engine to reliable weapons and explosives, tinkers are
A dwarf holds out his rifle, standing watch over his position increasingly needed innovators in the changing World of
atop defensive walls. In the distance, he hears the explosion Warcraft.
of a mine. Mentally calculating the distance, he turns to a
nearby mortar, adjusting a few settings. He pulls the primer,
ADAPTABLE COMBATANTS
smirking as the mortar lobs the explosive shell somewhere Tinkers prefer to spend days, weeks or even months
into the woods behind cover, releasing panicked screams constructing the devices they design. When adventuring,
and another blast. though, tinkers are often forced to throw together a device
A large mechanical construct with arms of steel and razor- more quickly or adapt pieces of fallen technology to their
sharp claws approaches a keep’s shut portcullis. The purposes. A tinker can arrive onto a battlefield with many
construct digs its claws under the steel of the gate, and tools, ranging from firearms, explosives, strange gadgets, to
begins pulling it upwards, as a small voice from inside the even personal vehicles and mecha. A tinker always balances
construct urges its fellows to pass quickly. From the walls, what they can bring with what they should bring, as relying
an arrow clangs on the construct’s shoulder, causing the on technology that is too young could result in a crisis like
driver of the mecha to turn, lift an arm, and release a rocket the destruction of Gnomregan. They also look forward to
barrage against the hapless archer. From within, a gnome repurposing enemy technology, and a tinker’s strength can
squeaks out an apology. grow the more developed their opposition is.
The goblin’s green skin seems almost black from the soot Tinkers have a reputation for being dangerous
of her explosives as she ducks behind the ruined door frame, companions before specializing, born mainly of reckless
evading sling bullets and bolts of frost. She rests her back on goblins experimenting with explosives, or using gadgets
the wall for a moment, and unhooks a mechanical wheel made and owned by others. However, the true heart of the
from her back. She revs up a rip-tire, packs a few pieces of tinker profession can be found in the steady craftsmanship
dynamite into it, and releases it. With a roar, the wheel of the dwarves and the wild-eyed curiosity of the gnomes.
charges into the open gateway and lets out a resounding
blast. The goblin then smirks at the silence, and hearing a
CREATING A TINKER
groan, she pulls out her flamethrower, and moves in to clean When you create a tinker, consider where you learned your
up. craft. Are you self-taught or a student of a well-established
For the tinker, innovation is both the tool and the end. guild, university, or master tinker? How has that affected
Having the brain and the tools give them the nearly limitless your starting devices and formulae? Another thing to
capacity to solve any problem. These engineers are lightly consider is your specialty—many gnomes and draenei prefer
armored, and are proficient with the skills to create a variety to rely on gadgets, while goblins lean towards explosives,
of tools and machines to help them achieve their goals. and dwarves would swear on a reliable firearm.
Are the components and parts of your devices usually
CONSUMMATE INNOVATORS supplied and numbered or scavenged and repurposed from
Tinkers among the smartest and most creative of the other devices?
adventurers setting out to explore and conquer Azeroth. As a Do you have qualms of repurposing technology (seeing it
creator of incredible inventions from steam saws to siege as a mark of poverty) or revel in it (seeing it as a proof of
engines, your devices allow them to overcome nearly any your power and skill)? Have you ever worked for an
situation — and if you don’t have the device they need, you engineering society or guild—how have they treated you or
just might be able to design and create a new one on the used your inventions?
spot.
QUICK BUILD
Tinkers are born of necessity—economic or military. Many
You can make a tinker quickly by following these
gnomish and goblin engineers chose to take up the path of
suggestions. First. Intelligence should be your highest ability
the tinker because of its demand in peace and wartime, and
score. Make Agility your next-highest if you want to excel at
to satisfy their creativity. Tinkers tend to carry about packs
using firearms and explosives. Choose Stamina or Strength
and pouches full of heavy tools, spare parts and inventions
instead if you plan to emphasize using constructs and
both finished and incomplete. In doing so, they quickly
mecha. Second, choose the guild artisan background. Third,
develop the ability to shoulder casually otherwise crushing
choose the following starting devices in your engineer’s
burdens. Furthermore, the tinker’s ability to put together
notebook: boomstick (or auto-crossbow), fog machine
devices out of random piles of spare parts or whatever wires
(gadget), flamethrower (gadget), and hand grenade (or
and gears they happen to be carrying is a valuable asset,
default rocket, explosive).
allowing a tinker to address problems and improvise even
when they would otherwise be stumped.

PAGE | 101 CHAPTER 3: CLASSES | TINKER (TNK)


CLASS FEATURES • Engineer’s notebook, 250 gp worth of engineering
materials (can be spend on character creation), materials
HIT POINTS enough for four fuel charges of an engine of the tinker’s
Hit Dice: 1d8 per tinker level choice (except alchemical engines)
Hit Points at 1st Level: 8 + your Stamina modifier
ENGINEERING
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
modifier per tinker level after 1st You are a master of engineering. You gain an engineer’s
notebook and can perform marvels with the skill that few
PROFICIENCIES can even imagine.
Armor: Light armor
Weapons: Simple weapons, hand crossbows, maces, NOTEBOOK
firearms, explosives, and short swords. At 1st level, your notebook contains four blueprints of your
Tools: Thieves’ tools and engineer’s Tools choice that detail the specifications of any device you can
Saving Throws: Agility, Intelligence create. When you level up, you gain 2 additional blueprints
Skills: Choose four from Acrobatics, Athletics, Insight, of your choice. You may also acquire new blueprints by
Intimidation, Investigation, Perception, Performance, research, tutelage, or from the notebooks and blueprints of
Persuasion, Sleight of Hand, and Stealth. tinkers who have devices you can create.

EQUIPMENT
You start with the following equipment, in addition to the
equipment granted by your background:

• (a) A mace or (b) a shortsword


• (a) 2 common explosives (hand grenades, default rockets,
or default mine)
• (a) A dungeoneer’s pack, or (b) an explorer’s pack
• Leather armor, engineer’s tools

PAGE | 102 CHAPTER 3: CLASSES | TINKER (TNK)


THE TINKER
Proficiency
Level Bonus Rarity Features
1st +2 Common Engineering, Packrat, Cobble (1/day)
2nd +2 Common Knack for It, Tech Know-How
3rd +2 Common Tinker Path, Flash Bomber
4th +2 Common Ability Score Improvement
5th +3 Uncommon Superfunction, Cobble (3/day)
6th +3 Uncommon Path feature
7th +3 Uncommon Coolness under Fire
8th +3 Uncommon Ability Score Improvement
9th +4 Rare Cobble (3/day)
10th +4 Rare Scavenge, Path feature
11th +4 Rare Reliability, Evasion
12th +4 Rare Ability Score Improvement
13th +5 Very Rare Improved Cobble, Cobble (4/day)
14th +5 Very Rare Path feature
15th +5 Very Rare Improved Tech Know-How
16th +5 Very Rare Ability Score Improvement
17th +6 Legendary Shutdown, Cobble (5/rest)
18th +6 Legendary Greater Reliability
19th +6 Legendary Ability Score Improvement
20th +6 Legendary Engineering Mastery

gadget replicates, and the DM decides the most fitting


PACKRAT gadget within the rarity allowed.
Starting at 1st level, you are counted as a Large creature for You can expend a number of engineering points equal to
the purposes of calculating encumbrance, and can carry your maximum minus 1 point (1 point at 1st level) to cobble.
much more than others of your size. A cobbled device costs one-fifth the crafting points as normal
for the device’s cost. It can be used only once before
COBBLE disintegrating. If the cobbled device suffers a malfunction, it
Also starting at 1st level, you may create a cobbled device disintegrates without benefit. A cobbled device cannot be
from any of the following types: firearm, gadget, or explosive scavenged for parts.
(bomb or grenade form only). This takes 3 actions. If a After cobbling a device that you do not have a blueprint of,
gadget, you may petition the DM on what spell effect the there is a 1% chance you memorize the blueprint for 1 day
(usually long enough to write down the formula). After being
used once, this cannot be used again until after a short rest.
You gain more uses of this ability, as described in the tinker
class table.

KNACK FOR IT
Starting at 2nd level, you can use your bonus action to make
an Agility (Sleight of Hand) check or use your thieves’ tools
to disarm a trap or open a lock.

EFFICIENT ENGINEERING
Starting at 2nd level, your ability to craft devices improves in
efficiency. You reduce the crafting cost for your devices from
one-half to one-quarter buying price.
Crafting devices are also one step of complexity faster. This
does not also reduce the cost of spell material components.
Furthermore, you can choose to lower the malfunction
rate of all devices you create by a number of points equal to
half your Proficiency bonus (minimum 1).

PAGE | 103 CHAPTER 3: CLASSES | TINKER (TNK)


TINKER PATH SCAVENGE
At 3rd level, you choose a path that you emulate in the Starting at 10th level, when you gather raw materials for use
exercise of your tinker abilities: Bomber who focuses on with engineering, you gain triple the total value. This applies
creating explosives, the Gunner who focuses on creating and when harvesting existing devices such as constructs or
shooting with firearms, and Gadgeteer who focuses on gadgets as well as downtime gathering.
creating wondrous gadgets, all detailed at the end of the
class description. RELIABILITY
Your path choice grants you features at 3rd level and then Starting at 11th level, whenever a device gains the
again at 6th, 10th, and 14th levels. malfunctioned condition, you may attempt an Intelligence
check with engineer’s tools against a DC of 20 to remove the
FLASH BOMBER condition. This costs a bonus action or reaction. If you
Also starting at 3rd level, you also gain the Flash Bomber succeed, the condition is negated as if the device didn’t
talent, as the rogue talent of the same name, but may only malfunction at all.
use it for explosives. This consumes a Coolness under Fire use.

ABILITY SCORE IMPROVEMENT EVASION


When you reach 4th level, and again at 8th, 12th, 16th, and Also starting at 11th level, you can nimbly dodge out of the
19th level, you can increase one ability score of your choice way of certain area effects, such as a red dragon’s fiery
by 2, or you can increase two ability scores of your choice by breath or an ice storm spell. When you are subjected to an
1. As normal, you can’t increase an ability score above 20 effect that allows you to make an Agility saving throw to take
using this feature. only half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail. If you
SUPERFUNCTION make a saving throw versus an effect made by you, you can
Starting at 5th level, your genius allows you to use either take half damage automatically or make a saving
malfunction rates to your benefit. Whenever you use a throw. If you choose to make a saving throw, you take no
device, there is a chance it performs unexpectedly well—thus damage on a successful save, but take normal (full) damage
the greater the malfunction rate, the greater the on a failed save.
superfunction rate.
The rate for a superfunction is similar to the rate for a
IMPROVED COBBLE
malfunction, but based on the maximum dice result. For Starting at 13th level, your cobbled devices function twice
instance, an explosive of 2 EP that malfunctions on a roll of before disintegrating. The chance you can discover a new
1 to 3 can superfunction on a roll of 18 to 20. blueprint increases to 2% per cobble attempt.
When a device superfunctions, it does not roll for a You can also repurpose an existing gadget you have
malfunction for the duration of the effect (see below, affected instead of paying the cost for a cobbled device. After being
by energy source). It also gains a bonus depending on its used twice as a cobbled device, the gadget gains the
energy source. Choose one benefit the device qualifies for. malfunctioned condition, but returns to its normal purpose.
You cannot repurpose a cobbled gadget.
• Better. The next malfunction condition is negated, and the
next use of the device consumes no fuel charges (so long IMPROVED EFFICIENT ENGINEERING
as it doesn’t have only one use)
You reduce the malfunction rating by your proficiency bonus
• Faster. The device gains a 25% increase in movement
instead of one-half your proficiency bonus (minimum 1).
speed (if a construct or vehicle)
• Harder. The device cannot lose charges by taking damage You may also deal double damage to objects and
constructs with your melee attacks as a strike effect.
(as usual for mechanical engines)
• Stronger. The device deals maximum damage (no need to QUICK TECH
roll) with the next (or current) damage roll it makes
Also starting at 15th level, you may permanently alter the
COOLNESS UNDER FIRE invested properties of any device you handle (even those not
used by you). This takes the same time to cobble a device.
Starting at 7th level, you may take 10 on any attack roll with
an engineered device or ability check with engineer’s tools. For example, this allows you to increase the damage or
range of a firearm, reduce the hit dice of a construct or
This can be done a number of times equal to your
vehicle, or triple the malfunction rate of any device you
proficiency bonus, and may be replenished with a long rest.
handle. You may not alter the engine of an engineered
device.

PAGE | 104 CHAPTER 3: CLASSES | TINKER (TNK)


You cannot reduce a construct’s hit dice by more than half that can target only one creature within the blast. If the
your proficiency bonus. explosive affects only a single creature (either by design or
by fact), this is applied automatically without using a bonus
SHUTDOWN action.
Starting at 17th level, you may expend a use of Coolness
GREATER FLASH BOMBER
under Fire to gain one of the following abilities:
Starting at 10th level, you double the amount of times you
• Negate Shutdown. You can negate a malfunction without may use the flash bomber talent before a rest, and can use
rolling a check. any explosive (not just in bomb form).
• Shut Down Device. You can increase the malfunction rate You also gain the remote blueprint for free if you didn’t
of any device within 10 feet of you by 5 points for up to one already have it, and may employ it to trigger your explosive
hour. You can target your own devices to increase the risk normally, and can use it with a reaction.
of malfunction but possibility for superfunction.
EXPLOSIVE RESISTANCE
GREATER RELIABILITY Starting at 14th level, you gain resistance to concussive,
thunder, and bludgeoning damage. Also, whenever you are
Starting at 18th level, the DC to prevent the malfunction is in the area of concussive damage or the blast radius of an
reduced to 15. explosion, you can ‘ride the blast’ and move up to one-half
your speed away from the center of the blast, even if you
ENGINEERING MASTERY
otherwise took no damage from it. This can propel you
Starting at 20th level, you may identify the weaknesses and upward if the explosion takes place under you.
command triggers for any device you see. You gain the This distance is added to the distance the explosion
ability to deduce the operation and design of any device you already moves you (if possible).
operate or have one hour to study, and have a 20% chance to
recreate it from memory.
You can also spend a reaction if hit by a weapon attack
made from a construct, trap, or engineered devices to halve
the amount of damage you take from it.
This does not apply to weapon-like gadgets and devices
(such as firearms or crossbows), and does not stack with
Evasion.

TINKER PATHS
An Azerothian tinker may choose one of the three below
paths.

BOMBER
You appreciate the controlled destruction behind a bomb,
terrible surprise beneath a mine, and the terror a rocket
invokes. Bomber tinkers often makes use of mortars and
rocket or mine launchers, to deny enemy mobility as well as GUNNER
to deal massive damage to their enemies. Bombers are also You are not only a renowned gunsmith, but is also an
known as grenadiers. excellent marksman. Gunners are often called gunslingers
EXPANDED EFFECT or musketeers, and are usually employed in battlefields.
Starting when you choose this archetype at 3rd level, you QUICK RELOAD
increase the range of your bombs and rockets by 15 feet, Starting when you choose this archetype at 3rd level, you
and the range of your mine’s detection to its blast radius may use a bonus action to reload a firearm instead of an
(beyond its actual position). action.
Also, any explosive you use is automatically modified by
the careful explosion effect, with no cost to the modification. SPECIAL BULLETS.
Starting at 6th level, you gain the Suffused Arrows ability, as
CORNER BLAST STRIKE the hunter talent of the same name (gaining proficiency as
Starting at 6th level, whenever you use an explosive, you appropriate), and can create special infused bullets.
may center it against one creature in the area of effect,
dealing two additional dice of damage. This is a strike effect

PAGE | 105 CHAPTER 3: CLASSES | TINKER (TNK)


PRACTICED PRECISION EXTENSIVE DESIGNING
Starting at 10th level, you do not take disadvantage to your Starting at 6th level, you may increase the spell levels
ranged attack roll while being within 5 feet of a hostile replicated by your gadgets to 1 spell level per Engineering
creature, even if you don’t attack them in melee first. Point invested (maximum 6th level).
You also gain the Sharpshooter feat for free. If you already You also add your proficiency bonus to attack rolls with
had it, you gain the Archery fighting style (applicable to your constructs.
firearms only).
SOLID ENGINEERING
FIREARM IMPROVEMENT Starting at 10th level, your devices never not lose charges
Starting at 14th level, firearms you create always benefit when they are damaged, and all your devices (except bombs
from one free modification (1 point), chosen from any and firearms) have double the normal fuel efficiency
modification that applies to firearms. (gadgets can be used twice for one charge, and constructs
consume fuel once per two hours).
GADGETEER Also, you may craft your own phlogiston, gaining
You appreciate the versatility gadgets provide, or prefer to proficiency in Alchemist’s Supplies if you don’t already have
craft and control constructs such as mechs and vehicles of it, and memorize the formula for making this fuel, and no
all types. Gadgeteers are often the drivers of their own longer need a recipe.
devices, such as the engines of goblin balloons, dwarf steam
PROTECTIVE SHELL
tanks, or gnomish submarines and gyrocopters.
Starting at 14th level, whenever you are wearing a gadget
Quick Cooldown. Starting when you choose this archetype
harness, or are within a construct you control or crafted, you
at 3rd level, your gadgets and constructs always benefit from
have resistance to all damage from outside it. This applies
the quick use and quick startup modifications, respectively.
after sharing damage with a mecha or suit (possibly taking
This has no cost.
only 25% of all damage).

PAGE | 106 CHAPTER 3: CLASSES | TINKER (TNK)


WARLOCK (WRK)
Her hand waving playfully around the mana wyrm, a blood
elf soothes the critter. In an instant, the wyrm’s calm nature
turns to anguish, as the elf’s eyes turn green and the beast’s
essence is drawn towards her. Nothing is left but a glowing
orb of raw mana between the elf’s fingers.
The earth beneath the orc’s feet decaying, the grass dying.
An infernal nears the orc, waiting patiently for his master’s
command. Impatiently, the infernal screeches, causing even
the orc to wince with fear, as the demon’s master grins from
the shadows beyond.
Murlocs advance upon the forsaken limping through the
swamp. Without breaking his stride, he waves his hand
behind him, engulfing the murlocs in flame. He marches on,
scourging whoever stands in his way.
Warlocks are magical practitioners that seek to
understand darker, fel-based magics, including destructive
spells. While many warlocks willingly follow the Burning
Legion, there are those who work against it, using their
magic to fight against evil. Warlocks have proven themselves
to be powerful allies - as well as powerful foes.
In the face of demonic power, most heroes see death.
Warlocks see only opportunity. Dominance is their aim, and
they have found a path to it in the dark arts. These voracious
spellcasters summon demonic minions to fight beside them.
Warlocks can ignite distant enemies in searing flame, send
them fleeing in terror and pain, or afflict them with
corrupting diseases and curses that steal the victim’s vitality.

FORBIDDEN MYSTERIES
Born of trafficking with fel magic, warlocks are absolutely
corrupt and unimaginably powerful. Their chaos magics
have burnt out whole worlds and annihilated countless
species over the eons. The Eredar lord Kil'jaeden taught the
orcs the secrets of warlock magics, but the orcs could never
master the powers of entropy and destruction as well the
wicked Eredar. Under Archimonde's command, the
warlocks serve as the Legion's tacticians and strategists.
Warlocks peer into the Void without hesitation, leveraging
the chaos they glimpse within to devastating ends in battle—
their greatest abilities are fueled by the souls they’ve
harvested from their victims. They exploit powerful Shadow
magic to manipulate and degrade the minds and bodies of
their enemies. They employ Fire magic, dropping hellish
rain from the sky, to immolate the opposition. They summon
and command otherwise indomitable demons from the
Twisting Nether to do their bidding, or even to be sacrificed
as the Warlock sees fit, protecting the dark caster from
harm.
These practitioners of the profane are feared across
Azeroth, and many who have felt their wrath now prefer to
fight alongside a warlock than against one. Warlocks are
common in both the Alliance and Horde, though in most

PAGE | 107 CHAPTER 3: CLASSES | WARLOCK (WRK)


cases they serve the Burning Legion while disguising their HIT POINTS
true loyalties. Hit Dice: 1d6 per warlock level
Hit Points at 1st Level: 6 + your Stamina modifier
CONJURING AND BINDING Hit Points at Higher Levels: 1d6 (or 4) + your Stamina
Warlocks are the most volatile and insatiable of spellcasters. modifier per warlock level after 1st.
Though they often pledge themselves to the service of noble
PROFICIENCIES
causes and are not innately evil, their desire to understand
Armor: None
darker magics and exercise unwavering command over
Weapons: Daggers, darts, slings, quarterstaffs, light
demonic forces breeds mistrust among even their closest
crossbows
allies.
Tools: None
These dark casters burn and destroy weakened foes with
Saving Throws: Charisma, Spirit
a combination of crippling illnesses and dark magic. While
Skills: Choose two from Arcana, Deception, Insight,
their demon pets protect and enhance them, warlocks strike
Intimidation, Persuasion, and Religion
at their enemies from a distance. As physically weak
spellcasters bereft of heavy armor, cunning warlocks allow EQUIPMENT
their minions to take the brunt of enemy attacks in order to You start with the following equipment, in addition to the
save their own skin. equipment granted by your background:

CREATING A WARLOCK • (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a component pouch or (b) an arcane focus
Warlocks are arcane spellcasters who study dark arts and • (a) a dungeoneer’s pack or (b) an explorer’s pack
magics associated with demons and the Burning Legion. • Demonic grimoire (spellbook)
Due to this, they gain a very deeply tainted reputation due to
their tendencies to traffic and deal with demons. Hiding in EREDUN
cellars and secret covens, warlocks are known for making
You know Eredun, the language of fiends and the Burning
secret pacts for permanent demonic companions that grow
Legion. You can speak the language, and do not suffer any
steadily in power so long as the warlock does.
penalty from its curse. If you can speak Eredun, you can
Warlocks are common in both the Alliance and Horde,
communicate with all other warlocks and fiends, even if you
though in most cases they serve the Burning Legion while
don’t otherwise share a language.
disguising their true loyalties.
However, you are (due to demonic promises) often more
When creating your warlock character, think about what
likely than others to seek out pacts willingly.
led you to take up the powers of evil. Did you decide to beat
the forces of evil at their own game? Were you seduced by DEMONIC STUDIES
dark forces? Do you view the fel as truly evil?
Starting at 1st level, the warlock is also initiated into a
However you chose to follow the path of power, think
warlock circle. You may choose a demonic study, which
about what implications it has on your character, and how
describes the way you take to power. You can choose
they are perceived by greater society. Most warlocks are
Affliction, the path of the withering magical casters,
shunned, and live as pariahs—you could be a highly
Demonology, who focus on their demonic allies and
charismatic character, hiding your true talent for the dark
improving them, or Destruction, who summons Hellfire
arts, however, or might be justifying it to your followers and
upon their foes. Your choice grants you features when you
loved ones as fighting fire with fire.
choose it at 1st level and again at 6th, 14th, and 18th level.
QUICK BUILD
You can make a warlock quickly by following these DEMONIC INVOCATION
suggestions. First, Charisma should be your highest ability Starting at 1st level, you may rapidly recover your mana by
score, followed by Stamina. Second, choose the charlatan subjecting yourself to the foul taint of the fel. You can use
background. Second, choose the charlatan background. your action and bonus action on your turn to regain mana as
Third, choose the light, fire bolt, and chill touch cantrips, if completed a short rest (or rested for one hour).
along with the following 1st-level spells for your grimoire: You can use this feature up to one time per every two
burning hands, charm (fiends), chaos bolt, conjure (fiends), points of proficiency bonus. You regain expended uses when
immolate, and sleep. you finish a long rest.
Alternatively, if you use this during a short rest, you are
CLASS FEATURES treated as if you rested for two hours.

As a warlock, you gain the following class features.

PAGE | 108 CHAPTER 3: CLASSES | WARLOCK (WRK)


THE WARLOCK
Proficiency Caster Level
Level Bonus Features (Spell Level)
1st +2 Eredun, Demonic Studies, Demonic Invocation, Spellcasting 1 (1st)
2nd +2 Soul Shards 2 (1st)
3rd +2 Warlock Focus 3 (2nd)
4th +2 Ability Score Improvement 4 (2nd)
5th +3 — 5 (3rd)
6th +3 Demonic Study feature 6 (3rd)
7th +3 — 7 (4th)
8th +3 Ability Score Improvement 8 (4th)
9th +4 — 9 (5th)
10th +4 Demonic Study feature 10 (5th)
11th +4 — 11 (6th)
12th +4 Ability Score Improvement 12 (6th)
13th +5 — 13 (7th)
14th +5 Demonic Study feature 14 (7th)
15th +5 — 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 — 17 (9th)
18th +6 Demonic Study feature 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Soul Vault 20 (9th)

SPELLCASTING SPELLCASTING ABILITY


Charisma is your spellcasting ability for your warlock spells,
Also starting at 1st level, you gain the ability to cast spells,
since you strengthen your magic by summoning and tapping
trafficking in demonic forces most have no hope of
into extraplanar beings.
understanding or controlling. You have a grimoire
You use your Charisma whenever a spell refers to your
containing spells that show the first glimmerings of your
spellcasting ability. In addition, you use your Charisma
true power.
modifier when setting the saving throw DC for a warlock
CANTRIPS spell you cast and when making an attack roll with one.
At 1st level, you know a number of cantrips equal to your Spell save DC = 8 + your proficiency bonus + your Charisma
proficiency bonus. modifier
CONJURING AND BINDING Spell attack modifier = your proficiency bonus + your Charisma
A warlock can conjure and bind aberrations, elementals, modifier
fiends, oozes, and undead.
SPELLBOOK – GRIMOIRE
GRIMOIRE At 1st level, your grimoire contains six 1st-level warlock
At 1st level, you have a grimoire (treat as a spellbook) spells of your choice. When you level up, you gain 2
containing six 1st-level warlock spells of your choice. additional warlock spells of your choice. You may also
acquire new spells by research, tutelage, or from the
PREPARING AND CASTING SPELLS
spellbooks and scrolls of spellcasters who have spells you
Each warlock level provides you with 1 caster level in the
can cast.
warlock class. You follow the normal progression to unlock
Your grimoire is effectively your spellbook, and you may
spell levels (see the table under the Mana section). You
add spells by scribing in new spells or your insights
prepare the list of warlock spells that are available for you to
regarding the planes and the powers you serve.
cast, choosing from the warlock spell list.
Preparing a new list of warlock spells requires time spent SPELLCASTING FOCUS
in study: at least 1 minute per spell level for each spell on You can use an arcane focus as a spellcasting focus for your
your list. warlock spells.

PAGE | 109 CHAPTER 3: CLASSES | WARLOCK (WRK)


WARLOCK FOCUS
At 3rd level, you may choose to focus on one of two warlock
focuses.

• Fiendish Power: The warlock permanently increases their


maximum amount of soul shards by 2.
• Fiendish Alliance: The warlock gains a permanent bound
companion that accompanies you on your adventures,
advises you in the ways of demonology, and teaches you
magical spells upon the completion of tasks (determined
by the DM). See Bound Companion for details.
This companion must be a demon you can summon and
bind to your service (see the bind spell) that is no larger
than Medium and that has a challenge rating equal to the
highest level demon you can bind fiends spell. See Bound
Companion and the bind spell for more details.

BOND
SOUL SHARDS When a fiend you are bound to is reduced to 0 hit points, you
may transfer to them your own hit points as a reaction, so
At 2nd level, you tap into a deep and mysterious magic of
long as you are within 10 feet of them. You may only transfer
souls. This wellspring is represented by soul shards, which
enough hit points to leave them at 1 hit point. You can also
allow you to weaken your enemies or strengthen your own
have the conjure fiend spell memorized, and do not need to
spells.
prepare it.
SOUL SHARDS If the bound fiend is killed, you must succeed against a DC
You gain one soul shard by reducing living creatures to 0 hit 20 Stamina saving throw or suffer 1d10 arcane damage per
points or less with your warlock spells or melee attacks, or if Challenge of the demon, as its life-force is torn from yours.
any creature is killed by one of your demon summons. This As the fiend is dead, you must bond with another.
does not also trap the souls of the creatures killed.
LEVELING UP
You can have a maximum number of soul shards equal to
The level of the fiend is equal to the highest-level demon you
your Warlock level. Soul shards fades at a rate of one per
can bind with the warlock’s Bind Fiend spell.
hour (or 1 per short rest) if not used. The creature must be a
qualifying threat to you (such as by having a Challenge SPECIAL
comparable with your level, or if it is able to reliably or Bonding with a fiend requires spending one hour
consistently harm you). communicating with the creature, and spending the next
seven hours in activities the fiend considers to be ‘bonding’,
• Enhanced Conjuring: You may spend one soul shard per
such as arsony for imps, bloodshed for felguards, as the DM
spell level, and quicken any conjure spell of a casting time
decides.
of 1 minute to cost only a 1 action. For until the beginning
of your turn in the next round, your speed is 0. ABILITY SCORE IMPROVEMENT
• Enhanced Concentration: When you cast a conjuration
When you reach 4th level, and again at 8th, 12th, 16th, and
warlock spell that requires concentration, you may spend
19th level, you can increase one ability score of your choice
one soul shard to concentrate on the spell, instead of
by 2, or you can increase two ability scores of your choice by
having to concentrate on it yourself. You cannot
1. As normal, you can’t increase an ability score above 20
concentrate on more than two conjured creatures using
using this feature.
this ability. When your concentration is disrupted, you
must roll to maintain both spells, however. This costs one SOUL VAULT
soul shard per spell level.
• Soul Magic: With a bonus action, you can force a living When you reach 20th level, you may gain two soul shards
creature or an undead to take disadvantage against a instead of one per every enemy reduced to 0 hit points as a
saving throw of one of your warlock spells, or can gain result of your warlock spells.
advantage to your own attack rolls to such targets. This Also, you may stow your grimoire into the pocket realm
functions up to 5th level spells, and costs one soul shard (known as the soul vault) of your choosing by using 3 soul
per spell level. shards, and can draw it out using 1 soul shard. You do not
need to physically possess the grimoire at that time, but

PAGE | 110 CHAPTER 3: CLASSES | WARLOCK (WRK)


must be within 100 feet of it, and spend 1 action to banish it may alter the target or move the spell’s area (if an area spell)
into the realm or draw it back again. without an action. Seed of Corruption still triggers as
Only you can access the pocket realm, unless you choose a normal.
realm that multiple creatures can enter (in which case, you
can designate the grimoire to appear at any point you DEMONOLOGY
previously conducted a 1-hour ritual to attune the book to Your consorting with demons has been noticed and
the place). appreciated by the forces in the Twisting Nether. A
demonologist often adventures alone, relying on nobody
DEMONIC STUDIES other than himself and his enslaved demons.

An Azerothian warlock may choose one of the three below BLOOD PACT
archetypes. Starting at 1st level, all demons summoned or bonded to you
gain a bonus to their maximum hit points equal to double
AFFLICTION your level. You may also add your proficiency bonus to all
Your mastery over sigil spells corrupts and destroys your your fiendish allies’ attack rolls and saving throws.
enemies. Affliction warlocks are feared exemplars of the art. DEMONIC ECHOES
HAUNT Also starting at 1st level, you may count demons as eligible
Starting at 1st level, you gain the Mystic Blast feat, but must targets for all creature-specific spells by using a soul shard
choose to deal fel damage. (such as charm person or hold elemental). You may at any
When casting a damaging sigil spell, you may use a single time grant your hit points to them as a reaction on their
soul shard to also use your make a Mystic Blast attack round, or a bonus action on your round. You may also drain
against the same target as a bonus action. This still requires their hit points with the same action (at a 2:1 ratio), though
a ranged spell attack, but the range of the mystic blast you can only benefit from drained hit points once every long
becomes equal to the range of the sigil spell. rest.
Furthermore, whenever a creature dies while under the Furthermore, you gain two soul shards instead of one if a
effect of a warlock sigil you cast, you gain a soul shard. This demon under your control kills a creature.
can stack with the soul shard you gain from landing a killing FEL MIND
blow. Starting at 6th level, you can use Enhanced Concentration
INFESTATION without spending Soul Shards.
Also starting at 1st level, you may use a soul shard to refresh DARK SECRETS
the duration of a current sigil effect, or to automatically Starting at 14th level, you gain advantage to all saves versus
succeed on maintaining a sigil effect. spells, except those who deal holy damage, and gain
A single creature cannot be affected by this more than immunity to one elemental damage type. You may also use a
once in the same 24 hours period. soul shard and a reaction to grant one demonic ally
SOUL SWAP advantage to its first attack during a round, or impose
Starting at 6th level, you may alter the target of a sigil spell disadvantage to the attacker targeting it.
effect as a bonus action, targeting any eligible target within a Furthermore, when you are under the effects of the avatar
range equal to the spell’s original range. The spell’s effects form warlock spell, you also gain resistance to all damage
take place at the new target’s turn as usual. taken by fiends and weapons (magical or otherwise) wielded
If you are under the effects of the avatar form warlock by creatures of evil alignment.
spell and you choose to altar the target of the sigil spell with DEMON-SOUL
this ability, you may attempt a sigil roll on your original Starting at 18th level, whenever you summon a demonic
target before shifting the spell (possibly affecting two targets creature by a spell or use your fiendish alliance ability to
in the same turn). bind a fiend (as per the Conjure or Bind Fiend spell), you
SEED OF CORRUPTION may summon or bind another fiend of the same or lower
Starting at 14th level, if you reduce a creature to 0 hit points level (these are counted as if concentrating on the same
with a damaging sigil or single-target channel spell effect, spell). Thus, you may summon a succubus and a felguard, or
you may deal the damage again in a 30-foot burst (this does an imp and a felhound, or two succubi or felguards and have
not count as an additional hit against the original target). them bound at the same time. Commanding both bound
creatures is the same concentration action.
CORRUPTIVE INFLUENCE When you are killed, your spirit is taken to an demiplane
Starting at 18th level, if any target of a damaging sigil spell (see the spell) that is owned by you, where you return to life
or single-target channeling spell effect you cast dies, you

PAGE | 111 CHAPTER 3: CLASSES | WARLOCK (WRK)


in the matter of 1d10 days, nurtured by any demonic allies SEARING MAGICS
you have employed, enslaved, or allied with. Starting at 6th level, you may also target a creature with an
action to make it more susceptible to your fire and fel
DESTRUCTION magical damage. If the target is immune to fire or fel, it
You are a master of chaotic fel-fire, calling down the green becomes resistant to the damage. If it is resistant, it loses
flame to burn and demolish your foes. Destruction warlocks the resistance. If it has no resistance, it becomes vulnerable.
usually take the Fiendish Power focus, eschewing an actual If it was previously vulnerable, it takes triple damage. Once
alliance with demons over the awesome destructive power used, this ability cannot be used again until after a short rest
of fel magic. (unless you used this ability while under the effects of the
avatar form warlock spell, in which case you can use the
CHAOS MAGIC ability twice)..
Starting at 1st level, any fire or fel spell you use that deals
damage also deals an additional 1d6 points of the other type INCINERATE
(fire deals extra 1d6 fel, or vice versa). Spells that deal both Starting at 14th level, whenever you deal fire damage to an
fire and fel damage gain an additional 1d10 damage from enemy with a spell (through the spell or through your chaos
either types (your choice). This triggers once per spell. magic ability), you may use a soul shard to manifest one of
the following effects. This triggers once per round.
HAVOC
Also at 1st level, you gain the Havoc ability, and can spend a • Burning Blast. If the target is reduced to 0 hit points, you
soul shard to activate it. can deal 6d6 damage (or the damage they took, whichever
is lower) in a 30-foot burst centered on the target.
• Havoc: You may spend one soul shard to affect two
• Lingering Brimfire. The target suffers the burning
creatures within 30 feet of one another with a single-target
condition for until the end of their turn in the next round.
damaging or channeling (such inferno blast or drain
While suffering this condition and taking at least 1 point of
mana), so long as the spell is from the warlock spell list.
damage in the same round, the target has disadvantage to
The spell cannot have a range of touch or self. Maintaining
attack rolls and ability checks.
the spell on one target maintains it on the other so long as
• Quickened Infestations. Cast any sigil spell you have
the spell’s duration is active.
prepared without spending the normal casting time.
Furthermore, you also gain two soul shards instead of one
SOUL BURNER
if you reduce a creature to 0 hit points with a channeled
Starting at 18th level, you double the range of your fire and
warlock spell.
fel spells. If the spell has an area of effect, you may double
the area of effect instead. Your Incinerate ability also does
not cost a soul shard.

PAGE | 112 CHAPTER 3: CLASSES | WARLOCK (WRK)


WARRIOR (WAR)
The heavily-armored dwarf takes a deep breath,
tightening his grip on a war-hammer in one hand and a
battleaxe in the other, facing down the ogre warlord
raiding his mountain home. The mountain king shouts a
battle-cry, suddenly increasing in size to equal the ogre,
and swings his axe to dig deeply into the ogre’s
shoulder, before bringing down the war-hammer,
causing a bloody shower to erupt onto his face.
An orc armed with a great two-handed blade leaps
towards two naga, cleaving through both with a single
strike and shaking the ground where he fell. Not
breaking a sweat, he charges ahead to the next foe.
A tauren calmly strides across the fel-suffused
battlefield, seeking a worthy opponent. Eventually, he
finds his match, a bloodthirsty felguard. Treading
carefully, he parries every blow with his giant battle-
totem. Noticing an opportunity, the tauren warrior
slams his hooves into the ground, knocking the felguard
down, and then bringing down his mighty totem down,
caving the fiend’s torso inward with a furious war-cry.
Warriors are fighters highly trained in the art of
weaponry. Combat is the warrior's strongest skill. They
are strong and quick on the battlefield. Depending on
their specialization, a warrior can often deal very high
damage or be tough to kill.

TRAINED FOR BATTLE


As long as war is waged on Azeroth, there will be men
and women who fight those wars. Warriors are no mere
sword-swingers; they are skilled combatants, combining
strength of arm, knowledge of weaponry, and practiced
maneuvers to slice or bludgeon their foes into little red
bits. Warriors are the most versatile of the combat
classes, and they supplement their fighting prowess
with the ability to rally their allies and spur them to
victory. They charge into the heart of the battle and
survive the most grievous of wounds. Elven and
dwarven warriors reach into their blood for innate
magic, creating spellbreakers and mountain kings,
respectively, while tauren and orcs lean naturally
towards using a single large weapon and the Arms path,
creating chieftains and blademasters, respectively.
Warriors are common in dwarf, forsaken, human, and
orc societies, but many other species also fill their ranks
with warriors. Masters of swords, spears, and weapons
of all kinds, warriors share a common way of life on
Azeroth. Using their abilities to deal pain and cause
bloodshed, warriors are deadly adversaries and
welcome friends in violent times (which seem to be all
the time in recent decades). Anyone willing to take up
arms to defend their people can be classed as a warrior.
A knight is the warrior elite among humans.

PAGE | 113 CHAPTER 3: CLASSES | WARRIOR (WAR)


ELITE FIGHTERS CLASS FEATURES
Not every member of the city watch, village militia, or the
queen’s army is a warrior. Most of these troops are relatively As a warrior, you gain the following class features.
untrained soldiers with only the most basic combat
HIT POINTS
knowledge or drilled for a certain function. Veteran soldiers,
Hit Dice: 1d10 per warrior level
military officers, trained bodyguards, dedicated knights, and
Hit Points at 1st Level: 10 + your Stamina modifier
similar figures are true warriors—it is all about the spirit, in
Hit Points at Higher Levels: 1d10 (or 6) + your Stamina
truth.
modifier per warrior level after 1st
Some warriors feel drawn to use their training as
adventurers. The dungeon delving, monster slaying, and PROFICIENCIES
other dangerous work common among adventurers is Armor: All armor, shields
second nature for a warrior, not all that different from the Weapons: Simple weapons, martial weapons
life he or she left behind. Other warriors live a more stable Tools: None
life, serving as elite members in an order or military force, Saving Throws: Strength, Stamina
answering assignments and missions that involve armed Skills: Choose two skills from Acrobatics, Animal Handling,
pacification of resistance or the escort of vulnerable charges. Athletics, History, Insight, Intimidation, Perception, and
Survival
CREATING A WARRIOR
EQUIPMENT
For as long as war has raged, heroes from every race have You start with the following equipment, in addition to the
aimed to master the art of battle. Warriors combine equipment granted by your background:
strength, leadership, and a vast knowledge of arms and
armor to wreak havoc in glorious combat. Some protect • (a) chain mail or (b) leather, longbow, and 20 arrows
from the front lines with shields, locking down enemies • (a) a martial weapon and a shield or (b) two martial
while allies support the warrior from behind with spell and weapons
bow. Others forgo the shield and unleash their rage at the • (a) a light crossbow and 20 bolts or (b) two handaxes
closest threat with a variety of deadly weapons. • (a) a dungeoneer’s pack or (b) an explorer’s pack
As you build your warrior, think about your character’s
background: Where did you get your combat training, and
SPECIAL FEATURES
what sets you apart from the mundane soldiers around you? Upon gaining your starting class proficiencies, you may lose
You might have enjoyed formal training in a noble’s army or proficiency with heavy armor, and instead gain the
in a local militia. Perhaps you trained in a war academy, unarmored defense ability. These are not gained as part of
learning strategy, tactics, and military history. Or you might multi-classing.
be self—taught—unpolished but well tested.
Were you particularly ruthless? Did you get extra help
UNARMORED DEFENSE
from a mentor, or did your spirit shine brightly enough to While you are not wearing any armor, your Armor Class
warrant the title due to exceptional dedication? What drove equals 10 + your Agility modifier + your Stamina modifier.
you to this training in the first place? Was it a threat to your You can use a shield and still gain this benefit.
homeland, a thirst for revenge, or a need to prove yourself?
TALENTS
Did you take up the sword as a way to escape the limits of
If you wish to recreate the original 5e Fighter, choose the
life on a farm, or are you following a proud family tradition?
following talents the appropriate levels:
Where did you acquire your weapons and armor? They
might have been military issue or family heirlooms, or • Second Wind as the first talent at 1st level
perhaps you scrimped and saved for years to buy them. Your • Action Surge as the second talent at 2nd level
armaments are now among your most important • Indomitable as the third talent at 9th level
possessions—the only things that stand between you and • Relentless as the fourth talent at 13th level
death's embrace. • Action Surge as the fifth talent at 17th level

QUICK BUILD If you wish to recreate something closer to the original 5e


You can make a warrior quickly by following these Barbarian, choose the following talents the appropriate
suggestions. First, make Strength or Agility your highest levels, and choose the Unarmored Defense option for class
ability score, depending on whether you want to focus on proficiencies (see above):
melee weapons or on archery (or finesse weapons). Your
• Berserker Rage as the first talent at 1st level
next-highest score should be Stamina. Second, choose the
• Danger Sense as the second talent at 2nd level
soldier background.
• Relentless as the third talent at 9th level

PAGE | 114 CHAPTER 3: CLASSES | WARRIOR (WAR)


THE WARRIOR
Proficiency
Level Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Warrior Talent
3rd +2 Warrior Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Warrior Archetype feature
8th +3 Ability Score Improvement
9th +4 Warrior Talent
10th +4 Warrior Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Warrior Talent
14th +5 Ability Score Improvement
15th +5 Warrior Archetype feature
16th +5 Ability Score Improvement
17th +6 Warrior Talent
18th +6 Warrior Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

impose disadvantage on the attack roll. You must be


• Persistent Rage as the fourth talent at 13th level
wielding a shield.
• Indomitable Might as the fifth talent at 17th level
TWO-WEAPON FIGHTING
FIGHTING STYLE When you engage in two-weapon fighting, you can add your
You adopt a particular style of fighting as your specialty. ability modifier to the damage of the second attack.
Choose one of the following options. You can’t take a
Fighting Style option more than once, even if you later get to
WARRIOR TALENT
choose again. Starting at 2nd level, you gain one of the following talents,
representing your preferred tactics and adaptability at the
ARCHERY
field of battle. Choose from between one of the following
You gain a +2 bonus to attack rolls you make with ranged
talents. Some abilities can be used for limited times before
weapons.
requiring a rest.
DEFENSE Whenever you qualify for another talent (as detailed in the
While you are wearing armor, you gain a +1 bonus to AC. talent column), you may choose another talent.
All abilities have DCs of 8 + your proficiency bonus + your
DUELING
Strength or Agility modifier (your choice) if they allow a
When you are wielding a melee weapon in one hand and no
saving throw.
other weapons, you gain a +2 bonus to damage rolls with
You may also choose to gain a talent from outside this
that weapon.
class’s list so long as you qualify for it. .
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you WARRIOR ARCHETYPE
make with a melee weapon that you are wielding with two At 3rd level, you choose an archetype that you strive to
hands, you can reroll the die and must use the new roll, even emulate in your combat styles and techniques. Choose
if the new roll is a 1 or a 2. The weapon must have the two- between the Arms Warrior, a champion in using great-
handed or versatile property for you to gain this benefit. weapons, the Fury Warrior, who focuses on bleeding his
enemies and debilitating them tactically, or the Protection
PROTECTION
Warrior who focuses on defense while reflecting physical
When a creature you can see attacks a target other than you
damage. All are detailed at the end of the class description.
that is within 5 feet of you, you can use your reaction to
The archetype you choose grants you features at 3rd level
and again at 7th, 10th, 15th, and 18th level.

PAGE | 115 CHAPTER 3: CLASSES | WARRIOR (WAR)


ABILITY SCORE IMPROVEMENT reactions from movement if you deal at least 1 point of
damage to a creature. Your speed, however, is halved in
When you reach 4th level, and again at 6th, 8th, 12th, 14th,
this stance.
16th, and 19th level, you can increase one ability score of If you are unable to use your action, or if you cannot move
your choice by 2, or you can increase two ability scores of
at least 5 feet every round, this stance ends. If you are in
your choice by 1. As normal, you can’t increase an ability this stance more than 3 rounds, you gain the incapacitated
score above 20 using this feature.
condition for after you are finished. The condition remains
EXTRA ATTACK for 1 round per round you were in the stance beyond the
first three.
Beginning at 5th level, you can attack twice, instead of once, • Brutal Critical. You can roll one additional weapon
whenever you take the Attack action on your turn. damage die when determining the extra damage for a
The number of attacks increases to three when you critical hit with a melee weapon attack. This talent can
reach 11th level in this class and to four when you be taken again up to two times (resulting in three
reach 20th level in this class. additional dice).
• Burning Blades. As a bonus action, you can ignite
WARRIOR TALENTS any number of weapons you are wielding with magic
flame. The weapon acts as if it gained the Elemental
• Action Surge (short rest). You can push
Damage Infusion for 1 minute and becomes magical.
yourself beyond your normal limits for a
Despite the talent’s name, you can choose which
moment. On your turn, you can take one
damage type the weapon deals (not necessarily fire). You
additional action on top of your regular action and a
can ignite a total number of weapons equal to your
possible bonus action. Once you use this feature, you must
proficiency bonus. Once this feature’s uses are expended,
finish a short before you can use it again. Only warriors
they replenish on a long rest. You can regain one use if you
may take this talent. This talent can be taken again at
reduce a creature that deals the same type of elemental
proficiency + 6, gaining another use.
damage (such as by spell, attack, or aura) to 0 hit points or
• Aggressive. You may use your bonus action to take the
killing them. Only warriors and hunters can take this
Dash action, but only to approach a hostile creature that
talent.
you can see.
• Danger Sense. You gain an uncanny sense of when things
• Berserker Rage. You may cast the berserker rage spell on
nearby aren’t as they should be, giving you an edge when
yourself as a bonus action. When you rage using this
you dodge away from danger. You have advantage on
talent, you do not gain a level of exhaustion at the end
Agility saving throws against effects that you can see, such
(regardless of how long you rage). This rage continues
as traps and spells. To gain this benefit, you can’t be
until you end it with a bonus action, or until the rage ends
blinded, deafened, or incapacitated. You must be able to
early (as per the spell’s description). This spell cannot be
see the effect before it takes place (such as seeing a
dispelled, but can be overwhelmed by a calm emotions
character cast a spell or the outer mechanism of the trap).
spell or similar effect that would suppress this ability.
• Execute. Make a normal melee attack or a ranged attack
You can enter a rage this way a number of times equal to
within 5 feet as an action (you cannot benefit from Extra
your proficiency bonus before replenishing on a long rest.
Attacks). If the attack is successful and the target's
Only warriors may take this talent. This talent must be
remaining hit points are less than 25%, this is treated as a
taken at 1st level.
critical hit. After being used, this cannot be used again
• Bladestorm. You may enter this stance with an action.
until after a short rest. If the target is killed or reduced to 0
While in this stance, you whirl with your weapon
hit points by this strike, you regain the use of it. This talent
outstretched, automatically dealing your melee weapon
can be taken multiple times, each time adding another use
damage to all creatures within the weapon’s reach of you.
before requiring a short rest. This is a strike effect.
This damage is treated as an area effect. Affected targets
• Hamstring. You may cut a target’s hamstring as part of
are entitled an Agility saving throw to halve the damage.
this attack. The target’s movement speed is reduced by 10
You cannot take any other actions in this stance other than
feet for one minute. Also, whenever they move more than
maintaining it. You can enter this stance a number of times
half their speed or whenever they use the Dash action,
equal to your proficiency bonus before replenishing on a
they fall prone. The target (or an ally) may use an action to
short rest, and the effects of it remain until the beginning
roll a Stamina saving throw against this ability, which ends
of your turn in the next round. You may also maintain the
the condition. It ends automatically at the end of a short
stance by extending it (same action).
rest.
While in this stance, you have advantage against all
This speed reduction can be applied multiple times, to a
movement-impairing effects or effects that result in loss of
minimum speed of 0 (in which case the target is treated as
control for your character, and you do not provoke

PAGE | 116 CHAPTER 3: CLASSES | WARRIOR (WAR)


if restrained). This is a strike effect. This strike can be • Second Wind. You have a limited well of stamina you can
used a number of times equal to your proficiency bonus, draw upon to protect yourself from harm. On your turn,
with the uses replenishing at the end of a short rest. you can use a bonus action to regain hit points equal to
• Heroic Leap. You may make a heroic leap, jumping up to 1d10 + your warrior level. Once you use this feature, you
twice your normal distance, and can spend an action at the must finish a short or long rest before you can use it again.
end. If the action is a melee attack roll, it deals damage Only warriors may talent this talent. This talent must be
equal to your normal weapon damage in a 10 -foot sphere, taken at 1st level.
centered on the area you landed on, with an Agility saving • Shockwave. You slam your weapon (manufactured or
throw to half damage. The ground is also turned into natural) into the ground, creating a ripple of force that
difficult terrain (such as rubble) if applicable. Once used, shoots outward. This deals damage equal to your weapon
this talent cannot be used again until after a short rest. damage, and affects a line 5-foot thick and 30 feet long. All
Only warriors and monks may take this talent. creatures in the area in contact with the ground or within 5
• Heroic Throw. You may throw a weapon further than it feet of it that succeed on an Agility saving throw take half
can normally go, or throw a melee weapon that does not damage. The terrain damaged becomes difficult terrain
have that property. You may increase the range of an (such as rubble) if applicable. If you have extra attacks, you
existing thrown weapon by 60 feet, or give a melee weapon may spend them to add the minimum possible damage to
the thrown property (20/60 feet) for one round. your total. Once this talent is used, it cannot be used again
On a hit, the weapon can either return to you after being until after a short rest.
thrown at a target, or knock the target prone (Agility save • Shock Resistant. You are more resilient against effects
negates), dropping 5 feet from the target. This is a strike that would otherwise shock or stun a normal creature. You
effect. have advantage to saving throws against any effect that
• Indomitable (requires proficiency + 4 or higher). You would cause the stunned condition. If an effect causes the
can reroll a saving throw that you fail. If you do so, you condition as a secondary effect, the advantage applies only
must use the new roll, even if it is lower than the initial against the condition. Only warriors and monks may take
roll. You may use this talent one time per every 2 points of this talent.
your proficiency bonus (twice at + 4, and three times at + Shout. You are able to channel your warrior spirit into a
6). powerful shout—manifesting either as a mindless scream,
• Indomitable Might (requires proficiency + 3 or higher). commanding battle-cries, or an inspiring and short
If you roll a Strength check and the results are less than statement. Choose one of the following shout effects.
your Strength score, treat the result as your Strength • Battle. One target within range you choose deals extra

score instead. weapon damage equal to your proficiency bonus.


• Persistent Rage (requires proficiency of + 4 or higher, • Intimidating. One target within range is affected as if you

and the berserker rage talent). Your rage only ends if you cast the cause fear spell. Maintaining the shout
are knocked unconscious or if you end your rage willingly. maintains the spell.
• Reckless Attack. When you make your first attack on your • Reordering. One target within range can move up to one-

turn, you can decide to attack recklessly. Doing so gives quarter their speed as their reaction. You can change the
you advantage on melee attack rolls using Strength on this target of this shout by maintaining it.
turn, but attack rolls against you have advantage until your • Halting. One target within range has their speed halved.

next turn. You can use this shout as a reaction.


• Relentless (requires proficiency + 3 or higher). If you • Invigorating. You may maintain this shout for up to three

drop to 0 hit points and don't die outright, you can make a rounds at one target within range. At the start of your
DC 10 Stamina saving throw. If you succeed, you drop to 1 turn on the fourth round, the target increases their
hit point instead. Each time this is used, you increase the maximum hit points by one-half your level for one hour
DC by 5 points. The DC resets once you take a short rest. (cannot exceed double their maximum hit points), or can
Rogues and hunters recognize this talent as cheat death. spend a single healing dice to heal themselves.
• Retaliation (requires proficiency of + 4 or higher). When • Rallying. One target within range is affected as if you cast

you take damage from a creature that is within 5 feet of the heroism spell (treat your Stamina modifier as the
you, you can use your reaction to make a melee weapon relevant spellcasting modifier). Maintaining the shout
attack against that creature. This ability can be used a maintains the spell (up to the spell’s normal limit).
number of times equal to your proficiency bonus, with the • Startling. One target within range suffers disadvantage

uses replenishing after a short rest. This is also sometimes to their attack rolls. You can activate this shout as a
known as counterattack or storm of blades by hunters and reaction if the attack takes place outside your turn, and
rogues, respectively. you may maintain it on your turn and choose another
target. This is a fear effect.

PAGE | 117 CHAPTER 3: CLASSES | WARRIOR (WAR)


Taunting. One target within range is affected as if you

cast the compelled duel spell. Maintaining the shout


WARRIOR ARCHETYPES
maintains the spell (up to the spell’s normal limit). The warrior can choose from one of the following
Performing a shout takes a bonus action to activate and archetypes.
maintain. A shout effect ends by the start of your turn in
the next round, unless you maintain it by spending a bonus ARMS
action when your turn starts. The range of a shout effect is You focus on wielding great weapons, dealing massive
up to 30 ft. amounts of damage and cleaving through several creatures
If the target of a shout leaves the range or is defeated, the at once. Arms warriors are an inspiring sight on the
effect ends for them. If a creature is affected by a shout battlefield.
used by you, or succeeds on their saving throw against it, Sweeping Strikes [Strike]. Starting at 3rd level, when
they cannot be affected again by the same shout until one you successfully attack and damage a creature with a melee
minute passes. A shout is a thunder effect that does not attack, you may deal your Strength modifier in damage to
function in areas of silence or if you cannot vocalize. any number of creatures you choose that are 5 feet away
You can use each shout twice before a short rest. You can from it.
take this talent multiple times, each time adding another
shout, or adding two other uses to an existing shout. Only CHARGE
warriors may take this talent. Starting at 7th level, your charge carries a powerful impact.
• Stunning Slam. Upon scoring a critical hit with a melee If you move at least 10 feet in a straight line right before
weapon, you can stun your target for until the end of your attacking a creature and you hit it with the attack, that target
turn in the next round. This can be negated with a must succeed on a Strength saving throw (DC 8 + your
successful Stamina saving throw. A creature affected by proficiency bonus + your Strength modifier) or be knocked
this ability (whether they successfully save or not) cannot prone. You cannot make use of your Extra Attacks feature if
be affected by it for 24 hours. you use this ability.
• Tremor (requires Strength of 15 or higher). You may use Mortal Strike [Strike]. Starting at 10th level, you may
a bonus action to cause a small localized tremor (usually severely wound a creature’s healing capabilities if you
by stomping your foot or slamming your fist down), dealing successfully apply a mortal strike. If a creature is affected by
your unarmed strike damage in a 5-foot sphere centered a Mortal Strike, they take 50% less healing from all sources
on you, halved on an Agility save. Those who fail the saving for one minute. This is a strike effect that costs a bonus
throw are also knocked prone. If you have a natural action. A creature cannot be affected by this ability more
weapon, you can use it to determine the damage you deal than once in 24 hours.
instead. If you use this ability at the end of a Heroic Leap, Bloodthirst Strike [Strike]. Starting at 15th level, you
you may add + 5 to the total damage. may, after successfully damaging an enemy with a melee
This talent can be used a number of times equal to your attack, you regain hit points equal to double your Proficiency
proficiency bonus before replenishing after a short rest. bonus. You may instead grant half the benefit to any ally
• Thunder Clap. You may use your action to cast the within 30 feet. This is a strike effect that costs a bonus
thunderstorm spell by slamming your weapon into the action. The enemy must be a qualifying threat to you for you
ground, releasing a wave of force. The spell deals normal to use this ability.Weapon Specialization
damage, plus your weapon damage roll. You may, instead Starting at 18th level, you gain an additional effect
of pushing targets away on a failed saving throw, choose to depending on the type of damage your melee weapon deals.
their speed by 10 feet for one minute. A creature may This effect only triggers once per round, and only on a
repeat its saving throw at the end of its turn every round to critical hit. All effects that allow a save refer to the target’s
restore its full speed. This is a supernatural ability. Once Stamina saving throw against a Strength based DC.
this ability is used, it cannot be used again until after a • Slashing. You may perform two strike effects with a single
short rest. bonus action.
• Wind Walk. You may use your action to wind-walk, • Bludgeoning. The target is stunned for one round.
rendering yourself invisible as per the invisibility spell, and • Piercing. The target takes 2d6 extra damage. This damage
increase your land speed by 10 feet. Unlike normal is not doubled.
stances, you must continue moving (at least half your
speed) or else this effect dissipates. Your first attack while FURY
performing Wind Walk is a critical hit, and ends the
You equip yourself with two weapons, and slice your
invisibility effect. This is a supernatural ability. Only
enemies to ribbons while shouting vengeance. Fury warriors
warriors and monks may take this talent. Once this talent
make good party members, as inspiring shouts aid their
is used, it cannot be used again until after a short rest.
allies.

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STRIKE THE WOUND You may expend two uses of this ability and benefit an ally
Starting at 3rd level, whenever you hit the same enemy within 5 feet of you with this ability instead of you, reducing
more than once in the same round, your weapon attacks the damage on them as described (and targeting whoever
score a critical hit on a roll one point lower (from 20 to 19- harmed them with an opportunity attack). If whoever struck
20). For example, hitting the same enemy twice increases your ally is not within your melee range for the opportunity
the chance to score a critical hit from 20 (first hit) to 19-20 attack, you may move up to 5 feet to deliver it.
(second hit), to 18-20 (third hit). This reaches a minimum
SUNDERING STRIKE [STRIKE]
roll result of 15.
Starting at 7th level, you may sunder an enemy’s armor,
OVERPOWER reducing their AC by a value equal to your Proficiency bonus
Starting at 7th level, if you miss an attack roll against an (but never below that of their AC if unarmored). This effect
enemy, you are counted to have hit the enemy for the remains until the armor is tended to with the appropriate
purposes of your Strike the Wound ability. artisans’ tools during a short rest. Once a creature is
Also, a number of times per short rest equal to your affected by this strike, they cannot be affected by it for 24
Stamina modifier, you may attack again if you miss an hours.
attack. This does not require a separate action from the one This can be applied to natural armor, in which case
used to make the attack. If you make use of this ability, the tending to it does not require artisan tools, and is restored
target is not counted as if they were hit for the purposes of on a short rest.
the Strike the Wound ability unless you successfully hit
VIGILANCE
them.
Starting at 10th level, your block and tackle ability blocks an
BATTLE COMMANDS additional 1d12 (for a total of 2d12 + your Stamina
Starting at 10th level, you gain the Shout talent for free (if modifier). Whenever you perform an opportunity attack
you don’t already have it), and whenever you attack with derived from your block talent, you can add one of the
your off-hand weapon as a bonus action, you maintain a following effects.
shout for no cost.
• Destructive Counter. Your opportunity attack deals an
HELLSCREAM additional 2d6 damage.
Starting at 15th level, all hostile creatures within range of • Disarming Counter. Your opportunity attack drops the
your shouts take Thunder damage equal to half your level enemy’s weapon. If they reach for it while threatened by
whenever you shout or maintain one. They are entitled a you, you can make another attack of opportunity.
Stamina saving throw to half damage opposed by your own • Pushing Counter. Your opportunity attack pushes the
Stamina. enemy 5 feet away.
• Repositioning Counter. Your opportunity attack allows you
BLOODY RIBBONS to exchange places with an ally within 5 feet of you.
Starting at 18th level, you may make another attack against
the same enemy whenever you land a critical hit against an VANGUARD
enemy. This critical hit must from a dice roll result. After Starting at 15th level, whenever you start your round with
you make at least five attacks using this ability, you must below half your maximum hit points and have no temporary
rest before you can benefit from it again. hit points, you gain a number of temporary hit points equal
to 1d12 + your Stamina modifier.
PROTECTION Furthermore, using your block and tackle ability to benefit
You are the forward vanguard, decking yourself with heavy an ally expends one use of the ability, not two.
armors and a reliable shield. Protection warriors deflect and RESTORED STRENGTH
guarding their allies from attacks, and return damage with Starting at 18th level, you may use the Second Wind talent
interest. three times before requiring rest.
BLOCK AND TACKLE Furthermore, whenever you use Second Wind, you gain
Starting at 3rd level, you may use a reaction to block a resistance to any damage you take for one round after use,
weapon attack that hits you, reducing the damage taken by and advantage against any saving throw made against the
1d12 + your Stamina modifier. This requires a shield. If this first spell that affects you in the next minute.
reduces the damage to 0 points, you may use the same If you don’t already have the Second Wind talent, you gain
reaction to attack the target with an opportunity attack. You it as a talent instead of improving it.
can use this feature a number of times equal to your
Stamina bonus (minimum 2 uses). Once all uses are
expended, they are restored after a short rest.

PAGE | 119 CHAPTER 3: CLASSES | WARRIOR (WAR)


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

DEMON HUNTER (ROGUE)


Demon hunters are specialists in fighting demonic
outsiders, and sacrifice both body and mind to gain alien and
terrifying powers. Although most commonly found amongst
the Night Elves (with the Night Elf Illidan Stormrage being
the first known Demon Hunter) and the Illidari, the abilities
can be learned by many who fight demons, such as secretive
high elven organizations, human wizarding societies, or
even draenei or orcish inquisitorial orders. Demon hunters
typically utilize warglaives for combat (see equipment).
Warlocks who turn against the Burning Legion may
exchange their class to demon hunter on a 1:1 ratio, such as
death knights or warlocks do with their previous classes of
paladin or mage and shaman (respectively). This still Drawing on fel magics not unlike those practiced by
requires being blinded. warlocks, you can cast spells that are normally cast by
Rogues wishing to become demon hunters usually take warlocks. You cast all spells drawn from the warlock spell
the leap and the hunter’s favored enemy and dread list.
ambusher talents. Cantrips. At 1st level, you know a number of cantrips
Prerequisites. The demon hunter aspirant must be equal to your proficiency bonus.
permanently blinded either by a spell, by a demon, or via use Preparing and Casting Spells. Each demon hunter level
of a Mana Blade (see Equipment). The demon hunter must provides you with 0.5 a caster level in the Warlock class (1
also have performed mana siphon against a demon. at 3rd level). You follow the normal progression to unlock
spell levels (see the table under the Mana section). You
CORRUPTION prepare the list of Warlock spells that are available for you to
You may pledge your soul as well, turning yourself into a cast, choosing from the Warlock spell list.
demonic creature (permanently gaining the below Demonic You can also change your list of prepared spells when you
Nature ability, and counting as the demonic creature type). finish a long rest by consulting your spellbook. You
Demonic Nature. You don’t require air, food, drink, or otherwise follow the warlock’s rules for spellbooks,
sleep. You are also immune to mundane and nonmagical conjuring, and binding, however, most demon hunters
poisons and diseases, and have advantage to effects that inscribe their spells to their skin as tattoos rather than in
cause the exhausted and poisoned conditions. grimoires, using expensive inks and difficult techniques.
You can also speak Eredun and cannot be corrupted by it, Your spellcasting ability is Charisma.
as if the warlock feature of the same name. Also, after mana siphoning a fiend, your weapons are
Also, a draenei who takes on the mantle of demon hunter treated as magical for 8 hours, as the residual fel energies
may alter their Gift of the Naaru ability, casting the mind are being used by you against the demons' defenses. If you
blast spell instead, as the draenei takes on the psychic ever kill a demon of CR 10 or above, any weapon you used
powers of the Eredar in exchange of the holy powers of the for the deed can be treated as magical after 1 minute of
Naaru. This extremely uncommon sacrifice also takes its toll focusing your power on it. This effect is permanent, but only
on the draenei’s body, slowly morphing their appearance manifests when the weapon is used by you.
through extended exposure to fel magic to be more like the
SUFFUSED SIGHT
Eredar or a Broken Draenei.
Also starting at 3rd level, you may choose to either gain
DEMON HUNTER ROGUISH Darkvision 60 feet (or increase the range of existing
darkvision by 60 feet), or gain the spectral sight ability.
ARCHETYPE
• Spectral Sight. Your sight is both enhanced and hindered.
DEMON SPELLCASTING Within 100 feet, you have blindsight. Beyond this range,

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your sight is hazy, colorless, and unclear, imposing can choose another feature to make permanent (in the
disadvantage on Spirit (Perception) checks. You can end, having wings, claws, and horns).
perceive certain things clearly (as if normal sight)
SORCEROUS THIRST
regardless of distance, such as the following: celestials,
Starting at 13th level, whenever you perform mana siphon
fiends, undead, and any creature with an active mana pool.
versus demons to drain their mana, you gain double the
If a creature is disguised, you may roll a Spirit (Perception)
normal mana, and they suffer disadvantage to saving throws
check upon sight, and a successful check yields to you that
against the effect.
you sense strange powers nearby (though it does not
You also gain the Essence Touch hunter talent, but can
readily point out who without another ability check).
only affect demons with it. For instance, if you siphon a
At will, you may concentrate your sight as an action, and Felhound’s mana, you can utilize their mana burn innate
cast the detect magic spell. The range of the spell increases ability, or a succubus’s sleep or modify memory spell if you
up to your blindsight range. siphon it instead.

DARK METAMORPHOSIS. DARK MASTERY


Starting at 9th level, your suffusion with demonic power Starting at 17th level, you can access the demonic doom,
almost overwhelms your original potential. You can attack gate, and foresight warlock spells as if 6th level spells, and
twice, instead of once, whenever you take the Attack action can cast them normally.
on your turn. If you can access higher-level spells, you can cast one of
Furthermore, you gain the avatar form warlock spell for the aforementioned spells once every long rest for no cost
no cost if you didn’t already have it, and always have it instead.
prepared for no cost. Furthermore, you augment the spell in Also, when you use your fel blast ability when
the following ways: metamorphosized, it deals 50% more damage, but requires
50% more mana in reserve (or 1.5 mana point per spell
• You gain the Mystic Blast feat for no cost, but must choose
level). If you already have the Mystic Blast ability, it deals
to deal fel damage. If you already have the feat, the ability
double damage when metamorphosized.
deals 50% extra damage in this form.
• You gain the benefits of the demon skin spell (spell level
equal to the highest-level spell you can cast) for no cost.
• Your Strength and Charisma scores increases by 2 points
(up to a maximum of 18 each).
• You gain wings, horns, and claws.
• Wings. You can glide, and your jump distance is tripled

(this can stack with the jump spell).


For every 10 feet of distance you fall, you can glide 30
feet in any direction. You can also instead take no fall
damage so long as you can exercise your wings. If you
are restrained or otherwise encumbered, you cannot
make use of your wings.
• Horns and Claws. You gain a horn and claw attack as an

unarmed strike. These are light melee weapon attacks


MOUNTAIN KING (WARRIOR)
that deal 1d6 piercing and 1d4 slashing damage The mountain kings, or thanes as they are known in Khaz
(respectively, plus your Strength or Agility as normal). Modan, are the mightiest dwarven warriors under the
These weapons are also magical (with + 1 to attack and mountain. Wielding both enchanted warhammers and hand
damage rolls). axes, these fierce fighters live to test themselves against
worthy opponents. Unconcerned with their race's
While your avatar form shape, you are treated as a fiend
preoccupation with mechanical devices and mining precious
for all spell purposes (such as charm and dominate spells).
minerals, Mountain Kings live only for battle. Dedicated to
This is considered a shapeshifting effect.
safeguarding the Alliance which saved their kingdom during
You may choose one of the following features to remain in
the Second War, the mountain Kings can be counted upon
your normal form: wings, claws, or horns.
to rally behind any banner that stands between freedom and
• The chosen feature remains indefinitely. You can retract the ever looming shadow of evil.
claws (if you choose to keep them indefinitely), but you Mountain kings boast prodigious combat abilities. They
cannot hide your wings (besides wrapping them around are ferocious in melee combat, wielding the traditional
you as a cloak) or horns. Upon 13th and 17th level, you weapons of their race to decimate their foes. Their attacks
leave opponents stunned and reeling.

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While they do not focus their efforts on discovering the must succeed on a Stamina saving throw or be stunned for 1
secrets of the titans, they have long known of a powerful round.
spark within every Ironforge dwarf - and mountain kings
TITANIC AVATAR
draw upon this spark and fan it into a raging flame. They
Starting at 15th level, whenever you cast the spell stoneskin
conjure magic hammers and axes to hurl at their targets,
through your Titanic Spark spellcasting feature, the cost of
stunning and slowing them so they can get close enough to
the material component (regardless of the target) is 25 gp
use their real weapons. They transform themselves into
instead of 100, and you also gain the benefits of the enlarge
silver-sheened creatures of living stone, shrugging off all
spell without requiring concentration.
attacks and hacking through flesh and bone with frightening
Also, you may spend three days studying the defenses of a
ease.
fortification, castle, or any type of defensive structure. At the
This archetype is restricted to dwarves and creatures who
end of the three days, you may use your Stance of the
are of titanic descent.
Mountain without spending a bonus action, and you may
MOUNTAIN KING ARCHETYPE move your full speed without disrupting the stance, and
ignore natural difficult terrain in the area with your
TITANIC SPARK. DWARVEN AVATAR movement, so long as it is part of the fortification (a natural
Starting at 3rd level, you gain the ability to cast spells as a barricade or debris that fell from it).
mage of an effective caster level equal to 0.5 your Mountain
King level (minimum 0). You do require spellbooks, RUNEWEAVER (MONK)
however, as the spells manifest in the form of inscriptions
and engravings on your armor, weapons, or runes that you Most monks are Pandaren, but others still have less
draw at the spell’s range (treat as tattoos), but otherwise use structured beliefs, and channel runic power through tattoos
the same rules as the mage (effectively treating runes as or runes drawn upon their flesh. These runeweavers are
mage tattoos). You also do not need to concentrate on the rarely found, but have dwarven and tauren practitioners.
Stoneskin spell. The runeweaver is a mystic who sees the power and
You may cast spells from the abjuration, evocation, and importance of ley lines. Moreover, those who study runes
transmutation schools, although you may only choose understand that these are not simply symbols of power —
lightning or thunder-based spells when preparing evocation they are power. The runeweaver seeks to become one with
spells. Your spellcasting ability is Intelligence. the land, but not in the fashion of druids or shamans. Rather,
You may treat the investiture of stone spell as a 5th level the runeweaver desires to become a microcosm of the land,
spell instead of a 6th level spell, and stoneskin as a 3rd level seeking to overlay his body with runes in the same fashion
spell instead of a 4th level spell. that the land itself is overlaid with patterns of ley lines and
the echoes of the might of the great Titans.
THUNDERLORD The tradition itself dates back to the times of the ancient
Also starting at 3rd level, you gain the Thunder Clap warrior titans, mastered by the dwarves who learned such arts from
talent (if you didn’t already have it), and can use it a number their creators. As the centuries rolled past, most dwarves
of times equal to your proficiency bonus before requiring a lost their heritage and their knowledge of this art. Tauren
rest, not once per rest. claim ancient traditions when passing down runic
STANCE OF THE MOUNTAIN attunements, bringing closer dwarf, tauren, and pandaren by
sheer curiosity to learn the truth.
• Starting at 7th level, you may enter a stance with a bonus Most runeweavers are heavily tattooed with runic patterns
action. So long as you are in this stance, you reduce the — not simply the unique ones that form the basis for rune
physical damage you take by 3 points, and gain 2 extra families, but the so-called “simple runes” as well. Simple
reactions. The stance ends if you choose to end it or if you runes mimic patterns of ley energy that appear, again and
move more than half your normal speed. again, in the environment. These patterns occur in nature
When executing a melee attack of opportunity while under and are responsible for things such as the strength of a given
the effects of this stance, you push the target 10 feet on a type of stone, the ferocity of a given windstorm and the
successful attack roll. coolness of a given stream; when a runeweaver uses these
patterns, he learns to channel his natural power into them at
BLEED AND BASH all times, attaining similar traits.
Starting at 10th level, when you land a critical hit with a Ki is commonly known as Runic Pulse with runeweavers,
slashing weapon, you reduce the target's speed to half for 1 but functions the same way.
hour or until the damage you dealt is fully healed. When you
land a critical hit with a bludgeoning weapon, the target RUNIC ATTUNEMENT
When you choose this tradition at 3rd level, you learn
magical disciplines that harness the power of the runic ley

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lines. An attunement requires you to spend ki points each cast, you cannot cast it again until after a short rest,
time you use it. You know the Simple Runes discipline and regardless if you have enough Ki.
one other runic attunement of your choice, which are Glyph Rune, Lesser (6th level required). You can spend
detailed in the "Runic Attunements” section below. 3 Ki points to cast the glyph of warding spell. If you choose a
You learn one additional runic attunement of your choice spell glyph, you can add any other rune you know to
at 6th, 11th, and 17th level. manifest upon triggering the glyph.
Whenever you learn a new runic attunement, you can also Runic Pattern (6th level required). You can cast the
replace one runic attunement that you already know with a magic weapon spell, targeting yourself. You may also the
different attunement. Some effects are strike effects, in spell on your unarmed attacks. The bonus increases to +2
which case they require a bonus action to manifest as well, with 4 Ki, and +3 with 6 Ki (limited to the maximum number
and affect a target struck by you. of Ki points you can spend).
Ley Attunement. You may also replace an existing runic Inner Beast Rune (6th level required). You can spend 2
attunement by meditating near a center of ley power, such Ki points to cast the enhance ability spell.
as a mana fountain, place of elemental strength (a great Inscribed Rune. Choose a rune that you can cast, that has
volcano, on a mountain, or near the Maelstrom), or similar a casting time of 1 action, and that can target you. You cast
effect the DM specifies (such as where ancient Elven that spell, called the inscribed spell, as part of this action,
Runestones stand, or near the mechanisms of the Titans). In expending the cost the rune, but the inscribed rune doesn't
all cases, this can be changed at the end of a long rest. Each come into effect. Instead, it takes effect when a certain
area of ley attunement grants its own Runic Attunement. circumstance occurs. You describe that circumstance. For
You can also burn some of your life force to manifest a example, a contingency cast with the Mangroves Rune might
runic attunement instead of spending Ki. You can spend hit stipulate that it comes into effect when you are subject to the
dice (as if healing), but you do not gain hit points. Instead, paralyzed condition (or any or all of the conditions). You can
each hit dice of healing you expend acts as if you spend 1 Ki have only one inscribed rune upon yourself. Also, the
point for a runic attunement effect. This usually manifests as inscribed rune ends on you if its material component is ever
smoke rising from runes you draw on your body. not on your person. You can specify a command word
(requires no action by yourself to activate).
SPELLS AND KI POINTS Ley Healing Rune. You can spend 1 Ki point to cast the
Monk Level Maximum Ki Points for a Spell riptide spell.
5th - 8th 3
Ley Line Link (11th level required). You can spend 5 Ki
9th – 12th 4
13th – 16th 5 points to cast the teleportation circle spell, and can also
17th – 20th 6 teleport back to any area you meditated for a ley attunement
(treating it as a teleportation circle for the purposes of this
RUNIC ATTUNEMENTS ability).
The runic attunements are presented in alphabetical order.
Leaping Sparks Rune. You can spend 1 Ki point to cast
If a discipline requires a level, you must be that level in this
the jump spell.
class to learn the attunement.
Oaks Rune (6th level required). You can spend 2 Ki
Burning Spirit Rune. You can spend 1 Ki point to cast the
points to cast the barkskin spell.
inner fire spell.
Mangroves Rune (6th level required). You can spend 2
Dispel Rune (6th level required). You can spend 3 Ki
Ki points to cast the lesser restoration spell. If you are 17th
points to cast the dispel magic spell. You can spend 1
level, you can spend 6 Ki points to cast the restoration spell.
additional point to make this a strike effect that target a
Quiet Demise Rune. You can spend 1 Ki point to gain the
struck target. If you target a trap spell (such as glyph of
Sneak Attack feature as a 1st level Rogue for 1 minute. This
warding or the symbol spell), you have advantage to your
requires concentration.
check. You also have advantage to checks to notice such
Raging Flames Rune. You can spend 1 Ki point to cast
runes. If you have the See Runes attunement, making the
the longstrider spell.
spell a strike effect costs no additional Ki.
Safefall Rune. You can spend 1 Ki point to cast the
Energy Weaving Rune. You can spend 1 Ki point to cast
Feather Fall spell on yourself.
the absorb elements spell.
See Runes. You can spend 1 Ki point to cast the detect
Energy Dispersal Rune (6th level required). You can
magic spell.
spend 3 Ki points to cast the protection from energy spell on
yourself.
Flowing Water Rune (6th level required). You can spend
3 Ki points to cast the haste spell.
Glyph Rune, Greater (17th level required). You can
spend 7 Ki points to cast the symbol spell. Once this rune is

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Shattering Blow. You can spend 1 Ki point to cast shatter
as a strike effect. You can also cast it normally
Simple Runes. Choose one of the following families of
cantrips. You can cast these for no cost. You can change
your suite of simple runes at the end of a short or long rest.

• Arcane. Mage hand, true strike


• Earth. Mending, mold earth
• Frost. frostbolt (strike only), frostbite (strike only)
• Fire. Fire bolt (strike only), create bonfire
• Light. Light, dancing lights (maximum range 10 ft.)
• Ward. Blade ward, resistance (self only)
• Wind. Gust, shocking grasp (strike only)

Twisted Arcana Rune (6th level required). You can


spend 3 Ki points to cast counterspell.
Other Runic Attunements. You may petition the DM to add
further runic attunements, referring to the below table. After
using a runic attunement that manifests 7th-level, you
cannot use it again until after a short rest, regardless
whether you have the Ki to cast it or not.

SPELLS AND KI POINTS


Spell Level Ki Maximum Level
1 1 3
2 2 6 This archetype is restricted to worshipers of the Loa,
3 3 6 which are overwhelmingly trolls. Shadow hunters typically
4 4 11 utilize Warglaives for combat (see equipment).
5 5 11
6 6 17 SHADOWHUNTER ARCHETYPE
7 7 17
LOA SPELLCASTING
SHADOW HUNTER (HUNTER) Starting upon gaining this archetype, you access the
shaman’s spell list. You do not gain the increased
Troll shadow hunters are the highest authority of the jungle
spellcasting capabilities or access to higher spell levels, but
trolls. Their spirit powers both bless and curse, and they
you add all shaman spells of spell levels you can access to
walk the line of dark and light in hope of saving the future of
your hunter spell list (including totems, healing spells, and
their people. Their dark gods, the Loa, channel themselves
elemental spells). You may also add the darkness spell to
through the shadow hunters when they use their ceremonial
your shared spell list. Your own sight is unaffected by your
Rush'kah masks. In some circles, Shadow Hunter is a title
darkness spell.
bestowed equally among hunters of this specialization and
Your spellcasting otherwise follows the same rules as the
witch doctors.
shaman class, although your totems (or spellbooks) are your
Like other practitioners of voodoo, shadow hunters deal
masks.
with the darker aspects of the spirit world. Unlike witch
doctors (who excel in channeling voodoo magic and MASK MAGIC
alchemy), Shadow Hunters claim a strong bond with the Starting from 3rd level, you can wear various Rush'kah
Loa, animal spirits thought to be divine in nature. masks can provide blessings, channeling the power of
Able to channel the essence of some of these extremely chosen Loa. You can spend 6 hours creating a suite of these
potent beings - and often acting with their blessing, conduit, magic masks (up to all the ones you know), and they have
and mortal champions - shadow hunters gain special nearly negligible weight. So long as you have such masks,
abilities only the Loa can grant. As they grow in experience, you can wear them with a bonus action, applying a special
the shadow hunters' bond with the Loa strengthens and benefit as described below. Once a mask is used, it cannot
their connection to these powerful voodoo spirits eventually be used again until after a long rest.
gives them the ability to curse and heal at a whim. The
• Legba Mask. You cast the haste spell.
strongest shadow hunters can create a pit of shadow filled
• Lukou Mask. You add your Spirit modifier to the final
with terrible beings that can tear their enemies apart.
number of hit points healed by your hunter or shaman
spells. This can be added to the final damage to undead

PAGE | 124 CHAPTER 3: CLASSES | SPECIAL AND RACIAL SPECIALIZATIONS


cured by said spells. This mask grants the benefit for one • The Dark Mask. You cast the big bad voodoo spell. This
hour. mask also costs 6 mana points to use.
• Shango Mask. You add your Spirit modifier to the final
PIT OF SHADOWS
number of damage points dealt by your hunter or shaman
Starting on 15th level, whenever you cast the darkness spell,
lightning spells. This mask grants the benefit for one hour.
you can reduce its duration to Concentration (Partial), up to
If a mask is destroyed, it takes 1 hour per mask to create a 1 minute. While enhanced this way, however, all spells you
new one from simple materials. cast that deal shadow damage or that conjure shadows cost
one less mana point (minimum 0), so long the spell does not
VOODOO RITUALIST
target an area or a creature outside the darkness. If the
Starting from 7th level, you may triple the casting time of
darkness spell was heightened by your Voodoo Ritualist
your hunter spells via a magical (and often noisy) mask-
ability (making it more resilient against being defeated by
dance to heighten it by one spell level. This increase does
light spells), then spells that deal shadow damage or conjure
not stack with itself, but can increase the spell level beyond
shadows are similarly heightened (as described under the
your normal maximum (cannot exceed 9th level).. You can
spells’ descriptions).
use this ability to heighten the spell level of a spell cast
Once this feature is used, it cannot be used again until
through a mask (such as the Legba or Bwonsamdi masks).
after a long rest. Alternatively, this ability can consume one
For instance, if the spell’s casting time is 1 action, it costs 3
of the uses of a mask you didn’t use yet.
actions instead. If its casting time is 1 hour, it costs 3 hours,
etc. This is applied to ritual spells normally.
SPELL BREAKER (WARRIOR)
ADVANCED MASK MAGIC
Starting at 11th level, you can add new masks to your Elven warriors trained to disrupt and contort magical
repertoire. energies, the Spell Breakers are a valuable addition to the
Alliance, and work well in concert with the High Elven
• Bwonsamdi Mask. You treat the exorcism spell as a bonus magically-focused military.
spell that you prepared (hunter spell list). You may cast the Spell Breakers can cast a small amount of spells, and
spell normally or apply it as a strike effect. This benefit mostly prefer abjurations such as Shield and Dispel Magic,
remains for one hour. This affects all undead except and evocations such as Arcane Missile, and Mana Burn.
undead shadows. This warrior martial archetype is restricted to elves,
• Ogoun and Dambala Masks. You can cast the polymorph commonly High Elves and Blood Elves.
spell. If you are later able to prepare the spell, it instead
costs 2 less mana points (minimum 1) while the mask is SPELLBREAKER ARCHETYPE
active (this cancels out the penalty from the Loa
spellcasting feature above). This is usually used to turn SPELLCASTING
yourself into a snake, or turn your enemy into a frog or When you reach 3rd level, you augment your martial
likewise helpless critter. prowess with the ability to cast spells.
Cantrips. At 1st level, you know a number of cantrips
equal to your proficiency bonus.
Preparing and Casting Spells. Each spell breaker level
provides you with 0.5 levels in the mage class (or level 1 at
3rd level). You follow the normal progression to unlock spell
levels (see the table under the Mana section). You prepare
spells from the mage spell list, but only spells from the
Abjuration, Divination, Evocation, or Transmutation schools.
When you reach 7th, 8th, 14, and 20 level in this class, you
can alter one existing spell to be a spell from any other
magic school.
Your spellcasting otherwise follows the same rules as the
mage class with regards to spellbooks, conjuring and
binding, and other concerns. Your spellcasting ability is
Intelligence.

SPELL RESISTANCE
When you choose this archetype at 3rd level, you gain the
ability to be exceptionally resistant to spells and spell-like

PAGE | 125 CHAPTER 3: CLASSES | SPECIAL AND RACIAL SPECIALIZATIONS


abilities, gaining advantage versus all spells that allow for Witch doctors teach that worthy trolls receive dominion over
spell resistance. various aspects of nature upon their death - whether plants,
If you succeed in saving against a spell with both saving weather, beasts, or even disease. When witch doctors
throws (the one granted by advantage as well as your normal exhibit their supernatural powers to cure the sick, control
one), you may use a reaction to absorb residual mana, nature, or assist in battle, it is said that ancestral spirits are
gaining mana points equal to the spell’s level. This is a riding them.
normal mana-restorative effect. Witch doctors usually name their totems ‘Wards’, and use
Abjuring Knight. Starting at 7th level, you may cast the masks as their spellbooks, although their mask mojo is not
dispel magic spell with one less mana point, and always as strong as shadow hunters, who are more martial in
have it prepared. This does not count against the normal nature.
limit of spells prepared.
You may also throw a two-bladed sword, treating it as a WITCH DOCTOR ART SPELLS
thrown weapon with a range of 10/30 feet. This may deliver
melee strikes at range, and the two-bladed sword returns WITCH DOCTOR ART SPELLS
after the attack roll is resolved, but allowing for only one Shaman Level Spells
melee strike every round. 1st dissonant whispers, sleep
3rd fear, divine shield (or big voodoo)
FEEDBACK 5th banshee’s curse, blight
At 10th level, whenever you dispel a magical effect from a 7th drain life, polymorph (hex)
creature, you destroy 1 point of mana per spell level, dealing 9th big bad voodoo, eyebite
2 arcane damage (as the mana burn spell). If you dispel an WEIRD JUJU
effect from an ally, you may direct the mana-burning effect to Starting at 1st level, you gain the Alchemy ability, and
any hostile creature within 30 feet of you (though in this proficiency in both Alchemist’s Supplies and the Poisoner’s
case they are entitled a Spirit saving throw). Kit. You can choose up to one alchemist spells to cast as a
You may also cast dispel magic (as per Abjuring Knight) as potion, and gain access to another alchemist spell whenever
a strike effect, as if you possessed the Spell Strike feat (if you level up. These spells can only be made into potions (as
you don’t already have it). if you were an alchemist). You can scribe potion formulae
STEAL MAGIC into your totem, and do not require a formula book.
At 15th level, you may transfer a dispelled magical effect to CHANNEL ELEMENTS: VOODOO WITCHERY
another eligible creature within 30 ft. as a free action. The At 2nd level, you can spend a Channel Elements use to re-
new target is entitled a saving throw, or you must succeed awaken fading magics. This can extend concentration spells
on an attack roll to affect them (as if you cast the initial for one more round, and reset the durations of a spell or
spell). This may be applied to sigil effects. potion whose duration ended or was dispelled, including
Greater Spell Steal. Starting at 18th level, you always sigils or totems, but not strikes or shots. If the duration
have the spell steal spell prepared, and does not count ended normally, it regains half the duration it once had. This
against the number of spells prepared. The spell also costs 1 cannot affect instantaneous spells or spells with a duration
less mana point for you. more than 24 hours.
This usually involves dancing and waving fetishes at the
WITCH DOCTOR (SHAMAN) target.

A curious blend of alchemy and shamanistic spirit magic, DARK SACRIFICE


witch doctors are most common among trolls, though few At 6th level, you may end any conjure spell you have active
orcs take up the art, especially those who wish to broaden with a bonus action, and ignite the residual magic. You may
their skill set with the power of alchemy. Skilled at not only center an explosion with a radius of 10 feet at the point
simply brewing potions and alchemical goods, but also at where your conjured creature was last present that deals
awakening the spirits of the ingredients that go into his 1d8 damage per spell level, halved on a successful Stamina
goods, a witch doctor at work can be unsettling. Between saving throw. Half the damage is acid, and the other half is
crooning and chanting to the herbs and animal parts that go poison. You may use this ability on a target of a successful
into their brew, shaking rattles to supposedly ‘wake up the death pact spell.
spirits’, to bursting into dance to appease them and make If you conjured multiple creatures, the explosion takes
them favor him, a witch doctor inspires fear, respect, and place at each of the spaces. The damage does not stack,
confusion. unless a creature occupies multiple spaces and is in the area
The witch doctor's arcane magical art is formed from the of multiple blasts. If you used Voodoo Witchery on the same
ability to twist and turn nature through a crude yet effective concentration spell, the saving throw is done with
science called juju. disadvantage.

PAGE | 126 CHAPTER 3: CLASSES | SPECIAL AND RACIAL SPECIALIZATIONS


PERSONAL MOJO feature is used a number of times equal to your Spirit bonus,
Starting at 8th level, you gain proficiency in magically- it cannot be used again until you complete a long rest.
infused potions beyond regular science. You gain the If you use of your elemental intervention ability, you can
following abilities, which you can bestow upon any potion choose any other spell list instead of only the shaman spell
you make or handle for at least 1 minute. list, but the spell you choose must be one spell level lower
than the spell you altered. This costs the same mana cost as
• Personalized Mojo. You can personalize a potion for a
the original spell. This spell remains prepared for 8 hours or
specific creature by mixing a part of them (hair, nail
until cast, after which it fades and your original altered spell
clippings, a tear, etc.) into it. This potion functions only for
returns. This counts as a successful use of the elemental
the target, and is treated as if heightened one spell level
intervention ability, and does not require a roll to succeed.
(this can exceed your normal maximum spell level). If the
potion has no benefit when targeting a creature (such as
an area of effect spell or a potion that conjures a creature),
BOUND COMPANIONS
or when heightened, the potion can instead be reused with Characters’ class abilities sometimes provide companions.
a successful DC 15 Intelligence check with Alchemist’s Companions are creatures that have lower challenge rating
Supplies, so far as you use an action when adjacent to the than the character, and join the character in their
potion (or target) within 1 minute of it being used. This can adventures free of charge.
be attempted once. These creatures do not grant XP when killed, and do not
• Rage Mojo. You imbue your potion a spirit of rage and consume XP when fighting, but are effectively bound to the
battle. When the potion is consumed, the target is also character who has the ability, leveling up with them in some
enraged, as the berserker rage spell, for the full duration capacity (gaining hit dice, ability score increases, etc., as
(or until you command it to end as a bonus action or detailed in the class entry).
reaction). The target does not suffer a level of exhaustion if The ability that provides the bound companion determines
it succeeds on a Stamina saving throw against your Spell the creature type (usually beast), the CR, and whether the
DC at the end of the rage. companion gains special abilities.
• Spirit Mojo. You augment the potion with a spirit of
balance, allowing you to mix two potions to retain the CONTROLLING THE COMPANION
benefits of both (as the Proper Sync miscibility result), so The companion obeys its master’s commands as best as it
long as both potions have the same quality. This can be can. It takes its turn on its master’s initiative.
done once per short rest. On the master’s turn, the companion can be verbally
• Shaka Mojo. You augment the potion with a spirit of commanded where to move (no action required by you) or
might. When you roll for damage or healing with the what to do. If the creature has a special bond, the master
potion, it deals the maximum effect instead, so long as you may or may not be able to command it telepathically,
use it. You may have only one shaka mojo potion active at depending on the bond’s description.
any given time. Bound companions otherwise act on their own, unless
• Strange Mojo. This potion houses a tiny, wild spirit. When given a clear command from their master, in which case
this potion is consumed with other ones, roll twice for they fulfill the command as best as they can.
miscibility and choose your favored result. This stacks with The master is always aware of the bound companion’s
other re-rolls of miscibility. You can only have one strange normal course of action. If the master is incapacitated or
mojo potion active at any given time. absent, the companion acts as it normally would, but also
SPIRITUAL INTERVENTION protects its master and itself.
. When you reach level 17, you can invoke the spirits of Loa For example, a hunter with a panther companion is
to aid you. You may spend your action and bonus action in a attacked in an ambush. The panther, if commanded to fight,
ritualistic dance. At the start of your turn in the next round, would normally attack the weakest enemy from behind. If
you can change a prepared spell you have to any other spell the hunter uses an attack to command the panther to fight in
on the shaman spell list of a level you can cast. Once this sync with him, the panther obeys and fights as its master
wishes.

PAGE | 127 CHAPTER 3: CLASSES | SPECIAL AND RACIAL SPECIALIZATIONS


CHAPTER 4: PERSONALITY AND BACKGROUND
Shalassian). Thalassian is spoken by Highborne, high
CHARACTER DETAILS elves, void elves, and blood elves. Nazja is spoken by naga.
A debased sub-dialect of Nazja is Nerglish, the speech of
STANDARD LANGUAGES murlocs.
Typical • 4. Kalimag has four distinct dialects for the prime
Language Speakers Script Special
elementals, such as Aquan for water elementals, Auran for
Common Humans, Common Dailects:
worgen Gutterspeech1 air elementals, Ignan for fire elementals, and Terran for
Dwarven Dwarves Runic — earth elementals.
Draenei Draenei, Eredic Uncursed Eredun2 • 5. Low Common is often spoken by furbolgs, gnolls,
broken kobolds, ogres, and most humanoids or giants with low
Draconic Dragons Runic —
Intelligence. It is also an easier language to learn,
Elven3 Elves Elven Dialects: Darnassian,
Thalassian, Naga requiring only one-quarter the normal learning time.
Eredun Fiends, Eredic Cursed • 6. Orcish script is relatively new, and before adopting
warlocks Common, they used pictograms (as Taur-ahe uses today).
Gnomish Gnomes Dwarven — • 7. The troll tongue is curiously close to Common. Knowing
Goblin Goblins Common Common can learn Troll is one half the normal time of
Kalimag4 Elementals, Runic Aquan, Auran, Ignan,
learning a language.
shamans Terran
Low — Common Requires ¼ the learn
Common5 time for Common
INSPIRATION
Orcish6 Orcs Common — Inspiration is a rule the player can use to grant them
Ogre Ogres Ogre — benefits for playing their character in a way that’s true to his
Pandaren Pandaren Pandaren —
or her personality traits, ideal, bond, and flaw (collectively
Shath’yar Void being, Corrupted —
faceless runic known as personality). By using inspiration, you can draw on
Taura-he Tauren Pictograms — a personality trait (compassion for the downtrodden) to give
Titan Titans, earthen Runic — you an edge in negotiating with the Beggar Prince.
Troll7 Trolls Zandali —
GAINING INSPIRATION
• 1. Gutterspeech is often known as the language of the Gaining inspiration occurs when a character gives in to a
forsaken, and is a dialect of Common influenced by flaw, reaffirms a bond, or otherwise suffers a narrative or
dwarven, low common, and a hint of Thieves’ Cant. Any mechanical penalty due to their personality (also known as a
creature that knows one component language of Setback).
Gutterspeech can learn it with half the normal time of A rogue with the flaw ‘I'm always in debt. I spend my ill-
learning a language. gotten gains on decadent luxuries faster than I bring them
• 2. Demons of the Burning Legion speak the tongue of their in’ can invoke it when attempting to negotiate a favor. In this
kind, Eredun, which is a perversion of Titan using their case, the DM may rule that the opposing character
own script. Any creature that is not also a fiend that recognizes the character's flaw, and does not trust the
deliberately speaks Eredun without being also bound to character enough to aid them, thereby depriving them of a
demons, must make a Spirit save every year (DC 15) or helpful ally and forcing them to find another one or to make
lose 1 point of Spirit, and shift one step towards Lawful due without aid.
Evil. If the character is Evil, the spirit loss remains until Any mechanical penalties must be equivalent to the
the character pledges themselves to the Burning Legion or benefit of inspiration, such as granting an enemy inspiration
a representative of them, such as by Calling them or or disadvantage on a necessary skill check or saving throw.
serving them in a substantial way, in which case the A character may also gain inspiration after suffering a
attribute is restored. setback (such as losing a loved one who was their bond, or
This is a Curse effect, and the Remove Curse removes this betraying their ideal out of necessity or bitterness). If this
penalty forever. Characters who gain access to Eredun occurs, a character may choose to change one of their traits,
through special abilities (such as the warlock or demon ideals, or bonds. By doing so, a character develops, and the
hunter) do not suffer from this curse, although ones gained character has another point of Inspiration (up to a maximum
by training or by background do. of 2).
• 3. The elven tongue remains remarkably unchanged
throughout the centuries, but many dialects have been SPENDING INSPIRATION
born. Darnassian is spoken by night elves. A dialect of When inspired, a character can gain a bonus to performing
Darnassian is spoken by the Nightborne (known as actions that fit their traits, support their ideals, or aid their

PAGE | 128 CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS
bonds. A character with inspiration may spend it to gain one friendship (depending on how you wish to handle the
of the following effects. character’s personality progression).

• Advantage to a single saving throw, ability check, or attack BACKGROUNDS


roll.
The Warcraft universe has its own native twist on
• Roll a 1d6, and add the result to one d20 roll or your AC
against one attack. You may declare this after you know backgrounds. You may use any of the below backgrounds
with the appropriate customization options.
the result of the attack.
• Impose disadvantage to a single saving throw, ability ACOLYTE
check, or attack roll of a creature attacking you.
You are a religious devotee. Acolytes tend to live somewhat
Special Inspiration Upon hearing of the murder of his sheltered lives as priests and aides in major religions, until
brother Muradin, King Magni Bronzebeard was inspired to the call to adventure sounds. Acolytes serving in the Church
forge Ashbringer, a blade he would have otherwise been of the Holy Light are most common, but there are also other
unable to create. faiths with established hierarchies, such as the Troll faith in
It was Mannoroth’s taunt to Garrosh Hellscream that the Loa.
provoked him into a terrible fury, allowing him to land a
blow that slew the demon king of the pit lords. VARIANT ACOLYTE: CULTIST
A DM may allow spending Inspiration for a special benefit, You have dedicated your life (and very soul) to the service of
such as temporary access to a feat (such as Infusionist) for a cult. This could be anything from a benign splinter
one task or encounter, crafting an artifact, regaining a use of organization away from the main church of the Holy Light to
an ability with no remaining uses (Berserker rage), or the dark Cult of the Damned, various demon cults (such as
another appropriate effect. with many orcish clans), the Cult of Shadow, among others.
With this variant, you are trained in hiding your faith and
PERSONALITY loyalties from others. You may also be part of the Shadow
It is always advisable to consult with the DM and other Council, venerating the Old Gods.
players on how your traits, ideals, bonds, and flaws Rather than training in Insight and Religion, you may
synchronize with one another and your character concept, exchange one of the proficiencies with Deception or
and to ensure that your character's personality is distinct Intimidation.
enough to gain and spend inspiration reliably in situations
where they are the narrative 'stars'. At the same time, it VARIANT ACOLYTE: SISTER OF ELUNE
should be infrequent enough to not prove disruptive to You are part of the Sisterhood of Elune, a matriarchal
normal gameplay (such as choosing to take a setback for religious/military organization that holds great sway in Night
inspiration). Elven society. The sisterhood is the gateway of a night elven
If you play a mage, for example, you may choose to adopt sister joining the priesthood of Elune (becoming a Priestess
the background of a scholar and choose the following of the Moon), or a member of the Watchers organization.
personality. Elite Watchers are elevated to being Wardens, legendary
Trait. I'm used to helping out those who aren’t as smart jailors of the enemies of Night Elven society.
as I am, and I patiently explain anything and everything to Rather than training in Insight and Religion, you may
others. exchange one of the proficiencies with Stealth. Also, rather
Ideal. Knowledge. The path to power and self- than having 5 sticks of incense, you instead have an insignia
improvement is through knowledge. of rank in the priesthood, and a bow of your choice that was
Bond. I've been searching my whole life for the answer to the tool of your training in the favored weapon of the moon
a certain question. goddess.
Flaw. I can’t keep a secret to save my life, or anyone
else’s.
CHARLATAN
The aspects of the mage's personality synchronize well. If You are a special sort of criminal who specializes in taking
you allow a critical secret to slip (flaw), risking an ally's advantage of others. Charlatans tend to live in urbanized
career or life, you gain Inspiration, which can possibly be areas where they have many marks (targets) and areas
used to answer a question you spent your whole life studying where they can retreat if discovered.
(Bond). Anyone can become a charlatan, but they are common
If your ally loses their career or possibly even their life, among human cities due to their urban nature.
your character is traumatized enough to warrant character
development, changing your ideal from knowledge to either
CRIMINAL
power (Knowledge is the path to power and domination) or You are a criminal—who breaks the law for fun and profit.
Criminals come from every walk of life and every type of

PAGE | 129 CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS
environment, and they range from petty thievery to outright may start with a dagger that doubles as a signet of rank
murder and assassinations. (called the Shadowstalker), and one memento of your
Deathstalker test.

VARIANT FEATURE: UNDEAD STALKER


When conducting a mission, you intuitively know how to
utilize your undead nature for best effect, recognizing and
easily applying unusual tactics such as waiting underwater
for hours before leaping out for a kill, staking out a position
for days or even weeks without sleep, or tracking in hostile
terrains without tire or need to eat.
Furthermore, hidden agents loyal to the Deathstalkers or
the Forsaken recognize your authority and influence, and
they defer to you if they are of a lower rank. You can invoke
your rank to exert influence over other members and
requisition simple equipment or horses for temporary use.
You can also usually gain access to friendly military
encampments and fortresses where your rank is recognized.
Hidden shelters of the Deathstalkers are found all over the
world in places where the Forsaken are active.

VARIANT CRIMINAL: OPERATIVE VARIANT CRIMINAL: UNCROWNED


You are part of a state or organization’s intelligence force. The Uncrowned is a secret society who claim to be "the
Operatives may belong to the Stormwind’s SI:7, the Defias slayers of kings, the downfall of empires, and the unseen
Brotherhood’s operation cells, Ravenholdt, the Shadow blades that write the true history of this world." Besides
Council’s eyes and ears, or the Alterac Syndicate. their role as a secret society, the Uncrowned also guard the
Operatives act in the shadows or in brief flashes of activity world against the threats that seek to destroy it to preserve
to complete a critical mission, before retreating to safe their interests.
houses and deliver their quarry, whether it be information or As part of the Uncrowned, you appear as a member of any
proof of a kill. other faction in Azeroth, such as a member of Ravenholdt,
SI:7, or one of the many pirate organizations (such as
VARIANT CRIMINAL: UNDEAD DEATHSTALKER Bloodsail Buccaneers).
(FORSAKEN ONLY)
You are part of the Forsaken Order of Deathstalkers, an elite
VARIANT FEATURE: AGENT OF SUSPECT LOYALTY
You are treated as a trusted member of two or more
guard that also doubles as a guild of assassins that serve the
organizations at once, serving two intelligence
Banshee Queen and her advisors. Deathstalkers are skilled
organizations, one of which must be the Uncrowned. The
assassins who utilize their undead nature in conducting
other organization may know or be ignorant to the fact that
infiltrations and assassinations.
you are a double spy. If they are aware, they may believe
DEATHSTALKER TEST (due to your actions and decisions) that they are playing the
Becoming a Deathstalker is a deadly mission in of itself. The other agency, while the Uncrowned believe the same. You
test given to prospective Deathstalkers usually tests their have the training to relax suspicions towards actions that
patience, cunning, or strength, and are tailored to reveal the benefit one agency over another when facing common
limits applicant’s strengths and how far they will go for the agents of either organizations.
Banshee Queen and the Forsaken. As a double agent, your life is risky but rewarding if you
play your cards right—after all, who knows your true
DEATHSTALKER TESTS
loyalties but yourself?
d6 Test
1 Assassinate an enemy (scarlet crusader, alliance spy, or a ENTERTAINER
scourge necromancer)
2 Track and apprehend infiltrators to Forsaken society or You are an actor, singer, dancer or other who provides
leadership enjoyment through their performances to others. Every
3 Deliver a critical message through hostile territory culture enjoys the entertainer’s work.
4 Retrieve the head of a fallen Deathstalker agent
5 Infiltrate, sabotage, or conduct reconnaissance on an enemy VARIANT ENTERTAINER: DARKMOON THEATER TROUPE
of the Forsaken MEMBER
6 Guard an ally of the Forsaken against assassination without
them realizing it

PAGE | 130 CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS
The Darkmoon Faire showcases the weird and
extraordinary once a month. Gathering the exotic from SIGNS ALONG THE ROAD TO DARKMOON FAIRE
around the world, Silas Darkmoon presents the Darkmoon Ahead of You, Down the Path
Faire as a celebration of the wonders and mysteries found in A Majestic, Magical Faire!
Ignore the Darkened, Eerie Woods
Azeroth. The faire spends most of its time in parts unknown
Ignore the Eyes That Blink and Stare
but is available from time to time by accessing portals in
Fun & Games & Wondrous Sights!
Elwynn Forest and Mulgore, which are teleportation circles Music & Fireworks to Light up the Night!
conjured by forces (apparently) unknown to Darkmoon Isle. Do Not Stop! You're Nearly There!
It often takes three days to set up the new attractions Behold, My Friend: THE DARKMOON FAIRE!
(from exotic vendors selling alien mounts and magic item
shops, to being launched from the Darkmoon Cannon to win have something they might like to listen to (such as an offer
tokens), and remains active for one week—afterwards, the to invest or useful products of your making).
portals close, and the faire goes on the move once more. VARIANT GUILD ARTISAN: GUILD CRAFTER
FOLK HERO Gnome and forsaken alchemists and gnomish and dwarven
tinkers often boast membership in a guild that could support
Before stepping onto the world stage, you first saved a lone their crafting endeavors, from providing training in rare
village near to your heart. A Folk Hero may rise from material recipes to financial aid when a project becomes too
anywhere he or she is needed; wherever a monster pillages expensive (in return for a percent on future income, of
or a child cries out, they’ll be there. course!).
Folk heroes arise from exceptional circumstances. Many Furthermore, your guild may possess engineering
heroes of Azeroth started as folk heroes, questing to resolve blueprints, alchemy formulae, or even infusion matrices they
family feuds in Elwynn to bringing closure to widowed orcs might share with you, in return for services rendered or for
of the Barrens. reduced cost in comparison to other sources.

GUILD ARTISAN VARIANT GUILD ARTISAN: THORIUM BROTHER


You are a person of business. Artisans learned a trade and The Thorium Brotherhood (TB Ltd.) is a group of Dark Iron
dwarves who are not members of the Dark Iron clan. On the
practice it well, usually accompanied by a union of like-
minded individuals. cliffs overlooking the region called the Cauldron, in the far
Most artisans are found in large urban settlements, north of the Searing Gorge, the dwarves of the Thorium
Brotherhood have established a base of operations, Thorium
offering training or apprenticeship in the knowledge of how
to create rare materials. Many guilds exist in Azeroth, such Point. From here, they keep a close eye on the Dark Iron
dwarves' activities in the Searing Gorge and beyond.
as the Alliance’s MEGA (Mechanical Engineering Guild,
Associated), and the Great Anvil Smiths of Ironforge, or the The Thorium Brotherhood comprises many exceptionally
independent (Goblin Experimental Engineering talented craftsmen, and the blacksmiths of the Brotherhood
are rumored to be among the finest Azeroth has ever seen.
Korporation).
They possess the knowledge required to make the arms and
VARIANT GUILD ARTISAN: COMPANY OWNER armaments of Ragnaros, the Fire Lord, but lack the
You may have chosen to start your own enterprise over manpower to obtain the materials required for the crafting.
joining the employ of a guild or company. This requires A daunting task, no doubt, but gaining access to the
great initiative and persistence, as other companies may Thorium Brotherhood's secrets should prove to be a reward
wish to force a merger to take advantage of your innovations well worth the effort.
or to get rid of a competitor.
VARIANT GUILD MERCHANT: CARTEL MEMBER
VARIANT FEATURE: CHIEF EXECUTIVE OFFICER A cartel refers to a large group of goblin traders. Goblin
Thanks to your initiative and ambition, people are inclined to cartels often compete with other cartels, such as in the
think the best of you or take your word seriously. When Trade Wars. These organizations are normally led by trade
entering a market you are known in, people assume you are princes, but they don't have to be; for example, although the
there on serious business, from investment to searching for Venture Company is a cartel, its leader Mogul Razdunk is
apprentices to even searching for a place to sell your wares. not a trade prince.
The common folk make every effort to accommodate you After the goblins overthrew the Zandalari trolls, they
and avoid your displeasure, and merchants and other celebrated their new found freedom by turning on each
company owners treat you as an equal. other, creating chaos as countless feuds were waged and
You can secure an audience with a local merchant or alliances formed. Soon enough they were split into various
company owner if you need to, and with a little work, you different groups, with the most powerful of these known as
might secure an audience with a local noble as well, if you the cartels. However, as the battles raged on and it became

PAGE | 131 CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS
clear no one was actually winning, the cartels realized it was You may replace your language with Eredun (corrupted).
in their mutual interests to broker a truce. Despite this, the You also start with a demon hunter’s pack instead of a
conflict would never really end, as the goblins now turned to monster hunter’s pack.
trade, doing battle in the economic arena. For years to come The demon hunter's pack includes a chest, a crowbar, a
the cartels were rivals, constantly outshining and hammer, a holy symbol (such of Elune or the Holy Light), a
outsmarting each other as they continued in their quest for flask of holy water, a set of manacles, a silver mirror, a flask
wealth and power. of oil, a tinderbox, and three torches. Purchasing the pack
As a cartel member, you do not create but trade, and earn costs 33 gp, which is cheaper than buying its contents
a living by maximizing profit by selling to the neediest individually.
individuals or organizations. You may use honorable means, Source: This background is adopted from the Haunted
but there is no love lost between goblins and the other races One background (from Curse of Strahd)
of Azeroth—establishing monopolies, sabotaging the
competition, and selling basic living expenses are cutthroat HERMIT
prices to starving buyers made trade princes trade princes, You are a person who lives in isolation. Hermits prefer the
after all! peace and quiet of solitude to the bustle of towns and
villages. For whatever reason they have reentered society
once more.

VARIANT HERMIT: SLUMBERING DRUID (DRUID ONLY)


Druids of Azeroth are more attuned to the world’s dream-
realm, the Emerald Dream, than any other creature. The
great Malfurion Stormrage was in this slumber ever since
the War of the Ancients, nearly 10,000 years before Orcs
emerged on Azeroth, as well as his fellow druids of many
circles, such as the Druids of the Talon, Druids of the Claw,
and Druids of the Antler.
Today, the Cenarion Circle consists of many such hermit
druids from many races, from Night Elves to Tauren to
Worgen, even to the odd promising human or high elf
apprentice. The Cenarion Circle often gathers at seasonal
periods (such as solstices and seasonal holy days) to discuss
the issues the world faces, from the spread of the mysterious
Rather than proficiency with artisan’s tools, you might be
Emerald Nightmare to portents and omens they notice
proficient with navigator’s tools, a vehicle, or an additional
during the Emerald Sleep.
language. And instead of artisan’s tools, you can start with a
mule and a cart, or a permanent free pass on goblin balloons VARIANT FEATURE: EMERALD SLEEP
for yourself and your adventuring companions. You can dream the Emerald Dream, a plane of thought and
fey, ruled by the great green dragon Ysera and overseen by
HAUNTED ONE the demigod Cenarius. It is a vast, ever-changing spirit world
You have faced terrible darkness, and it has left its mark on that exists outside the boundaries of the physical world.
you. Haunted ones are born from terrible circumstances, While most creatures often tap into the Emerald Dream
such as being subject to demonic possession or the while sleeping by accident, you may enter it willingly
influence of the Old Gods. whenever they sleep, although you cannot shape anything
within it beyond a few moments.
VARIANT HAUNTED ONE: ILLIDARI Within the dream, you may call out the spirit-form of
You are of the Illidari—the faction of Illidan Stormrage, and
another slumbering druid and communicate with them, but
you represent his will as part of a force made of demon
only so long as both you and they have been slumbering for
hunters and warlocks. The Illidari also include demonic
at least 6 hours. You can slumber even if you normally do
forces that chose to serve him over the Legion.
not need to sleep. While sleeping, you can awaken in
The most elite of Illidan's armies are his demon hunter
response to any stimuli they specify.
servitors, night elves and blood elves trained to be the
Malfurion himself awoke only to answer the clarion call of
Betrayer's mightiest enforcers, the bane of demonkind.
the Horn of Cenarius, blown by his wife Tyrande
Zealously loyal to their master, the Illidari demon hunters
Whisperwind in answer to the Burning Legion descending
have a strong identity and a close bond, although their heavy
on the ancient forest of Ashenvale.
fel corruption and demonic techniques have inspired dread
in their fellow elves.

PAGE | 132 CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS
Special. If you are under the effects of the slumber druid in the wilds for years at a time away from greater
spell, you can remain in the Emerald Dream so long as the civilization. They live off the land and survive using their
spell is still active. wits.
Every race has its members who chose to live apart from
NOBLE urban civilization.
You are an aristocrat or important member of society.
VARIANT OUTLANDER: HEADHUNTER (TROLL ONLY)
Nobles exist in all societies, even if they aren’t legally
You are capable combatant and survivalist who serves
defined as such. There is always a cultural, spiritual, or
himself or his tribe, walking the wilderness and putting
economic elite in every civilization, regardless of the title
down threats to your people while living far from them. This
itself.
could be for noble or spiritual reasons.
You may be a noble of the Stormwind House of Nobles,
Instead of proficiency in a musical instrument, you may be
dissatisfied with the role the Alliance has or your fellow
proficient with one artisan tool of your choice or the
nobles (egged on by nobles such as Lady Prestor), or a high
herbalism kit. You can also replace your staff with an
tribesman in orcish society. While few night elven nobles
herbalism kit.
have remaining grievances after they witnessed the folly of
Queen Azshara during the War of the Ancients, some do VARIANT OUTLANDER: SPIRIT WALKER (TAUREN AND
long for the days where they ruled and the Sisterhood of ORC ONLY)
Elune and the Druids were not calling the shots. You are a spirit walker, a mystical, white-furred tauren.
Where the nobles of Alterac turned to serve or join the Believed to be the ill omen of a coming age, white tauren are
criminal Syndicate, high elven noble refugees have decided held in near reverence by their people, often becoming
to fight back for their homelands. reclusive priests who wander the land in search of kindred
spirits. Spirit walkers maintain balance between the world
VARIANT NOBLE: KNIGHT
of the living and the spirit realm.
There are many knightly orders on Azeroth, from the noble
As a spirit walker, your fur is pearly-white, and your eyes
Knights of Stormwind and the remnants of the Silver Hand,
reflect the life of a thousand souls.
to the Argent Dawn or Scarlet Crusade orders. Orcish
Their bodies are vessels, conduits from the realm of the
raiders also have a position of importance in the Horde and
dead to the world of the living. As a spirit walker, you are
in their tribes, often serving as advisors and councilors as
often looked upon with awe and fear by their brethren. A
well as generals and commanders.
spirit walker strong enough to bear the weight of so many
VARIANT FEATURE: MOUNTED WARRIOR souls achieves a mystical transcendence, embodying the
Instead of taking the Position of Privilege or Retainers collective will and experience of the generations that are
feature, you may instead acquire a racial mount appropriate reaching out to him.
for your race (such as a horse for humans, a riding wolf for Alternatively, instead of being a tauren, you might be an
orcs, etc.). orc from the Shattered Hand clan.

VARIANT NOBLE: TRIBAL ELITE VARIANT FEATURE: CONDUIT OF SPIRITS


You are an elite member of your tribe. Many tribes of dozens You are capable of channeling ancestral spirits through your
of races spread among Azeroth, such as the various troll and body. When you sleep or meditate, you often receive visions
orc clans. of the people who are now dead, usually echoes of the past.
Instead of receiving a signet ring, you have a symbol or If there are restless spirits about, the DM may allow a
flag of your clan. limited degree of contact with them (as a Call), as if you
shared a language with incorporeal undead. This
VARIANT FEATURE: RITE OF GLORY communication takes five times as much time to deliver or
You passed many trials, such as the rite of adulthood and
understand a message. Uncontrolled undead that normally
rite of glory. Your clan (and others) acknowledge your
hostile by nature might approach with caution or ignore you,
authority and influence, and you may utilize this influence to
instead of attacking on sight.
secure simple equipment such as temporary mounts or
Because this feature is not magical, its power is inferior to
equipment. You are also honored by your clan, and you and
the speak with dead spell or actually speaking a shared
your adventuring companions can find it easy to acquire
language.
shelter and food as guests, so long as you observe the
customs of hospitality. SAGE
OUTLANDER You are a scholar of mystic or mundane knowledge. Sages
are a class of learners who delve into the deepest mysteries
You are a survivor of the wilderness. An outlander, like the
and the murkiest of Apocrypha to bring truth to the people,
hermit, tends to live alone though not exclusively. They live
or a sizeable grant to their institutions.

PAGE | 133 CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS
VARIANT SAGE: KIRIN TOR AGENT working alongside sailors. The human nation of Kul’tiras is
You are (or were) employed in Dalaran, whether an agent of specialized in naval warfare and as such has a high number
the mage-court itself, a graduate, a mage-guard, or one of the of marines among its forces. Mariners tend to operate under
factions that rule the city. The magical city of Dalaran is standard five-year contracts when signing on with a new
ruled by a council of mages, and is usually influenced by the crew as evidenced by the crew of the Wavestrider. While
interests of several factions. By the time of the Third War, human marines are almost always found among the crews
there were many powerful wizards’ guilds, who trained of Alliance gunships, it seems the orcish equivalent for them
apprentices and served as a curious mix of faction, guild, is "reaver", for reavers can be found among almost all orc
and students’ activities clubs. gunships.
By the time of the War of the Lich King, the Sunreavers Instead of a lucky charm, you may choose to receive an
and Silver Covenant factions dominated the political scene. insignia of rank instead.
You may replace one skill proficiency from your
background with Deception, Investigation, or Persuasion.
SOLDIER
Instead of common clothes, your clothes might be violet You are a combatant who participated in a war or trained as
(representing the kingdom itself), or be of a color associated such. With war being the fact of life in Azeroth, there is no
with one of the guilds. Also, you gain one of the following end in sight for work, whether it be for a militia, professional
equipment depending on your role in Dalaran: a graduate’s standing army, or as a mercenary.
staff (if you were a graduate) or a signet ring of a faction (if
you were a faction member).
VARIANT SOLDIER: MILITIAMAN
You are trained in a town militia, practicing weaponry
SAILOR common to your race and ready at a moment’s notice to
answer the call to arms.
You are a sailor, one who makes their way in the world as
traders, merchants, naval personnel, or even as smugglers VARIANT FEATURE: CALL TO ARMS
or pirates when times get lean. Sailors can be found near You answer to the call to arms—and give it as well. Villagers,
any major body of water or in ports. militiamen, city-folk, and city guards usually trust your word
regarding any danger you identify and properly
VARIANT SAILOR: GOBLIN BALLOONIST (USUALLY
communicate, and you can temporarily acquire equipment
GOBLIN ONLY)
that can aid confront the threat from them, such as mounts
The job of a balloonist is a risky but profitable venture in the
or weapons. Your background and steadfastness also
world of Azeroth, as it is gradually becoming the medium of
usually allows such strangers to be friendlier to you so long
choice for transport across terrestrial lands. As a balloonist,
as you maintain your duties.
you may have faced high winds, aerial foes, or delivered your
charges (or cargo) across active battlefields to their VARIANT SOLDIER: MAGE GUARD
destinations. You are trained to guard and protect mages or other
Instead of proficiency in vehicles (water), you may be spellcasters. You could have been trained in the Violet City
proficient in vehicles (air). of Dalaran, have been cloistered with the priests of
Northshire Abbey, or have been a childhood friend or sibling
VARIANT FEATURE: GOBLIN BALLOON PASS
to a mage.
When you need to, you can secure free passage on a goblin
Rather than training in Athletics and Intimidation, you
balloon for yourself and your adventuring companions. You
may exchange one of the proficiencies with Arcana or
might sail on the balloon you served on, or another balloon
Investigation.
you have good relations with (perhaps one captained by a
former crewmate). Because you’re calling in a favor, you VARIANT FEATURE: SPECIAL INVESTIGATOR
can’t be certain o f a schedule or route that will meet your You are trained in taking down wizards and finding evidence
every need. Your Dungeon Master will determine how long it of them. You could have been trained in Dalaran by the Kirin
takes to get where you need to go. In return for your free Tor’s wardens, or be a superstitious villager who fears dark
passage, you and your companions are expected to assist the magic.
crew during the voyage, but you do not require a permanent Whenever you visit a settlement, commoners and law
pass. enforcement are more likely to trust you with reports of
strange events, such as missing persons, reports of demonic
VARIANT SAILOR: MARINER OR REAVER
activity, unknown magical paraphernalia such as magic
Marines (or mariners) are, depending on their faction, either
circles burnt into grass, or reports of people speaking in
footmen or grunts specialized in the support of naval and
tongues.
army operations on land and at sea.
While many such instances were pranks or the confused
As a mariner, may have served aboard the various airships
spellcasting or apprentice mages, some are omens of darker
and gunships of the Alliance or the Horde, and are often

PAGE | 134 CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS
things. You can also usually tell the difference between the VARIANT FEATURE: WANDERER
two when observing clues, such as a suspect’s residence. You may gain the wanderer background feature of the
You are usually recommended to keep the results of your Outlander instead of the Military Rank feature of the soldier
investigation secret and report back to your superiors. background.

VARIANT SOLDIER: CRUSADER VARIANT SOLDIER: SENTINEL


A crusade was the only answer to humanity in the fallen You are part of the Night Elven Order of Sentinels, a
domains of Lordaeron and Dalaran. The undead armies of religious/military organization that protects and
the Scourge were a tide that could not be pushed back save preemptively destroys threats to the night elves and their
by the sword and the prayer. lands.
You might have once been a member of the disbanded You may replace one skill proficiency from your
Order of the Silver Hand, a farmer who threw down his background with Religion, Investigation, or Stealth.
farming tools and took up a rusted militia sword, or a youth
who chose to leave the safety of the southern lands to fight URCHIN
back against the encroaching darkness under the mantle of A child of the streets. Urchins can be found in the dirty
the Light. Not every crusader is from the Paladin class, as streets begging for coin, pocketing what isn’t theirs, and
they also boast Hunters and Priests among their rank, as generally trying to grow up to be criminals or charlatans.
well as the necessary Rogue.
You may replace one skill proficiency from your VARIANT URCHIN: REFUGEE
background with Insight or Religion. In many cases, an urchin could have been born in comfort or
even opulence. You have been forced from your home to
VARIANT SOLDIER: FARSTRIDER (HIGH ELF AND BLOOD another land, either from war (such as the humans of
ELF USUALLY) Stormwind or the high elves of Silvermoon), disease (such
You are part of the High Elven Order of Farstriders, a as the humans of southern Lordaeron escaping the Undead
paramilitary organization that is a similar reflection to the Plague), civil conflict (such as the instability in Westfall), or
night elven Sentinels. After the destruction of Quel’Thalas, the very destruction of your world (as the Mag’har orcs).
the Farstriders began diminishing in importance, especially
after the blood elves’ newfound obsession with fel magic.
VARIANT FEATURE: SOMETHING LEFT BEHIND
You have access to a unique and powerful secret. The exact
Rangers form the scout and advanced skirmishing forces
nature of this secret depends on the nature of your exile or
of Quel’Thalas, while seekers are specialized assassins who
status as refugee. It may be a secret about the event that
infiltrate enemy lands and perform dangerous missions.
caused you to escape, knowledge of a treasure or valuable
You may replace one skill proficiency from your
memento. It might be information that would be damaging
background with Nature or Perception. Also, instead of
to the organization that drove you away, and hence the
proficiency with vehicles (land), you may gain proficiency
reason for your choice to adventure. Work with your DM to
with an herbalism or disguise kit.
determine the details of your secret and its impact on the
campaign.

PAGE | 135 CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS
CHAPTER 5: EQUIPMENT

ADVENTURING GEAR
Gear Name Cost Mass Properties
Holy Water 25 gp 1 lb. Deals 2d6 holy damage to undead or fiends
Powder Horn 25 gp 2 lb. 2 pounds of gunpowder, or 12 uses
Powder Keg 350 gp 20 lb. 20 pounds of gunpowder, or 120 uses
Ammunition
Bullets (20) 1 gp 1 lb. Firearm deals piercing damage
Pellets (20) 1 gp 1 lb. Firearm deals bludgeoning damage
Fuel
Coal (x4) 12.5 gp 1 lb. Four pounds of coal grant 1 charge to steam devices
Battery 50 gp 1 lb. One battery grants 1 charge to electric devices (can refuel)
Gas/Oil (Pint) 50 gp 1 pint One pint grants 1 charge to oil/gas devices

Powder Keg. Containing twenty pounds of gunpowder,


DESCRIPTION
this keg is very flammable, but it is a sure sight for sore
Powder Horn. Carrying two pounds of gunpowder, this fire
dwarven eyes.
and water-resistant horn is required almost always for a
Bullets and Pellets. These pieces of ammunition typically
tinker on the go.
come in ammo bags or packs, and are used by firearms.
Specially-shaped bullets can be used to deal slashing
damage instead.

WEAPONS AND ARMOR


Weapon Name Cost Damage Mass Properties
Attack Claws 2 gp 1d4 slashing 2 lb. Finesse, light
Bayonet 10 gp 1d4 piercing 1 lb. Finesse, light
Garrote Wire 1 gp 1d4 slashing — Finesse, light, two-handed
Greathammer 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Moonglaive 10 gp 1d6 slashing 3 lb. Finesse
Spiked Chain 15 gp 1d6 slashing 10 lb. Finesse, reach, two-handed
Sword, two-bladed 15 gp 1d8 slashing 10 lb. Finesse
Syringe 5 gp 1 piercing 1/2 lb. Light
Totem, Tauren 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Warglaive 15 gp 1d6 slashing 2 lb. Finesse, light

conjuring elementals or placing totems. This is based on the


DESCRIPTION
dagger.
The Warcraft universe has several special varieties for
Bayonet This dagger-like blade can be attached to a
existing weapons, as described below.
firearm or crossbow, allowing it to make melee weapon
Clothes can be infused as if armors (with armor-specific
attacks. Longer bayonets can act as shortswords instead
infusions). They do not count as armor for the purposes of
(attached to medium and heavy firearms or crossbows). This
class features that require you to be armored or unarmored
requires the proficiency of the weapon described (dagger for
(such as the Defense Fighting Style or Unarmored Defense
normal bayonets, shortswords for longer bayonets).
feature) unless they alter your AC.
Garrote Wire This weapon can be used to start a grapple
with an attack roll instead of making a Strength (Athletics)
Attack Claws These claws may be attached to a hand, and
check, but suffers disadvantage to the roll if the target is
allow for a user to perform somatic components without
aware of the attacker. This is a simple weapon.
occupying the hand (as if a spellcasting focus). They are
Greathammer. This iconic paladin weapon is favored by
usually favored by orcish shamans who enter melee after
the Order of the Holy Light. This is based on the maul.

PAGE | 136 CHAPTER 5: EQUIPMENT | SPECIAL AND RACIAL SPECIALIZATIONS


Moonglaive. This circular blade has three dagger-like Engineer’s Tools. This toolset includes various tools such
blades jutting from its sides. Uncommonly seen but easy to as a collection of fuses, wrenches, nails, wires, and assorted
train with, Moonglaives are favored by the night elves of common spare parts. Proficiency with these tools confers
Kalimdor. This is based on the shortsword. proficiency in firearms and explosives.
Spiked Chain. This 10-foot spiked chain is a dangerous Infusion Kit. These toolsets include an inscription plate,
and rare weapon to see in the battlefield. Some variants various brushes that can draw with magical ink, scales to
come with a hook, in which case the weapon can deal measure infusion dusts, magnifying glasses of different
piercing damage as well. A hooked spiked chain can tether sizes, and strips of vellum to help design and inscribe
on a successful hit (see Chapter 9). This is a martial weapon. infusion matrices.
Sword, Two-Bladed. Typically used only by elven Hearthstone Set. Hearthstone is a magical card game
swordsmen of great agility, the two-bladed sword is almost popular in inns and taverns across Azeroth. Its mascot is
iconic of the high elven military. This sword can be used to Harth Stonebrew, a dwarven innkeeper who, within the
attack with both ends as if using two weapons, despite being game's fiction, runs a special inn that always appears to
a single melee weapon that can is used in one hand. This travelers in need, no matter where they are. Hearthstone
otherwise acts as two-weapon fighting with all other cards and boards are minor magic items, woven with spells
respects. The weapon is also infused as if one weapon. This meant to automatically adjudicate the rules and free the
is based on the longsword. players from having to manually keep track of the numbers.
Syringe. This needle is a specifically-designed weapon to Cards are keyed to the buyer by touching them, and will
inject injury poisons, plagues, and offensive potions into attempt to fly to the buyer after being played or discarded if
targets who are stabbed with it. After a successful attack the buyer is nearby (as if with the mage hand cantrip), unless
roll, you may use a bonus action to inject the target with the physically prevented from doing so.
contents of the syringe. This is based on the dagger. Both the cards and the boards can be disenchanted, but
Totem, Tauren Large, unwieldy, but very intricately- will yield no components that would be of use in crafting
made, tauren totems are iconic of the tauren peoples. A equipment useful to adventurers. Decks have rarity as magic
tauren totem can be treated as a shaman’s totem for the items, however, with Common rarity at +0 bonus,
purposes of scribing spells. This is based on the Greatclub. Uncommon at + 1, Rare at + 2, and Very Rare at + 3.
Warglaive. This night elf weapon is a crescent-shaped
• Portable board. The decks replicate the prestidigitation
blade about 4 feet long with a hilt in the center of the back
and minor illusion cantrips, but only to serve the game’s
edge. Demon hunters favor these weapons. This is based on
function.
the scimitar.
• Full-size board. Fuller sets are physically larger, and can
Some weapons are described as if based off another
serve the players with more detail than the portable board,
weapon (for example, the greathammer and the maul). If
adding illusory fountains, lights, minor movement, terrain
proficient with the original weapon (the maul), one week of
re-textures of the board, and minor self-repair as if also
training confers proficiency to the second (greathammer).
containing the Light, Dancing Lights, and Mending
Firearms require one week of training to be counted as
cantrips.
martial weapons, and proficiency with engineer’s tools
• Basic Set. These are enough cards to play Hearthstone
automatically confers proficiency.
with. This set has no deck bonus, but can be of a specific

TOOLS build. Each set is flavored to act as a specific class. This


does not pre-determine the deck structure (see below), but
The Warcraft universe has its share of special tools, kits, usually suggests one (warlocks lean to spell or minion
and items. builds, paladins lean towards hero or endurance builds,
etc.)
TOOLS • Card Pack. The card pack has 5 random cards. Roll 1d10
Item Cost Weight for each pack opened. On a roll of a 10, you get cards good
Engineer’s tools 50 gp 10 lb. enough to add you a + 1 bonus to your ability check to play.
Infusion kit 100 gp 5 lb.
Gaming kit Every twenty packs opened automatically give you a + 1
Heartstone set bonus (appropriately increasing rarity as previously
Portable board 3 gp 5 lb. described)..
Full-size board 10 gp 20 lb. The detect magic spell reveals auras of the illusion and
Basic set 1 gp 1/2 lb. transmutation schools around both the decks and the cards.
Card pack 5 sp — An Intelligence (Arcana) check reveals the following:
Jihui set 1 gp 1/2 lb.

PAGE | 137 CHAPTER 5: EQUIPMENT | TOOLS


• DC 10. The cards and the deck have complementary ‘power creep’ and requiring players to build new ones to stay
enchantments. Like a lock and a key, they are useless and competitive.
effectively inert without each other.
PREREQUISITES
• DC 15. The magical patterns encode the rules of the game.
At a minimum, each player needs a basic set (1 gp, as
For example, a board will flash red instead of the usual
above). One board is also needed to play the game. Basic
blue and refuse to activate if an illegal deck is inserted
sets and packs can generally be bought in taverns and
(such as one with fewer or more than 30 cards or cards
general stores in any moderate-to-large settlement. A
incompatible with the class theme).
portable board is compact enough to be carried around and
• DC 20. The magical patterns of the board are basically
allow the game to be played in the field; full-size, stationary
series of instructions detailing what action to perform for
boards are typically installed in taverns and gambling dens,
everything the players might attempt, encoded in a whole
and have greater magical effects (see Magic below).
complicated system built atop the primal language of the
arcane. The pattern of each card is more like a description RESOLVING A HEARTHSTONE MATCH
of its statistics and effect that can be "read" by a suitable Proficiency with Hearthstone as a game set allows you to
magic device (which is the board). add your proficiency bonus to any ability check you make
using that tool. For a normal game, you may use Intelligence
Jihui Set. The board game known as jihui is one of the
(if playing tactically), Spirit (if anticipating and preparing for
most prominent games found throughout Pandaria, mostly
enemy counters), or Charisma (if relying on psychological
among the pandaren. It is gaining in popularity outside the
tactics and reading the enemy).
continent, however.
The contested roll is as follows.
HEARTHSTONE Hearthstone Roll Modifier = your proficiency bonus (if proficient in
the gaming set) + your chosen mental ability score modifier + your
RULES deck bonus (from + 0 to + 3)
A collectible card game in which players obtain cards by The higher dice result wins. In case of a tie, both checks
purchasing packs, Hearthstone uses game decks of 30 cards are rerolled (which can represent anything from a rematch
with each player. to a forced change in tactics).
During a match, each of the two players controls a You have advantage on this check if you somehow learn
character called a hero (usually appearing as they do) and about the contents of your opponent's deck, the order in
can play cards drawn from their deck each turn, which are which your cards will be drawn, or some other method of
divided into minions (creatures that fight on the battlefield), cheating.
spells (which affect the battlefield), weapons (which are You have disadvantage to this check if you have a build
equipped by heroes, allowing them to attack), and hero cards weakness (such as using an Endurance build against a Spell
(which replace the hero with another one with different build).
abilities). The goal of the game is to destroy the enemy hero
by dealing enough damage to bring it down to zero health.
DECK-BUILDING AND DECK BONUS
The deck bonus reflects the current competitive value of a
Periodically, expansions to the game are released,
deck. It ranges from 0 to + 3. On average, it takes about
creating new opportunities for deck-building. This changes
twelve packs to collect enough card synergy to raise the
the game, making some current decks obsolete due to
deck bonus by 1. Some decks are pre-designed, having an
established beck bonus, but usually can be improved by
Hearthstone opening card packs.

DECK STRUCTURE
A deck can be built to serve one tactic at the expense of
another. Starter decks have no special strengths or
weaknesses, but you may choose one tactic over the course
of collecting cards.

DECK STRENGTHS
Deck Structure Strong Versus
Minion Hero
Hero Spell
Spell Endurance
Endurance Minion

PAGE | 138 CHAPTER 5: EQUIPMENT | TOOLS


Minion Deck. This deck relies on multiple weak cards to Jihui encapsulates much of pandaren philosophy. It
overwhelm individual strong ones, such as by using simultaneously encourages thoughtfulness and incorporates
summoning cards and cards that spawn more minions every impulsiveness. It balances deliberation with chance, but
round. This tactic is also sometimes known as ‘zerging’ in chance can also be punished. For a player to lose to a foe
some circles. It is weak against the Endurance build, since who has more pieces on the board is not a great loss. To
the defensive style the build employs outlasts and exhausts yield to a superior position, regardless of the pieces in play,
Minion builds’ cards. is not considered an honorless loss. While the game's aim is
Hero Deck. This tactic relies on one powerful card (or few to eliminate all the opposition's pieces, playing to that point
powerful ones) and supportive cards that increase the power is considered ill-mannered and even barbaric. Usually, one
of the hero (or central card) and weaken the enemy. Hero player finds themselves out-maneuvered and surrenders,
builds can destroy Spell builds before they gather power, but though some rely on chance to turn their fortune around and
are vulnerable to Minion builds which can overwhelm the achieve victory. Playing to a standstill, having both players'
build’s ability to withstand multiple enemies. forces balanced, is considered the greatest victory of them
Spell Deck. This tactic relies on using special spell cards all and shows not only skill, but restraint and discipline.
to destroy several cards at once, but takes time to build up.
Spell builds can out-damage the slower and more defensive TREASURES
Endurance builds, but need more time to gather power,
which makes it vulnerable against the quick and decisive INFUSED ITEMS
action of Hero builds.
Endurance Deck. This tactic relies on a defensive ANNIHILATOR
mindset to outlast and exhaust the opponent's cards while Weapon (battleaxe), rare
whittling down the opponent. Endurance builds can reduce You gain a +1 bonus to attack and damage rolls made with
Minion builds to nothing while taking very little damage in this magic weapon.
return over a longer game period, but it is vulnerable to Whenever this wicked-looking, dark purple battleaxe deals
Spell cards, which can crush Endurance builds the longer damage to a creature benefitting from an armor bonus to
the game goes. AC, it reduces their bonus to AC by 1 point. The penalty to
When playing against a deck to which you have a build armor remains for until the target creature completes a
disadvantage, you roll your d20 with disadvantage. short rest. This reduction can stack (until the armor grants
Every character has a build they prefer that appeals to their no bonus).
personality. Choose a build or roll on the table below for
ARCANITE REAPER
existing characters.
Weapon (greataxe), rare
DECK BUILDS This axe is made out of arcanite, one of the hardest
d6 Build Type substances in existence (AC 23, immune to nonmagical
1-2 Standard (no weakness of strength) weapon damage, and has 30 hit points), and deals double
3 Minion build damage to objects.
4 Hero build
5 Spell build BLACK GRASP OF THE DESTROYER
6 Endurance build Wondrous item, uncommon
GAME EXPANSIONS This heavy steel gauntlet has runes carved into the knuckles
Expansions to Hearthstone are released thrice per year: and the back of the hand. With a touch, this allows the user
every early spring, midsummer, and late autumn. Every to cast dispel magic (at 3rd level). This property can't be
expansion release lowers the deck bonus of every existing used again until the next dawn.
deck, everywhere in the world, by 1, to a minimum of 0.
BLADEFIST
This reflects the need to buy newly released cards to stay
Weapon (attack claws), very rare
competitive with each expansion release.
You gain + 1 to attack and damage rolls made with this
JIHUI magic weapon.
This weapon has 3 charges. When attuned to it, you can
RULES expend 1 charge to cast the haste spell on yourself. The
A strategic game played on a flat checkered black-and-white weapon regains 1d3 charges every dawn.
board, jihui players navigate their pieces to defeat their The Bladefist is a well-known example of orcish attack
opponents’ pieces (as Chess, popular with Stormwind and claws. It is well known as the weapon of Kargath Bladefist,
Dalaran’s elite). Unlike with chess, however, jihui pieces Chieftain of the Shattered Hand Clan and self-proclaimed
also include ships.

PAGE | 139 CHAPTER 5: EQUIPMENT | TREASURES


Warchief of the Fel Horde. This weapon can also be used as While wielding this spiked chain, you may use your
a prosthetic. Intelligence for attack and damage rolls with the spiked
chains instead of Strength. Also, if you are a spellcaster with
BLIGHT
the mage spell list, you gain the following benefits:
Weapon (glaive), rare
You gain a +1 bonus to attack and damage rolls made with • Death Magic. You may add the following spells to your
this magic weapon. mage spell list: death coil, death pact, desecration, drain
Upon a successful attack against a creature, you may life, death ward, and elemental tongue (cold only).
declare that the weapons’ blight ability activates as a bonus • Cold Focus. You can perform somatic components of
action. If blight takes place, the target must succeed against spells while you use this weapon in both hands. This
a Stamina saving throw of 15 or be subject to a random weapon counts as a spellcasting focus for your mage
disease (as the contagion spell). This property can't be used spells.
again until the next dawn. • Intuitive Use. You gain proficiency with spiked chains.

BOOK OF THE DEAD Mages and wizards sworn to the Lich King that manage to
Wondrous item, rare (attunement optional) achieve lichdom are wrapped with these seemingly
mundane chains. However, once a lich awakens the first
This ancient, musty tome is decorated with inlaid bones
time after achieving lichdom, the chains hover around its
from various creatures. The cover and spine are made from
arms, becoming a powerful weapon.
dried skin stretched and treated to remain flexible. The ink
used to write the magical words and runes inside is blood CRYSTAL BALL
drawn from the veins of living creatures killed as sacrifices Wondrous item, uncommon
when the book was completed. Activating this book requires
tearing out some of its pages.
When a page is torn, it turns to dust, and animates a
skeleton or zombie. These undead can be animated with a
longsword and shield or with a bow and twenty arrows
(undead warriors and archers, respectively). You may tear
out multiple pages as an action, but only have up to ten
undead creatures under your control at any given time. After
24 hours of being animated, the undead disintegrate.
So long as you possess the book, you may command the
animated undead mentally with a bonus action as long as
they are within 60 feet of you. The book has 100 pages, and
the spells animating the undead otherwise acts as a 5th level
animate undead spell.
You may attune yourself to the book and keep as a
spellbook, in which case all necromancy spells written it Arcanite Reaper
cost one less mana point when cast by you. You may still
spend pages of it to animate undead.

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

CHAINS OF THE UNDYING MAGE


Weapon (spiked chain), rare (requires attunement)
You gain + 1 to attack and damage rolls made with this
magic weapon.

PAGE | 140 CHAPTER 5: EQUIPMENT | TREASURES


Felo’melorn

This sphere of green glass is inlaid with a golden base, and


may be pointed at a direction to see distant events up to a
mile away as clear as if one is adjacent to it. When activated,
the crystal ball may scry up to any point of sight within a
mile that you can see, or allows you to see an obvious
location that is unfamiliar to you and is obstructed by an
object (such as behind a corner, behind a door, below a
trapdoor). This orb functions as long as you can expend a
bonus action, up to a maximum of ten minutes. The orb
creates an invisible magical sensor on the location it
observes, which can be seen if observers can see invisibility
or have truesight, and cannot be attacked or interacted with
(though it can be dispelled as a 3rd level spell). Once used,
this cannot be used again until the next dawn.

DAWN'S EDGE the hilt of the hammer has been replaced, the actual
Weapon (battleaxe), rare hammerhead itself, crafted of elementally-treated black
You gain a +1 bonus to attack and damage rolls made with granite, has endured as a testament of the crafter's skill.
this magic weapon. EMBRACE OF THE TWISTING NETHER
The battleaxe has 3 charges. While using it, you can use Armor (chainmail), rare (requires attunement)
an action and expend 1 charge to cast the daylight spell
You gain a +1 bonus to AC while you wear this magic armor.
(centered on the battleaxe), or a bonus action to ignore the
By speaking the command word, you become ethereal (as
damage resistance of an undead or fiendish creature for 1
if subject to the banishment spell). The banishment spell
minute per charge expended. You may also cast the detect
remains for full duration (one minute) unless the command
evil and good spell as a bonus action by expending 1 charge
word is spoken to cancel it. If the command word is not
(the range increases to 60 feet).
spoken and the duration of one minute passes, you are
The battleaxe regains all charges by the next dawn
banished to the Twisting Nether, the realm of demons and
DEMONIC FIGURINE chaotic energy. This property of the armor can't be used
Wondrous item, legendary again until the next dawn.
This onyx figurine is told of in legends as powerful artifacts FEARBREAKER
send by the Burning Legion to pave the world for its Weapon (mace or tauren totem), very rare (requires
inevitable return. Featuring a baleful demon with claws attunement)
outstretched and a single hoof raised, the figurine can be
You gain + 2 to attack and damage rolls made with this
pointed to a creature, unleashing a ray of doom. This is
magic weapon.
treated as the demonic doom spell, and the figurine
When attuned to and wielding this weapon, you may cast
maintains the sigil until the entire duration has ended
the fear ward spell, treating the mace as the totem. Once
without fail. The figurine possesses malevolent cunning, and
used, this cannot be used again until the next dawn.
uses the spell to wreak the most devastation it could before
it is ended. Destroying a figurine unleashes the Doomguard, FELO'MELORN
which is fully present (as if by an uncontrolled bind spell). Weapon (longsword), legendary (requires attunement)

DOOMHAMMER You gain a +3 bonus to attack and damage rolls made with
Weapon (warhammer), uncommon (greater attunement) this magic weapon.
This sword has 3 charges. While attuned to it, you can
Beyond the bonuses of the weapon upon attunement (see
expend 1 charge and cast any one of the following spells as
Greater Attunement), this weapon is treated as a thrown
an action.
weapon (20/60 feet). Also, the elemental tongue spell costs
instead one less point of mana. If you cannot cast the spell, it • Flame Strike
can be cast two times (spell level 1) before uses are • Elemental Tongue (Fire only), spell level 4
replenished at dawn.
Special. Felo'melorn can always be remade when
The Doomhammer is a powerful enormous hammer that
destroyed, and gains an additional charge if destroyed by a
was crafted long ago in a pool of elemental lava on the orc
foe and reforged by who was attuned to it. It can have a
homeworld of Draenor. It is a namesake relic passed down
maximum number of charges equal to 6.
from father to son, and was given to Thrall as a testament of
faith and honor during the salvation of the orcs. Although

PAGE | 141 CHAPTER 5: EQUIPMENT | TREASURES


If the blade itself is used to kill who it is attuned to, it loses normal attack and must pass a Strength saving throw of 15
all extra charges and returns to its original number of or fall prone.
charges.
HEARTHSTONE
Flamestrike in common, Felo’melorn is an ancient
Wondrous item, rare
Highborne runeblade once wielded by Dath'Remar
Sunstrider, even before the War of the Ancients. It is A user may have only one hearthstone at any given time, and
rumored to have once been his favored weapon, and over it is attuned as a Teleport Circle. Requiring 3 actions (object
many generations was passed down through the Sunstrider interaction) to activate, the hearthstone teleports the user to
dynasty. During the Third War, Anasterian Sunstrider where they last called home. When used, it takes a day to
wielded the sword in battle against Arthas Menethil, but recharge. An adventurer may alter his hearthstone’s location
Frostmourne severed the blade and he was defeated. Later, to any indoor building he has spent more than 24 hours in,
Kael'thas Sunstrider, last of the Sunstrider line, recovered it which replaces the teleport circle’s location.
and had it reforged, with ‘magic, hatred and a burning need This stone is given to every adventurer who leaves his city.
of revenge.’ HORN OF STORMWIND
GOREHOWL Wondrous item, rare
Weapon (greataxe), legendary (requires attunement) This lion-emblazed horn can be blown as a bonus action to
You gain a +3 bonus to attack and damage rolls made with cast the devotion aura spell (as a 3rd level spell). The horn
this magic weapon. performs the concentration required. Once used two times,
You may swing the axe as an action to cast the Fear spell. it cannot be used again until the next dawn.
Furthermore, once attuned to this axe, you may choose to INSCRIBED STAFF
gain one of the following warrior talents: Weapon (quarterstaff), rarity varies (greater attunement)
• Brutal Critical An inscribed staff is a normal quarterstaff infused with great
• Weapon Mastery. power. Inscribed staves are often named after their creator,
and as they are designed by the wielder, they do not require
Gorehowl, the axe of Hellscream, has a heavy blade that is
a special infusion recipe. A DM may allow a spellcaster to
notched and stained, with sharp, wicked curves. Small holes
gain the proficiency in infusion tools for the purposes of
dot the blade near the handle; when the wielder swings the
making an inscribed staff (as inspiration, see Chapter 4).
axe, air whistles through these holes. The sound keens over
A staff can always serve as your spellcasting focus. See
the battlefield, magically strengthened and imbued with
the below table for spell levels and charges for staves, which
otherworldly power. Gorehowl is one of Azeroth's most
can be used to purchase abilities.
feared and notorious weapons.

GREAT FEL BLADE RARITY TABLE


Weapon (two-bladed sword), rare (requires attunement) Rarity (regained) Spells Levels (max level) Charges
Common (1d4) 3 (1st level) 5
You have +1 to attack and damage rolls with this magic Uncommon (1d6) 5 (2nd level) 10
weapon. Rare (1d8 +2) 7 (4th level) 10
While attuned to it, you may use this blade to cleave in a Very rare (1d8 +4) 10 (5th level) 10
quarter-circle (90-degree sphere) within your reach. Legendary (1d8 +4) 13 (7th level) 15
Creatures in the area take damage as if hit with the sword, Artifact (2d8 +4) 16 (9th level) 20
with an Agility check to half damage. The DC is 8 + your
proficiency bonus + your Strength modifier. If you have You may choose spells on your spell list to store in your
multiple attacks, you can spend up to two attacks to make staff, which expend charges upon being used. At the start of
the area a half-circle. every dawn, the staff regains charges as appropriate to its
Furthermore, if you are a fiend or wield fel magic, you deal rarity. You use your spell save DC and attack bonus. A spell
extra 7 (2d6) damage. Half this damage is fire, and the other consumes 1 charge per spell level, and can be heightened
half is fel damage. only to the highest-level spell the staff can store. You can
also inscribe cantrips (cost half a spell level). You cannot
HAMMER OF THE TITANS
store a spell level without storing one at least two levels
Weapon (greathammer), rare
below it (for instance, storing a 6th level spell requires at
You gain a +1 bonus to attack and damage rolls made with least one 4th level spell, and one 2nd level spell).
this magic weapon. If you expend the last charge on an inscribed staff, roll
The greathammer may be swung hard at the ground as an 1d20. On a 1, the staff is destroyed in a way appropriate to
action. All creatures within 10 feet suffer the damage of a the type of the spells stored in it (becoming a mundane stick,

PAGE | 142 CHAPTER 5: EQUIPMENT | TREASURES


melting, turning to ash, or disintegrating in display of damage rolls to your to Armor Class and saving throws.
power). There must be at least one abjuration spell stored in the
You may imbue an inscribed staff with a special quality staff.
instead of adding spells. Each special quality can be
SAMPLE STAVES
purchased by spending spell levels as if they were inscribed.
There are many named inscribed staves in the Warcraft
• Aligned Staff (2 spell levels per sub-school or archetype universe.
suite, or 4 for one magic school). Choose one school of
INSCRIBED STAFF: EMBERSTONE STAFF
magic, or a sub-class of spell. You can channel mana from
Weapon (quarterstaff), uncommon
your surroundings as a bonus action before casting this
spell, reducing the mana cost of spells of that type by one This weapon is magical. This staff holds 10 charges. Spells
less mana point (minimum 1). If choosing evocation, for cost 1 charge per spell level (maximum spell level 2).
example, you may choose fire, cold, or lightning spells, and • absorb elements (level 1)
spend a bonus action to reduce the mana cost of the spell • burning hands (level 1)
by 1. You must use the staff as the arcane focus for this
spell. You can use a bonus action before casting an evocation
• Enhanced Staff (2 spell levels). The staff becomes a fire spell, reducing the mana cost by 1 (minimum 1).
magic weapon. If the rarity is uncommon, it has a +1 INSCRIBED STAFF: STAFF OF METONIA
bonus to attack and damage (3 spell levels). If the rarity is Weapon (quarterstaff), rare
rare, it has a +2 bonus (4 spell levels). If the rarity is very
You have +1 to attack and damage rolls with this magic
rare, it has a +3 bonus (5 spell levels).
weapon. This staff holds 10 charges. Spells cost 1 charge
• Guiding Staff (1 spell level, requires enhanced staff).
per spell level (maximum spell level 4).
You may add the staff’s bonus damage on attack and
damage rolls to spell attack rolls. • mirror image (level 2)
• Insightful Staff (1 spell level). If you notice an illusion
If you notice an illusion spell, you can attempt Intelligence
spell, you can attempt Intelligence (Investigation) checks
(Investigation) checks without spending an action, but only
without spending an action, but only once per turn. This
once per turn.
must be at least one illusion spell stored in the staff.
• Mana Storing (special). The staff can store a number of INSCRIBED STAFF: GUIDING STAFF OF WISDOM
mana points equal to the maximum spell level it can store. Weapon (quarterstaff), very rare
Drawing from this pool does not cost an action. You can This staff holds 15 charges. Spells cost 1 charge per spell
restore mana equal to one-half your proficiency bonus level (maximum spell level 5). The staff gives you resistance
(round up) at the end of a long rest. There must be at least to cold damage.
one transmutation spell stored in the staff. This special
quality costs one-quarter of the number of spell levels of • icy touch (level 1)
the staff (round up). • frost nova (level 3)
• Reflective Staff (1 spell level). If you succeed on a save • water breathing (level 3)
against a spell that targets only you, with or without the If you succeed on a save against a spell that targets only
staff's intervention, you can use your reaction to expend 1 you, with or without the staff's intervention, you can use your
charge from the staff and turn the spell back on its caster reaction to expend 1 charge from the staff and turn the spell
as if you had cast the spell. There must be at least three back on its caster as if you had cast the spell.
abjuration spells stored in the staff.
• Resistant Staff (2 spell levels). You gain resistance to one
INSCRIBED STAFF: STAFF OF THE SUN
elemental damage type while holding the staff. Weapon (quarterstaff), uncommon
• Smiting Staff (4 spell levels). When you hit with a melee This weapon is magical. You can use a bonus action before
attack using the staff, you can expend up charges (up to casting an evocation fire spell, reducing the mana cost by 1
the maximum spell level the staff can store). For each (minimum 1).
charge you expend, the target takes an extra ld6 points of This staff can be used to store mana, storing a total of 2
damage. The bonus damage is arcane. mana points.
• Soothing Staff (1 spell level). If you fail a saving throw These rules do not compass every staff. Some are
against an enchantment spell that targets only you, you can inherently stronger, and others are weaker. This, however,
turn a failed save into a successful one. This must be at does not require a certain inscription formula (such as other
least one enchantment spell stored in the staff. staves mentioned in these rules).
• Warding Staff (2 spell levels, requires enhanced staff).
JAINA'S LOCKET
You may add the staff’s bonus damage on attack and

PAGE | 143 CHAPTER 5: EQUIPMENT | TREASURES


Wondrous item, rare (requires attunement) A wand of minor power allows you to gain the benefits of the
You may use this locket to cast the teleport spell, but only to Mystic Blast feat without gaining the feat itself. Each wand
a destination inside the borders of Dalaran. The locket treats is attuned to a specific energy type. This also does not
Dalaran as a place with 'permanent circle' familiarity for the require mana in reserve.
purposes of the teleport spell, and if no specific location is The common version of the wand deals one dice of
specified in Dalaran, it teleports the user directly to the damage (1d6 fire, cold, lightning, or acid, or 1d4 holy,
Central Square, under the statue of Archmage Antonidas. unholy, fel, or arcane). For each step of rarity, it deals an
Other magical lockets like Jaina's Locket exist, usually additional dice (up to 5 dice at Legendary, as below). Treat
providing one-way teleportation to a specific city or region. the relevant spell level as described in the chart.

LIGHT'S VENGEANCE Common 1 dice


Weapon (greathammer), uncommon (greater attunement) Uncommon 2 dice
Rare 3 dice
Beyond the bonuses of the weapon upon attunement (see
Very Rare 4 dice
Greater Attunement), whenever you use this weapon for a Legendary 5 dice
Crusader's Strike, you may choose to grant yourself
resistance to any one damage type for until the end of your ORKENBLADE
turn in the next round. Weapon (longsword), rare (requires attunement)
This greathammer with a marble-white head and You gain + 1 to attack and damage rolls made with this
mahogany shaft is infused with holy magic and consecrated magic weapon.
to be carried by paladins of the Order of the Silver Hand. It When attuned to and wielding this weapon, you gain the
has the potential to grow stronger with the wielder. favored enemy hunter talent, as a hunter of your level, but
must choose orcs as your favored foe.
MANA BLADE
Weapon (any sword), rare PHANTOM BLADE
You gain a +1 bonus to attack and damage rolls made with Weapon (longsword), rare
this magic weapon. You gain a +1 bonus to attack and damage rolls made with
This weapon may cast the mana burn spell. Once used, this magic weapon.
this property cannot be used again until the next dawn. Upon a successful attack against a creature, you may
This blade can also mana burn as a bonus action as a declare that the weapons’ phantom touch ability activates as
strike effect. a bonus action. If phantom touch takes place, the targeted
Mana blades can also take the form of a warglaive (if creature is subject to a faerie fire spell (centered on the
taking the form of a scimitar). creature only) for one minute. If affected once, the creature
is immune against further uses for 24 hours.
MANA STONE
Wondrous item, rare PHILOSOPHER'S STONE
This cerulean-blue semi-solid stone is nearly translucent, Wondrous item, rare (requires attunement)
and shines with an internal blue light. While the mana stone While attuned to this stone, two different ability scores of
is in the possession of a character with a mana pool, their your choice increases by 1 (maximum 18). If you are an
passive regeneration increases by 50% (round down). Alchemist, you can also use your Quick Potions feature one
A character who benefitted from the stone for at least four additional time before a rest.
hours can crush it, and absorbing the latent energies. This A philosopher's stone is required for the transmute
restores mana as if the user rested for three hours. material spell. Creating this stone requires proficiency in
These stones are said to be shards of enchanted Alchemist’s Supplies.
runestones that are dipped in mana fountains, but such
PRISMATIC BLADE
rumors are unsubstantiated, as the secret of creation is in
Weapon (longsword), rare (requires attunement)
the elusive hands of the most talented infusionists. This item
is not treated as a consumable for the purposes of crafting. You gain + 1 to attack and damage rolls while using this
Like mana potions, consuming the mana stone does not magic weapon. While wielding this longsword, you can add
count against the normal limit of mana restorative abilities your Dexterity modifier to attack and damage rolls instead of
of once per hour. your Strength modifier.
If you are wielding this sword and not benefiting from a
MYSTIC WAND shield, add a +2 bonus to your AC.
Wondrous item, common (requires attunement by a This magic weapon has 4 charges, regaining 1d4 charges
spellcaster) daily at dawn. It may have one of the following abilities.

PAGE | 144 CHAPTER 5: EQUIPMENT | TREASURES


• Augment. With an action, you may cast the enhance ability Merging. Prismatic blades can be merged together in very
spell. This can affect anything touching the blade rare instances, such as the blades Shalla'tor and Ellemayne
(including yourself or any ally you touch). This costs 1 merging into Shalamayne.
charge. If a character manages to merge two prismatic blades, the
• Guard. With an action, you can cast the power word shield blade turns into a greatsword (such as Quel’Zaram), and
spell. This can affect anything touching the blade occupies only one attunement slot. The rarity of the merged
(including yourself or an ally you touch). This costs 1 blade is one step higher than the average of the two, and
charge. gains a + 1 additional bonus to attack and damage.
• Weave. With an action, you may cast the prismatic spray Shalla’tor and Ellemayne are act as normal Prismatic
spell. This costs 4 charges. Blades, but are Very Rare in quality and have a +2 bonus to
• Unweave. You may cast the dispel magic spell as part of attack and damage. They have the Augment, Guard, and
drawing the blade (free action), or with an action if it is Unweave abilities. By merging together, Shalamayne
already drawn. This spell is limited to touch range, becomes legendary rarity, has a +3 bonus to attack and
however, and can affect anything touching the blade damage rolls, and its Unweave ability functions as spell level
(including yourself, an ally you touch, or any spell targeting 8.
you). This costs 2 charges. The spell’s level is equal to 4 if
PUZZLE BOX OF YOGG-SARON
the rarity is Rare, 6 if Very Rare, and 8 if Legendary.
Wondrous item, very rare (requires attunement)
There are many Prismatic Blades. Three of the best This cube of metallic-like material is actually a puzzle box.
known are Quel'Serrar, Quel’Zaram, and Quel'delar. All Its sides can be manipulated by pushing and twisting,
such blades are ancient, forged by dragons long ago and though it is unknown of anyone managed to solve it.
gifted to the kaldorei to aid them in the War of the Ancients. The user may attempt a DC 25 Intelligence check to begin
Currently, most remain dull and forgotten, though it can cracking the puzzle box. Upon each success, the bearer of
be re-forged by heating in dragon-fire, and being quenched in the box gains an additional ability as they make significant
dragon blood (which gives it the reputation of being a advancement to opening the puzzle-box. The user should
dragon-slaying blade). record successes and failures simultaneously.
A dulled Prismatic Blade has 0 charges, but otherwise
acts otherwise same way. Successes Ability
The greater the rarity of the prismatic blade, the more 1 Can cast confusion 1/long rest
abilities it may have. 2 Advantage to saving throws versus mind-affecting
effects
Very Rare blades (such as Quel’Zaram) has three abilities,
3 Gain + 1 to your Intelligence score
and has a +2 bonus to attack and damage. 4 Can cast mind blank 1/long rest
A dulled Prismatic Blade must be re-ignited to act in its 5 Gain + 1 to your Intelligence score
full capacity. 6 Gain immunity to the Confusion effects, and has a
When subject to a true dragon's breath weapon by itself permanent tongues effect
(such as by being in the area of the breath weapon and not
being wielded, tricking a dragon to breathe upon it, or
leaving it in the mouth of a dying dragon), there is a chance Failures Ability
the blade is re-enchanted. This depends on the age of the 1 Afflicted with shoret-term madness whenever failing a
dragon. On a failed enchantment, the dragon cannot try check to use the puzzle box
2 Madness can only be supressed, but lesser restoration
again until it advances to the next age category.
no longer removes it
3 Take -1 to your Spirit score
Age Change of Enchantment 4 Take disadvantage to saving throws versus illusions,
Wyrmling 1% and suffers long-term madness when failing a check to
Young 25% use the puzzle box instead
Adult 50% 5 Take -1 to your Spirit ccore
Ancient 100% 6 Gain one indefinite madness

Whenever attempting to solve the puzzle-box, the user


SECRETS OF THE PRISMATIC BLADES: AWAKENING AND hears one of the below quotes in their mind (as telepathy,
REFORGING choose randomly).

"What I offer to you now is one such blade, unfired, d20 Verse
unheated, untreated - the most raw and basic form. Now 1 At the bottom of the ocean even light must die.
you merely need to find a dragon that will willing enchant 2 The silent, sleeping, staring houses in the backwoods always
the blade…" dream. It would be merciful to tear them down.

PAGE | 145 CHAPTER 5: EQUIPMENT | TREASURES


3 There is no sharp distinction between the real and the unreal. RELIC OF POWER
4 Even death may die. Wondrous item, uncommon (requires attunement)
5 There is a little lamb lost in dark woods.
6 All places, all things have souls. All souls can be devoured. Relics are items that hold minor abilities that strengthen
7 What can change the nature of a man? specific spells the relic is attuned to. Relics can always
8 Do you dream while you sleep or is it an escape from the double spellbooks or similar manuals (such as totems, idols,
horrors of reality? etc.). Relics must be carried to convey their bonus.
9 Look around. They will all betray you. Flee screaming into the Bones Relic. The earth shield spell remains for double
black forest.
the normal duration.
10 In the land of Ny'alotha there is only sleep.
11 Y'knath k'th'rygg k'yi mrr'ungha gr'mula. Corpses Relic. The corpse explosion spell costs one less
12 The void sucks at your soul. It is content to feast slowly. mana point, and does not affect you or your allies.
13 The drowned god's heart is black ice. Cosmic Relic. The moonfire and sunfire spells cost one
14 It is standing right behind you. Do not move. Do not breathe. less mana point
15 Have you had the dream again? A black goat with seven eyes Despair Relic. The rune array spell costs one less mana
that watches from the outside.
In the sunken city, he lays dreaming.
point.
16 Open me! Open me! Open me! Then only will you know Divinity Relic. The flash of light spell costs one less mana
peace. point.
17 You resist. You cling to your life as if it actually matters. You Claw Relic. You may add your Spirit modifier to damage
will learn. rolls with strike spells on the druid spell list
18 The tortured spirits of your ancestors cling to you, screaming
Crying Wind Relic. The carrion swarm spell costs one
in silence. Apparently they are quite numerous.
19 Beneath the shadow of the darkened spire, there is no light, less mana point.
no mercy, only void, and the chaos within. Eternal Rest Relic. The consecration spell costs one less
20 You will all be alone in the end. mana point, and restrains fiends and undead who fail a
Stamina saving throw for until the beginning of your turn in
QUILEN STATUETTE
the next round.
Wondrous item, rare
Guarded Evil Relic. The death coil spell grants temporary
You can use an action to hold the statuette aloft and speak hit points equal to your Spirit modifier to whoever it heals
the command word. Doing so conjures a Quilen, as if you for one hour
had cast the conjure construct spell (spell level 5). The Grace Relic. The dispel magic spell has advantage to
statuette can't be used this way again until the next dawn. dispel necromancy and conjuration spells
This statuette, carved during the brief reign of Mogu Health Relic. The rejuvenation spell costs one less mana
emperor Kang of Pandaria, was part of an experiment to point
bind Quilen servants in small stones. This experiment was Hope Relic. The seal array spell costs one less mana
abandoned as the Quilen thus bound were greatly point
diminished in power and thus deemed unworthy. Impact Relic. The elemental shock spell costs one less
mana point
Inner Passion Relic. The holy fire spell costs one less
mana point
Lifebringer Relic. The holy light spell costs one less
mana point
Righteous Relic. The holy fire spells remains for double
the normal duration
Solar Relic. The sunfire and sunbeam spells cost one less
Quel’Serrar mana point
Steamcaller Relic. The healing stream spell costs one
less mana point
Storm Relic. The lightning bolt and lightning storm spells
cost one less mana point
Surging Seas Relic. The riptide spell costs one less mana
point
Vengeful Heart Relic. The death coil spell costs one less
mana point
Walking Dead Relic. The conjure undead spell retains
telepathic communication up to ten times the normal
distance

PAGE | 146 CHAPTER 5: EQUIPMENT | TREASURES


Wracking Relic. The holy nova and exorcism spells cost Flame. While wielding this weapon, you may brandish it
one less mana point at any area within 100 feet, causing a column of fire to rise
up, as per the flame strike spell.
ROYAL SWORD OF STORMWIND
Scorch Strike. When you hit with a melee attack using
Weapon (greatsword), very rare (requires attunement)
the scimitar, you can cause the target to take an extra 2d6
You gain + 3 to attack and damage rolls made with this fire damage. This is a strike effect that costs a bonus action.
magic weapon. Searing Blitz. Before you attack with the scimitar, you
Once attuned to this greatsword, you may gain the may declare a searing blitz. When you move, you gain + 2 to
Inspiring Leader feat (regardless of your actual Charisma AC versus attacks of opportunity, and leave a trail of
score). A creature can benefit from the temporary hit points lingering flame behind you. This trail can have a maximum
granted by this feat twice before a short rest. length of half your speed, acts as normal fire, and deals 1d6
This blade had only one bearer—the general of fire damage to creatures moving through it. It remains for
Stormwind, who was the Lion of Azeroth, Sir Anduin one minute, and is 5-feet wide and 5-feet high.
Lothar. The blade was broken during his climactic battle
against Orgrim Doomahammer, and the pieces of the blade SPELL SHIELD AMULET
were then carried by his second-in-command, the paladin Wondrous item, uncommon
Turalyon, who still retains the pieces. You can cast a 3rd-level counterspell, but the spell you
choose must include you as a target. Once used, it cannot be
RUNESPEAR
used again until the next dawn.
Weapon (halberd), very rare (requires attunement)
You gain + 2 to attack and damage rolls made with this SPIRITUAL ESSENCE
magic weapon. Rarity varies (based on the target's level)
While attuned to this weapon, you may increase your Spiritual essence can be consumed to add experience points
Stamina score by 2 (maximum 22). equal to 1/5th the target's total experience points value (if
This halberd was wielded by the chief of Bloodhoof possessing class levels), or their XP appropriate to their
Tauren, and remains as a symbol of their tenacity and will. challenge (if a monster).
Spiritual essence can never be found, and can be created
SAGEBLADE
by casting an essence seal spell that is equal in spell level to
Weapon (any sword), rare (requires attunement)
half the target's HD or Challenge, succeeding in capturing
You gain a +1 bonus to attack and damage rolls made with the essence (as per the spell) and then casting the wish spell,
this magic weapon. or using divine intervention or similar abilities to draw out
While wielding this sword, you may use your Intelligence spiritual essence. A creature turned into Spirit Essence does
or Charisma for attack and damage rolls with the sageblade not give experience to whoever defeated it.
instead of Strength or Dexterity. You may also gain the Each attempt to draw spiritual essence has a 25% chance
benefit of the Spell Strike feat for up to three times. Once of succeeding, otherwise the creature must be resurrected,
used three times, the spell strike property can’t be used fully healed, and then subjected to the same experience
again until the next dawn. again.
SARONITE MINDCRUSHER The entity that created the spiritual essence cannot also
Weapon (mace), rare use it. A single given creature can only benefit once from
consuming spiritual essence, as consuming it also bestows a
You gain a +1 bonus to attack and damage rolls made with
shard of the consumed creature's mind to the one who
this magic weapon.
consumed it, usually warping their thoughts and inflicting a
You may declare a mind crushing strike, dealing 1 point of
minor type of insanity, or causing them to hear
mana burn for every 4 points of damage dealt. This
hallucinations (usually as if the consumed creature is
otherwise acts as the mana burn spell. This only functions
speaking to them). A creature whose essence is consumed
against arcane spellcasters and fiends. This is a strike effect.
cannot be resurrected, as their soul is obliterated and
Once the mana burning feature is used three times, it cannot
consumed.
be used again until the next sundown.
Demons of great power usually make spiritual essence of
SCIMITAR OF THE SIROCCO particularly tenacious victims to torment them, as the
Weapon (scimitar), very rare (requires attunement) creature is always aware of what is around it, but cannot
You gain a +2 bonus to attack and damage rolls made with communicate (is treated as if beyond death, so Speak with
this magic weapon. Dead cannot function either). This represents artifacts such
It also has the following additional properties. When one as the Skull of Gul’dan.
of these properties is used, it can't be used again until the For this purpose, if Gul'dan is a 20th level warlock, then
next dawn. his Spirit Essence will yield 71,000 XP (one-fifth of

PAGE | 147 CHAPTER 5: EQUIPMENT | TREASURES


355,000), usually enough to raise the level of a Demon You gain + 3 to attack and damage rolls made with this
Hunter. magic weapon.
This longbow has 6 charges. While attuned to it, you can
STAFF OF SORCERER-THANE THAURISSAN
expend 1 charge and cast any one of the following spells as a
Weapon (staff), very rare (requires attunement by a druid,
shot spell
mage, shaman, or warlock)
You have resistance to fire damage while you hold this • Black Arrow (2 charges)
magic staff. If you already have resistance, you are immune • Searing Shot (1 charge)
to fire damage. • Tranquilizing Shot (1 charge)
The staff has 10 Charges. While holding it, you can use an • Viper Shot (1 charge)
action to expend 1 or more of its Charges to cast one of the The longbow regains 1d4 expended charges daily at dawn.
following Spells from it, using your spell save DC: burning Dath'Remar Sunstrider, the ancestor of Kael'thas
hands (1 charge), fireball (3 charges), or wall of fire (4 Sunstrider, owned this bow in ages past. It was passed
charges). down through the generations until finally given to Sylvanas
The staff regains 1d6 + 4 expended Charges daily at dawn. Windrunner, Ranger-General of Quel'Thalas, with whom it
If you expend the last charge, roll a d20. On a 1, the staff still remains.
blackens, crumbles into cinders, and is destroyed.
Sorcerer-Thane Thaurissan was the leader of the Dark THE PLANAR EDGE
Iron dwarves during the War of the Three Hammers. When Weapon (battleaxe), very rare (requires attunement)
he lost Ironforge to the Bronzebeard clan, Thaurissan You gain a +1 bonus to attack and damage rolls made with
retreated to the Redridge Mountains and founded a city in this magic weapon.
his name. In a desperate attempt to defeat his enemies, While wielding it, you can use it to cast the gate spell as an
Thaurissan accidentally summoned the demigod Ragnaros, action, and it remains open for 2d4 rounds. This property of
which resulted in the sorcerer-thane's immediate death and the battleaxe can't be used again until the next dawn.
the formation of the volcanic peak of Blackrock Mountain.
TIRIOSH, NIGHTMARE OF AGES
SULFURAS, HAND OF RAGNAROS Weapon (dagger), very rare (requires attunement)
Weapon (maul), legendary (requires attunement) You gain + 2 to attack and damage rolls made with this
You gain a +3 bonus to attack and damage rolls made with magic weapon.
this magic weapon. With a bonus action, the dagger can split into two identical
It also has the following additional properties. When one ones with the same statistics, so long as they are held by
of these properties is used, it can't be used again until the you.
next dawn. Once attuned to this dagger, you gain the ability to climb
Pyroblast. You may cast the pyroblast spell (while faster than normal; climbing no longer costs you extra
concentrating, the hammer increases in brightness). movement. In addition, when you make a running jump, the
Immolation Aura. You may cast the immolation aura spell distance you cover increases by a number of feet equal to
(spell level 5). This does not require concentration, and your Dexterity modifier. You also reduce any fall damage
continues until its full duration ends. you take by 25 points of damage (minimum 0).
Elemental Tongue. You may cast the elemental tongue This dagger looks like a monstrous fang. When twisted in
(Fire) at spell level 3. a specific way, it breaks into two identical thinner blades. If
This can be created by obtaining the Eye of Sulfuras, a one dagger is more than 30 feet away from another, the one
Sulfuron ingot, and the smithing plans that show the furthest to you disappears, and re-appears bonded to the
hammer’s internal construction with the Sulfuron Hammer, first dagger.
and passing a DC 20 Intelligence check with smith’s tools.
TROL'KALAR
SULFURON HAMMER Weapon (longsword), rare (requires attunement)
Weapon (maul), very rare (requires attunement) You gain + 1 attack and damage rolls made with this magic
You gain a +3 bonus to attack and damage rolls made with weapon.
this magic weapon. Once attuned to this longsword, it may be used to apply
This weapon can be perfected into Sulfuras, Hand of the Mortal Strike warrior ability. If you already have this
Ragnaros, a legendary weapon (see above). ability, the longsword deals one additional dice of damage
against any creature that has regeneration or the rapid
SUNSTRIDER LONGBOW
regeneration feature (such as trolls).
Weapon (longbow), legendary (requires attunement)
The dread sword known as the Trol'kalar (troll slayer, in
the ancient tongue), was first known to be wielded by

PAGE | 148 CHAPTER 5: EQUIPMENT | TREASURES


Strom's most capable warlord, Lord Ignaeus Trollbane, claimed by Illidan Stormrage. Twin-blades are warglaives
during the Troll Wars. After the war and with the departure employed by demonic felguards, and are specifically created
of Thoradin's ruling descendants the Trollbane family to increase in power with the demon. As demon hunters
ascended to the throne. The Trol'kalar image changed by often count as demons, twin-blades can increase in power in
also becoming a true emblem of power in that region, being the hands of demon hunters as well.
rightly wielded only by the direct descendants of Lord
VAL’ANYR, HAMMER OF ANCIENT KINGS
Ignaeus as a symbol of rulership over the glorious Kingdom
Weapon (mace), very rare
of Stromgarde.
You gain + 2 to attack and damage rolls made with this
TRUESILVER CHAMPION magic weapon.
Weapon (greatsword), rare (requires attunement) You may cast the power word shield spell as a bonus
You gain a +2 bonus to attack and damage rolls with this action, but only at a range of touch, or to a target of a healing
magic weapon. While holding this weapon, you may utter spell you cast. Once this feature is used three times, it
the inscription upon the blade, granting you 15 temporary cannot be used again until the next dawn.
hit points. Once this feature is used, it cannot be used again
VERDANT SPHERE
until the next dawn.
Wondrous item, rarity varies (requires attunement)
Truesilver acts as if a silvered weapon.
Verdant spheres are mana stones attuned to ley lines to the
TWIN BLADES OF AZZINOTH point of drawing power from them. Many types of verdant
Weapon (warglaive), rarity varies (greater attunement) spheres exist, each with different powers drawn upon the ley
Beyond the bonuses of the weapon upon attunement (see line's attunements. Legend has it the orb siphons a portion
Greater Attunement), whenever you cast the mage armor of the essence of every evil outsider slain by its owner. The
spell, you gain 1 additional point of AC. orb draws on the essence of these demons for its own
Furthermore, upon a successful attack against a creature, powers, the spirits writhing in torment within it for all
you may declare that the weapons’ mana burn ability eternity. The truth of the matter, however, is that there are
activates as a bonus action as a strike effect. Once used, this simply powerful arcane tools, sometimes known as
property cannot be used again until the next dawn. The spell mooncrystals in Quel’Thalas. The Blood Mage Prince
level of the mana burn spell depends on the current rarity of Kael'thas Sunstrider is known to have the largest collection
the weapon. on Verdant Spheres, possessing the Attunement, Fire, and
Demonic Drain spheres.
Rarity Spell Level (Mana Burned) When inactive, they appear to be fist-sized orbs of opaque
Uncommon 4 (1d4 + 1)
glass. When activated by a caster's command, they burst into
Rare 6 (2d4 + 1)
Very Rare 9 (3d4 + 1)
flame of a color attuned to the user and hover above their
Legendary 11 (4d4 + 1) heads. Some casters prefer to disguise them behind an
illusion, however, or keep them inactive until needed. When
The most well-known twin-blade is that that once you use an action to toss one of these spheres into the air,
belonged to the doom guard Azzinoth, whose blades were the sphere orbits your head at a distance of 1d3 feet and
confers a benefit to you. Thereafter, another creature must
Twin Blades of use an action to grasp or net the stone to separate it from
Azzinoth you, either by making a successful attack roll against AC 24
or a successful DC 24 Dexterity (Acrobatics) check. You can
use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all
damage. It is considered to be an object that is being worn
while it orbits your head and shoulders, and is thus only
subject to being damaged when it is specifically targeted.
Absorption (Very Rare). You can use your reaction to
cancel a spell of 4th level or lower cast by a creature you can
see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns
out and loses its magic. If you are targeted by a spell whose
level is higher than the number of spell levels the stone has
left, the stone can't cancel it.
Agility (Very Rare). Your Agility score increases by 2, to a
maximum of 20.

PAGE | 149 CHAPTER 5: EQUIPMENT | TREASURES


Attunement (Very Rare). You can attune yourself to two finger, hair, or fingernail). So long as the target does not
other infused items. This sphere itself does not require take the measures to end the bond (such as by replacing the
attunement. finger or removing a hand, cutting all their hair, or clipping
Awareness (Rare). You can't be surprised. all their fingernails, as determined by the DM), the Hexer
Demonic Drain (Rare). Draining mana from demons spirit is always aware of where the target is, as if under the
grants double the normal mana amount possible. effects of a locate creature spell.
Fortitude (Very Rare). Your Stamina score increases by The Hexer spirit can be allowed to leave the voodoo doll to
2, to a maximum of 20. use its Carry Voodoo power, which allows the owner of the
Fire (Very Rare). The area of your fire spells is doubled. doll to cast a spell for the Hexer to carry, or harm the doll
Frost (Very Rare). The area of your cold spells is doubled. and order the hexer spirit to use its Withering Touch ability
Greater Absorption (Legendary). You can use your on the target (usually until they die, or the victim is at the
reaction to cancel a spell of 8th level or lower cast by a point where the witch doctor wants them).
creature you can see and targeting only you. Once the stone The DM has the Hexer Spirit’s statistics (Monster Guide).
has canceled 50 levels of spells, it burns out and loses its
WARDEN’S CLOAK
magic. If you are targeted by a spell whose level is higher
Wondrous item, rare (requires attunement)
than the number of spell levels the stone has left, the stone
can't cancel it. Specially constructed for the night elves' wardens, these
Insight (Very Rare). Your Spirit score increases by 2, to a green velvet cloaks bear a fringe of deadly, razor-sharp
maximum of 20. blades along the hem, resembling the wings of an owl. While
Intellect (Very Rare). Your Intelligence score increases wearing it, you gain the following benefits:
by 2, to a maximum of 20. • You gain a +1 bonus to AC.
Leadership (Very Rare). Your Charisma score increases • You ignore damage by falling, as if under the effects of the
by 2, to a maximum of 20. feather fall spell.
Mastery (Legendary). Your proficiency bonus increases • You may conjure two daggers from the cloak’s folds. This
by 1. does not cost an action, but the daggers remain until the
Protection (Rare). You gain a +1 bonus to AC. end of your turn, afterwards they disappear.
Regeneration (Legendary). You regain 15 hit points at
the end of each hour, provided that you have at least 1 hit Wardens who don this cloak are usually talented with
point. knife-throwing (taking the fan of knives rogue talent).
Reserve (Rare). This sphere spells cast into it, holding WISP AMULET
them until you use them. It can store up to 3 levels worth of Wondrous item, rare
spells at a time. When found, it contains 1d4 - 1 levels of
The wearer of this amulet may transform into a wisp for up
stored spells chosen by the DM.
to 1 minute. This is a polymorph effect. This property of the
Any creature can cast a spell of 1st through 3rd level into
amulet can’t be used again until the next sundown. The DM
the sphere by touching it as the spell is cast. The spell has
has the wisp’s statistics.
no effect, other than to be stored in the sphere. If the sphere
can't hold the spell, the spell is expended without effect. The
level of the spell determines how much space it uses.
ARTIFACTS
This uses the spell’s level, save DC, attack bonus, and ANATHEMA AND BENEDICTION
spellcasting ability of the original caster, but is otherwise Weapon (staff), artifact (requires attunement)
treated as if you cast the spell. The spell cast from the
This staff can be wielded as a magical quarterstaff that
sphere is no longer stored in it, freeing up space.
grants a + 3 to attack and damage rolls made with it.
Strength (Very Rare). Your Strength score increases by
The staff has 50 charges. It regains 4d6 + 2 expended
2, to a maximum of 20.
charges daily at dawn. If you expend the last charge, roll a
Sustenance (Rare). You don't need to eat or drink.
d20. On a 1, the ancient wood that keeps the Anathema and
VOODOO DOLL Benediction heads away from one another crumble, and the
Wondrous item, rare (requires attunement by any two gravitate towards one another, before clashing, and
spellcaster who can cast Speak with Dead) disappearing. On a 20, the staff regains 1d6 charges. After
A voodoo doll seems innocent, but it is actually a house of a one year of disappearing, the staff re-forms elsewhere in
Hexer spirit. Hexer spirits bound to a voodoo doll are Azeroth with full charges.
servitors to whoever is attuned to the doll, serving them in Strike of the Cursed and Blessed. When you hit with a
return for favors. melee attack using the staff and use 1 charge, you can
A voodoo doll may be attuned with a target with one hour expend 1 charge to cause one of the two opposing heads to
of contact with a remaining body part or piece (such as a strike. If choosing Anathema, the staff deals an extra 2d8

PAGE | 150 CHAPTER 5: EQUIPMENT | ARTIFACTS


shadow damage to any target it hits. If choosing infused crystal, Ashbringer has a storied history. Its last
Benediction, the staff instead deals 2d8 holy damage to any wielder was the paladin Highlord Mograine.
target it hits. This is a strike effect and requires a bonus Although it succeeded in containing the Scourge's efforts
action to activate as normal. to spread south throughout the Eastern Kingdoms, its true
Channel Divinity. You can use 3 charges to regain a use strength can possibly rival that of Frostmourne.
of your channel divinity ability (if you have it). This can be
ATIESH, GREATSTAFF OF THE GUARDIAN
used once until the next dawn.
Weapon (staff), artifact (requires attunement)
Spells. While holding this staff, you can use an action to
expend 1 or more of its charges to cast one of the following This staff can be wielded as a magical quarterstaff that
spells from it, using your spell save DC: Death ward (4 grants a + 3 to attack and damage rolls made with it. If
charges), finger of death (7 charges), holy aura (8 charges), attuned to Atiesh, you may use an action to summon it to
holy nova (heightened to 4th level; 4 charges), holy light your possession, regardless of where it currently is (this acts
(heightened to 4th level; 4 charges), death coil (heightened as a plane shift spell).
to 4th level; 4 charges), conjure undead (heightened to 4th The staff has 50 charges. It regains 4d6 + 2 expended
level; 4 charges), dispel magic (3 charges), protection from charges daily at dawn. If you expend the last charge, roll a
evil and good (1 charge), and hallow/unhallow. d20. On a 1, the staff temporarily loses its powers for until
the next dawn and becomes a + 1 magical quarterstaff.
ASHBRINGER Guardian Magic. While attuned to the artifact, any spell
Weapon (greatsword), artifact (requires attunement) you cast is treated as heightened by one level for no cost (up
This sword can be wielded as a magic greatsword that to 9th level), and you gain advantage to all dealings with
grants a + 3 to attack and damage rolls made with it. Any outsiders, fey, undead, and elementals.
undead destroyed by this sword is burnt to ash, utterly Spells. While holding this staff, you can use an action to
destroying the corpse. The weapon’s additional damage is expend 1 or more of its charges to cast one of the following
treated as fire or holy damage (whichever is most beneficial). spells from it, using your spell save DC: fear (3 charges),
Ashen Strike. If this blade slays an undead spellcaster gate (9 charges; opens to anywhere, or Karazhan if
who has bonded (or animated) undead, the spells are unspecified), glyph of warding (can heighten to any level; 1
instantaneously dispelled, dispelling the bonds (seeing them charge per level), phantom steed (3 charges), plane shift (7
loose) or dispelling the animation spell. If this blade slays charges), polymorph (4 charges), private sanctum
creature or undead, the corpse cannot be used to animate (heightened to 6th level; 6 charges)
future undead. Watchers. While attuned to this artifact, ravens are drawn
Light-Blessed Sight. While attuned to this blade, you have to you and often remain close, observing and warning you of
the benefits of true seeing against undead, but only to the any dangers they can notice.
range of 30 feet. Destroying the Staff. The only way to destroy the staff is
Forged by King Magni Bronzebeard in grief over his either to have it cloven in two by a Titan’s weapon, affected
brother’s death in during the Second War out of a Light- by the elemental attacks of the four Elemental Lords of
Azeroth for one entire day, being consumed by an Old God
for one hour, or being targeted with an archdemon’s wish
spell. The destruction of the staff breaks it into forty-two

Ashbringer

Anathema

Benediction

PAGE | 151 CHAPTER 5: EQUIPMENT | ARTIFACTS


pieces (the head, tail, and forty shards), and curses it to be While attuned to the artifact, any necromancy or
bound with a powerful demon (Atiesh, the Hand of Sargeras; abjuration spell you cast is treated as heightened by one
an Eredar Warlock). If the staff’s pieces are ever brought level (up to 9th level), and you gain advantage to all dealings
together again, the demon arises to kill the collector and with undead.
retrieve the staff to his demon master. Spells. While the sword is on your person, you can use an
Atiesh, Greatstaff of the Guardian is a powerful staff action to cast one of the following spells (saving throw 18)
passed down through the line of the Guardians of Tirisfal up from it: dominate undead (level 5), death coil (level 5), or
until and including Medivh, the last Guardian. It is currently finger of death. Once you use the sword to cast a spell, you
wielded by Medivh's former apprentice, Khadgar. The staff can't cast that spell again from it until the next midnight.
was born from the "seed of hate" and grants its wielder You can also cast speak with dead at will any corpse or use
"power unending". It was passed down by each Guardian of the spell to speak to any soul trapped in the blade.
Tirisfal to its successor. This ancient wooden staff has a red Telepathic Speech. While the sword is on your person,
sash tied to the head, on which a raven was sculpted. you have a telepathic bond with the Lich King, and he is able
to target you for any enchantment or necromancy spells
FROSTMOURNE
(such as dominate person, possession, or animate undead).
Weapon (greatsword), artifact (requires attunement)
If you are the Lich King, your telepathic bond extends to
This greatsword can be wielded as a magical greatsword anyone who willingly serves you (including enslaved and
that grants a + 3 to attack and damage rolls made with it. It animated undead).
scores a critical hit on a roll of 19 or 20, and deals an extra Sentience. Frostmourne is a sentient lawful evil weapon
2d10 slashing damage to undead. with an Intelligence of 15, a Spirit of 13, and a Charisma of
If the sword isn't bathed in blood within 1 minute of being 16. It has hearing and darkvision out to a range of 120 feet.
drawn from its scabbard, its wielder must make a DC 15 Personality. The sword's purpose is to serve the Lich
Charisma saving throw. On a successful save, the wielder King wholly and fully. Killing the enemies of the scourge
takes 3d6 psychic damage. On a failed save, the wielder is (members of the Alliance or Horde, followers of the Holy
dominated by the Lich King (either via the spirit of Ner’Zhul Light, and the Burning Legion if the Lich King wills it),
or by the blade’s own consciousness which serves it), as if by serving the Cult of the Damned, and slaying servants of good
the dominate spell, and the sword demands that it be used all help fulfill this goal.
to serve the Scourge. The spell effect ends when the sword's Destroying the Sword. The sword is destroyed should the
demand is met. Lich King himself be destroyed by fel or holy magic, and if it
Soul Stealer. The sword traps the souls of the dead. You is targeted with a wish spell and a Charisma check
gain the Blood Death Knight’s Blood Strike ability. If this contested with the Charisma of the sword.
strike reduces the target to 0 hit points, it also steals the soul The sword must be within 30 feet of the creature, or the
of the target, and retains it in the blade (as the essence seal spell fails. If the sword wins the contest, nothing happens,
spell heightened to level 10, or CR 20). The sword can and the spell is wasted. If the sword loses the contest, it is
contain up to 200 total CR in the blade. You have advantage destroyed.
to any roll to keep the souls imprisoned in the sword. Frostmourne is a powerful blade crafted by demons on the
orders of Archimonde, bound with Ner’Zhul’s spirit into a

Frostmourne

Atiesh, Greatstaff of Thori’dal, the Stars’


the Guardian Fury

PAGE | 152 CHAPTER 5: EQUIPMENT | ARTIFACTS


shard of ice, and then hurled as a comet onto the highest The legendary bow resonates with the power of the
peak of Icecrown, Azeroth’s Roof of the World. Its greatest Sunwell. The origins and history of the weapon remain a
(and only) wielder was Prince Arthas, now known as the mystery.
Lich King after his mental union with Ner’Zhul.
THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER
Frostmourne, as much as the Lich King, is the ruler of
Weapon (longsword), artifact (requires attunement)
Northrend.
This blue-gray runeblade has a steel skull fixed into the You have +3 to attack and damage rolls with this magic
guard, and a tough leather grip, and the runes across the weapon.
width of the sword give hints of the thousands of tortured While attuned to this sword, you can cast the absorb
souls imprisoned in the wicked soul-stealing blade. The relic elements spell at will, but only against lightning and thunder
of the master of the dead, it holds great power over them. damage as a 4th level spell. The sword has 5 charges. You
can spend charges to manifest one of the following effects:
FROSTMOURNE REFORGED: SHADOWMOURNE Discharge (2 charges). You cast the lightning bolt spell.
Daughter Blade of Frostmourne Lightning Rod (1 charge). absorb elements is heightened
The shards of a destroyed Frostmourne can be used to forge to 8th level. You can also cast the spell if the spell targets a
Shadowmourne.Shadowmourne can take the form of a creature within 10 feet of you, granting them the benefit
greatsword, longsword, greathammer, or greataxe. Its rarity instead.
decreases to Legendary (and thus can be destroyed without The sword replenishes 1d4 charges every dawn.
special conditions), its personality changes to follow the Thunderfury, Blessed Blade of the Windseeker is the
crafter’s, and loses the following features: Telepathic legendary sword once wielded by Thunderaan, Prince of Air.
Speech and Soul Stealer, but retains all other features The prince, son of Al'Akir the Windlord, was attacked by
(bonus to attack and damage, spells, sentience, and magical Ragnaros the Firelord, in an attempt to heighten the already
weapon status). impressive power that the fire elemental held.
Ragnaros succeeded; however, Thunderaan's power could
THORIDAL, THE STARS’ FURY
not be completely taken into his form. What remained of
Weapon (longbow), artifact (requires attunement)
Thunderaan was placed in a talisman of elemental binding,
This bow can be wielded as a magic longbow that grants a + which was broken into two pieces. The pieces were then
3 to attack and damage rolls made with it. given to the Firelord's two lieutenants, Baron Geddon and
Thoridal can generate its own spectral arrows when used Garr, respectively the left and right halves. These two halves
to attack, or can use normal arrows. are known as the Bindings of the Windseeker.
Arcane Arrows. When you expend an arrow to attack
with Thoridal, it deals an additional 1d8 arcane damage on a
hit, even when the arrow has its own special effect (such as
ARMOR SETS
an Arrow of Slaying). Armor sets are found as treasure, although they can be
Spectral Arrows. If you do not use a projectile, the bow crafted. In case of crafting, the character must be able to
creates its own spectral ammunition. The attack deals extra craft a full set (at the highest rarity).
damage equal to your Charisma modifier on a hit, and half For example, a druid who wishes to craft the Cenarion
the damage dealt is arcane damage. Spectral arrows are Raiment must possess the materials and ability to craft Very
white and translucent, and whoever sees it in flight at first Rare armor (the rarity of the entire set).
believes it is a shooting star.
AVATAR RAIMENT ARMOR
Arrowsmith. Whoever is attuned to Thoridal can craft
Armor (cloth), variant (requires attunement), pieces
magical arrows as if they were infusionists (using their own
(Vestment and cowl, gloves, mantle, arm wraps)
proficiency bonus for Infusion), though the arrows are
designed to be used exclusively by the bow. • Uncommon. If possessing one set piece, you may add your
spellcasting ability modifier again to any amount of hit
points restored by flash of light or flash of shadow spells.
This also applies to the amount of damage the spell would
Thunderfury, Blessed deal if targeting an undead or fiend.
Blade of the • Rare. If possessing two to three set pieces, you may use a
Windseeker bonus action to Dash, but only to approach a wounded or
unconscious ally.
• Very Rare. If possessing all set pieces, whenever you heal
or damage a target with a healing spell who has less than
quarter their maximum hit points, your healing spells heal

PAGE | 153 CHAPTER 5: EQUIPMENT | ARMOR SETS


for an extra 25%. This applies once per spell. This can from one wild shape attempt (chosen once attuned to the
stack with similar abilities. armor).
• Very Rare. If possessing all set pieces, the horns of the
This white and gold armor set is suffused with great divine
raiment remain in wild shape, granting you a natural
power, abjuring the wearer’s face from view into a
attack that deals 2d6 damage at medium size. Before
benevolent (or malevolent) shadow.
going into a wild shape, you can designate three spells to
BLACKENED DEFIAS ARMOR be cast upon your horns, which can then either be
Armor (leather), variant (requires attunement), pieces discharged as per the Spell Strike feat on the target of
(Armor, gloves, boot, belt) your natural attack or be cast by touching the target with
your horns.
• Uncommon. If possessing one set piece, dim light doesn’t
impose disadvantage on your Spirit (Perception) checks Created in Moonglade by the druids of the Cenarion
relying on sight. Circle, the Cenarion raiment is worn by some of its most
• Rare. If possessing two to three set pieces, climbing powerful champions as they strive to protect and preserve
doesn’t halve your speed, and you can make a running long nature against the unnatural forces that threaten it. The
jump or a running high jump after moving only 5 feet on Cenarion raiment features a thick brown leather robe
foot, rather than 10 feet. covered in leaves and other symbols of nature – most
• Very Rare. If possessing all set pieces, you may cast the prominently the sticks and leaves protruding from the
fade spell at will, or the invisibility spell three times before wearer’s shoulders and the antlers resting upon his head.
the spell-weaving power of the armor is expended,
DESTROYER ARMOR
replenishing after the next sundown.
Armor (plate), variant (requires attunement), pieces
Commonly worn by commanders of the Defias (breastplate, great helm, girdle, gauntlets)
Brotherhood, this suit of dark armor is ideal camouflage for
• Uncommon. If possessing one set piece, whenever you
skulking rogues. The Defias set is a suit of black leather
deal or suffer a critical hit, you are hasted (as the spell of
armor that completely covers the wearer’s body, save for her
the same name) for until the end of your turn in the next
fingers and face – the latter is usually hidden behind one of
round.
the brotherhood’s trademark red scarves.
• Rare. If possessing two to three set pieces, whenever you
CENARION RAIMENT use your action to Dash, you can use a bonus action to
Armor (studded leather), variant (requires attunement), make one melee weapon attack or to shove a creature. If
pieces (Vestments, helm, bracers, belt) you move at least 10 feet in a straight line immediately

• Uncommon. If possessing one set piece, other creatures Cenarion Raiment


don’t gain advantage on attack rolls against you as a result
of being hidden from you.
• Rare. If possessing two to three set pieces, you may use
the druid’s wild shape ability as a 2nd level druid. If you
already have the wild shape ability, you may use wild
shape one more time per rest while wearing the armor, or
gain one Blessed Beast feral wild shape option to benefit

Blackened Defias
Armor

PAGE | 154 CHAPTER 5: EQUIPMENT | ARMOR SETS


before taking this bonus action, you either gain a +5 bonus • Uncommon. If possessing one set piece, you have a +5
to the attack’s damage roll (if you chose to make a melee bonus to your passive Spirit (Perception) and passive
attack and hit) or push the target up to 10 feet away from Intelligence (Investigation) scores.
you (if you chose to shove and you succeed). • Rare. If possessing two to three set pieces, you may cast
• Very Rare. If possessing all set pieces, whenever you suffer the bless or aid spells up to three times (total of both
a critical hit, it turns into a normal hit. You still gain the spells) before the power of the armor is expended,
haste effect (as the bonus at Uncommon quality). You also replenishing on the next dawn. If you already have the
gain the Aggressive talent if you don't already have it. If spell readied, you may instead cast the spell for half
you do, you can gain one warrior talent of your choice so normal cost so long as you wear the armor.
long you wear the armor. • Very Rare. If possessing all set pieces, you may cast the
arcane armor spell up to three times before the power of
Worn by great mercenary captains, this plate of gold, rust-
the armor is expended, replenishing after the next
red, and pale blue armor casts an ominous shadow.
sundown. The spell is heightened to 6th level and remains
MAGISTER REGALIA for one hour. You also have the constant benefits of the
Armor (cloth), variant (requires attunement), pieces (Robe, bless and aid (3rd-level; or + 10 to your maximum hit
crown, mantle, bindings) points) spells active. The benefit of the aid spell
replenishes itself upon a short rest.
• Uncommon. If possessing one set piece, your spell save
DC and spell attack bonus each increase by 2. Though the Silver Hand is a noble establishment, there
• Rare. If possessing two to three set pieces, your base comes a time when pleasantries must end and justice must
Armor Class is 15 + your Dexterity modifier. Although be done. The commanding, faceless aspect of justice and
altering your AC, using the set does not count as if you are judgement is represented by this armor, which is worn by
armored. paladins acting as inquisitors and executioners as they
• Very Rare. If possessing all set pieces, you have advantage deliver sentence upon the enemy.
on saving throws against spells and other magical effects. Clad in black, red, and gold, paladins in this full-body
armor cut an imposing figure. The armor is a combination of
These enchanted vestments were originally fashioned by the
both cloth and leather for easier movement as well as metal
master craftsmen of the Kirin Tor, the reigning magical
plates to protect vital areas. Each piece is ornately detailed
council of Dalaran before the Third War. Only Dalaran's
with icons and imagery that represent justice.
most elite archmagi are deemed worthy to don this
astonishing attire. PLAGUEHEART RAIMENT
The Regalia itself is crafted of fine crimson silk, purple Armor (cloth), variant (requires attunement), pieces (Robe,
velvet, and gold cord. Its belt has emeralds within, and the circlet and mask, gloves, sandals)
robes are set with a single emerald above the heart. Within
• Uncommon. If possessing one set piece, your spells that
the flared sleeves lies space for small pouches of spell
requires you to make an attack roll (including sigil spells)
components. To retrieve and manipulate these spell
have their ranges doubled.
components, the gloves are open-fingered.
• Rare. If possessing two to three set pieces, and can add the
JUDGMENT ARMOR necrotic aura spell to your spell list, so long as you wear
Armor (plate), variant (requires attunement), pieces (Plate, the armor.
crown, bindings, belt)
Magister
Silver Hand Regalia
Blessed Plate

PAGE | 155 CHAPTER 5: EQUIPMENT | ARMOR SETS


• Very Rare. If possessing all set pieces, you have the suffused with magical powers that support and protect the
constant effects of darkvision and demon skin (3rd-level; or magi that earned the right to wear them.
9 temporary hit points) spells. You also no longer need to These violet robes are threaded with gold and blue that
breathe. The temporary hit points from demon skin have high collars, and a black skullcap lined with silver
replenish upon a short rest. thread (or a wide hood for female magi).

Originally designed by Burning Legion mad scientists, this SILVER HAND BLESSED PLATE
colorful set is known to be worn by agents of the Legion who Armor (plate), variant (requires attunement), pieces (Plate,
deal with biological and chemical warfare, as well as living gauntlets, greaves, belt)
members of the Cult of the Damned that need protection
• Uncommon. If possessing one set piece, you may treat the
from the Scourge’s plague. While designed as protective
sunbeam spell as a 2nd level spell. It is always prepared so
gear, as a result of its origins, the gear collects and stores
long as you wear the armor.
plagues within itself, offering these plagues as an added
• Rare. If possessing two to three set pieces, you gain 30
level of defense.
temporary hit points at the beginning of every day. These
This unusual, chaotic-looking armor features patterns of
temporary hit points may only be used to reduce damage
black, orange, yellow, and bright green. Curved spines
to your maximum hit points (such as by the draining
protrude from the shoulders, and the wearer’s face is
attacks of undead), and do not apply against normal
obscured by a strange, bug-eyed mask.
damage.
ROBES OF THE VIOLET CITADEL • Very Rare. If possessing all set pieces, when you heal a
Armor (cloth), variant (requires attunement), pieces (Robe, creature with a holy light spell or with your Lay on Hands
skullcap or hood, gloves, boots) feature, a radiant burst of light protects them. Hostile
creatures within 5 feet of a creature healed by this spell
• Uncommon. You have advantage on Stamina saving
must make an Agility saving throw or be blinded for 1
throws that you make to maintain your concentration on a
round. If the hostile creatures are fiends or undead, they
spell when you take damage.
may instead take holy damage equal to double the spell’s
• Rare. If possessing two to three set pieces, you have the
level or one-quarter of the number of hit points your target
constant benefits of mage armor, and you gain 10
regained (your choice for either).
temporary hit points at the beginning of every day.
• Very Rare. If possessing all set pieces, you always have the This set of armor is worn by the Knights of the Silver Hand
following spells prepared: blizzard (at 3rd level), blink step in battle, this armor is blessed by the Holy Light to aid the
(at 2nd level) and conjure elemental (choose one righteous men and women of the Order against evil
elemental, spell is 3rd level). Furthermore, you may cast influences.
such spells for no cost. You may cast these spells a total of Made of steel and silver and gold, and mantled with a blue
three times before the spell-weaving capabilities of the cloak on one shoulder, the knights of the order fight with the
robes is exhausted until the next dawn. full righteous cause of the Holy Light.

The robes of the magi of the Magical Kingdom of Dalaran


are scholars, rulers, and forces that fight evils such as the
Burning Legion, the Scourge, and even renegade mages Plagueheart Regalia
within their own ranks. The Robes of the Violet Citadel are

Robes of the
Violet Citadel

PAGE | 156 CHAPTER 5: EQUIPMENT | ARMOR SETS


ENHANCEMENTS Single use enhancements may be also stored into stones
or gems, which can be sold by themselves.
Weapons and armors may be enhanced with the secret
knowledge of infusionists. Enhancements can be applied to Infusion Rarity Shot
any weapon, and take up one step of rarity. An infusionist Arcane Uncommon Shot [arcane shot]; + 1d3 arcane
can stack many different enhancements on a single weapon damage, dispel magic (1st level)
or armor, increasing the bonus. Fire Uncommon Shot [searing]; + 1d6 fire damage
This costs the same for the difference between the two steps Black Rare Shot [black arrow]; + 3d4 shadow
damage, animate undead i
of rarity. Sleep Uncommon Shot [tranquilizing shot]; or 5d8 hit points
of sleep
Enhancement Name Rarity Properties
Ricochet Weapon + 1 Bounces as an attack action, then
returns
Storm Weapon + 1 Extra thunder damage, returns
RICOCHET WEAPON
Weapon (thrown weapons), one step
This weapon can be thrown to ricochet off one target and
into another. If it does not normally have the thrown
property, it becomes a thrown weapon 20/60 ft.
When you make a ranged attack with this weapon, it can
fly out and target another creature within range, counting its
current target as its point of attack for the purposes of range.
This costs an attack action. When the weapon cannot make
any more attacks (such as you running out of attack actions),
it returns to your hand at the end of your turn in the same
round.
The weapon can ricochet up to a maximum number of EPIC BOONS
times equal to once per rarity grade (twice if uncommon, six The Warcraft universe has its own share of epic boons.
times if legendary, etc.), so long as you have the attacks to
expend.
BOON OF ALIEN TECHNOLOGY
Your effective proficiency bonus for engineer’s tools
Night elven huntresses often enhance their moonglaives
increases by 1. This does not stack with other proficiency-
with this weapon.
increasing effects.
STORM WEAPON
Weapon (thrown weapons), one step
BOON OF GRAND SORCERY
Your caster level increases by 1.
This weapon deals extra thunder damage equal to 1 per step
of rarity. Furthermore, when thrown, the storm weapon BOON OF TRUE CELERITY
returns at the same round, and may be used again with Your mana pool increases by 5 points, provided you have an
another attack action. active mana pool.
Wildhammer dwarves often enhance their light hammers
with this enhancement for use atop their flying gryphons. SKILL OR TOOL PRODUCTS
SINGLE-USE ENHANCEMENTS The products below are created by skill or tool use, except
Temporary enhancements to weapons or ammunition can infusion (which is detailed under treasures above).
also be infused to contain a strike or shot effect if it is
prepared specifically to hold it with an infusion kit. JEWELCRAFTING KIT
Ammunition are treated as both consumables and Artisan tools that focus on jewelcrafting can create gems
ammunition (enchanting 20 pieces of ammunition costs one- and crystalline objects such as soul gems, which are used in
half the normal cost of the same quality). various spells (such as the essence seal spell)
Despite the names below, ammunition infusions can be A character may use these tools to identify gemlike
used interchangeably between ammunition such as arrows, magical objects, or pass a DC 20 Intelligence check with a
crossbow bolts, bullets, and more. Ammunition infusions jewelcrafting kit to increase worked gem value by 20% by
fade after a successful hit, and can be reused if they missed. cutting it (if raw) or perfecting the cut (if already cut). A
For the purposes of spellcasting ability rolls for strike failed check reduces cost by 10%.
effects, treat the bonus as + 4.

PAGE | 157 CHAPTER 5: EQUIPMENT | SKILL OR TOOL PRODUCTS


POTIONS AND ALCHEMY Healing Potion. By using this potion, character regains
1d8 + 4 hit points (if living), or takes 1d8 + 4 holy damage (if
All potions (regardless of form) weigh 1 pound (unless the
undead or fiend).
container is heavier), and can be used by imbibing or Life Potion. By using this potion, the creature is revived to
pouring on a creature or object (whichever applies better).
life and restored to 1 hit point. This must be used within a
Potions are described in more detail in Chapter 7 under minute of death, and does not work against creatures that
Alchemist’s Supplies.
died of old age, and cannot restore body parts.
Light Stick. By using this potion, a bright glow emits,
Potion Name Quality Spell (Level)
shining brightly for 20 feet, and dimly for 20 feet beyond
Alarm Stick Common alarm (1st level)
Alchemist’s Acid Common (1/2) acid splash (cantrip) that. This remains for 1 hour.
Alchemist’s Fire Common (1/2) fire bolt (cantrip) Mana Potion. By using this blue potion, the character
Alchemist’s Frost Common (1/2) frost bolt (cantrip) regains mana points.
Antimagic Potion Rare globe of invulnerability
• Minor: Uncommon, restores mana as if you rested for 1
Elemental Armor Common elemental armor (1st level)
hour.
Icon
False Life Spray Common false life (1st level) • Moderate: Rare, restores mana as if you rested for 2
Healing Potion Common holy light (1st level) hours.
Healing Potion, Common holy light (2nd level) • Greater: Very Rare, restores mana as if you rested for 3
major hours.
Healing Potion, Uncommon holy light (3rd level)
greater Mana potions are specifically exempt from the mana
Heroism Pill Common heroism (1st level) restoration limit of 1 per hour, but still run the risk of
Life Potion Uncommon revivify (3rd level) miscibility if used in succession.
Light Stick Common (1/2) light (cantrip)
Mana Potion Special drain mana (4th level)
Mind Scream Spray Common (1/2) vicious mockery (cantrip)
Mutant Slash Common Special
Mutation Potion Common mutate (one mutation)
Noxious Fumes Common (1/2) poison spray (cantrip)
Rejuvenation Pill Common rejuvenation (1st level)
Skill Potion Common shift skill (1st level)
Sparing Potion Common (1/2) spare the dying (cantrip)
Smoke Bomb Common fog cloud (1st level)

Stick. By using this potion, you become mentally aware of


any creature of a size of Tiny or larger entering a 20-foot
cube. Your awareness reaches up to 1 mile. The imbiber can
designate creatures that do not trigger the alarm.
Alchemist’s Acid. By using this potion, up to two
creatures or objects within 5 feet of one another take 1d6
acid damage.
Alchemist’s Fire. By using this potion, the creature or
object takes 1d10 fire damage. If an object is unattended Mutant Slash Potion. By using this potion, you manifest a
and flammable, it catches on fire. monster’s slash or attack from a creature of CR 1 or lower.
Alchemist’s Frost. By using this potion, the creature or The attack can be any attack it can make, but so long as it
object takes 1d8 cold damage and suffers the chilled costs an action to make. The creature must be one of the
condition for one round. creature types on the alchemist’s conjure and bind list (such
Antimagic Potion. By using this potion, a barrier arises as an ooze’s pseudopod or an elemental’s slam attack).
on the creature and up to 10 feet from it, blocking spells Mind Scream Spray. By using this potion, the creature
with a spell level of 3 or less. This remains for one minute. takes 1d4 psychic damage, and suffers disadvantage to their
Elemental Armor Icon. By using this potion, a protective next attack.
sheet of the elements surrounds the target, acting as the Mutation Potion. By using this potion, the character gains
Elemental Armor spell for up to 1 hour or until the spell’s one mutation from the mutate spell. This remains for ten
benefit is consumed (whichever comes first). minutes.
False Life Spray. By using this potion, the character gains Noxious Fumes. By using this potion, the target takes
1d4 + 4 temporary hit points that remain for one hour. 1d12 poison damage if they fail a Stamina saving throw.

PAGE | 158 CHAPTER 5: EQUIPMENT | SKILL OR TOOL PRODUCTS


Rejuvenation Pill. By using this potion, the creature This lotion is often employed by rogues who anticipate
regains 1d4 hit points. At the beginning of the creature’s opposition against creatures with strong olfactory senses,
turn the next round, they must roll 1d20 + 4 versus a DC of such as bloodhounds or
11 to regain another 1d4 hit points. If they fail their check,
ANTITOXIN (OR ANTIPLAGUE)
the pill’s effects end prematurely.
Potion, common
While under the benefits of this pill, the imbiber is
resistant to poison damage. After one minute, this pill’s This vial of antitoxin gives the imbiber advantage to any
benefits end regardless if they succeeded on the required saving throw against poison for 1 hour. It confers no benefit
roll. to undead or constructs.
Skill Extract By using this potion, the creature’s skill Some antitoxins only function against plagues. These are
becomes greater, gaining a bonus to a single skill check known as antiplagues instead, but provide the same benefit.

• Minor: Common, + 2 CRACKLE POWDER


• Moderate: Uncommon, + 3 Potion, common
• Greater: Rare, + 4 This alchemical powder creates a loud crackling noise, like a
• Supreme: Very rare, + 5 snapping branch, whenever it is jostled or struck. A dose of
• Legendary: Legendary, + 6 the powder covers a 10-foot-radius area with an action, and
imposes disadvantage on Agility (Stealth) checks.
Sparing Potion. By using this potion, a creature that has
The powder remains active for 4 hours.
0 hit points becomes stable. This has no effect on undead or
constructs. CRYSTALLIZED AIR
Smoke Bomb. By using this potion, a 20-foot-radius Potion, common
sphere of fog arises from the point of use. The sphere This alchemical item crystallizes breathable air. When
spreads around corners, and its area is heavily obscured. It consumed, the potion grants 1 minute’s worth of breath in
lasts for 1d6 x 10 minutes (30 minutes) or until a wind of one dosage. Crystallized air is waterproof if unused, but
moderate or greater speed (at least 10 miles per hour) spoils when the creature otherwise opens their mouth or
disperses it.The rarity can be treated as if the spell’s level is allows new air entry into the body (such as by breathing
½ by reducing the sphere’s radius to 5 feet. normally or talking).
SPECIAL POTIONS DARKVISION POWDER
Most potions are based on spells as described in Chapter 7. Potion, common
Some potions diverge from this rule, however, and cover
The gray powder has no special quality when seen in normal
areas that are beyond the strength of spells, such as
light, but glows brightly when viewed in darkvision, despite
providing rest. Often times, such potions have their own
the surrounding light level.
prices instead of conforming to the Item Creation
Each dose contains enough powder for a reasonably
Complexity and Cost Table on Chapter 7.
lengthy sentence or a moderately-large drawing.
The DCs described under each potion are the default, but
any creature with the Alchemy ability can increase the DC to DEFOLIANT
be equal to their potion DCs. Potion, common
ACID NEUTRALIZER This vile liquid has a muddy brown hue and smells of rotten
Potion, common plant life. Contained in one potion flask is enough defoliant
to remove plant life from one 5-foot square.
This lotion can treat an object or a creature. When subject to
Light vegetation (anything but trees) dies within 1 hour of
acid damage, the creature reduces the damage by a number
exposure, leaving behind scarred and sterile soil (as if
equal to 1d6 + 3 points. This applies once per round. The
blighted).
acid neutralizer remains until 1 hour passes per dose
Medium vegetation (anything but massive trees) dies in 2
applied.
hours and can be cleared at a rate of 1 hour per 5-foot
ANTIODOR square.
Potion, common Large vegetation (including trees) can usually survive a
This lotion can treat an object or a creature. When treated, single dose of defoliant, but the dose scars a 5-foot portion of
the target’s odor is muffled and neutralized. The creature the tree. If it can scar one-half the tree, the tree rots from
does not have a normal scent until the lotion fades after 1 within and dies.
hour, or after the creature gains (or excretes) a scent (such If targeting a plant creature, this potion harms them,
as if sweating after running or touching a perfumed object). reducing the plant creature’s maximum hit points by 1d4 +
1, halved on a successful Stamina saving throw. This can
stack for each application.

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An area affected by defoliant can be cleared by a creature engineer’s tools, and can’t be consumed by an alchemical
proficient in Alchemist’s Supplies or an Herbalist’s Kit. It engine.
takes 10 minutes to clear a 5-foot square of defoliant.
POTION OF REST
FLASH POWDER Potion, rare
Potion, common Provides the benefit of a short rest. Can be used once per 24
This pinch of powder is a mixture of proto-gunpowder and hours.
alchemical flares. It can be thrown at a range of 30/60 ft.
POTION OF REST
Creatures 5 feet away from the point of impact are blinded
Potion, legendary
on a failed Agility saving throw against a DC of 10. If thrown
further than 30 feet, creatures have advantage to the saving Provides the benefit of a long rest. Can be used once per 24
throw. A creature can repeat the saving throw at the end of hours.
its turn every round. POTION OF YOUTH
Alchemists, rogues, and hunters often use this cheap Alchemical Product, rarity varies
product as a distraction to hide or for a quick combat
When you drink this potion, your physical age is reduced by
advantage if they have the Flash Bomber talent.
2d10% in years. You can reach a lower age threshold via this
Unlike most potions, flash powder also counts as an
potion (such as from being venerable to middle age, or
explosive, and can be crafted by those proficient with
adulthood to childhood). Your mental scores and abilities
engineer’s tools, and can’t be consumed by an alchemical
are unchanged, but the DM may rule that your physical body
engine.
changed enough to warrant change in physical ability scores
GUNPOWDER (such as increasing Agility but reducing Strength).
Potion, uncommon When created, the potion of youth can be instead a potion
This potent combustible powder is the fuel for most firearms of aging, in which case it increases your physical age instead
and explosives, and some combustion engines. When set of decreasing it. If the physical age is increased beyond your
aflame gunpowder combusts and deals 1d6 fire damage to maximum age, you die of old age. Whenever this potion is
each creature in 10 feet per 1 pound of mass (up to 10d6 fire used, there is a cumulative 10% chance that the potion
damage). Setting an ounce of gunpowder causes it to burn inverts the intended result.
brightly, shedding bright light in 30 feet for 1 round, and dim For instance, an aging wizard that used 3 potions of youth
light in the same radius for another round, before (for 30% chance to invert) could consume another potion of
extinguishing. A creature in the area of effect can attempt a youth but increase their age by 2d10% years.
DC 10 Agility saving throw to half the damage taken. The potion’s strength is affected by its rarity
If set aflame in a container, gunpowder instead deals the
damage in concussive damage, and its radius increases by
Rarity Damage
10 feet for every pound of mass. Rare 1d10%
Unlike most uncommon alchemical products, gunpowder Very Rare 2d10%
costs 12 gp per pound in most stores, and costs 6 gp to craft Legendary 3d10%
if not a specialist. Artifact* 100% (at any point desired)
Unlike most potions, gunpowder also counts as an *Inversion causes instant death of old age
explosive, and can be crafted by those proficient with
engineer’s tools, and can’t be consumed by an alchemical POISONS AND PLAGUES
engine.
Poisons can be weaponized and employed in battle, usually
PHLOGISTON by holding them in containers and releasing them to form
Alchemical product, uncommon clouds (if inhaled), coating them with weapons (if injury), or
This unusually potent combustible is perfect fuel for most any other method as detailed under the poisoner’s kit (see
combustion engines. below).
Unlike most uncommon alchemical products, phlogiston EXHUMED CORPSE FUMES
costs 50 crafting points (or 50 gp) in most stores, and cost Inhaled, Common
25 gp to craft if not a specialist.
A creature subjected to this poison must succeed on a
The recipe for phlogiston is known to most alchemists and
Stamina saving throw or take 7 (2d6) poison damage. At the
scholars who live alongside tinkers (usually selling for about
beginning of their turn every round the poison remains
10 gold pieces).
active, the character takes 7 (2d6) poison damage again, and
Unlike most potions, phlogiston also counts as an
is treated as if poisoned until the beginning of their turn the
explosive, and can be crafted by those proficient with
next round. On a successful saving throw, the poison ends.

PAGE | 160 CHAPTER 5: EQUIPMENT | SKILL OR TOOL PRODUCTS


This is a magical manufactured poison, created by mixing
deathweed (a natural herb) and essence of death (a magical
component derived from the corpses of burnt undead).

CRIPPLING POISON
Injury, Uncommon
A creature subjected to this poison must succeed on a
Stamina saving throw or become poisoned for 1 minute. The
Poisoned creature is slowed as the spell of the same name.
On a successful saving throw (made only once per turn), the
poison ends.
This is a magical manufactured poison, created by mixing
deathweed (a natural herb) and essence of pain (a magical
component derived from blood of weak demons).

PARALYTIC POISON
Injury, Uncommon
A creature subjected to this poison must succeed on a
Stamina saving throw or become poisoned for 1 minute. The
Poisoned creature is paralyzed as the hold spell. On a
successful saving throw (made only once per turn), the
poison ends.
This is a magical manufactured poison, created by mixing
deathweed (a natural herb) and dust of decay (a magical Injury, Uncommon
component derived from cremated undead). A creature subjected to this poison must succeed on a
Stamina saving throw or take 5 (2d4) psychic damage. At
SERPENT VENOM
the beginning of every round the poison remains active, the
Injury, Uncommon)
character takes 5 (2d4) psychic damage again, and is
A creature subjected to this poison must succeed on a distracted. The DC of the distraction is 10 + ½ the damage
Stamina saving throw, taking 10 (3d6) poison damage on a dealt by this poison. On a successful saving throw, the
failed save, or half as much damage on a successful one. poison ends.
This is a mundane natural poison, created from drawing This is a magical manufactured poison, created by mixing
poison from a snake’s venom sacs. The rarity affects the deathweed (a natural herb) and essence of mana (a magical
venom’s power. component derived from blood of spellcasters).

Rarity Damage TRUTH SERUM


Common 1d6 Uncommon, Ingested
Uncommon 3d6 A creature subjected to this poison must succeed on a DC
Rare 5d6
11 Stamina saving throw or become poisoned for 1 hour.
Very Rare 7d6
The Poisoned creature can't knowingly speak a lie, as if
Legendary 9d6
under the effect of a zone of truth spell.
SHADOW WOUND POISON This is a magical manufactured poison, created by mixing
Injury, Rare peacebloom (a natural herb) and essence of mana (a magical
A creature subjected to this poison must succeed on a component derived from blood of spellcasters).
Stamina saving throw or become poisoned for 1 hour. The
Poisoned creature recovers only one-half the normal amount
DISEASES
of healing from spells and effects that restore hit points. This CRYPT FEVER
includes regeneration and similar effects, doubling the Common, Contact
duration between healing (alternatively, halving the healing
Any creature that is affected by this disease suffers a
gained).
weakened immune system, and must succeed on a DC 13
This is a magical manufactured poison, created by mixing
Stamina saving throw against disease or become poisoned
deathweed (a natural herb) and essence of agony (a magical
until this disease is cured.
component derived from blood of strong demons).
So long as the creature is poisoned, they a -2 penalty to all
MIND-NUMBING POISON saving throws against disease and poison effects, and suffers

PAGE | 161 CHAPTER 5: EQUIPMENT | SKILL OR TOOL PRODUCTS


two additional points of poison damage if inflicted by any
disease or poison.
Symptoms manifest 2d4 hours after infection and include
fever and coughing, and while in the grips of this disease,
victims’ skins pale.
Any creature comes into touch contact with an infected
creature once they begin showing their symptoms must
make a DC 8 Stamina saving throw or also become infected
with this disease. Once a creature succeeds on this save, it is
immune to being infected from that particular infected
creature for 24 hours.
At the end of each long rest, an infected creature can
make a DC 13 Stamina saving throw. On a successful save,
the penalty to saving throws and additional poison damage
taken is reduced by 1 point. When the effect drops to 0, the
creature recovers from the disease.

UNDEAD PLAGUE
Rare, Ingested
Any creature that is affected by this disease must succeed on
a DC 15 Stamina saving throw against disease or become
poisoned until the disease is cured.
Every 24 hours that elapse while poisoned, the target must
repeat the saving throw, reducing its hit point maximum by
5 (2d4) on a failure. This is considered a poison effect, and
resistance against poison halves the reduction. The disease
cannot reduce the target’s maximum hit points below 1, but
if the creature dies and the disease remains uncured, it rises
as an undead creature bound to the service of the Lich King
as if the bind spell was cast on within 1 hour, so long as it is
not revived or resurrected. If targeted with an animate
undead spell, the duration becomes instantaneous. If the
corpse is targeted with a flask of holy water, the creature
does not raise as an undead after death.
If succeeding on three saving throws, the disease becomes
latent, but does not fade away. So long as the disease
remains, the reduction to maximum hit points cannot be
removed, and it can be awakened again by another dose of
the plague. This disease, despite being ingested, corrupts
the air and earth it affects, affecting any exposed food with
the plague. When particles of the plague fall on the earth,
strange fungus grows, giving a hint to the disease’s origin.
This land is considered blighted (as per the hallow/unhallow
spell, although the land is not also unhallowed).
The plague can be suppressed with the lesser restoration
spell or a restoration spell, and the reduction to maximum
hit points can also be removed with the greater restoration
spell, but the plague cannot be cured save by a wish spell or
the divine intervention ability (if it opposes that of the semi-
divine Lich King).
This is a magical manufactured disease, created by an
unknown fungus and suffused with necromantic magic. So
far, only the Cult of the Damned (or those who infiltrated its
alchemist and necromancer ranks) know how to make it.

PAGE | 162 CHAPTER 5: EQUIPMENT | SKILL OR TOOL PRODUCTS


DEVICES AND ENGINEERING
EXPLOSIVES
Stores sell bombs, mines, and rockets as if the designer’s Int
modifier is + 2, making the DC equal to 10 + EP invested. A
character proficient with engineer’s tools can increase the
DC of any explosive to be equal to their own.

EXPLOSIVES
Name Quality Damage Properties
Bomb, the big one Legendary 4d6 6:5 EP: 20 ft. sphere (disadvantage 1 round), reliable
Bomb, fire Common 1d6/1d10 2 EP: 10 ft. sphere (firebolt)
Bomb, flash Common 1 2 EP: 10 ft. sphere (disadvantage 1 round)
Bomb, smoke Uncommon 1d6 3 EP: 10 ft. sphere, (fog cloud, 1 minute.)
Bomb, stun Common 1d6 3 EP: 10 ft. sphere (thunderstorm)
Grenade, hand Common 2d6 2 EP: 10 ft. sphere
Grenade, heavy Uncommon 3d6 3 EP: 10 ft. sphere
Mine, breach Common 2d6 2 EP: 5 ft. sphere (sapper)
Mine, concussive Uncommon 2d6 3 EP: 10 ft. sphere (push 10 feet)
Mine, default Common 2d6 2 EP: 10 ft. sphere
Mine, goblin Rare 4d6 5 EP: 20 ft. sphere
Mine, sapper Rare 4d6 5 EP: 20 ft. sphere (sapper)
Mortar shell Common 2d6 3 EP: 10 ft. sphere (sapper)
Rocket, default Common 2d6 2 EP: 10 ft. sphere (60/120 ft.)
Rocket, fire Common 1d6 2 EP: 10 ft. sphere (60/120 ft.), firework
Rocket, siege Rare 1d6 5 EP: 25 ft. sphere (60/120 ft.), (sapper)
Torpedo Common 2d6 2 EP: 5 ft. sphere (60/120 ft.) (water)

fog heavily obscures the area for one minute, or until a


DESCRIPTIONS
moderate or greater wind disperses it.
Bomb, The Big One. This powerful bomb deals 5d6
Mine, Concussive. This acts as a concussion bomb, but
concussive damage in a 20-foot sphere, and imposes
explodes for 2d6 concussive damage instead. If exploding
disadvantage for all rolls to creatures targeted by it for one
under a creature, it may push them upwards, causing them
round. A successful saving throw halves damage and
to take additional fall damage (and dropping prone
negates the disadvantage.
normally).
Bomb, Concussion. This bomb deals 1d6 concussive
Grenade, Hand. This grenade may be thrown within
damage and a shockwave in 10 feet. Creatures in range of
30/60 feet. On the area of impact, it deals 2d6 concussive
the shockwave take an extra 1d6 points of damage and are
damage in a 10-foot sphere. It requires a DC 12 save to half
pushed 10 feet away from the area of the explosion, as are
damage. If thrown beyond 30 feet, the target has advantage
unsecured objects. A successful save halves both damage
to the saving throw.
rolls, and are moved back only half normal distance.
Grenade, Heavy. This grenade acts as a Hand Grenade,
Bomb, Fire. This bomb deals 1d6 concussive damage in
but deals 3d6 damage, and its DC to halve the damage is 13.
10 feet, and on its direct target, it deals an additional 1d10
Mine, Breaching. This is a breaching charge that may be
fire damage. If the target is an object, it sets it on fire. This
attached to a door or a wall. This deals 2d6 concussive
bonus damage targets only the original target, or the 5-foot
damage to creatures and objects within 5 feet of it, with a
square the bomb was thrown at.
DC 12 saving throw to half damage. Against objects, it deals
Bomb, Flash. This bomb deals 1 point of concussive
double damage, but half damage against creatures. This
damage, and imposes disadvantage for all rolls to creatures
usually is applied with a delaying fuse (1d4 rounds), but the
affected by it for one round. A successful saving throw
fuse can be changed normally.
negates the disadvantage.
Mine, Default. This mine triggers whenever any creature
Bomb, Smoke. This bomb deals 1d6 concussive damage
appears within its area of explosion. If a creature comes that
in 10 feet, and it creates a 10-foot radius sphere of fog. This
close, it explodes, dealing 2d6 concussive damage to it and

PAGE | 163 CHAPTER 5: EQUIPMENT | DEVICES AND ENGINEERING


any creature within 10 feet. It requires a DC 12 save to half Rocket, Siege. This rocket is designed destroy
damage. fortifications. Upon impact, it deals 5d6 concussive damage
Mine, Goblin. This mine triggers whenever any creature to the target and to any creatures and objects close to them.
appears within its area of explosion. If a creature comes that Against objects, it deals double damage, but half damage
close, it explodes, dealing 4d6 concussive damage to it and against creatures.
any creature within 20 feet. It requires a DC 15 save to half Torpedo. This rocket is designed to be used underwater
damage. in a more compact explosion. Upon impact, it deals 2d6
Rocket, Default. This rocket is a ranged weapon with a concussive damage to the target and to any creatures and
range of 60/120 feet. On impact, it deals 2d6 concussive objects close to them in a 5-foot radius sphere
damage to the target and to any creature or item 10 feet
close to it. It requires a DC 12 save to half damage.

FIREARMS AND CROSSBOWS


Name Quality Damage Ammunition Mass Properties
Blunderbuss Uncommon 2d8 2 15 lb. 3 EP: Heavy, two-handed (scattershot, 15 ft.)
Boomstick Common 2d6 2 15 lb. 2 EP: Medium, two-handed (200/800)
Crossbow, auto Common 1d10 1 15 lb. 2 EP: Heavy, two-handed (80/320)
Crossbow, air Common 1d8 1 5 lb. 2 EP: Medium, two-handed (80/320), (silent)
Gun, machine Rare 3d8 3 15 lb. 4 EP: Heavy, two handed, (automatic 30 ft.)
Longrifle Rare 3d8 3 15 lb. 4 EP: Heavy, two-handed (400/1,600); (sniper)
Pistol, flintlock Common 2d4 2 5 lb. 2 EP: Light, one-handed (150/600)
Pistol, revolver Rare 2d4 6 5 lb. 3 EP: Light, one-handed (150/600), reliable
Siege canon Rare 4d12 1 50 lb. 3 EP: Heavy (400/1,600), (Siege)
Sniper rifle Rare 2d8 2 15 lb. 4 EP: Heavy, two-handed (400/1,600); (silent, sniper)

Crossbow, Auto. This crossbow acts as a heavy


DESCRIPTIONS
crossbow that deals 1d10 piercing damage. This does not
Blunderbuss. A larger, heavier, and easier-to-use
have the loading quality.
boomstick, the blunderbuss can be altered to shoot a cone
Crossbow, Air. This crossbow acts as a light crossbow
of bullets in a 15-foot cone, dealing 2d8 damage, with an
that deals 1d8 piercing damage. It is silent when shot.
Agility save to half. As Blunderbusses do not require attack
Gun, Machine. This gun deals 3d8 piercing damage to
rolls (though still requiring an attack action), they do not
any number of creatures standing in a 5-foot wide line 30
require proficiency to use, and can be used while adjacent
feet away. This requires an Agility save to half damage.
to an enemy without penalty. Proficiency in firearms
Machine guns do not require training to use.
increases the DC to resist, however (same DC as normal
Longrifle. Favored of the iconic dwarven sniper,
for an engineered device).
longrifles have great range, great damage, and great
Boomstick. Known as a favored dwarven weapon,
practical use. They are however expensive, and difficult to
boomsticks are intricately designed with special markings
deploy ideally.
to denote the company, issue date, and a small piece of
Pistol, Flintlock. Known as a good backup weapon, the
war advice in dwarven.
flintlock pistol does not deal a lot of damage compared to

PAGE | 164 CHAPTER 5: EQUIPMENT | DEVICES AND ENGINEERING


its heavier counterparts, but both can be used easily (as huge rifle, and increases in dice to d12. Due to its size, it
they are light weapons). must be mounted on a solid surface, and cannot be
Pistol, Revolver. A great backup weapon, the revolver carried.
balances good damage with a great ammunition reserve. Sniper Rifle. A moderately powerful and long-range
Very reliable. precision silenced weapon, the sniper rifle is not touched
Siege Cannon. This huge-sized piece of artillery can by those without experience.
blast through walls like paper (dealing double damage to
objects, effectively 8d12, or 52 damage). This acts as a

GADGETS AND DEVICES


Name Rarity Mass Properties
Antimagic ray Rare 15 lb. 4 EP: Heavy gadget; 2nd level mana burn, arcane crystal
Army knife Common 5 lb. 2 EP: Light gadget; 1st level prestidigitation, mechanical
Auto-factory Rare 15 lb. 2 EP: Light gadget; 1st level swipe and shred,
Buzz saw Common 5 lb. 2 EP: Light gadget; 1st level swipe and Shred, Oil
Caltrop bomb Common 5 lb. 2 EP: Light gadget; 1st level catapult
Flamethrower Common 15 lb. 2 EP: Heavy gadget; 1st level burning hands, fire crystal
Flashlight Common (1/2) 5 lb. 1 EP: Light gadget; 0 level light, fire crystal or battery
Fog machine Common 15 lb. 2 EP; Heavy gadget; 1st level fog cloud, air crystal
Frost gun Common 15 lb. 2 EP: Heavy gadget; 2nd level freezing sphere, ice crystal
Ice canon Rare 15 lb. 4 EP: Heavy gadget; 2nd level ice knife, battery
Jumper cables Legendary 15 lb. 6 EP: Heavy gadget; 3rd level revivify, soul gem
Locator Common 5 lb. 2 EP: Light gadget; 1st level alarm, mechanical
Mind remote Common 5 lb. 2 EP: Light gadget; 1st level charm person, mechanical
Mortar Rare 15 lb. 4 EP: Heavy gadget; 2nd level catapult, oil; quick use
Pulley gun Rare 15 lb. 4 EP: Heavy gadget; 2nd level catapult, mechanical
Rocket Boots Legendary 15 lb. 6 EP: Heavy gadget; 3rd level fly, fire crystal or oil
Launcher, rocket Rare 15 lb. 4 EP: Heavy gadget; 2nd level catapult, Oil; quick use
Launcher, cluster Rare 15 lb. 4 EP: Heavy gadget; 2nd level catapult, Oil; Multiple
Reflective cylinder Common 10 lb. 2 EP: Medium gadget; 1st level absorb elements, Mechanical
Remote Common 5 lb. 2 EP: Light gadget; 1st level command, battery
Spring boots Common 5 lb. 2 EP: Light gadget; 1st level jump, mechanical
Sun gun Legendary 15 lb. 6 EP: Heavy gadget; 3rd level sunbeam, fire crystal
Trap launcher Rare 15 lb. 4 EP: Heavy gadget; 2nd level catapult, Oil
Water gun Common 10 lb. 2 EP: Medium gadget; 1st level catapult, mechanical

DESCRIPTIONS and churns out a clockwork goblin once every five rounds.
Antimagic Ray. When used, this wand-like gun shoots a The constructs conjured by the auto-factory are controlled
purple anti-magic ray. If this strikes a spellcaster, it burns by the user of the device, but the user can command only
1d4 mana points from them, as per the spell mana burn. one construct every round, while the others repeat the same
Elementals required for the anti-magic ray device are pure action given to them until the factory stops working. The
mana elementals (such as mana wyrms and arcane auto-factory is costly, however. For each construct created,
elementals). the factory requires one vial of phlogiston, and 5 lb. (or 50
Army Knife. When used, this device summons all tools an gp) of raw materials.
adventurer needs, such as a hammer, a pair of scissors, etc., Buzz Saw. This gadget can be used by any character
just short of Alchemy and Poisoning tools, and includes 60 proficient with a shortsword. This weapon (when active and
feet of spider-silk rope. It requires a minute to summon up a consuming 1 charge for Phlogiston), deals 2d6 slashing
single use of this army knife, and fifteen to return one charge damage (plus the user’s Strength or Agility as normal)
in (which is independent from the fifteen minutes it takes to instead of the normal damage for a shortsword, and target
recharge it). It may also deal damage as a normal dagger. has disadvantage to attack rolls for one round. This
Auto-Factory. Usually employed by goblin tinkers in war, otherwise acts as a gadget that replicates the Druid’s swipe
this large object unfolds to resemble a horse-sized factory. and shred spell.
The whirrs and whistles inside are indicative of some
process within. The factory remains active for 2d4 minutes,

PAGE | 165 CHAPTER 5: EQUIPMENT | DEVICES AND ENGINEERING


freezing points, the ray freezes the liquid within its active
radius to a depth of 6 inches for 1 minute. Creatures that
were swimming or that were in the water at the moment
must succeed on an additional Strength saving throw as an
action against the DC of the device or be restrained. After 1
minute of being conjured, the ice shatters.
Ice Cannon. This mini-cannon shoots a large shard of
frost that deals 1d10 piercing damage to a target within 60
feet. On the area of impact, the shard explodes, dealing 3d6
cold damage to all creatures in 5 feet from the point, with an
Agility save to halve the cold damage.
Jumper Cables. This backpack may be hooked up with
any creature that died within one minute. If activated
without an issue, the creature is revived, and returned to life
with 1 hit point and no mana. This cannot return a creature
that died of old age. This gadget requires 300 gold pieces’
Caltrop Bomb. When used, this box releases a four bags
worth of focus crystals per use of activation.
of caltrops into the air to fall over an area within 30 feet,
Launcher, Rocket. This heavy machine is typically set on
filling a 10-foot square area. Any creature that enters the
the user’s shoulder. When loaded with a pint of oil and an
area must succeed on a DC 15 Agility saving throw or stop
explosive of any kind, it launches it further than its normal
moving and take 1 piercing damage. Until the creature
range, increasing its original range by 90 feet. This applies
regains at least 1 hit point, its walking speed is reduced by
to the maximum range it can launch. On impact, any
10 feet. A creature moving through the area at half speed
explosive deals an additional 2d6 concussive damage atop
doesn't need to make the saving throw. Once used, this can
the normal damage. A launcher may be loaded with up to
be refilled with replacement caltrops. There is a 75% chance
eight pints of oil, and may be used again in 1d4 rounds. If
that a used bag of caltrops can be used again.
used for a mine, it can be planted instead of exploding.
Flamethrower. The flamethrower can be aimed and used
Launcher, Cluster. This heavy machine is typically set on
with an action. If no malfunction occurs, it releases a 15-foot
the floor before the user. When loaded with a pint of oil and
cone of flames. Targets in the cone must make an Agility
up to four explosives, it launches them all within their
saving throw. On a failed save, the targets take 3d6 points of
normal range with a single action. This applies to all
fire damage, or half the amount on a successful save. The
explosives. A cluster launcher adds 1d6 concussive damage
flames ignite any flammable objects in the area that are not
per explosive used. A cluster launcher may be loaded with
being worn or carried.
up to eight pints of oil or phlogiston, and may be used again
Flashlight. The flashlight can be aimed and activated with
in a minute.
an action. If no malfunction occurs, it emits a 20-foor radius
Locator. This eye-like gadget can sense creatures that
glow of bright light, and emits 20 feet of dim light after that.
approach within 20 feet of its position whenever a creature
If directed, it turns instead into a cone with a range of 60
of the size Tiny or larger enters. The locator, once activated,
feet of bright light, and 60 feet of dim light afterwards. A
remains active for 2d4 hours, and has a chance to
charge is used once per hour.
malfunction at the end of each hour. The locator may either
Fog Machine. When used, this box creates a billowing
let out an audible alarm that can be heard clearly within 60
sphere-shaped cloud of fog that spreads on a 20-foot radius.
feet, or send a single mental ping to the one who set it up.
The area is heavily obscured, and it remains for an hour or
Mind Remote. This strange-looking hat has a hypnotic
until a moderate or stronger wind disperses it (10 mph+).
pattern attached to it. When the gadget is active, the mind
The cloud of fog is centered on the fog machine, or can be
remote can focus on any person within 30 feet. They must
shot out as a large cloud to appear in another area 120 feet
make a Spirit save or else be charmed for one hour, or until
away. This is fueled by a tapped air elemental spirit or an
you or your companions do something harmful to it. It gains
elemental air crystal.
advantage to the save if you or your companions are
Frost Gun. The frost gun can be used with an action,
harming it. It takes a minute of tinkering to provide another
creating a brilliant blue freezing ray up to 30 feet away that
up another charge for the gadget.
creates a 10-foot radius explosion of frozen air to emit from
Mortar. This heavy machine is typically set on the floor.
the location of the ray's impact. All creatures hit by the ray
When loaded with a pint of oil and a bomb or grenade, it
or in the explosion's radius must succeed on a Stamina
launches it further than a normal creature could, for an arc
saving throw or else take 4d8 points of cold damage, or half
up to 90 extra feet away, and 30 feet high. When the bomb
of that on a successful saving throw. If the ray or the radius
lands, it explodes as typical for its type. On the 5-foot square
strikes or includes a body of water or a liquid with similar

PAGE | 166 CHAPTER 5: EQUIPMENT | DEVICES AND ENGINEERING


area of impact, however, the bomb lands with a powerful barriers, but 2 feet of rock, 2 inches of common metal, or a
explosion, adding 2d6 concussive damage to the bomb’s thin sheet of lead blocks it. It tied to an explosive that
normal damage. A mortar may be loaded with up to eight normally explodes on impact, it can hold the explosive until
pints of oil, and may be used again after 1d4 rounds. The the remote is used (effectively, the bomb is waiting for the
explosive no longer allows advantage on the saving throw signal).
for long range use. Rocket Boots. These heavy boots strapped with a small
Pulley Gun. This hand-cannon can shoot one to two ropes backpack may be activated with an action. Per use, this
at opposite ends. Each rope has a hook at its end, and each consumes one pint of oil, and gives the user a flying speed of
extend to up to 90 feet per action of use. If the hooks target 60 feet, usable for one minute. At the end of the duration,
an object, they attach to it, and can carry up to 140 pounds the user falls unless they are on solid ground. The device
of weight. If the hook targets a creature, they take 3d8 cools down for one minute after it stops being used. The
piercing damage, and the hooks are destroyed. A pulley gun backpack can hold up to eight pints of oil for the rocket
has a wheel for transport along the ropes, and allows for boots.
movement at a rate of 60 feet per round either up or down Spring Boots. These pair of springy boots triples your
the ropes’ ends. A pulley gun that shoots one rope but can be jumping distance for 1 minute per use.
used twice is known as a mechanical grappling hook. Sun Gun. The sun-gun can be focused and used with an
Reflective Cylinder. The reflective cylinder is a 2-foot action. If no malfunction occurs, it releases a foot beam of
long, 8-inch thick cylinder that is usually strapped to the brilliant and wholesome light that sears all targets in a 30-
back of the user, and is attached to a winding mechanism in foot long 5-foot wide line for 1d4 rounds. Every round, all
the user's hand. The cylinder can be deployed as a reaction creatures that are within the light must make a Stamina
when the user takes elemental damage, unfurling and saving throw. On a failed save, the targets take 3d8 points of
countering the elemental damage with a sheet of specially- holy damage and is blinded until the beginning of your next
treated and reinforced glass. The user gains resistance to turn, or half the amount of damage on a successful save.
the elemental damage, and the next time the user hits with a Undead and oozes suffer disadvantage to this save. At the
melee attack on the next turn, the reflective cylinder reflects beginning of your round, you may redirect the light normally.
1d6 points of the absorbed damage to the target of the user's This sheds bright light for 30 feet and dim light for the next
attack. The character must be able to use their hands or 30 feet after that. The light is treated as sunlight.
similar limbs to deploy the cylinder. Trap Launcher. This heavy machine can lob a trap to up
Remote. This small machine can activate any mine, to 90 feet, priming the trap on the point of impact. The trap
gadget, or construct that is keyed to it. Keying a launcher may be loaded with up to eight pints of oil, and may
technological device to a remote takes one minute and a DC be used again after a cooldown of one minute.
10 Intelligence check with engineer’s tools. Using a remote Water Gun. The water pump is a 2-foot long, 8-inch thick
is a bonus action on the creature’s round, or a reaction cylinder that can hold up to 3 gallons of any liquid (or 16
outside their round. Each use consumes one charge of quarts). The water pump can be used with an action to
battery power, and the remote can hold up to eight batteries release one quart of liquid in a line up to 90 feet away,
and triggered devices at any given time. A remote can stopping at impact with the first object. The target must
activate any device it is bonded to as long as both of them succeed on an Agility saving throw or else take 1d8
are within 150 feet of each other. This effect can penetrate bludgeoning damage on a failed save and a secondary effect

PAGE | 167 CHAPTER 5: EQUIPMENT | DEVICES AND ENGINEERING


depending on the liquid. A successful save halves the initial DESCRIPTIONS
damage and negates the secondary effect. Freezing Trap. This trap unleashes a super-compressed
blast of cold that freezes the triggering creature for one
• Water. If the liquid is water, attack also extinguishes
minute, and deals 1d4 cold damage to them. While frozen,
flames. Fire-based creatures or those vulnerable to water
the target is restrained. A successful Stamina save halves
take double damage from this and do not employ any
the damage dealt, and reduces the restraint for one round. A
resistances towards this damage.
creature may use its action to break the ice.
• Oil. If the liquid is oil or another flammable liquid, the user
Immolation Trap. This trap burns the triggering creature
may use a bonus action to set the liquid on fire as it is
for one minute, dealing 2d6 fire damage. Over the next
released (necessitating another malfunction check), setting
minute, whenever the creature starts its turn, it must roll a
the liquid is set aflame (regardless of malfunction). Targets
d20. On a 9 or lower, the effect triggers again, dealing an
who failed their save take 1d6 fire damage and are ignited
additional 1d6 damage or giving them disadvantage to any
until they extinguish the flame with an action and a
next d20 roll. After triggering twice, the trap’s effects ends.
successful Agility save (taking an additional 1d6 points of
Oil Slick Trap. This trap spews slippery oil in a 10-foot
damage per round until they pass a DC equal to the
radius, rendering it into difficult terrain for one minute. Each
gadget's DC).
creature who enters, is within the radius when the trap is
• Contaminated Water. If the liquid is a contaminated water
triggered, or ends their turn in this area must make an
or liquid (such as sewage water), the target must also save
Agility save or fall prone.
versus any contact, injury, or ingested poison or disease
Wagon Clamp This trap clamps down on the triggering
that is carried by the water. If using sewage water, the
creature or vehicle for one minute, dealing 1d8 piercing
target is most likely to be contaminated by Crypt Fever,
damage to the wheel (possibly breaking it). While captured,
Filth Fever, Slimy Doom, and Blinding Sickness (see
the target is restrained. A successful Stamina save by the
Contagion for details, duration 7 days), although other
vehicle or creature halves the damage dealt and reduces the
diseases or poisons may be built into the waters.
restraint for one round. A creature may use its action to
TRAPS open the clamp. Most wooden wheels have 5 (2d4) hit
points. This costs 10 gp, weighs 1 lb., and requires 2 EP.
Traps are often-hostile gadgets that perform a single use
This is usually used to destroy vehicle wheels, but can be
(and are thus priced as consumables). They can be deployed
employed as bear traps.
and primed with an action, and they become active after
being primed by one round. Whenever a creature moves to CONSTRUCTS
10 feet or closer to a trap, it triggers and discharges its
effect. The DCs are equal to that of a device. CONSTRUCTS
Once used, fixing a trap costs half the time and gold to Challenge
make them. Construct Rating Properties
Battle chicken 4 Construct
TRAPS Combat armor 1 Construct (mecha/suit)
Trap Name Quality Mass Properties Glaive thrower 1 Construct(vehicle, push)
Freezing Common 1 lb. 2 EP: Freezes target (one Gyrocopter 1 Construct(vehicle, requires
trap minute), deals 1d4 cold damage proficiency + 3)
Oil slick Common 1 lb. 2 EP: Makes the ground slippery Rip tire 1/4 Carries explosives
trap for one minute Shredder 2 Construct (mecha)
Immolation Rare 2 lb. 4 EP: Burns the target with Steam engine 2 Construct(vehicle)
trap intense flames Turret 1/4 Shoots firearms/crossbows
Wagon Common 1 lb. 2 EP: Deals 1d8 damage and (requires remote)
clamp restrains. Zeppelin 3 Construct (vehicle)
The descriptions of Constructs are present in the World of
Warcraft 5e Conversion Monster Guide or are under
development

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PAGE | 169 CHAPTER 5: EQUIPMENT | DEVICES AND ENGINEERING
CHAPTER 6: CUSTOMIZATION OPTIONS
Changing from a class to another in downtime is also
MULTICLASSING
viable, as is changing a talent chosen or a general
Multiclassing in Warcraft works as in core 5e. decision (such as feat taken, fighting style,
There are many instances in lore where a character has
archetype, etc.).
training in two distinct classes (such as the legendary
paladin Uther Lightbringer, who, having trained as a This is resolved as normal downtime training to learn a
knight, adding the experience of a priest before being new language or training with a set of tools (takes 250
called a paladin). Multiclassing is a viable tool to replicate days, and costs 1 gp per day), although the DM may reduce
special classes, concepts, or characters who seem to have the time to train dramatically with a quest or event (subject
abilities from several classes. to shared adjudication).
For instance, the night elven Wardens and high elven
Farstriders seem to be both rogues and hunters. FEATS
Tauren chieftains also seem to be both warriors with
minor affinity to shamanism. STRIKE FEATS
Demon hunters may also augment their tracking
These are effects that modify a successful attack roll and
abilities by taking a level in hunter, just as enhancement
cost a bonus action. If a strike effect calls for a saving
shamans may augment their martial power by taking a
throw, the DC is equal to 8 + proficiency bonus + Strength
level in warrior and choosing specific talents.
(or Agility if using a finesse or light weapon).
CHANGING CLASSES
ALCHEMICAL APTITUDE
Several classes intersect in theme with others. A character
Prerequisites: Intelligence 13 or higher.
may change their class to another one near them after
accomplishing a quest and undergoing character You gain proficiency in Alchemist’s Supplies, and the
development. Alchemy ability (with an effective caster level of 1).
You gain three potion recipes from the Alchemist spell
CHANGING CLASSES lists, and can store them in an alchemist’s formula book,
Old Class New Class and scribe them in any language you know.
Paladin Death knight Hunters and Rogues often choose from the following:
Shaman and Mage Warlock Alchemists acid, alchemist’s fire, alchemist’s frost, false
ATTRIBUTE CHANGE life potion, healing potion, poison spray potion,
Changing from a casting class to another with a different rejuvenation potion (sometimes known as a crimson vial)
spellcasting ability score also affects the creature’s mental or smoke bomb.
abilities. Warriors often choose from the following: Alchemists
If you have different spellcasting ability scores, you may acid, alchemist’s fire, alchemist’s frost, false life potion,
move up to 4 ability score points from the old class’s healing potion, heroism potion, or rejuvenation potion
spellcasting ability score to the new class’s spellcasting (sometimes known as a crimson vial)
ability score. The old attribute cannot end up lower than 8, Undead characters often take potions of death coil as
or higher than 18 (before applying increases from race, healing potions instead.
class, feats, etc.). The ability score total that can be ATTUNED SPELL
changed is 4 (or one-half the character’s total level from Prerequisite: Access to 1st level spells
the old class, whichever is higher)
You attune your spellcasting capabilities to a small number
For example, turning from a shaman to a warlock, for
of specific spells, and are much more capable in casting
instance, drains Spirit and bolsters Charisma as fel magic
them.
suffuses the shaman’s being. If the shaman (16 Spirit, 12
Choose a number of spells equal to half your proficiency
Charisma) chooses to start turning her back on the
bonus. These spells cost half the normal mana cost for
elements and kneeling to the Burning Legion, her journey
you. Repeat casting an attuned spell does not further
to becoming a Warlock begins, moving up to 4 points from
reduce the cost.
Spirit to Charisma (for a total of 12 Spirit, 16 Charisma). If
You cannot attune to any spell that is a minor spell for
the shaman was level 20, she can move up to 10 points
you (see Chapter 10), a spell that has ‘mana’ in its name or
instead (10 Spirit, 18 Charisma, as Charisma cannot be
affects mana points (such as mana burn or mana shield),
higher than 18 before modifications are applied).
one whose mana cost is lesser than those of comparable
level (such as strike and stance spells, or shadow bolt), or a

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spell that relies on or casts another spell (such as conjure • Dizzying Haze (1 Ki point). All creatures who drink this
strike, glyph of warding, or wish). brew suffer from light obstruction to perception, and lose
This feat is sometimes known as spell mastery or 10 feet of speed for one minute. The creature can make a
favored spell, and is historically one of the reasons human Stamina saving throw to negate the obstruction to vision
spellcasters were able to historically compete with non- and negate the reduction to speed. If targeted with a fire
human spellcasters with few iconic spells. spell or effect, the creature suffers from the burning
condition, but takes 1d4 points of fire damage instead of
BREW MASTERY
1d6. The target can attempt an Agility saving throw
Prerequisites: Ki
against your ki DC to avoid suffering the burning
You gain proficiency in brewer supplies. condition. Unlike most brews, the benefit of this brew
Also, if you have the Ki feature, you may imbue a pint of can be used once.
drink (alcohol, tea, or any other brew) with a measure of • Mana Tea (2 Ki). All creatures who drink this brew can
your Ki, reducing your current and maximum Ki pool by regain 2 Ki, or 2 points of mana. As normal mana
the amount of points you use. regeneration effects, this effect has a cooldown of an
The drink is suffused with your power, and confers a hour (even if used for Ki). Unlike most brews, the
benefit to whoever drinks it. Drinking a brew is a bonus benefits of this brew can be used once.
action, and grants one of the below benefits for eight • Thunder Focus Tea (2 Ki). All creatures who drink this
hours, until they take a long rest, or until they make use of brew reduce the mana or Ki cost for area-of-effect and
three uses of the effect (whichever comes first). After the multi-target spells by 1 point (minimum 1 mana,
drink is consumed, your Ki maximum is restored to minimum 0 Ki). Each reduction is one use.
normal (and can rest to regain the lost Ki). A creature • Tigereye Brew (1 Ki). All creatures who drink this brew
cannot benefit from more than one brew at any given time, can add their Spirit bonus to melee weapon damage
and cannot benefit if they do not require drink or food to rolls. Each application is one use.
stay alive, or if they cannot reasonably process drinks. The • Ki Guard Brew (2 Ki). All creatures who drink this brew
brew can also be force-consumed with a melee unarmed take 2 less points of damage from weapon attack rolls.
attack or as part of a grapple check. This is an aura bonus. Each reduction is one use.
You gain two brew recipe upon gaining this feat, and
may learn more by finding recipes throughout the world or You may brew and imbue as much drinks as your Ki
by training. allows, though the ki dissipates naturally over the course
of three days. This is considered a ki feature, and has the
• Fortifying Brew (1 Ki point). All creatures who drink this same DC to resist.
brew increase their maximum hit points by 1 per monk
level (max is equal to double the imbiber’s original hit FEL SUFFUSION
points). If the character later suffers from a reduction to Prerequisites: Access to 1st level spells and either the
maximum hit points, it is reduced from the benefit of ability to cast spells that deal fel damage or having mana
Fortifying Brew first. This benefit ends if the creature is siphoned a fiend
reduced to 0 hit points. This does not stack with aid As a bonus action, you can suffuse the invasive corruption
spell. of fel magic into your spells. When a spell you cast is
• Elusive Brew (1 Ki point). All creatures who drink this enhanced this way, you can ignore the spell resistance
brew can use a reaction to perform the Dodge action. feature, or treat your spell’s level as if two spell levels
Each reaction is a single use. higher for the purposes of spell immunities, dispel, and
other variables. You can use this feat a number of times

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equal to your Spellcasting ability modifier. All uses are Talents, Archetype features, and improvements to Extra
replenished after a long rest. You can regain one use if you Attack are treated as new features, and cannot be gained
perform mana siphon (mana vampirism) upon a fiend. You by synergy.
cannot suffuse spells that do (or can) deal holy damage. For instance, the Warrior's Second Wind heals 1d10 +
your warrior level when used. If you have 5 levels in
FIENDISH FURY
warrior and 4 in hunter, and have taken this feat, Second
Prerequisite: The ability to cast the Berserker Rage spell
Wind restores 1d10 + 7 hit points (5 warrior levels, plus 2
or benefitting from it at least once.
effective warrior levels from 4 hunter levels). Your effective
When under the effects of the berserker rage spell, your caster level for hunter spells becomes 4 (2 from hunter, 2
anger manifests in an aura of fel flame, dealing 1d4 fel from warrior).
damage to creatures that start their turn adjacent to you.
As a strike effect, you may also add this damage to your MYSTIC BLAST
melee weapon attacks. If you are reduced to 0 hit points Prerequisite: Ability to cast arcane or divine spells
while raging in this case, you may instead be reduced to 1 You can make a ranged spell attack as an action, dealing
hit point and gain one level of exhaustion. The level of 1d6 damage per maximum spell level you can access. The
exhaustion is added 1 minute after you end your rage. If range of this attack is 20 feet, plus 10 feet per maximum
you would be killed, you instead gain three levels of spell level you can access (up to 110 feet).
exhaustion. The damage’s type is chosen by you upon gaining this
You can continue to stack levels of exhaustion this way, feat, and can be acid, cold, lightning, or fire.This does not
in which case they all apply once your rage ends (unless cost mana, and can be done at will as a supernatural
otherwise mitigated by some other means). ability, so long as you have at least 1 mana point for each
dice of damage. If you are exhausted from low mana, you
INFUSIONIST
cannot make use of this ability unless you are no longer
Prerequisite: Four or more caster levels, Intelligence 15 or
exhausted.
higher
This counts as a spell for the purposes of the Spell
You gain proficiency with the infusion skill and can make Strike feat.
infused items. Special. You may instead deal arcane, fel, holy, psychic,
MAGICAL SUFFUSION thunder, or shadow damage with your Mystic Blast, but the
Prerequisite: Ability to cast arcane or divine spells, access damage dice is 1d4 per spell level instead, and you must
to cantrips be able to cast a spell with the aforementioned descriptors
(such as having it prepared). .
You gain increased proficiency with cantrips. Your cantrips
count as if you are 4 levels higher to determine the damage IMPROVED REGENERATION
dealt with them. Prerequisite: Troll, Stamina of 13 or higher
You prepare one additional cantrip (total is your
• You increase your Stamina score by 1, to a maximum of
proficiency bonus + 1). Furthermore, cantrips never cost
20.
mana for you.
• You regain 1 hit point at the end of each hour, provided
MULTICLASS SYNERGY you have at least 1 hit point remaining.
Prerequisites: At least two levels in two different classes • You regenerate lost limbs in three days instead of one
You can unerringly mix disciplines you are proficient with. week, unless they were taken willingly (such as to escape
Choose two classes you have at least two levels in. Each bonds), or if they are cauterized.
two levels from one class counts as one effective level to SHROUD OF THE ANCIENTS
the other for the purposes of improving existing abilities Prerequisites: Night Elf race
that scale on class level (such as Second Wind, Sneak
Your link to the ancients increases in strength. The
Attack, and Martial Arts). This includes the Spellcasting
ancients grant their blessing upon you, granting you the
feature, where you can add caster levels from different
following abilities.
classes (therefore, 1 full caster level from the mage class,
and ½ a caster level from the hunter class). • You may Dash as a bonus action when you are not in
This does not grant access to new abilities, nor stack bright light.
with existing improvements from multiclassing. You may • Your Shadowmeld ability instead grants you
choose improved progression, however, when counting concealment. This requires you to remain in the same
your effective caster level. circumstances that allow Shadowmeld, and cannot be
used twice in the same minute.

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• You may invoke the blessings of the ancients to cast the Examples for such uses are the holy light spell to heal
disguise self spell once per short rest. This can be yourself, the blade ward spell to ward off weapon strikes,
invoked only in a place where your Shadowmeld could or the general ‘buff spells’ such as see invisibility, haste,
be used, but can be maintained when leaving such areas. tongues, or shield of faith.

SPELL STRIKE [STRIKE] TITAN-BORN


When you make a melee or ranged weapon attack, you Prerequisites: Dwarf race
may use a bonus action to apply the effects of a direct- Your link to the ancient earthen and your titanic
target spell to the struck creature. The spell targets the progenitors increase in strength. Your skin is no longer
creature struck, and cannot target anyone else, such as strictly flesh, but acts as if malleable and flexible metal or
you, an area, or an adjacent creature. The creature is still stone. You gain the following abilities.
entitled a saving throw if the spell allows it, but if the spell
targets AC, the effect does not call for another roll. • You may use your Stoneform ability up to three times
This is declared before the strike is made, and a spell before a rest.
that is designated to discharge is lost harmlessly if the • You are immune to the petrified condition, and can hold
attack fails. The range of the spell increases to become the your breath up to 15 minutes
range of the attack (a shocking grasp spell cast through a You know the mold earth cantrip and can cast it
spell strike via an arrow will deal damage normally if the normally (caster level equal to your character level). When
hit lands). you reach 3rd level, you can also cast thunderstorm as a
The extra spell damage is not increased if the attack is a 1st level spell. When you reach 5th level, you can also cast
critical hit. the earthen grasp spell as a 2nd level spell.
This feat cannot be applied to a strike spell. Charisma is your spellcasting ability for these spells, and
SPELL STANCE [STANCE] you use your mana pool for these abilities (even if you are
As a bonus action, you may enter a spell stance. As part of not normally a spellcaster). While you use such abilities
entering this stance, you may cast a spell on yourself, so (and after using them for one hour), your skin glows a pale
long as the spell’s original casting time is equal to one blue. If you can already cast such spells (and have a
action or is shorter. sufficiently high caster level), they are always prepared for
So long as you remain in the spell stance, the spell free.
remains active, up to its normal duration or ending Special. If you are a Dark Iron Dwarf, you can choose to
parameters. forgo the thunderstorm and earthen grasp spells to the
The spell requires the normal mana cost or resources, hellish rebuke and flaming sphere spells, respectively.
and must be a spell that can target you or a touched WOLF-BORN
creature. If the spell is an instantons spell, you may cast it Prerequisites: Worgen race
on yourself again as a bonus action in the next round so
Your inner wolf manifests in a more pronounced way.
long as you remain in the stance.
Only you benefit from the spell woven into the stance, • Whenever you exhaust the temporary hit points you gain
even if the spell was originally an area spell or a spell that from your first worgen form shift of the day, you can gain
affects multiple targets (in which case you are the only one-quarter the same value in future shifts. These do not
available target). If you enter a different stance, all the stack, and can occur once every hour.
benefits of the spell stance end prematurely (as if the • You gain keen senses, and have advantage to Perception
duration ended or as if you lost concentration, whichever checks that involve scent
appropriate). • Your movement speed increases to 35 feet, and you
double your horizontal distance when you jump. This can
stack with the jump spell.

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CHAPTER 7: USING ABILITY SCORES, SKILLS, AND TOOLS

ITEM CREATION TABLE


Item Quality Crafting Cost Proficiency 1 Spell Level 2 EP3 and Max. CR
Common 20 points +0 0 (cantrip) 1
Uncommon 80 points + 2 (apprentice) 1-2 2
Rare 320 points + 3 (journeyman) 3-4 3
Very Rare 1,280 points + 4 (expert) 5-6 4
Legendary 4 5,120 points + 5 (artisan) 7-8 5
Artifact 20,480 points + 6 (master) 9+ 6
1 EP represents the Engineering Points of a device
2 Dice represents the number of damage dice an item of the required rarity would deal if an explosive or firearm (crossbows modified by
engineering are 1 dice lower).
3 Legendary and higher rarity items usually also require a quest to attune it to some magical source, such as the High Elven Sunwell, the
Scourge's Frozen Throne, an elemental plane's core, or the Night Elves' World Tree.
This is subject to the DM's discretion. Artifacts also usually require a lengthy quest that might alter the setting as a whole, and are usually
infused by creatures of great power. The cost of larger objects increases the cost by 50% per size category.

To better facilitate and replicate the ability to craft, mine, may require the crafting cost of an item of the matrix’s
and refine materials into weapons, there are a few changes quality in research reagents, or may require the
to the skill system, by including Gathering and Refining destruction of such a matrix to extract knowledge of how
skills. to create it.
The DM may impose additional requirements, such as
DISCOVERY requiring an elemental crystal for a flamethrower
Making new spells, alchemical formulae, and blueprints (elemental engine) or a blueprint of a normal vehicle to
for engineering are all highly complicated tasks. It takes make a similar design.
downtime and money to research appropriate to formula Instead of researching a new spell, a character can
itself. research a creature’s name to conjure it. This takes the
Downtime. It takes 2 weeks per spell level, or 1 week same amount of time, and the character can only research
per engineering point of the device. a name of a creature they are of sufficient power to conjure
Money. It takes 50 gp per spell level (if a spell, (CR equal to highest-level spell). Other stronger names
alchemical formula, or gadget), or 75 gp per engineering require subjecting yourself to the risks of a Call or by
point of any device that is not a gadget. An infusion matrix learning the information another way.

COMPLEXITY COST TABLE


Crafting Class Purchase CP Crafting CP1 Specialised Crafting CP2
Consumables3 2 gp 1 gp 5 sp
Use-Items4 10 gp 5 gp 2.5 gp
Infused Items5 25 gp 12.5 gp 6.25 gp
Constructs 25 gp 12.5 gp 6.25 gp
1 This is the normal crafting cost
2 The Alchemist and Tinker class are specialized crafters upon gaining the Efficient Alchemy and Efficient Engineering features, respectively.
These features further reduce crafting costs (as specialized) to one-quarter rather than one-half buying price.
3 Consumables include potions, poisons and plagues, explosives, as well as single-use gadgets and infused items, such as scrolls or infused
ammunition
4 Use-items include gadgets (that are not one-use consumables) and engineered weapons such as firearms and modified crossbows
5 This compasses all wondrous items and infused weapons and armor, as well as other infusion kit products that do not fall under another
class (such as consumables)
For instance, purchasing a common quality potion costs 40 gp (20 crafting points for common times 2 gp), while crafting it costs 20 gp. If the
character is a specialized crafter (such as a 2nd level Alchemist), crafting it costs 10 gp instead.

PAGE | 174 CHAPTER 7: USING ABILITY SCORES, SKILLS, AND TOOLS | DEVICES AND ENGINEERING
raw materials have a value that can be spent for crafting,
ITEM CREATION COMPLEXITY AND COST such as alchemy (Alchemy Points), engineering
Items have cost to create in Crafting Points, scaling with its (Engineering Points), Infusion (Infusion Points), or other
quality or rarity. A Crafting Point costs differently depending crafting tools.
on the item class.
When having a value of materials that are fit for crafting, Artisan Tools Task Performed
compare them to the item class (consumable, use-items, Mining Collects metals, identifies metals and minerals, and
general mining
infused item, or construct) and derive the number of crafting
Skinning Collects hides, skins, and identifies quality of
points to the specific item. leather
For instance, 500 gp counts as 500 crafting points if used
for crafting consumables, but only 20 crafting points when HARVESTING NODES
used for crafting constructs.
A DM is recommended to place minor and major nodes on
Note. Potions of Healing (of all types) are exempt from the
the game map or reference it to important areas. As nodes,
normal rules creating alchemical items, costing 50 gp (25 to
they usually attract attention of other characters and
craft; 12.5 gp for specialized crafters) for a normal potion of
creatures, such as golems and spellcasters in places where
healing (restores 2d4 + 2 hit points) instead of 160 gp (80 to
infusion points are, and fey and druids where alchemical
craft; 40 gp for specialized crafters).
points are. Most nodes take a day to harvest materials from.
Multiple characters can harvest from the same node.
GATHERING TOOLS Engineering points (or appropriate base materials) can be
Due to the costs of crafting, few characters pay directly in drawn from mines or mining nodes, where kobolds, miners,
raw materials and gp, especially those who are short on and dwarves live, or are generated workshops. Nodes can be
liquid wealth. For them, proficiency in gathering tools, rewards for quests, and can be referenced in-character.
harvesting nodes from monsters and locations (such as rare NODE SIZE
beasts and groves of natural materials), and scavenging Minor Node. 250 gp of materials/day (two uses, rarely
materials from potions or devices they don’t need (or ones replenish)
that are looted) is a cost-effective alternative. Minor nodes are minor one-use harvesting deposits. These
For instance, a party of adventurers who defeat a harvest are usually expended and replenish slowly over time or with
golem in Westfall might choose to deconstruct it if they have DM discretion, but also include minor pools of mana, minor
a tinker, so that the tinker can use its parts for devices that ley lines (for infusion), a small to medium busy engineering
aid their quests. Coming across a cache of potions of workshop or junkyard (for engineering), or a copse or forest
dragons’ breath, an alchemist may decide to repurpose the grove filled with alchemical plants (for alchemy). There is
potions and turn them into rejuvenation potions instead of usually at least one minor node present within 12 miles from
paying the cost of potion creation. one another.
Any tool that allows for the collection or preservation of Moderate Node. 500 gp of materials/day (four uses,
raw materials may be used to gather raw materials. These replenish every month)
Moderate nodes include centers of power such as mana
fountains, moon wells, or a ley line intersection (for
infusion), a large engineering workshop or junkyard (for
engineering), and an alchemical ingredient farm or a grove
(for alchemy). There is usually a moderate node present
within 100 miles of one another.
Major Node. 1,000 gp of materials/day (eight uses,
replenish every month)
Major nodes are usually sparse, rarely appearing more
than five known instances. This includes the literal center of
ley lines on a planet, a major mine system that accesses
extremely rare metals, or the center of an ancient, magical
forest blessed by the fey and gods.
There is usually one major node per region. Major nodes
are usually also seats of powers for major organizations, or
are a battlefield for major powers to contest over.

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Examples are Tower of Karazhan, the Sunwell, the Tree gardens, gaining 50 gp worth of alchemical materials
of Eternity, Blackrock Spire, and the Maelstrom for Infusion (sufficient for crafting an uncommon potion; or 40 gp worth).
Points. A DM may reward a crafting class with access to a With a month of crafting, she gathers enough to make a
node, such as a mage tower built atop a mana fountain. single rare potion (or 160 gp worth). If she is an Alchemist,
For instance, a 1st level warrior proficient in mining tools, her efficiency increases appropriately.
for example, can spend a day in a minor node (an iron mine), If in an enchanted grove, this acts as a node (see above),
harvesting 250 gp worth of materials after working, which and has much better yield.
can be invested in making several longswords.
MONSTER NODES
GATHERING RAW MATERIALS ON THEFIELD Some monsters act as nodes. A monster that is harvested
for a particular body part has the rest of its body parts
This use allows the user to gather materials over time. This
damaged in the attempts to extract value. The time it takes
is markedly less efficient than extracting from a node. The
to harvest is decided jointly between the DM and the player.
user can spend one day of downtime in gathering. This does
If harvesting a consumable the monster naturally creates
not include paying lifestyle expenses.
(such as a poison), one dose can be created per hit dice with
no cost. A monster that can be harvested usually shows
Proficiency CP/day CP/week
signs of it, and are listed as below (although a DM can add
+2 — ¼
+3 1/3 2 more). A single monster of the below proficiency can provide
+4 1 6 materials for a number of items of the below listed quality.
+5 4 25 Willing HarvestA creature may choose to donate their
+6 15 100 blood or replaceable body parts for the purposes of
harvesting crafting points, but can only donate up to 1/24th
The nature of the materials gathered are judged jointly by their normal material every month (or their full material
the DM and the harvester, who decide upon the materials value once every two years). Doing this on extended
(engineering, infusion, alchemy, etc.) you acquired, judging durations usually causes exhaustion or death (even if the
by the environment, resources, and skill used. creature is normally immune to exhaustion). This is subject
For instance, a 5th level druid proficient in a herbalism kit, to the DM’s discretion.
for example, can spend a week on harvesting minerals from
assorted herb locations or from small

PAGE | 176 CHAPTER 7: USING ABILITY SCORES, SKILLS, AND TOOLS | GATHERING TOOLS
Materials derived from dragons, for instance, can be unless the infusionist can succeed on 3 opposed Spirit
usually used to create armor (from leather or bone), saving throws against the owner. This check can be done
weapons (for bone weapons), alchemy mixtures (enchanted once per year against a single character.
dragon blood), and fire-based infusions, while construct m Disenchanting legendary or artifact items also usually
materials can create armor (from plating), weapons, requires a quest or a journey to where the item was created,
engineering devices (any), and infusion matrixes (if the subject to DM discretion, or the listed process of destruction
construct had magical ability or a magical engine). (if available).

HARVESTER PROFICIENCY
If the harvester’s proficiency is less than the target
monster’s proficiency, this requires a DC 20 ability check
with the harvesting tool. On a failed check, half the potential
materials are lost, and the character can make another
attempt (each time halving, until it can provide only 1 gp
worth of materials).
Creatures with a CR less than 1/2 do not count towards
harvesting, unless they are especially valuable (as
adjudicated by the DM).

MONSTER VALUE TABLE


Monster Proficiency Value
+2 125 gp
+3 500 gp
+4 2,000 gp
+5 4,000 gp
+6 8,000 gp

For instance, a 15th level dragon, when harvested,


provides potentially 4,000 gp worth of materials. That can PRODUCTION TOOLS
cover the full costs of a rare infused item or 1/4 a very rare Any tool that can create a product out of materials is
infused item (or many more consumables). classified as a production skill. The time it takes to make a
Should the same dragon decide to donate some of their product and the raw materials it takes depends on the cost
blood, they could donate up to 166 gp worth of materials of the item and its complexity.
once per month. Most production skills are artisan tools, and require
proficiency in the tools used, but some are given to or
SCAVENGING MATERIALS
restricted by race or class only (the engineer’s tools and
A crafter can also harvest the materials from an item they infusion kit).
destroy.
The crafter gains 1/2 the crafting cost of broken-down Artisan Tool Task Performed
items. The material is usually called diffusion dust (Infusion Alchemist’s Created potions, elixirs, and concoctions
supplies*
Points), dismantled scrap (Engineering Points), or
Engineer’s tools† Creates constructs, gadgets, firearms, and
deconstructed reagents (Alchemy Points). bombs
This process is a simple complexity task (1 hour). At the Herbalism kit Creates minor potions from herbalism
end of the duration, the item is destroyed, and the crafter Infusion kit† Creates infusion matrixes that are applied on
gains half the CP invested to create it. weapons etc
Jewelcrafting kit Creates jewelry
INFUSION DRAIN Leatherwork kit Created leather-based items and armos
. Upon the destruction of a legendary item or artifact, it has a Poisoner’s kit Created poisons and plagues
50% chance of dropping infusion dust relevant, even if not Smithing tools Creates weapons, armor, and metallic trinkets
intentionally diffused. Attuned items cannot be diffused Tailoring kit Creates cloth-based items (such as clothes,
boots, and hats
unless their attuned character is slain, or when the
attunement is willingly surrendered (does not require an * Proficiency in alchemist’s supplies can be improved with the
action), Alchemy ability (see below).
† Proficiency in engineer’s tools and the infusion kit are restricted

to abilities granting proficiency.

PAGE | 177 CHAPTER 7: USING ABILITY SCORES, SKILLS, AND TOOLS | PRODUCTION TOOLS
CRAFTING RULES The alchemist class does not need to spend mana to
prepare spells into potions, and have their own spell list.
Crafting takes four components:
If you do not normally have access to magic spells, but
• Time roughly equivalent to the complexity of the end have an effective spellcaster level (or caster level) due to the
product. Alchemy ability (such as from the Alchemist class), you may
• Raw materials equal to one-half that of the end product choose which spell list to access for your alchemical potions.
(round fractions down). If you have neither (such as by training to gain proficiency in
• Proficiency with the tools (or skill) relevant. alchemist’s supplies), you treat your caster level as 1, and
• Success on the Crafting check. access to one spell list you have. You cannot make potions of
level higher than 1 (due to the limitation of caster level).
At the end of the allotted crafting time, and if the check is
Prerequisites. Alchemy requires at least 1 level in a
successful, the user crafts the item in question.
spellcasting class (or 1 level in the alchemist class) and
proficiency in the tools.
Crafting
Item Time DC Activation. A potion can be activated by use, which is a
Very simple item (stick) 10 minutes 5 Use Object action, such as drinking a bottle's contents,
Simple item (simple weapon) 1 hour 10 coating a spray on the user, or spreading an oil. Potions can
Moderate item (martial weapon, light armor) 1 day 15 also be thrown to release their effect on impact, in which
Complex item (medium armor, lock) 1 week 20 case they are a thrown improvised weapon at a range of
Highly complex item (heavy armor) 2 weeks 25
20/60 ft. If the spell originally affects an area, the potion
affects the area as well.
Per stage above highly complex (or Highly Complex II,
The character can add their proficiency bonus to attack if
etc.), the time doubles per increment (1 month, 2 months, 3
they are proficient in alchemist's supplies. The DC is
months, etc.), although the DC does not increase.
specified on creation. If the user has the Alchemy ability, the
Crafting takes the specified time, cut down to the nearest
attack bonus and DC of potions they use is modified by
ten minutes.
Intelligence.
In the above example, the first-level rogue (if proficient
For instance, the alchemist's fire potion stores the fire bolt
with smith’s tools), can begin to forge a dagger (simple
cantrip, dealing 1d10 fire damage to the target it hits. This
weapon) if she has access to all the tools she needs (the DM
can be an attack roll (or spell attack, if possessing the
may possibly require a forge to smelt raw iron into ingots).
Alchemy ability).
As a simple complexity item, it would take her one hour if
If the spell stored in the potion has a casting time more
she has all the required materials and succeeds on a DC 10
than an action, it starts activation on the user after the
Crafting check.
original casting time is completed. For instance, an imbibed
resurrection potion activates after 1 hour (if the target still
PORODUCTION TOOLS qualifies), while a conjure undead spell activates over 1
Tool Ability Score Task Performed minute (regarding most conjured creatures). Potion
Alchemy Intelligence Creates potions, elixirs, and miscibility applies normally.
concoctions Creation. See the Item Creation Complexity and Cost
Engineering Intelligence Creates constructs, gadgets, firearms, table under Skills.
and bombs
Concentration Spells. The duration of a potion with a
Infusion Intelligence Creates infusion matrixes that are
applied o weaons, etc. duration of concentration depends on its final concentration
Poisoner’s Kit Intelligence Creates poisons and plagues duration.

Original Concentration Duration Potion Duration


ALCHEMIST’S SUPPLIES Up to 1 minute
Up to 10 minutes
2d4 rounds
2d4 x 10 rounds
You may gain increased benefit and mastery with the Up to 1 hour 2d4 x 10 minutes
And so on…
Alchemy ability (as granted by the Alchemist class) so long
as you are proficient with Alchemist’s Supplies.
Imbibed potions do not require concentration (even if they
Using alchemist's supplies allows you to craft magical
originally required it), but one creature cannot benefit from
potions that hold the power of a spell within them. A
more than one such demanding potion. In effect, ingesting a
character who has access to a spell and the Alchemy ability
potion is treated as concentrating on it, and if drinking
can craft potions of the chosen spells. This costs the same
another potion that demands concentration, the newer one
resources as casting the spell normally in material
takes precedence and dispels the effects of the old one that
components (or mana, if required), and costs alchemy
required concentration.
crafting points (AP) in materials.

PAGE | 178 CHAPTER 7: USING ABILITY SCORES, SKILLS, AND TOOLS | PRODUCTION TOOLS
Concentration (partial) spells and channeled spells cannot 31-35 Minor Sync: Both potions in the mixture work, but their
be made into potions, but sigil spells can be. benefit and durations are halved; if can't be halved, has no
effect.
POTION FORMS 36-40 Minor Cancellation: Only one potion works normally.
41-70 Proper Sync: Both potions in the mixture work normally.
Potions take different forms, such as bombs, medicine pills, 71-80 Birth from Order: The mixture instead conjures a random
lotions, spray bottles, sticks, or amulet-like icons that aberration, elemental, ooze, or homunculi, with a CR equal
crumble to release their essence. to the average level of both potions (or of the appropriate
quality relative to rarity). It is allied to the closest creature,
In all such circumstances, they act the same as potions so and disintegrates when reduced to 0 hit points. If one of
long as they weigh similarly, can be applied by the same the two potions was of a cantrip, it conjures a creature of
action, and used at touch or thrown range as described CR ¼. This creature can be bound.
above. Note that some abilities allow for quicker use of 81-90 Greater Sync: Both potions in the mixture work, and have
alchemical items. their numerical benefit and maximum duration doubled; if
they can't be doubled, the potion can be reused if salvaged
with a successful DC 15 Intelligence check with Alchemist’s
MIXING POTIONS Supplies as an action
Potions used in conjunction with one another have 95-99 Superior Sync: Both potions work, and the target can
unpredictable effects. In the Warcraft universe, the potion benefit from a third random potion of DM's choice.
100 Augment! One potion works and its duration becomes
miscibility rule is applied. When mixing potions, drinking
permanent. If the effect was instantaneous, such as a
several in succession, or having multiple potions layered in healing potion, this may cause an increase in maximum hit
one vial, consumption or delivery (such as attacking with a points, with the reverse happening if it dealt damage. At
potion vial, syringe, or bubble) counts as one potion. Roll for the DM’s discretion, this effect may be dispelled as an
miscibility in this case. active spell effect or be suppressed with a potion which
deals an opposite effect. A cantrip cannot gain this
The strange ingredients used in creating potions can miscibility result, and instead reverts to Greater Sync.
result in unpredictable interactions. If more than two
are combined, roll again for each subsequent potion,
HERBALISM KIT
combining the results, counting the old mixture as the An herbalism kit counts as if an alchemist kit, but you may
first potion, and the newer one as the second potion. choose up to two alchemical formulae to learn. These still
must be written down (and usually stored in a book or
The effects are not immediately obvious, subject to
notes). You are not counted as if proficient when it comes to
DM discretion (such as getting the result of a 1 with other alchemical formulae and using potions for the
normally volatile potions, causing an explosion). purposes of potion DCs. You may not create potions higher
than uncommon quality with an herbalism kit.
POTION MISCIBILITY
Can mix out of combat or roll for miscibility when a target TRANSMUTING MATERIALS
drinks more than one potion in the span of 1 hour (or has Alchemist’s Supplies (in conjunction with the power of
two potions in one vial to be consumed by one action). You spells or the Alchemy feature) can be used to transmute
are not instantly aware of the results of the potion until used. materials from one type to another.
This requires the transmute material spell, which in turn
POTION MISCIBILITY
requires proficiency in Alchemist’s Supplies.
d100 Result
Transmuting a mineral requires the original mineral and
1-5 Explosion! The mixed potions cause an alchemical
explosion which deals 5d10 arcane damage to the target changes the original material into the target material,
or imbiber, and 1d10 arcane damage 5 ft. away from the effectively going around usual material requirements (but
target or imbiber. altering size as appropriate). For instance, one can
6-10 Toxicity: The mixed potion becomes a poison of DM's transmute alchemy crafting points from being fire-based to
choice.
being water-based (allowing crafting different potions), or
11-15 Minor Toxicity: One potion works, the other becomes a
milder poison of the DM's choice (target has advantage to change 500 gp worth of iron into 500 gp worth of silver.
saves)
16-25 Birth from Chaos: The mixture instead conjures a random
aberration, elemental, ooze, or homunculi, with a CR equal
ENGINEER’S TOOLS
to the average level of both potions (or of the appropriate Engineering allows for one to create technological devices.
quality relative to rarity). It is hostile to the closest Such devices are non-magical items that are created with
creature, and disintegrates when reduced to 0 hit points.
engineer’s tools, and are classified into groups, according to
Otherwise it remains for 1 hour. If one of the two potions
was of a cantrip, it conjures a creature of CR ¼. This general type: bombs, firearms, gadgets, and constructs. Most
creature can be bound. engineering items that do not use ammunition deal
26-30 Cancellation: Both potions in the mixture lose effect. concussive damage.

PAGE | 179 CHAPTER 7: USING ABILITY SCORES, SKILLS, AND TOOLS | PRODUCTION TOOLS
Creating a Technological Device. When designing an device describes otherwise. All devices also have a have a
engineered item, the final cost, DC, and effects of the item chance to malfunction when activating.
depend entirely on the amount of Engineering Points Using a bomb or firearm is treated like using weapons of
invested. A character can invest a number of Engineering the same type, and are treated as martial weapons with one
Points equal to the user’s Proficiency bonus (expertise does week of training.
not apply to increase this maximum). A character may
willingly spend less than their maximum engineering points Device Complexity Cost
to lower the cost (and thus the difficulty of resisting the Constructs Very complex As per CR (see Item Creation Costs)
Explosives Simple As a consumable of the same rarity
device and the malfunction chance).
Firearm Moderate As an item of the same rarity
Devices have an effective rarity equal to the number of
Gadget As potions As potions (see Item Creation Costs)
Engineering Points invested into them (see the Item
Creation Complexity and Cost). Expertise does not increase
Concentration Spells. The duration of a gadget with a
the amount of engineering points derived from the skill. It
duration of concentration depends on its final concentration
takes time appropriate to the device’s complexity to create.
duration. This acts as concentration potions (see alchemist’s
This rarity does not prevent the device from being infused as
supplies above) for all purposes.
a normal item (such as a magic +1 firearm), but in that case
Charges. Charges depend on energy sources. By default,
it has rarity score for engineering and another for the
the energy source is mechanical (clockwork, springs, etc.).
infusion.
See Energy Sources below for reference.
Malfunction Rate. The malfunction rate is a dice result
Technological Modifications. An Engineering Point may
(without modifiers) from 1 to the number of EP invested in
be spent to add a different effect instead of increasing the
the device. A natural 1 is the minimum malfunction rate.
scope (damage if firearm or explosive, hit dice if construct or
Effectively, the more advanced the device, the higher the
mecha, or maximum spell replicated if a gadget).
chance for a malfunction. Tinkers can lower this by
Alternatively, an Engineering Point may be gained in
spending points, or with certain modifications.
exchange for a penalty on the item (usually to offset a bonus
When a device first malfunctions, it gains the
to a particular area). With technological modifications, a
malfunctioned condition. See Appendix A. If it is a
character can decrease the radius of an explosive but
consumable, it rolls for a mishap instead.
increase its damage (or vice versa). These are listed under
Saving Throw. The saving throw for technological devices
each technological device.
(if one is called for) is equal to 8 + proficiency bonus invested
+ Intelligence (of user, or + 2 if generic). TEMPORARY ADD-ONS
Using Technological Devices. Devices can be used In some cases, a device might not need a permanent
automatically if one knows how to use them (point and modification, and can serve as an independent add-on.
shoot, press a button, etc.) as a Use Object action unless the Barrel adjustment can increase a firearm’s

PAGE | 180 CHAPTER 7: USING ABILITY SCORES, SKILLS, AND TOOLS | PRODUCTION TOOLS
range, a portable silencer can reduce noise when on a ammunition explosives, your ranged attack roll is resolved
stealth mission, or a gadget may be modified for quicker use. disadvantage on the attack due to the ammunition’s weight.
Some modifications cannot be made into add-ons. If you treat this as a strike effect and use a bonus action, you
An add-on alters a device without altering the device’s can ignore the disadvantage on attacks.
total engineering points (EP). Installing an add-on takes 3 If the attack with the ammunition effect is a direct attack
actions. If you are proficient with engineer’s tools, it costs (attack roll), the explosion takes place on the target’s space.
only 1 action instead. If the attack has a saving throw, the explosive takes place
You can have one add-on at a device at a given time, and it against only one target in the area of effect (direct target),
costs as an EP 1 device. When a device malfunctions, the although depending on the explosion’s radius, it can involve
add-on suffers the condition as well. multiple targets.
For instance, the sniper gun has a pre-built silencer An ammunition explosive cannot also be infused (such as
modification. Instead of the modification (which reduces the by a single-use infusion), but the damage can stack with a
total damage), the sniper rifle can benefit from a silencer shot or strike effect if you accept disadvantage.
add-on, if you are willing to run the problem of paying for the If an ammunition explosive misses, draw a line from
malfunction of two devices instead of one. The addon costs yourself to the target. If the line stops at a creature that is
20 crafting points (as an EP 1 device). one size category larger than the target (minimum Large) or
cover (such as a wall or tree), the attack is resolved as if it
EXPLOSIVES hit. If the target is a creature, compare the attack roll versus
Examples. The Big One, hand grenades, goblin land mines, the creature’s AC, otherwise it continues until it reaches the
siege rockets, siege breaching charge end of the maximum range of the weapon, and explodes at
Also known as explosives by default, these are light thrown that point.
weapons. PLANT EXPLOSIVES
Using Explosives. Explosives can be used as an attack Besides thrown, set, or launched, an explosive can be
action, with the effect reliant on the form the explosive planted on targets with an Agility (Sleight of Hand) check
takes. opposed to Spirit (Perception). This check is made with
Explosives call for a saving throw at the point of impact, disadvantage if the fuse is instantaneous.
and require a successful activation check (to check for If the planting goes unnoticed, the target suffers
malfunction). They affect a 10-ft-radius sphere, and call for disadvantage to their saving throw against the explosive.
an Agility saving throw to halve the damage dealt. An
explosive can be heard clearly up to 100 feet away. If thrown
EXPLOSIVE FORMS
past normal range, the saving throw is done with advantage • Bomb Form (or Grenade Form). A thrown bomb is
due to distance. If you have an ability that would negate treated as a light thrown weapon with a range of 30/60
disadvantage when throwing a weapon beyond normal feet. By default, an instantaneous fuse has the bomb (also
range, the targets of your explosives do not benefit from known as a grenade) explode at the end of the user’s
advantage. current turn, but can be modified by different fuses (which
Explosives deal dice in damage depending on their are available in an engineer’s tools). If the grenade is
base Engineering Point investment (based on rarity). lobbed beyond ideal range, the target(s) have advantage to
An explosive deals 2 dice of damage at Common rarity, the saving throw to half damage. If the grenade misses the
attack, it usually explodes at some other point (such as
plus 1 for each point of rarity above that.
maximum range or upon impact with a wall).
Explosives may be thrown indirectly, placed as a mine, or • Mine Form. An explosive in mine form takes an action to
crafted into a rocket. An explosive weighs 1 pound. prime in an adjacent 5-foot square, and triggers whenever
An explosive may be designed to send shrapnel, in which a target moves over it. A mine can be seen with a Spirit
case it deals half slashing damage instead of half (Perception) check, and disarmed with an Agility check
bludgeoning damage. If an explosive explodes near another using thieves’ tools. The DC for both is equal to the
one, they both set off, and the damage stacks (up to triple the explosive’s DC. A mine is counted as a trap for the
highest amount of damage dice, and tripling the average purposes of abilities.
area of effect). • Rocket Form. An explosive in rocket form can be used as
a ranged weapon. The rocket’s range is 60/120 feet. It is
AMMUNITION EXPLOSIVES
treated as a thrown weapon, not a projectile weapon. Its
Ammunition such as arrows, crossbow bolts, or even bullets
other properties (such as explosion radius, saving throw
can be modified for explosives. This can represent anything
DC, and weight) does not otherwise change. When a
from firearm explosive shells to a primitive attempt to tie a
rocket reaches its maximum range, it explodes regardless
rocket to an arrow with a loose bit of string. When using
of whether it reached its target or not. If it misses its

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target, it continues along the path without guidance, being launched (such as from a siege weapon cannon), or
usually exploding at some other point (such as at the activation by the fuse.
maximum range or upon impact with a wall). Special Effect (1 EP). The explosive (any type) may
manifest a cantrip (or a spell of level equal to half the
FUSES
engineering points spent, round down). If it is a direct effect,
Depending on the fuse of an explosive, they can explode on
it targets the space the bomb was tossed only. If this is an
various times from being triggered (usually at the end of its
area of effect, it takes place in its original spell area or in the
user’s turn).
area of effect of the bomb (whichever is shorter).
• Instantaneous fuse. The explosive explodes at the end of Water (1 EP). The explosive is waterproofed, and can be
its user’s turn used underwater. This is usually joined with the Focused
• Delayed fuse. The explosive explodes after 1d4 rounds, Explosive modification to retain damage at the expense of
starting at the end of the user’s turn range. This can cost no modification instead, and only work
• Long fuse. The explosive explodes after one minute underwater.
Widened Explosion (1 EP). The explosive (any type)
A character may also make fuses that are predesigned to
explosive radius doubles per engineering point spent on the
explode after a specific number of rounds (determined at the
modification.
time of crafting). Changing a fuse costs a bonus action and
Focused Explosive (-1 EP). The explosive (bomb or mine)
access to an engineer’s tools.
area of effect is reduced to a single 5 foot-square.
This can modify explosives in mine form as well as in Note. Explosives cannot have add-ons.
bomb form, such as a mine exploding a few minutes
after being stepped over, such as a mine that would FIREARMS
collapse a cave’s mouth after a minute of an intruder Examples. Heavy and medium rifles, boomstick, siege
entering. cannons, and sniper rifles.
Using Firearms. Firearms are ranged ammunition weapons
MODIFICATIONS
with a range of (200/800) if medium or heavy, and (150/600)
Careful Explosion (1 EP). The explosive’s (any type)
if light. They come in light, medium, and heavy varieties.
damage can be controlled. It can exclude a number of 5-foot
They require bullets for ammunition, which act as normal
squares equal to 2 + your intelligence modifier, and can be
ammunition.
designated by the user when the bomb explodes.
Firearms deal dice in damage depending on their base
Firework (1 EP). The explosive (any type) releases a
Engineering Point investment (based on rarity). A firearm
sharp whistle and a ringing blast. A creature who fails their
deals 2 dice of damage at Common rarity, plus 1 for each
saving throw against this explosive must also roll a Stamina
point of rarity above that.
saving throw. Upon a failed save, roll 1d4 to see the effect.
The damage dice depends on the firearm’s size:
Roll Potion Duration • Light. 1d4 piercing damage.
1 Target is blinded for 1 minute
• Medium. 1d6 piercing damage.
2 Target is deafened for 1 minute
• Heavy. 1d8 piercing damage.
3 Target is blinded and deafened for 3 rounds
4 Target loses their reaction for until the end of your Depending on the ammunition type, a firearm can deal
turn in the next round
different types of damage (usually piercing).
A firearm has a capacity of 1 bullet per rarity step (or 2 at
Reliable Device (1 EP). The device’s function is
Common rarity), so long as the increase is not based on a
controlled. Its malfunction rating is reduced by 2 points for
modification (see the capacity modification below). Firearms
each EP invested. This modification also does not increase
require reloading with gunpowder and ammunition (cost of
the malfunction rating.
each is detailed under equipment). Some features use
Sapper (0 EP). The explosive (any type) deals double
multiple bullets when used (such as scattershot or automatic
damage to structures, but half to creatures (constructs are
shot). When ammunition is spent, the firearm must be
creatures for this purpose).
reloaded with the use of an action. A firearm gives as much
Solid Coating (1 EP). The explosive has a solid coating.
sound as an explosive when it is used.
The explosive deals damage on impact as if a light hammer.
A firearm weighs 5 pounds if a light weapon, 10 if
This damage is also added to the explosive’s own damage.
medium, and 15 if heavy. Crossbows
This damage scales with the size of the explosive (assumes
Crossbows are similar to firearms, using mechanical
normal small size). The explosive otherwise does not
(clockwork) engines. The reload property counts as a single
explode prematurely from being damaged, and only
charge. By default, crossbows do not have malfunction
explodes as a result of malfunction, contact (if in mine form),
chances, however, but can be upgraded as firearms (gaining
sabotage, reaching maximum distance (if in rocket form),

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malfunction chances as normal). Crossbows start with 1 Reliable Device (1 EP). The device’s function is
capacity and 1 dice of damage at Common rarity (or 1 dice controlled. Its malfunction rating is reduced by 2 points for
and 1 capacity below firearms). each EP invested (minimum 0). This modification also does
If upgraded, crossbows lose the loading property, and not increase the malfunction rating, and thus lowers the
require an action to reload, but have increased damage and chance of a superfunction as well.
ammo capabilities, while benefitting from being silent, Scattershot (1 EP). The firearm deals damage in a cone
mostly waterproof, and having common and reusable instead of a direct attack (and therefore does not suffer from
ammunition (bolts). disadvantage when used while in melee, and does not
require proficiency). The damage is in a 15’ Cone per
TOUCH-BLAST STRIKE
proficiency bonus spent on this ability. This uses two bullets
When making a melee attack with a firearm ready (such as
or pellets per shot. A shot calls for an Agility saving throw
fighting with a saber and then shooting, or stabbing with a
against the device’s DC for half damage. The user may
bayonet and then firing), you may declare a touch-blast
spend another proficiency bonus to double the cone’s range
strike. In this case, you may use a bonus action to shoot the
instead of increasing damage.
firearm, and you do not take disadvantage from shooting in
Silent (1 EP). The firearm’s sound is muffled, and
melee. If the melee attack already successfully hit the target,
imposes no penalty to the user’s Stealth check when used.
the firearm attack is furthermore made with advantage. This
This can be made into an add-on.
is a special strike effect.
Sniper (1 EP). The firearm’s range doubles. This can be
MODIFIED AMMUNITION made into an add-on.
Ammunition can be modified instead of adding an add-on to Short Barrel (-1 EP). The firearm’s range is halved. This
a firearm or reducing its efficiency. Modified ammunition can be made into an add-on.
includes buck shot (blaster), distance shot (sniper), chain Water (1 EP). The firearm is waterproofed, and can
shot (automatic fire), spread shots (scattershot function in water normally. This reduces the firearm’s range
modification), water shot (water modification), etc. Some by quarter, however. This can be made into an add-on.
modifications cannot be made into bullets, such as silent (as
the firearm is what makes the noise). GADGETS
Modified ammunition costs as much as a consumable with Examples. Mind remote (gnomish), rocket boots (goblin),
an EP value of 1 per point; hence an underwater scatter shot pulley gun, and rocket launcher.
costs as much as an EP 2 consumable (80 gp, or 40 gp for a
sufficiently-high level tinker). A malfunction when using
USING GADGETS
These technological devices act like items that replicate
modified ammunition counts the bullet as if a
spells. Gadgets have eight charges of a spell upon creation.
malfunctioning consumable as normal (see explosives).
Using a gadget takes the same action it takes to cast the
MODIFICATIONS spell. Each use of a gadget consumes one charge. After
Automatic Fire (1 EP). The firearm deals damage in a line being used, a gadget must cool down for 1 minute.
instead of a direct attack (and therefore does not suffer from Casting a spell through a gadget is not counted as a real
disadvantage when used in melee, and does not require spell, and thus is not subject to effects dependent on magic
proficiency). The damage is in a 5-foot wide line with length type, schools, and can be used against creatures that are
equal to the firearm’s initial range. This uses three bullets or immune to or resistant to magic. A gadget may store one
pellets. A shot calls for an Agility saving throw the device’s spell level every two Engineering Points invested (maximum
DC for half damage. 3rd level spells).
Capacity (+/- 1 EP). The firearm alters its current ammo A gadget’s properties and charges depend on its energy
capacity by 2 points. If adding to its ammo capacity, reduce source, which must be chosen during creation (such as
the EP by 1 point. If reducing its ammo capacity, increase electricity, gas/oil, mechanic, etc.), subject to DM approval.
EP by 1 point. This can be made into an add-on.
GADGET HARNESS
Blaster (1 EP). The firearm’s range is halved, but
If the spell replicated by the gadget has a range or target of
whenever it successfully hits an enemy, you may self or personal, or grants or affects movement speed (such
choose one of two special effects: as fly or feather fall), the gadget must also be worn on a
harness, which is treated as leather armor. One cannot wear
• You may deal one additional dice of damage of the
a harness and armor heavier than light at the same time,
firearm’s type.
and a harness can only hold one gadget (which must be
• You may push the target up to 5 feet per EP of the firearm
changed and re-aligned with 3 rounds of work before being
(up to a maximum of 30 feet away from you).
switched).

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If a spell is a touch spell that may also target other The DC of any ability used by a construct is equal to 8 +
creatures, creating it as a harness increases the spell’s the crafter’s proficiency bonus + the crafter’s Intelligence
duration by 25% instead. modifier.
A construct’s properties and charges also depend on its
STRIKES AND STANCE GADGETS
energy source (see Energy Sources below).
Gadgets that replicate strike (including shot) and stance
Note. Constructs have their own air supply if designed for
effects consume less power, using one charge for every four
air or underwater (or if specified so). This increases the cost
uses. If the gadget is for a strike effect, the gadget may also
of construction by 25%, but allows enough air for four hours
include the weapon to which the gadget is linked. For
if at full capacity.
instance, the swipe and shred spell formed into a gadget
may be linked to a shortsword (making a buzz saw), and four CONSTRUCTS AND DRIVERS
uses consume one mechanical or oil charge (depending on Constructs and vehicles may require drivers when
design), each dealing 2d6 damage (1d6 normal + 1d6 from controlled from within. It takes a bonus action and 5 ft. of
the spell), and inflicting disadvantage on the target’s attack
rolls.

MODIFICATIONS
Long Cooldown (-1 EP). The gadget requires an hour to
cool down. This cannot be used with quick use.
Low Charge (-1 EP). The gadget can contain only one
charge.
Quick Use (1 EP). The gadget may be used again within
1d4 rounds instead of an entire minute. If applied again, the
gadget can be used again at the end of your turn in the next
round. This can be made into an add-on. movement to enter or leave a mecha (besides the action to
Reliable Device (1 EP). The device’s function is start and the warming up time). A driver can control a
controlled. Its malfunction rating is reduced by 2 points for construct or vehicle directly instead of their own character.
each EP invested. This modification also does not increase When the user performs an action or moves from within the
the malfunction rating. construct, the action is performed instead by the construct
instead (using the construct’s proficiency bonus, Strength
CONSTRUCTS score, movement speed, and abilities) instead of that of the
Examples. Golems, Robots, Mecha and Vehicles pilot’s own, except with ranged attacks, spellcasting, and
skill checks (which use the driver’s bonuses, if they wish).
Using Constructs. Constructs require an action (Use
For example, a Dwarven siege engine driver can use his
Object) to activate or deactivate. Once activated, the
action to either shoot the siege engine’s cannons or peer out
construct takes 1 minute to begin acting. A construct can be
of the siege engine and shoot their personal rifle.
activated faster if modified, and if programmed to activate on
a certain trigger, take only one round instead (such as an MECHA
intrusion or being hit). Constructs act like creatures of the A construct that can be entered is usually called a mecha.
construct type. They obey those who hold control over them The mecha cannot be smaller than its user.
(or who drive them, if mecha and vehicles). Constructs have A user within a mecha or suit gains ¾ cover versus any
eight charges, with one charge consumed per hour. attack from outside, but takes 1/4 the damage suffered by
The construct may have a Challenge of 1 per Engineering the mecha. If the damage cannot harm the mecha and
Point spent, and may be custom-built from any construct in bypasses it (such as psychic damage), it deals full damage to
the Monster Guide. Engineering points may also be spent on the user if it has line of sight and effect.
modifications (see below). The user does not benefit from any damage or condition
Constructs take orders when the user communicates it to resistances or immunities the mecha has, and may be
them via touching and/or manipulating knobs/controls on targeted (though the user still benefits from 1/4 damage
them, or otherwise issuing a spoken command when shield).
adjacent to them. Constructs may be programmed to behave
VEHICLES
independently, or when controlled by the user (in the latter
Some siege weapons can’t normally move (and are
case, it is treated as a mount). In the case of independent
designated by Push), and others require fuel as mecha.
behavior, commanding the construct requires knowing how
Vehicles may deal siege damage or normal damage
the device was programmed (activation codes, hidden
(declared during creation). Siege damage falls under normal
command word, etc.) to control it. A construct that is under a
categories of nonmagical slashing/bludgeoning, etc., but if
character’s control can be deactivated as described above.

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designated as siege attacks, it deals double damage to The engineer may reduce the existing land speed by 5 feet
structures, and half to creatures. to add it to special movement, up to a minimum land speed
of 0 feet. Fly requires a minimum proficiency of +4. This can
NON-CONSTRUCT VEHICLES
be made into an add-on.
A vehicle with no inborn engineering mechanisms that
warrant a challenge rating, such as ships or carts, are not ENERGY SOURCES
considered constructs, but are considered items instead. A device’s energy source determines how often it can
For example, a large submarine can hold enough air for recharge, how it malfunctions, and various other traits. If
four hours to two medium creatures or one large creature making a new device, the energy source is adjudicated
(which treats it as a suit). If only one medium creature drives between the player and DM, such as a DM allowing
the submarine (or two small creatures), the air supply is alchemical, combustion, and mechanical engines for
double as long, and remains for eight hours. If one small firearms (alchemical fire-spitters, regular firearms, and
creature, they exhaust the air supply in sixteen hours. augmented crossbows, respectively) but banning
necromantic engines for the same task (if the technology
HEALING CONSTRUCTS
hasn’t reached that level, or the tinker would have not yet
Restoring hit points to a construct device is a moderate-
conceivably known of the secrets of that energy source).
complexity task, and restores 1d8 hit points + the
For example, using a gadget to cast the mana burn spell is
character’s proficiency bonus. Each instance of fixing a
possible by using the arcane or alchemical engines, but not if
construct consumes 25 gp of materials.
combustion, mechanical, or steam.
GADGETS ON CONSTRUCTS Alchemical Engine (Potions). The device is powered by
Constructs can be used to mount defensive gadgets, rockets, alchemical powers. The engine consumes one dose of potion
firearms, and other weapons. These modifications are to activate the device. The engine grants 5 charges per
external (and thus can be stolen, targeted, or sabotaged). quality of the potion (potion of alarm would grant 5 charges).
The user (or any fellow riders) may make use of these Arcane/Mana Engine (Mana). The device is powered by a
resources as if the item is within reach so long as they are combination of mana-focusing lenses and raw arcane
within the construct (such as mounting firearms for an ally energies. The device can hold up to 8 mana points, and
to use). consumes 1 mana point per hour of activation. So long as
Firearms and gadgets on a vehicle or mech still require enough mana is in the device, it is active. Mana can be
actions to reload or clear an issue, but if the vehicle has invested by linking a caster’s mana-flow to the device, which
other occupants, they may instead use their actions to begins feeding off their own mana reserves, refueling the
reload, leaving the shooter free to use the firearm constantly device’s fuel charges with mana. This can be done once per
the next round. long rest.
After charging a device, the caster’s own mana circulation
MODIFICATIONS
is disrupted, and requires a Stamina saving throw against a
Coated Interior (1 EP). Any creature that enters the
DC of 20. On a failed check, the character cannot cast spells
construct (such as a vehicle or mecha) gains 5 temporary hit
for an hour. A device cannot feed off the mana signatures of
points against damage from outside it. This does not apply
two different casters, and must expend all its charges first.
against magic damage (such as arcane, holy, or psychic).
Combustion (Oil/Gas/Powder). The device is powered by
This can also represent airbags. This can be made into an
combustion. So long as fuel remains in the tank, the device
add-on.
is active. A charge is gained by one pint of liquid oil,
Quick Startup (1 EP). The construct takes one round to
phlogiston, or gas. A device’s tank is usually large enough
activate. This can be made into an add-on.
for eight pints (a gallon). Gas and oil are usually kept in
Reliable Device (1 EP). The device’s function is
traveling tanks. A pint of gas or vial of phlogiston usually
controlled. Its malfunction rating is reduced by 2 points for
costs 50 gold. For the purposes of energy sources, firearms
each EP invested. This modification also does not increase
and bombs use combustion, but two ounces of gunpowder
the malfunction rating.
per use for firearms, and one pound per bombs. You do not
Special Movement (1 EP). The construct can swim,
have to pay an additional cost with bombs, but must supply
climb, or fly. See below the speeds granted.
gunpowder and bullets (or pellets) for firearms.
Proficiency Speed Electricity (Batteries). The device is powered by
+2 — batteries. A charge is gained per single battery. So long as
+3 15 enough charges remain in the device, it is active. Any single
+4 30 battery functions for one hour before expiring. A single
+5 60 battery costs 50 gold, and weighs one pound, and can store
+6 90
up to 1 charge. Batteries are tiny items made of iron, and
have the appropriate statistics. A battery can be charged by

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lightning spells (in which case recharging it acts as a mana become proficient with. You can use the Infusionist feat to
engine). Granting an electrical engine more charges than its gain proficiency with the infusion kit.
maximum automatically causes a malfunction.
Elemental (Spirits). The device is powered by elemental Infusion Complexity
Common Very Simple
spirits (of any Challenge), with one charge per Challenge
Uncommon Simple
rating. Only a called or natural elemental can be used (not a Rare Moderate
conjured or temporary one), usually trapped in an essence Very Rare Complex
seal). The device regenerates charges as the elemental rests Legendary and artifact Highly Complex
(1d4 per day, cannot exceed maximum charge). A trapped
elemental calls out for creatures that can aid them (such as An infusionist requires the formula for an infusion matrix,
Shamans and witch doctors), and typically pledge aid or which can be discovered, rewarded, or found. Infusing an
reward for being released (though they are under no item costs the CP for an item of its complexity. If it is a
compulsion to actually fulfill their promise). consumable (such as a scroll), its cost is reduced as
Mechanical (Clockwork/Springs). The device is powered described above. Sometimes, infusion matrices are found in
by springs, gears, and clockwork mechanisms. A charge is spellbooks.
gained by winding the mechanism designated in the device
GREATER ATTUNEMENT ITEMS
or creature.
Some items are known as ‘greater attunement’ items. These
It is a very simple task to grant one charge. If the gadget is
draw their power from the strength of their wielders, usually
damaged, or if the construct or mecha suffer a critical hit, it
either due to requiring specific strength to unlock further
loses one charge.
powers, or by tying their own power with that of their
Necromancy (Souls). The device is powered by a
wielder (see the below table). A character may only have one
necromantic crystal (of any Challenge rating chosen), with
greater attuned item at any given time.
one charge per point of Challenge (maximum 10).
When not attuned to any creature, they appear as
Necromancy souls are stored in soul gems (created via an
uncommon quality, but their power can be sensed by any
essence seal spell). The device does not naturally regenerate
who identify them.
charges, but it regains charges if it kills (or reduces to 0 hit
Crafting a greater attunement item can be done at
points) any living creature directly (charges regained equal
Uncommon rarity, but require upgrading the rarity (and the
to half the target’s Challenge or level, cannot be applied to
associated price) as normal. If already accessing the highest
single-use devices). Soul gems can be broken either
rarity step (as appropriate for character level), creating a
manually or by attempting to revive the characters trapped
greater attunement item costs as the highest-level rarity. For
within them. Most necromancy devices have a backup
monsters, use challenge instead of character level.
engine (usually mechanical or electricity).
Steam (Coal). The device is powered by steam-power. A Character
charge is gained by burning coal (or any similar, slow- Level Item Rarity Complexity
burning material). A steam-powered device requires a small 1st Uncommon Item becomes a + 1 weapon
furnace (either within it, as a mecha or construct, or outside 3rd Uncommon Item becomes magical (if a
weapon)
it if a gadget), and four pounds of coal grants one charge
5th Rare Item becomes a + 2 weapon or
over five minutes of burning (in which case, charges are kept + 1 armor
until used). 7th Very Rare Item becomes a + 3 weapon
A gadget may be charged by steam-power, and not directly 17th Legendary and artifact Item becomes a + 3 armor
powered by it, following the same rules. When charging a
device, the furnace may be resupplied with coal until all Some greater attunement items have other effects on
charges are set. The furnace can hold up to thirty-two rarity instead of gaining a bonus to attack and damage rolls
pounds of coal (enough for 8 hours). or AC.

INFUSION KIT CONDITIONAL RARITY


If crafting a greater attunement weapon and adding
The infusion skill allows for the infusion, diffusion, and
conditions for its improvement in rarity, the total cost of the
manipulation of magical items via infusion dust. A magical
item is reduced by 15%. This is subject to joint player-DM
item, when created, requires investing crafting: Infusion
approval.
Dust (ID) to reach a level of rarity (from Common,
Uncommon, Rare, Very Rare, Legendary, or Artifact). RUNEBLADES
Prerequisites. Infusion requires at least 5 levels in a
A death knight's runeblade rarity automatically increases
spellcasting class and an Intelligence of 15 or higher to
with his level. Upon reaching 5th level, the blade becomes

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uncommon in quality, rare at level 10, etc. Upon reaching feature for no cost (choose the damage type) or the
20th level, the runeblade may reach Legendary quality if the Attuned Resistance feature for no cost. Finally, it has 1
Lich King allows it. Typically, the Lich King will elevate only additional spell use or 2 charges (if infused with the Spell
one runeblade to legendary quality, with the chosen Death or Charged Infusion features, if the spells are elemental in
Knight being his champion until the blade is destroyed or nature).
the Death Knight disappoints him. • Fel Iron (Uncommon). Objects made of this mineral shed
a fel glow in a radius of 10 feet, are immune to holy
CUSTOM INFUSED ITEMS damage, resistant to nonmagical weapon damage, and
Using infusion, you can craft custom infused items by mixing have 20 hit points. If used or worn, fel iron weapons and
infusion matrices and enchanting normally-mundane items armor sate fel addiction. Furthermore, you reduce the cost
into masterpieces of work. First you must determine the of all fel or unholy infusions by reducing 50% of the item's
base rarity of the infused item, and then add features to crafting cost.
determine its ultimate rarity. • Iron or Steel (Common)
• Lightforged (Uncommon). Objects made of this mineral
BASE RARITY shed regular light in a radius of 10 feet, are immune to
This depends on the material. Most materials have a base shadow damage, resistant to nonmagical weapon damage,
rarity of common (no modification), but uncommon and have 20 hit points. If used or worn, Lightforged
materials (such as adamantite or arcanite) have special weapons and armor suppress fel addiction. Furthermore,
features to account for their increased cost. you reduce the cost of all light or holy infusions by
reducing 50% of the item's crafting cost.
• Adamantite or Arcanite (Uncommon). Objects made of • Mithril (Uncommon). Objects made of mithral have half
adamantite or arcanite have an AC of 23, are immune to the weight of iron or steel but is just as hard, and does not
nonmagical weapon damage and are resistant to arcane rust, corrode, or tarnish. If a weapon, it is counted as if
damage, and have 30 hit points. If a weapon, it deals silver. If an armor, it can be worn under normal clothes if it
double damage to objects. If an armor, any critical hit you is light or medium. If the armor normally imposes
suffer while wearing it turns into a normal hit. Arcanite disadvantage on Agility (Stealth) checks or has a Strength
can be created by transmuting thorium and paying 50 gp requirement, the mithral version of the armor doesn't. If
in fire crystal materials for each pound of thorium, and the item has a Deep Infusion, the final crafting cost of the
casting the transmute material spell. item is reduced by 50%.
• Bloodstone (Uncommon). Objects made of bloodstone • Saronite (Rare). Objects made of Saronite have an AC of
reflect the dim red of mortals, despite holding fel blood 25 and 40 hit points, and are naturally magical. Objects
within, and are immune to fel damage, resistant to made of Saronite are also immune to nonmagical
nonmagical weapon damage, and have 20 hit points. If weapons, resistant to magical weapon damage, and
used or worn, Bloodstone weapons and armor suppress fel shadow, fel and lightning damage. When suffering holy or
addiction. Furthermore, you reduce the cost of all fel or arcane damage, the object takes damage normally, but
unholy infusions by reducing 50% of the item's crafting reflects deals half of the damage it took in a 15-foot area
cost. sphere centered on it (Spirit saving throw DC 15 to
• Dark Iron (Uncommon). Objects made of dark iron have negate). Saronite is strong but brittle, and takes full
an AC of 18, are resistant to nonmagical weapon damage, damage from critical hits. Prolonged exposure to Saronite
and have 20 hit points. If a weapon, it deals double counts as a test of sanity (see Alternate Madness under
damage to objects. Chapter 8).
• Brightwood (Uncommon). Objects made of Brightwood • Thorium (Uncommon). Objects made of thorium have an
acts as steel or wood, whichever is best suited for the AC of 20 and have 25 hit points, and are resistant to
occasion; it does not rust nor conduct electricity as normal nonmagical weapon damage and arcane damage.
steel, and it does not easily burn nor rot as normal wood, • Truesilver (Rare). Has traits of both Mithril and Thorium.
and can hold an edge. Brightwood also naturally regrows; A Truesilver weapon or armor gains a Deep Infusion for
so long as it is in a temperate and relatively humid area, no cost (increasing its bonus to Attack and Damage rolls,
objects made of Brightwood regain 1 hit point every or the AC gained by +1), and has 1 additional spell use or 2
minute. charges (if infused with the spell or charged infusion
• Elementium (Rare). Has traits of Arcanite, and is also features).
resistant to all elemental damage (acid, cold, fire, and
lightning). Furthermore, weapons and armor made of INSCRIBED FEATURES
elementium reduce the cost of all elemental infusions by
reducing 50% off the item's crafting cost. An Elementium • Ability Enhancement (requires attunement, +1 step).
weapon or armor also either gains the Elemental Damage When attuned to this item, it increases two ability scores of

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your choice by 1 each, to a maximum of 20. You cannot magic, or a sub-class of spell. You can channel mana from
benefit from two ability enhancement infusions. Ability your surroundings as a bonus action before casting this
enhancements are usually named and recognized in- spell, reducing the mana cost of spells of that type by one
universe by a suffix (such as Longsword of the Tiger for less mana point (minimum 1). You may choose evocation
Strength and Agility; see the below chart) as a school or magic, for example, or choose fire, cold, or
• Attuned Resistance (requires attunement, Armor only). lightning spells, and spend a bonus action to reduce the
For one step, you may gain resistance to a chosen mana cost of the spell by 1. You must use the item as the
elemental or magic damage type for 1 hour when wearing focus for this spell, and it becomes a spell focus for you.
this armor (chosen when choosing this feature). For two • Enhanced Infusion (2 spell levels). The staff becomes a
steps, the resistance is permanent. magic weapon. If the rarity is uncommon, it has a +1
• Charged Infusion (+0 step, special). You can charge an bonus to attack and damage (3 spell levels). If the rarity is
item with inner power, allowing it to gain multiple spells rare, it has a +2 bonus (4 spell levels). If the rarity is very
and abilities, spending charges to fuel them. This infusion rare, it has a +3 bonus (5 spell levels). This cannot be
is usually chosen for staves. A DM may allow a spellcaster taken when the Deep Infusion feature is taken.
to gain the proficiency in infusion tools and the recipe for • Guiding Infusion (1 spell level, requires Enhanced
the purposes of making a single personalized inscribed Infusion). You may add the item’s bonus damage on attack
staff (as inspiration, see Chapter 4). When making a and damage rolls to spell attack rolls.
charged infusion, the item’s rarity does not increase, but • Insightful Infusion (1 spell level). If you notice an illusion
it’s crafting price doubles, and its crafting time quadruples. spell, you can attempt Intelligence (Investigation) checks
without spending an action, but only once per turn. This
When creating a charged infusion, you may choose spells
must be at least one illusion spell stored in the item.
and abilities to store in your weapon, which expend charges
• Mana Storing (special). The item can store a number of
upon being used. You must be able to cast these spells. At
mana points equal to the maximum spell level it can store.
the start of every dawn or dusk (your choice), the item
Drawing from this pool does not cost an action, but it
regains charges as appropriate to its rarity. You use your
counts against the normal 1 hour limit of mana restoration
spell save DC and attack bonus for the ability DCs, or
effects. There must be at least one transmutation spell
otherwise use the specified DCs.
stored in the item. This special quality costs one-quarter of
Spell Max. Charges Charges the number of spell levels of the item (round up).
Rarity DC Levels (charges regained) Regained • Reflective Infusion (1 spell level). If you succeed on a save
Common 12 3 5 1d4 against a spell that targets only you, with or without the
Uncommon 13 5 10 1d6 item's intervention, you can use your reaction to expend 1
Rare 14 7 10 1d8 + 2
charge from the item and turn the spell back on its caster
Very Rare 15 10 10 1d8 + 4
Legendary 16 13 15 1d8 +4
as if you had cast the spell. There must be at least three
Artifact 17 16 20 2d8 + 4 abjuration spells stored in the item.
• Resistant Infusion (2 spell levels). You gain resistance to
Each spell consumes 1 charge per spell level, and can be one elemental damage type while holding the item. This
heightened to the maximum spell level stored in the item. cannot be taken when the Attuned Resistance feature is
You can also inscribe cantrips (which cost half a spell level), taken.
but you cannot store a spell level without storing one at least • Smiting Infusion (4 spell levels). When you hit with a
two levels below it (for instance, storing a 6th level spell melee attack using the item, you can expend up charges
requires at least one 4th level spell, and one 2nd level spell). (up to the maximum spell level the staff can store). For
If you expend the last charge on an inscribed item, roll each charge you expend, the target takes an extra ld6
1d20. On a 1, the item is destroyed in a way appropriate to points of damage. The bonus damage is arcane. The item
the type of the spells stored in it (becoming a mundane stick, must be a staff or club.
melting, turning to ash, or disintegrating in display of • Soothing Infusion (1 spell level). If you fail a saving throw
power). If the item can only be destroyed in a specific way, it against an enchantment spell that targets only you, you can
instead becomes inert until it is reinvigorated. The DM turn a failed save into a successful one. This must be at
decides the method of invigoration, but it is usually similar least one enchantment spell stored in the item.
to the process of creation. • Warding Infusion (2 spell levels, requires enhanced staff).
You may imbue an inscribed item with a special quality You may add the item’s bonus damage on attack and
instead of adding spells. Each special quality can be damage rolls to your to Armor Class and saving throws.
purchased by spending spell levels as if they were inscribed. There must be at least one abjuration spell stored in the
item. The item must be a staff or club.
• Aligned Staff (2 spell levels per sub-school or archetype
suite, or 4 for one magic school). Choose one school of

PAGE | 188 CHAPTER 7: USING ABILITY SCORES, SKILLS, AND TOOLS | PRODUCTION TOOLS
• Deep Infusion (+1 step). For each step of rarity, add +1 to SAMPLE ITEMS
your Attack and Damage rolls with a weapon, or +1 to AC
with an armor or shield, and the item is considered ADAMANTINE BREASTPLATE
magical. This can be taken multiple times (each time Armor (breastplate), legendary (requires attunement)
adding +1 to a maximum of +3). While wearing this armor, you have resistance to
• Elemental Damage (Flame, Freeze, Lightning, nonmagical damage. You can use an action to make yourself
Corrosion; weapon only). For each step, add 1d6 points immune to nonmagical damage for 3 minutes. Furthermore,
of fire, cold, lightning, or acid (choose one) damage on a hit any critical hit you suffer while wearing it turns into a
(maximum 3d6 with three levels). You can choose multiple normal hit.
elements, including two opposing ones. Objects made of adamantite or arcanite have an AC of 23,
• Magical Damage (Radiant, Demonic, Death, Mystic; are immune to nonmagical weapon damage and are
weapon only). For each step, add 1d4 points of holy, fel, resistant to arcane damage, and have 30 hit points.
shadow, or arcane (choose one) damage on a hit Creation. Material adamantine (uncommon); greater
(maximum 3d4 with three levels). You can choose multiple weapon resistance (legendary)
magic damages, including two opposing ones.
ADAMANTINE +1 SWORD OF THE MONKEY
Weapon (longsword), Very Rare (requires attunement)
Animal Suffix STR AGI STA INT SPI CHA
Of the Tiger X X You have +1 to attack and damage with this magical
Of the Bear X X weapon. This sword deals double damage to objects, has an
Of the Gorilla X X AC of 23, is immune to nonmagical weapon damage, and
Of the Boar X X has 30 hit points. Furthermore, while attuned to, it increases
Of the Dragon X X
your Agility and Stamina scores by 1 each (maximum 20).
Of the Monkey X X
Of the Falcon X X Creation. Material adamantine (uncommon); ability
Of the Wolf X X enhancement (rare); deep +1 (very rare)
Of the Badger X X
Of the Eagle X X
ELEMENTIUM WARHAMMER
Of the Whale X X Weapon (Warhammer), Very Rare
Of the Orca X X You have +1 to attack and damage rolls when using this
Of the Owl X X weapon, and the weapon deals 1d6 extra points of fire
Of the Crow X X
damage on a hit.
Of the Cat X X
This weapon has an AC of 23, is immune to nonmagical
weapon damage and elemental damage (acid, cold, fire, and
• Spell (+1 step). You imbue a single spell per rarity rank in lightning), is resistant to arcane damage, and have 30 hit
the item, which can be invoked to cast the spell. The spell’s points.
level is dependent on its quality (see the Item Creation Special. Unlike most Very Rare weapons, the cost of
Complexity and Cost Table). You can increase the number crafting this warhammer is reduced by 50% due to the
of lower-level spells cast by 3 if you sacrifice the spell one resonance between the Elementium metal and the
rank higher than it. Elemental Damage infusion (due to alignment between the
For instance, a Legendary rarity item can cast 1 spell of two powers). It costs 640 crafting points to craft this
level 7-8, 1 of levels 5-6, 1 of levels 3-4, and 1 of levels 1-2, weapon, not 1,280.
or it can cast 4 of level 5-6, and 4 of levels 1-2. Creation. Material elementium (rare); deep infusion (very
• Weapon Resistance (adds attunement; +2 steps, Armor rare)
only). You gain resistance to nonmagical damage while
wearing this armor. You can use an action to make
INSCRIBED STAFF: EMBERSTONE STAFF
Weapon (quarterstaff), uncommon
yourself immune to nonmagical damage for 1 minute. If
taken again, this increases the immunity’s duration to 3 This weapon is magical. This staff holds 10 charges. Spells
minutes (at 3 steps), again to 10 minutes (at 4 steps), and cost 1 charge per spell level (maximum spell level 2).
again to 1 hour (at 5 steps). • absorb elements (level 1)
HOW ITEMS ARE NAMED • burning hands (level 1)

Three steps; Lesser, Greater, Superior You can use a bonus action before casting an evocation
For example, an elementium axe with three steps of fire spell, reducing the mana cost by 1 (minimum 1).
elemental damage (fire) is called an axe of superior flame or INSCRIBED ITEM: STAFF OF METONIA
a superior elementium axe of fire, and deals 3d6 extra fire Weapon (quarterstaff), rare
damage on a hit.

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You have +1 to attack and damage rolls with this magic
weapon. This staff holds 10 charges. Spells cost 1 charge
POISONER’S KIT
per spell level (maximum spell level 4). A character proficient with a poisoner’s kit may gain
• Mirror Image (level 2) immunity to any disease or poison they know how to create
by subjecting themselves to it and surviving the ordeal. This
If you notice an illusion spell, you can attempt Intelligence requires three instances of surviving the poison or the
(Investigation) checks without spending an action, but only disease, and no more than three times over the course of a
once per turn. year. A poison or disease must be recovered from naturally
INSCRIBED ITEM: GUIDING STAFF OF WISDOM to count towards immunity.
Weapon (quarterstaff), very rare
Rarity Complexity
This staff holds 15 charges. Spells cost 1 charge per spell Common Very Simple
level (maximum spell level 5). The staff gives you resistance Uncommon Simple
to cold damage. Rare Moderate
Very Rare Complex
• icy touch (level 1) Legendary and artifact Highly Complex
• frost nova (level 3)
• water breathing (level 3) Using Poisons. Applying poisons is a Use Object action if
they are not used as weapons. If applied to a weapon,
If you succeed on a save against a spell that targets only
poisons retain potency for one minute or until used. Poisons
you, with or without the staff's intervention, you can use your
are applicable to up to three hits. A creature multiple times
reaction to expend 1 charge from the staff and turn the spell
with a single poison suffers disadvantage to the saving throw
back on its caster as if you had cast the spell.
of the poison.
INSCRIBED ITEM: STAFF OF THE SUN Depending on the vector of the poison, it takes different
Weapon (quarterstaff), uncommon shapes.
This weapon is magical. You can use a bonus action before • Cracking eggshells made of pottery or porcelain delivers
casting an evocation fire spell, reducing the mana cost by 1 inhaled poisons (treat as potions in regards to range, with
(minimum 1). a 10-foot radius cloud), and are treated as improvised
This staff can be used to store mana, storing a total of 2 weapons.
mana points. • Applying poisons to a door handle delivers contact
LIGHTFORGED +1 BREASTPLATE OF GREATER FEL poisons.
RESISTANCE • Applying poisons to the tip of an arrow or within a syringe
Armor (Breastplate), Legendary (requires attunement) delivers injury poisons.
• Applying poisons to a bowl or cooked meal delivers
You have a +1 bonus to AC while wearing this armor. While
ingested poisons.
attuned to this armor, you also have resistance to fel
damage. This armor sheds regular light in a radius of 10 The default DC of each poison is 13, although proficient
feet, is immune to fel damage, resistant to nonmagical users have DCs as follows =you’re your proficiency bonus +
weapon damage, and has 20 hit points. If used or worn, this your Intelligence modifier.
armor suppresses fel addiction. Crafting poisons requires proficiency in a poisoner’s kit
Special. Unlike most Legendary armors, the cost of and materials. Poisons can be crafted using alchemical
crafting this breastplate is reduced by 50% due to the crafting points of the same components, or ingredients of
resonance between the Lightforged metal and the fel the same cost (such as coming across 100 gp worth of a
resistance infusion (due to diametrical opposition between lesser demon’s blood, or 200 gp worth of deathweed). Their
the two powers). It costs 2,560 crafting points to craft this cost is that of a consumable under the appropriate rarity
armor, not 5,120. (see the Item Creation Complexity and Cost Table).
Creation. Material lightforged iron (uncommon); deep
infusion +1 (rare); greater fel resistance (legendary)

PAGE | 190 CHAPTER 7: USING ABILITY SCORES, SKILLS, AND TOOLS | PRODUCTION TOOLS
CHAPTER 8: ADVENTURING Severity
Minor expectations
DC
10
Example
Stress from failed expectations
Moderate betrayed 15 Loved one murdered or betrayed
The following rules for adventuring apply in the Warcraft Major betrayed by the 20 Loved one murdered or betrayed
universe. character by the character

ALTERNATE MADNESS - OPTIONAL RULE Non-sentient beings are immune to insanity. Sentient
When your players exposed to the whispers of the Old Gods, beings that are constructs or undead (such as the Forsaken)
their minds are touched. This can occur when a Call they are immune to insanity if they are bound (such as by the
make is answered by such eldritch beings (even if the bind spell) to a creature.
answer isn't at the moment they expect), or when they rest
COPING AND RECOVERY
in a place of eldritch power (such as on a ship sailing above
Taking certain actions can stem off insanity from
a drowned temple or in Tirisfal Glades). Creatures with
worsening or enable healing. When having at least one level
higher Spirit scores are more sensitive to these whispers
of madness, a character can adopt a coping mechanism. Roll
(and also more resistant to them). The key with insanity is
randomly to choose a coping mechanism for a character. So
that the players' psyches are unreliable, with their mind
long as the character is staying true to the restrictions of the
either reeling and trying to cope, breaking down and trying
coping mechanism, they ignore the penalties of one level of
to delay the gibbering madness, or hobbling on with
madness, and can recover from a level of insanity after a
anxieties and depressing thoughts.
long rest. A character can choose to ignore or abandon their
If exposed this way, you can decide if a certain event is a
coping mechanism (such as sleeping for normal duration or
test of a character's sanity. There are 5 levels of sanity (as
refraining from violence), which returns the penalties and
exhaustion). When exposed to a test of sanity, a Spirit or
prevents the character from recovering.
Charisma saving throw is required to avoid suffer a level of
A character abandoning their coping mechanism for too
madness.
long may cause it to be changed (at the DM's discretion). A
Roll secretly for a creature’s mania or insanity.
character can petition the DM to change their coping
Level Effect mechanism by spending inspiration (such as fulfilling a
1 Disadvantage on Ability Checks bond). One insanity is lifted, the character has no need to
2 Confused for a total of 1 minute per 24 hours (stressful cope and can drop the mechanism.
situation of declared by DM) All coping mechanisms are treated as character Flaws.
3 Disadvantage to attack rolls and saving throws (including Therefore, whenever a coping mechanism causes a
against future stress)
character to suffer a narrative drawback (such as angering
4 Hit point maximum halves. If having an active mana pol, Hit
Point and Mana Point maximums are reduced by one- an important NPC with an insulting instance of paranoia,
quarter hiding from a critical confrontation, etc.), the character gains
5 Confused for a total of 1 hour per 24 hours (stressful inspiration.
situation or declared by DM) You may later spend inspiration to ignore one instance of
6 Irrecoverably insane
coping (such as refusing an addictive substance to help a
friend). If you succeed on the task and stay true to one of
Depending on the character's background, personality
your personality traits, bonds, or ideals, the inspiration is not
traits, and history, some tests of sanity might be passes
spent and can be used again.
automatically. For instance, a warrior whose family was
You may roll randomly for a character (1d12 and choose
murdered in a raid might treat a moderate test as a minor
one of the below) or choose one that is relevant to the
test.
character’s previous action or backstory.

d12 Result
1 Addictive Dysfunction
2 Amnesia/forgetfulness
3 Attachment
4 Compulsion
5 Delusions
6 Hallucinations
7 Elusiveness
8 Envy
9 Narcissism
10 Socipoathy
11 Sloth
12 Wroth

PAGE | 191 CHAPTER 8: ADVENTURING


Addictive Dysfunction (Greed, Gluttony, or Lust). The situations or to resolve issues (even with allies) by bullying
character frequently indulges in their addiction (substance or browbeating them over compromise.
or behavior) to cope. The DM sets the frequency of the How insanity works isn't merely taking away agency, it's
addiction. The more time the character spends without empowering the character to adapt with madness. Insanity
indulging their addiction, the greater the rebound if unable in the Warcraft universe is not mundane mental disorders--it
to change the coping mechanism. If choosing food or drink, almost always has a subtle influence of the Old Gods, due to
the character often eats three times the amount of a normal the curse of flesh warping nearly every sentient race to
person (or pays lifestyle expenses one step higher to feed being, or a fantastical exaggeration of the broken psyche. To
their needs). that superior psyche, every race has a backdoor.
Amnesia/forgetfulness. The character locks away
RECOVERY
memories of bad things (or neutral things) they associate
. Characters can recover from madness levels the same way
with the insanity. Communicate with the player the things
they recover from exhaustion (once per long rest) so long as
their character might forget.
they stayed true to their coping mechanism when awake. A
Attachment. The character becomes unhealthily attached
character must stay true to a coping mechanism for at least
to an object, person, or concept. Not having it (or if a person
24 full hours of staying awake.
or concept, not living up to them or it) counts as if
abandoning the mechanism. RESURRECTION AND IMMORTALS
Compulsion. The character gains a compulsion, and must
perform it to cope with the madness. This could be a RESURRECTION
compulsive action or repetition. Resurrection in the Warcraft universe’s lore is a contentious
Delusions. The character has a complete conviction of a subject; player characters can be revived, but important
certain thing. NPCs usually die permanently.Resurrection is possible and
expensive, although several factors make it easier, and some
• Paranoia. The character sees evidence in people
make it impossible.
conspiring against them. This is usually false.
Intact Corpse. An intact corpse is required for
• Pride. The character has inflated self-worth and too much
resurrection with the following spells: Revivify (3rd level),
confidence in their abilities, usually underestimating
and raise dead (5th level). Missing body parts are not
opposition.
restored with these spells, and an armless corpse becomes
• Reference. The character falsely perceives messages and
an armless raised character. If the limb is required for life
sees omens everywhere, identifying signs where there are
(such as a head), the resurrection fails.
none.
Free Soul. Some spells and effects trap the soul, such as
• Selective Perception. The character sometimes suffers
the imprisonment, or essence seal spells. Being alive also
disadvantage to Perception checks (no more than 1/hour)
prevents returning to life, as the soul is technically trapped
if what they perceive would be something they don't want.
in the body it inhabits. An animated undead is treated as an
Hallucinations. The character interacts with imprisoned soul. A trapped soul must be freed before
hallucinations as if they are real (as provided by the DM or resurrected (such as breaking the imprisonment spell,
conjured alone). destroying the essence seal focus, or destroying an animated
Elusiveness. The character prefers to hide or evade undead).
problems, confrontation, or frightful situations unless there If a soul is trapped in a focus (such as the essence seal
is no other solution. spell or a soul-stealing sword), the one who casts the spell or
Envy. The character is jealous towards other people’s evokes the effect must contest their spellcasting attribute
accomplishments, and may seek to subvert them or claim with the target. On a success of two out of three rolls, the
them for themselves focus that traps the soul is broken and the soul is freed.
Narcissism. The character prefers to perform acts that Focuses that can be broken this way are explicitly stated to
can benefit itself directly. be subject to this effect.
Sociopathy. The character acts with antisocial behavior Willing Target. The target must be willing to return.
(manipulation, lying, lacking empathy, sincerity, or Some characters, upon a fulfilled life, find that they cannot
trustworthiness). This can be masked with a charming (or are unwilling) to be revived. This cancels the spell
exterior or left blatant. without consuming any material components.
Sloth. The character's short rests take 30 extra minutes, Material Components. Spells that raise the dead require
and the character's long rests take two extra hours (10 expensive material components, such as diamonds (or their
hours). dust), alchemical reagents, or anything that can stand in for
Wroth. The character handles their problems with the price. For example, a cherished wedding band can pay
disproportionate violence. They prefer to seek out violent the price of the spell if it has a comparable price (even if not

PAGE | 192 CHAPTER 8: ADVENTURING


exact), as well as a magical item with an infusion cost before the beginning of the Third War, the Plague of
comparable to the spell’s cost. Undeath is the strongest and most reliable tool to create
Resurrection Sickness. Spells that revive inflict intelligent undead (see equipment).Should the Lich King’s
resurrection sickness. The target takes a -4 penalty to attack telepathic control of his undead minions waver (either by
rolls, saving throws, and ability checks. Whenever they take suffering damage to himself of the Frozen Throne), there is
a long rest, the penalty decreases by 1 point until it is a chance that these free-willed undead will summon back
eliminated entirely. their spirits to their bodies, becoming intelligent undead—in
many cases, joining the ranks of the Forsaken.Intelligent
Immortals undead usually appear in traumatic events that would cause
their spirit to linger and return (executed unjustly, betrayed
• Immortals such as celestials and fiends (sometimes known and killed by a loved one, died with broken oaths or severe
as outsiders), undead, and fey have different natures than regrets, slain on unholy ground, etc., as determined by the
mortals such as humanoids, beasts, etc. and do not age or DM). Spellcasters may attempt to replicate these
die of aging.Additionally, outsiders cannot be destroyed circumstances with the bind undead spell.Casting the bind
unless killed under certain conditions.They must be killed spell on a corpse in an area that was significant to the
on their native plane (the Twisting Nether for demons, and person while alive may summon his spirit to be bound as an
the native realm for celestials), or a plane heavily undead. Animating and then binding a human farmer in the
influenced by it, or ruins of a market he used to sell his wares in, an elven
• They must be gated in physically (via a gate or plane shift, farstrider in her archery range, or an orc in his hut are all
or similar effects) such as when the lich Kel’Thuzad likely to return a sliver of the creature’s spirit, returning their
invited the archdemonic Archimonde via a gate to Azeroth mental attributes to normal. These undead, if released from
during the Third War. the binding, join the ranks of the Forsaken.

Few spellcasters know that outsiders do not die unless FEY


under these conditions (most of those who do know are . Fey slain reform in the Emerald Dream, but do not regain
warlocks who share this information sparingly). If a creature physical bodies, such as the elder fey Cenarius.
is bonded without being invited or gated in, they reform as
CONSTRUCTS
normal.
. Constructs are considered functionally immortal, and can
Due to the difficulties of killing demons under these
be fixed and recrafted by a character with a sufficiently high
conditions, they are usually banished, trapped (either in
proficiency in engineer’s tools, although they cannot be
gems, or spell focuses such as by the essence seal, or by
restored if missing critical components (subject to joint DM-
spells such as imprisonment), or imprisoned instead of
player adjudication).
destroyed. In the case of the essence seal spell, ambitious
spellcasters might even use the creature’s spirit to fuel
infusions or to power engineering devices, though they run
STRONGHOLDS
the risk the creature escapes. Whether it be human keeps, orc barricades, or a lone mage
Forsaken and other intelligent undead is another special tower, strongholds serve as centers of important activity.
case. So long as an undead is intelligent, it can be raised or You may refer to the Kingdoms, Strongholds, and War
revived by the normal raising spells (revivify, raise dead, and rules for rules on building and customizing strongholds.
resurrection). Unintelligent undead are usually ‘revived’ by
repeated animation.Some undead often have special DAMAGING STRONGHOLDS
conditions to destroy beyond resurrection. For example, Each 10 x 10 -foot section (whether it be wall, room, or door)
liches can only be killed if their phylacteries are of a stronghold can be damaged. It has AC and hit points
destroyed.Although undead also require their body parts to relevant to its material, and is immune to poison and psychic
be available to be raised through these spells, it is easy to
damage.
simply stitch body parts together with a sewing kit (or use Reducing a section to 0 hit points destroys it and might
body parts from other corpses), although the undead’s head cause connected sections to buckle and collapse at the DM’s
is a vital and irreplaceable part.The resurrection spell can, discretion (usually if the attacker has the plans of the
however, revert an undead creature to living, so long as its stronghold or is knowledgeable of masonry, such as having
soul is free, but only if it is heightened to 9th level (also proficiency with the relevant artisan tool). A destroyed
known as True Resurrection). section suppresses a stronghold function (such as punching
Creating intelligent undead requires more than just into a storage room or prison wall, exposing the contents or
animating them; the Plague of Undeath was an unholy
releasing prisoners, respectively).
concoction suffused with necromantic and soul magics, and
animated by semi-sentient will. Created by the Lich King

PAGE | 193 CHAPTER 8: ADVENTURING


A stronghold can be damaged with one spell that affects Note. This assumes concentrated bombardment on the
all sections in the spell’s area. If the effect or spell affects same 10 by 10 foot section. Usually in war, attacking
only one side of the stronghold (such as from the outside), commanders open multiple points of entry to overwhelm
add all hit points together, with the damage causing an and demoralize defenders.
indent equal to the amount of increments of damage
compared to inches. Damage
Weapon per Minute Stone (1 ft. Thick) Wood (1 ft. Thick)
Therefore, a cottage made of wood that is enveloped in the
Ballista* 160 2 minutes 1 minute 6 rounds
area of an earthquake or death and decay spell applies its Cannon* 440 9 rounds 7 rounds
damage to all sections; possibly bringing down the Trebuchet* 440 1 minute 7 rounds
stronghold with the single spell. If attacking with a fire bolt Mangonel* 270 1 minute 4 rounds 1 minute 2 rounds
spell cast by an 11th level spellcaster (3d10, average of 16 Ram 160 2 minutes 1 minute 6 rounds
damage), however, every two hits cause 32 damage, * With these weapons, it is assumed the attacker has a full crew to
equivalent to 1 inch of wood burnt out. maintain one attack per round (crew ranging from 3 to 5 for 3 to 5
actions each, as per their appropriate full descriptions). Without a
Hit Points per Damage full crew for the siege weapon, the damage takes longer (five
Material AC Inch Wall (1 foot) Threshhold times the normal time for trebuchets, for example).
Stone 17 30 360 10 Collapsing Buildings. A collapsing structure damages
Wood 25 25 300 5
nearby creatures within half the structure’s height. Said
creatures must make an Agility saving throw or else take
With spells like death and decay and earthquake, it typically
5d6 bludgeoning damage, and is knocked prone, and is
takes around one minute of damage to reduce a building’s
buried in the rubble, requiring a DC 20 Strength (Athletics)
floor to rubble with this spell (average of 21 damage per
check as an action to escape. The DM can adjust the DC
round for death and decay and 10 per round for earthquake
higher or lower, depending on the nature of the rubble. On a
(or 50 for heightened earthquake), before comparing to the
successful save, the creature takes half as much damage and
Damage Threshold).
doesn’t fall prone or become buried. The DM can waive the
SIEGE WEAPONS AND BOMBARDMENT damage entirely and entrap a character in a small area that
Siege weapons take a number of rounds on average, to has not caved in, though this still requires the above check to
destroy or breach a wall section. Setting up siege weapons is escape.
therefore a critical step that stronghold defenders must
prevent, such as by sending outriders to harry or defeat the
VEHICLES
crew, sabotage with thieves’ tools, use their own siege Vehicles that move without their own power (such as being
weapons, building the stronghold in marshy terrain or pushed or dragged by muscle or wind) are not constructs at
behind moats, or preparing (or digging) tunnels that end all, and are treated as normal vehicles in the Dungeon
behind enemy lines. The below chart assumes average Master’s Guide. Siege weapons that are not attached to
damage, and walls one foot thick. Interior walls are half as constructs must also be driven this way.
thick (and take half the time to destroy).

VEHICLE TABLE
Type Cost Speed Crew/ Passengers Cargo AC HP Threshold
Goblin Zeppelin 25,000 gp 9 mph 20/40 10 tons 15 300 10
Juggernaut 40,000 gp 3 mph 60/400 250 tons 17 600 20

Engines may be added to a non-construct vehicle or siege the engine, the juggernaut acts as a normal warship, and
weapon, altering its speed and reducing the crew required to loses 1½ a mile of speed, and 50 tons of cargo.
move it. Engines are considered gadgets.
VEHICLE AND SIEGE WEAPON ENGINES
Goblin Zeppelin (or Goblin Balloon). The goblin zeppelin
. Engines are uncommon-quality devices, and count as 10
has one engine (medium-sized gadget), which counts as 10
crew members if medium-sized, cost 5,000 gp, and consume
crew members (costs 5,000 gp), leaving the ship requiring
fuel as a construct (in 1-hour increments)
only 10 crew members. Without the engine, the goblin
For each size category larger, they count as 10 more crew
zeppelin acts as a normal airship, and loses 1 mile of flight
members, cost an additional 5,000 gp, and consume double
speed, and 9 tons of cargo.
the same fuel per size category. Creating an engine is a
Juggernaut. The juggernaut has one engine (huge-sized
complexity 4 task (28 days). An engine cannot cover more
gadget) that counts as 30 crew members (costs 15,000 gp),
than 50% of the required crew members.
leaving the ship requiring only 30 crew members. Without

PAGE | 194 CHAPTER 8: ADVENTURING


CHAPTER 9: COMBAT
bonus action to enter (depending on the description). Some
ACTIONS IN COMBAT stances require moving less than half a character’s
maximum speed, while others require constant movement.
ATTACK
A character can only benefit of one stance at a given time.
When using an action to make an attack, some abilities
(such as the Extra Attack feature or Haste) allow multiple TETHER
attacks. In this case, each attack is considered a single A character can tether another using rope, chain, or another
‘attack action’. mechanism to restrain its range of movement, without
This conversion also makes use of several effects that having to restrain the character (such as by a spell or using
affect combat, such as strike and stance effects. The grappling).
character must choose to use their bonus action to fight If tethering two creatures, one side can perform the shove
(with an off-hand weapon or cast a spell or use an item) or to action, but instead of pushing away, the creature moves
use a strike effect if they have one. closer on a successful check. The creatures moves the same
distance as they would if they were shoved normally.
STRIKES AND SHOTS
If a character uses a grappling hook, they can tether a
These are abilities or spells that consume a bonus action to
target reliably with a successful ranged attack roll, and then
execute and grant an additional effect on the first successful
use their action the next round to pull them closer.
attack (or a number of successful attacks, depending on the
description). When using a strike effect, the use of a bonus DAMAGE AND HEALING
action prevents using two-weapon fighting and use of off- Effects that deal holy damage and can heal the living give
hand natural attacks. Any character using a strike or shot the option for the spellcaster to either heal or deal damage.
effect can declare whether or not to use them for each attack The same goes for effects that deal shadow damage and
action, or to withhold the effect until before the end of the heal (though it can only heal the undead or demons). These
duration. Shot spells are strike spells, but are restricted to spells have the [healing] descriptor, or otherwise only harm.
ranged weapons. For example, the holy light spell is a [healing] spell that
can deal holy damage. If targeting a living being, the caster
STANCES
can choose to make it heal them instead. Death coil is also a
These are abilities or spells that usually restrict the
[healing], though it can only heal the undead and demons,
character’s movement, but grant the bonus so long as they
while dealing shadow damage at the will of the caster to
are conscious and acting. They usually require an action or a
other creatures.

PAGE | 195 CHAPTER 9: COMBAT


DAMAGE TYPES salamander (who is not only larger than the creature
Different attacks, damaging spells, and other harmful effects creating the effect, but also has their center of mass in a
deal different types of damage. Damage types have no rules different area).
of their own, but other rules, such as damage resistance, rely In these cases (where mass, weight or leverage), you may
on the types. The damage types follow, with examples to consider substituting the described saving throw (usually
help a DM assign a damage type to a new effect. Agility) with Strength, with further advantageous
Arcane. Arcane is pure magical energy focused into a circumstances also reflecting with advantage to the saving
damaging form. Most effects that deal arcane damage are throw.
spells, including magic missile and spiritual weapon. Effects
that used to deal force damage deal arcane damage instead.
CLEAVING THROUGH CREATURES
Concussive. Concussive damage is half bludgeoning, half Source: Dungeon Master’s Guide, page 272
thunder. Most effects that deal concussive damage as fueled If your player characters regularly fight hordes of lower level
by explosives. monsters, consider using this optional rule to help speed up
Holy. Holy is a form of divine power focused to harm or such fights.
heal (if it also has the healing descriptor), such as a paladin’s When a melee attack reduces an undamaged creature to 0
crusader strike or a holy light spell. Most effects that deal hit points, any excess damage from that attack might carry
holy damage are fueled by divine beings. Effects that used to over to another creature nearby. The attacker targets
deal radiant damage deal holy damage instead. another creature within reach and, if the original attack roll
Shadow. Shadow is the polar opposite of the holy light, can hit it, applies any remaining damage to it. If that
and can also be used to harm or heal different creature creature was undamaged and is likewise reduced to 0 hit
types, such as a death knight’s runic strike or death coil. points, repeat this process, carrying over the remaining
Most effects that deal shadow damage are fueled by dark damage until there are no valid targets, or until the damage
beings such as void lords. Effects that used to deal necrotic carried over fails to reduce an undamaged creature to 0 hit
damage deal shadow damage instead. points.
Fel. Fel damage is a semi-sentient form of magic that
suffuses and corrupts living beings, and are usually spells, WITHDRAWAL
such as a warlock’s orb of annihilation or a fiend’s explosive
Arcane magic is known to be addictive--and tapping into vast
death. Most effects that deal fel damage are fueled by fiends
energies more than once and losing it afterwards causes
or the lords of the Burning Legion. Effects that used to deal
severe mental and physical stress. High elves after the fall of
necrotic damage and were of a demonic source deal fel
Quel’thalas are particularly susceptible to arcane
damage instead.
withdrawal.
DAMAGE CLASS If cursed with this dreadful affliction, one must meditate
Often times, certain abilities describe damage classes. for thirty minutes every day (this does not contribute to short
Physical damage includes bludgeoning, piecing, slashing rests), or else suffer disadvantage to their saving throws
Elemental damage includes acid, cold, fire, and lightning. versus magic, and reduce their maximum mana pool by 1
Magic damage includes arcane, holy, shadow, thunder, point. If the spell has an attack roll, it has advantage against
and fel. the character.
Some damage effects deal one-half one damage and one- Meditation requires a Spirit score of 11 or higher to
half another, such as concussive damage. In this case, divide automatically succeed, or a successful DC 10 Spirit saving
the damage into its component halves before applying throw at the end of the meditation period.
resistances. Drawing mana and restoring it actively (such as drinking
from mana fountains, potions of any type that contain arcane
OPTIONAL RULES spells, and mana siphoning) restores the addict’s maximum
mana pool of any penalties, and suspends withdrawal for a
The following optional rules are of particular suit to the number of days equal to their Stamina modifier.
Warcraft setting. These are from other sourcebooks, If one’s maximum mana is reduced to 0 from this effect,
reproduced below for convenience. they typically transform into mindless mana addicts,
relentlessly seeking out mana fountains and similar
ABSORB KNOCKDOWN restorative effects (such as potions), viciously savaging
In many cases, a creature might appear to be more resistant anyone who seeks to take away their light (and are
to being knocked prone by certain abilities. A tauren using a derogatorily known as mana junkies or wretches).
warstomp to knock a human footman is more easily Addiction to fel magic can also be represented by this rule.
visualized than using it to knock down a crypt lord or a giant

PAGE | 196 CHAPTER 9: COMBAT


CHAPTER 10: SPELLCASTING
Whether it comes in the form of a healer’s gentle touch or high elves and humans. Demons are the masters of the
the wrath of a warlock’s fiery rain, magic is a way of life in arcane, and the Lich King and his Scourge spellcasters are
Azeroth. For good or evil, magic has infiltrated the world also talented.
and shows no sign of leaving. The dark siren call of the The path of the divine is less fraught with paradox and
arcane and the gentle but firm tapping of divine energies doom. Arcane casters call it the weaker path, while divine
both color the world and affect its inhabitants. The way of casters calmly state that it is the subtler of the two. Focused
magic is often a dangerous road to travel, yet most set out on support magic and healing, adherents of the divine can
confidently on a journey that they do not expect to end in also call down the destructive forces of nature. Divine
doom. practitioners are usually orcs, tauren or night elves.
The path of the arcane magic user is dark and Ironforge dwarves and humans also have their divine magic
questionable. Arcane power is undeniably the strongest users.
magic branch; arcanists can command elements, monsters This chapter introduces the mana system, and the
and even undead with their power. It was the use of these mechanics that facilitate its function.
powers, however, that attracted the most destructive forces
to Azeroth — not once, but many times in the past ten SPELLCASTING ABILITY
thousand years. Even with history proving time and again Depending on the character’s class or race, they may gain
that arcane use leads to damnation, there is no lack of spellcasting abilities (also known as a caster level).
arrogant new arcanists on Azeroth who believe that they can Spellcasting can either be arcane (drawn from studying
control the forces at work. Arcane magic users are usually esoterica,

PAGE | 197 CHAPTER 10: SPELLCASTING


complex ley patterns, and ancient tomes and runes) or
divine (drawn from revering and being granted powers from SPELL LEVEL TABLE
powerful entities, such as the Elven goddess Elune, the Holy Caster Level Spell Level Accessed
Light, the Unholy Shadow, or the Lich King). 1 1 (and cantrips if specified by class)
3 2
Regardless of source, merely gaining spellcasting
5 3
capabilities grants the character the ability to cast spells and 7 4
maintain a mana pool to fuel their powers. The spellcaster 9 5
needs to have spells readied and prepared, and also requires 11 6
the mana necessary to fuel them. 13 7
The character’s caster level is different from (but is 15 8
17 9
affected by) their character level and hit dice, and
determines access to new spell levels (representing mastery SPELLBOOKS
of magic), while the spellcaster’s proficiency bonus
determines the cost of magic spells and mana pool size Spellbooks are a collection of scrolls, a book, or objects that
(which represents their practical training). contain the method of casting a spell, such as magic words,
name of the forces invoked, and required hand gestures.
KNOWN AND PREPARED SPELLS Unlike in other campaign settings, all spellcasters in the
Warcraft universe require some form of spellbook or
The caster level of the spellcaster is determined by the
external house of their spells. Spellbooks are important
ability that grants spellcasting. Mages gain 1 caster level for
objects for spellcasters, therefore, and are often traded
every level in the mage class, while paladins gain half the
among trusted members of the same profession.
normal rate. A spellcaster can only prepare spells if their
For example, a shaman completing his apprenticeship will
caster level is 1 or higher. The below table shows the spell
be given a master totem (which acts as a spellbook) that
level accessed by caster level. Unlike with normal fractions,
describes how invoking the elements may be done and
caster levels are rounded up at the point they are gained.
containing several basic spells, while a mage graduate from
For example, the hunter’s spellcasting is at 0.5 a caster
Dalaran’s magical universities will have already scribed a
level per level in hunter, but gain the Spellcasting feature at
spellbook over the course of her study. A spellbook can be a
level 2 (preventing spellcasting to be done at level 1). A level
gift from a dying friend or loved one, or valuable loot taken
10 mage and level 10 hunter have caster levels of 10 and 5,
from a rival or enemy on the field of battle.
respectively, allowing the mage can access 5th level spells,
When a spellcaster finds a spell that is present their
and the hunter to access 3rd level spells.
class’s spell list that they can cast (having the required level),
Merely having a high enough caster level is not enough to
they may spend the required time and resources to decipher
begin casting, however; a character must also prepare and
and copy it.
access the relevant spell.
Copying a spell into your spellbook involves reproducing
PREPARED AND KNOWN SPELLS the basic form of the spell, then deciphering the unique
A character can prepare a total number of spells equal to system of notation used by the spellcaster who wrote it. You
their caster level plus their spellcasting attribute modifier. must practice the spell until you understand the sounds or
These spells can be of any spell level the character can gestures required, then transcribe it into your spellbook
access and cast (being of the required caster level and spell using your own notation.
list). For each level of the spell, the process takes 2 hours and
Some class abilities grant extra spells to the total. These costs 50 gp (or 2 Infusion Points per level). The cost
are often described as ‘you always have this spell prepared’. represents material components you expend as you
These can exceed the normal limit of prepared and known experiment with the spell to master it, which can be
spells. anything from fine inks (for a mage) to sacrificing rare
reagents (for a shaman or druid), or costly incense (for a
HEIGHTENING SPELLS paladin). Cantrips count as half a spell level, or 1 hour and
A caster may cast a lower-level spell with additional mana as 25 gp to scribe.
if it were a few spell levels higher. This is termed Once you have spent this time and money, you can
heightening. Spells that can be heightened gain various prepare the spell just like your other spells, and the spell is
effects when they are heightened at specific spell levels. This fully scribed in your spellbook.
can only be done if the caster level of the spellcaster is high
REPLACING THE BOOK
enough to heighten the spell to said level.
A spellcaster can copy a spell from one spellbook to
A character can always heighten a spell. In most cases, the
another—for example, if they wish to back up their spellbook
difference between one spell level and one higher is 1 mana
or grant one to a student. This does not require deciphering.
point.

PAGE | 198 CHAPTER 10: SPELLCASTING


It takes only 1 hour and 10 gp per spell level to copy the cantrips, they can also change their cantrips (taking the
spell (or 30 minutes and 5 gp for a cantrip). same process to change spells). The character is limited to
If you lose your spellbook, you can use the same the number of cantrips equal to their proficiency bonus.
procedure to transcribe the spells that you have prepared There are several ways to gain access to and ready spells.
into a new spellbook. Filling out the remainder of your
• 1st level: The first level of any spellcasting class
spellbook requires you to find new spells to do so, as
instantaneously grants a number of readied spells, such as
normal. For this reason, many spellcasters keep backup
by gaining a grimoire, spellbook, libram (holy spellbook)
spellbooks in a safe place, or even scribe their spells onto
etc.
their strongholds—chapels of the Holy Light often have basic
• Leveling Up: When leveling up, the spellcaster gains 2
priest and paladin spells scribed onto the stone walls or
spells of any spell level they can cast. They are treated as if
woven into prayer books, while the druids of Ashenvale may
they have spent their pastime performing research (see
visit the Ancients to be blessed with an idol of the Ancients
below or Discovery on chapter 4).
that performs a similar task.
• Scribing a Spell: Drawing new runes with rare inks,
After preparing a spell, referring to a spellbook is not
carving a dedication on a shaman totem, or reproducing a
required except to change the spell.
spell in a mage’s spellbook or scroll into another one all
SPELL LEVEL TABLE require acute understanding of spellcasting, time, and
Class Spellbook (or equivalent) materials. This is described in more detail above under
Alchemist Formula Book Spellbooks.
Death Knight Runeblade • Research: A character can research and create their own
Druid Idol spell (effectively preparing a spell in their spell lists they
Hunter Idol (as druid), totem (if shadow hunter) could not find yet) by spending downtime in research and
Mage Spellbook
the cost of scribing the spell. This works exactly as the
Paladin Libram
Priest Libram discovery downtime activity (see chapter 7).
Spellbook (if subtelty), spell tattoos (if demon • Tutelage: Spellcasters may gain spells directly from other
Rogue hunter) spellcasters or magical beings such as celestials, fey,
Shaman Totem (often known as a master totem) demons, undead, or monstrosities. Tutelage costs the
Warlock Grimoire same as scribing a new spell, but is often be done for free
Spellbook (if spellbreaker), spell tattoos (if mountain
in return for a service or fulfilling a quest, with the creature
Warrior king)
scribing the spellcaster’s spell for no cost. Druids,
Special spellbooks exist, also known as Relics. See shamans, and warlocks usually resort to being tutored by
Treasures under Chapter 5: Equipment. powerful beings (such as Cenarius taught Malfurion
Stormrage, the elementals taught Thrall, and demonic
VARIANT SPELLBOOK: SPELL TATTOOS. cults teach warlocks) in exchange for services (usually
A character may tattoo spells onto their skins, scales, or related to defeating their enemies or reducing their
clothes to hold their spells besides normal spellbooks. This influence. A spellcaster naturally knows their tutor’s name,
costs the same as normal scribed spells, and the creature's but in most cases they are insufficiently powerful to
body is treated to be the spellbook. However, whenever the conjure it.
creature fails a death saving throw, one tattooed spell has a
25% chance to be destroyed (the chance increases by 50% if LORE: EASY WAY TO POWER.
the damage scars, such as acid, fire, or fel damage). The primary reason why walking the path of the warlock is
A medium character can scribe up to 50 pages worth onto considered the ‘easy and corrupt way’ to power has to do
their skin (such as chest, arms, legs, etc.). For smaller with gaining spells. Mages don’t have tutors who are
creatures, the pages are halved, and for larger creatures, the naturally-attuned to the arcane, and must go through the
pages are doubled. works of studying and reading spellbooks, which is a
A known spell-tattooist is the demon hunter Illidan controlled and difficult environment usually plagued by
Stormrage, although many demon hunters also scribe spells academic competition and rivalries.
onto their skin. On the other hand, the Burning Legion’s emissaries (from
imps to dreadlords) all find the process of tutoring a win-win
SPELLS PREPARED situation; by tutoring and asking for services in exchange,
A spellcaster may ready any spell they can access (and have they both increase the power of their agent (the warlock
the required minimum caster level). This requires being himself) and further their own objectives (spreading
tutored, praying for a spell, studying one, or finding spells in destruction, the Legion’s influence, and character change in
scrolls or spellbooks. A spellcaster may always use a making the warlock more suspected by their peers, tying
spellbook they find, or scribe the spell from a spellbook they
don’t own to a spellbook they do own. If a class has access to

PAGE | 199 CHAPTER 10: SPELLCASTING


them to the Legion and away from their community so that mages); elemental shock and astral recall (for shamans) may
redemption is more difficult). be offered for free in exchange for class quests, and are not
This is similar to the Holy Light, Forgotten Shadow, and commonly traded among equals of the relevant profession.
the Ancients’ approach to tutelage of priests, paladins, and Subject to DM adjudication, these spells cannot be gained
druids; except that these forces are normally reluctant to by other methods (such as being researched, chosen at 1st
dole out spells and power unless the student has proven level, or gained when leveling up).
themselves worthy or loyal enough to the ideology or cause. It is advised that a DM employing this rule clarify their
Some spells, such as holy light, divine shield, and revivify stance regarding iconic spells before the game starts.
(for paladins); create food and water and teleport (for

Caster Proficiency Spell Level


Level Bonus 0 (Cantrip) 1 2 3 4 5 6 7 8 9
1 +2 1 5 — — — — — — — —
2 +2 1 5 — — — — — — — —
3 +2 1 5 6 — — — — — — —
4 +2 1 5 6 — — — — — — —
5 +3 0 4 5 6 — — — — — —
6 +3 0 4 5 6 — — — — — —
7 +3 0 3 5 6 7 — — — — —
8 +3 0 3 5 6 7 — — — — —
9 +4 0 2 3 5 6 7 — — — —
10 +4 0 2 3 5 6 7 — — — —
11 +4 0 2 3 4 6 7 8 — — —
12 +4 0 2 3 4 6 7 8 — — —
13 +5 0 1 2 3 4 6 7 8 — —
14 +5 0 1 2 3 4 6 7 8 — —
15 +5 0 1 2 3 4 5 7 8 9 —
16 +5 0 1 2 3 4 5 7 8 9 —
17 +6 0 0 1 2 3 4 5 7 8 9
18 +6 0 0 1 2 3 4 5 7 8 9
19 +6 0 0 1 2 3 4 5 7 8 9
20 +6 0 0 1 2 3 4 5 7 8 9

a bonus cantrip to their total prepared, and must spend


MANA mana for it (according to the below chart) until reaching a
When gaining spellcasting ability, the character also gains caster level of 5.
a pool of mana points equal to their spellcasting ability score Mana Cost Table Caster Level (Proficiency) and Spell Level
(Intelligence for mages, charisma for paladins, etc.) plus
their proficiency bonus, as well as 1 per the highest-level MANA COST OF SPELLS
spell they can cast.Mana is spent on casting spells, and The higher the spellcaster’s proficiency bonus and ability to
spells fail when the mana pool doesn’t have enough mana channel magic, the lower the mana cost of spells. The mana
for the spell (unless the spell itself costs 0 mana). cost of a spell is equal to 6 plus the spell’s level, minus your
proficiency bonus.
CANTRIPS Exception. Healing spells always cost a minimum of 1
Cantrips cost mana unless you gained them from another mana point, unless an ability explicitly states otherwise.
source than being a spellcaster (such as gaining it by being
Minor Spells
of a certain race or class).
If you gained them by being a spellcaster, you can no At a certain point, spellcasters master handling mana to
longer tap into your innate magic to fuel the spell, but must the point where they barely spend any for spells. All minor
draw from your magical reserves (until the cantrips cost 0 spells have their final cost reduced by 1 (minimum 0).
mana). Minor spells are spells 3 levels below the maximum
For instance, a troll who is born with the power to perform accessed spell (reflected in the table), and spells with the
minor mind-altering hexes (such as the vicious mockery aura, strike, shot, stance, and sigil descriptors. Furthermore,
cantrip) does not spend mana for such abilities. If the troll casting the same spell a second time the next round reduces
later learns at the hands of a witch doctor, they treat this as

PAGE | 200 CHAPTER 10: SPELLCASTING


the mana cost by 1 as well (deduction does not stack for benefits within the city of Silvermoon, and not just when in
multiple castings). proximity), and the night elves’ Moonwells.
Cantrips are special cases: cantrips always cost half the Mana Siphoning (Mana Vampirism). An obscure and
mana cost of a 1st level spell (round down, and then apply often frowned-upon practice is mana siphoning (commonly
the proficiency bonus reduction). known as mana vampirism), allowing a character to regain
For instance, a 13th level spellcaster (proficiency + 5) mana by feeding on another who has mana remaining as an
treats cantrips as if they cost no mana, and treats cantrips as action by touching them (with hands, fingers, or even by a
if they cost 1 mana at levels 1 to 4. When casting a 5th level kiss) and draining out their mana. This restores to the
spell costs the first time, it costs 6 mana, and 5 each time character up to one-half the target’s remaining mana pool
afterwards. (cannot exceed the character’s normal mana maximum) by
drawing it out. The target must be helpless, willing, or dead.
LESS-THAN-FULL CASTERS
If the creature is helpless (asleep, paralyzed, etc.) but not
If your caster level is not equal to your character level, such
dead nor willing, it is entitled a Stamina saving throw
as paladins, subtlety rogues, or hunters, refer to the table
(opposed to the drinker’s Stamina) to resist. When drained
above as normal appropriate to their caster level, but reduce
once, a creature cannot be drained again for 24 hours. If done
the mana cost for every spell by the difference in proficiency
to an unwilling or dead target, vampirism could have a hidden
bonus instead of the listed value.
and corruptive influence on the feeder (inflicting an arcane
For instance, a 10th level paladin with 16 (+3) Charisma
disease, leaving a mark, or causing an addiction to continue
has a caster level of 5 (access to 3rd level spells) has a
vampirism).
proficiency bonus of +4. The difference in proficiency bonus
Note. Fiends such as demons always have active mana
between the paladin and the table is 1 point (+4 from being
pools. Creatures that do not have mana (or do not use them)
10th level, +3 in the table), which reduces all mana costs by
are normally immune to the effects of such spells. Siphoning
1 mana point. This can reduce costs to 0, and stacks with all
mana from fiends via vampirism usually causes the influence
other reductions (being an innate reduction).
of Fel magic to appear on the target (causing green to invade
A character regains spent mana through active methods or
the character’s coloration in skin, eye color, or even blood),
passive regeneration.
and causing them to be more receptive to demonic influences
PASSIVE REGENERATION (can take any form).
Rest. A character regains a number of mana points equal to
their proficiency bonus per hour of not casting spells, or every CALLING, CONJURING, AND BINDING
per short rest. A character regains all spent mana points after The Warcraft universe has many historical instances of
a long rest. calling out to a creature, conjuring it, and then binding it to
Attune with Ley Line. Ley lines intersect and react with servitude.
pure waters, creating moonwells and mana fountains, Druids of Ashenvale can call out to creatures they heard of
allowing those who remain around them to regain + 25% but never witnessed to speak with them and learn their
increased mana regeneration per hour when within 30 feet of secrets (allowing them to Wild Shape into them), while
the source (round down, minimum 1 mana point). hunters may call out to beasts native to their region to bind
them for temporary service.
ACTIVE REGENERATION
Failed mages of harsh masters or teachers may succumb to
Mana Restorative Abilities. Abilities of powerful spellcasting
the temptation of calling an imp or similar demonic force that
classes such as Invocation for mages, Ancient Power for
can teach them a spell they must learn (accepting tutoring
druids, and Desperate Prayer for priests all restore mana, as
instead of having to do exhausting research), and established
well as certain spells (the warlock’s Life Tap), items (Mana
warlocks can conjure and bind said creatures to deliver them
potions), and locations (Mana fountains). Unless otherwise
information about such students to further drive them into
stated, a character can only use mana restorative abilities
dark magic.
once every hour (such as a drink from a mana potion or mana
Paladins and priests of the holy light might attempt to call
fountain).
out to greater forces than the ones in Azeroth, such as the
Mana Tap. Mana fountains can be found in the wild or
Naaru or other angelic and celestial creatures, or be called by
sometimes within temples and arcane sanctums (which are
them in turn for an urgent quest delivered in a dream.
built around it). Drinking from a mana fountain can be done
In all such cases, calling a creature is a critical mechanic in
only once per long rest (although the benefit to mana
the Warcraft universe that has driven many events. If not for
regeneration remains indefinitely). This takes an action, and
Gul’dan answering the Legion’s call, he might have never
allows them to regain mana as if they rested for one hour.
developed as warlock, and employed his fel might to corrupt
An example of a mana fountain is the high elves’ Sunwell in
the orcs. Also, if not for humans hearing the call of the Naaru,
Quel’Thalas (which, unlike normal mana fountains, grants the
they might have never known the Holy Light.

PAGE | 201 CHAPTER 10: SPELLCASTING


CALL 10 Roll Again If the result is another 10, the power that
Mechanic contacts you is a version of you from a parallel
universe or timeline
You can send out a mental plea, message, or beseech a
creature that can listen, even if not on your plane. Roll on the • 1. This can represent other death gods in the case of the
following table to determine the power that heard your call. Lich King’s destruction or weakening, such as certain Loa
Upon establishing the connection, each party receives a shard (Bwonsamdi and Lukou)
of the other party’s full name. This does not require the ability • 2. This can represent anything from ancestral ghosts or
to cast spells, but does require a skill check (chosen by the restless spirits in your area, your own ancestors, elemental
power, and DC set by the DM, depending on the strength of spirits, or beings from the Shadowlands
the power that chooses to answer). Commonly, a servitor’s • 3. This includes the Elune, the Moon Goddess, beings from
name is sent instead of the power itself, in which case they the Emerald Dream, or other natural powers.
hear the call and the request. If you have part of a creature’s name, you can invite a
Depending on the nature of your plea, it can be heard projection of them to meet you in your native realm or conjure
clearer by one power than by others. For instance, requests it with the conjure spell, so long as the creature type is of one
for power might be heard by the Old Gods or the Burning in your class list (see Conjuring and Binding under your
Legion, while requests for aid might be heard of more benign class).
powers such as the Wild Gods or the Holy Light. Sometimes, The projection can choose to answer or reject your call,
a call can be intercepted by a third party, such as a demon depending on what you wish from it or offer it. You may
hunter hearing a budding warlock’s call to the Burning deceive the creature by calling it for a different reason, but
Legion. projections can also deceive you, and claim to serve powers
they in reality oppose. Usually, this depends on your
d10 Power Servitor
reputation, and deceptive practitioners of this ability usually
1 Burning Warlocks, demons, cultists
Legion find their calls rejected or answered by similarly deceptive
2 Dragon Dragons, aligned mages, cultists of the dragon forces.
Aspects The projection, upon accepting the invitation into your
3 Order Titans, remaining servitors (titanic observers, realm, is under no compulsion to behave in any particular
watchers
way, and may choose to appear in a form unlike its true one.
4 Holy Light Naaru, celestials, holy priests, paladins
The projection is an intangible magical impression of the
5 Lich King1 Death knights, death priests, lawful evil
undead, cultists of the damned creature, and has none of their capabilities (spellcasting, hit
6 Spirits2 Shamans, neutral or good elementals, neutral points), except that it can move at a fly speed of 30 feet per
or good ghosts, spirit beings round and can hover, and can appear as whatever form it
7 Void Old Gods, shadow priets, void veings, wishes. It can speak any language it can, but only you can
(Shadow) aberrations (forgotten ones), evil elementals
hear it.
8 Voodoo/Loa Loa, some druids and priests, shadow hunters,
witch doctors It appears within 90 feet of you, and cannot move further
9 Wild Gods3 Druids, beasts, some shamans away or contact another creature than you.

PAGE | 202 CHAPTER 10: SPELLCASTING


The projection remains until you choose to dismiss it, using specific books (as determined by the DM). After
which requires a successful Charisma saving throw against a obtaining the name, it can be written down as normal text.
DC of 10. If the creature wishes to resist being dismissed, the Knowledge of how it is pronounced is not tied to reading the
DC is 8 + the creature’s Proficiency bonus + the creature’s name; it can be properly pronounced by those who have
Charisma modifier. heard it aloud, researched it, or have read it with perfect
You may repeat this saving throw once per round, but if you accent (such as using linguistic tools as umlauts)
fail three times, the impression is not bound stay close to you, These abilities require speaking the name of the creature
and can attempt to contact another being (such as by Calling verbally. It needn’t be shouted, but even whispers can be
it in turn until the connection is established). Such actions listened in with a successful Spirit (Perception) check
are usually taken by chaotic beings or ones who believe they opposed by your Charisma (Performance) check. Allowing a
have unfinished business (such as spirits and ghosts) or creature to learn the true name of a favored summoned ally
beings that expect (or can sense) spellcasters nearby that can is a dangerous proposition, as enemy conjurers would love
conjure and bind them. to compel your allies to turn against you; if they are
conjured, they have no choice.
EXTRAPLANAR BINDING RULES
Using a true name grants several benefits:
Performing extraplanar binding is a difficult task that
requires many steps, but can be rewarding. • You may conjure a creature you conjure with the conjure
First, you must know the name of the creature you wish to spell with a stronger bond; the creature gains temporary
bind. This can be gained by learning it from a teacher, hit points upon being conjured equal to the sum of both
reading it in a book, or calling out to a creature (although the your level and its Challenge Rating. This applies to
risk with lying projections usually deters rash conjurations). creatures that are affected by the bind spell.
Creatures that are named can always be conjured so long as • You may impose upon a creature disadvantage to saving
they exist (and have not been destroyed or sealed). True throws against spells you target it with.
names (see below) are stronger versions of the creature’s • You gain the benefits of the sanctuary spell against the
normal name. creature (and it alone) for 24 hours. The spell acts at a
Second, you must prepare the conjure spell to conjure the spell level equal to half the target’s CR (minimum 1,
specific creature you named. maximum 9).
Third, you must prepare the bind spell to bind the specific • You can reduce one of the creature’s damage immunities
creature you need. into damage resistance, or remove one of the creature’s
Optionally, you may conjure the creature into an inverted damage resistances. This does not stack with similar
magic circle spell to keep it from causing chaos or leaving the features (such as the Black Fire feature). Only your
bind spell’s range while you cast the Bind spell. abilities and spells can affect the creature this way.
Fourth, you must cast the bind spell, and the target must • You can remove on condition immunity from the target.
fail their saving throw. With this ability, you can cause skeleton to be poisoned by
Fifth, you must negotiate terms of binding, such as your poisons, or frighten a construct, etc.. Only your
servitude for a time or task, and pay the cost of the binding. abilities and spells can affect the creature this way.
You may alternatively choose to release it, in which case it
A creature’s true name can change if their inherit nature
can act freely until dismissed by other means (such as the
transforms, such as them undergoing character
exorcism or banishment spells, being killed, being charmed
development or trial, or by casting the mind blank spell on
or commanded to return to their own realm, or being bound
them. The latter method can weaken the connection
by another caster and then dismissed).
between a creature and its true name, but cannot fully
If you are successful, the creature is bound to you for the
change a creature’s nature unless it is cast on a creature in a
duration of its task (if it was given a task).
moment of reflection.
TRUE NAMES Fiends and celestials are more resistant to changing their
All that is has a true name; a name that can compass what true name; such would require a grand quest where the
the object or creature is, and describe it to the fullest picture. creature’s original mortal form must be rediscovered. With
Hence, a demon has a true name, so does a ship. In most constructs, changing a true name is invariably linked to the
cases, learning a true name is a practice in study and spirit of its creator and their feelings upon crafting, who is a
reflection of the thing’s nature and role in life (or in the required reference.
afterlife). A creature can be affected by their true name by one user
Learning a true name is a task that requires at least 30 at a time and only one effect; if two or more creatures
days of downtime in research and 30 gp in research costs. attempt to use one creature’s true name, they must contest
Particularly social creatures are easier to learn, and against one another with a Charisma (Persuasion,
reclusive ones may require research at a particular facility or

PAGE | 203 CHAPTER 10: SPELLCASTING


Intimidation, or Performance) check to determine who has MANA-LESS CASTING
the greater command over this mighty magic. Resilient spellcasters can cast magic on nothing, channeling
the mana around them instead of their own. Attempting to
CASTING A SPELL cast a spell without sufficient mana points left (or attempting
Spellcasting may be interrupted if the spellcaster is harmed to cast a spell without spending mana at all) requires a
while casting or channeling the spell (such as channeling or Stamina saving throw to cast a spell. The DC is equal to 20
stance spells, or when struck with a held action). This is + spell level. You take a penalty to the saving throw equal to
called a distraction. half the amount of mana below 0.
When hit this way, the spellcaster must succeed on a If successful, the spell is cast, but count the mana cost
concentration check (Stamina saving throw), DC 10 or half against the current pool (this can reach a negative value,
the damage dealt (whichever is higher) or the spell fails (and increasing the DC). On a failure, the spellcaster suffers one
the mana is spent uselessly). level of exhaustion. This level of exhaustion is only lifted
This acts similarly to casting spells in situations that are when the spellcaster is at full mana points.
difficult to cast spells in (such as while on being a storm-
MULTICLASSING
tossed ship or while being distracted by wind and rain).
Multiclassing in the World of Warcraft 5e RPG is similar to
CONCENTRATION its state in 5e; you add your levels in spellcasting together to
Some spells require a lesser degree of concentration than determine your total caster level (0.5 for each level in
normal. These spells are described as Concentration Paladin, 1 for each level in Priest, etc.) to learn your
(Partial) spells. maximum spell level. You may also make use of both spell
Spells with this duration allow you to concentrate on the lists, but only to the maximum spell level you can access in
spell itself and another concentration spell at the same time, either lists (a level 1 Mage and level 10 Paladin cannot cast
including another Concentration (Partial) spell. 3rd level mage spells). The mana is drawn from a single
pool. You also refer to your proficiency bonus when
addressing mana costs, and not your caster level.

PAGE | 204 CHAPTER 10: SPELLCASTING


CHAPTER 11: SPELLS the spell. If the caster cannot invest the required actions, the
spell ends. Above the required action, the spellcaster cannot
This chapter describes the most common spells in the move faster than half their speed. As for all concentration
worlds Warcraft. The chapter begins with the spell lists of spells, this spell is broken if concentration is lost.
the spellcasting classes. The remainder contains spell SIGIL
descriptions, presented in alphabetical order by the name of These are spells that have an initial direct effect (and a
the spell. diminished effect on a miss). After the initial effect, the sigil
Some classes have specific names for a spell. These ‘pulses’ every round afterwards, repeating the initial effect
names are italicized next to the normal spell name. every round. This requires a successful sigil roll. This is a
Spells can be cast by any character who has access to spell attack roll against an DC of 10 + 1 for every spell level
mana and a spell list. Whenever a class references being (DC 12 for spell level 2, for example). A successful check
able to cast spells from a specific spell list, refer to the below sustains the sigil and allows the initial effect to re-apply,
list under the appropriate name. while a failed check ends the spell prematurely. A sigil can
Array. Spells with the array tag have several sub-spells. be sustained to its maximum duration (usually a minute). A
When preparing a spell with the array tag, you must choose natural 20 on sustaining sigil effect sustains it for two
to prepare one spell of the array (each of which may have rounds (extending it beyond the normal duration, if
their own spell levels and different effects). Some arrays give possible). A sigil roll does not cost an action, but cannot be
circumstantial access to other spells. In this case, used when incapacitated or unconscious. Sigil rolls also
heightening the spell in the array count as if heightening that count as attack rolls for the purposes of suffering
spell. Array spells that manifest a strike or shot effect disadvantage.
enhance a number of attacks as appropriate, and disallow Seals. These are personal spells (with a target of ‘you’)
use of another shot effect without cancelling one. For that are also cast as part of your movement (consumes base
instance, using Kill Shot as a 2nd level spell enhances 4 half movement, cannot be used if already spent). A creature
ranged attacks. If only two are spent, a character who uses may be under the effects of one seal at any given time, and
another shot from the array removes the enhancement on most seals have a duration of one minute. Seals may be
the remaining two shots. released (termed judgment or release), and impose the
Blessings. This array includes beneficial spells that are additional effect specified under the spell. These are
activated by consuming half your movement, and may target considered beneficial spells. Only paladins may cast seals.
yourself or an ally. A creature can have only one blessing Death Knights may cast seals, but only those marked as
active on them at any given time, with most blessings active runic spells.
on a duration of five minutes (and are thus mostly useful for
one encounter). These are considered beneficial spells. SHIELD
These spells benefit from several priestly abilities.
AURAS
Spells with the aura tag are spells that emit an aura TOTEMS
centered on the character, usually reaching 15 feet away, Totems are spells that are imbued with power from the
and typically remaining for a few minutes, moving with the caster, and are set on a spot within range. Totems usually
user. Auras universally require concentration, with many remain for one minute, and require a reaction to activate
being Concentration (Partial). A character can only benefit each round, casting a specific spell.
from one aura at any given time (their choice), and auras can Totems have 7 AC, and hit points equal to double the level
usually counter other ones. If subject to harmful auras, the of the caster. Totems occupy space as if an object one size
character is subject to all they fail to resist (as normal for category smaller than their caster. Destroying a totem by
spells), rolled upon entering the aura or being affected by it. reducing it to 0 hit points deactivates the effect and dispels
Aura bonuses do not stack with other aura bonuses. the spell as normal. Whenever the totem is subjected to a
Creatures affected by auras automatically sense where they saving throw, they use the caster’s bonus. They can be
are emanating from. moved with a bonus action and a gesture, moving a distance
Aura Spike. An aura spike is the ability to focus an aura’s equal to the caster’s speed.
power to perform a secondary effect. This is useable on a Also, when heightening a totem based on another spell
reaction. You can make a number of aura spikes equal to the (such as an elemental shock totem, based on the elemental
highest-level spell you can cast (or the spell’s level). All aura shock spell), heightening the totem acts as if heightening the
spike uses are replenished on a long rest. spell for the same number of spell levels.

CHANNEL
These spells are most demanding concentration spells, and
require the investment of one action every round to maintain

PAGE | 205 CHAPTER 11: SPELLS


See Invisibility – Ghost-Eye Flesh to Stone
SPELLS BY CLASS Drops Heal
Shatter Heroes’ Feast – Ambrosia
Superscripted is the source of the spell if it is not from the Silence Investiture of Flame EE
Player’s Handbook. Spider Climb – Sticky Limbs Investiture of Ice EE
Suggestion Investiture of Stone EE
EE = Elemental Evil
Unholy Frenzy WoW5eRPG Investiture of Wind EE
XGtE = Xanthar’s Guide to Everything Web Mass Suggestion
Zone of Truth – Truth Serum Transformation XGtE (Tenser’s
WoW5eRPG = World of Warcraft 5e RPG
Transformation) – Cannot use
UA = Unearthed Arcana 3RD LEVEL potions while active
True Seeing
Daylight
Fog Cloud
SPELL LIST Elemental Armor
Feign Death – Heartstopper
Serum
7TH LEVEL
Grease Fear – Fear Toxin Etherealness
ALCHEMIST (ALC) Heroism Haste – Emboldening vapors Firestorm
Hideous Laughter Nondetection Regenerate
ALC 0 CANTRIPS Identify Plant Growth – Alchemical Resurrection Modified
Illusory Script fertilizer Simulacrum – Living
Acid Splash
Inner Fire – Invigorating vapors Protection from Energy – Homunculus
Blade Ward WoW5eRPG Alchemical dampener
Create Bonfire EE 8TH LEVEL
Jump Remove Curse
Disrupt Undead
Longstrider Revivify Modified
Fire Bolt Antipathy/Sympathy
Magic Aura Slow
Guidance Clone
Mutate WoW5eRPG Speak with Dead – Corpse Tap
Light Feeblemind
Stinking Cloud
Minor Alchemy WoW5eRPG Horrid Wilting EE (Abi-Dalzim’s
Protection, Good/Evil Sunbeam Modified
Mending Purify Food/Drink Horrid Wilting)
Transmute Material WoW5eRPG
Mold Earth EE Ray of Sickness Incendiary Cloud
Poison Spray – Noxious Fumes Vampiric Touch Mind Blank
Rejuvenation WoW5eRPG
or Poison Bomb Water Breathing
Sanctuary 9TH LEVEL
Produce Flame
Frost Bolt Shield 4TH LEVEL Foresight – Celerity
Shocking Grasp Silent Image Shapechange
Blight
Spare the Dying Sleep Trap the Soul
Compulsion
Thunderclap EE Shift Skill WoW5eRPG True Polymorph
Confusion
Vicious Mockery Thunderstorm
Death Ward – Spirit Shield
Greater Invisibility
DEATH KNIGHT
1ST LEVEL 2ND LEVEL
Polymorph (DKN)
Alarm Alter Self Stone Shape
Bind WoW5eRPG Aid – Increase toughness Stone Skin 1ST LEVEL
Berserker Rage WoW5eRPG
Burning Hands Blindness/Deafness 5TH LEVEL Abandonment Aura WoW5eRPG
Cause Fear XGtE Blur Barrier Ward WoW5eRPG
Command Cone of Cold
Calm Emotions – Sedative Gas Bane
Charm Cloudkill
Continual Flame – Lingering Bind WoW5eRPG
Color Spray Creation
Flare Cause Fear XGtE
Conjure Modified Contagion
Corpse Explosion WoW5eRPG Charm Modified
Chromatic Orb Dominate Modified
Darkvision Compelled Duel – Dark
Death Coil Modified Dream
Enhance Ability Command
Detect Poison/Disease Geas
Enlarge/Reduce Command
Detect Magic Modify Memory
Gentle Repose Conjure Modified
Disguise Self Mislead
Hold Modified Conjure Strike WoW5eRPG
Dissonant Whispers Greater Restoration
Invisibility Death Coil Modified
Endure Elements Skill Empowerment XGtE
Lesser Restoration Death Pact WoW5eRPG
Entangling Roots Raise Dead Modified
Magic Weapon – Weapon Oil Detect Evil and Good
Expeditious Retreat Pass Without Trace Detect Magic
6TH LEVEL
Explosion WoW5eRPG Protection from Poison Detect Poison and Disease
Faerie Fire Ray of Enfeeblement Awaken – Homunculus Mind Divine Favor
False Life Scorcher EE (Aganazzar’s Create Homunculus XGtE Flash of Shadow WoW5eRPG
Feather Fall – Bouncy Body Scorcher) Disintegrate – Dissolution Heroism – Grim Resolve

PAGE | 206 CHAPTER 11: SPELLS


Icy Touch Death and Decay WoW5eRPG Inner Fire WoW5eRPG – Mark of 3RD LEVEL
Protection from Evil and Good Dispel Evil and Good the Wild
Purify Food and Drink Call Lightning
Dominate Modified Healing Word
Rune Array WoW5eRPG Cyclone
Geas Jump
Searing Smite Daylight
Mass Revivify WoW5eRPG – Can Longstrider
Shield of Faith Dispel Magic
only target intelligent undead Moonfire WoW5eRPG
Thunderous Smite Erupting Earth EE
Mind Freeze WoW5eRPG Purify Food and Drink
Wrathful Smite Snare XGtE Feign Death
Negative Energy Flood XGtE
Speak with Animals Flame Arrows EE
Raise Dead Modified
2ND LEVEL Rejuvenation WoW5eRPG Lunar Curse WoW5eRPG
Teleportation Circle – Only to
Resolve WoW5eRPG Meld into Stone
Aid – Unholy Resolve circles made by Mages
Swipe and Shred WoW5eRPG Plant Growth
Branding Smite Hallow/Unhallow Modified
Thunderstorm Modified Protection from Energy
Corpse Explosion WoW5eRPG Vulnerability Aura WoW5eRPG
Revivify Modified
Desecration
DRUID (DRD) 2ND LEVEL Shooting Star WoW5eRPG
Find Steed
Slumber
Earth Shield – Bone Shield Animal Messenger Sleet Storm
Essence Seal WoW5eRPG CANTRIPS Barkskin Speak with Plants
Hold WoW5eRPG Beast Sense
Control Flames EE Spirit Infusion WoW5eRPG
Lesser Restoration Blink Step WoW5eRPG]
Create Bonfire EE Sunbeam Modified
Locate Object Darkvision
Druidcraft Sunfire WoW5eRPG
Magic Weapon Dust Devil EE
Frostbite EE Tidal Wave EE
Necrotic Aura WoW5eRPG Earthbind EE
Guidance Wall of Water EE
Protection from Poison Enhance Ability
Gust EE Water Breathing
Unholy Frenzy WoW5eRPG Find Traps
Infestation XGtE Water Walk
Zone of Truth Flame Blade
Magic Stone EE Wind Wall
Flaming Sphere
3RD LEVEL Mending
Gust of Wind 4TH LEVEL
Mold Earth EE
Aura of Vitality Healing Spirit XGtE
Poison Spray Blight
Avatar Form WoW5eRPG – Lich Form Heat Metal
Produce Flame Confusion
Blinding Smite Hold Modified
Primal Savagery XGtE Control Water
Crusader's Mantle Lesser Restoration
Resistance Detonate Mana WoW5eRPG
Darkness Locate Animals or Plants
Shape Water EE Locate Object Elemental Bane EE
Dispel Magic Shillelagh Moonbeam Freedom of Movement
Elemental Weapon Thorn Whip Pass without Trace Giant Insect
Magic Circle Thunderclap EE Protection from Poison Grasping Vine
Remove Curse Wrath
Revivify Modified Retribution Aura WoW5eRPG – Guardian of Nature XGtE
Thorns Aura Hallucinatory Terrain
Telekinesis Modified – Death Grip 1ST LEVEL
Skywrite EE Ice Storm
Unholy Aura WoW5eRPG
Abandonment Aura WoW5eRPG – Spike Growth Locate Creature
4TH LEVEL Primal Roar Tiger’s Maul Polymorph
Absorb Elements EE Warding Wind EE Stone Shape
Death Ward Animal Friendship Stoneskin
Distraction Aura WoW5eRPG Aspect Array WoW5eRPG
Drain Life
Beast Bond EE
Find Greater Steed XGtE Bind WoW5eRPG
Locate Creature Charm Modified
Shadow of Moil XGtE Conjure Modified
Staggering Smite Conjure Strike WoW5eRPG
Strangulate WoW5eRPG Create or Destroy Water
Detect Magic
5TH LEVEL
Detect Poison and Disease
Aligned Weapon Modified – was Earth Tremor EE
Holy Weapon,XGtE Entangle
Banishing Smite Entangling Roots WoW5eRPG
Circle of Power Fade WoW5eRPG
Cloudkill Faerie Fire
Contagion Fog Cloud
Cripple WoW5eRPG Goodberry
Danse Macabre XGtE Ice Knife EE
Destructive Wave

PAGE | 207 CHAPTER 11: SPELLS


Wall of Fire 9TH LEVEL Frostfire Bolt WoW5eRPG Parasite WoW5eRPG
Watery Sphere EE Fog Cloud Phantasmal Force
Foresight Grease Pyrotechnics EE
5TH LEVEL Shapechange Ice knife EE Ray of Enfeeblement
Storm of Vengeance Icy Touch Rope Trick
Antilife Shell
Identify Scorcher EE (Aganazzar’s Scorcher)
Awaken MAGE (MGE) Illusory Script Scorching Ray
Commune with Nature
Jump See Invisibility
Control Winds EE CANTRIPS Longstrider Shadow Blade XGtE
Contagion
Acid Splash Mage Armor Shadow Word: Pain – Shadow
Dawn XGtE
Blade Ward Mana Shield WoW5eRPG Strike WoW5eRPG
Dominate Modified
Chill Touch Protection from Evil and Good Shatter
Earthquake Modified
Control Flames EE Ray of Sickness Skywrite EE
Geas
Shield Snowball Swarm EE (Snilloc’s snowball
Greater Restoration Create Bonfire EE
Silent Image swarm)
Insect Plague Dancing Lights
Sleep Spider Climb
Investiture of Flame EE Fire Bolt
Snare XGtE Suggestion
Investiture of Ice EE Friends
Hideous Laughter Unholy Frenzy WoW5eRPG
Investiture of Stone EE Gust EE
Floating Disk Web
Investiture of Wind EE Infestation XGtE
Thunderstorm
Maelstrom EE Light 3RD LEVEL
Unseen Servant
Raise Dead Modified Mage Hand
Witch Bolt
Mending Bestow Curse
Reincarnate
Message Blink
Scrying 2ND LEVEL
Minor Illusion Blizzard WoW5eRPG
Starfall WoW5eRPG
Mold Earth EE Acid Arrow Modified Catnap XGtE
Teleportation Circle – only to
Poison Spray Alter Self Clairvoyance
natural glades
Prestidigitation Arcane Explosion WoW5eRPG Counterspell
Transmute Rock EE
Frostbite EE Arcane Lock Create Food and Water
Tranquility WoW5eRPG
Frost Bolt Banishment WoW5eRPG Dispel Magic
Tree Stride
Shocking Grasp Berserker Rage WoW5eRPG Enemies Abound XGtE
Wall of Stone
True Strike Blindness/Deafness Erupting Earth EE
Wrath of Nature XGtE
Thunderclap EE Blink Step WoW5eRPG Fear
6TH LEVEL Blur Feign Death
1ST LEVEL Cloud of Daggers Fireball
Bones of the Earth EE Continual Flame Fire Nova WoW5eRPG
Alarm
Druid Grove XGtE Crown of Madness Flame Arrows EE
Arcane Armor WoW5eRPG
Find the Path Darkness Fly
Arcane Missile Modified
Heal Darkvision Frost Nova WoW5eRPG
Barrier Ward WoW5eRPG
Heroes’ Feast Detect Thoughts Gaseous Form
Bind WoW5eRPG
Move Earth Dragon’s Breath XGtE Glyph of Warding
Burning Hands
Primordial Ward EE Earthen Grasp EE (Maximilian’s earthen Haste
Catapult EE grasp)
Transport via Plants Hypnotic Pattern
Cause Fear XGtE
Wall of Thorns Earthbind EE Tiny Hut
Charm Modified
Wind Walk Enlarge/Reduce Life Transference XGtE
Chromatic Orb
Essence Seal WoW5eRPG Lightning Bolt Modified
7TH LEVEL Color Spray
Flaming Sphere
Conjure Modified Magic Circle
Freezing Sphere Modified
Fire Storm Conjure Strike WoW5eRPG Major Image
(Otiluke's freezing sphere)
Mirage Arcane Comprehend Languages Minute Meteors EE (Melf’s
Gentle Repose
Plane Shift Create/Destroy Water – Can Minute Meteors)
Gust of Wind
Regenerate create or destroy only one-half Nondetection
Hold Modified
Resurrection Modified the normal quantity Phantom Steed
Invisibility
Reverse Gravity Detect Magic Protection from Energy
Knock
Whirlwind EE Disguise Self Remove Curse
Levitate
Earth Tremor EE Sending
8TH LEVEL Locate Object
Elemental Armor WoW5eRPG Sleet Storm
Magic Aura
Expeditious Retreat Slow
Animal Shapes Magic Mouth
Explosion WoW5eRPG Stinking Cloud
Antipathy/Sympathy Magic Weapon
Fade WoW5eRPG Sunbeam Modified
Control Weather Mana Burn WoW5eRPG
False Life Telekinesis Modified
Feeblemind Mind Spike XGtE
Feather Fall Thunder Step XGtE
Sunburst Mirror Image
Tsunami Find Familiar
Mute WoW5eRPG Tidal Wave EE

PAGE | 208 CHAPTER 11: SPELLS


Tiny Servant XGtE Flame Strike Pyroblast Modified Detect Magic
Tongues Geas Power Word Pain XGtE Detect Poison and Disease
Transmute Material WoW5eRPG Hand Modified Project Image Ensnaring Strike
Vampiric Touch Immolation EE Reverse Gravity Fade WoW5eRPG
Wall of Sand EE Living Bomb WoW5eRPG Sequester Fog Cloud
Wall of Water EE Legend Lore Simulacrum Goodberry
Water Breathing Mind Freeze WoW5eRPG Symbol Hail of Thorns
Mislead Teleport Hunter’s Mark
4TH LEVEL Modify Memory Whirlwind EE Jump
Negative Energy Flood XGtE Longstrider
Arcane Barrage WoW5eRPG 8TH LEVEL
Passwall Rejuvenation WoW5eRPG
Arcane Eye
Scrying Shot Array WoW5eRPG
Black Tentacles Antimagic Field
Seeming Speak with Animals
Blight Antipathy/Sympathy
Skill Empowerment XGtE Trueshot Aura WoW5eRPG
Brilliance Aura WoW5eRPG Clone
Spell Steal WoW5eRPG Zephyr Strike XGtE
Confusion Control Weather
Steel Wind Strike XGtE
Control Water Demiplane
Synaptic Static XGtE 2ND LEVEL
Detonate Mana WoW5eRPG Feeblemind
Telepathic Bond
Dimension Door Horrid Wilting EE (Abi-Dalzim’s Horrid Animal Messenger
Teleportation Circle
Drain Mana WoW5eRPG Wilting) Barkskin
Transmute Rock EE
Elemental Bane EE Illusory Dragon XGtE Beast Sense
Wall of Force
Fabricate Incendiary Cloud Cordon of Arrows
Wall of Light XGtE
Faithful Hound Darkvision
Wall of Stone Maddening Darkness XGtE
Fire Shield Find Traps
Maze
Globe of Invulnerability 6TH LEVEL Flare
Mighty Fortress XGtE
Greater Invisibility Healing Spirit XGtE
Arcane Gate Mind Blank
Hallucinatory Terrain Hold Modified
Ice Block WoW5eRPG Circle of Death Power Word Stun
Lesser Restoration
Ice Storm Contingency Sunburst Locate Animals or Plants
Inferno Blast WoW5eRPG Create Homunculus XGtE Telepathy Locate Object
Locate Creature Disintegrate Mute WoW5eRPG
Phantasmal Killer Instant Summons 9TH LEVEL
Polymorph Irresistible Dance Astral Projection Pass without Trace
Private Sanctum Eyebite Foresight Protection from Poison
Resilient Sphere Flesh to Stone Gate Shadow Word: Pain – Shadow
Secret Chest Guards and Wards Imprisonment Strike WoW5eRPG
Sickening Radiance XGtE Investiture of Flame EE Invulnerability XGtE Silence
Stone Shape Investiture of Ice EE Mass Polymorph XGtE Snare XGtE
Storm Sphere EE Investiture of Stone EE Meteor Swarm Spike Growth
Stoneskin Investiture of Wind EE Power Word Kill
Vitriolic Sphere EE 3RD LEVEL
Mental Prison XGtE Psychic Scream XGtE
Wall of Fire Mass Suggestion Prismatic Wall Conjure Barrage
Watery Sphere EE Move Earth Shapechange Daylight
Possession Modified Time Stop Flame Arrows EE
5TH LEVEL Programmed Illusion True Polymorph Lightning Arrow
Amplify Magic WoW5eRPG Scatter XGtE Weird Nondetection
Animate Objects Soul Cage XGtE Wish Plant Growth
Arcane Orb WoW5eRPG Transformation XGtE (Tenser’s Protection from Energy
CloudkilI Transformation) HUNTER (HTR) Speak with Plants
Combustion WoW5eRPG True Seeing Revivify Modified – Can only revive
Cone of Cold Wall of Ice 1ST LEVEL an animal companion
Contact Other Plane Water Breathing
7TH LEVEL Absorb Elements EE
Control Winds EE Water Walk
Alarm
Creation Arcane Sword Wind Wall
Animal Friendship
Cripple WoW5eRPG Crown of Stars XGtE Aspect Array WoW5eRPG HTR 4 ( 4TH LEVEL
Danse Macabre XGtE Etherealness Beast Bond EE
Dawn XGtE Finger of Death Bind WoW5eRPG Freedom of Movement
Death and Decay WoW5eRPG Forcecage Charm Modified Grasping Vine
Dominate Modified Mirage Arcane Conjure Modified Guardian of Nature XGtE
Dream Magnificent Mansion Conjure Strike WoW5eRPG Locate Creature
Enervation XGtE Plane Shift Counter Shot WoW5eRPG Stoneskin
Far Step XGtE Prismatic Spray

PAGE | 209 CHAPTER 11: SPELLS


5TH LEVEL Thunderous Smite Sunbeam Modified Flash of Shadow WoW5eRPG
Wrathful Smite Guiding Bolt
Commune with Nature 4TH LEVEL Holy Light Modified
Conjure Volley 2ND LEVEL
Aura of Life Inner Fire WoW5eRPG
Dominate Modified
Aid – Holy Resolve Aura of Purity Mind Blast WoW5eRPG
Raise Dead Modified - Can only
Banishment WoW5eRPG Concentration Aura WoW5eRPG Protection from Evil and Good
raise an animal companion
Blessing Array WoW5eRPG Death Ward Purify Food and Drink
Steel Wind Strike XGtE
Branding Smite Find Greater Steed XGtE Sanctuary
Swift Quiver Shield of Faith
Tree Stride Consecration WoW5eRPG Locate Creature
Denounce WoW5eRPG Staggering Smite Renewing Light WoW5eRPG
Wrath of Nature XGtE
Divine Shield WoW5eRPG
5TH LEVEL 2ND LEVEL
PALADIN (PLD) Exorcism WoW5eRPG
Find Steed – Divine Steed Aid – Power Word Fortitude
Aligned Weapon Modified – was
PLD 1 (1ST LEVEL) Hammer of Justice WoW5eRPG Holy Weapon,XGtE Augury
Hammer of Wrath WoW5eRPG Banishing Smite Banishment Modified
Abandonment Aura WoW5eRPG – Hold Modified – Repentance Blindness/Deafness
Circle of Power
Aura of Might Holy Shock WoW5eRPG Destructive Wave Calm Emotions
Lesser Restoration Dispel Evil and Good Continual Flame
Barrier Ward WoW5eRPG Locate Object Geas Denounce WoW5eRPG
Bind WoW5eRPG Magic Weapon Hallow/Unhallow Modified Enhance Ability – Blessing of
Bless Protection from Poison Strength/Agility, etc.
Mass Revivify WoW5eRPG – Mass
Ceremony XGtE Retribution Aura WoW5eRPG Exorcism WoW5eRPG
Redemption
Charm Modified Shackle Evil WoW5eRPG Find Traps
Raise Dead Modified – Champions
Command Zone of Truth Gentle Repose
Arise
Compelled Duel Hold Modified
Resistance Aura WoW5eRPG
Conjure Modified 3RD LEVEL Holy Fire WoW5eRPG
Conjure Strike WoW5eRPG
Detect Evil and Good Aura of Vitality PRIEST (PRS) Lesser Restoration
Locate Object
Detect Magic Avatar Form WoW5eRPG – Avenging
Mana Burn WoW5eRPG
Detect Poison and Disease Wrath CANTRIPS
Mind Spike XGtE
Devotion Aura WoW5eRPG Guidance Mute WoW5eRPG
Blinding Smite
Divine Favor Light Orb of Annihilation WoW5eRPG
Create Food and Water
Flash of Light Modified Mending Prayer of Healing
Crusader Aura WoW5eRPG
Heroism Mind Sliver UA Protection from Poison
Crusader's Mantle
Holy Light Modified Resistance Shackle Evil WoW5eRPG
Daylight
Protection from Evil and Good Smite Shadow Word: Pain WoW5eRPG
Dispel Magic
Purify Food and Drink Spare the Dying
Elemental Weapon Shadow Word: Death WoW5eRPG
Renewing Light WoW5eRPG Thaumaturgy
Holy Nova Modified – Holy Wrath Silence
Seal Array WoW5eRPG Toll the Dead XGtE Spiritual Weapon
Magic Circle
Searing Smite Vicious Mockery Warding Bond
Remove Curse
Shield of Faith Word of Radiance XGtE Unholy Frenzy WoW5eRPG
Revivify Modified – Redemption
PRS 1 (1st level) Zone of Truth
Bane
Barrier Ward WoW5eRPG 3RD LEVEL
Bless
Avatar Form WoW5eRPG
Bind WoW5eRPG
Banshee’s Curse WoW5eRPG
Cause Fear XGtE
Beacon of Hope
Ceremony XGtE
Bestow Curse
Charm Modified
Clairvoyance
Command
Create Food and Water
Conjure Modified
Daylight
Conjure Strike WoW5eRPG
Dispel Magic
Create or Destroy Water
Enemies Abound XGtE
Death Coil Modified
Feign Death
Death Pact WoW5eRPG
Globe of Invulnerability Modified –
Detect Evil and Good
Antimagic Shell
Detect Magic
Glyph of Warding
Detect Poison and Disease
Fade WoW5eRPG Holy Nova WoW5eRPG
Fear Ward WoW5eRPG Life Transference XGtE
Flash of Light Modified Lightwell WoW5eRPG

PAGE | 210 CHAPTER 11: SPELLS


Magic Circle Heal Animal Friendship – Bestial Earth Shield WoW5eRPG
Mass Healing Word Heroes’ Feast Grace Earthen Grasp EE (Maximilian’s
Meld into Stone Mental Prison XGtE Aspect Array WoW5eRPG earthen grasp)
Mind Flay WoW5eRPG Planar Ally Bind WoW5eRPG Enhance Ability
Protection from Energy True Seeing Burning Hands Essence Seal WoW5eRPG
Power Word Shield Modified Word of Recall Charm Modified Flame Blade
Psychic Horror WoW5eRPG Conjure Modified Flaming Sphere
Remove Curse 7TH LEVEL Conjure Strike WoW5eRPG Freezing Sphere Modified
Revivify Modified Create or Destroy Water (Otiluke's freezing sphere)
Divine Word
Sending Detect Magic Gust of Wind
Etherealness
Speak with Dead Detect Poison and Disease Healing Spirit XGtE
Fire Storm
Spirit Guardians Plane Shift Earth Tremor EE Heat Metal
Sunbeam Modified Elemental Armor WoW5eRPG – Hold Modified
Power Word Pain XGtE
Tongues Lightning Shield if choosing Lava Burst WoW5eRPG
Regenerate
Water Walk lightning Lesser Restoration
Resurrection Modified
Symbol Elemental Shock WoW5eRPG Locate Animals or Plants
4TH LEVEL Elemental Tongue WoW5eRPG Locate Object
Temple of the Gods XGtE
Control Water Entangle Pass without Trace
Death Ward 8TH LEVEL Fear Ward WoW5eRPG Protection from Poison
Detonate Mana WoW5eRPG Feather Fall Pyrotechnics EE
Antimagic Field Scorcher EE (Aganazzar’s
Divination Fog Cloud
Control Weather Scorcher)
Drain Life WoW5eRPG Healing Ward WoW5eRPG
Feeblemind Scorching Ray - Fire Beam
Freedom of Movement Hellish Rebuke
Holy Aura See Invisibility – Ghost Sight
Guardian of Faith Hex Array WoW5eRPG
Maddening Darkness XGtE Shatter - Erosion
Locate Creature Ice Knife EE
Mind Blank Skywrite EE
Mind Vision WoW5eRPG Lightning Orbs WoW5eRPG
Phantasmal Killer Purify Food and Drink Snowball Swarm EE (Snilloc’s
9TH LEVEL
Stone Shape Riptide WoW5eRPG snowball swarm)
Astral Projection Sanctuary Spike Growth - Earth Spikes
5TH LEVEL Gate Sleep – Slumber Hex Spiritual Weapon
Mass Heal Speak with Animals Totemic Recall WoW5eRPG
Aligned Weapon Modified – was
Psychic Scream XGtE Spirit Strike WoW5eRPG Warding Wind EE
Holy Weapon,XGtE
Shadow Bolt WoW5eRPG – Spirit Wind Shear WoW5eRPG
Commune
Contagion
SHAMAN (SHM) Bolt or Shadow Shock (witch
doctor or shadow hunter)
3RD LEVEL
Cripple WoW5eRPG
Dawn XGtE
CANTRIPS Shift Skill – Ancestor’s Memory Bloodlust WoW5eRPG
WoW5eRPG
Dispel Evil and Good Control Flames EE Call Lightning
Dominate Modified Stasis Trap WoW5eRPG Conjure Elemental Totem
Create Bonfire EE
Earthquake Modified Thunderstorm Modified WoW5eRPG
Blade Ward
Flame Strike Witch Bolt – Sticky Lightning Clairvoyance – Far Sight
Fire Bolt
Geas Frostbite EE Curse of Weakness WoW5eRPG –
Greater Restoration
2ND LEVEL
Frost Bolt Weakening Hex
Hallow/Unhallow Modified Guidance Ancestral Guardians WoW5eRPG Cyclone WoW5eRPG
Mass Cure Wounds – Hope of Invoke Elements WoW5eRPG Animal Messenger Daylight
Healing Light Banishment Modified Dispel Magic – Purge
Insect Plague Magic Stone EE Barkskin Elemental Shock Totem
Legend Lore Mending Berserker Rage – Fury Hex WoW5eRPG

Mass Revivify WoW5eRPG Message WoW5eRPG Erupting Earth EE


Raise Dead Modified Mold Earth EE Blessing Array WoW5eRPG – Only Feign Death
Scrying Produce Flame Blessing of Wisdom; named Fireball
Synaptic Static XGtE Resistance Blessing of Water Fire Nova WoW5eRPG
Void Eruption WoW5eRPG Shocking Bolt WoW5eRPG Calm Emotions – Ancestral Calm Flame Arrows EE
Vampiric Aura WoW5eRPG Shocking Grasp Curse of Agony – Hex of Pain Glyph of Warding
Wall of Light XGtE Shape Water EE WoW5eRPG Healing Stream WoW5eRPG
Thunderclap EE Continual Flame Life Transference XGtE
6TH LEVEL
True Strike Darkvision Lightning Bolt – Chain Lightning
Blade Barrier Divine Shield – Big Voodoo Modified
Find the Path 1ST LEVEL WoW5eRPG Lightning Storm WoW5eRPG
Forbiddance Dust Devil EE Meld into Stone
Absorb Elements EE
Harm Earthbind EE Protection from Energy

PAGE | 211 CHAPTER 11: SPELLS


Revivify – Ancestral Sight Maelstrom EE Astral Projection Hex Array WoW5eRPG – Only Death
Modified Mass Revivify – Ancestral Vision Foresight Hex
Remove Curse – Cleanse Spirit Modified Gate Icy Touch
Sending Raise Dead – Reincarnate Mass Heal Identify
Sleet Storm Modified Meteor Swarm Illusory Script
Speak With Dead Resistance Totem WoW5eRPG Imprisonment Immolate WoW5eRPG
Spirit Guardians Scrying Storm of Vengeance Jump
Spirit Infusion WoW5eRPG Spirit Link Totem WoW5eRPG Longstrider
Spirit Link WoW5eRPG Spiritual Reincarnation WoW5eRPG WARLOCK (WRK) Mage Armor
Sunbeam Modified Steel Wind Strike XGtE Mind Blast WoW5eRPG
Tidal Wave EE Teleportation Circle – Astral CANTRIPS Protection from Evil and Good
Tongues Recall Ray of Sickness
Acid Splash
Wall of Sand EE Tranquility WoW5eRPG Shadow Bolt WoW5eRPG
Blade Ward
Wall of Water EE Transmute Rock EE Chill Touch
Shield
Water Breathing Wall of Stone Silent Image
Control Flames EE
Water Walk Windfury Tongue Sleep
Create Bonfire EE
Wind Wall Hideous Laughter
6TH LEVEL Dancing Lights
Floating Disk
4TH LEVEL Fire Bolt
Thunderstorm
Big Bad Voodoo WoW5eRPG Friends
Unseen Servant
Arcane Eye – Eye of Kilrogg Bones of the Earth EE Gust EE
Witch Bolt
Blight Find the Path Infestation XGtE
Brilliance Aura – Mana Tide Forbiddance Light 2ND LEVEL
WoW5eRPG Heal Mage Hand
Control Water Heroes’ Feast Mending Acid Arrow Modified
Divination – Spirit Visitations Investiture of Flame EE Message Alter Self
Earthbind Totem WoW5eRPG Investiture of Ice EE Minor Illusion Arcane Lock
Elemental Bane EE Investiture of Stone EE Poison Spray Banishment WoW5eRPG
Fire Shield Prestidigitation Blindness/Deafness
Investiture of Wind EE
Freedom of Movement – Grace Shocking Grasp Blink Step WoW5eRPG
Mana Tide Totem WoW5eRPG
of Air Toll the Dead XGtE Continual Flame
Move Earth
Ice Storm True Strike Crown of Madness
Possession Modified
Locate Creature Curse of Agony WoW5eRPG
Primal Attunement WoW5eRPG
Polymorph – Spirit Animal, 1ST LEVEL Darkness
Primordial Ward EE
Ghost Wolf, or Hex Darkvision
True Seeing Absorb Elements EE
Resilient Sphere – Solid Wind Detect Thoughts
Wind Walk Alarm
Stone Shape Dragon’s Breath XGtE
Word of Recall Bind WoW5eRPG
Stoneskin Enlarge/Reduce
Burning Hands
Storm Sphere EE 7TH LEVEL Essence Seal WoW5eRPG
Cause Fear XGtE
Vitriolic Sphere EE Exorcism WoW5eRPG
Divine Word Catapult EE
Wall of Fire Flaming Sphere
Etherealness – Spirit Walk Chaos Bolt WoW5eRPG
Watery Sphere EE Freezing Sphere Modified
Fire Storm Charm Modified
(Otiluke's freezing sphere)
Plane Shift Color Spray
5TH LEVEL Gentle Repose
Pyroblast Modified – Molten Blast Conjure Modified
Gust of Wind
Commune Regenerate Conjure Strike WoW5eRPG
Hold Modified
Cone of Cold Resurrection Modified Comprehend Languages
Immolation Aura WoW5eRPG
Contact Other Plane Reverse Gravity – Upturned Demon Skin WoW5eRPG
Knock
Control Winds EE Earth Detect Magic
Levitate
Curse of Shadows WoW5eRPG – Windfury Tongue Totem Detect Evil and Good
Life Tap WoW5eRPG
Veil of Shadows Whirlwind EE Disguise Self
Locate Object
Dominate Modified Elemental Armor WoW5eRPG
Magic Aura
Earthquake Modified 8TH LEVEL Expeditious Retreat
Magic Mouth
Fire Nova Totem WoW5eRPG Explosion WoW5eRPG
Control Weather Magic Weapon
Flame Strike WoW5eRPG Fade WoW5eRPG
Horrid Wilting EE (Abi-Dalzim’s Mana Burn WoW5eRPG
Geas False Life
Horrid Wilting) Mind Spike XGtE
Greater Restoration Feather Fall
Incendiary Cloud Find Familiar
Hallow/Unhallow Modified Mute WoW5eRPG
Sunburst Fog Cloud
Healing Stream Totem WoW5eRPG Tsunami Orb of Annihilation WoW5eRPG
Mass Cure Wounds – Hope of Grease Parasite WoW5eRPG
Healing Hellish Rebuke Pyrotechnics EE
9TH LEVEL
Legend Lore Ray of Enfeeblement

PAGE | 212 CHAPTER 11: SPELLS


Rope Trick Thunder Step XGtE Dream 7TH LEVEL
Scorcher EE (Aganazzar’s Tongues Enervation XGtE
Scorcher) Vampiric Touch Far Step XGtE Crown of Stars XGtE
Scorching Ray– Eye Beam – Water Breathing Flame Strike – Flame Crash Etherealness
Deals fel damage, no longer WoW5eRPG Finger of Death
has S Component 4TH LEVEL Fire Storm
Geas
See Invisibility Forcecage
Arcane Eye – Eye of Kilrogg Hand Modified
Mirage Arcane
Serpent Ward WoW5eRPG Black Tentacles Immolation EE
Magnificent Mansion
Shadow Blade XGtE Blight Living Bomb WoW5eRPG
Plane Shift
Shadow Word: Pain WoW5eRPG Confusion Legend Lore
Power Word Pain XGtE
Shackle Evil WoW5eRPG Control Water Mind Freeze WoW5eRPG
Prismatic Spray
Suggestion Detonate Mana WoW5eRPG Mislead
Project Image
Unholy Frenzy WoW5eRPG – Curse Dimension Door Modify Memory
Pyroblast – Soul Fire Modified
of Recklesseness Drain Life WoW5eRPG Negative Energy Flood XGtE
Reverse Gravity
Web Drain Mana WoW5eRPG Passwall
Sequester
Divination Scrying
Simulacrum
3RD LEVEL Elemental Bane EE Seeming
Symbol
Fire Shield Skill Empowerment XGtE
Bestow Curse Teleport
Globe of Invulnerability Soul Stone WoW5eRPG
Blink
Carrion Swarm Modified Soul Well WoW5eRPG 8TH LEVEL
Clairvoyance Greater Invisibility Synaptic Static XGtE
Telepathic Bond Antimagic Field
Curse of Tongues WoW5eRPG Hallucinatory Terrain
Teleportation Circle Antipathy/Sympathy
Curse of Weakness WoW5eRPG Ice Block WoW5eRPG
Wall of Force Clone
Dispel Magic Ice Storm
Control Weather
Inferno Blast WoW5eRPG Wall of Light XGtE
Enemies Abound XGtE Demiplane
Locate Creature Vampiric Aura WoW5eRPG
Fear Feeblemind
Flame Arrows EE Phantasmal Killer Incendiary Cloud
Polymorph 6TH LEVEL
Fireball Maddening Darkness XGtE
Fire Nova Private Sanctum Arcane Gate Maze
Fly Resilient Sphere Circle of Death Mind Blank
Gaseous Form Secret Chest Contingency Power Word Stun
Glyph of Warding Shadow of Moil XGtE Disintegrate Sunburst
Haste Soulshatter WoW5eRPG Instant Summons Telepathy
Hypnotic Pattern Vitriolic Sphere EE Irresistible Dance Trap the Soul
Magic Circle Wall of Fire Eyebite
Mind Flay WoW5eRPG – Shadow- Flesh to Stone 9TH LEVEL
5TH LEVEL Forbiddance
Speech
Astral Projection
Minute Meteors EE (Melf’s Amplify Magic WoW5eRPG Guards and Wards
Demonic Doom WoW5eRPG
Minute Meteors) Animate Objects Investiture of Flame EE
Foresight
Nondetection Cloudkill Investiture of Ice EE
Gate
Phantom Steed Combustion WoW5eRPG Investiture of Stone EE
Imprisonment
Protection from Energy Contact Other Plane Investiture of Wind EE
Meteor Swarm
Rain of Fire WoW5eRPG Contagion Mental Prison XGtE Power Word Kill
Remove Curse Creation Mass Suggestion
Psychic Scream XGtE
Sending Cripple WoW5eRPG Possession Modified
Time Stop
Slow Curse of Shadows WoW5eRPG Programmed Illusion
Weird
Spirit Link WoW5eRPG – Fel Bond Danse Macabre XGtE Scatter XGtE
Wish
Stinking Cloud Death and Decay WoW5eRPG Soul Cage XGtE
Telekinesis Modified Dominate Modified True Seeing

Destructive energy radiates from you in an aura with a 15-


SPELL DESCRIPTIONS foot radius. Until the spell ends, the aura moves with you,
centered on you. Each creature hostile to you that is in the
ABANDONMENT AURA aura takes 1 extra point of damage from all weapon attacks.
1st-level abjuration [aura] A creature can negate this effect if they succeed on a Spirit
Casting Time: 1 bonus action saving throw once within the aura’s area.
Range: Self (15-foot radius) This spell is suppressed by the protection from good and
Components: V evil (and similar abjurations). This is an aura bonus.
Duration: Concentration (partial), up to 1 hour

PAGE | 213 CHAPTER 11: SPELLS


Heightened. For each spell level above 1st, the extra You conjure spirits to guard and advise the target in battle,
damage increases by 1 point (up to 5 extra points of damage tapping into the target's ancestral bonds. The target regains
at spell level 5). 2d4 hit points. At the beginning of every round, the caster
Note. This spell suppresses and is suppressed by the must succeed on a sigil roll to affect the target again.
devotion aura spell. Also, so long as this sigil is active, the target also takes 1
less point of damage from weapon and spell attacks and
ALIGNED WEAPON
effects for that round. The reduction to damage is an aura
5th-level evocation
effect.
Casting Time: 1 bonus action Constructs gain no benefit from this spell.
Range: Touch Heightened. The healing increases by one dice per every
Components: V, S level above 2nd, and reduction to damage increases by one
Duration: Concentration, up to 1 hour point per every two levels above 2nd.
You imbue a weapon you touch with power aligned to the Special. If the caster and the target share ancestry, the
Holy Light or the Forgotten Shadow. Until the spell ends, damage reduction increases by 1 point.
the weapon emits bright light in a 30-foot-radius and dim
light for an additional 30 feet, colored golden white (if Holy ARCANE ARMOR
Light) or pale violet (if Forgotten Shadow). In addition, 1st-level abjuration
weapon attacks made with it deal an extra 2d8 extra damage Casting Time: 1 action
on a hit (holy damage if Holy Light, or shadow damage if Range: Personal (Self)
Forgotten Shadow). If the weapon isn’t already a magic Components: V, S, M (Focus crystal that costs 10 gp)
weapon, it becomes one for the duration. Duration: 1 hour
As a bonus action on your turn, you can dismiss this spell A protective field guards you. Upon casting this spell, you
and cause the weapon to emit a lasting blast. Each creature may choose one magic school or energy type, and gain
of your choice that you can see within 30 feet of you must advantage to all saves versus that school or resistance
make a Stamina saving throw. On a failed save, a creature versus that damage type for the duration of the spell.
takes 4d8 damage (holy or shadow), and it is blinded for 1 You, however, gain disadvantage to saving throws that
minute. On a successful save, a creature takes half as much belong to spells that another school (see table below), or
damage and isn’t blinded. At the end of each of its turns, a vulnerability to damage from its opposing type.
blinded creature can make a Stamina saving throw, ending You cannot gain resistance to an effect you are already
the effect on itself on a success. resistant to, but you can gain resistance to an effect you are
Special. If aligned to the Forgotten Shadow, the weapon vulnerable against (becoming neutral). You cannot gain
may, at your will, shed no light instead. In that case, vulnerability to an effect you are immune to.
releasing the spell deals extra 1d8 shadow damage.
SCHOOL
AMPLIFY MAGIC School Opposing School
5th-level abjuration Abjuration Evocation
Illusion Divination
Casting Time: 1 action
Conjuration Transmutation
Range: 60 feet (15-foot radius sphere)
Enchantment Necromancy
Components: V, S
Duration: Concentration, up to 1 minute.
You amplify magical effects in the area of effect. All spells ENERGY
cast from or into the area of effect are heightened one spell Energy Type Opposing Type
level. If the spell cannot be heightened (or if heightening has Fire Cold
no effect), it heals 25% more, damages 25% more, or Acid Lightning or thunder
Holy Shadow or fel
remains for 25% longer.
Dampen Magic. This spell may be reversely cast. If so, the
Special. If you become vulnerable to a school, you gain
spells cast into or from the area of effect are counted one
disadvantage to saving throws, and attackers that affect you
level lower (if eligible).
using that school or energy type have advantage to attacks
ANCESTRAL GUARDIANS against you.
2nd-level abjuration [sigil] [healing] Heightened. When cast as a level 6 spell, you gain
Casting Time: 1 action resistance to the damage type or advantage versus the
Range: Touch (one creature) school chosen without gaining vulnerability or disadvantage
Components: V, S to the opposite type or school.
Duration: Up to one minute

PAGE | 214 CHAPTER 11: SPELLS


ARCANE BARRAGE You adopt yourself to an aspect of a beast or a terrain,
4th-level evocation deriving power from your bond with the land or the spirits
Casting Time: 1 action that reside there. You must recognize the creature or terrain
Range: 120 feet (10-foot-radius sphere) (or a comparable one) to adopt their aspect.
Components: V, S You gain one aspect from the below array.
Duration: Instantaneous • Cheetah (level 1). As the Expeditious Retreat spell
You create two large glowing bursts of violet force, sending • Desolate Terrain (level 1). You have advantage against
them to a single enemy within range. The bursts two travel hazards, and against exhaustion from forced
intertwine, striking the enemy and dealing 6d8 + 6 damage marches, starvation, and thirst. Instead of concentration
to the target, and creating a fantastic display of magical up to 10 minutes, the duration of this aspect is 4 hours
force. (does not require concentration, but cannot have another
The blast explodes outward from the target in a 10-foot aspect).
radius, affecting other creatures. Each creature in the 10- • Monkey (level 1). You gain climb speed equal to one-half
foot-radius area besides the initial target takes the same your normal speed.
damage described above on a failed Agility save, and is • Mountain Terrain (level 1). You're acclimated to high
pushed 5 feet away from the center of the blast (or the initial altitude, including elevations above 20,000 feet.
target). They take only half as much damage and are not Instead of concentration up to 10 minutes, the duration of
pushed on a successful saving throw. this aspect is 4 hours (does not require concentration, but
Heightened. The spell deals an extra 1d8 + 1 damage per cannot have another aspect).
every level above level 4. • Rejuvenating Woods (level 1). You have advantage to any
ARCANE EXPLOSION sigil roll to healing spells on yourself.
2nd-level evocation • Shark (level 1). You gain swim speed equal to one-half
your normal speed.
Casting Time: 1 bonus action
• Terrain Adaption (level 1). As the arcane armor spell
Range: Self
(resists one energy damage, vulnerable to another). This
Components: V
covers volcanoes (fire/cold), frozen poles (cold/fire), storm
Duration: Instantaneous
plains (lightning/acid), and corrosive swamps
You expel a tremendous burst of arcane energy. Each
(acid/lightning). This can be heightened as normal for
creature and unattended object within 10 feet of you must
arcane armor, but can only cover elemental damage.
make a Dexterity saving throw. A creature takes 2d4 + 2
• Chameleon (level 2). As the Blur spell
arcane damage on a failed save, or half as much damage on
• Eagle (level 2). You and one beast companion you have
a successful one.
may score a critical hit on a roll of 19 or 20
Additionally, if the target is a creature, it must succeed on
• Hawk (level 2). Ranged attacks at long range do not
a Strength saving throw or be pushed 10 feet away from you
impose disadvantage on your attack roll, and you reduce
and knocked prone.
cover one grade (from half-cover to none, three-quarters to
Heightened. The spell deals an extra 1d4 + 1 damage per
half-cover. This cannot reduce full cover)
every level above level 2.
• Lion (level 2). Whenever you and one ally stand in
ARCANE ORB opposing sides from a target, both of you have advantage
5th-level evocation [totem] to attack rolls against them.
Casting Time: 1 action • Turtle (level 3). Whenever you take the Dodge action, you
Range: 30 feet also gain resistance to all weapon damage. If the target
Components: V, S has disadvantage to attacking you from the Dodge action
Duration: 1 minute and fails to hit you with both rolls (one from the attack, and
You create a swirling orb of magical force that periodically another from the disadvantage), you may make an attack
expels arcane energy. When you cast this orb, you may use a of opportunity against them.
reaction for it to emit an arcane explosion centered on the Heightened. For every spell level above the chosen
orb itself, as the spell arcane explosion. aspect’s level, you may grant the benefits to two allies.
ASPECT ARRAY For example, heightening the Cheetah aspect to 3rd level
allows you to grant the bonus to up to 4 allies (often called
1st-level transmutation [array]
Aspect of the Cheetah Pack).
Casting Time: 1 action
Range: Personal (Self) AVATAR FORM
Components: V, S 3rd level evocation
Duration: Concentration, up to 10 minutes or special Casting Time: 1 action

PAGE | 215 CHAPTER 11: SPELLS


Components: S, V which point the target reappears in the space it left or in the
Range: Self nearest unoccupied space if that space is occupied.
Duration: 1 minute If the target is native to a different plane of existence than
You invoke great powers to shroud your form in pure magic. the one you’re on, the target is banished with a faint popping
Depending on your spellcasting class, you become attuned noise (even if not a fiend, celestial, or bound), returning to its
to different powers, granting you an array of abilities. While home plane once the saving throw fails. It is not fully sent
in this form, you gain the following abilities based on your back until 1 minute of passes with your concentration. If
spellcasting class. your concentration breaks before the minute passes, the
target reappears in the space it left or in the nearest
• You speak one language (if you don’t already speak it).
unoccupied space if that space is occupied. Otherwise, the
• You gain resistance to one damage type.
target doesn't return.
• You add your spellcasting ability modifier to the total
damage or healing you deal with your spells. This is BANSHEE’S CURSE
applied once per spell (regardless of number of hits or 3rd-level necromancy [sigil] [curse]
strikes). If you can already apply it, you can apply it again. Casting Time: 1 action
The extra damage must be the same type you are attuned Range: 60 feet
to. Components: V, S
Avatar form is a spell that acts differently depending on Duration: Up to 1 minute
your class (if you have multiclassed, choose one form when You suffuse the regretful curse of the banshee on a target
preparing this spell). If you have access to one of the below within range. Make a ranged spell attack against the target.
spell lists, you count as being that class for this spell’s On a hit, the target takes 3d4 damage. The damage is half
purpose (such as Demon Hunters and Warlocks). shadow, and half thunder. At the beginning of every round,
the caster must succeed on a sigil roll to affect the target
again.
Class Spell Language Attune Damage Archetype Also, so long as the spell is active, the target must roll a d6
List
whenever they declare an action. On a result of a 2 or lower,
Death Necril Shadow —
Knight
the action fails. On a result of 3 or higher, the action takes
Paladin Celestial Holy — place as normal. This effect cannot trigger more than once
Priest Celestial/ Necril/ Holy/ Psychic/ Holy/ Shadow/ per round.
Shath’yar Shadow Death If the ranged spell attack misses, the spell deals half the
Warlock Eredun Fel initial damage and has no other effect.
BANISHMENT Heightened. The damage increases by one dice per every
2nd-level abjuration spell level above 3rd.

Range: 60 feet BARRIER WARD


Components: V, S 1st-level abjuration
Duration: Concentration, up to 1 minute Casting Time: 1 action
One fiend, celestial, bound, or conjured creature you target Range: 30 feet
must make a Charisma saving throw. On a failure, you shunt Components: V, S
them with abjuration magic to a transitory state, causing Duration: 1 minute
them to become ethereally unstable (becoming restrained, You create a barrier of magical force that can abjure a
and gaining resistance to all damage). At the end of the specific creature type you designate when casting the spell
duration (if you were able to concentrate for an entire (such as undead, humanoids, or dragons). This creature type
minute), they are banished to their original plane of cannot pass the barrier, attack through it, cast spells
existence. The creature may attempt a Strength saving through it. The barrier can be drawn as a line 10 feet wide,
throw at the beginning of its turn every round to suppress 10 feet tall, and 1 foot thick, or as a circle with a radius of 10
the restrained condition for 1 round. feet. The barrier can be destroyed or forced through.
Heightened. If heightened to level 4, you can target other
creatures as well as fiends and celestials. For every spell • Destroyed. The barrier has 10 hit points and damage
level above 4th, you may also target one additional creature threshold equal to 1. If the targeted creature types attempt
per spell level. to cast a spell on a creature on the other side of the ward,
If the target is native to the plane of existence you’re on, the ward loses 3 hit points per spell level (or 1 hit point if
you banish the target to a harmless demiplane. While there, the spell is a cantrip). If it blocks the spell, it has no other
the target is incapacitated instead of being ethereally effect (such as absorbing a slow spell). If the spell deals
unstable. The target remains there until the spell ends, at damage, it can deal it to the barrier ward normally.

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• Forced Through. The creature can force its way through
the barrier by will or power, rolling a Spirit or Strength
saving throw against your spell DC. A creature attempting
to force its way through must spend an action or bonus
action. A creature can attempt to force through only once
per round. A creature has advantage to this saving throw if
it was attacked from the other side of the barrier.

When you have the spell active, you can use an action (and
be treated as if you are channeling the spell) to give the
barrier one of the following benefits.

• Reflective. If the ward is damaged, you can spend a


reaction to deal one-half of the damage it took to the
attacker or another creature within 5 feet. The ward can
only reflect damage to the same side it is facing. You must
succeed on a spell attack against the target you choose to
deflect the damage to. If the ward was destroyed by an
attack, it does not reflect damage.
• Resilient. The barrier ward gains resistance to all damage.

Whenever you use an action to channel the spell


(regardless of which benefit you choose), the barrier regains
5 hit points per spell level if it is below its maximum hit
points.
The barrier can be transparent or easily seen (such as
glowing, floating runes).
Heightened. For every spell level above 1st, the barrier
gains 10 additional hit points, the damage threshold
increases by 1, and it regenerates 5 additional hit points
when you concentrate on it.
Special. By increasing the casting time to 1 minute, using
a material component to draw a line (to set the barrier’s area
on) and reducing the range to Touch, you can contain the
barrier spell, increasing its duration to 1 hour. The seal or
line automatically concentrates on resisting damage without
your action, but is automatically dispelled if a creature
spends a bonus action to disrupt the seal (such as by
scattering the salt or wiping the chalk that formed the
circle). A creature that has failed to force its way against the
ward cannot disrupt the seal.

BERSERKER RAGE
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet (one creature)
Components: V, S, M (a red napkin)
Duration: Special, up to 1 minute
You cause one creature to go into a murderous rampage.
The target must succeed on a Stamina saving throw or else
gains the following benefits. A willing creature can choose to
fail on the saving throw.

• They have advantage on Strength checks and Strength


saving throws.

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• When they make a melee weapon attack using Strength, The spell cannot be overwhelmed with one attack. If
they gain a bonus to the damage roll equal to their reduced to 0 temporary hit points with one attack, the spell
proficiency bonus. ends with 1 hit point instead. This can occur only once for
• They have Resistance to bludgeoning, piercing, and every instance of the spell being cast.
slashing damage. You cannot include yourself in this spell’s targets. You can
• The target is treated as if distracted for the purposes of channel this effect instead of merely concentrating, during
spellcasting (DC is equal to your spell DC). which the shields regain 5 hit points per round of
channeling. If you cannot maintain line of sight to a shielded
The rage ends early if the target is knocked unconscious,
ally, the effect fades from them (but returns should they
or if their turn ends without being attacked or attacking a
return to your line of sight). A creature affected by this spell
hostile creature, or if not taking at least one point of damage
cannot benefit from it again for 24 hours.
in that turn.
Heightened. For every spell level above 6th, the number
The benefits of this spell are not gained if the target is
of temporary hit points increases by 2d8
wearing heavy armor.
A creature affected by this spell makes another Stamina BIND
saving throw at the end of its turn. On a successful save, the 1st-level abjuration (ritual)
effect ends for it. If the rage continues for more than two Casting Time: 20 minutes
rounds, the creature gains one level of exhaustion at the end Range: 60 feet
of the rage. Components: V, S, M (bond payment, see below)
A creature cannot benefit from this spell more than once per Duration: Special
their own proficiency bonus per every long rest. You bind a creature from the type related to your
BIG BAD VOODOO spellcasting list (see Conjuring and Binding under your
6th-level abjuration class) with a maximum Challenge equal to the spell's level.
At the completion of casting, the target must make a
Casting Time: 1 action
Charisma saving throw. On a failed save, the target creature
Range: 30-foot-radius sphere, centered on you
is bound to serve you, either for the duration of a chosen
Components: V, S
task or a certain amount of time. You may also release it (see
Duration: Concentration, up to 1 minute
unrestricted below).
You raise your hand, and are summon the strength of
The binding effect is not permanent, however. When
powerful Loa spirits. Choose up to six creatures in a 30-foot-
casting the binding spell, you may choose in which way the
radius sphere centered on you, granting them 6d8
bond will be broken between you and the servitor.
temporary hit points so long as the spell is active.
Furthermore, the temporary hit points can also be spent to • Bonded for a Task. You may bond a creature for a task you
absorb spells (3 hit points per spell level). specify (such as retrieving information, casting a spell,
If the shield manages to absorb all damage from an effect stealing an object, or helping you clear a dungeon) with the
or absorb a spell, the warded creatures are protected against parameters you specify. Upon completion of the task, the
any secondary effects (as if immune). This can be bond lessens, and the creature returns to its native realm
determined after a saving throw. (or to its original form). If you specified reporting back as
part of its bond, it cannot return unless it reports to you the
results of its task. The creature can wait until it is certain
beyond reasonable doubt that you cannot (or will not)
return, at which case it returns to its original realm.
• Bonded for a Duration. If the creature is bound to serve for
a specific pre-determined duration (such as 1 day, week, or
a year and a day), and is automatically freed after the
duration ends (as described above). Examples of a
duration is guarding you for a time, providing council for a
time, or providing a sustained service (such as scouting
duties).
• Unrestricted. You may give the creature its own bond,
effectively freeing it to enter your current realm without a
directive. This option is usually taken if you have other
methods of controlling the bound creature, or if you wish
for it to cause blind havoc.

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creature. If the creature was bound for a duration instead of
BINDING COST a task, the payment changes.
Duration Cost This can take the form of anything, such as valuable gems
1 day 10% binding cost for an earth elemental, a relic of that cost for a celestial, or a
1 week 50% binding cost necromantic crystal or onyx gems for undead.
1 month 100% binding cost
1 year 200% binding cost
If the creature was brought about by another spell (such
as the conjure spell), it can be a valid target for this spell (the Creatures whose interests align with yours may halve or
creature is still entitled a saving throw, although the waive the payment entirely. A non-hazardous task is also
creature must be within range for the entire casting time). A usually halved.
successful binding breaks the conjure effect, and makes the The payment is also influenced by the place and
creature effectively present, giving it abilities and removing circumstances of bonding (a blessed place might reduce the
restrictions the Conjure spell place on it. If you were the one cost of binding a Celestial), while a horde of mindless
who cast the Conjure spell, the maximum duration of the undead may require only living sacrifices to serve. This is
Conjure spell extends to match the casting time of the Bind determined by the DM (negotiating for the other side).
spell. You still lose concentration, however, and the target is You can have multiple bonded creatures, but no more than
free-willed while the Bind spell is being cast. double your level at the same time. Excess creatures are
Presence. A bound creature is not treated as if conjured. automatically freed from their bonds, and may choose to
It can conjure other creatures if able, is not connected return to their normal plane (of conjured) or become
telepathically to you, is nor automatically friendly to you or unrestricted. You are always aware of how tenuous your
your allies, nor can it be dispelled with dispel magic or hold is on your bound creatures and whether a creature
similar effects. Its presence is complete, and it is treated as breaks free or not.
an independent character. They can die (granting XP to Note. This spell is also known as enslave undead or
whoever defeats them) and gain XP by themselves (allowing enslave demons (when used against existing undead and
them to level up, possibly beyond the ability of the binding fiends, respectively), and Create Undead when used to bind
spell to contain them). Despite the fact that they are not permanent undead.
automatically friendly, they cannot refuse a direct order from This spell can only command or bind creatures that
you, or take direct action against you if they were bonded for already stand before you.
a task or a time. Unrestricted creatures are not limited this BLESSING ARRAY
way, and may take direct action against you, or return 2nd-level transmutation [array, blessing]
whenever they wish.
Casting Time: special (half movement)
Negotiations. Depending on your relationship with the
Range: Touch
servitor, the bound creature may attempt to break free of the
Components: V, S
binding after it is successfully established (either by
Duration: 5 minutes
convincing you that it is in your best interests, or conspiring
You gain one blessing of the below array.
to aid another force to hurt or blackmail you to release the
spell). You can re-negotiate the terms of the binding by re- • Blessing of Sacrifice (level 1). This potent blessing
casting the spell so long as it hasn't ended yet. If the terms creates a spiritual connection between you and the subject.
become more difficult, bonded creatures usually take this Each time the subject takes hit point damage, half of it
negatively, perverting your intent, twisting your words to transfers to you. If you and the subject move out of range
achieve a different outcome, or similar mischief. of each other, the spell ends immediately. The halved
A bound creature shows recognizable signs of being damage is not counted as if resistance, but does not stack
bonded to you, either by a mark, tattoo, chains, bracers (or with it. The target and you must be within clear,
any form stated by you or determined by the setting—for unobstructed vision and within 15 feet of one another.
instance, elementals of Warcraft usually bear binding • Blessing of Might (level 2). You gain supernatural
bracers them). awareness of the vulnerabilities in your enemies. You gain
A creature already bound by another can still be subject to +2 bonus to damage rolls. While under the benefits of this
this spell, which requires three opposed spellcasting checks blessing, your pupils dilate, but are not any more sensitive
to break the first binding (or repel the attempt). to light than usual. This is an aura effect.
Bond Payment. It is costly to establish a bond with a • Blessing of Wisdom (level 2). This powerful blessing aids
creature. The creature requires a material component equal spellcasters, aiding their mana expenditures in battle. For
in cost to 100 gp per Challenge of the creature, which is the duration of the blessing, the target’s spells cost one
consumed (if a consumable) or claimed (if not) by the less mana point (minimum 1). This does not stack with
other reductions, but can stack with Seal of Insight.

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• Blessing of Protection (level 3). This potent blessing Components: V, S, M (a drop of dried blood or sand)
protects the target. The target gains the effect of a Divine Duration: Concentration, up to 1 minute
Shield spell. However, the spell ends for the target if they Choose a willing creature you can see within range. Until
attack or cast any spell. the spell ends, the target is immune to fear, has + 2 to AC,
• Blessing of Kings (level 4). You or any target creature advantage on Agility saving throws, and can make an
gains +2 to all d20 rolls until the duration of the spell ends. additional action on each of its turns, and gains temporary
This applies to attack rolls, saving throws, skill checks, hit points equal to your spellcasting modifier.
and ability checks. This action can only be used for the attack (one weapon
• Heightened. Blessing of Might. For each level above 2nd, attack only), Dash, Disengage, Hide, or Use Object action.
you add + 1 to the damage roll increase, to a maximum of When the spell ends, the target can’t move or take actions
+ 5. until after its next turn.

BLINK STEP BRILLIANCE AURA


2nd-level conjuration 4th-level transmutation [aura]
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Personal Range: 15- foot-radius sphere, centered on you
Components: V Components: V, S
Duration: Instantaneous Duration: Concentration (partial), up to 10 minutes
You shunt yourself dimensionally, teleporting yourself to an A pulsing aura of cerulean power radiates from you in an
unoccupied spot in within 30 feet. You cannot teleport aura with a 15-foot radius. Until the spell ends, the aura
yourself to an area you cannot see, or into an object. moves with you, centered on you. Choose up to two allied
You may also teleport others with you, but each additional creatures in range. For the duration of the aura, and so long
creature halves the distance remaining, and must be within as the creatures are both friendly and within range, the
touch range from you. mana spell cost for their spells is reduced by 1 (minimum 1).
Special. This spell may also be cast as a reaction. In this Heightened. For every spell level above 4th, you may
case, casting it when being hit gives you resistance to all benefit an additional creature. At spell level 8, the mana cost
damage as well as teleports you. is reduced by 2 points instead (minimum 1).

BLIZZARD ESSENCE SEAL


3rd-level evocation [channel] 2nd-level abjuration [ritual]
Casting Time: 1 action Casting Time: 10 minutes
Range: 150 feet, in a 15-feet-wide, 60-feet-high cylinder. Range: Touch
Components: V, S, M (crushed glass and water) Components: V, S, M (Focus crystal that costs 50 gp)
Duration: Channeling, up to 1 minute Duration: 10 minutes or until discharged
You whisper the magic words, and a cold light emanates You draw an essence-capturing magic circle or seal and
from your hands. A freezing cloud materializes 40 feet above designate a single creature type.
the target, raining down shards of ice and heavy snow, If a creature from the type you designated is reduced to 0
dealing 4d6 points of damage in the area for every round of hit points within 10 feet of the seal (or any surface you
channeling. The damage is half cold, and half slashing inscribe it upon), they must succeed on a Spirit saving throw
damage, with an Agility saving throw to half damage. or else have its essence absorbed. The creature must have a
Creatures that fail their saving throw for half damage also Challenge equal to or less than double the spell level.
have their speed reduced by 10 feet. If a creature’s essence is absorbed, it cannot be revived or
The heavy snow and hail obscures all sight, including resurrected, and any creature attempting such effects must
darkvision, beyond 5 feet. The cloud can deal damage to succeed on an opposed spell attack roll against your spell
creatures flying under it as well, and imposes the same attack bonus. On a success of two out of three attempts, the
obscuration to sight to creatures below the cloud. As a essence is released and the target can be revived or
bonus action, you can move the cloud that calls down the resurrected. On a failed attempt, the caster can no longer
blizzard up to 30 feet. attempt to contest control again. An immortal creature or a
Heightened. Per level above 3rd, add one dice of damage creature that can reform from death (such as demons,
per every spell level above 3rd level. liches, or ghosts) that are sealed cannot reform until the seal
is broken.
BLOODLUST
The focus crystal can be destroyed to release the
3rd-level transmutation
creature’s essence (as an item with hit points equal to 10
Casting Time: 1 action times the spell’s level). The exorcism spell deals double
Range: 30 feet

PAGE | 220 CHAPTER 11: SPELLS


damage to focus crystals, but only to release the creature their lost life force to you. You regain hit points equal to one-
imprisoned. half the damage dealt by the spell in the same round.
Depending on the creature type, the focus crystal has
CHAOS BOLT
different names.
1st-level evocation
• Soul Gem. This focus crystal holds the essence of a Casting Time: 1 action
humanoid, giant, beast, fey, monstrosity, plant, or dragon. Range: 60 feet
This can fuel necromancy engines. Components: V, S
• Elemental Gem. This focus crystal holds the essence of an Duration: Instantaneous
elemental. This can fuel elemental engines. You throw a greenish-violet bolt of crackling chaotic
• Quintessence. This focus crystal holds the essence of an energies. Make a ranged spell attack on a target within
aberration, fiend, celestial, or undead. Quintessence can be range. Targets struck by this bolt suffer 2d8 fel damage.
consumed to restore 1d8 hit points (or 1d4 mana points) If the target is already subjected to an active sigil spell, you
per Challenge of the creature. This causes immense may force the target to suffer a sigil pulse as if one round
supernatural suffering for the creature, and releases it passed (does not require a sigil roll to maintain).
from the focus crystal. If resurrected, the target requires Heightened. When cast as a 2nd level spell or higher, the
double the normal amount of rest for resurrection damage increases by 2d8 for each spell level above 1st.
sickness. Special. This spell costs one less mana point if you spend
Oozes and constructs cannot be affected by this spell. a Soul Shard.
There are other mechanisms to release an imprisoned CHARM
essence besides resurrections, such as the shaman’s release 1st-level enchantment
elementals ability for elemental gems.
Casting Time: 1 action
Special. If the spell is cast ritually, and if you expend
Range: 60 feet
double the normal mana cost, the target creature type
Components: V, S
suffers disadvantage to their saving throw, and any attempts
Duration: 1 hour
to release the essence by opposed rolls has disadvantage.
You attempt to charm one creature you can see within
CARRION SWARM range. When preparing this spell, you can choose to be able
3rd-level evocation [sigil] to charm your creature type, beasts, or one creature type
Casting Time: 1 action your class can bind (see binding under spellcasting).
Range: Personal (Self) It must make a Spirit saving throw, and does so with
Components: V, S, M (a corpse or egg of a beetle, spider, or advantage if you or your companions are fighting it. If it fails
other vermin) it is charmed by you until the spell ends or until you or your
Duration: Up to 1 minute companions do something harmful to it. The charmed
You release a torrent of poisonous spiders, beetles and other creature regards you as a friendly acquaintance. When the
vermin from hand to bite and infest your opponents. Each spell ends it knows it has been charmed. This only affects
creature in a 30-foot cone must make a Stamina saving the creature type specified by the spell (a Charm Undead
throw, or take 3d8 bludgeoning, piercing, and slashing cannot also charm a humanoid).
damage on a failed save, or half as much damage on a Heightened. When cast as a spell of 2nd level or higher,
successful saving throw. you can target one additional creature for each spell level
At the beginning of every round, the caster must succeed above 1st. They must be within 30 ft. of each other when you
on a sigil roll to affect the targets again (even if they are no target them. You can instead choose to target one additional
longer within the normal range). creature type to the charm spell instead (Charm Person at
Also, as long as the spell is active for that target, they are level 2 can be Charm Person and Elementals).
considered poisoned until the beginning of their turn in the COMBUSTION
next round. 5th-level evocation
Whenever a creature dies while being poisoned by this
Casting Time: 1 action
spell, a carrion beetle is conjured where they once stood
Range: 60 feet
(exploding from the corpse). The DM has the carrion
Components: V, S
beetle’s statistics.
Duration: Instantaneous
Heightened. The damage increases by one dice per every
You invoke a combustion in a target within range. Make a
spell level above 3rd.
ranged spell attack on a target within range. On a success,
Special. If you are a corporeal undead, you may target one
the target combusts, suffering 8d8 fire damage.
creature that suffers under this sigil, and transfer some of

PAGE | 221 CHAPTER 11: SPELLS


If the target is already subject to an active sigil spell, you CONJURE
may cause up to two sigils to pulse at once (as if two rounds 1st-level conjuration (transmutation if constructs or plants,
have passed, no check required). necromancy if undead)
If the target is already burning, they take triple the normal Casting Time: 1 minute (or 1 action if creature is a beast,
fire damage and suffer one level of exhaustion instead fey, or plant)
(Stamina saving throw halves the extra damage and negates Range: 30 feet
the exhaustion). Components: V, S, M (a focus related to the creature, or an
If the ranged spell attack misses, the spell deals half the object of specific rarity).
initial damage and has no other effect. Duration: Concentration, up to 1 hour
CONSECRATION/DESECRATION When preparing this spell, you must choose a specific
2nd-level evocation creature type tied to your spellcasting list (see Conjuring and
Binding under your class’s spellcasting entry). You can
Casting Time: 1 action
conjure a creature of that type when casting this spell.
Range: 30 feet
Choose one of the following options when preparing this
Components: V, S
spell:
Duration: Concentration, up to 1 minute
You call upon the Holy Light to sanctify an area of a 15-foot • One creature of Challenge 1/2 (or half the spell's level)
sphere. Any creature who is hostile to the Holy Light suffers • Two creatures of Challenge 1/4 (or quarter the spell's
2d8 points of holy damage if they are in the area when the level)
spell is cast, or if they end their turn in the area, or if they • Four creatures of Challenge 1/8 (or the spell's level
enter the area (but cannot take the damage more than once divided by 8)
per round). If the creature is neutral towards the Holy Light
You may also choose to prepare this spell to conjure a
as a doctrine, they take only half damage. If the creature is a
specific creature or suite of identical creatures, in which
fiend or undead, they take half extra damage, and move at
case, you can double the Challenge rating above (but cannot
half normal speed so long as they are in the area.
choose other creatures, even of the same creature type). For
Furthermore, for the duration of the spell, the area of
instance, a mage can conjure elementals. If not specifying a
effect is treated as hallowed (as per the spell
specific elemental (minor water elemental), the mage can
hallow/unhallow, but cannot bind an extra effect to the area).
conjure any creature from the elemental creature type.
Heightened. The damage increases by 1d8 per level.
Spellcasters that conjure specific creatures also usually have
Special. When cast by a Death Knight or a priest that
a connection to them (friendship or mutual
follows the Lich King or demonic forces (such as high-level
acknowledgement).
acolytes), this deals shadow damage instead, targeting those
When casting this spell, the creature appears in an
hostile to their faith. The increased effect is dealt to
unoccupied space you can see in range, and is friendly to
celestials and those who directly channel the Holy Light.
you and your companions for the duration. Roll initiative for
This is then called Desecration.
the creature, which has its own turns. The creature can
CONCENTRATION AURA telepathically understand any command, and will execute
4th-level abjuration [aura] them (no action required by you), so long as it doesn't violate
Casting Time: 1 bonus action its alignment or nature.
Range: Self (15-foot radius) If you don’t issue any commands to the creature, it
Components: V defends itself from hostile creatures but otherwise takes no
Duration: Concentration (partial), up to 1 hour actions. The telepathy only functions if you maintain line of
A mantle of warm serenity radiates from you in an aura with sight to the creature or if you remain within 100 feet. A
a 15-foot radius. Until the spell ends, the aura moves with conjured creature is dimensionally unstable, and cannot
you, centered on you. Each allied creature in the area gains conjure or summon others (including via abilities such as
advantage on Stamina saving throws to maintain their the Shadow’s ability to spawn new shadows) even if they
concentration on spells. have spells that normally allow them to, and despite them
Aura Spike. Causing this aura to spike allows you to add obeying their conjurer’s commands, they take their own
+4 bonus to a Stamina saving throw to maintain a spell to actions and are controlled by the DM when not told specific
any allied creature in the aura (including yourself). instructions (such as which spells or ability to use, etc.).
Heightened. If this spell is cast as a 5th level spell, the Once the duration of the spell ends or the creature is
bonus to the Stamina saving throw is a +5 bonus instead. reduced to 0 hit points, the magic dissipates. If the focus was
Note. This spell suppresses and is suppressed by the an object (such as a couch targeted with animate
distraction aura spell. constructs), it resumes the object’s original purpose.

PAGE | 222 CHAPTER 11: SPELLS


If you cease concentrating on this spell or if your This totem otherwise functions as all other totem spells
concentration breaks before the duration ends, the creature and the Conjure.
(or creatures) becomes independent in its actions, and is Heightened. The Challenge of the elemental increases
controlled by the DM. Typically this means that undead and described under the Conjure spell.
elementals rampage and attack without discrimination;
CONJURE STRIKE [LEVEL 1]
constructs and plants act like the objects of their focus; fey
1st-level conjuration (transmutation if constructs or plants,
and animals defend themselves and seek refuge; and
necromancy if undead) [Strike]
celestials and fiends promote their far-reaching aims.
An independent creature can be controlled again by Casting Time: 1 action and 1 bonus action
casting the spell again on them, or by compelling it with Range: 30 feet
other means, such as Charm or Dominate spells. The spell Components: V, S
remains until the duration of the spell ends. If the spell is Duration: Instantaneous, up to 1 minute (riding effects)
dispelled, the creature(s) all disappear at once. Preparing this spell requires that you also prepare the
Heightened. The maximum Challenge of conjured conjure spell. When casting this spell, choose one creature
creatures increase, multiplied by the spell's level. If you can conjure. You can manifest a single action from the
heightening the option that summons specific creatures, you creature you would have conjured, which spends its action
may summon additional numbers (Conjure Fiend: Imp may and fades away at the end of your turn in the same round.
only conjure imps, but if heightened to 3rd level, it conjures The creature still acts as if conjured for this specific action
3 imps at once). (in other words, you cannot conjure a creature to summon
Material Component. The spell requires a material other creatures). The partially-manifested creature can
component or focus that is related to the conjured creature. appear as its full form or only the part that is attacking (such
A celestial may require a page from a holy book, a fire as a bear making a multiattack flurry or a pair of claws
elemental may require burning incense, and a focus for the emerging from nothing). The manifestation can be attacked,
magic is required with undead, constructs, and plants of but does not occupy a space (and can share the space of
similar size (corpses or disembodied limbs, tables or chairs, another creature).
and trees or bushes, respectively). The DM describes the If the action done by the creature has a duration (such as
required material component for spells that conjure specific casting a spell), it fades after 1 minute, regardless of its
creatures. original duration. If the action done by the creature is limited
Note. The conjured creature is not an actual creature, but in times it can be used (such as once/rest), you retain the
is more a spell construct animated by the creature's same limitations when you use this spell again until you
personality (formed of magic, ectoplasm, or temporarily choose to fully conjure the creature and dismiss it.
bonded to the realm). Killing it does not reward XP or hurt it Heightened. This spell must be heightened to the same
in any real way. If you wish to conjure a permanent and 'real' level of the conjure spell used.
ally, see the Bind spell. If choosing a focus material for a CORPSE EXPLOSION
construct, the object may not be harder than iron, 2nd-level necromancy
sophisticated in design (such as a gadget or vehicle), hold
Casting Time: 1 bonus action
anything within (such as a chest), or nailed into place (such
Range: 30 feet
as a door or treehouse). If the creature destroyed is a plant
Components: S
or construct, the magical energies draw the remains back to
Duration: Instantaneous
where the original object stood and attempt to reform the
You suffuse a nearby corpse or an undead creature that
focus (though it might look damaged), moving at a speed of
serves you (conjured, but not bonded) with unholy energies,
20 per round.
filling it with so much corruption that it explodes in a 10-foot
CONJURE ELEMENTAL TOTEM radius sphere. Creatures in the affected area can make an
3rd-level abjuration [totem] Agility saving throw. On a failed saving throw, they take 4d8
Casting Time: 1 action damage and are poisoned for one minute. The damage is
Range: 30 feet half poison, and half shadow. On a successful saving throw,
Components: V, S they take half damage and are not poisoned.
Duration: 1 minute An exploded corpse is desecrated and difficult to raise or
Once you place this totem, you may conjure an elemental of animate, and requires that they be healed up to half the
your choice of Challenge 1/2 within 5 feet of the totem. This damage dealt by corpse explosion. A corpse cannot be
acts as the Conjure spell, where the totem does the targeted more than once with the same spell.
concentration. If you prepare this spell to conjure a specific Heightened. You may deal an additional 2d6 damage per
elemental (such as water or earth elementals), the Challenge every spell level above 2nd.
becomes 1 instead.

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COUNTER SHOT
1st-level transmutation [shot]
Casting Time 1 reaction
Range Maximum range of ranged weapon
Components S, M (ranged weapon)
Duration Instantaneous
Reaction. A creature within range targets you with a ranged
attack or casts a spell.
Make a ranged weapon attack roll against the creature
that provoked the counter shot. The DC to concentrate on a
spell is increased by 5 points from its normal DC.
Note. Unlike most shot and strike spells, this does not cost
a bonus action, and costs a reaction instead.

CRIPPLE
5th-level necromancy
Range: 60 feet.
Components: V, S
Duration: Concentration, up to 1 minute.
You cripple any living target within range. Make a ranged
spell attack. On a success, the target takes -2 to AC and to
Agility saving throws, can’t use its reactions, and may make
either an action or a bonus action every turn (not both).
Regardless of the creature’s abilities, it may only make one
melee or ranged attack on its turn, and they deal only half
damage with weapon attacks that use Strength or Agility.
If the creature attempts to cast a spell with a casting time
of 1 action, roll a d20. On an 11 or higher, the spell doesn’t
take effect until the creature’s next turn, and the creature
must use its action on that turn to complete the spell. If it
can’t, the spell is wasted. At the end of each of the target’s
turns, it can make a Stamina saving throw against the spell.
On a success, the spell ends.

CRUSADER AURA
3rd-level abjuration [aura]
Casting Time: 1 bonus action
Range: Self (15-foot radius)
Components: V
Duration: Concentration (partial), up to 1 hour
Invigorating energies radiate from you in an aura with a 15-
foot radius. Until the spell ends, the aura moves with you,
centered on you. All allied creatures within the aura’s range
increase their movement speed by 10 feet, and are
automatically stabilized when reduced to 0 hit points.
Aura Spike. Causing this aura to spike allows you
designate any number of creatures in your aura that have
been reduced to 0 hit points and stabilized, and heal them all
1 hit point. This healing does not affect undead or
constructs.
Note. This spell suppresses and is suppressed by the
unholy aura spell.

CURSE OF AGONY
2nd-level necromancy [sigil] [curse]

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Casting Time: 1 action Creatures that can speak uncorrupted Eredun are immune
Range: 60 feet to the effects of this spell.
Components: V, S
CURSE OF WEAKNESS
Duration: Up to 1 minute
3rd-level necromancy [curse]
You curse one living target within range with searing agony,
setting their nervous system ablaze. Make a ranged spell Casting Time: 1 action
attack against the target. On a hit, the target suffers 2d4 fel Range: 60 feet
damage. At the beginning of every round, the caster must Components: V, S
succeed on a sigil roll to affect the target again.Also, so long Duration: Concentration, up to 1 hour
as the spell is active, the target is treated as if they gained a Upon casting this spell, you must succeed on a ranged touch
level of exhaustion for one round (even if they are normally attack to affect a target. On a successful hit, you may curse
immune to the condition, so long as they are living) until the them with weakness. The target deals only half damage with
beginning of their turn in the next round. If the ranged spell weapon and spells attacks (indirect damage such as sigils,
attack misses, the spell deals half the initial damage and has bleeding effects, and other abilities are unaffected).
no other effect. CYCLONE
Heightened. The damage increases by one dice per every 3rd-level evocation
level above 2nd.
Casting Time: 1 action
Special. Whenever the sigil roll succeeds, the target takes
Range: 60 feet, in a 10-feet-wide, 30-foot-high cylinder.
1d4 additional damage the next round. This stacks up to a
Components: V, S
number of d4s equal to the spell level.
Duration: Concentration, up to 1 minute
CURSE OF SHADOWS You target one creature in the area to be affected by a
5th-level necromancy [sigil] [curse] powerful cyclone of rising winds. The creature, once
Casting Time: 1 action affected, is entitled an Agility saving throw to be unaffected
Range: 60 feet and be moved out of the cylinder radius (to any direction
Components: V, S chosen). If the character cannot move away, it is affected
Duration: Concentration, up to 1 hour regardless, but takes half damage from any falls or cyclone
Upon casting this spell, you must succeed on a ranged touch damage.
attack to affect a target within range. On a successful hit, you The creature targeted rises vertically so long as you are
may curse them with the inability to quickly heal. The target concentrating on the spell, and remains in the middle of the
receives only half (-50%) the normal amount of healing from cyclone (15 feet in the air). At the end of each round, the
spells and effects that restore hit points. This includes creature may make another Agility saving throw to escape
regeneration and similar effects, doubling the duration the cyclone, falling out of it and halving fall damage. The
between healing (alternatively, halving the healing gained). creature cannot otherwise move away, unless they can fly
Alternatively, this spell can weaken the target’s mana and succeed in an Acrobatics check against your spell DC,
restoration, affecting mana points instead. or manage to latch onto a nearby surface and succeed on an
Athletics check. If they attempt to cast spells, they are
CURSE OF TONGUES treated as if distracted, and all attacks made by them are
3rd-level necromancy [curse] made with concealment from the winds. Only one creature
Casting time 1 action can be held by the cyclone at any given time.
Range: 60 feet You may use your action to drop the original target
Components: V, S creature and lift another one, or to toss the creature.
Duration: 1 hour Dropping a Creature. Dropping a creature forces the
You target one target within range with the curse of tongues, original target to suffer fall damage from its midair height
stealing their voice and causing them to speak in no other (15 feet for medium creatures, or 1d6 fall damage) and
language than the dark tongue of Eredun. On a failed Spirit subjects another within the cyclone’s area of effect to being
saving throw, the target is cursed, causing them to speak lifted by the cyclone.
only Eredun. Tossing a Creature. Tossing a creature with cyclone’s full
Any spell that has a verbal component requires double the power raises them to the maximum height (30 feet for
normal time to cast. If the target is a good-aligned character, medium creatures) and drops them from that height to any
they take 1 point of Psychic damage whenever they speak area within 15 feet away. A successful Agility saving throw
Eredun. This damage is inflicted once per round of speech. when hurled halves the fall damage and drops the creature
Special. Due to the effect being temporary, there is no risk at any chosen point between the target area and the
of losing Spirit points by being forced to speak in Eredun. cyclone’s area.
As a bonus action, you can move the cyclone up to 30 feet.

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Special. Depending on the creature’s size, the cyclone’s Invoking the power of death, you bring the living closer to
strength is affected. the end, and invigoration to the unholy or undead. The
Using an action to toss the target instead doubles their creature you target regains a number of hit points equal to
midair height (to the maximum height allowed by the spell) 1d8 + your spellcasting ability modifier if they are undead or
for every action spent. fiends. If you target a living or celestial creature, they take
For example, small and tiny creatures are lifted 20 and 30 damage equal to the hit points they would normally gain as
feet into the air once caught by the cyclone, respectively, shadow damage. If you target an unwilling creature, you
while large creatures are only lifted 10 feet. If tossing a tiny require a ranged spell attack.
creature, it is sent instantaneously, while a large creature Constructs gain no effect from this spell.
needs an additional round to toss them 30 feet away (one Heightened. The healing increases by 1d8 per level above
round to elevate them to 20 feet, and another to elevate 1st.
them to 30 and toss them).
DEATH PACT
1st-level necromancy
Size Midair Height Casting Time: 1 action
Tiny 30 ft. Range: 30 feet
Small 20 ft.
Components: V, S
Medium 15 ft.
Duration: Instantaneous
Large 10 ft.
Huge 5 ft. You siphon death magic from an allied undead or fiendish
creature within range. The target loses 10 hit points, which
Heightened. You may target another creature in your you regain as hit points. The target (if intelligent) is entitled
cyclone effect and increase the midair height by 5 feet per a Spirit saving throw to negate this effect. If the creature is
every two spell levels above 3rd. All creatures must be at reduced to 0 hit points, it is destroyed as normal for its type.
least 10 feet within reach of one another to be affected in an Alternatively, you may gain 2 mana points instead. If the
ongoing cyclone effect. Tossing or dropping a creature spell is cast for mana, it costs none by itself.
requires an action for each target. Heightened. For each level above 1st, you may drain 10
additional hit points per level or 2 extra mana points.
DEATH AND DECAY
5th-level necromancy [channel] DEMON SKIN
1st-level conjuration
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V, S, M (a dead rose) Range: Personal (Self)
Duration: Channeling, up to 1 minutes Components: V, S, M (grounded tooth dust)
Negative energy infuses a cylinder 15 feet side 60 feet Duration: 1 hour
high. Living creatures age rapidly, as skin sags and flesh You touch a willing creature who isn’t wearing armor, and
sloughs off bones. Structures wither and collapse, suffering until the spell ends, the target’s skin becomes ragged and
the effects of decades within few seconds. solid.
All living creatures and structures in the area take 6d6 The target’s base AC becomes 13 + its Dexterity modifier,
points of shadow damage per round of channeling. Each and gains 3 temporary hit points for the duration of the spell.
creature can make a Stamina saving throw to half damage So long as at least 1 temporary hit point remains, you have
dealt. Creatures that fail their saving throw to half damage vulnerability against holy damage.
also have their speed reduced by half. The spell ends if the target dons armor or if you dismiss
The spell deals normal damage to any structure in contact the spell as an action.
with the ground when the spell is cast, and every round until Heightened. When you cast this spell as a 2nd level spell
the spell ends. See Chapter 8: Adventurers for structure or higher, a target’s temporary hit points increases by an
damage. additional 3 for each spell level above 1st.
Heightened. The spell deals an additional 1d6 for every DEMONIC DOOM
spell level above 5th. 9th-level conjuration [sigil]
DEATH COIL Casting Time: 1 action
1st-level necromancy [healing] Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: Up to 1 minute
Components: V, S You curse the target with a terrible fate as fel-fire begins to
Duration: Instantaneous burn them from the inside-out. Make a ranged spell attack

PAGE | 226 CHAPTER 11: SPELLS


against any target within range. The target suffers 9d6 fel DEVOTION AURA
damage, and is suffused with fel-fire for one minute. At the 1st-level abjuration [aura]
beginning of every round, the caster must succeed on a sigil Casting Time: 1 bonus action
roll to affect the target again. Range: Self (15-foot radius)
Also, so long as the spell is active, the spell has advantage Components: V
to any check to avoid being dispelled. Duration: Concentration (partial), up to 1 hour
If the ranged spell attack misses, the spell deals half the Protective energies radiate from you in an aura with a 15-
initial damage and has no other effect. foot radius. Until the spell ends, the aura moves with you,
If the creature dies while under the effects of demonic centered on you. Each allied creature in the area reduce the
doom, its corpse is destroyed, and a column of fire appears, number of hit point damage they take from weapon attacks
dealing the original sigil damage in 10 feet, centered on the 1. This cannot reduce the damage below 1 point.
corpse. A doomguard is conjured on the spot of its death, A hostile creature can negate this effect if they succeed on
and it remains for a minute. The DM has the Doomguard's a Spirit saving throw if they are within the aura’s area.
statistics. By default, it is uncontrolled, requiring the Charm Heightened. For each spell level above 1st, allied
or Dominate Fiends spell to control. creatures in the aura’s area of effect take 1 less point of
Special. A doomguard is only summoned if the targeted damage (up to 5 less points of damage at spell level 5).
creature is of CR 2 or higher. Note. This spell suppresses and is suppressed by the
DENOUNCE abandonment aura spell.
2nd-level abjuration DISTRACTION AURA
Casting Time: 1 reaction 4th-level abjuration [aura]
Range: 60 feet Casting Time 1 bonus action
Components: V, S Range Self (15-foot radius)
Duration: Instantaneous Components V
Reaction. A creature within range is hit with a critical hit Duration Concentration (partial), up to 1 hour
You may cast this spell as a reaction against any creature hit An unnatural deathly buzz radiates from you in an aura with
with a critical hit. Make a ranged spell attack against the a 15-foot radius. Until the spell ends, the aura moves with
attacker. On a success, their hit then is no longer a critical you, centered on you. Each hostile creature in the area suffer
hit. disadvantage on Stamina saving throws to maintain their
Heightened. If heightened to 4th level, you have concentration on spells. A creature can negate this effect if
advantage on the required spell attack. they succeed on a Spirit saving throw once within the aura’s
DETONATE MANA area.
4th-level evocation Aura Spike. Causing this aura to spike forces a single
hostile creature in the aura that already failed the saving
Casting Time: 1 action
throw to act as if they were distracted for the purposes of
Range: 30 feet
spellcasting.
Components: V, S
Note. This spell suppresses and is suppressed by the
Duration: Instantaneous
concentration aura spell.
You target an area with a 10-foot sphere of black-purple anti-
magic. Where the sphere explodes, all creatures that can use DIVINE SHIELD
mana lose 1d4 + 1 mana points, and take 2 arcane damage 2nd-level abjuration
for every mana point lost. Casting Time 1 action
If the creature loses more than 3 mana points this way, Range Personal (Self)
they are subjected to a dispel magic effect (spell level equal Components V, S
to the Detonate Mana spell level – 2). Duration Concentration, up to 1 minute
Heightened. The number of mana points drained You raise your hand, and are protected by the grace of the
increases by 1d4 points per every two levels above 4 (2d4 + Holy Light. A powerful shielding ward protects you, granting
1 at level 6). you 4d8 temporary hit points so long as the spell is active.
Special: Demons always have active mana, and can Furthermore, the temporary hit points can also be spent to
always be targeted with mana burn. If they have no mana, absorb spells (3 hit points per spell level).
they still take 2 points of arcane damage per potential mana If the shield manages to absorb all damage from an effect
burn point. or absorb a spell, you are protected against any secondary
effects (as if immune). This can be determined after a saving
throw.

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The spell cannot be overwhelmed with one attack. If DRAIN LIFE
reduced to 0 temporary hit points with one attack, the spell 4th-level necromancy [channel]
ends with 1 hit point instead. This can occur only once for Casting Time: 1 action
every instance of the spell being cast. Range: 60 feet
Heightened. For every spell level above 2nd, the number Components: V, S
of temporary hit points increases by 2d8. Duration: Channeling, up to 1 minute
DOMINATE You can siphon life force from others to heal your wounds by
5th-level enchantment tethering their life-force to yours, causing a stream of life-
force to surge. Make a spell attack against a creature within
Casting Time 1 action
60 feet. On a hit, the target takes 4d4 fel damage, and you
Range 60 feet
regain hit points equal to half the amount of fel damage
Components V, S
dealt. The stream of life may be blocked by losing line of
Duration Concentration, up to 1 minute
sight or effect, or moving at least 60 feet away from the
You attempt to beguile a creature you can see within range.
target, at which case the spell is dispelled. Medium
When preparing this spell, you can choose to be able to
creatures or smaller cannot block the stream, but Large
dominate humanoids, beasts, or one creature type your class
creatures generally do, as well as anything that blocks
can bind (see binding under spellcasting).
magical vision or effect (such as a sheet of lead, etc.).
It must succeed on a Spirit saving throw or be dominated
Heightened. When you cast this spell as a 5th level spell
by you for the duration (as Charm). If you or creatures that
or higher, the damage increases by 1d4 for each spell level
are friendly to you are fighting it, it has advantage on the
above 4th.
saving throw.
While the target is dominated, you have a telepathic link DRAIN MANA
with it as long as the two of you are on the same plane of 4th-level necromancy [channel]
existence. You can use this telepathic link to issue Casting Time: 1 action
commands to the creature while you are conscious (no Range: 60 feet
action required), which it does its best to obey. You can Components: V, S
specify a simple and general course of action, such as attack Duration: Channeling, up to 1 minute
that creature, run over there, or fetch that object. If the You shoot your hand forward, and drain mana from your
creature completes the order and doesn't receive further target, drawing it out from their eyes, nose, and mouth in
direction from you, it defends and preserves itself to the best blue rope-like streams.
of its ability. The target of this spell loses 2d4 mana points every round,
You can use your action to take total and precise control of while you gain half the mana taken. The stream may be
the target. Until the end of your next turn, the creature takes blocked by losing line of sight or effect (as Drain Life), at
only the actions you choose, and doesn't do anything that which case the spell is dispelled. Creatures the caster’s size
you don't allow it to do. During this time you can also cause or smaller cannot block the stream, but creatures larger
the creature to use a reaction, but this requires you to use than they generally do. Mana restored this way cannot
your own reaction as well. exceed your maximum mana points.
Each time the target takes damage, it makes a new Spirit You may also use this to push a number of your own mana
saving throw against the spell. If the saving throw succeeds, points at the same rate. Unlike most mana-restorative
the spell ends. This only affects the creature type specified effects, drain mana has no limit of once per hour.
by the spell (a Dominate Undead cannot also dominate a Heightened. You increase the mana stolen by 1d4 mana
humanoid). points for every two spell levels heightened (and mana
Special. If choosing to affect beasts only, the spell’s level regained, as appropriate).
is decreased to 4th level instead, as their minds are more
malleable. EARTHBIND TOTEM
Heightened. When you heighten this to a 6th-level spell, 4th-level evocation [totem]
the maximum duration becomes 10 minutes. This increases Casting Time: 1 action
to 1 hour to 8 hours as 7th and 8th spells, respectively. Range: 30 feet
For each spell level the dominate spell is heightened, you Components: V, S
can add one additional creature type to the dominate spell Duration: 1 minute
(level 6 dominate can dominate humanoids, elementals, or Once you place this totem, you may use a reaction to target
undead for up to 10 minutes). any creature within 90 feet of it with the effect of Earthbind,
as the spell of the same name. The totem automatically
concentrates on any target you choose.
This totem otherwise functions as all other totem spells.

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EARTHQUAKE
5th-level evocation
Casting Time 1 action
Range 100 feet
Components V, S, M (a pinch of dirt, a piece of rock, and a
lump of clay)
Duration: Concentration, up to 1 minute
You create a seismic disturbance at a point on the ground
that you can see within range. For the duration, an intense
tremor rips through the ground in a 30-foot-radius circle
centered on that point and shakes creatures and structures
in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each
creature on the ground that is concentrating must make a
Stamina saving throw. On a failed save, the creature’s
concentration is broken. When you cast this spell, and at the
end of each turn you spend concentrating on it, each
creature on the ground in the area must make an Agility
saving throw. On a failed save, the creature is knocked
prone. This spell can have additional effects depending on
the terrain in the area, as determined by the DM.
Fissures. Fissures open throughout the spell’s area at the
start of your next turn after you cast the spell. A total of 1d6
such fissures open in locations chosen by the DM.
Each is 10 feet deep, 5 feet wide, and 20 feet tall. A creature
standing on a spot where a fissure opens must succeed on a
Dexterity saving throw or fall in. A creature that successfully
saves moves with the fissure’s edge as it opens. A fissure
that opens beneath a structure deals 10 points of damage to
it (see structures below). Depending on the geological
presence under the earth, the fissure can act differently, but
in all cases, the fissures close at the end of the spell:

• Fissures: Volcanic. If the fissure is over a volcanically-


active region (as adjudicated by the DM), the fissures shoot
out lava instead of opening cracks in the earth. The
fissures instead create a shallow pool of rapidly-cooling
lava that deals 2d10 points of fire damage at the beginning
of the creature’s turn every round.
• Fissures: Geysers. If the fissure is over a geyser-active
region (as adjudicated by the DM), the fissures shoot out
hot water instead of opening cracks in the earth.
• Fissures: Underground Water. If the fissure is over
underground water reservoirs, the fissures reveal water
instead if the depth of the fissure reaches it, and it arises to
fill the fissure itself. On average, most underground water
is 50 feet deep, but it sometimes reaches more (up to 100
feet) in arid regions.

Structures. The tremor deals 10 bludgeoning damage to


any structure in contact with a fissure opened by the spell
and at the start of each of your turns until the spell ends,
regardless of environment (although lava deals extra
damage). This stacks with the damage the structure would
take if a fissure opens beneath it. If a structure drops to 0 hit

PAGE | 229 CHAPTER 11: SPELLS


points, it collapses and potentially damages nearby temporary hit points). The target must be within melee
creatures. A creature within half the distance of a structure’s reach.
height must make a Dexterity saving throw. On a failed save, • All. You may gain resistance against the damage (only if
the creature takes 5d6 bludgeoning damage, is knocked the armor’s element matches the damaging element). This
prone, and is buried in the rubble, requiring a DC 20 reduces the temporary hit points by 5.
Strength (Athletics) check as an action to escape. The DM • Frost or Lightning only. The target is chilled for one
can adjust the DC higher or lower, depending on the nature round.
of the rubble. On a successful save, the creature takes half • Fire only. Target is scorched for one round.
as much damage and doesn’t fall prone or become buried.
Heightened. The temporary hit points increase by 5 for
Heightened. When cast as an 8th level spell, the range of
every level above 1st.
the spell increases to 500 feet, and the radius of the spell
becomes a 100-foot-radius circle. ELEMENTAL SHOCK
The depth of the fissures created by the spell become 1st-level evocation
1d10 x 10 feet deep, and their area becomes 10 feet wide. Casting Time: 1 action
Furthermore, the fissures extend from one edge of the Range: 60 feet
spell’s area to the opposite side, instead of being 20 feet tall. Components: V, S
A fissure that opens beneath a structure causes it to Duration: Instantaneous, plus 1 round
automatically collapse. The tremor also deals 50 damage Make a spell attack roll at a target within range. You blast
per round until the spell ends, instead of 10. A lava fissure’s the target with a burst of elemental energy, dealing 2d8
area expands to the entire area instead. damage from any of elemental damage type you choose
EARTH SHIELD (chosen from acid, cold, fire, or lightning). Furthermore,
2nd-level transmutation [sigil] depending on the damage type you choose, the target also
suffers a secondary effect if they fail a Stamina saving throw.
Casting Time: 1 action
Range: 60 feet • Earth (acid). The target is pushed 10 feet in any direction
Components: V, S you choose.
Duration: Up to 1 minute • Fire (fire). The target is scorched for until the beginning of
You conjure a shield of earth to guard and protect a creature your turn in the next round.
within range. The target gains resistance against the first • Frost (cold). The target is chilled for until the beginning of
weapon attack they take in a combat round. At the beginning your turn in the next round.
of every round, the caster must succeed on a sigil roll to • Storm (lightning). The target takes disadvantage to attack
affect the target again. rolls until the beginning of your turn in the next round.
Also, so long as this sigil is active, the target also gains a
Heightened. The initial damage increases by 2d8 per level
+2 bonus to their AC. The reduction to damage is an aura
above 1st.
effect.
Special. This spell costs one less mana point than normal
Heightened. For each spell level above 2nd, you gain
for its spell level.
resistance to another attack taken in the same combat
round. ELEMENTAL SHOCK TOTEM
3rd-level abjuration [totem]
ELEMENTAL ARMOR
1st-level abjuration Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action
Components: V, S
Range: Self
Duration: 1 minute
Components: V, S, M (an object struck by the element)
Once you place this totem, you may use a reaction to target
Duration: 1 hour
any creature within 30 feet of it with a blast of elemental
A protective magical field surrounds you, manifesting as a
energy, as the spell elemental shock.
spectral element. You can choose to make the armor Fire,
This totem otherwise functions as all other totem spells.
Frost, or Lightning.
Special. This spell costs one less mana point than normal
You gain 5 temporary hit points for the duration of the
for its spell level.
spell. If a creature hits you with a weapon or spell attack
while these hit points remain, they may manifest one of the ELEMENTAL TONGUE
following effects: 1st-level evocation [strike]

• All. The attacker takes 1 point of elemental per point of Range: Self
damage they deal (maximum equal to the remaining Components: V, S
Duration: 1 minute, or one use (whichever comes first)

PAGE | 230 CHAPTER 11: SPELLS


You may apply this strike to any melee weapon attack. This EXPLOSION
deals additional 1d6 damage, chosen from any type of 1st-level evocation
elemental damage. This deals an additional effect as Casting Time: 1 action
Elemental Shock. Range: 30 feet
Heightened. You deal an additional 1d6 elemental Components: V, S, M (empty egg shell)
damage or one additional use from any of the above Duration: Instantaneous, or up to 3 rounds
elements per level above 1st. You draw power into the material, and then release it to
ENTANGLING ROOTS explode either instantaneously or delayed for up to three
1st-level conjuration rounds. This explosion deals 2d6 concussive damage in a
10-foot radius sphere and knocks them prone. If a creature
Casting Time: 1 action
passes an Agility saving throw, they take only half damage
Range: 60 feet
and are not knocked prone.
Components: V, S
The explosion also releases a splash of damage beyond
Duration: Concentration, up to 1 minute
the explosive’s area, dealing 2 point of damage of the same
By targeting one creature within range, you sprout thorny
type 5 feet away from the blast. A successful Agility saving
vines and weeds that constrict on them. The creature must
throw against this effect negates the damage entirely.
succeed on a Strength saving throw or else be restrained by
Heightened. For each level above 1st, you add an
the entangling weeds so long as you concentrate. While the
additional 1d6 damage (and one additional point of splash
creature is restrained, they take 1d4 damage every round
damage).
(the type is either piercing, slashing, or bludgeoning).
Special. When preparing the spell, you can instead make
They may use an action every round to make a Strength
the explosion deal fire, cold, lightning, or acid damage.
check against your DC again. On a success, it frees itself,
and the plants wilt away. FADE
Heightened. The damage dealt increases by 1d4 per level 1st-level illusion
above 1st and can entangle another creature within 5 feet. Casting Time: 1 action
EXORCISM Range: Touch
2nd-level evocation Components: S
Duration: Concentration, up to 1 minute
Casting Time: 1 action
A creature you touch camouflages with its surroundings. At
Range: 30 feet
the start of the creature’s turn, and before it moves, the
Components: V, S
target can Hide, even when directly observed. If the creature
Duration: Instantaneous
moves, casts a spell, or attacks, it must attempt to Hide
You call upon the Holy Light (or forcefully draw out fel or
again.
shadow magic) to harm fiends or undead. Make a ranged
spell attack. If the target is a fiend or undead, they take 4d10 FEAR WARD
holy damage. 1st-level abjuration [totem]
If the target is a creature under a possession or Casting Time: 1 action
possession spell by an undead or fiend, only the possessing Range: 15 feet
creature takes the damage, and the victim may re-roll Components: V, S
against the possession effect with advantage. Duration: 1 minute
If the target is charmed or dominated by an undead or Once you place this totem, it emits an aura with a reaction.
fiend, or is a conjured or bound undead, the target creature This aura spreads in a 15-foot pulse, granting all allies
may (instead of being damaged) have the spell dispelled if it advantages to saving throws versus fear effects.
is of a spell level 2nd or lower. If higher, you must succeed
on a spellcasting ability check against a DC of 10 + spell FIRE NOVA
level. 3rd-level evocation
Alternatively, if the target is an unrestrained conjured Casting Time: 1 action
creature, the exorcism spell can send it back to its origin Range: Personal (self)
plane if the target fails a Charisma saving throw. If it Components: V, S
succeeds, you may still deal damage to it on a successful Duration: Instantaneous
spell attack. You release a burst of flame in the area, creating a burning
Heightened. The damage increases by 2d10 for each spell sphere centered on you, igniting the very air around you. Any
level above 2nd. creature within a 20-foot radius sphere suffer 8d6 fire
damage, and are entitled an Agility saving throw to half
damage. The heat spreads around corners. You may exclude

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a number of potential targets from being affected by the Heightened. The healing increases by 1d4 for each level
spell equal to your spellcasting ability score modifier. The above 1st.
chosen creatures automatically succeed on their saving
FLASH OF SHADOW
throws against the spell, and they take no damage if they
1st-level evocation [healing]
would normally take half damage on a successful save. This
stacks with similar features. Casting Time: 1 reaction or bonus action
Also, if a target struck by this spell has been harmed by Range: 60 feet
the elemental shock (fire) or fire bolt spells and failed their Components: V, S
saving throw to half damage, they take extra damage equal Duration: Instantaneous
to the spell level on the start of their round, and are Reaction: A creature in range is hit with an attack, or a
scorched for one round. living creature moves within range.
Heightened. When you cast this spell as 4th level spell or A creature of your choice that you can see is healed 1d4 +
higher, the initial damage increases by 1d6 per spell level your spellcasting modifier if it is an undead or fiend. If the
above 3rd. target is a living or celestial creature, the target takes the
damage specified as shadow damage. This has no effect on
FIRE NOVA TOTEM constructs.
5th-level evocation [totem] If you target an unwilling creature, you require a ranged
Casting Time: 1 action spell attack.
Range: 30 feet Heightened. The healing increases by 1d4 for each level
Components: V, S above 1st.
Duration: 1 minute
FREEZING SPHERE
Once you place this totem, you may use a reaction to have it
2nd-level evocation
release the effects of a 3rd level Fire Nova, as the spell of the
same name. Neither you nor your totems can be harmed by Casting Time: 1 action
this ability. Range: 30 feet
Components: V, S, M (small crystal sphere)
FLARE Duration: Instantaneous, or up to 1 minute.
2nd-level evocation You create a frigid globe of transparent blue ice brimming
Casting Time: 1 action with elemental energies. Once you cast this spell, you can
Range: Maximum range of ranged weapon retain the globe or throw it up to the range of the spell,
Components: V, S, M (ranged weapon) causing it to explode in a 10-foot radius sphere. The
Duration: 1 minute explosion releases a burst of numbing cold. All creatures in
You shoot a blazing projectile that arcs through the air, to the area must succeed on a Stamina saving throw or take
any point within range. the projectile sheds medium light for 4d8 cold damage in the area on a failed saving throw, or half
its active duration, removing most conditions that allow a the normal amount passing the save. If the globe strikes a
creature to hide and revealing what is in the location (such body of water or a liquid with similar freezing points, the
as darkness or light mist). This spell dispels a 10-foot cube spell freezes the liquid within its active radius to a depth of 6
of fog or mist (or attempts to as dispel magic, if a fog cloud inches for 1 minute. Creatures that were swimming or that
spell is at its level or higher). were in the water at the moment must succeed on an
additional Strength saving throw as an action versus your
FLASH OF LIGHT
spell DC or be restrained.
1st-level evocation [healing]
You can throw the sphere further than the spell's normal
Casting Time: 1 reaction or bonus action range by retaining it and releasing it via a sling with an
Range: 60 feet attack action (up to the sling's normal range). After 1 minute
Components: V, S of being conjured, the sphere shatters.
Duration: Instantaneous Heightened. When cast as a 3rd level spell, the damage
Reaction. a creature in range is hit with an attack, or an increases by 2d8 per level above 3rd. When heightened to
undead or fiend moves within range. 4th level, the range increases to 100 feet, and the radius
A creature of your choice that you can see is healed 1d4 + increases to 20 feet. When heightened to 6th level, the range
your spellcasting modifier. If the target is an undead or increases to 300 feet, and the radius increases to 30 feet.
fiendish creature, the target takes the damage specified as When heightened to 8th level, the range increases to 400
holy damage. This has no effect on constructs. feet, and the radius increases to 40 feet.
If you target an unwilling creature, you require a ranged Special. The spell can freeze damaging surfaces (such as
spell attack. fires and liquids) that deal less damage on average than the
spell itself. Since lava deals 20d6 points of fire damage

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(average 70), only a level 8 Freezing Sphere (average 72) Any spell of 3rd level or lower cast from outside the
can freeze a surface of lava. barrier can't affect creatures or objects within it, unless the
spell higher leveled.
FROST BOLT
Such a spell can target creatures and objects within the
Evocation cantrip
barrier, but the spell has no effect on them. Similarly, the
Casting Time: 1 action area within the barrier is excluded from the areas affected
Range: 60 feet by such spells.
Components: V, S Heightened. When you cast this spell as a spell of 5th
Duration: Instantaneous level or higher, the barrier blocks spells of one level higher
You use your action to fire a bolt of frost at a creature you for each spell level above 4th.
can see. Make a ranged spell attack. On hit, the target takes
1d8 cold damage, and is chilled for 1 round. HAMMER OF JUSTICE
The spell's damage increases by 1d8 when you reach 5th 2nd-level evocation
level (2d8), 11th level (3d8), and 17th level (4d8). Casting Time: 1 bonus action
Range: Self
FROST NOVA
Components: V
3rd-level evocation
Duration: 1 minute, or two uses (whichever comes first)
Casting Time: 1 action You may apply this strike to any melee weapon attack. On a
Range: 150 feet successful damage roll, the target of this ability must
Components: V, S, M (drop of water) succeed on a Stamina saving throw or else be stunned until
Duration: Instantaneous the beginning of their turn in the next round.
You release a burst of frost in the area, creating a freezing
blast centered on the point you specify in range. Any HAMMER OF WRATH
creature within a 20-foot radius sphere suffer 8d6 cold 2nd-level evocation [strike]
damage and the chilled condition, and are entitled an Agility Casting Time: 1 reaction
saving throw to half damage (a successful save negates the Range: 60 feet
condition). The cold spreads around corners. Components: V
Heightened. The damage increases by 1d6 for each level Duration: Instantaneous
above 3rd. Reaction. A creature is reduced to below one-half hit points
Make a melee weapon attack roll against a creature within
FROSTFIRE BOLT
60 feet as if they were in melee range. A spectral version of
1st-level evocation
your weapon flies ahead and strikes the foe at a distance,
Casting Time: 1 action dealing damage equal to your normal melee attack, plus an
Range: 60 feet additional 2d8 thunder damage.
Components: V, S Heightened. The extra thunder damage increases by 1d8
Duration: Instantaneous, plus 3 rounds for each level above 2nd.
You shoot a bolt of blue fire and red ice at a single enemy
within range. Make a ranged spell attack, and on a success, HALLOW/UNHALLOW
the target takes 2d6 damage. The damage is half fire, and 5th-level evocation
half cold. The target is also chilled for three rounds. Casting Time: 24 hours
Heightened. The damage increases by 1d6 fire and 1d6 Range: Touch
frost each level above 1st. Components: V, S, M (500 gp in oils and incense, which the
spell consumes)
GLOBE OF INVULNERABILITY
Duration: Until dispelled
4th-level abjuration
You touch a point and infuse an area around it with holy (or
Casting Time: 1 action unholy, ancient, or elemental) power. The area can have a
Range: Self radius up to 60 feet, and the spell fails if the radius includes
Components: V, S, M (a glass or crystal bead that shatters an area already under the effect a hallow spell. Depending
when the spell ends) on your casting class, you can rely on one power. You may
Duration: Concentration, up to 1 minute repeat a hallowing on another area within the radius of the
An immobile, faintly shimmering barrier springs into original hallow, in which case the chained spell costs less
existence in a 10-foot radius around you and remains for the materials (375 gp per 60 feet of hallowed ground).
duration. Druids rely on the power of ancients; priests can rely on
holy or unholy power; paladins rely on holy power; death
knights rely on unholy power; and shamans rely on

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elemental power. The affected area is subject to the • Elemental Activity (Elemental power only). The
following effects. hallowed area is attuned to elementals. It is treated as an
First, celestials, elementals, fey, fiends, or undead (chosen inverted magic circle, but only for the purposes of binding
by the caster) can’t enter the area, nor can such creatures elementals. If convinced to perform a task that serves the
charm, frighten, or possess creatures within it. Any creature elemental powers, you gain advantage to Charisma checks
charmed, frightened, or possessed by such a creature is no to convince them, and the gold cost for the spell is reduced
longer charmed, frightened, or possessed upon entering the by three-fourths.
area. You can exclude one or more of those types of • Everlasting Rest. Dead bodies interred in the area can’t
creatures from this effect. If such barred creature attempts be turned into undead.
to enter the area, it must succeed on three Charisma saving • Extradimensional Interference. Affected creatures can’t
throws. If it fails on two saving throws, it cannot attempt re- move or travel using teleportation or by extradimensional
entry for one week. or interplanar means so long as they are within the area.
Second, you can bind an extra effect to the area. Choose • Fear. Affected creatures are frightened while in the area.
the effect from the following list, or choose an effect offered • Silence. No sound can emanate from within the area, and
by the DM. Some of these effects apply to creatures in the no sound can reach into it.
area; you can designate whether the effect applies to all • Tongues. Affected creatures can communicate with any
creatures, creatures that follow a specific deity or leader, or other creature in the area, even if they don’t share a
creatures of a specific sort, such as orcs or trolls. When a common language.
creature that would be affected enters the spell’s area for the
Special. When hallowing inside a building, the spell’s
first time on a turn or starts its turn there, it can make a
effects are limited by it, becoming a shapeable spell. So long
Charisma saving throw. On a success, the creature ignores
as the spell’s area of effect fills at least half the building, it
the extra effect until it leaves the area.
can be treated as affecting all of it.
• Bloom (Ancient power only). The area blooms of plant
HEALING STREAM
life. It creates materials for herbalism and alchemy (equal
3rd-level evocation [healing]
to half the material components consumed by the spell),
and it can support large trees. This can be even used in Casting Time: 1 action
hostile environments (such as deserts or in the Outland), Range: 60 feet
but it is more easily dispelled (dispeller gains advantage to Components: V, S
dispel). Duration: Instantaneous
• Blight (Unholy only). The area is blighted to kill plants You may target a single creature with a chained healing
and corrupt all life. It loses three-quarters of all herbalism spell. The target is healed 5d8 hit points, and the spell’s
and alchemy materials, and sterilizes the land (as if salted). effects are then transferred (and diminished) to another
In a blighted area, undead can rest and restore hit dice creature you choose within 30 feet of the original target. The
normally without using magic or special abilities (such as secondary target heals 3d8 hit points, and the effect arcs
cannibalism or vampirism). Binding undead in an area of again, losing two dice for each target after the first (until it
blight costs only one-half the normal cost. reaches 0d8). This spell has no effect on constructs and
• Blessed (Holy only). The area is blessed to provide all undead.
allied creatures with the benefits of the Bless spell Heightened. The healing increases by 1d8 for each level
(useable up to three times at any given 24 hours). above 3rd.
• Courage. Affected creatures can’t be frightened while in HEALING STREAM TOTEM
the area from any source. 5th-level evocation [totem] [healing]
• Darkness. Darkness fills the area. Normal light, as well as
Casting Time: 1 action
magical light created by spells of a lower level than the
Range: 30 feet
level you used to cast this spell, can’t illuminate the area.
Components: V, S
• Daylight. Bright light fills the area. Magical darkness
Duration: Concentration, up to 1 minute
created by spells of a lower level than the level you used to
Once you place this totem, you may use your reaction every
cast this spell can’t extinguish the light.
round to cause it to emit healing energies as the spell
• Energy Protection. Affected creatures in the area have
Healing Stream of 3rd level; you may choose the targets of
resistance to one damage type of your choice, except for
the spell.
bludgeoning, piercing, or slashing.
• Energy Vulnerability. Affected creatures in the area have HEALING WARD
vulnerability to one damage type of your choice, except for 1st-level evocation [totem] [healing]
bludgeoning, piercing, or slashing. Casting Time: 1 action
Range: 30 feet

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Components: V, S the target can make another saving throw. On a success, the
Duration: 1 minute spell ends on the target.
Once you place this totem, you may use your reaction every Special: If choosing to exclusively affect beasts, the spell’s
round to cause it to emit healing energies, restoring 1 hit level is decreased to 1st level instead, as their minds are
point per round to all creatures within 30 feet. This healing more malleable.
acts exactly as normal healing from the Holy Light spell. Heightened. When you cast this spell as a 3rd level spell
Heightened. The ward heals one additional hit point, or or higher, you can target one additional creature for each
remains for one additional minute per spell level spell level above 3rd. They must be within 30 ft. of each
other when you target them. You can instead choose to
HEX ARRAY
target an additional creature type to the hold spell instead
1st-level transmutation [array]
(Hold Person at level 2 can be Hold Person and Elementals
Range: 60 feet at level 3).
Components: V, S
Duration: Instantaneous HOLY FIRE
You inflict one hex of the below array. 2nd-level evocation [sigil]
Casting Time: 1 action
• Death Hex (level 1). You place a curse on a creature that
Range: 60 feet
you can see within range. Until the spell ends, you deal an
Components: V, S
extra 1d6 shadow damage to the target whenever you hit it
Duration: Up to 1 minute
with an attack. Also, choose one ability when you cast the
A blast of holy fire burns a creature within range, creating a
spell. The target has disadvantage on ability checks made
pulsing blaze within their very spirit that throws off their
with the chosen ability. The duration of this effect is
aim.
Concentration, up to 1 hour. You can maintain this hex
Make a ranged spell attack against the target. On a hit, the
and use another in the same array.
target is affected by the holy fire, taking 2d4 holy damage. At
• Fortune (level 1). As the Bless spell.
the beginning of every round, the caster must succeed on a
• Love Hex (level 1). As the Charm spell, but can affect any
sigil roll to affect the target again.
creature type, so long as that finds you attractive.
Also, so long as the spell is active, the target takes double
• Misfortune (level 1). As the Bane spell.
damage against the smite cantrip if you cast it. If the ranged
• Dream Eat (level 2). You can deal 2d6 psychic damage to
spell attack misses, the spell deals half the initial damage
a sleeping target per spell level, healing one-half the
and has no other effect.
damage you deal. If the target dies from this, they are
Heightened. The damage increases by one dice per every
instead trapped in eternal sleep (this is treated as a curse
level above 2nd.
effect. Breaking the curse awakens the target normally).
Special. This may be cast as unholy fire, dealing shadow
• Bone Lock (level 3). As the slow spell.
damage instead.
• Spell Steal Hex (level 5). As the Spell Steal spell. This
still requires you to prepare the dispel magic spell. HOLY LIGHT
1st-level evocation [healing]
Heightened. Death Hex. When you cast this spell as a
spell of 3rd, you can maintain your concentration on the Casting Time: 1 action
spell for up to 8 hours. When you cast this as a 5th level Range: 30 feet
spell, you can maintain your concentration on the spell for Components: V, S
up to 24 hours. Duration: Instantaneous
With the grace of the Holy Light, you bring life to the living,
HOLD and harm to the unsanctified. The creature you target
2nd-level enchantment regains a number of hit points equal to 1d8 + your
Casting Time: 1 action spellcasting ability modifier. If you target an undead or a
Range: 60 feet fiend with this ability, they take holy damage equal to the hit
Components: V, S, M (a small, straight piece of iron) points they would normally gain. If you target an unwilling
Duration: Concentration, up to 1 minute creature, you require a ranged spell attack.
You attempt to hold a creature you can see within range. Constructs gain no benefit from this spell.
When preparing this spell, you can choose to be able to hold Heightened. The healing increases by 1d8 per level above
one creature type your class can bind (see binding under 1st.
spellcasting) or your own creature type.
HOLY NOVA
It must make a Spirit saving throw. If it fails, it is
3rd-level evocation
paralyzed until the spell ends. At the end of each of its turns,
Casting Time: 1 action

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Range: Personal (Self) Casting Time: 1 action
Components: V, S
Duration: Instantaneous
You release a burst of holy energy a 30-foot radius sphere
centered on you. All living allies are healed 3d8 hit points,
while all living enemies take 3d4 holy damage.
Creatures harmed by this spell are entitled a Spirit saving
throw to half damage. The light spreads around corners.
Fiends and undead take the damage in d8 instead of d4.
Heightened. The healing increases by 1d8, and the
damage by 1d4 for each level above 3rd.

HOLY SHOCK
2nd-level evocation [healing]
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You release a burst of energy that heals or harms. You may
target a creature as a ranged spell attack. On a success, it
either regains 2d8 hit points, or is dealt the same amount of
holy damage. This can only heal the living, but can also deal
damage to them if you wish. On a ranged dice result of 18 to
20, this is considered a critical hit and either heals or harms
double normal damage. Constructs gain no benefit from this
spell.
Heightened. The healing increases by 1d8 per two levels
above 2nd.

ICE BLOCK
4th-level abjuration [channel]
Casting Time: 1 reaction or 1 action
Range: Personal (Self)
Components: V, S
Duration: Channeling, up to 1 hour
Reaction. You are targeted with an attack or harmful effect.
You become encased in a block of ice, protecting you from
damage. A thick block of ice protects you, granting you 6d6
temporary hit points so long as you channel the spell.
Furthermore, you gain resistance to all types of damage but
fire, as well as immunity to cold damage, which is applied
before being counted against the temporary hit points.
If the block manages to absorb all damage from an effect,
you are protected against any secondary effects (as if
immune).
While encased in ice and concentrating, you are
incapacitated. When the ice is destroyed or when you cease
channeling, you may cast any spell as a bonus action or a
reaction (so long as its normal casting time is 1 action or
quicker).
Heightened. When heightened, the temporary hit points
increase by 2d6 per every spell level above 4th.

ICY TOUCH
1st-level evocation

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Range: Touch
Components: V, S
Duration: Instantaneous
You reach forward, freezing your target’s joints and breath.
Make a melee spell attack against a creature you touch. If
you succeed, the target takes 3d6 cold damage, and is
chilled for one round.

IMMOLATION AURA
2nd-level abjuration [aura]
Casting Time: 1 action
Range: Personal (Self)
Components: V, S
Duration: Concentration(partial), up to 1 hour
You surround yourself with a burning green fire that reaches
5 feet away. For the duration of the aura, any creature that
attacks you with a weapon in reach of the aura or who
begins its round within range takes 2d6 fire damage, with an
Agility save to halve damage.
You may also use a bonus action on your turn to add half
the spell’s damage dice to a successful attack. This is a
strike effect.
Heightened. The damage dealt by your aura increases by
1d6 per level above 2nd.

IMMOLATE
1st-level evocation [sigil]
Range: 60 feet
Components: V, S
Duration: Up to 1 minute
You infuse your target with flickering green hellfire. Make a
ranged spell attack against a creature within range.
On a hit, the target is affected by the spell, taking 1d6
damage. This damage is treated as both fire and fel. At the
beginning of every round, the caster must succeed on a sigil
roll to affect the target again.
Also, so long as the spell is active, the target suffers -4 to
the first saving throw they make until the beginning of their
turn in the next round. If the ranged spell attack misses, the
spell deals half the initial damage and has no other effect.
Heightened. The damage increases by one dice per spell
level above 1st.

INFERNO BLAST
4th-level evocation [sigil]
Casting Time: 1 action
Range: 60 feet
Duration: Up to 1 minute
You infuse your target with pure arcane flame. Make a
ranged spell attack against a creature within range. On a hit,
the target is affected by the spell, taking 4d6 fire damage. At
the beginning of every round, the caster must succeed on a
sigil roll to affect the target again.
Also, so long as the spell is active, the blast from the spell
target's splashes on the area around the target. All creatures

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adjacent to the target take half the initial damage the target Special. If the victim of this spell is targeted with any
takes. If the ranged spell attack misses, the spell deals half water or cold spell or effect, the lava solidifies, inflicting the
the initial damage and has no other effect. chilled condition increased damage from elemental shock.
Heightened. The damage increases by one dice per spell
LIFE TAP
level above 4th.
2nd-level necromancy
INNER FIRE Casting Time: 1 action
1st-level transmutation Range: Personal (Self)
Casting Time: 1 action Components: V, S, M (Drop of the caster’s blood)
Range: 30 feet Duration: Instantaneous
Components: V, S You draw a drop of blood, and sacrifice your life-force for
Duration: 5 minutes mana. You lose one-fourth your maximum hit points and
A wreath of faith burns within a creature you designate regain up to one-fourth your maximum mana points. You
within range. The creature gains +1 bonus to damage rolls, may benefit from this spell only once every hour, as a mana-
and their armor increases by 1. This is an aura bonus. restorative effect.
Heightened. You can increase the bonus to AC and Special. This spell does not cost mana.
damage rolls by + 1 each for every two spell levels above 1st
LIGHTNING BOLT
(up to a +3 bonus to AC and damage rolls at spell level 5).
3rd-level evocation
INVOKE ELEMENTS Casting Time: 1 action
Evocation cantrip Range: Personal (Self), 100-foot line, or 100 feet (one
Casting Time: 1 action creature), see description
Range: 30 feet Components: V, S, M (a bit of fur and a rod of amber,
Components: V, S crystal, or glass)
Duration: Instantaneous Duration: Instantaneous
You can create one of the following effects: A stroke of lightning forming a line of 100 feet long and 5
You create a tiny, harmless illusion that predicts the feet wide blasts out from you in a direction you choose. Each
weather for the next 24 hours; your voice booms three times creature in the line must make an Agility saving throw. A
as loud; you conjure a spark of lightning or flame that can creature takes 8d6 lightning damage on a failed save, or half
light or snuff a small campfire, torch, or candle; cause such as much damage on a successful one.
flames to flicker and change color for 1 minute; you cause Alternatively, you may cause the lightning bolt to lance
harmless tremors for 1 minute; you chill, warm, a small and jump between multiple targets instead of affecting
amount of liquid, or freeze it for 1 minute. creatures in a line. The spell affects up to two targets within
You can have up to three of these 1-minute effects active at 150 feet. Creatures struck by this take the damage as
once. normal.
The lightning ignites flammable objects in the area that
LAVA BURST aren’t being worn or carried.
2nd-level evocation [sigil] Heightened. When cast this spell as a 4th level spell or
Casting Time: 1 action higher, the damage increases by 1d6 per spell level above
Range: 60 feet 3rd. If casting the spell to leap between targets, the spell can
Components: V, S affect an additional target per every two levels heightened
Duration: Up to 1 minute above 3rd (3 at 5th, 4 at 7th, and 5 at 9th).
You blast your target with sticky elemental lava. Make a
LIGHTNING ORBS
ranged spell attack against the target. On a hit, the target is
1st-level evocation
affected by the spell, taking 2d6 fire damage. At the
beginning of every round, the caster must succeed on a spell Casting Time: 1 action
attack roll to affect the target again. Range: 30 feet
Also, so long as the spell is active, the target suffers Components: V, S, M (a bit of fur and a rod of amber,
additional half damage (+50%) from any Elemental Shock crystal, or glass)
spell you cast. If the ranged spell attack misses, the spell Duration: Concentration, up to 1 minute
deals half the initial damage and has no other effect. You conjure orbs of lightning to surround a creature within
Heightened. The damage increases by one dice per spell range. Any object or creature that starts its turn within 5 feet
level above 2nd. of the creature or comes within that range is affected by the
lightning orbs on a failed Agility saving throw, taking 1d8

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lightning damage, and can’t take reactions until their next Also, so long as the spell is active, the damage from the
turn. spell is added up to a total pool of damage. If the spell ends
The lightning ignites flammable objects in the area that without being dispelled, the target (and every creature within
aren’t being worn or carried. 10 feet away) suffer the total damage dealt by the spell again
Heightened. The damage increases by 1d8 per every two (Stamina saving throw halves the damage for the target, and
spell levels above 1st. Agility save halves for those adjacent).
If the ranged spell attack misses, the spell deals half the
LIGHTNING STORM
initial damage and has no other effect.
3rd-level evocation
Heightened. The damage increases by one dice per spell
Casting Time: 1 action level above 5th.
Range: Personal (Self)
Components: V, S LUNAR CURSE
Duration: Instantaneous 3rd-level necromancy [curse]
You release a storm of lightning in the area, electrifying the Casting Time: 1 action
very air around you in a burst of lightning. Any creature Range: Touch
within a 20-foot radius sphere suffers 8d6 lightning damage, Components: V, S
and are entitled an Agility saving throw to half damage. The Duration: Concentration, up to 1 minute
lightning creeps around corners, and does not harm the You touch a humanoid to imbue a sliver of the lunar curse
character's totems. within them. If the creature fails on a Spirit saving throw
All targets harmed by this spell that have failed their saves and you maintain concentration and line of sight to it for up
to half damage have a 50% chance to either be pushed back to 1 minute, the creature is cursed to turn into a were-
10 feet or lose their reactions for their round. creature (such as a Worgen or werewolf).
Heightened. When cast as a 4th level spell or higher, the The cursed creature begins suffering psychological
initial damage increases by 1d6 per spell level above 3rd. torment and their body begins their transfiguration. For
three days, they will avoid gatherings of their same kind. At
LIGHTWELL
this stage, a break curse can reverse the spell if the target
3rd-level evocation [totem] [healing]
can succeed on a spellcasting check versus your own, or one
Casting Time: 1 action dispel magic for each of the three days of transformation.
Range: 30 feet Otherwise, this moves to the third stage.
Components: V, S At the end of the three days, the target's transformation
Duration: 5 minutes will be complete, and they will become Worgen (or any were-
You call down a well of light for ten minutes that lands on creature chosen by you). Initially-transformed Worgen
the five-foot square specified. Whenever a creature touches cannot transform back to humans (or their original creature
the lightwell, you may use your reaction to heal them 1d8 + type) until after 1 week of rampaging violence (though they
your spellcasting modifier in hit points. This is treated as a may attempt a Wisdom saving throw once every day to end
Holy Light spell (level 1). A single creature cannot benefit the rampage).
from the lightwell more than three times before they require
a short rest. MANA BURN
Heightened. The lightwell remains for five more minutes 2nd-level evocation
more per every spell level above 3rd, to a maximum of 30 Casting Time: 1 action
minutes, and the spell level of the Holy Light spell increases Range: 30 feet
by one level per level heightened. Components: V, S
Duration: Instantaneous
LIVING BOMB
You target a creature that has mana within 30 feet. A ray of
5th-level evocation [sigil]
black-purple anti-magic leaps out, and strikes the target,
Casting Time: 1 action draining them of mana. You must make a ranged spell
Range: 60 feet attack with the ray. On a success, the target loses 1d4 + 1
Components: V, S mana points. For every mana point lost, the target takes two
Duration: Up to 1 minute points of arcane damage.
You infuse your target with a seed of arcane fire or frost in The target is entitled a Spirit saving throw. On a success,
the target’s chest cavity (or comparable part of their body). the mana and hit points lost are halved.
Make a ranged spell attack against the target. On a hit, an Heightened. The number of mana points drained
elemental bomb nests into the target, dealing 5d6 fire or increases by 1d4 points per every two levels above 2 (2d4 at
cold damage. At the beginning of every round, the caster level 4, 3d4 at level 6, 4d4 at level 8).
must succeed on a sigil roll to affect the target again.

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Special. Demons always have active mana, and can MANA SHIELD
always be targeted with mana burn. If they have no mana, 1st-level abjuration
they still take 2 points of arcane damage. Casting Time: 1 action
Range: Personal (Self)
Components: V, S, M (a sapphire worth at least 10 gp)
Duration: 1 hour
You raise a transparent blue shield of force. This effect
remains only so long as you have at least 1 mana point in
your pool. For every 2 points of damage you take that are not
internal (such as from starvation), you may sacrifice 1 mana
point to negate.
Effects that target your mana pool do so directly. This
cannot reduce the damage below half the original damage
dealt.
Heightened. A single mana point can absorb 1 additional
hit point per every three levels above 1 (3 hit points per
mana at spell level 4, and 4 hit points per mana point at level
8).
Special. This spell does not cost mana to cast.

MANA TIDE TOTEM


6th-level transmutation [totem]
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
Once you place this totem, you may use a reaction to have it
release the effects of a 4th level Mana Tide (or Brilliance
Aura). This totem otherwise functions as all other totem
spells.

MASS REVIVIFY
5th-level necromancy
Casting Time: 3 rounds
Range: 30 feet
Components: V, S, M (diamonds or alchemical reagents
worth 300 gp per target, which the spell consumes)
Duration: Instantaneous
Choose up to 6 targets within 30 feet of a point you choose
within range. Each creature that has died within the last
minute returns to life with 1 hit point.
This spell can't return to life a creature that has died of old
age, nor can it restore any missing body parts.
Special. This spell can target any creature type except
Constructs, Celestials, or Fiends.

MIND BLAST
1st-level evocation [sigil]
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 1 minute
You concentrate, searing your enemy’s mind with a surge of
psychic energy that causes it to reel internally. Make a
ranged spell attack against a creature within range. On a hit,

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the target takes 1d4 psychic damage. At the beginning of MIND SLIVER
every round, the caster must succeed on a sigil roll to affect Enchantment cantrip
the target again. Casting Time: 1 action
Also, so long as the spell is active, the target has Range: 60 feet
disadvantage to their next skill check until the beginning of Components: V
the next round. Duration: 1 round
If the ranged spell attack misses, the spell deals half the You drive a disorienting spike of psychic energy into the
initial damage and has no other effect. mind of one creature you can see within range. The target
Heightened. The damage increases by one dice per spell must make an Intelligence saving throw. Unless the saving
level above 1st. throw is successful, the target takes 1d6 psychic damage,
MIND FLAY and the first time it makes a saving throw before the end of
3rd-level evocation [sigil] your next turn, it must roll a d4 and subtract the number
rolled from the save.
Casting Time: 1 action
This spell's damage increases by 1d6 when you reach
Range: 60 feet
certain levels: 5th level (2d6), 11th level (3d6), and 17th level
Components: V, S
(4d6).
Duration: Up to 1 minute
You focus your mental powers into creating a nexus of MIND VISION
damaging psychic power in your enemy’s mind. Make a 4th-level divination
ranged spell attack against a creature within range. On a hit, Casting Time: 1 action
the target takes 3d4 psychic damage. At the beginning of Range: 60 feet
every round, the caster must succeed on a sigil roll to affect Components: V, S
the target again. Duration: Concentration, up to 1 minute
Also, so long as the spell is active, the target is slowed You focus your mental powers into seeing through the
until the beginning of their turn in the next round (as the target’s eyes, hearing through their ears, and sensing
spell of the same name). If the ranged spell attack misses, through them. This can be negated on a successful Spirit
the spell deals half the initial damage and has no other saving throw. On a failed saving throw, the target shares all
effect. images, sounds, words and sensory messages they receive
Heightened. The damage taken increases by one dice per with you for the duration of the spell.
every level above 3rd. You may (so long as the spell is active) attempt to charm
MIND FREEZE or dominate the target with another spell, and both spells
5th-level abjuration can be concentrated on at the same time.
At the beginning of the target’s turn every round, they may
Casting Time: 1 reaction
attempt another Spirit saving throw to end this effect (or
Range: 60 feet
both effects, if the target is charmed or dominated through
Components: S
the vision).
Duration: Instantaneous, plus Concentration for up to 1
minute MINOR ALCHEMY
Reaction. When you see a creature within 60 feet casting a Transmutation cantrip
spell. Casting Time: 1 action
You attempt to interrupt the creature by freezing its tongue Range: Touch
in its place, and its hands from performing the spell’s Components: V, S
gestures. Duration: 1 hour
If the caster is casting a spell of 5th level or lower, they You can create one of the following temporary alterations to
automatically fail, and the target is silenced (as the mute a nonmagical object:
spell), and Deafened (as deafness). If they are casting a spell If you possess an antitoxin vial, you may use this cantrip
of 6th level or higher, make an ability check using your on it to allow it to heal the imbiber 1 hit point. The vial must
spellcasting ability versus a DC of 10 + spell’s level. On a be consumed during the spell’s duration.
success, the creature’s spell fails and is silenced as per the You perform a special alchemical procedure on one object
spell mute. composed entirely of wood, stone (but not a gemstone), iron,
This spell effect can remain for as long as you concentrate. copper, or silver, transforming it into a different one of those
Heightened. The interrupted spell is automatic if the materials..
spell’s level is less than or equal to mind freeze’s level. For each 10 minutes you spend performing the procedure,
you can transform up to 1 cubic foot of material. After 1
hour, the material reverts to its original substance. The

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residual effects of alchemy can be noticed with a successful • Resistant Skin. The target reduces damage taken from
Intelligence check with Alchemist’s Supplies, or a one damage type of the target’s choice by 3 points
Perception check. (minimum 0 damage).
• Thicker Skin. The target gains a natural armor bonus
MOONFIRE
equal to + 2. This does not stack with normal armor.
1st-level evocation [sigil]
• Sensitive Eyes. The target’s eyes become more sensitive.
Casting Time: 1 action They gain darkvision 60 feet, or increase the range of
Range: 60 feet existing darkvision by 30 feet.
Components: V, S
Duration: Up to 1 minute Heighten. You can increase the bonus and penalty to
You call down a 5-foot wide, 30-foot high cylinder of astral attribute mutation or armor by + 1 for every spell level above
moonlight that suffuse the target’s very core. Make a ranged 1st level, or energy resistance by 5 points above level 1.
spell attack against the target. On a hit, the target takes 1d6 Alternatively, you may add another mutation for every two
holy damage. At the beginning of every round, the caster spell levels this is heightened.
must succeed on a sigil roll to affect the target again. MUTE
Also, if the target is shapeshifting, or is under the effects of 2nd-level illusion
a polymorph spell or comparable effect, they must make a
Casting Time: 1 action
saving throw whenever they take the damage or else revert
Range: 60 feet
to their normal form. This cannot overwhelm curse effects
Components: V, S
unless Moonfire is cast as a 5th level spell.
Duration: Concentration, up to 1 minute
Also, so long as the spell is active, the target takes -4 to
You target a creature within range, forcing it to make a
their saving throws against the Sunfire spell. If the ranged
Spirit saving throw. If it fails, the target is isolated from all
spell attack misses, the spell deals half the initial damage
sound, causing it to be silenced and deafened. This prevents
and has no other effect.
it from performing the verbal components of spells, and
Heightened. The damage taken increases by one dice per
rendering it immune to Thunder damage and effects of a
every level above 1st.
spell equal to the spell’s level or lower.
MUTATE Heightened. You may target another creature within 30
1st-level transmutation [array] feet of the original target for every spell levels above 2nd (2
Casting Time: 1 action creatures at level 4, 3 at level 6, and 4 at level 8).
Range: Touch NECROTIC AURA
Components: V, S, M (hair, nail clip, or a piece of the 2nd-level abjuration [aura]
target’s body)
Casting Time: 1 bonus action
Duration: 10 minutes
Range: Self (15-foot radius)
You transmute the touched target to gain one of the below
Components: V
mutations. You can choose one of the following mutations in
Duration: Concentration (partial), up to 1 hour
the array.
Withering curses radiates from you in an aura with a 15-foot
• Adhesive. The target becomes stickier. They gain radius. Until the spell ends, the aura moves with you,
advantage to grapple checks and checks related to centered on you. Each hostile creature in the area that is
climbing or holding. reduced to 0 hit points or fails a death saving throw restores
• Ability Score Boost. The target gains + 2 to one attribute, 1d4 hit points to you and two allies of your choice that are
but -2 to the opposite attribute. Strength is opposed to within the aura’s range.
Intelligence, Agility to Spirit, and Stamina to Charisma. Undead and constructs do not restore hit points this way,
• Bite. The target gains a bite melee weapon attack. Bite is neither do creatures with insignificant life-forces (such as
treated as a light natural attack, and deals piercing harmless critters or sickly victims).
damage as a dagger of the target’s size (1d4 for medium Heightened. For each spell level above 2nd, you may add
creatures). an ally to the total who can be healed (up to 5 allies at spell
• Claws. This is treated as Bite, but instead deals slashing level 5).
damage, and is treated as a shortsword of the target’s size Note. This spell suppresses and is suppressed by the
(1d6 for medium creatures). Retribution Aura spell.
• Longer Limbs. One of the target’s limbs lengthen. This
ORB OF ANNIHILATION
increases the target’s reach by 5 feet for attack rolls done
2nd-level evocation
through that limb (bite, kick, armed melee attacks, etc.) or
movement speed (if legs or tails) by 10 feet. Casting Time: 1 action
Range: 50 feet

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Components: V, S The utterance of the holy word of shielding grants any one
Duration: Instantaneous ally within range 15 temporary hit points. A creature can
You throw a crackling sphere of black and purple energy at a benefit from this Power Word only once for any given hour.
target or 5-foot-intersection within range. This requires a Heightened. Increase the temporary hit points gained by
ranged spell attack against a primary target or 5-foot square. this spell by 10 points per level above 3rd.
The orb deals 4d6 points of fel damage on the target or area.
POLYMORPH
A successful Agility saving throw halves the initial damage.
4th-level transmutation
The spell has an additional effect on the target depending
on if it is an object or creature: Casting Time: 1 action
Range: 60 feet
• If an object, the object takes double damage. Components: V, S, M (a caterpillar cocoon)
If a creature, the target’s maximum hit points is reduced Duration Concentration, up to 1 hour
by one-half the damage dealt by the spell (up to a maximum This spell transforms a creature that you can see within
reduction to half maximum hit points). This reduction is range into a new form. An unwilling creature must make a
restored after a long rest. Spirit saving throw to avoid the effect. The spell has no
Heightened. For every spell level above 2nd, the direct effect on a shapechanger or a creature with 0 hit points.
damage dealt by the spell increases by 1d6. The transformation lasts for the duration, or until the
target drops to 0 hit points or dies. The new form can be any
PARASITE beast whose challenge rating is equal to or less than the
2nd-level conjuration [sigil] target's (or the target's level, if it doesn't have a challenge
Casting Time: 1 action rating). The target's game statistics, including mental ability
Range: 60 feet scores, are replaced by the statistics of the chosen beast. It
Components: V, S retains its alignment and personality.
Duration: Up to 1 minute The target assumes the hit points of its new form. When it
You summon a parasitic conjured creature into the target. reverts to its normal form, the creature returns to the
Make a ranged spell attack against any creature within number of hit points it had before it transformed. If it reverts
range. The target suffers 2d6 poison damage. At the as a result of dropping to 0 hit points, any excess damage
beginning of every round, the caster must succeed on a sigil carries over to its normal form. As long as the excess
roll to affect the target again. damage doesn't reduce the creature's normal form to 0 hit
Also, so long as the spell is active, the target is treated as if points, it isn't knocked unconscious.
poisoned. The creature is limited in the actions it can perform by the
If the ranged spell attack misses, the spell deals half the nature of its new form, and it can't speak, cast spells, or take
initial damage and has no other effect. any other action that requires hands or speech.
If the creature dies while under the effects of parasite, its The target's gear melds into the new form. The creature
poisonous fume arises from the corpse, dealing 2d6 damage can't activate, use, wield, or otherwise benefit from any of its
in a 5 foot-radius sphere, centered on the corpse. The equipment.
parasite is summoned on the spot of its death, and it
PSYCHIC HORROR
remains for a minute, as if you conjured it.
3rd-level illusion
You can implant any creature that as part of the spell so
long as it is one size category smaller than the target, and if Casting Time: 1 action
the conjure spell you refer to is lower than the parasite spell Range: Personal (Self)
in spell level. Components: V, S
Heightened. The damage increases by 1d6 per spell level Duration: Concentration, up to 1 minute
above 2nd. You project a phantasmal current of fear all around you,
Note. You must choose the creature to serve as the creating a blast of mental energy. Each creature within a 20-
parasite beforehand, and it must be a creature you can foot radius sphere centered on you must succeed on a Spirit
conjure. saving throw or drop whatever they are holding and become
frightened for the duration. While frightened, the creature
POWER WORD SHIELD can only use the Dash action to move away from you by the
3rd-level abjuration safest route available to it unless there is nowhere to move.
Casting Time: 1 action If the creature ends its turn in a location where it does not
Range: 30 feet have line of sight to you, they can make a Spirit saving
Components: V, S throw. On a successful save, the spell ends for that creature.
Duration: 1 hour

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PYROBLAST • Blessing of Air. You can fill any number of 5-foot squares
7th-level evocation [channel] on the ground with thick fog, making them heavily
Casting Time: 1 action obscured. The fog reaches 10 feet high. In addition, every
Components: V, S foot of movement through the fog costs 2 extra feet. To a
Range: 150 feet creature immune to this effect, the fog obscures nothing
Duration: Channeling, up to 1 minute and looks like soft mist, with motes of blue light floating in
A beam of yellow light flashes from your pointing finger, the air.
then condenses to linger at a chosen point within range as a • Blessing of Earth. You can fill any number of 5-foot
glowing bead for the duration. When the spell ends, either squares with debris or withdraw them as a reaction. This
because your concentration is broken or because you decide becomes difficult terrain. A creature can also benefit from
to end it, the bead blossoms with a low roar into an cover behind the debris, but this costs 5 feet of movement
explosion of flame that spreads around corners. Each to take cover behind.
creature in a 20-foot-radius sphere centered on that point • Blessing of Fire. Whenever a creature friendly to you takes
must make an Agility saving throw. A creature takes fire 10 feet of movement in the area, it is propelled ahead 5
damage equal to the total accumulated damage on a failed additional feet. The area is also warmly-heated, and gives
save, or half as much damage on a successful one. advantage to any saving throw against hostile weather
The spell’s base damage is 12d6. If at the end of your turn effects.
the bead has not yet detonated, the damage increases by • Blessing of Water. Any creature in the area that regains hit
1d6. points from a spell 1st level or higher regains an additional
If the glowing bead is touched before the interval has amount of hit points equal to your Spirit modifier
expired, the creature touching it must make an Agility saving (minimum 1).
throw. On a failed save, the spell ends immediately, causing • Elemental Guardians. Up to four minor elementals of each
the bead to erupt in flame. On a successful save, the creature type (air, earth, fire, water) arise to guard the attuned area,
can throw the bead up to 150 feet. When it strikes a creature except that they cannot speak. If any creature not immune
or a solid object, the spell ends, and the bead explodes. The to this effect enters the warded area, the elemental
fire damages objects in the area and ignites flammable guardians fight until they have driven off or slain the
objects that aren’t being worn or carried. intruders. The elemental guardians also obey your spoken
Heightened. When you cast this spell as an 8th level spell commands (no action required by you) that you issue while
or higher, the base damage increases by 1d6 for each spell in the area. If you don't give them commands and no
level above 7th. intruders are present, the elemental guardians do nothing.
Special. Some effects count as a round of concentration The elemental guardians can‘t leave the warded area.
for a pyroblast spell. When the spell ends, the magic animating them
disappears.
PRIMAL ATTUNEMENT • Additional Spell Effect. You can place your choice of one of
6th-level abjuration the following magical effects within the warded area:
Casting Time: 10 minutes • A constant gust of wind in two locations of your choice

Range: Touch • Spike growth in one location of your choice

Components: V, S • Wind wall in two locations of your choice

Duration: 24 hours
To a creature immune to this effect, the winds are a
You invoke elemental spirits to protect an area outdoors or
fragrant, gentle breeze, and the area of spike growth is
underground. The area can be as small as a 30—foot cube or
harmless.
as large as a 90-foot cube, usually centered on a totem or
monolith. If you cast this spell in the same area every day for RAIN OF FIRE
a year, the spell lasts until dispelled. 3rd-level evocation [channel]
The spell creates the following effects within the area. Casting Time: 1 action
When you cast this spell, you can specify creatures as Range: 150 feet, in a 15-feet-wide, 60-feet-high cylinder.
friends who are immune to the effects. You can also specify Components: V, S, M (crushed glass and water)
a password that, when spoken aloud, makes the speaker Duration: Channeling, up to 1 minute
immune to these effects. You whisper the magic words, and a hot, red light emanates
The entire warded area radiates magic. A dispel magic from your hands. A burning cloud materializes 40 feet above
cast on the area, if successful, removes only one of the the target, raining down meteorites and clumps of fire,
following effects, not the entire area. That spell’s caster dealing 4d6 points of damage in the area for every round of
chooses which effect to end. Only when all its effects are channeling. The damage is half fire, and half bludgeoning
gone is this spell dispelled. damage, with an Agility saving throw to half damage.

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Creatures that fail their saving throw for half damage also
have their speed reduced by 10 feet.
The meteorites set fire to combustibles and damages
objects in the area. It can melt metals with low melting
points, such as lead, gold, copper, silver or bronze..
The cloud can deal damage to creatures flying under it as
well, and imposes the same obscuration to sight to creatures
below the cloud. As a bonus action, you can move the cloud
that calls down the rain of fire up to 30 feet.
Heightened. Per level above 3rd, add one dice of damage
per every spell level above 3rd level.

RAISE DEAD
5th-level necromancy
Casting Time: 1 hour
Range: touch
Components: V, S, M (a diamond or alchemical reagents
worth 500 gp, which the spell consumes)
Duration: Instantaneous
You return a dead (or destroyed intelligent undead) creature
you touch to life, provided that it has been dead no longer
than 10 days. The creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures
nonmagical Diseases that affected the creature at the time it
died. This spell doesn't, however, remove magical Diseases,
curses, or similar effects, if these aren't first removed prior
to casting the spell, they take effect when the creature
returns to life.
This spell closes all mortal wounds, but it doesn't restore
missing body parts.
Coming back from the dead is an ordeal. The target
suffers from resurrection sickness (see resurrection under
chapter 1: introduction).

REJUVENATION
1st-level evocation [sigil] [healing]
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 1 minute
With the grace of the nature, you envelop one living creature
within range with a blessing that rapidly closes wounds and
rejuvenates the target. The target regains 1d4 hit points. At
the beginning of every round, the caster must succeed on a
sigil roll to affect the target again.
Also, so long as the spell sigil is active, the target also
gains resistance to poison damage, or suppresses one level
of exhaustion until the beginning of their turn the next
round.
Undead and constructs gain no benefit from this spell.
Heightened. The healing taken increases by 1d4 per every
level above 1st.
Special. If the target is reduced to 0 hit points or below,
they automatically stabilize.

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RESISTANCE AURA You enter a stance that represents the swaying reeds in the
5th-level abjuration [aura] face of a storm. When you are subject to physical forced
Casting Time: 1 bonus action movement (such as being pushed, knocked prone, or
Range: Self (15-foot radius) tripped), you can use this stance to gain advantage to any
Components: V check (or an opposed Strength check if no check is
Duration: Concentration (partial), up to 1 hour available). If you successfully remain unmoved, you gain an
An elemental protective ward radiates from you in an aura attack of opportunity against them or may cast a cantrip.
with a 15-foot radius. Until the spell ends, the aura moves RESURRECTION
with you, centered on you. Choose one of the following 7th-level necromancy
damage types: cold, fel, fire, or shadow. The first each turn
Casting Time: 1 hour
the affected targets take damage of the chosen type, they
Components: V, S, M (a diamond or alchemical reagents
suffer 10 (3d6) less points of damage of that type. This
worth 1,000 gp, which the spell consumes)
cannot reduce the damage below 1 point.
This acts as the raise dead spell, but you can raise a dead
Note. This spell suppresses and is suppressed by the
creature that has been dead for no more than 100 years, that
vulnerability aura spell.
didn't die of old age, and that isn't Undead. The character
RENEWING LIGHT returns to life with all its hit points.
1st-level evocation [sigil] [healing] Unlike raise dead, this spell restores any missing body
Casting Time: 1 action parts, including ones that are required for survival (heart,
Range: 30 feet head).
Components: V, S Coming back from the dead is an ordeal. The target
Duration: Up to 1 minute suffers from resurrection sickness as per raise dead.
You place a mark of the light on the target within range, Casting this spell to restore life to a creature that has been
suffusing them with holy power. The target regains 1d4 hit dead for one year or longer taxes you greatly. Until you
points. If you target an undead or a fiend with this ability, finish a long rest, you can't cast spells again, and you have
they take holy damage equal to the hit points they would disadvantage on all attack rolls, ability checks, and saving
normally gain. If you target an unwilling creature, you throws.
require a ranged spell attack. At the beginning of every Heightened. By heightening resurrection two levels (to
round, the caster must succeed on a sigil roll to affect the level 9), it becomes true resurrection. The material
target again. component increases to 25,000 gp, and the spell becomes
Also, so long as the spell is active, the first creature that stronger as per the following:
attacks the target has disadvantage to the attack roll. This • The target cannot have been dead for more than 300
bonus remains until the beginning of the target's next turn. years.
Constructs gain no benefit from this spell. • The target does not suffer from resurrection sickness.
Heightened. The healing taken increases by one dice per • You do not suffer a penalty for casting the spell, regardless
every level above 1st. of how long the creature has been dead.
RESISTANCE TOTEM • The spell does not need a corpse, and can create a new
5th-level evocation [totem] body if the old is unavailable (although this requires
knowing the target’s name).
Casting Time: 1 action
• If the target is an intelligent undead and their soul is free
Range: 30 feet
and willing to be targeted (not imprisoned, compelled, or
Components: V, S
currently animated), the spell creates a new living body for
Duration: 1 minute
them, effectively returning their creature type to their
Once you place this totem, you may use a reaction target any
original (humanoid if a Forsaken undead).
creature within 30 feet and grant them resistance to one
• You have advantage to attempting to free an imprisoned
elemental type in response to an attack (choose between
soul if you are attempting a true resurrection.
acid, fire, cold, lightning, and thunder).
RETRIBUTION AURA
RESOLVE
2nd-level abjuration [aura]
1st-level transmutation [stance]
Casting Time: 1 bonus action
Casting Time: 1 reaction
Range: Self (15-foot radius)
Components: S
Components: V
Range: Personal (Self)
Duration: Concentration (partial), up to 1 hour
Duration: 1 minute, or one use (whichever comes first)
Reaction. You are subjected to forced movement.

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An aura of righteous anger radiates from you in an aura with RUNE ARRAY
a 15-foot radius. Until the spell ends, the aura moves with 1st-level necromancy [array, rune, strike]
you, centered on you. If a hostile creature in the area Casting Time: Special (half movement)
successfully attacks you or one of your allies within the aura, Range: Self
you may make a ranged spell attack against that creature, so Components: V
long as they are in the aura. On a hit, the spell attack deals Duration: 1 minute
1d4 points of holy damage. This attack effectively originates You gain one rune of the below array. If any spell of this
from the hurt ally (and hence may ignore cover). This costs array is used, you may release the rune, granting you the
no action on your part, and you may choose which attacks to benefit of a runic strike as if you sacrificed mana for a spell
react to. of the rune you chose
The aura can retaliate one time per spell level every round Plague Rune (DKN 1). Your weapon deals 1d6 extra
(2 at level 2). points of damage on its first attack in a given round. The
Note. This spell suppresses and is suppressed by the damage can be cold or poison.
necrotic aura spell. Frozen Waste Rune (DKN 1). Your weapon deals 1d4
Special. If cast by a druid, the ward deals piercing damage extra points of damage on its first attack in a given round.
instead, and is called thorns aura. The damage can be cold or shadow.
REVIVIFY Blood Rune (DKN 2). Your weapon deals 1d4 extra points
3rd-level necromancy of damage on its first attack in a given round. The damage
can be fire or fel.
Casting Time: 1 action
Vampiric Rune (DKN 2). After you make this attack, you
Range: Touch
regain a number of hit points equal to half the total weapon
Components: V, S, M (diamonds or alchemical reagents
damage you dealt (weapon dice, Strength, plus any bonuses
worth 300 gp, which the spell consumes)
from the weapon only). You may grant this healing to any
Duration: Instantaneous
ally within 30 feet. This healing has no effect on constructs.
You touch a creature that has died within the last minute.
This applies to your first attack in a given round.
That creature returns to life with 1 hit point. This spell can't
Worm Rune (DKN 4). While under the effects of this rune,
return to life a creature that has died of old age, nor can it
your strikes infuse the enemy with a virulent magical
restore any missing body parts. If you target undead, they
ailment that spawns a worm under the target’s skin. A living
return as normal undead (and are not returned to life).
target suffers 2d6 damage every round so long as the target
Special. This spell can target any creature type except
is not healed from the incubating worm. If the target loses at
Constructs, Celestials, or Fiends.
least 10 hit points from the bleeding, the worms increase in
RIPTIDE size, and form a visible tumor under the target’s skin. At this
1st-level evocation [sigil] [healing] point, releasing the rune has an additional effect. If the
Casting Time: 1 action target is subject to a healing spell, roll 1d4. On the result of a
Range: 60 feet 3 or higher, the worms shrivel and die without effect.
Components: V, S Releasing the runes have the following effects when
Duration: Up to 1 minute released.
You may target a living creature within range with a curative Release: Frozen Wastes Rune. The target of the Death
blast of waters. The target regains 1d4 hit points. If you Knight’s Runic Strike instantly suffers 2d4 extra points of
target an undead or a fiend with this ability, they take holy damage of the rune’s type, the target is chilled for one round.
damage equal to the hit points they would normally gain. If Release: Blood Rune. If releasing the rune with a Runic
you target an unwilling creature, you require a ranged spell Strike, the target takes bleed damage equal the damage the
attack. At the beginning of every round, the caster must rune dealt for one minute. A successful Stamina save halves
succeed on a sigil roll to affect the target again. the damage and the duration.
Also, so long as the spell is active, a single spell that Release: Worms Rune. If the worm deals at least 10 hit
affects the target while under the sigil’s effects is subject to a points of damage and is released, it explodes into a spray of
dispel effect (as if a dispel magic spell was 1st level). The blood. The target must succeed on a Stamina saving throw
dispel effect requires spending a reaction. Constructs gain or suffer the 2d6 shadow damage. Also, regardless if the
no benefit from this spell. target succeeds or fails on the saving throw, the amount of
Heightened. The healing taken increases by 1d4 per every hit points the worm gathered heals all undead creatures you
level above 1st. The effective level of the dispel magic also designate within 30 feet, or harms all living creatures you
increases by one level. designate within the same range. The amount of healing or
harm is equal to the amount of hit points it dealt when
incubating.

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Heightened: Plague Rune. The base damage increases Duration: 1 minute
by 1d6 damage per level above 1st. Once you place this totem, you may use a reaction to have it
Heightened: Blood and Frozen Wastes Runes. The cast the fire bolt cantrip. This manifests as a snake-head that
damage taken per hit increases by 1d4 per spell level. releases the bolt of flame, as the cantrip of the same name.
The cantrip treats your character level as if 5 levels lower for
SEAL ARRAY
the purposes of damage (minimum 1d10 as normal).
1st-level transmutation [array] [seal]
Casting Time: special (half movement) SHACKLE EVIL
Range: Personal (Self) 2nd-level necromancy
Components: V, S Casting Time: 1 action
Duration: 1 minute Range: 60 feet
You gain one seal of the below array. If any spell of this array Components: V, S, M (a dip of holy water or a bone)
is used, you may release the seal, granting you the benefit of Duration: Concentration, up to 1 minute
a crusader strike as if you sacrificed mana for a spell of the Choose any two undead or fiends that you can see within
seal of the spell level you chose. range. The targets must succeed on a Spirit saving throw or
Seal of Righteousness (level 1). Any weapon you wield be paralyzed for the duration. At the end of each of their
deals 1d4 extra damage on its first attack in a given round. turns, the targets can make another Spirit saving throw. On
This damage can be holy or fire damage. a success, the spell ends for the target.
Seal of Justice (level 2). While under the effects of this This otherwise acts as the Hold spell, but can only affect
seal, each time you strike an opponent in melee, you reduce undead and fiends, and may hold double the normal number
their speed by 10 feet. This penalty stacks, and is removed of creatures.
after 1 round. Heightened. You can target an additional undead or
Seal of Light (level 2). While under the effects of this seal, fiendish creature for each level above 3rd. The targets must
each time you strike an opponent in melee, you heal 1d4 hit be within 30 feet of each other when you target them.
points. You may halve the amount of hit points gained and
SHADOW BOLT
grant them to any ally within 30 feet.
1st-level evocation
Seal of Insight (level 3). While under the effects of this
seal, each time you strike an opponent in melee, you reduce Casting Time: 1 action
the mana cost of your next paladin spell by 1 mana point Range: 60 feet
(minimum 1). This does not stack with other mana-reduction Components: V, S
effects, but can stack with itself. The benefit remains up until Duration: Instantaneous then 1 round
1 hour. You shoot a blast of shadowy energy at a creature within
Release: Seal of Righteousness. The target of the range. Make a ranged spell attack against the target. Targets
Paladin’s Crusader Strike instantly suffers 2d4 extra points struck by this bolt suffer 2d8 shadow damage.
of damage of the seal’s type, and the target can’t take If the target is already subjected to an active sigil spell, you
reactions for one round. may force the target to suffer a sigil pulse as if one round
Release: Seal of Insight. The reduction to mana costs of passed (does not require a sigil roll to maintain).
your paladin spells remains for one round per spell level of Heightened. When you cast this spell as a 2nd level spell
the seal. or higher, the damage increases by 2d8 for each spell level
Release: Seal of Light. The seal restores 2d4 hit points to above 2nd.
you (you may grant half of the amount to any ally). Special. This spell costs one less mana point than normal
Releasing seals at higher level have the following effects for its spell level.
when released. SHADOW WORD: DEATH
Heightened Release: Seal of Righteousness. The 2nd-level evocation
damage taken per hit (and in release) increases by 1d4 per
Casting Time: 1 reaction
spell level.
Range: 60 feet
Heightened Release: Seal of Light. The value of healing
Components: V
increases by 1d4 per level above 2nd. Upon releasing the
Duration: Instantaneous
seal, you regain an additional 2d4 hit points per level as well.
Reaction. A creature is reduced to below one-half hit points
SERPENT WARD Make a ranged spell attack against a creature within
2nd-level evocation [totem] range.
Casting Time: 1 action You weave a word of dark binding that deals 6d6 points of
Range: 30 feet shadow damage to the target.
Components: V, S

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Heightened. The damage increases by 1d6 for each level SHOOTING STAR
above 2nd. 3rd-level evocation

SHADOW WORD: PAIN Casting Time: 3 rounds


2nd-level evocation [sigil] Range: 1 mile
Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Components: V, S
You point to the open sky, and bring your finger down in the
Range: 60 feet
span of 3 rounds, tracing a bright shooting star of pure
Duration: Up to 1 minute
energy to fall from the heavens. Choose one point you can
You speak a word of shadowy power that affects one
see within range from the start of casting to the end (which
creature within range. Make a ranged spell attack against
must be the same point during casting). Each creature in a
the target. On a hit, the target suffers 2d4 shadow damage.
10-foot radius sphere at the point of impact must make an
At the beginning of every round, the caster must succeed on
Agility saving throw as a shooting star blazes down to smash
a sigil roll to affect the target again.
into the area. On a failed saving throw, a creature or object
Also, so long as the spell is active, the target is treated as if
struck by the star takes 5d6 damage. The damage is half
they are blinded against you until the beginning of their turn
arcane, and half magical bludgeoning damage. On a
the next round. If the ranged spell attack misses, the spell
successful saving throw, the creature takes half damage.
deals half the initial damage and has no other effect. If the
The area struck has debris of the shooting star (which is
creature dies while under the effects of shadow word: pain,
difficult terrain and is made of no special material). The
you are aware of their corpse’s general location to up to one
debris sheds dim light in a 10-foot radius for 1 hour before
mile.
cooling down.
Heightened. The damage taken increases by one dice per
Heightened. For every two spell levels above 3rd, you
every level above 2nd.
summon an additional shooting star.
SHIFT SKILL Special. This spell requires line of sight to the sky,
1st-level transmutation although it does not require a specific time. If the spell is
Casting Time: 1 action cast at night, the shooting star deals the half damage as holy
Range: Touch instead of arcane.
Components: V, S SHOT ARRAY
Duration: 10 minutes 1st-level (or higher) transmutation [array] [shot]
You imbue a creature with a measure of your skill. The
Range: Self
target gains a bonus to a single skill equal to your
Components: V
proficiency bonus (up to + 2). This does not stack with an
Duration: 1 minute or two shots per spell level (whichever is
existing proficiency bonus.
sooner)
Heightened. For every spell level above 1st, the bonus you
You gain one shot of the below array.
can grant increases by + 1 (maximum + 6 at spell level 4).
Frost Shot (level 1). Your shots are infused with freezing
SHOCKING BOLT cold. They deal 1d6 extra cold damage, and chill the target
Evocation cantrip for until the start of your turn in the next round.
Casting Time: 1 action Searing Shot (level 1). Your shots are infused with
Range: 60 feet searing flame. They deal 1d6 extra fire damage. The searing
Components: V, S shot adds +1 to your attack roll if shot at a target beyond
Duration: Instantaneous optimal range of your weapon.
You release a blast of lightning towards any creature or Stopping Shot (level 1). If you use this shot as a held
object within range. Make a ranged spell attack. On a hit, the action, this deals damage normally, and reduces the
target takes 1d8 lightning damage. Roll a d4. On the result creature’s move speed to 0, and knocks them prone if they
of a 4, the target loses their reaction for that round. used the Dash action. On a successful Stamina saving
When you reach 5th, 11th, and 17th level, you can release throw, their speed is instead reduced by half.
an additional shocking bolt with the same action (up to four Tranquilizing Shot (level 1). Your shot are enhanced
at 17th level). Each blast can target the same target or with a sleeping agent. If you strike an enemy with this hit,
others within 30 feet of one another. For each additional roll 5d8. If the total number is equal to or less than the
attack against the same target, the range of success on the target’s current hit points, they fall unconscious for one
d4 increases by 1 (up to automatically losing their reaction minute. A sleeper may be awakened if taking damage or
on four attacks). when targeted with an action (like shaking or slapping
them). Undead and creatures immune to being charmed are

PAGE | 249 CHAPTER 11: SPELLS


immune to this effect. A creature may roll a Stamina saving took was shadow damage from this spell), they are animated
throw to reduce the duration of sleep to one round. as per the spell animate undead (spell level 1). This raises
Venom Shot (level 1). Your arrow is enchanted with a the target from the fresh corpse. The killed creature is not
poisonous agent. If you strike an enemy with this hit, you raised if they are normally immune to the effect. Knowledge
deal an additional 1d8 poison damage. This damage is of this shot is typically a secret, and is usually used by the
halved on a successful Stamina saving throw. Forsaken, the Scourge, and ruthless independents.
Viper Shot (level 1). Your arrow is enchanted with an Wyvern Shot (level 3). Your arrow is enchanted with a
anti-magic agent. If you strike an enemy with this hit, they debilitative agent. If you strike an enemy with this hit, you
lose 1d2 mana points. For every mana point lost, the target reduce the target’s maximum hit points by 3d4 for one hour.
takes 2 points of arcane damage. This damage is halved on a This damage to hit points is halved on a successful Stamina
successful Spirit saving throw. This is otherwise treated as saving throw. A creature cannot be affected by this more
mana burn (as the spell). than once at any given hour, and when the duration ends,
Arcane Shot (level 2). Your shots are transformed into their maximum is restored. If a creature’s maximum is
missiles made of pure force, dealing an additional 1d4 reduced below their current hit points, the excess is treated
points of arcane damage. If the creature you successfully as temporary hit points (if the maximum is restored, these
shoot has the benefits of a beneficial spell, it is also temporary hit points return to be actual hit points).
subjected to a 1st-level dispel magic spell. This allows you to
remove 0-level spells, and must make an ability check versus
a spell level of 1 or above. This dispel effect cannot dispel a
spell level higher than that of Arcane Shot.
Concussive Shot (level 2). Your arrows are destructively
concussive. Targets hit by this shot spell must succeed on a
Stamina saving throw or else take two of the following
penalties until the end of their next round (the penalty is
chosen by you).

• Speed is halved.
• Target takes -2 to AC and Agility saving throws.
• Target cannot take reactions.
• Can use either an action or bonus action, and cannot make
more than one attack every round.
• If casting a spell, roll a d20. On an 11 or higher, the spell
doesn’t take effect until the creature’s next turn, and the
creature must use its action on said turn to complete the
spell.
Heightened: Frost Shot and Searing Shot. The extra
Kill Shot (level 2). Your shot is unusually successful
damage increases by 1d6 for every two spell levels above
against wounded targets. If the attack is successful and the
1st.
target's remaining hit points are less than 25%, this attack is
Heightened: Tranquilizing Shot. You roll an additional
treated as a critical hit. After being affected by this attack, a
2d8 of tranquilizer per level above 1st.
creature cannot be affected again for 24 hours.
Heightened: Venom Shot. You roll an additional 1d8
Scorpid Shot (level 2). Your shot is enhanced with a
poison damage per level above 1st.
venomous agent. If you strike an enemy with this shot, they
Heightened: Viper Shot. For every two spell levels above
are poisoned. The effect remains for one minute. On a
2nd, you deal an additional 1d2 points of mana burn.
successful Stamina saving throw, the enemy negates this
Heightened: Concussive Shot. The duration remains for
effect.
one round more per level above 2nd. At the end of the
Wing Clip Shot (level 2). Your arrow is enchanted to
target’s round, they are entitled another save to end the
strike a creature’s hamstring or movement joint. If you strike
concussive effect.
an enemy with this hit, they take an additional 1d6 weapon
Heightened: Arcane Shot. The strike’s damage increases
damage, have their speed reduced by 10 feet, and can’t take
by 1, and the dispel magic effect increases by 1 level per
reactions until the start of their next turn.
level above 2nd.
Black Arrow (level 3). Your shots are transformed into
Heightened: Black Arrow. The strike’s damage increases
missiles made of unholy energy. The shot deals an
by 1d4 per each two spell levels beyond 3rd. The spell level
additional 3d4 points of shadow damage to the target. If a
also increases by 1.
creature is killed by this strike (or if most of the damage it

PAGE | 250 CHAPTER 11: SPELLS


Heightened: Wyvern Shot. You roll an additional 1d4 You create a soul-well, which links any creature who has a
points per every two levels above 3rd. soul stone to you. If a creature dies within a 5-mile radius of
the well, it is revived via soul stone spell, and are teleported
SLUMBER
to the Soul Well, emerging from it without their gear (and
3rd-level enchantment
typically covered with a coat of ectoplasm). This is a
Casting Time: 1 action teleportation effect, and it is blocked by normal spells that
Range: Touch prevent teleportation.
Components: V, S Heightened. For each spell level above 5th, the range of
Duration: Up to 24 hours. the soul well increases by 1 mile.
This spell sends a willing creature that can sleep into
magical sleep. The caster may designate up to three SOULSHATTER
conditions to cause the sleeper to wake up (such as after 24 4th-level enchantment
hours, when a horn is blown, etc.), but only conditions the Casting Time: 1 action
sleeping target would be able to perceive should they be Range: 60 feet
awake. If resting as part of this slumber, any hit dice the Components: V, S
sleeper spends to heal themselves can be rolled again, Duration: Concentration, up to 1 minute
taking the higher result. You release a wave of regret and sorrow that washes over
While resting this way, the sleeper does not age, and all everyone in the area, imposing a heavy feeling of depression
poisons, curses, and diseases are suspended (they continue and sorrow. All targets within a 20-foot sphere must make a
acting once the sleeper awakens). Charisma saving throw or else lose its ability to feel
Heightened. When you cast this spell using a higher level motivated or compelled to fight, causing them to stop
spell, the maximum duration increases according in the fighting. This spell suppresses fear and charmed effects, as
following steps: 24 hours, 10 days, 30 days, 1 year and a day, well as all morale bonuses until the spell ends, causing the
20 years, 200 years. targets to become indifferent to everyone else. If the targets
Special. This spell can be cast while in a druid’s wild witness their friends or allies being harmed by you or your
shape. allies, they gain another saving throw versus this effect, but
will otherwise remain as it was.
SOUL STONE
5th-level necromancy SPELL STEAL
Casting Time: 1 action 5th-level abjuration
Range: Personal (Self) Casting Time: 1 reaction, or 1 action (if reaction is not
Components: V, S triggered)
Duration: 1 hour Range: 30 feet
Once you cast this spell, you create a crystal-like green stone Components: V, S
that resembles a heart. You may grant other creatures a soul Duration: Special
stone with each casting. Reaction. When you see a creature within 60 feet casting a
A creature that possesses a soul stone can restore spell.
themselves to life for up to 1 minute after they die, as if by You attempt to steal the magic of a spell from a creature
the revivify spell. This can be used instead to dispel an as it is releasing it. If the creature is casting a spell of 4th
essence seal spell of equal spell level or lower. level or lower and fails a Spirit saving throw, you steal the
Heightened. You create an additional soul stone for each spell or an ongoing spell effect. To steal a 5th level spell, the
spell level above 5th. creature must fail on a Spirit saving throw, and you must
Special. A creature who revives themselves using a soul succeed on a dispel attempt (as the dispel magic spell).
stone takes -1 to all rolls until they take a long rest (stacks If you successfully steal the spell, you can choose the
up to -5, after which the soul stone does not function). You spell’s parameters or effect as if you cast it instead of the
cannot cast this spell more than once in a single 24 hours target, or you can choose to store it. The spell’s remaining
period. duration is unchanged.
If you choose to store it, can cast this spell without
SOUL WELL
spending mana so long as it is done before you spend a short
5th-level conjuration (ritual)
rest. You may only store one stolen spell at a time, with the
Casting Time: 1 action newer stolen spell replacing the older one.
Range: Self (5 mile radius sphere) Heightened. You automatically succeed in stealing spells
Components: V, S lower 1 level than the spell steal spell. Increasing the spell’s
Duration: 1 hour level allows you to steal effects of higher level.

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Special. You can only prepare this spell if you also have a You plant the totem in the ground anywhere within 30 feet.
dispel magic spell prepared two levels lower than the spell All willing allies are linked with the spirit link spell, up to a
steal. maximum of one creature per spell level. Whenever a
creature is damaged, you may use your reaction to share the
SPIRIT INFUSION
damage taken among the rest. You may use an action to
3rd-level transmutation
change the targets of the spirit link.
Casting Time: 1 action This spell otherwise acts as a totemic version of spirit link.
Range: Personal (Self) Special. Unlike most totem spells, this is a concentration
Components: V, S effect.
Duration: Concentration (partial), up to 1 minute
You infuse yourself with a totemic spirit that affects only you. SPIRIT STRIKE
Choose one of the three spirits below, and you gain the 1st-level evocation [strike]
chosen benefit for as long as the spell is active. Range: Self
Bear. You gain climb speed of 10 feet per round, are able Components: V, S
to deal 1d6 damage with your melee unarmed attack Duration: 1 minute, or one use (whichever comes first)
(instead of your normal damage, at your choice), and gain You may apply this strike to any melee natural unarmed
2d6 temporary hit points. attack. You may choose one aspect to strike as.
Eagle. You double your normal movement speed and
• Bear. You may initiate a grapple as part of the strike.
jumping distance, and constantly benefit from the feather
• Eagle. Your movement after this strike does not provoke
fall spell.
attacks of opportunity.
Wolf. You gain +1 to melee damage rolls per ally adjacent
• Wolf. You may knock the target prone if they fail an Agility
to the target (maximum equal to spell level), and your allies
saving throw.
gain +2 to attack rolls against one target you designate
within 5 feet of you. This is an aura bonus. SPIRITUAL REINCARNATION
Heightened. For each spell level above 3rd, the maximum 5th-level conjuration
duration of the spell increases by 2 minutes. Casting Time: 10 minutes
SPIRIT LINK Range: Personal (Self)
3rd-level abjuration Components: V, S, M (rare oils and herbs or alchemical
reagents worth 500 gp, which the spell consumes).
Casting Time: 1 action
Duration: Instantaneous, plus up to 1 minute
Range: 30 feet
After you cast this spell, your soul is tethered to your body
Components: V, S
beyond the limited scope of death.
Duration: Concentration, up to 1 hour
If you die within 1 week of casting this spell, you may
You may target up to four creatures within 30 feet of one
spend mana equal to half the cost of this spell level to keep
another with this spell (yourself included), and all of which
your soul tethered around your corpse for up to 1 minute. So
are deeply linked in a network of abjuration magics.
long as your soul is tethered this way, you can return to your
Whenever one of the linked creatures is damaged, they
body and revive it (as the revivify spell). If you are subjected
share up to 5 hit points of damage taken by one of the
to the essence seal spell, this spell grants you advantage to
creatures in the spirit link among the rest, distributing the
your saving throw to avoid having your essence be captured.
damage evenly amongst them all. This requires one reaction
If you do not return to your body within the minute of
every round to activate, though the damage is totaled before
tethering, the spell ends, and you die normally.
distributed.
This spell may be detected as if a normal active spell (via
The damage, once shared, is considered untyped damage,
detect magic or abilities that detect magical auras). If the
which bypasses immunities, vulnerabilities, and resistances.
spell is dispelled, you die as if you didn’t return to your body.
If any ally is reduced to 0 hit points, the spell ends
Special. This spell does not cost mana to cast initially.
prematurely.
Heightened. If cast as a 7th level spell, your soul can
Heightened. You can share an additional 5 hit points per
remain tethered for up to 10 minutes. If cast as a 9th level
two spell levels above 3rd.
spell instead, it can remain tethered up to 1 hour
SPIRIT LINK TOTEM
STARFALL
5th-level conjuration [totem]
5th-level evocation [channel]
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: Personal (Self)
Components: V, S
Components: V, S
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 10 minutes

PAGE | 252 CHAPTER 11: SPELLS


You point to the open sky, calling down a cylinder of normal target, and they drop without taking falling damage. While
light centered on you, 60 feet wide, and 100 feet high. the creature is paralyzed this way, they are also choking.
At the beginning of every round where you channel the After the spell’s effects end, the target is affected by the
spell (the first round does not count), choose any two points mute spell for one round per round of complete
within the cylinder. Each creature in a 10-foot radius sphere strangulation.
at the point of impact must make an Agility saving throw as
SUNBEAM
a shooting star blazes down to smash into the area. On a
3rd-level evocation
failed saving throw, a creature or object struck by the star
takes 5d6 damage. The damage is half arcane, and half Casting Time: 1 action
magical bludgeoning damage. On a successful saving throw, Range: Self
the creature takes half damage. A creature who fails the Components: V, S, M (a lens)
saving throw for half damage is also pushed 5 feet away Duration: Concentration, up to 1 minute
from the center of the blast. A beam of brilliant light flashes out from a brilliant mote in
Special. This spell requires line of sight to the sky, your hand in a 5-feet-wide, 30-feet long line. Each creature in
although it does not require a specific time. If the spell is the line must make a Stamina saving throw. On a failed
cast at night, the shooting star deals additional holy damage save, a creature takes 3d8 holy damage and is blinded until
instead of arcane damage. your next turn. On a successful save, it takes half as much
Heightened. When casting a this spell using a spell slot of damage and isn’t blinded by this spell. Undead and oozes
7th level or higher, you summon an additional meteor for have disadvantage on his saving throw. You can alter the
every 2 spell levels beyond 7th. line of radiance as an action on the beginning of any turn
until the spell ends. Your hand emits bright light in a 30-foot
STASIS TRAP radius and dim light for an additional 30 feet. The light is
1st-level conjuration [totem] treated as sunlight.
Casting Time: 1 action Heightened. The spell’s reach increases by 10 feet per
Range: 30 feet spell level above 3rd, and increases in damage by 1d8 per
Components: V, S spell level.
Duration 10 minutes
SUNFIRE
You plant the totem in the ground anywhere within 30 feet.
3rd-level evocation [sigil]
It is visible for 1 round, before becoming invisible for the
rest of its duration (gaining advantage to Stealth, with a Casting Time: 1 action
Stealth bonus equal to yours). Once invisible, it is effectively Range: 120 feet
active. If a creature moves within 10 feet of the totem during Components: V, S, M (Leaf of any plant)
its activity, you are notified of the presence, and you are Duration: Instantaneous, plus one minute
aware of their creature type and direction of movement (but You call down a beam of brilliant sunlight that suffuses the
nothing more). target’s being. Make a ranged spell attack against the target.
If you use your reaction to send the mental command, the On a hit, the target takes 3d4 arcane damage. At the
totem explodes into a shower of sparks easily seen from up beginning of every round, the caster must succeed on a sigil
to a mile, lighting up the totem and the area for one round. roll to affect the target again.
All creatures 10 feet away from the totem must make an Also, so long as the spell is active, the target takes -4 to
Agility saving throw or be stunned until the beginning of their saving throws against the moonfire spell, as well as any
their turn the next round. fire spell. If the ranged spell attack misses, the spell deals
Heightened. The trap remains for ten more minutes more half the initial damage and has no other effect.
per every level, to a maximum of 100 minutes. Heightened. The damage taken increases by 1d4 per spell
level above 3rd.
STRANGULATE
4th-level necromancy SWIPE AND SHRED
1st-level evocation [strike]
Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 minute, or one use
Choose a humanoid that you can see within range. The You may apply this strike to any melee natural unarmed
target must succeed on a Stamina saving throw or be attack. This deals additional 1d6 damage, and the target
paralyzed and lifted ten feet above the ground for the suffers disadvantage to attack rolls for one round.
duration. On each of their turns, the target may make The spell's damage increases by 1d6 when you reach 5th
another saving throw. On a success, the spell ends for the level (2d6), 11th level (3d6), and 17th level (4d6).

PAGE | 253 CHAPTER 11: SPELLS


TELEKINESIS make an attack roll to trip the target. If the creature is
3rd-level transmutation already prone by this ability, it provokes an attack of
Casting Time: 1 action opportunity from you (and only you) when it stands up.
Range: 30 feet Heightened. You deal an additional 1d6 damage per level
Components: V, S above 2nd.
Duration Concentration, up to 1 minute TOTEMIC RECALL
You can manipulate creatures or objects within range of the 2nd-level evocation
spell. When you cast the spell or start your turn
Casting Time: 1 action
concentrating with it, you may choose a creature or object to
Range: Personal (Self)
exert your will upon. If you switch targets, the prior target is
Components: V, S, M (splinter of wood)
no longer affected by the spell.
Duration: Instantaneous
If choosing a creature, make an ability check with your
You may recall any of your totems within 60 feet. So long as
spellcasting ability opposed by the creature's Strength
the totem has at least one round remaining and cost at least
saving throw. If you win, you can move the creature up to 15
1 mana point to place, you regain mana equal to 1 per totem
feet within the spell’s range, and the creature is restrained.
recalled.
The creature has advantage to this saving throw if it is larger
Special. This spell does not cost mana to cast. It does also
than you. The creature must end its movement in a space it
does not count as a mana restorative effect.
can occupy.
If choosing an object, you can move an unattended object up TRANQUILITY
to 500 lb. up to 15 feet within the range of this spell in a 5th-level evocation [channel]
space it can occupy. If targeting an attended object (such as Casting Time: 1 action
held or worn), you must succeed on an ability check with Range: Personal (Self)
your spellcasting ability opposed to the creature’s Strength Components: V, S, M (a live rose)
saving throw. The creature has advantage to this saving Duration: Concentration or channeling, up to 1 minute
throw if the item is held by two hands or worn by it. A A soft magical rain-like light descends within the area
creature can also attempt to wrest control of the object using around you in a cylinder 15 feet wide, and 60 feet high.
the same roll. You can exert fine control over the object When you invoke this rain, you can choose for the power to
(such as unlatching a door instead of simply pushing it, or concentrate on up to six targets, or wash on every creature
choosing a specific item to manipulate via telekinesis). and object in the area.
While concentrating on this spell, you can also use an
action to channel the spell. If channeling, you can hold the • Concentrated Rain. Up to six creatures of your choice that
creature or object of the spell in mid-air instead of simply you can see regain hit points equal to 3d8 + your
moving them, or you can choose to damage them by spellcasting ability modifier. The rain-like light appears to
telekinetically constricting them. This deals 1d6 points of concentrate on the targets. The targets are healed at the
bludgeoning damage per spell level every round. A character beginning of your turn every round. This is a concentration
can attempt another opposed check at the end of its turn effect.
every round to escape the spell. • General Drizzle. You may treat this spell as if a channeled
If your turn ends without a creature or object held by the spell. All living and natural creatures (including natural
spell, the spell ends prematurely and its energies dissipate. structures and plants) in the area are healed 2d4 + 2 point
Special. Death Knights usually call this spell Death Grip, of damage per round of channeling.
and mages and warlocks often use this spell to restrain and Any creature who benefits from this spell also seems to
bring down aerial creatures (calling it Aerial Shackles become younger and healthier for their age (remaining until
instead). the spell's duration ends). Plants briefly grow buds (or
Heightening. Per every 2 levels above 3rd level, you attempt to, if too old) and show a healthy lustrous sheen,
increase the spell's range by 30 feet, maximum duration by before returning to their previous state.
5 minutes, speed of movement by 15 feet per round, and the Undead and constructs gain no benefit from tranquility, and
maximum mass of moved objects by 500 lb. are not harmed by it.
TIGER'S MAUL TRANSMUTE MATERIAL
2nd-level transmutation [strike] 3rd-level transmutation [ritual]
Components: V, S Casting Time: 10 minutes
Duration: 1 minute, or two uses (whichever comes first) Components: V, S, M (original mineral, which is consumed,
You may apply this strike to any melee natural unarmed the alchemical recipe, and a philosopher's stone)
attack. This deals additional 2d6 damage, and allows you to Range: Touch

PAGE | 254 CHAPTER 11: SPELLS


Duration: Instantaneous Duration: Concentration (partial), up to 1 hour
You transmute one material into another by the power of A malicious, gnawing miasma of energy radiates from you in
alchemy. You must have mastered the knowledge of the an aura with a 15-foot radius. Until the spell ends, the aura
target material (counts as an uncommon alchemical recipe moves with you, centered on you. All allied creatures within
for the purpose of time required for research). The mineral the aura’s range increase their movement speed by 10 feet,
changes into the new one, with the appropriate properties, and regenerate 3 hit points every hour so long as they are on
but maintains the same cost (decreasing or increasing in the move. This does not stack with other regenerative
mass as appropriate); hence 1 pound of gold (50 gp) can be abilities, or healing from resting (such as if by spending a hit
transmuted to 500 pounds of iron (50 gp) so long as you dice in a moving caravan). This healing does not heal
have alchemical knowledge on how to make iron. If the new constructs.
material is an alloy, you require only the required Furthermore, all hostile creatures within the aura that
component materials, and you can transmute the new have 0 hit points and are stable are no longer stable on a
material (such as Truesilver from Mithril and Thorium). failed Spirit saving throw.
If changing the material of a cohesive object (such as a Aura Spike. Causing this aura to spike forces a single
weapon), the surplus materials of the object’s mass are creature in the aura that has 0 hit points and is not stable to
treated as crafting points (in the form of crafting points and fail a death saving throw.
raw materials). If the object’s mass would decrease, the Heightened. For each spell level above 3rd, allied
object is instead destroyed unless you can provide the creatures in the aura’s area of effect heal 1 additional hit
remaining cost. point per hour (up to 5 hit points per hour at spell level 5).
As described with destroying infused materials, you Note. This spell suppresses and is suppressed by the
cannot transmute an item that has been attuned to. For crusader aura spell.
instance, transmuting an adamantine breastplate into an
UNHOLY FRENZY
iron one grants surplus materials, but doing the reverse
2nd level necromancy
turns the breastplate into a spec of adamantine, effectively
destroying the armor as an object. Once you cast this spell, Casting Time: 1 action
you cannot transmute the same mineral until you complete a Range: 30 feet
long rest. You require proficiency in Alchemist’s Supplies to Components: V, S
cast this spell. Duration: Concentration, up to 1 minute
Special. If you studied a specific crafting material, you can The caster imbues his target with the endurance and energy
transmute other crafting materials from other types to the of the undead. The transmuted creature moves and acts
one you have studied, such as turning harvested fire quicker than normal. Choose a creature that you can see
elemental crystals to water elemental crystals. within range. Until the spell ends, the target’s speed is
doubled, it adds 1d4 extra points of damage on weapon
TRUESHOT AURA attacks that are modified by Strength, adds 1d4 to its attack
1st-level abjuration [aura] rolls, and gains an additional action on each of its turns.
Casting Time: 1 bonus action That action can be used only to take the Attack (one weapon
Range: Self (15-foot radius) attack only), Dash, Disengage, Hide, or Use an Object action.
Components: V For each round of acting under the spell, the target of this
Duration: Concentration (partial), up to 1 hour spell takes 5 (2d4) points of shadow damage, and reduce
An aura of clarity radiates from you in an aura with a 15-foot their maximum hit points by 2. The target may roll a
radius. Until the spell ends, the aura moves with you, Stamina saving throw to end the spell. When the spell ends,
centered on you. Each allied creature in the area deals 1 the target can’t move or take actions until after its next turn,
extra point of damage with their ranged weapon attacks. as a wave of lethargy sweeps over it. The maximum hit
Heightened. For each spell level above 1st, allied points of the creature returns to normal at the end of a long
creatures deal 1 extra point of damage (up to 5 extra points rest.
of damage at spell level 5).
VAMPIRIC AURA
Note. This spell cannot affect creatures within the area of
5th-level abjuration [aura]
a devotion aura spell, or those under the effect of a
protection from good and evil spell (or similar abjurations). Casting Time: 1 bonus action
Range: Self (15-foot radius)
UNHOLY AURA Components: V
3rd-level abjuration [aura] Duration: Concentration (partial), up to 1 minute
Casting Time: 1 bonus action A hungering emptiness radiates from you in an aura with a
Range: Self (15-foot radius) 15-foot radius. Until the spell ends, the aura moves with you,
Components: V centered on you. The first time each turn an allied living

PAGE | 255 CHAPTER 11: SPELLS


creature deals melee weapon damage to a hostile creature ranged spell attack. On a hit, the target takes 3d8 slashing
that is not a construct or elemental, the regain 1 point of damage, and one of the following effects occur (your choice).
damage for each point of damage they deal (maximum 5
• If the target was casting a spell, they must succeed on a
points).
concentration check with disadvantage or else lose their
Note: This spell is suppressed by the protection from good
spell. If the spell's level is lower than the wind shear spell,
and evil spell (and similar abjurations).
the DC is also increased by 5 points.
VOID ERUPTION • If the target was making a ranged attack roll, they make
5th-level illusion the attack with disadvantage.
Casting Time: 1 action Heightened. For each spell level above 2nd, the initial
Components: S, V blast increases in damage by 1d8
Range: 50 ft.
By casting this spell, you choose a point within range. Every WINDFURY TONGUE
creature within a 20-foot sphere of that point the area must 5th-level evocation [strike]
make a Spirit saving throw. A target takes 6d6 points of Range: Self
damage on a failed saving throw or half as much damage on Components: V, S
a successful saving throw. Half the damage is psychic, and Duration: 1 minute, or five uses (whichever comes first)
the other half is shadow. A creature who failed their saving Over the next minute, whenever your turn starts (including
throw are also pulled 10 feet towards the center of the this turn), you must roll a d20. On a 17 or higher, you may
sphere (or the point you previously designated). This can make another attack with the same action.
pull creatures upwards or downwards. Heightened. The required dice result to trigger the extra
Heightened. For each spell level higher than 3rd level, the attack is 1 point less on the d20 for every two spell levels
damage dealt by the spell increases by 1d6. above 5th, to a minimum result of a 15 or higher on the d20.

VULNERABILITY AURA WINDFURY TONGUE TOTEM


5th-level abjuration [aura] 7th-level evocation [totem]
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self (15-foot radius) Range: 30 feet
Components: V Components: V, S
Duration: Concentration (partial), up to 1 hour Duration: 1 minute
A forbidding, debilitating presence radiates from you in an Once you place this totem, it emits an aura with a reaction.
aura with a 15-foot radius. Until the spell ends, the aura This aura spreads in a 15-foot pulse, granting all allies the
moves with you, centered on you. Choose one of the effect of a windfury tongue of 5th level.
following damage types: cold, fel, fire, or shadow. The target Heightened. If cast as a 9th level spell, the required dice
must succeed on a Spirit saving throw or be affected by the result is a 16 instead.
spell for its duration. The first time each turn the affected
WRATH
targets take damage of the chosen type, they suffer extra 10
Evocation cantrip
(3d6) damage of that type. The extra damage cannot exceed
the total original damage. Casting Time: 1 action
Note. This spell suppresses and is suppressed by the Range: 60 feet
resistance aura spell. Components: V, S
Duration: Instantaneous
WIND SHEAR You release a blast of nature magic towards any creature or
2nd-level evocation object within range. Make a ranged spell attack. On a hit, the
Casting Time: 1 reaction target takes 1d8 bludgeoning, slashing, or lightning damage
Range: 60 feet (choose one), and you can cast entangling roots for half
Components: S normal mana with a bonus action if targeting the same
Duration: Instantaneous creature.
Reaction. If a creature within range casts on or concentrates The spell's damage increases by 1d8 when you reach 5th
on a spell or uses a ranged attack. level (2d8), 11th level (3d8), and 17th level (4d8).
You release shearing line of wind towards any creature that
is the process of casting or concentrating on a spell. Make a

PAGE | 256 CHAPTER 11: SPELLS


APPENDIX A: Conditions
There are several new conditions that are mechanically for one hour. Normally, a creature can hold their breath for
useful. number of rounds equal to their Stamina score.
To choke a creature already grappled, the grappler must
BLEEDING spend all their movement to tighten their grip, thereby
This condition causes a creature to lose the number of hit forcing the Stamina saving throw. This can be done multiple
points specified at the beginning of its turn each round due times so long as the target is still grappled.
to blood loss. Unless the character takes precautions, they
leave a trail of blood behind them.
DISTRACTED
The creature can attempt another Stamina saving throw When a creature cannot concentrate on spellcasting (such
at the beginning of every round to end this effect. This effect as by being damaged, affected by specific spells, or abilities),
is also ended if the target regains a number of hit points they must succeed on a Stamina saving throw or lose the
equal to or greater than the bleed damage they take every spell they are about to cast, channel, or concentrate on.
round. The wounded creature, or a creature within 5 feet of Effectively, this condition is inflicted whenever a spellcaster
it, can also use an action to make a DC 15 Spirit (Medicine) is subject to one of the above conditions, and may negate it
check, ending the effect of such wounds on it on a success. with a successful saving throw.
Creatures that do have blood (or similar functions) cannot be The DC of the saving throw is equal to 10 or one-half
harmed by bleeding, subject to the DM’s option. damage dealt. If the condition was brought on by an ability,
it is instead the ability DC (or 8 + proficiency + the relevant
BURNING attribute modifier), and if inflicted by a spell, it is the spell
This condition causes a creature to take ongoing fire so long DC.
as they are still alight. The target takes 1d6 points of fire
damage per round (or higher, as specified by the ability).
MALFUNCTIONED
If the target or a creature within 5 feet of it uses an action This condition can apply to engineered devices when it
to put out the flames, or if some other effect douses the malfunctions (rolls a result on the d20 to activate from 1 to
flames (such as the target being submerged in water), the its number of Engineering Points invested). The item can
target is no longer burning. This condition can also be still be used again, but its malfunction rate doubles (round
removed by the chilled condition or from suffering from at up). If a malfunctioned device malfunctions again, it suffers a
least 3 points of cold damage. mishap.
The malfunctioned condition can be removed with one
CHILLED hour of work or at the end of a short rest by a character who
Usually inflicted by cold spells, the chilled condition reduces is familiar with the device’s operation (such as one who has
the target’s primary movement speed by 10 feet until the a schematic or blueprint) or is proficient with engineering
start of the caster’s turn in the next round. This condition and the weapon.
can stack if applied from different spells or abilities. If the For instance, a tinker shoots with a rare quality rifle (EP
target’s speed is reduced to 0, they are restrained until their 3), dealing 3d8 damage. If his attack roll is between 1 and 3,
speed is no longer 0, as ice coats their body. This condition the device malfunctions, gaining the condition, which
can be removed by suffering from at least 3 points of fire increases the malfunction rate to 1-6. If the tinker uses the
damage. If multiple conditions are stacked, each 3 points device again (either out of desperation or confidence of a
remove one case of the condition. good roll) and results in a 1-6 on a d20, it mishaps,
depending on the device type (see below).
CHOKING
MISHAPS
When a creature that needs to breathe barred from doing so Roll for a random mishap among the below possible ones
by an attack (such as a grapple check to choke or the (as appropriate for the device type), or the DM can choose
strangulate spell), a creature is choking. While choking, the one. If the mishap is inappropriate for the device, roll again.
creature is silenced, and must succeed on a Stamina saving
throw against the choker’s DC (8 + proficiency bonus + Roll Mishap
Strength modifier) or instantly lose their remaining rounds 1 Backfire (firearm).
of breath. When a creature runs out of breath, it can survive 2 Careening roll (bomb or rocket explosives).
for an additional number of rounds equal to its Stamina 3 Crippled (construct).
4 Delayed explosion (explosive)
modifier (minimum 1 round). At the start of its next turn, it
5 Drained (explosive, gadget, or construct)
drops to 0 hit points and is dying or knocked unconscious
6 Inefficient burning (construct or gadget)

PAGE | 257 APPENDIX A: CONDITIONS


7 Haywire control (contstruct) being reduced to below 0 charges, the device does not
8 Jam (explosive or firearm) function until fully charged.
9 Overheatred (gadget, firearm, or construct) Inefficient Burning (construct or gadget). The device
10 Deus Ex Machina (any)
consumes fuel at double the normal rate until restarted
(construct) or left to cool down (gadget).
Backfire (firearm). On a mishap, the firearm’s internal
Haywire Control (construct). The construct activates
engine goes haywire, explodes, etc.
normally, but is hostile to anything in sight until it is
The firearm deals its normal damage in a 10-foot-sphere
restarted. If a mecha, it cannot target any creature until
centered on the firearm itself. The user and any affected
restarted.
creature may perform an Agility check against the device DC
Jam (explosive or firearm). On a mishap, the device
for half damage. The damage dealt concussive, and the
doesn’t function. It takes a minute to clean out or to fix with
firearm takes the same damage, and does not apply
engineer’s tools.
resistance of any type, automatically bypassing its damage
Overheated (gadget, firearm, or construct). The device
threshold (if possible).
cannot be used again until one hour passes or until treated
Careening roll (bomb or rocket explosives). The
for 1 minute by engineer’s tools. If a construct, it stops
explosive slips into an unintended direction. Roll a 1d8.
moving and acts as if paralyzed.
Clockwise, each number represents a direction (1
Deus Ex Machina (any). The device loses the
represents forward, 5, backwards, 3 on the right, 7 on the
malfunctioned condition or benefits form a superfunction (as
left). The explosive flies off to that direction instead of its
the tinker ability of the same name).
original direction, to the same range it was originally
thrown. SCORCHED
Crippled (construct). The construct act as if slowed (as
the slow spell) until restarted. Usually inflicted by fire spells, the scorched condition
Delayed explosion (explosive). On a mishap, the reduces the target’s weapon damage by a number of points
equal to 2 (or if brought on by a hostile creature, a number of
explosive explodes after a short period (1d4 rounds).
Drained (explosive, gadget, or construct). The device damage points equal to their proficiency bonus).
loses 1d4 charges. If a device or construct and

PAGE | 258 APPENDIX A: CONDITIONS


APPENDIX B: Gods of the Warcraft Universe
Dozens of entities are revered in the Warcraft universe, some races personify their faiths in the form of a god, but
often forming cults, churches, and organizations around understand that their “god” is really just a symbol of their
central tenants. philosophical beliefs, not an actual being. Others, such as
Most races possess some sort of cultural faith that reflects Firelord Ragnaros, are seen by some to have achieved a god-
their values, fears, and hopes. Some worship gods or like status. The Warcraft universe does has powerful,
demigods as actual beings (either as a God, gods, or immortal beings, such as Elune, the Old Gods and the
demigods is debatable among the races themselves), while Titans, and their influence greatly affects the world.

Entity Alignment Class Symbol


Ancestor Worship Neutral Shaman A totem or a mask
Burning Legion Chaotic Evil Warlock Stylized green wings
Dragon Worshop Varies — Shadow of a dragon
Druidism and Elune Neutral Good Druid, moon priestesses Upwards crescent
Forgotten Shadow Chaotic Neutral Shadow priests A reverse holy mark
Holy Light Lawful Good Holy priests, paladins The holy mark
Lich King Lawful Evil Death priests, death knights Skull and runeblade
Titans Lawful Neutral — A Stylized blue rune
Void Lords, Old Gods Neutral Evil Mad shadow priests A black-violet sphere
Voode and Load — See description —

Sargeras created it with the purpose of destroying all world-


ANCESTOR WORSHIP souls in the universe in order to prevent the void lords from
corrupting them, which would lead to the birth of a dark
TENANTS
titan, a being of unspeakable evil that would utterly
Ancestor worship has no set tenants save for that of
dominate the universe.
individual ancestors, as just as some shamans negotiate
The Legion is responsible for the annihilation of countless
with the spirits and channel their ancestral echoes to utilize
species and some entire planets across the Great Dark
shamanistic abilities, so exist dark shamans who bind and
Beyond, and it transcends all universes destroying their
force the elements to do their bidding.
possible worlds in the grand Burning Crusade. Thrice it has
REPRESENTATIVES invaded Azeroth, and was only beaten back at a terrible cost
Elementals and spirit animals are often considered every time. Much of Azeroth's history — including the First,
representatives of shamanism. Second, and Third War — was due to the Legion's influence.
Shamanism intersects with ancestor worship on many It can be said that the Legion is Azeroth's nemesis, since it
levels, as the dance of the elements include the spirits of caused the Sundering of Kalimdor, corrupted the orcs and
earth, fire, air, water, and life. sent them to invade Azeroth, created the Lich King, and was
the source of most of Azeroth's scars. Finally, it should be
BURNING LEGION noted that Azeroth is the only known planet that the Legion
has ever failed to conquer.
TENANTS
The Burning Legion believes that to purge the cosmos of all DRUIDISM AND ELUNE PRIESTHOOD
life is better than to leave it ripped apart by the Void, for they
believe no other force can stop the Void but they, and TENANTS
despise all others. Respect for the wilds, reverence of Wild Gods, with Elune as
a prime among them.
REPRESENTATIVES
The demons of the Burning Legion and other races so REPRESENTATIVES
suffused with fel magic that they are no different from Fey and beings from the Emerald Dream
demons. Druidism and the Priesthood of Elune is a spiritual path:
The Burning Legion (simply the Legion or the Burning firstly acknowledging and honoring each spirit as an
Shadow) is a vast, innumerable army of demons and individual life; secondly honoring the Wild Gods, which is
corrupted races who seek to destroy all life. The fallen Titan headed by the Moon Goddess Elune (known to the Tauren

PAGE | 259 APPENDIX B: GODS OF THE WARCRAFT UNIVERSE


as Mu'sha), the only true deity on Azeroth. Druidism is positively influences the universe in a positive cycle), and
historically tied to worshipping Elune and the rest of the ascension (where the follower of the forgotten shadow gains
Wild Gods, and both faiths are close enough to be the power to transcend death, becoming invulnerable,
considered one. invincible and eternal. In essence, he becomes a god.)
The druids and priestesses seek guidance — or
REPRESENTATIVES.
interference — from the spirits, asking the small spirits for
The cult is acknowledged only in the lands of the Forsaken.
small tasks and entreating Elune or one of the other wise
The Cult of Forgotten Shadows (or Cult of the Forgotten
and powerful spirits of the forests for more significant tasks.
Shadow) is a group considered heretical by most, who
They see their forests as havens for living spirits, and as
believe that dark energy practitioners are just as vital to the
such are bound to defend them. It has become the highest
survival of life and reality (which they call "the Shadow") as
priority for the Cenarion Circle to heal the corruption of
wielders of the Light. The cult preaches balance, mandating
their precious forests caused by the demonic and undead
that shadow priests must never forget the dangers of falling
invasion of the Third War. As the spirits have served them
too deep into the dark energies they manipulate, for it is
for thousands of years, the druids seek to give back to the
often too hard to find one's way back to the Shadow from
spirits by healing the very living woods.
the deep reaches of the darkness. Those who upset the
FORGOTTEN SHADOW balance end up mad, or worse, serving the Void Lords.
The Cult of Forgotten Shadow teaches that the Forsaken
TENANTS of Azeroth were too weak to ascend. Their undead state is a
The three virtues of the Forgotten Shadow are death (where curse brought on by that weakness. Once the Forsaken learn
death is the gateway to ascension, but must be balanced to master themselves and control the world around them,
with life), compassion (though often reserved for other they shake off that curse and become what they always
cultists, the forgotten shadow believes that bettering the self should have been.

PAGE | 260 APPENDIX B: GODS OF THE WARCRAFT UNIVERSE


HOLY LIGHT Created initially as the precursor to an invasion by the
Burning Legion after their previous failures, the Scourge
TENANTS broke free from their demonic masters and aided in the
The three virtues of the Holy Light are respect (where one Legion’s defeat at Mount Hyjal in the Third War. Under the
must respect all that is, and the connections things share iron rule of the dread Lich King, a being formed of Ner’zhul
with one another in the universe), compassion (as a follower (the former orc shaman and warchief of the Shadowmoon
of the holy light believes that bettering the universe benefits clan) and Arthas Menethil (the former human paladin and
himself in return as a positive cycle), and tenacity (training crown prince of Lordaeron), the Scourge built up their
under the Holy Light that weeds out the unfaithful, for true power base on the Arctic continent of Northrend. Their
dedication takes years, and positivity prevents time eroding influence spreads throughout Northrend, as well as the
an adherent’s will). In some respects, it can be described as Plaguelands in northern Lordaeron and southern
divine humanism. Quel’Thalas, and even Kalimdor to a small degree. A
terrifying and insidious enemy, the Scourge remains
REPRESENTATIVES
perhaps the most dangerous threat to the world of Azeroth.
Naaru, providing healing and protection
The holy light whispers and grants power to those who TITANS
follow their ideals, regardless if they show the same
alignment as the entity itself. In a dark world with few good TENANTS
forces, the holy light is one of the few shining sources of The virtues of titans are order (banishing chaos and
goodness in the world, with its representatives. ordering the Great Dark Beyond), compassion (imbuing
The Holy Mark is an upright line middling two half-circles their power and protecting lesser races until they reach their
one pointing up, and one pointing down (or as the Celtic full potential), and preservation (destroying corruptive
Cross without the middle line). influences such as Old Gods, Void Lords, and demons of all
kinds).
LICH KING
REPRESENTATIVES
TENANTS The creations of the Titans are usually considered their
The Lich King has no real tenants, but idolizing him as a representatives. Although most are missing in Azeroth, there
paragon of mastery over death led to the development of the are yet relics left from the primordial days where Titans
priesthood of the Forgotten Shadow. The Lich King himself visited the planet.
desires complete dominion over Azeroth and banishing the The titans are a race of colossal, planet-sized cosmic
Burning Legion from it. Whether the army he builds is to beings, composed of arcane magic and the primordial
stand against the Void Lords’ attempts to take over the matter from which the universe was born. They roamed
planet and conquer the world-spirit Azeroth for himself is across the cosmos like walking worlds, imbued with the raw
known only to him. power of creation itself. The titans used this incredible force
to find and awaken others of their kind. Hailing from the far
REPRESENTATIVES
reaches of the cosmos, they shaped and brought life and
The Scourge and the Cult of the Damned
order to countless worlds across the Great Dark Beyond.
They were described as perfect and majestic beings who are
akin to gods. Knowledge of them is very scarce, and there
are more legends and theories of them than facts, with the
only ones who have an inkling of their powers (or even their
existence) are beings the Titans directly interacted with eons
ago, such as the leaders of the Dragonflights, the Old Gods,
and the Titans’ creations (such as the Earthen).
Unknown to most in Azeroth, the Titans are heavily tied to
the cosmic force known as the arcane. In fact, it is their very
lifeblood, for the original Well of Eternity, an enormous lake
of volatile arcane energies, was literally the literal blood of
Azeroth's world-soul. They are also uniquely susceptible to
fel magic. A world-soul is the name given to the spirit of a
titan. The first and most vulnerable stage of a titan's life,
world-souls are powerful, nascent titan souls who originate
as masses of energy spun out into the cosmos at the
moment of its creation, eventually finding comfort in the

PAGE | 261 APPENDIX B: GODS OF THE WARCRAFT UNIVERSE


warmth of a sun. In time, a planet coalesces around the VOODOO AND THE LOA
newly-formed world-soul, protecting it as it grows. These
nascent titan souls exist within the fiery cores of a small TENANTS
number of worlds scattered throughout the Great Dark Voodoo is a type of nature worship, where sacrifices and
Beyond; there they slumber for ages, suffusing the planets cannibalism intertwine. It is a type of dark magic that keeps
they inhabit with Spirit energy as generations of life live and high reverence for nature and its wilds such as animals.
die upon them, before eventually awakening as living worlds, While the practice can be dangerous, it is known to greatly
and emerging as titans. Azeroth is one such world, and the benefit its practitioners. Trolls specifically, have always been
titan within it is feared to possibly be the greatest titan of all, followers of this ancient craft. Those trolls who practice the
should he awaken. voodoo magics hold it to high regard and are a very
important part of troll society. While it is a form of magic, it
VOID LORDS is only an extension of its masters, the Loa spirit

TENANTS REPRESENTATIVES.
Polar opposite of the Holy Light Shadow Hunters, Troll High Priests (discipline priests), and
Witch Doctors
REPRESENTATIVES
Voodoo and Loa worship is a syncretic faith, mixing
The Old Gods and their servants
elements of Druidism (following the Wild Gods, except
The void lords are monstrous entities composed of pure
Elune) and Ancestor Worship (venerating ancestors who are
shadow energy who dwell within the Void, a terrifying and
now immortal in the Shadowlands, such as Bwonsamdi and
nightmarish outer realm. Merciless and cruel beyond
Lukou).
imagination, they seek only to twist reality into a realm of
Followers of the Loa and users of voodoo worship the
eternal torment, and ultimately to devour all matter and
Wild Gods directly, except Elune, instead admiring the
energy and the universe itself.
savagery and viciousness of the ancient beings. All Wild
However, only the most powerful of the void lords can
gods are Loa, but not all Loa are Wild gods, however, as the
actually manifest in the physical universe, and only for
Loa spirits such as Bwonsamdi and other various Loa
limited amounts of time for their energies quickly seep into
resembling spirits of trolls have no connection to the Wild
nothingness. They thus must consume untold amounts of
gods or the Emerald Dream.
matter and energy to maintain their presence.
They are in fact, ancient and powerful troll ancestors that
In their struggle to impose dominion over reality, they
now live in the Shadow Lands. Not all trolls that die become
conflicted with the Titans, and, lacking the power to subdue
Loa. What makes a troll spirit a loa is a mystery, though it is
or dominate them, have targeted them in their infancy,
speculated that it has something to do with the amount and
corrupting still-sleeping World-souls. Void Lords send seeds
type of magics they acquired during life.
of corruption and create servitor beings in other realms,
There are several known Loa, including but not limited to
creating the Old Gods, monstrous beings of ancient power
the following
that spread across a World-soul’s surface, eventually
corrupting the Titan sleeping within into rising as a Dark • Hakkar the Blood God
Titan who serves the Void Lords. • Shirvallah, the Tiger.
The Void Lords are a font of shadow power, being what • Rhunok, the Arctic Bear.
could be considered the true embodiment of the Forgotten • Lukou, Loa of Healing and Respite.
Shadow’s ideals. However, that is not the only • Ogoun, Loa of War
interpretation. Followers of the Forgotten Shadow may wish • Dambala, Loa of serpents and treachery.
to struggle against the wills of the Void Lords and the Old • Bwonsamdi, Loa of the cemeteries and the restful sleep of
Gods, just as the practitioners of fel magic may struggle the dead.
against the influence of the Burning Legion. Perhaps, when • Shango, Controller of the Realm of Storms.
all is said and done, the Forgotten Shadow is able to • Zanza, worshiped by the Zandalar Tribe.
distance itself as a philosophy from its origin as an • Gonk the Great Hunter, is an ancient spirit Zandalarian
expression of the Void Lords’ will. tales.

Each Loa has a favored and hated animal

PAGE | 262 APPENDIX B: GODS OF THE WARCRAFT UNIVERSE


APPENDIX C: Planes of Existence
THE COSMIC FORCES REALMS OF EXISTENCE
LIGHT AND SHADOW THE GREAT DARK BEYOND
Light and Shadow are the most fundamental forces in The Great Dark Beyond represents the physical universe. It
existence. Although contradictory by their very nature, they is an infinite living realm composed of innumerable stars,
are bound together on a cosmic scale. One cannot exist worlds, and mortal civilizations.
without the other. Azeroth – the world of Warcraft – is merely one of the
Pure Light and Shadow dwell in the realm outside the countless worlds drifting through the vast reaches of the
border of reality, but shades of their presence are found in Great Dark Beyond.
the physical universe. Light manifests as holy magic, while Few beings have the ability to survive in the airless frozen
Shadow (also referred to as “The Void”) manifests as sky that is the Great Dark Beyond, but some have explored
shadow magic. these regions, namely the Draenei and the Titans.
It is possible to contact another world or civilization
LIFE AND DEATH
across the Great Dark Beyond, usually with aid of the gate
The forces of Life and Death hold sway over every living
spell as if the world is on another plane of existence.
thing in the physical universe. The energies of Life,
The gate spell can also be made permanent to link two
commonly known as nature magic, promote growth and
worlds and planets (such as was done between Azeroth and
renewal in all things. Death, in the form of necromantic
Draenor through the Black Gate), but this requires casting
magic, acts as a counterbalance to Life. It is an unavoidable
the spell every day for one year. The DM may require
force that breeds despair in mortal hearts and pushes
additional prerequisites, such as construction of a physical
everything toward a state of entropic decay and eventual
gate or a quest.
oblivion.
THE TWISTING NETHER
ORDER AND DISORDER
An astral dimension that lies in parallel with the Great Dark
The forces of Order and Disorder govern the cosmic
Beyond, the Twisting Nether is a place where the forces of
systems of the physical universe. Order is most commonly
Light and Void bleed together, engulfing this realm in
perceived in reality as arcane magic. This type of energy is
perpetual strife. At times, the volatile magics that pervade
innately volatile, and wielding it requires intense precision
the Twisting Nether intrude upon the physical universe,
and concentration. Conversely, Disorder is manifested as
warping reality beyond measure.
highly destructive fel magic. This brutal and extremely
Fiends and Celestials originate from the Twisting Nether,
addictive energy is fueled by drawing life from living beings.
which is known to Humans and other adherents to the Holy
Despite being addictive when exposed to it over long
Light as Heaven or Hell (depending on the region in the
periods and volatile in nature, arcane magic is also highly
unexplored realm).
structured and more inclined to transmutation more than
evocation, making it a force of building, as opposed to fel, THE EMERALD DREAM
which is a force of pure destruction. The Emerald Dream is an ethereal realm of spirits and
untamed nature that exists alongside the world of Azeroth.
THE ELEMENTS
Incredible beings known as the keepers forged the Emerald
The elements of fire, air, earth, and water serve as the basic
Dream to act as a map for the evolutionary path of Azeroth’s
building blocks of all matter in the physical universe.
flora and fauna. The two realms are bound as one: as life
Shamanic cultures have long sought to live in harmony with,
ebbs and flows across the physical world, the spiritual
or assert dominion over, the elements. To do so, they call
energies that saturate the Emerald Dream keep pace with it.
upon the primordial forces of Spirit and Decay. Those who
Although tied to the physical world, the Emerald Dream is
seek to bring balance to the elements rely on Spirits
a place that most mortal minds will find alien and surreal.
(sometimes referred to as the “fifth element” by shaman, or
But some of those minds, by channeling druidic magic, can
“chi” by monks). This life-giving force interconnects and
enter a state of dreaming and consciously navigate the
binds all things in existence as one. Decay is the tool of
Emerald Dream. Their thoughts can also shape and
shamans or witch doctors seeking to subjugate and
influence portions of this verdant spirit realm, but the
weaponized the elements or Loa themselves.
imprint that these dreamers leave behind is never
permanent, and can be contested by other dreamwalkers.
In the dreamways, time and distance are mutable. Spirits
flow like the living winds though lush tracks of constantly
shifting primordial woodlands. What appears tangible one

PAGE | 263 APPENDIX C: PLANES OF EXISTENCE


moment becomes intangible the next; seemingly physical universe. Many believe that mortal souls are drawn
impermeable landmarks transform in the blink of an eye. into this dark place at the point of death, where they remain
forever after. Still others hope that their souls will go to a
THE SHADOWLANDS
brighter place, rather than language for eternity within the
Like the Emerald Dream, the Shadowlands are tangentially
cold confines of the Shadowlands.
linked to the world of Azeroth. Yet whereas the Emerald
Undead spellcasters (especially necromancers and liches)
Dream represents life, the Shadowlands represent death.
are familiar with the Shadowlands, and the Lich King is
They are nightmarish realms of decay, labyrinthine spiritual
suspected to have explored the realm multiple times,
planes teeming with the souls of the dead who have passed
drawing strange creatures from it to serve him, and binding
from the world of the living.
them to his service.
The origins of the Shadowlands remain uncertain, but
they have existed ever since mortal life first arose in the

PAGE | 264 APPENDIX C: PLANES OF EXISTENCE


APPENDIX D: INSPIRATIONAL CONTENT
Arthas: Rise of the Lich King [Book] / auth. Golden Warcraft III: Reign of Chaos [Video Game]. - [s.l.] : Blizzard
Christie. - 2009. Entertainment Inc., 2003.
Beyond the Dark Portal [Book] / auth. Rosenberg Aaron Warcraft III: The Frozen Throne [VIdeo Game]. - [s.l.] :
and Golden Christie. - 2008. Blizzard Entertainment Inc., 2004.
Cycle of Hatred [Book] / auth. DeCandido Keith R.A.. - Warcraft: Orcs & Humans [VIdeo Game]. - [s.l.] : Blizzard
2006. Entertainment Inc., 1994.
Dawn of the Aspects [Book] / auth. Knaak Richard A.. - World of Warcraft [Video Game]. - [s.l.] : Blizzard
2013. Entertainment Inc., 2004.
Day of the Dragon [Book] / auth. Knaak Richard A.. - 2001. World of Warcraft Chronicle [Book] / auth. Blizzard
Jaina Proudmoore: Tides of War [Book] / auth. Golden Entertainment. - 2016. - Vol. 1 : 3.
Christie. - 2012. World of Warcraft Chronicle [Book] / auth. Blizzard
Lord of the Clans [Book] / auth. Golden Christie. - 2001. Entertainment. - 2017. - Vol. 2 : 3.
Night of the Dragon [Book] / auth. Knaak Richard A.. - World of Warcraft Chronicle [Book] / auth. Blizzard
2008. Entertainment. - 2018. - Vol. 3 : 3.
Of Blood and Honor [Book] / auth. Metzen Chris. - 2001. World of Warcraft: Battle for Azeroth [Video Game]. -
Rise of the Horde [Book] / auth. Golden Christie. - 2006. [s.l.] : Blizzard Entertainment Inc., 2018.
Stormrage [Book] / auth. Knaak Richard A.. - 2010. World of Warcraft: Cataclysm [Video Game]. - [s.l.] :
The Demon Soul [Journal] / auth. Knaak Richard A. // War Blizzard Entertainment Inc., 2010.
of the Ancients Trilogy. - 2004. World of Warcraft: Legion [Video Game]. - [s.l.] : Blizzard
The Last Guardian [Book] / auth. Grubb Jeff. - 2002. Entertainment Inc., 2016.
The Sundering [Journal] / auth. Knaak Richard A. // War of World of Warcraft: Mists of Pandaria [Video Game]. -
the Ancients Trilogy. - 2005. [s.l.] : Blizzard Entertainment Inc., 2012.
The Well of Eternity [Journal] / auth. Knaak Richard A. // World of Warcraft: The Burning Crusade [Video Game]. -
War of the Ancients Trilogy. - 2004. [s.l.] : Blizzard Entertainment Inc., 2007.
Thrall: Twilight of the Aspects [Book] / auth. Golden World of Warcraft: Warlords of Draenor [Video Game]. -
Christie. - 2011. [s.l.] : Blizzard Entertainment Inc., 2014.
Tides of Darkness [Book] / auth. Rosenberg Aaron. - 2007. World of Warcraft: Wolfheart [Book] / auth. Knaak Richard
Vol'jin: Shadows of the Horde [Book] / auth. Stackpole A.. - 2011.
Michael. - 2013. World of Warcraft: Wrath of the Lich King [Video Game]. -
War Crimes [Book] / auth. Golden Christie. - 2014. [s.l.] : Blizzard Entertainment Inc., 2008.
Warcraft II: Beyond the Dark Portal [Video Game]. - [s.l.] : World of Warcraft; Illidan [Book] / auth. King William. -
Blizzard Entertainment Inc., 1996. 2016.
Warcraft II: Tides of Darkness [Video Game]. - [s.l.] :
Blizzard Entertainment Inc., 1995.

PAGE | 265 APPENDIX C: PLANES OF EXISTENCE


CHANGE LOG
August 22 (1.9): Cleaned up races, added cobble to 1st level tinker,
Oct 11, 2015: Version 1.0 Beta completed.
cleaned up mountain king and spellbreaker, added more spells
Oct 12: Added Death Knight and Druid spells.
(low-level Sunbeam, Detonate Mana, Moonfire, Sunfire, added
Oct 18: Added mage and paladin spells. Next is priest (shaman
spell list for all new spells, added arcane engines (or
included)
Spelljammers!) to Engineering, Unholy Frenzy to DKN, Evocative
Oct 20: Added all initial spells.
Consecration can’t move but slows enemies, Ethereal
Oct 30: Finished equipment chapter
Banishment added to SHM, Fade to DRD and MGE, Tranquility to
Nov 1-11: Updated monsters and polished abilities.
SHM, and added Relics (only Librams and Sigils now).
Nov 13: Released 1.3 update: Added Druidic archetypes and some
October 13 (1.9.5): Moved all monsters to separate document.
machines.
November 1 (1.9.55): Added several spells, update to 2.0 ongoing.
Dec 6: Shaman and archetypes released.
November 28 (2.0): added spell interruption mechanic (expanded
Dec 13: Added Tinker base class and removed it from Rogue class,
5e rule to all casting), standardized aura/shout effects, switched
updated the engineering system, did organizational cleanup.
arms warrior abilities (bladestorm and bloodthirst strike
Jan 16, 2016: Version 1.5 Released. Added monk class and revised
exchanged places), added emergency mana-restoration effects
several spells
for mages, priests, warlocks, and shamans. Added Lightslayer
Jan 22: Patch 1.5.5 released. Clarified engineering system and
archetype, and added or modified 16 spells.
cleaned up equipment chapter.
December 20 (2.0.2): Fixed general formatting, Arcane Shot,
Jan 24: Patch 1.5.8 released. Cleaned up weapon infusions, and
Blessing of Kings, Death Grip, Death Pact, Denounce, Drain Life,
added several magical items.
Earthbind, Earth Shield, Lightning Shield, allowed Lightning Bolt
Jan 28: Patch 1.5.9 released. Cleaned up mana system, and several
to also replicate Chain Lightning, and made elemental Shock cost
spells. Added new debilitate spell (Mind Blast), and high elves
less mana. Improved Tauren’s Plainswalker, Warlock’s Soul
gain +2 additional mana. Also added magical vampirism, and
Shard, Warrior’s Howl, added Kalimag to shamans (elemental
arcane addiction optional rule.
tongue), and removed outdated references to Paladins’ Crusader
Jan 30: Patch 1.5.9.5 released. Tied Paladin auras to proficiency
Aura.
bonus, and added tinker passive ability to lower malfunction rate
December 25 (2.0.5): Overhauled formatting, minor tweaks in
of devices.
preparation for content patch.
Feb 2: Version 1.6 released. Added full writeup for all classes (most
February 4 (2.1): Change in format, consolidated several spells into
focus was on the Death Knight/Paladin, Warlock, and Warrior).
arrays, cleaned up several abilities, added alchemical engine
Some abilities shifted places. Shaman reworded + new minor
March 21 (2.2): Added 10+ alchemical items, 3+ gadgets, flashbang
ability. Paladin/Death Knight auras shifted to level 3, Divine
grenades, +6 relics, mana shield no longer requires
immunity/cursed carrier moved to level 6. Paladins and death
concentration, updated auras (all), new magical items,
knights prepare spells in books (for paladins). Death knight gains
introduction of armor sets, infused ammunition, added Warlock
runeblades which scale with level.
and Shaman spell lists
Added skill prerequisites, and the infusion skill.
April 27 (2.3): Added more technological objects (default mines,
Feb 6: Cleaned up format.
firework explosives), rules for planting explosives on targets, the
Feb 8: Version 1.6.4 released: quick fixes for Shaman abilities,
bayonet and bayonet shot (allowing Strength to contribute to
added Conjure Creature and Animate Undead/Construct spell for
firearm fighting in melee), clarified reloading times for firearms
unification of spell lists and to provide additional options.
June 5 (2.4): Clarified auras, overhauled the Death Knight’s Army
Feb 18: Quick fix removing reference to caster level and obsolete
of the Dead ability (tied to Animate Undead) clarified
terms. Thanks, Omega9999!
spellcasting and mana costs (reduced cantrips’ cost to become
Feb 21: Added orc grunt and peon, fixed warrior’s shouts to act
free at 5th level+), caster levels, and other mechanics (all casters
somewhat similarly to paladin auras.
have spellbooks or equivalents; spellcasters can also gain spells
Feb 28: Overhaul mana, returned the concept of caster level and
by leveling up, taking others’ spellbooks, being tutored by
‘set’ spells. Fix soon for currently prepared spells for units.
another caster or creature such as demons or fey, or researching
Altered paladin/death knight lay on hands/corrupting touch to
unique spells). Added new and fixed old spells (Psychic Terror,
function on 50% mana increments.
Slumber, Bind Creature, which replaces Create Undead, Planar
March 15: Added Altar rules.
Binding, and Planar Ally; Conjure Creature more uniform,
March 21: Leveled up Keeper of the grove to 7, Dryad to 2, and
evocative consecration renamed to consecration), potions can
performed various adjustments. Cure and Inflict are repurposed
now act in area of effect instead of being solely based on their
to act as Holy Light/Death Coil and Flash of Light, Shamans gain
original spell parameters, added new magical items (Truesilver
Healing Waters (Riptide as of 1.8) and Healing Totem, while
Champion, Hand of Ragnaros, and armor sets among others).
Druids get Rejuvenation and Healing Rain.
April 19 (1.6.9): Added the Demon Hunter, renovated several MAY 22 (2.5):
spells, added several monsters.
June 3 (1.7): Added Shadow Hunter, revised the warlock, hunter, Intro
and demon hunter, revised several spells, and added several Clarified resurrection in lore, added conditions to simplify cold
monsters. Fixed several incorrect terms. Thanks, George Hess! magic’s speed reductions, added scorched and chilled
July 29 (1.8): Added apothecary, mountain king, 10+ spells, 10+ conditions, and clarified an ambiguity in 5e regarding choking
monsters, and alterations (making garrotes and choking someone to unconsciousness
possible mechanically).

PAGE | 266 CHANGE LOG


Races Conjure/Charm/Hold/Dominate/Bind only, and cut extraneous
verbiage)
Rebalanced (mostly by nerfing) racial talents and reconsolidating
Overhauled Invigorate/Debilitate (HoT/DoT) into Sigil spells
others (Stoneform split into permanent natural armor and a
(Ancestral Guardian, Banshee's Curse, Carrion Swarm, Curse of
1/long rest ability, arcane legacy, rage/berzerking, and war
Agony, Demonic Doom, Earth Shield, Holy Fire, Immolate,
stomp) into others.
Inferno Blast, Lava Blast, Living Bomb, Mind Blast, Mind Flay,
Rebalanced all races using the Detect Balance homebrew tool,
Moonfire, Parasite, Rejuvenation, Renewing Light, Riptide, and
boosting most (gnome, draenei, goblins, orcs, pandaren) and
Shadow Strike).
nerfing a few (night elves can no longer hide as a bonus action,
Removed Lightning Shield (rolled into elemental armor),
worgen form lost some powers)
Swiftmend (rolled side powers to Rejuvenation), Nature's Seed
Classes (no clear role in overhaul), and Water Shield (allowed Shamans
to cast Blessing of Wisdom), cleaned up death pact and lightning
Added the Alchemist Class (repurposed Apothecary subclass, rolled
bolt (made chain lightning a shaman name), Mind Blast/Flay are
the Apothecary subclass and made two others: mutant and
Cha saves instead of Spi, changed Soul Fire to be a Warlock
transmutor)
version of Pyroblast (due to closeness). Also nerfed Death and
Added class talents (warriors can now rage, turned shout into a
Decay, and unified spell format.
talent, including many others (hunter, rogue, and warrior,
Added magic weapons (Mana Blade, Aetish,
simplified fan of knives and other rogue talents), most are
Frostmourne/Shadowmourne), and based items on rarity rather
interchangeable, allowing a hunter to take the warrior’s heroic
than price
throw, a rogue to take the hunter’s umbral sight, and the warrior
to take the rogue’s misdirection to simulate troll headhunters, OCTOBER 4 (3.0)
forsaken deathstalkers/lightslayers, and high elven
blademasters, respectively, as well as to provide for most racial Major overhaul to organization, added appendixes for conditions,
archetypes without making them actual archetypes, but chosen religions, classes in lore, and inspirational reading. Further changes
abilities. (besides organizational ones) are detailed below.
Added Two Weapon Fighting style for Death Knights, modified Chapter 1: Focus/foibles and other ways of determining ability
Hunter’s/Warlock’s bonded companion, incorporated several scores, as well as summaries with each race
conceptual changes from Unearthed Arcana’s Ranger class into Chapter 2: Minor clarifications on sources of abilities based on
the Hunter, modified Frost Mages for more parallel with Fire talents
Mages, clarified Paladin Seals and Crusader Strike, and Moon Chapter 3: Added guidelines for building original PHB classes.
Priesthood powers, added Tinker Notebook Cantrips known is always equal to proficiency bonus (though
Removed Lightslayers and folded powers into hunter and rogue some abilities grant additional cantrips).
talents. Modified the tinker’s archetypes and wording to be updated to the
Cleaned up all spell lists and unified their format. changes to engineering to clarify use of certain gadgets
Monk lost Brewer ability. (harnesses). Moved Reliability’s bonuses to Tech Know-How to
Skills and Tools make more reliable machinery (buff to tinkers).
Paladins’ lay on hands and death knights’ corrupting touch were
Added CP and alternate crafting (via crafting points) rules, added simplified and strengthened. Revised invocation and similar
malfunctioned condition for devices, fixed existing skills to abilities (ancient power, desperate prayer, mana surge, demonic
accommodate invocation) to take 1 action and bonus action, and restore mana
Clarified Touch-Blast Strike and explosive fuses as if resting for 1 hour, usable more frequently. This results in
Clarified and simplified gathering materials from creatures slightly higher mana (enough for two highest-level spells),
(harvesting) and objects (scavenging). quicker use, and synergy with the change with mana potions
Clarified the cost of consumables under the Item Creation Table (work off similar mechanics, higher rarity gives more effective
hours of rest), along with the increase in total mana pool (and
Feats
clarified spell costs).
Brew Mastery feat introduced, which is the Monk Brewer ability, Talent wording updated (fan of knives finally satisfactory, dire
now turned into a feat instead to simplify the monk and strike, etc.), changed Bladestorm to a talent and cleaned it up,
augment their versatility should they choose to take it. It still and added two more talents (execute and stunning slam), gave
requires Ki, and is one of the more class-oriented feats. Arms warriors Charge to compensate. Added synchronized uses
of abilities (sweeping strikes adds to area damage, tremor +
Magic and Spells
heroic leap deals double damage). Changed saving throws for
Cantrip number now tied to 1st level spells prepared. alchemist, death knight, druid, paladin, shaman, and warlock to
Added new spells for Alchemist (Bomb, Mutation, Shift Skill), make distribution more even. Added caster level to class sheets,
altered existing spells (frost/fire armor rolled into Elemental and rounding of caster levels. Rogue flash bomber talent
Armor and granted for Shamans, Entangling Roots added to replenishes on short rest. Beast Master hunter has abilities
Alchemist, brilliance aura lowered to level 4, Aerial Shackles, updated to reflect the animal companions’ ability to attack
Telekinesis, and Death Grip rolled into a low level Telekinesis 3, without being commanded with an action (under Bonded
DKN, MGE, and WRK, unshackled Charm and Dominate spells Companions). Also received a boost in terms of the Frenzy
from being Person-Monster, and made them specific to ability.
creatures the class can bind, renamed Alchemist. Alchemist spellcasting-like ability has a caster level of 1
Conjure/Charm/Hold/Dominate/Bind Creature to per alchemist level, up from 0.75. Cancelled artifact-level

PAGE | 267 CHANGE LOG


potions, and added a new capstone feature for alchemists: MARCH 3 (3.1)
synthesized potions. Clarified spontaneous potions. Reorganized
feature list, added text for mettle and multiple potions, and Chapter 1: Added guidelines for wealth to apply to tinkers,
switched their access rates. Clarified flash bomber. Clarified alchemists, and classes that can craft or want to benefit from
actions to make potions. guidelines for wealth expectations.
Changes made alchemists a variable spellcaster who has slower Chapter 2: Added the Nightborne and Void Elf races from Legion,
‘casting’ but can call on more resources, without employing as well as Broken from the Monster Guide. Other races
mana, and with possibly better support though limited to a (Lightforged Draenei, Highmountain Tauren, Mag’har Orcs,
specific spell list. Zandalari Trolls, and Kul Tiran Humans are not mechanically
Chapter 4: Added character details, inspiration, and all new different from those in the core rules, and hence require no
backgrounds based on orders and organizations in the conversion). Fel orcs, of course, can be represented by the
games/media (kirin tor, sentinels, etc.) that complement existing appropriate template in the Monster Guide. High elf/blood elf’s
5e backgrounds (using Knight for Stormwind knight, etc.) Arcane Legacy bonus reduced from +4 to +2, and troll
Chapter 5: Overhauled organization for equipment, made cleaner regeneration altered to serve as ‘advantage’ on healing rolls.
and grouped skill products, removed lingering references to Forsaken’s Cannibalize simplified and clarified, as well as
activation checks for engineered devices. Added Ashbringer integrated to mana vampirism (now called mana siphon to be
Clarified armor set crafting more neutral-sounding and lore-friendly).
Chapter 6: Clarified multi-classing, and added attribute change. Chapter 3: Altered relevant classes and archetypes to
Chapter 7: Modified the engineering kit and unified wording to accommodate aura changes. All spellcasting classes have their
engineer’s tools conjuring and binding choices updated with monstrosities or
Chapter 8: New chapter, including between adventures, aberrations and oozes (were previously excluded)
location/settlement sheets, vehicles, adventuring scales, and Alchemist: Alchemist had revisions to ability names to simplify the
lore. Gives framework for overland adventuring. sheet, and unified some mechanics. Cantrips were clarified.
Chapter 9: New chapter, including actions, damage/healing. This Several abilities were fixed, including the base Alchemy ability.
(and chapter 8) will synergize with kingdoms, strongholds, and Clarified the difference between Alchemist’s Supplies (a
war, and references to it was removed. proficiency anyone can take) and the Alchemy ability (which
Chapter 10: Clarified mana rules, and added a mana cost chart to adds greater abilities when using the tools). Clarified some
make the system more easily referenced, simpler, and miscibility issues. Apothecary gains repair flesh (can heal undead
accessible. Mana cost is reduced by 1 with minor and repeat and constructs with abilities that heal the living), and did minor
spells, as well as spells lower than 3 levels than max, not halved. clarifications on difference between knowing a spell and
Total spells prepared are caster level + ability score modifier, memorizing it with alchemist
down from 2 + double modifier for each spell level. Heightening Death Knight: Altered auras and improved auras, and did rework to
is the main purpose, and makes specific conjure spells more the Army of the Dead, Ward of Blood, and Grave March abilities.
valuable (since each is considered a spell). Furthermore, the Clarified Unholy Champion path capstone.
total mana pool increases by the highest-level spell accessed, Druid: Alterations to wild shape scaling, form suites, how much hit
making the mana pools for mages and priests higher on average points remain after transforming, and archetype rebalancing and
than paladins and hunters. alterations (restoration and feral abilities). Added clarification
Chapter 11: Gave shamans access to brilliance aura, alchemists regarding the druidic language. Returned wild shape to
inner fire (renamed to invigorating vapors), with class-specific replenishing on short rest.
name (Mana Tide), and lowered totem’s level, clarified Balance: eclipse points updated with variable uses, World at
immolation. Bind is a ritual spell. Expanded alchemist spell list balance is limited on once/long rest
with 8 8th level spells and 4 9th level spells. Removed finger of Feral: Added a new option for Blessed Beast that can help pre-
death, forcecage, and symbol from 7th level alchemist spell list. battle buffing druid wild shapers.
Sigil spells require a spell attack roll vs a DC of 10 + spell level to Restoration: extended growth doubles duration of healing sigil
make scaling stay around a roll of 7 on a d20 (roughly, assuming spells, and doesn't quintuple it
normal ability score rolls and level). Unified drain life, drain Hunter: Hunter’s starting Favored Enemy no longer scales, since it
mana spells, and nerfed Conjure and Bind (but added special can now be changed afterwards, and a talent can be spent on
circumstances to bypass normal restrictions). gaining more favored enemy slots. Changing favored enemy and
Sigil roll, balance damage on chart, solved several typos, removed favored terrain takes more time (7 days) to justify re-taking the
Holy Wrath (folded under Holy Nova, added to paladins), talent for horizon walkers. Added ability to turn beast
simplified spells (Bind, Cyclone, Divine Shield, Drain Life, Drain companion attacks to magical under Spirit Bond (benefits more if
Mana, Holy Shock, Ice Block, Mind Vision), some spells boosted the item is also attuned). Sharpshooters no longer retain shot
(Blizzard, Combustion, Death and Decay, Demonic Doom, Divine spells, but gain their choices of two talents: suffused arrows
Shield, Elemental Shock, Sunfire) (special bullets) or flash bomber (faster explosives). Hide in plain
Modified spells (Rain of Fire 3rd level (parallel to Blizzard), Divine sight can re-camouflage. Minor buff to primeval awareness (can
Shield and Ice Block work similarly) sense general health) to bring it up to other talents.
Appendixes: New chapters, including new conditions, gods/divine Shadow Hunter: Big Bad Voodoo ability was altered to
powers, planes of existence, and classes in lore (how each race- accommodate the addition of the spell.
class combination is likely to act) Marksman: hawk eye clarified, multi-shot strike clarified as well.
Monster Manual 3.0 released. Chimera shot also reworked for sharpshooter use.
Survival: trap expert expanded. Mettle turned to grit to avoid
confusion with similar abilites, and powered up the ability.

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Mage: Clarified and revised Ice and Fire mages to be clearer. clarified, and superfunction is simplified and better-worded.
Arcane: Arcane spheres are now consumed more quickly. Superfunction simplified and unified. Reliability tied to coolness
Transmutation mastery clarified to function with certain under fire.
transmutation spells, and spell flare scales with arcane blast. Warlock: Clarified soul shards and fixed quick build. Altered Soul
rune of power cannot stack with one another, and require a Vault to be more consistent, and fixed several issues with
bonus action to attune to. archetypes. Warlock studies renamed to demonic studies.
Fire: Clarified and revised, fixed controlled destruction, added Warrior: Heroic Throw turned into an at-will Strike effect. Stunning
burning condition and updated content. scorch no longer Slam changed from strike effect to passive based on critical hits,
imposes disadvantage on saves versus the burning condition, but making it friendly to fury warriors as well as arms warriors. All
disadvantage to ability checks while burning added protection warrior’s abilities are rebalanced or clarified
Frost: Reworked, and ice statues's incapacitation tied to the (expanded Block and Tackle). Clarified which talents to take to
chilled condition, so it can be extended. recreate original barbarian or fighter.
Monk: Quickened Soothing Mists to be a bonus action if you General: Various re-balancing and tweaks to the special and racial
already attacked that round to make action economy smoother. specializations. Clarified several issues in classes. Reorganized
Removed Spirited Crane stance due to its wonky mechanics and several class sheets to match description order with display
added Life Cocoon instead (temporary hit points and boosted order.
healing so long as the temporary hit points remain) Chapter 4: Added and overhauled nearly a dozen backgrounds, and
Paladin: Corrected issue giving paladins 4 skill proficiencies at level added variant features, with some being class-specific. Added
1. Protection Paladin’s Rook’s Move clarified the effect new language (Shath’Yar), and variant inspiration (ever wanted
depending on whether it was used before or after the attack and to spend inspiration to craft a special magic item?)
general tweaking. Ardent defender has special effect when Chapter 5: More details on potions, moved all potion rules to
having 0 uses. Switched Emancipate and Divine Storm’s level Chapter 7 for unification. Added Hearthstone and Jihui sets
with Retribution paladin. Holy paladin’s Holy Vision aligned to under Tools and mini-game rules.
Light’s Insight, and Holy Auras altered to parallel unholy death Weapons: Reorganized chart. Removed heavy from chain, added
knight’s Grave March ability. Divine Storm reworked slightly. variant for hook, and connected it with the tethering rules from
Priest: Holy priesthood clarified. Light’s Insight has exploding dice Chapter 9 (can replicate abomination hit and pull). Unified rules
instead of 10% double healing. Moon priesthood’s spells were for origin weapons (training in one weapon confers proficiency
changed; losing speak with animals and gaining trueshot aura to another). Made warglaives based off scimitars (for slashing)
and shot array (all except black arrow). They also gain find over shortswords (for piercing).
familiar and have a stronger bond with it under moonlight to Treasures: Altered Mana Blade and Warglaives of Azzinoth to scale
represent priestesses of the moon in Warcraft and Tyrande’s better with mana. Slight buff as well. Warglaives are essentially a
latest exploits in WoW. Witch Doctor’s level 17 ability (Big Bad buffed up mana blade. Added chains of the undying mage to
Voodoo) was changed. allow lich-like monster creation, and to synchronize with any
Holy: gains the celestial for free at level 8 upcoming rules for becoming a lich. Added shamalyne by adding
Shadow's focused psyche buffed to refresh and re-apply to recover Prismatic Blade merging rules (as well as clarifying some in
lost sigil, and vampiric embrace buffed. Gains void tongue reforging).
(shath'yar) for free. Added 3 epic boons that are Warcraft or mechanically-appropriate.
Rogue: Cloak of Shadows and Tricks of the Trade rogue talents Chapter 6: Altered the Improved Regeneration troll feat to include
clarified and slightly buffed (Cloak of Shadows can rely on the concept of exploding dice. Clarified Ki Guard brew’s bonus is
Charisma instead of Intelligence). Swift Slash possibly in a good an aura bonus. Arcane was added to mystic blast choices.
place. 5th level Uncanny Dodge turned into a rogue-only talent Chapter 7: Organizational overhaul for all production tools. Unified
that requires +3 proficiency bonus to even out distribution of and simplified terminology to clarify the difference between
talents. Assassination also got a scavenge-like ability to help with proficiency with alchemist’s supplies and the alchemy ability, the
poison-making (also tied to harvesting creatures to bring limits of engineer’s tools, and greater attunement weapons
mechanics closer together). under infusion.
Demon hunter: metamorphosis vastly simplified, general Clarified rules for creating custom gadgets with Engineering,
overhaul with Legion. Fel might turned into dark mastery. Added uses of explosives and ranges (thrown bombs nerfed from 30/90
provision if the demon hunter can access higher level spells than to 30/60 to parallel with daggers to conform to thrown weapon
6th level (can use once per long rest instead) to avoid parameters). Added Avatar Raiment and Destroyer Armor sets.
multiclassing shenanigans. Chapter 8: Updated vehicles with goblin balloons (zeppelins)
Shaman: Altered Enhancement Shamans to better work with two- Chapter 10: Clarified how every spellcaster in Warcraft has a form
weapon fighting by tweaking the Channel Elements use. Added of spellbook (to reflect Classic’s pay-to-learn model and lore
6th level Art features for the Shaman class, tinkering with the reasons why objects like librams and runeblades can be used for
remaining abilities appropriately (17th level). spells, as well as how shamans losing totems translates to a big
Elemental's acclimation tied to Calling, bonded elemental loss of power). Altered the alchemist’s spell list to reflect more
clarified (bond spell to bind spell) object-based spellcasting and things that worked into the class
Witch Doctors have vicious mockery, proficiency with alchemy and fantasy.
alchemist's supplies and a new mojo (strange mojo, can reroll Added the Call mechanic to learn names of new creatures to
miscibility) conjure. May add true name mechanics (true to Warcraft)
Tinker: Gunner Tinker has Greater Touch-Blast Strike renamed, eventually.
since the ability is not related to the Touch-Blast Strike effect. Chapter 11: Several fixes with spells (clarifying shot and strikes),
Tinker’s abilities across the class and all archetypes have been unifying format.

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Spell Lists: Clarified which spells are new and which are modified lines between troll shamans (witch doctors) and shadow
for the benefit of spellcaster players. Added source for all spells. hunters). Forsaken have new racial traits (elf, human, and orcish
Altered spell lists to compensate aura change (adding aura spells blood). Added sand trolls as an alternative Ice Troll subrace.
to paladin and dk, druid also gains 2 auras (abandonment as Fixed text on nightfallen and void magic traits, forsaken fixed
primal roar, retribution as thorns aura), and hunters gain 1 features, goblin reorganized features alphabetically (extra
(trueshot), which moon priesthood also gains as a priesthood language last), best deal anywhere has period instead of colon,
spell. Added spells from Elemental Evil and Xanthar’s Guide to troll description adds Zandalari, ancient culture feature detailed,
Everything to spell lists. Added vicious mockery to priest clarified sand and ice trolls, worgen scaling on damage fixed.
(warcraft priests have a lot of psychic, especially shadow priests draenei's heroic presence buffed to be more actionable (on
Added: Added a new spell (Flash of Shadow) to reflect Flash of critical hit as well as 10 minutes), can spend inspiration to make
Light. Added serpent ward (fire bolt cantrips). Added Big Bad creatures benefit multiple times
Voodoo to shamans, added divine shield to shamans as well as Chapter 3: Added class intros, updated quick build
spirit shield used by Zak'rajan the Undying, and to provide recommendations for casters (since all casters have spellbook-
parallel and mechanical basis for Big Bad Voodoo (mass divine equivalents), also special features under class features
shield). Added Primal Attunement (reflects XGtE’s special area (corruption and turning undead for death knights, how to
spells such as Temple of the Gods and Druid Grove). recreate PHB 5e classes for talent-using classes)
Removed: Removed Mark of the Wild, as its function is better All crafting classes (alchemists and tinkers) start with free
served by Inner Fire. Removed Earthbind (EE’s version is official, materials (instead of two devices for tinker)
and takes precedence), Curse of Elements (Elemental Bane does Alchemist: quick alchemy turned to efficient alchemy (cost
the job at higher level). reduction from 1/2 to 1/4 instead of 1/4 to 1/8, improvement
Changed: Chaos Bolt mana cost full, halved with soul shard (to from old crafting system) mutant alchemist no longer loses
allow rotation). Healing Stream totem and moved it (and original action after haste (super mutant level 6). Alchemist can no
Healing Stream/chain heal) down 1 spell level to level 3 longer conjure or bind monstrosities (since they are a catch-all
(lowering hit points healed as well). Shadow Strike renamed type and not themed for alchemy) nor humanoids, but can
Shadow word: Pain. Resistance and vulnerability auras (paladin modify creatures they capture to become homunculi (as some
and death knight, respectively) cover cold, fel, fire, or shadow forces in the Warcraft universe are aware of, such as the Burning
damage instead of acid, cold, electricity, or fire damage to be Legion as loyal servitors). Alchemist: Apothecary rebalanced to
closer to the class fantasies and to cover more uncommon require study before Repair Flesh can be applied. alchemist now
resistances (instead of intruding on shaman’s theme of correctly describes the explosion spell, not explode spell
elementals). Tranquility, Death and Decay, Elemental Tongue, Death Knight: clarified how frost presence works. Death knight’s
and Unholy Frenzy changed (rebalancing, spell level changes or a unholy companion clarified to be an undead in every description,
lot of clarifications). Mana Burn scaling changed to be quicker. and removed references to beasts. The aura feature allows one
Removed Channeling tag from Pyroblast and reflected the free casting for each spell per rest. frozen soul (frost dkn) fixed
change on abilities and items. Blizzard, Death and Decay, and references to unholy strike. death knight's blood path changed
Rain of Fire have additional effects on a failed save. Mana and level 3 archetype spell from animate undead to vampiric touch.
Life Drain spells altered slightly for better progression. Rune and frost's channel divinity: freeze allows a saving throw per round
Seal array updated for clarity and rebalanced. to help vs. constant frost mage shinanigans. frost presence's
Clarified: Simplified Wind Shear. Clarified and simplified the extra damage limited to death knight spells (improves with
Conjure spell to be more streamlined. Turned all aura abilities archetype spell list). Might of the wastes removes the
into spells. Clarified Arcane Barrage cannot hit main target twice. unnecessary 'slows' provision. Frozen soul interaction with Frost
Retribution aura’s attack is a ranged spell attack (limited to the Presence clarified. Pillar of frost clarified. Bolster undead doesn't
aura) instead of a save-based effect. Druid's slumber spell add proficiency to damage anymore, and has its duration
specifies emerald dream shenanigans reduced to 10 minutes from 1 hour, and undead companion's
Appendix A: Moved Malfunctioned condition to the appendix, and bolster undead benefit is limited. Grave march and army of the
added a Bleeding condition to work with the Death Knight’s dead clarified further.
Blood Runes. Druid’s wild form clarified when shifting back. Restoration’s Seed
Appendix B: Clarified Wild Gods’ relationship with Elune and Holy of Life and Improved Seed of Life ability clarified. resto druid's
Light’s philosophy. healing lore limited to druid spells, also ironbark has bonus
Appendix D: Updated Classes in Lore with Nightborne/Void Elves effect if you don't want resistance.
and changes to spells. Hunter’s focused shot and multishot strike features clarified, as
well as some parts of favored enemy. Added dark ranger talent
APRIL 11 (3.1.1) as gateway for undead shinanigans.
Was incorporated into 3.2 Mage: Arcane buffed up to stand toe-to-toe with other mage
traditions.
JUNE 23 (3.2: WHISPERS OF THE OLD ONES) Monk: Added timeless and empty body feature (was missing), and
corrected diamond soul. minor clarifications on brewmaster,
First themed patch (old gods) added Runeweaver archetype. Ki costs for abilities overhauled to
Began covering turning all mentions of spells from capitalized to 1 ki per spell level, overall buff.
italicized Paladin. Retribution Arm of the Law clarified for judgments (seal
Chapter 2: Added Vicious Mockery as a possible troll choice for releases), allows healing from crusader strike, capstone ability
Ancient Culture (used to be warrior culture) to represent allows spending hit dice to crusader strike, protection nearly has
natural-born hexer trolls (and to intentionally blur class fantasy all features rewritten (including improving opportune prayer and

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capstone), protection cannot lose concentration on auras from (gadgets), with prices kept similar for wondrous items and
taking damage, and retribution sword of light applies only to constructs. Added a bit more clarifications for grenade-form
melee weapon attacks. The aura feature allows one free casting explosive uses.
for each spell per rest. Discovering formulae rules scales with level. Improved
Priest: Shadow priesthood’s abilities empowered and clarified for scavenging, node-gathering, etc.
new patch. moon priesthood altered light of the moon (requires Standardized descriptions for the item creation complexity and
concentration, but auto-casts for no action or mana cost). cost table. Larger devices cost 50% more for size beyond their
moon's luck rewritten. Other spell lists corrected to be the normal (for medium or medium constructs). Malfunction of a
appropriate spell level. Moon priesthood overhauled to show consumable is special (instant mishap). Clarification that crafting
two phases of Elune (full and new moons; or ranged and melee an item costs 1/3 (round up) the market value of an item of the
phases) same rarity. Added device add-ons, and clarified some fuse and
Rogue: Insightful fighting requires a bonus action every round to explosive issues. Added ammunition explosives. Added
maintain. phlogiston under alchemy (price and how common it is sold and
Spell breaker: Capstone changed to greater spell steal, and is the cost of the recipe). Thunderfury buffed and fixed.
linked to the spell of the same name. Monster nodes' time determined jointly by dm-player
Shaman: Elementalist treats one weapon they’re wielding as a Chapter 8: Reorganization and added alternate madness rule (for
spellcasting focus (to help with two-weapon fighting or for flavor old gods’ insanity), altering the puzzle box appropriately (high
with two-handed fighting), and their elemental command ability risk high reward treatment with increasingly insane uses of the
scales in damage with spell levels accessed. restoration elusive box). Moved Locations sheet (Elwynn) to upcoming document
totems minor clarification release: Azeroth World Guide to better integrate with the world
Tinker: tech know-how turned to efficient engineering (cost and the Kingdoms Settlements and War rules. Removed
reduction from 1/2 to 1/4 instead of 1/4 to 1/8, improvement resurrection altars to AWG.
from old crafting system). Gadgeteer's efficient engineering Chapter 9: Moved most optional rules to chapter 9 (withdrawal)
renamed to solid engineering. corrected class table cobble from and added absorb knockdown.
times/day to times/rest. Gadgeteer gains a martial buff (adds Chapter 10: Cantrips can be changed as well at the end of a long
proficiency to construct attack rolls), and free phlogiston recipe rest.
at 11th level to help with large mechs and constructs. Chapter 11: Covered spells that weren’t included in 3.1 in sourcing.
Warlock quick build fixed (extra lines excised). Added soul shard Added Spell Steal to Mage’s spell list. Also standardized spell
improvement per archetype to help gain soul shards faster. reductions to be 1 less point (stacks with others, to the same
Warrior: Hellscream clarified to be added at 15th level (typo prescribed limit) instead of half mana in some instances, and ‘1
corrected). Warriors gain an option to give up heavy armor less mana to erbase cost’ in others). Reorganized arrays to be
proficiency for Unarmored Defense. It can be gained back by a sorted by level first then alphabetically. Cantrip calculation
feat. Not gained by dipping (multiclassing). clarified to be consistent with the table. Clarified how cantrips
Archetype: Demon Hunter gains fel blast (improves at level 17 to can be changed along with spells, can be stored in spellbooks
scale with warlocks). Spectral Sight on Demon Hunter revision and re-learned. Otherwise they’re free.
Archetype: Added Runeweaver (dwarf and tauren). Added Barrier Ward for dkn, mge, pld, and prs, added conjure
Archetype: Shadowhunter: Shadow Hunter adds darkness to spell strike to cover versatility niche, as well as cover the ‘conjure
list, and moves the Big Bad Voodoo to 11th level along with skeletal arms from the ground’ death knight ability, druids’
Advanced Mask Magic. For 15th level, they instead gain Pit of ability to conjure up bear arms can be reflavored to fit the spell,
Shadows (inspired by Vol’jin and shadow ascendants from 3.5 (as etc. Added void eruption as a solid damaging spell for priests to
well as dark Loa abilities) on 1/long rest, or 1 use can consume a as another option instead of flame strike (similar spell level, less
mask use. Also, for simplicity, shadow hunter’s shaman spells range and damage but has a pull effect and rarer damage types
don’t cost extra mp. of shadow and psychic for synergy with shadow orbs)
Archetype: Witch Doctor gained a new feature for 6th level, and Added shadow word: death
spiritual intervention clarified and rebalanced (one spell level Changed: unholy frenzy changed; no longer gives adv. to agility
lower than the one you sacrifice). throws or bonus to AC, instead gives 1d4 to attack and damage
Chapter 5: Avatar’s Raiment fixed text. Fixed divinity relic’s rolls modified by strength, damage reduced to 2d4 from 2d6.
reference. Fixed mana stone wording (to 50%, 3 hours of resting Clarified and rebalanced several seals and runes array sub-spells.
upon crushing). Added inscribed staves for custom staves, with 4 Capture essence interactions clarified, renamed to essence seal.
iconic staves as examples. Added holy water change for References to firebolt (without space) have been corrected to
Warcraft. fire bolt (with space). Several Array spells clarified or rebalanced.
Changed sage blade from shortsword to any sword, so to replicate The two terrain aspects (desolate and mountain) have their
most mage swords in WoW (most would be named sageblades), durations changed to 4 hours instead, but cannot share another
as well as to aid Blood Mage stats in Monster Guide. aspect. Earthquake lowered to 5th level with rebalancing
Chapter 6: Spell Stance clarified for spell max durations and (shorter range, area of effect, and side effects) to act the same
concentration spells, and spell strike similarly clarified. Stances at 8th level when heightened, mostly to be accessible for
are generally clarified. Turned Alchemical Aptitude into a feat Shamans earlier. Searing shot buffed slightly to remain
from a talent, added Multiclass Synergy feat to bring some competitive. Arcane shot turned to extra 1d4 arcane damage
multiclass concepts closer to reality and to improve build from 1d3, but only the extra damage is arcane (not the entire
versatility. shot). Frost and Searing shots scale. Hex array updated with
Chapter 7: Completely overhauled crafting and crafting point duration for death hex. Polymorph reverted to its old incarnation
mechanics to be much cheaper with consumables and use-items to keep in stride with the power expectations of the bind and

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conjure spell. Blessing of Wisdom rebalanced to stack with seal Hunter
of insight for mana-efficient paladin spells. Immolation aura Magic-User's Nemesis useable at-will, vanish talent renamed to
rewritten to clarify strike option, devotion aura clarification (for camouflage to avoid confusion with rogue subtlety ability.
range), totems occupy spaces clarified (as if object one size
Mage
category smaller than caster), orb of annihilation rebalancing
Pyromaniac can gain more than one pyroblast charge per round
(less aoe damage, cap on max. hp increased up to half hit points,
clarified when maximum is restored). Counter shot removed Monk
from shot array and made into an independent spell to keep The class receives the talent treatment, gaining two original
away from moon priestesses and to be mechanically consistent talents and access to talents previously-restricted to hunters,
(1 shot per use, not 2/level). Removed frost bite, frost bolt, frost rogues, or warriors.
nova, arcane explosion, mana shield, arcane orb, cone of cold,
and arcane sword from warlock list. Mind spike correctly Paladin
displayed as 2nd level spell. Avatar form (PLD) integrated and augments various abilities
Clarified mutate ability score penalty increases with heightening, Priest
and clarified what energy resistance (resistant skin) does in 5e Priest’s spellcasting requiring a prayer book and training is
terms. Spell steal also clarified, stored spell remains up until a clarified.
short rest. Clarified corpse explosion’s AOE. Mute clarified to Discipline level 6 ability clarified
scale 1 target/2 spell levels. Frost nova clarified to be targeted Holy, Moon, and Shadow priesthoods gain special abilities when
while fire nova is point-blank aoe. Fire nova given a mini under avatar form (PRS)
controlled-destruction feature (exclude some targets from AOE).
Telekinesis clarified. Added better description to Conjure Shaman
Elemental Totem (was curiously lost). Shot Array now includes rewrote release elemental shaman ability, corrected archetype
Frost Shot as well as Searing Shot. Reworked essence seal to be reference to channel divinity to channel elements
clearer and integrate with other mechanics. Elemental Shock Warlock:
turned into spell attack. Minor spells now include auras. All archetypes gain special abilities when under avatar form
Corrected description for Hold to include holding your own (WRK)
creature type. Corrected references of Lay lines to ley lines.
Appendix A: Cleaned up the malfunctioned condition—added one Warrior: Worked to be closer to barbarian; adding 1 more talent
last mishap (Deus Ex Machina). Added details to burning and (to cover danger sense), and made Second Wind and Berserker
chilled conditions to work off one another (fire removes chilled, Rage non-exclusive (must be taken at 1st level).
cold and chilled remove burning). Sweeping Strikes cannot be used with bladestorm anymore
Appendix D: Removed Classes in Lore to be in the World Guide Added burning blades warrior talent
Monster Guide has most old-god themed monsters Bloodthirst strike's temporary hit points can stack (max 1/2
level) for 1 hour
NOVEMBER 3 (3.3: CALL OF THE LEGION) Weapon specialization no longer has a limit of 1 per 24 hours on
a target, as arms warriors don't get bonuses to crits
Covered more italicization of spells, and fixed references to Scry
spell to Scrying spell. Demon Hunter
Altered Spectral Sight to hopefully the last iteration, changed
Chapter 2:
dark metamorphosis to accommodate new avatar form (WRK) for
Minor reorganization on draenei (moved description from age to
themed patch
size).
correction on nature resistance night elves Witch Doctor:
Witch Doctor personal mojo's abilities can apply to any potion
Chapter 3:
they handle or make, and they were changed to account for
Talent format overhauled to follow a column for ease of finding.
miscibility
Alchemist
Chapter 5:
Boosted cantrips use on quick potions for more viability,
book of the dead buffed (100 pages, each summoning of 4
Alchemist can make cantrips for no cost with quick potions, and
undead costs 10 pages) and covered various corrections and
can maintain 2 (with advantage on miscibility)
clarifications
Mutant alchemist clarified, gained strength saves, which was
added philosopher’s stone
taken from transmutor
Added non-spell potions to round up possible potions and
Transmutor overhauled to accommodate advanced alchemy and
uniform various other objects (rogue's flash powder from wow,
got more supporting power in the form of various augmentations
gunpowder and phlogiston, acid neutralizer, antitoxin (antiplague),
to potions
antidote, crackle powder, crystallized air, darkvision powder, and
Death Knight others for additional adventuring tools for alchemist to provide
corrected various archetype spells, and added new functions their party)
when under avatar form (DKN) Clarified several issues with engineering and improved scaling of
firearms and explosives; tied base damage dice (before mods) with
Druid
the item creation costs and complexity table.
Allowed druids to sleep in wild shape (clarifying a weird issue
when a druid cannot slumber themselves). Chapter 6: added feats

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attuned spell, can be changed according to regular downtime Change harvesting mechanic from being based on target’s
retraining (250 days and 250 gp, can be shortened in return for proficiency to being based on their XP reward (for simplicity).
quest or event),
New Spells
Added racial feats: shroud of the ancients, titan-born, and wolf-
Bound Form [level 2]
born, and fel suffusion and fiendish fury feats
Planar Tear [level 3]
Altered spell stance
Gate [level 9]
Allowed Mystic Blast to scale better in terms of range (range 20
+ 10 ft. per spell level).
Spell strike interaction with critical hits clarified

Chapter 7:
more on finding names for formula discovery (renamed to
discovery instead)
added rules for true names (as the book of fel names discovered
by Medivh)
added modified ammunition in preparation for special
modifications.
Covered details on firearm and explosive proficiency (1 week of
training turns firearms and explosives to martial weapon,
proficiency in engineer’s tools confers proficiency automatically in
both.
Added new & revised alchemy miscibility table
Fixed references to engineering stuff (all families save
constructs, which are reflected in the monster guide)
Added first iteration of custom infused items
Chapter 10: more details on tutelage and creature names for
conjuring
Chapter 11:
Spell lists: Death pact removed from alchemist.
Added: transmute material for mages and alchemists
Changed: ice block channel added and heighten effect added,
and made it also castable as an action for pre-emptive defense,
earthquake has special effects for volcanic, geyser-active, and
underground water regions (replicating the firelord hero unit).
Bind spell duration changed to 20 minutes to account for minimum
alchemical creature duration. Tranquility clarified on
concentration. Hide changed to cover more camouflage than
quasi-invisibility.
nerfed scaling of inner fire (1 + ¼ spell level for +3 at spell level
9)
Developments
Added mineral properties for materials (mithril swords and
adamantine axes), which increase base rarity before factoring in
bonuses or infusions. Also added alchemist’s stone and the
transmute material spell to access materials and turn lead (or iron)
into gold.

Alchemy
Added additional Materials

Artifacts
With Legion out, there is enough backstory and mechanics to
support porting artifacts. This will require removing existing ones
and adding them as Artifact-level items.
Fire Mage: Felo’Melorn (Phoenix Blade of the Highborne)
Retribution Paladin: Ashbringer (Blade of the Highlord)
Balance Druid: Scythe of Elune
Demon Hunter: Twinblades of the Deceiver
Subtlety Rogue: Fangs of the Devourer
Marksmanship Hunter: Thas’Dorah, Legacy of the Windrunners

Arcane Mage: Aluneth, Greatstaff of the Guardian (Arcane Mage)


Harvesting Change

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