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Heroes Handbook

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

Legal Stuff
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express
written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11
1ET, UK.
2
Table of Contents
Part I: Heroes 4
Chapter 1: Races .........................................................5
Choosing a Side .................................................................... 5
Choosing a Race ....................................................................6
Blood Elf ..............................................................................7
Draenei ................................................................................ 9
Dwarf ................................................................................. 11
Forsaken ............................................................................13
Gnome ............................................................................... 15
Goblin ................................................................................ 17
Human ...............................................................................19
Night Elf ............................................................................ 21
Orc ......................................................................................23
Pandaren ...........................................................................25
Tauren ................................................................................27
Troll .................................................................................... 29
Worgen .............................................................................. 31
Chapter 2: Classes ..................................................34
Druid ..................................................................................... 35
Hunter ...................................................................................42
Mage ......................................................................................48
Monk ......................................................................................54
Paladin .................................................................................. 59
Priest ..................................................................................... 65
Rogue .................................................................................... 70
Shaman .................................................................................74
Warlock .................................................................................81
Warrior ..................................................................................86
Chapter 3: Personality and 91
Background ..................................................................
Character Details ................................................................91
Hero Points ..........................................................................94
New Backgrounds .............................................................. 95
Chapter 4: New Equipment ..........................100
Starting Equipment ......................................................... 100
Wealth .................................................................................100
Racial Weapons ................................................................ 101
Firearms .............................................................................101
Mounts ................................................................................103
Chapter 5: Customization Options ....104
Multiclassing ..................................................................... 104
New Feats .......................................................................... 106
New Racial Feats ..............................................................106
Part II: Magic 107
Chapter 6: Spells ...................................................108
Spell Lists .......................................................................... 108
Spell Descriptions ............................................................111
Appendix A: Shapeshifts 115

3
Part 1
Creating a Hero

PART 1 | RACES
Chapter 1: Races

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

PART 1 | RACES
6
Inspired by the Sunwell's rebirth, the blood elves have
since entered into a shining new era in their ancient race's
history. Although some elves remain hesitant to abandon
their dependence on arcane magic, others have embraced
change for the betterment of Quel'Thalas.
Blood Elf
We must put this misery behind us. We must enter a new Crimson
chapter! And so I say to you that, as of this day, we are no As a culture, the sin'dorei have retained the look and feel of
longer high elves! In honor of the sacrifices of our brothers their fallen high elven kingdom, though have developed a
and sisters, our parents, and our children, as of this day we greater penchant for the colour of crimson: the colour of
will take the name of our royal lineage! As of this day, we their namesake. Crimson-red robes, decor and armour
are sin'dorei! For Quel'Thalas! have become far more commonplace within blood elven
society prior to the fall of the high elven people, a reference
— Kael'thas Sunstrider to the blood of their many brethren who had perished in
the Third War. The iconic and traditional blood elven
Introduction colours are red, gold, and to a lesser extent, blue – all of
which can be seen on their racial crest, the Icon of Blood.
Nourished and strengthened by the Sunwell’s potent
energies, the high elves’ enchanted kingdom of Quel'Thalas Proud Society
prospered within the verdant forests north of Lordaeron.
During the Third War, the high elves were nearly scoured In general, the blood elves are a proud, pragmatic, and
from Azeroth. Led by the death knight Arthas, the scourge somewhat jingoistic people; they place great emphasis on
army slaughtered almost all of the kingdom’s population. In their love for their homeland, and are ruthless to their
the slaughter, Arthas tainted the sunwell, reanimating a lost enemies. Their reputation for isolationism is well-earned,
necromancer. Prince Kael'thas rushed to his homeland's and they prefer to keep to their own kind, although excep-
aid, and the survivors of the onslaught were renamed tions to this stereotype exist. Blood elves are a resilient
'blood elves' in honor of their fallen kin. The blood elves race of survivors, and their most prominent figures stand
grew addicted to the sunwells tainted energies. Kael'thas as beacons of courage, tenacity, and the strength to fight
desperately searching for a cure for his kin, traveling the on, regardless of what foes stand in their way.
world to avenge his people and find a way to sate their Beautiful and Graceful
hunger for magic.
Kael'thas assured his people he would return to Blood elves are, biologically and physiologically high elves.
Quel'Thalas and lead them to paradise, yet on Outland, the With the largest difference being their emerald glowing
prince became twisted with the corrupting essence wielded eyes compared to the high elves blue.
by the demonic Burning Legion. Getting under the sway of They are slenderly built, standing at 5 feet tall to just
the Legion's commander. The prince was later killed on his over 6 feet, and averaging at 150 pounds. They have long
return to Quel'Thalas for his treachery, and with the aid of pointy ears, high cheekbones, and are generally considered
the draenei prophet, Velen, the magic taint lingering on the highly attractive by the standards of most mortal races.
sunwell was vanquished, restore it as a fount of both arcane Both males and females commonly have long hair in light
and holy energy. colorations, and males ability to grow facial hair is—
PART 1 | RACES
7
—limited, resulting in very few having beards beyond an
inch, and large facial hairs being completely absent.
Affiliation
Blood elves are members of the Horde. Though the Horde
was reluctant to forge allegiances with the sin'dorei, the
vouching of Sylvanas, and the general consensus that the Alignment. Most blood elves tend to be lawful, being a
blood elves could bring to the table what the Horde had very militant people. Those who do become chaotic is
previously lacked, paved the way to Quel'Thalas being usually mages, or warlocks out of control.
accepted as an equal independent nation of the Horde. Size. Blood elves in many ways resemble humans, but
Names with slender builds, and much more refined features.
Usually just over 6-ft, with very little difference between
Blood elves for the most part use high elven names, origi- male and females.
nally being of high elven kin, many have either kept their Speed. Your base walking speed is 30 feet.
past name, or given high elven names to their children. Darkvision. Accustomed to twilit forests and the night
Unlike high elves, blood elven surnames are generally more sky, you have superior vision in dark and dim conditions.
aggressive, blood elves don't keep family names, with the You can see in dim light within 60 feet of you as if it were
exception of highborne wanting to carry on a certain name. bright light, and in darkness as if it were dim light. You
Male Names: Mariel, Athaniar, Anador, Tharama, Viridiel, can't discern color in darkness, only shades of gray.
Malanior, Eraeth, Ulorath, Yehru, Kithadre Ancient Lore. You gain proficiency with two of the
Female Names: Anarial, Freja, Driana, Coria, Alanassori, following skills of your choice: Arcana, History, Insight,
Melanion, Azshara, Curlih, Setori, Amorly, Zama Perception.
Surnames: Coldtrail, Nightfeast, Darkgift, Glowvein, Arcane Influence. You know the blade ward cantrip.
Warmblood, Dawntrick, Solarmind, Phoenixdreamer When you reach 3rd level you can cast the magic missiles
spell once per long rest. When you reach 5th level, you can
Blood Elf Traits also cast the see invisibility spell once per long rest.
Intelligence is your spellcasting ability for these spells.
Your blood elf character has a variety of natural abilities, High Elven Heredity. You have advantage on saving
the result of the sunwells influence mixed with their high throws against being charmed, and you can't be put to sleep
elven blood. through magical means.
Ability Score Increase. Your Intelligence score Sin'dorei Familiarity. You are proficiency in longbows,
increases by 2, and your Dexterity by 1. sin'dorei warblades, and warglaives.
Age. Blood elves reach adulthood at much the rate of Languages. You can speak, read, and write Common and
humans, but are not considered to have entered adulthood Thalassian. Thalassian is a derivative of the Darnassian
until they reach 60, and can live to become many hundreds language, and in many ways sound the same to an
of years old with ease. inexperienced ear.
PART 1 | RACES
8
Broken draeneis, although having many of their pure kins
features have noticeable differences, their faces are less
structured, and appear more flat than their kins beautiful
features. They stand shorter than exodar draeneis, their
Draenei skin hard and cracked like stone, appearing more human
In moments of great strife, I gaze into the heavens and see than exodar draeneis with single jointed legs.
just how far we have already come.
The Divine Naaru
— Prophet Velen During the draenei's journey, the enigmatic naaru race
taught them the ways of the light, though they already had a
Introduction certain experience with it through Velen and T'uure. The
naaru explained that there were other forces in the cosmos
Thousands of years ago, the titan Sargeras shattered the that would stand against the Burning Legion.
tranquility of Argus by offering the eredar immeasurable The naaru bestowed a blessing, the Gift of the Naaru,
knowledge and power. The eredar were a knowledge- upon the draenei to signify their new connection the light.
seeking race and accepted his offer. He bathed them in his Deeply affected by the naaru's words, the draenei vowed to
fel might, turning them into demonic beings of the burning honor the it and uphold the naaru's ideals.
legion called Man'ari. The prophet Velen got a troubling
vision of what his race would become, and fled Argus with Affiliation
his followers by the help of the divine Naaru, who renamed
them draenei, or "Exiled Ones" in the common tongue. Due to the draenei's friendly and honorable attitude, they
The draenei refer to their corrupted brethren as man'ari, tend to get along well with other races, especially those
meaning "Unnatural Being". Although both originate from who belong to the Alliance who welcomed them into their
the eredar race, neither the draenei or man'ari consider allegiance, even though not all races return their kindness.
themselves eredars anymore. Draenei have very strong ties with the night elves, who
were the first of the Alliance to greet the draenei and
Alien Appearance welcome them.
While they stand tall and proud, they resemble no other Draenei hate orcs for the kins actions on Draenor,
race on Azeroth. Their skin ranges from rose white, to dark leading to a large distrust from the draeneis side of the
violet colors. They stand slightly taller than humans on horde and its allied races.
average, ranging from well over 6 feet tall to just over 8 Names
feet. They are generally more muscular than other races,
with double jointed legs ending in hooves, weighing 250 Draenei, unlike most races, do not have last names. Their
pounds or more. Males and females are about the same parents give them a name at their birth. Upon a draenei
height, and male are only marginally heavier than females. reaching adulthood they choose a name for themselves that
Both genders have tendrils in their head as part of their they keep for the rest of their life.
hair or beard, and both have horns, it is common though for Male Names: Meolphi, Bimerd, Hiktin, Ocdam, Nosmas,
females to have drastically larger horns than males. They Ondut, Broruk, Oter, Lacasik, Midirgerd, Drocran
also have slender tails, males being considerably longer Female Names: Eshaatt, Ize, Ruka, Nalre, Hahse, Efae,
and thicker than females. Nerii, Asara, Velbus, Fuma, Oren, Suhe, Vumo
PART 1 | RACES
9
Draenei Traits
Draenei share certain racial traits given to them upon their
renewal by the naaru.
Ability Score Increase. Your Wisdom increases by 2.
Age. Draeneis mature slightly slower than humans,
reaching adulthood in their early 20's, and can live to
extraordinarily old, become thousands of years old, often
exceeding the ancient ages of night elves.
Alignment. Draeneis are mostly good. Those who strive
towards law are sages, priests, paladins, vindicators, or
scholars. Those who tend toward chaos are warriors,
rangers, or in other ways people more fond of pure fighting.
Size. Draeneis are between 7 and 8 feet tall and
somewhat muscular. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and
Drae'ni. The Drae'ni language, is a strange and complicated
language for other races to learn. Seemingly having no
resemblance with any Azerothian languages.
Subrace. Two subraces of draeneis exist in the world:
broken draeneis and exodar draeneis.
Choose one of these subraces.
Broken Draenei
As a broken draenei, you were left on draenor as the
burning legion invaded, your connection to the divine
Naaru having been severed, leaving you an empty shell of
the former draenei. You've been tainted with the fel of the
burning legion, miss figuring your form and making you an
outcast amongst your reunited exodar kin.
Ability Score Increase. Your Constitution score
increases by 1.
Torturous Resistance. You have resistance against
necrotic damage.
Broken Spirit. Your connection to the naaru has been
severed, taking the lights power with it, making you unable
to cast any spell that deals radiant damage, any such spells
automatically fail.
Elemental Bond. You know the frostbite cantrip. When
you reach 3rd level, you can cast the absorb elements spell
once per long rest. When you reach 5th level, you can also
cast the dragon's breath spell once per long rest. Wisdom is
your spellcasting ability for these spells.
Exodar Draenei
As a draenei, you have a natural connection with the Naaru,
strengthening your bond to the light. Exodar draeneis are
the uncorrupted eredars, who fled their home planet of
Argus from the demonic Burning Legion, to settle on
Draenor for centuries, later to be forced to flee once again,
and crash landing on Azeroth in their vessel the Exodar.
Ability Score Increase. Your Intelligence score
increases by 1.
Lights Guidance You have advantage on saving throws
against spells that deal radiant damage
Gift of the Naaru. as an action, you can place a Gift of
the Naaru on a friendly target within 30 feet, healing the
target for 1d6 + your level, the target is healed for an
additional 1d6 at the beginning of your next two turns.
Once you've used Gift of the Naaru, you cannot use it
again until you've finished a long rest.

PART 1 | RACES
10
Still, they keep to the forges and workshops, ever
innovating and creating new and more effective ways to
destroy. Steam powered technology and firearms originate
from dwarven inventiveness and creativity. The stout race
is renowned for its skills at battle and also as cunning
engineers and crafters.
Dwarf
Dwarves are short and stout creatures mostly inhabiting Exploratious
Khaz Modan in the Eastern Kingdoms. They are shorter The uncovered fragments of their distant past have led the
than humans but taller than gnomes, taking advantage of dwarves on an unprecedented exodus of exploration.
their size when possible and relying on their robustness Seeking out their origins, the dwarves have dispatched
and strength when not. prospectors across all of Lordaeron in order to seek out
The average dwarf is steady, observant and composed signs of the Titans, the supposed creators of the dwarves.
both during work and combat, yet able to rage with fierce The dwarves have embraced the idea that it is their
zeal and persistence when the situation calls for it. While a purpose to search the world for more signs of proof of their
dwarf prefers to plan forward to overcome challenges, heritage. Dwarven outposts exist in the most desolate of
many of them easily lose their temperament and self- places on Azeroth.
restraint when exposed to conditions stirring their feelings Here, the dwarves spend their time seeking out the
and concerns. secrets of ancient times, or simply use their outposts as
staging grounds for expeditions to clear out their enemies
Introduction so that they may continue their quest.
Dwarves are a proud, stern and determined people with
streaks of kindness hidden under the gruff exteriors of Rough Exterior
their sturdy frames. Their love for battle, invention and Dwarves are stout and powerful, with short muscular
exploration impels them ever forward to discover and bodies. Male dwarves tend to have long hair, and beards or
unearth the mysteries of their heritage, educating them facial hair often tied in ornate braids. Female dwarves also
further about those who first created the dwarven race. have sturdy muscular frames, but they are buxom and lack
Only recently have the dwarves discovered the legacy of facial hair, despite the claims of some of the less educated
their ancient progenitors, the Titans. As the dwarves begin sages of other races. The average dwarf stands between 4
to delve deeper into the mysteries of their past, they also feet and 5 feet in height and weighs between 140 to 160
begin to uncover deeper enigmas. pounds.
PART 1 | RACES
11
Affiliation Dwarven Resilience. You have advantage on saving
Dwarves are part of the alliance. While the dwarves of throws against poison, and you have resistance against
Khaz Modan appreciate the fighting skill of the Horde, it is poison damage.
with grim eyes that they look upon the orcs and their allies, Stonecunning. Whenever you make an Intelligence
the trolls and the Forsaken. Although the dwarves have (History) check related to the origin of stonework, you are
held dealings of commerce and diplomacy with the blood considered proficient in the History skill and add double
elves, they keep the people of Quel’Thalas at an arm’s your proficiency bonus to the check, instead of your normal
distance. While the darnassian elves may share the same proficiency bonus.
allegiances, the dwarves look upon them with suspicion Languages. You can speak, read, and write Common and
and some trepidation. Dwarven. Dwarven is full of hard consonants and guttural
Humans, however, are the staunch and constant allies of sounds, and those characteristics spill over into whatever
the dwarven people and find welcome, favor and kindness other language a dwarf might speak.
when in dwarven lands. Subrace. Three main subraces of dwarves populate the
world of Azeroth: dark iron dwarves, ironforge dwarves and
Names wildhammer dwarves. Choose one of these subraces.
Dwarves typically have names reflecting the sturdy nature
of their past. Many also have surnames that were earned by Dark Iron Dwarf
a member of the family in service during a quest or in a Dark iron dwarves are cunning and nimble in comparison
particular moment of notoriety or infamy that has now to the rest of their kin, preferring a less straight on
become part of a family legacy. approach to combat, and the use of darker magics. They
commonly have dark grey to coal black skin, with red
Male Names: Barab, Aradun, Thorin, Magni, Garrim, glowing eyes, and fiery red or black hair.
Wendel, Thurimar, Irmirn, Bhaduk, Gengur Ability Score Increase. Your Intelligence increases by 1.
Female Names: Chise, Helge, Ferya, Furga, Krona, Imli, Dark Iron Resilience. You have advantage on saving
Gwamde, Illia, Somdunn, Thanmu, Eniss, Nanla throws against illusions and against being charmed or
Clan Names: Thunderforge, Bronzebeard, Thornsteel, paralyzed.
Hammergrim, Chunderstout, Broadmail, Madpride
Ironforge Dwarf
Dwarf Traits Ironforge dwarves are hardy and strong, the most military
Your dwarf character has an assortment of inborn abilities, organized of the dwarven kin, being keen combatants, both
part and parcel of dwarven nature. in close quarters or from a distance, living in the snowy
Ability Score Increase. Your Constitution score mountains of Dun Morogh, They tend to have lighter
increases by 2. colorations than the rest of their kin.
Age. Dwarves mature at the same rate as humans, but Ability Score Increase. Your Strength increases by 1.
they're considered young until they reach the age of 40. On Ironforge Training. You have proficency in light and
average, they live about 320 years. medium armor, and firearms.
Alignment. Most dwarves are lawful, believing firmly in Wildhammer Dwarf
the benefits of a well-ordered society. They tend toward Wildhammer dwarves are untamed in comparison, they
good as well, with a strong sense of fair play and a belief live further north in the Eastern Kingdoms, minding their
that all deserve to share in the benefits of a just order. own business and shamanistic ways. They are taller and
Size. Dwarves stand between 4 and 5 feet tall and slenderer than other dwarves, with tanned skin, and often
average about 150 pounds. Your size is Medium. wearing tribal tattoos.
Speed. Your base walking speed is 25 feet. Your speed is Ability Score Increase. Your Wisdom increases by 1.
not reduced by wearing heavy armor. Dwarven Toughness. Your hit point maximum increases
Darkvision. Accustomed to life underground, you have by 1, and it increases by 1 every time you gain a level.
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.

PART 1 | RACES
12
Forsaken
Death offered no escape for the scores of humans killed
during the Lich King’s campaign to scour the living from
Lordaeron. Instead, the kingdom’s fallen were risen into
undeath as Scourge minions and forced to wage an unholy
war against everything. . . and everyone. . . that they once
held dear.
Introduction
Undead humans and elves freed from the Lich King’s
control, the Forsaken are a strange and dark force. Hailing
from the twisted, skittering darkness of Undercity, the
Forsaken are nominally allied with the Horde but serve
only themselves. Strange Behaviors
Under the Lich Kings crusade, the elven Ranger General Forsaken culture is strange, a perverse combination of the
Sylvanas Windrunner fell in combat. Prince Arthas raised lives they once knew as mortals and the mindless slavery
her as a banshee and compelled her to follow his they experienced in the Scourge, colored by white-hot rage
command. When the Lich King’s power waned in the toward the Lich King and an almost equally intense
incidents surrounding the Frozen Throne, Sylvanas devotion to their queen.
harnessed her fury and tore herself free from his skeletal Some Forsaken attempt to reclaim their humanity by
grasp. She freed many other undead as well, and recruited acting in kind and helpful ways. Others allow hatred to
powerful allies from the Burning Legion and the fester into cruelty and rage.
surrounding ogre clans. Sylvanas dubbed her new force the
Forsaken, and the undead established their capital in the Extreme Alchemists
labyrinthine crypts beneath Lordaeron’s capital city. Their
sprawling, subterranean realm now called Undercity. Never sleeping, eating or falling ill, abandoned by those
they once loved, the Forsaken have a brutal set of priorities.
Necessary Alliance A great portion of their efforts focus on dark alchemy,
The Forsaken originally became allies of the Horde out of and the Royal Apothecary Society commands great power
necessity and convenience. They have no love for orcs, in Undercity’s oily tunnels. The apothecaries constantly
tauren or any other living creature, but they need time to send Forsaken on missions to gather odd materials for
strike against the Scourge and allies to help them do it. The their twisted experiments. Rumors tell that the undead
Forsaken claim that they joined the Horde to prove their creatures are working to create a plague that will
desire to leave their evil ways behind, but no one really exterminate the Scourge and every living being on Azeroth.
believes this. The Horde accepts the forsaken’s help, as
they do indeed have a common enemy: the Scourge. The Dreadful Looks
Horde is leery of the forsaken’s tactics, however, and keeps Forsaken, unsurprisingly, look like dead people. Their skin
watchful eyes on them. is gray and rotting, showing bone and flesh in places. Their
Though initially the Forsaken alliance with the Horde pupil-less eyes glow with dim, white ghostlight. Their
was one of pure convenience, in recent times it appears muscles are withered, making them scrawny. Their move-
that their position in the faction has begun to solidify and ments are slow but jagged. Necromantic magic keeps them
many, though not all, of the Forsaken appear to be more or preserved, but natural decay still proceeds, just at an
less loyal to the Horde now. extremely slow rate compared to normal.
13
Affiliation Forsaken Traits
Though the Forsaken do not trust anyone and no one trusts Your forsaken character has certain traits deriving from
them, they are members of the Horde and, for now, do their humans, as well as forsaken traits.
best to help their allies and placate their ambassadors. Ability Score Increase. Your Strength increases by 1.
Forsaken have even less love for the Alliance, particularly Age. Forsakens do not age, they are undead. The age
because they clash constantly with the human organization they were when brought back as forsaken is the age they
called the Scarlet Crusade. will be until destroyed.
The only other Horde faction they have a semblance of Alignment. Forsakens alignment varies, as their race
trust with is Silvermoon City and the blood elves. This is origin, most tend to become more chaotic, and very few
because their ruler Sylvanas Windrunner, and a small keep to good after decades of being an undead.
portion of forsaken were once blood elves. Size. Forsaken size reflects that of their living counter-
parts. Many getting more hunched over with the decades.
Names Your size is Medium.
Most forsaken keep the human or blood elven name they Speed. Your base walking speed is 30 feet.
had when they were alive. If a forsaken cannot remember Cannibalism. You can spend a minute cannibalizing the
their name, or simply wishes to change it, they make up a corpse of a humanoid or beast that has been dead for less
suitable name or read one from a headstone. Some invent than hour. When done, you can expend hit dies as if you
surnames that imply their desire to eradicate the Scourge had finished a short rest.
or about their undead nature. Darkvision. Forsakens can see normal in dark and dim
conditions. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
Undead. Your creature type is undead rather than
humanoid. Being undead, you gain the following:
You do not need to breathe, eat or sleep. You still need
to rest to regain hit points, expended hit dice, and
expended spell slots.
You have advantage on saving throws against any effect
that turns undead.
You have advantage on saving throws against being
poisoned, and have resistance against poison damage.
You are vulnerable to radiant damage, and have
resistance against necrotic damage.
You do not fall unconscious upon reaching 0 hit points,
yet continue to fight on as normal, making death saving
throws at the beginning of your turn.
Will of the Forsaken. You have advantage on saving
throws against being charmed or frightened, and magic
can't put you to sleep.
Languages. You can speak, read, and write Common and
Gutterspeak. Gutterspeak is a simple form of common
mixed with dwarven and thalassian, originally the language
of underground rogues, it has since been adapted as the
forsakens official language.
Subrace. Two kinds of forsaken exist on Azeroth, elves
and humans. Choose one of these subraces.
Forsaken Elf
As a forsaken elf, you were once a high elf off quel'thalas,
overtaken by the scourge. Now usually serving as high and
powerful members within Sylvanas' rule.
Ability Score Increase. Your Intelligence increases by 2.
Thalassian Knowledge. You gain proficiency in the
Arcana skill.
Languages. You can speak, read, and write Thalassian.
Forsaken Human
As a forsaken human, you were once a proud human of
lordaeron. A human society at the top of the eastern
kingdoms, that the scourge all but leveled with the ground
in its passing. Now, broken from the scourges will, you
serve under Queen Sylvanas' rule.
Ability Score Increase. Two different ability scores of
your choice increase by 1.
Skills. You gain proficiency in one skill of your choice.
PART 1 | RACES
14
Gnome
The clever, spunky, and oftentimes eccentric gnomes
present a unique paradox among the civilized races of
Azeroth. Brilliant inventors with an irrepressibly cheerful
disposition, this race has suffered treachery, displacement,
and near-genocide. It is their remarkable optimism in the
face of such calamity that symbolizes the truly unshakable
spirit of the gnomes.
Introduction
Gnomes are a diminutive, wiry race of tinkers who live
underground. In the Second War, they built vehicles and
gadgets for the Alliance, submarines and flying machines,
to combat the Horde. They are great mechanics and
inventors, and are renowned for their knowledge and
eccentric natures. The gnomes had a city, Gnomeregan,
built into Ironforge Mountain. But invading troggs
destroyed it and slaughtered its citizens.
Many survivors moved into Khaz Modan and now live
with the Dun Morogh dwarves, and a few traveled with
their dwarven friends to Kalimdor.
The gnomes are still reeling from the destruction of their
home city and are loath to leave the safety of the dwarven
tunnels. Most gnomes on Kalimdor remain secluded in
Bael Modan. Their tan or brown faces are usually adorned with broad
smiles (beneath their prodigious noses), and their bright
Cheerful Expression eyes shine with excitement. Their fair hair has a tendency
to stick out in every direction, as if expressing the gnome's
Even after the decimation of their race and the destruction insatiable interest in everything around.
of their city, gnomes are an amiable and kind hearted lot. A gnome's personality is writ large in his or her
They make and keep friends easily; others find disliking a appearance. A male gnome's beard, in contrast to his wild
gnome to be difficult. hair, is kept carefully trimmed but often styled into curious
A gnome's energy and enthusiasm for living shines forks or neat points. A gnome's clothing, though usually
through every inch of his or her tiny body. Gnomes average made in modest earth tones, is elaborately decorated with
slightly over 3 feet tall and weigh 40 to 45 pounds. embroidery, embossing, or gleaming jewels.
PART 1 | RACES
15
Exceptional Tinker Gnome Traits
Gnomes tend to design complicated devices that are Your gnome character has certain abilities, learned through
relatively safe. Gnomes are in many ways commensurate generations of gnomes.
organizers: a gnome can spend as much time organizing Ability Score Increase. Your Intelligence increases by 2,
and planning a project as they do actually working on it. If and your Constitution by 1.
the design fails, they try to learn why, and fix it if they can. Age. Gnomes mature at the same rate humans do, and
If they meet with success, they will continue to tinker most are expected to settle down into an adult life by
with it and improve the design, often for years afterward. around age 40. They can live 350 to almost 500 years.
Thus, many gnomish designs feature a high degree of Alignment. Gnomes are most often good. Those who
complexity and a low chance of failure, the exceptions tend toward law are sages, engineers, researchers,
being those that dabble with chaos energy — but even then, scholars, investigators, or inventors. Those who tend
they take steps to ensure the worst that could happen is a toward chaos are minstrels, tricksters, wanderers, or
brief, non-fatal failure. fanciful jewelers, Gnomes are good-hearted, and even the
While a goblin would scream and flee at the mere tricksters among them are more playful than vicious.
thought of a cost overrun, a gnome simply shrugs and Size. Gnomes are between 3 and 4 feet and generally
presses on. If a project fails to work correctly the first time, compactly built. Your size is Small.
a gnome will continue to tinker with it, while a goblin Speed. Your base walking speed is 25 feet.
would usually give up and move to something else. Thus, Artificer's Lore. Whenever you make an Intelligence
gnomish items have very low failure rates compared to (History) check related to magic items, alchemical objects,
goblin items. or technological devices, you can add twice your
proficiency bonus, instead of any proficiency bonus you
Affiliation normally apply.
Gnomes are members of the alliance, they are great friends Darkvision. Accustomed to life underground, you have
of the dwarves and have fought and died alongside human superior vision in dark and dim conditions. You can see in
soldiers. They are wary of the blood elves, but so is dim light within 60 feet of you as if it were bright light, and
everyone else, so they don’t feel too bad about that. They in darkness as if it were dim light. You can't discern color in
battled the Horde in the Second War and have a bit of a darkness, only shades of gray.
grudge against orcs, but gnomes are a kindly and forgiving Gnome Cunning. You have advantage on all Intelligence,
lot and are willing to give the orcs a second chance. Wisdom, and Charisma saving throws against magic.
Gnomes and goblins have always been rivals — though Tinker. You have proficiency with artisan's tools (tinker's
whether this rivalry is friendly or brutal depends on the tools). Using those tools, you can spend 1 hour and 10 gp
individuals involved. worth of materials to construct a Tiny clockwork device
Gnomes have not been on Kalimdor long enough to form (AC 5, 1 hp). The device ceases to function after 24 hours
proper opinions about its denizens. Tauren and night elves (unless you spend 1 hour repairing it to keep the device
both seem rather rustic for gnome sensibilities — but they functioning), or when you use your action to dismantle it; at
can make friends with anyone. that time, you can reclaim the materials used to create it.
You can have up to three such devices active at a time.
Names When you create a device, choose one of the following:
Gnome parents name their children at birth. Gnomes have Clockwork Toy. This toy is a clockwork animal, monster,
family names that represent an honored ancestor’s or person, such as a frog, mouse, bird, dragon, or
achievements, but they only keep these names until some soldier. When placed on the ground, the toy moves 5 feet
time in their 30s. Gnome society expects them to have across the ground on each of your turns in a random
made their own achievements by then, and thus the gnome direction. It makes noises as appropriate to the creature
invents a new name that represents their own accomplish- it represents.
ments. This name then takes the place of his family name. Fire Starter. The device produces a miniature flame,
Male Names: Grobnick, Kazbo, Hagin, Snoonose, Mikosh, which you can use to light a candle, torch, or campfire.
Kebos, Otlak, Ciklin, Therlick, Finlis, Iklirn Using the device requires your action.
Female Names: Beggra, Nefti, Sorassa, Gamash, Biskil, Music Box. When opened. this music box plays a single
Munkull, Inku, Fixi, Mekin, Mitkla, Dapeek song at a moderate volume. The box stops playing when
Family Names: Spinpistol, Airslicer, Bombtosser, it reaches the song's end or when it is closed.
Greatgear, Togglefield, Luyckbreak, Stormhammer Languages. You can speak, read, and write Common and
Gnomish. The Gnomish language, which uses the
Dwarvish script, is renowned for its technical treatises and
its catalogs of knowledge about the natural world.

PART 1 | RACES
16
Goblin
I never cover up the things I'm proud of. If the world was
gonna split in half tomorrow, I’d buy the Dark Portal, slap a
toll booth on it, and charge refugees the last of their pocket
change, the rings off their fingers, a bite of their meal, and a
contractual obligation to build me a rocket palace in the
skies of Nagrand. It’s the goblin way! Supply and demand!
Deal with it!
— Trade Prince Jastor Gallywix While other races often try to build reliable machines
that would stay for grandchildren, goblin aims for device of
Introduction the marginally bearable reliability that should only last
enough to make its construction reasonable. Weird as it is,
Slaves of the jungle trolls on their home isle, forced to mine this approach allows to build more machines, or to build a
kaja'mite ore out of the volcanic bowels of Mount Kajaro. more complex and powerful machine using the same time
The ore had an unexpected effect on the goblins, granting and resources.
them cunning intelligence. They began to rebel in secret,
engineering artifacts, and brewing alchemical substances Born Traders
to successfully overthrow their oppressors and claim
Kezan their homeland. Goblins have taken to the role of merchants, and it's hard
Their prior prison become an expanding empire in the to travel for more than a week or two without stumbling
mines they had dugged. To their dismay, the effects of the across a goblin shop of some size. Goblin shops can be
kaja'mite ore wore off, and their increased intelligence found nearly anywhere on Azeroth, seemingly regardless of
waned, as the ore itself became scarce and dwindled. Their whether or not there are towns nearby and heedless of
brilliant engineering dwindled in ingenuity, looking dangers such as the Scourge. The goblins will sell anything
haphazardly put together. Their remaining craftiness and to anyone, at only slightly inflated prices.
greed soon took its place, lifting the race to preeminence as Though many shops remain independent, a growing
masters of mercantilism. Great fortunes were amassed, number of them have signs declaring that they are owned
and the isle became a hub for goblin traders. and operated by the Venture Company, which the
proprietors claim is headquartered in a faraway city ruled
Technology by goblins where the streets are paved with gold.
Goblins love of mechanics often places them into direct The goblins are also legendary for the sheer variety of
competition with gnomes who enjoy similar devices. The trade in which they are willing to indulge and for their
competition between goblins and gnomes seems to be tenacity in bargaining.
friendly. Whether clockwork shredders that allow a single Small But Standing Tall
goblin to do as much harvesting as 10 field hands or
zeppelin-like airships that can ferry troops over otherwise Goblins are slight and wiry, averaging 3 feet in height and
impassable terrain, the goblins' inventions have become weighing between 30 and 50 pounds. They have long,
legendary. Such technological ingenuity is as central to the sharp noses, chins and ears, and green skin. Their arms
goblins' rise among the races as any trading prowess. are long and slender and their fingers deft.
Even with the malfunctions and explosions that occur, Female goblins are on average taller than most male
goblin technology is proving to be of a quality that rivals the goblins, even though the difference is miniscule, and close
dwarves and their firearms. to nothing compared to other races.
PART 1 | RACES
17
Affiliation
Goblins have found a recent enemy in the Alliance. Unpro-
fitable encounters with the secretive SI:7 forces have
driven them away from comfortable neutrality with both
sides. Forcing them to reforge old pacts with their business
partners and now allies the horde.
Although the Alliance is not fond of goblins, they still for
the most part do trade with them when stumbled upon
outside Stormwinds borders. Only member of the Alliance
they tend to stay from are night elves, who carry a deep
dislike towards the goblins because of their disrespect for
the nature they continuously harvest for resources.
Names
Every goblin has a given name and a family name. The
family names portray some ancestor’s achievement, though
a goblin may take a new family name if he feels he has
made an accomplishment that outstrips that of his forebear.
Male Names: Nees, Ford, Joxdeld, Zatval, Fivinkle, Bova,
Geevegbix, Rolaz, Ixa, Saz, Menzen, Gilmaxle
Female Names: Trutte, Meez, Kleqe, Suva, Tweedo,
Cynmee, Twinkle, Klasi, Teexma, Ninzi
Family Names: Brokenblast, Shifttale, Saltsnipe,
Deadknob, Nifttweak, Cogbeast, Slyfire, Manbelt
Goblin Traits
Your gnome character has certain abilities, learned through
generations of gnomes.
Ability Score Increase. Your Intelligence increases by 1,
and your Charisma score increases by 2.
Age. Goblins mature slightly slower than humans, reach-
ing adulthood in their early 20, and die within a century.
Alignment. Most goblins tend to be chaotic to a certain
degree, even when lawful, they have a spark of chaoticness
in them that they cannot get rid off.
Size. Goblins are between 3 and 4 feet and somewhat
slender. Your size is Small.
Speed. Your base walking speed is 30 feet.
Best Deals Anywhere. You have advantage on any
checks made to appraise the price of items. Goblins are
born traders, and love gold more than anything, giving
them an inherited ability to appraise.
Resourceful. You are proficient in one skill or tool of
your choice.
Darkvision. Goblins naturally have superior vision in
dark and dim conditions. You can see in dim light within 60
feet of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
Time is Money. Your walking speed increases by 5-ft.
(included in your speed) Additionally, as a bonus action you
can shout at an ally, making them able to move their move-
ment speed without provoking opportunity attacks.
You can use this feature a number of times equal to your
Charisma modifier (minimum of 1), regaining their uses
after a long rest.
Mechanical Familiarity. You are proficient in firearms.
Languages. You can speak, read, and write Common,
Goblin and two languages of your choice. Goblins are
traders, and trade with every race willing to buy from them,
picking up languages as they go.

PART 1 | RACES
18
Human
Vengeance cannot be a part of what we must do. If we
allow our passions to turn to bloodlust, then we will
become as vile as the orcs.
— Uther the Lightbringer
Human Ethnicities
Introduction Humans come from multiple regions on Azeroth and their
Humans have existed on Azeroth for many thousands, physical appearance varying greatly, they are a race of
being descendants of the ancient vrykul race who were cast many ethnicities, living together as a society. Their skin
out, growing into the proud human nations we know a ranges from light to dark, their eyes in a variety of colors
mere two thousand years past. Their valour, optimism and giving many a unique glare, and hair from silver haired to
versatility have led them to build some of the world's countless tones of brown and red to black. Their height
greatest kingdoms. Dominating the Eastern Kingdoms. varies from 5 feet tall to well over 6 feet, weighting well
With life spans shorter than most other races, they strive over 180 pounds, with women generally shorter and
all the harder to achieve great heights in their kingdoms, slightly lighter.
exploring uncharted territories and deepen their Affiliation
understanding in magical studies. Their aggressive and
inquisitive nature have led their nations to become active Humans began the Alliance and it could not exist without
and influential in the world. Many of their kingdoms have them. Humans and orcs joined forces to face the Burning
fallen through the centuries, strengthening the bond within Legion years ago, but old habits returned once they
the nations still standing. dispatched the demonic threat. Although the Alliance and
Horde leaders bear a healthy respect for each another, old
Proudly Standing racial hatreds still stir within the hearts of their troops.
Despite all their tragedies, humans remain hardy and Humans and dwarves have long enjoyed a good relation-
brave, thoroughly committed to building strong societies, ship, a bond only strengthened since the dwarves latest
reinforcing their kingdoms and reclaiming their lost discoveries have energized their archaeological efforts.
nations. Years of war have tempered human resolve, and
they are more hardened and determined than ever before. Faithful
They value virtue, honor and courage, though like all races Humans follow the Holy Light. Cathedrals and churches
they also pursue power and wealth. stand in their cities, and their priests preside over
Even more than sheer tenacity, their race's true strength followers, heal the wounded, soothe the weary, and crusade
lies in its willingness and ability to look past its own against what they consider evil. Humans have an order of
interests, see others' point of view, and seek diplomatic holy warriors and paladins, who follow the Holy Light and
solutions. crush evil and chaotic beings in its name.
PART 1 | RACES
19
Names
Human parents grant a child its given name at birth, while Dalaran Human
its family name has a long history and usually speaks As a dalaran human, you come from the proud nation of
something of its bearer’s ancestry. Some humans change mages and spell casters. You have an inherent knack for
their family name to emphasize own accomplishments. arcane magic, and a deep lying lust for knowledge of the
unknown. Dalaran humans are known for making exceptio-
Male Names: Merander, Gyram, Darrick, Hebry, Telfor, nal mages, with vast knowledge on a multitude of topics.
Avent, Cade, Nicholas, Welf, Bjarne, Arnaud, Winfred Ability Score Increase. Your Intelligence increases by 1.
Female Names: Lilla, Merian, Richelle, Ammi, Macy, Arcane Knack. You know two cantrips of your choice
Adalyn, Rylee, Delia, Jowita, Seraphine, Betiine from the mage spell list. Intelligence is your spellcasting
Family Names: Wyther, Barlow, Digby, Ramsey, Gartside, ability for these spells.
Cotton, Byron, Yardley, Swailles, Dryden, Sherwood Child of Dalaran. You have advantage on saving throws
against being charmed, and magic can't put you to sleep.
Human Traits Nights of Studying. You are proficient in History skill.
It's hard to make generalizations about humans, no matter Gilnean Human
where you were born your character has these traits. As a gilnean human, you fled from Gilneas as the scourge
Ability Score Increase. Two different ability scores of and worgen curse emerged, and have found refuge in other
your choice increase by 1. corners of the world. You come from a culture of self
Age. Humans reach adulthood in their late teens and live reliance, a once proud nation most of whom has
less than a century. succumbed to the worgen curse.
Alignment. Humans tend toward no particular Ability Score Increase. Your Wisdom increases by 1.
alignment. The best and the worst are found among them. Child of Gilneas. You gain a +1 bonus to all saving
Size. Humans vary widely in height and build, from throws you aren't proficient in.
barely 5 feet to well over 6 feet tall, averaging at 170 Gilnean Weapon Training. You are proficient in
pounds. Your size is Medium. firearms.
Speed. Your base walking speed is 30 feet. Perseverance. You may give yourself advantage on a
Skills. You gain proficiency in one skill of your choice. saving throw. You can choose to use perseverance after you
Languages. You can speak, read, and write Common and roll the die, but before the outcome is determined, using
one extra language of your choice. Humans typically learn either of the roll
the languages of other peoples they deal with, including You can use this feature once per short or long rest.
obscure dialects.
Origin. Three main origins of humans still populate Stormwind Human
Azeroth: dalaran humans, gilean humans and stormwind As a stormwind human, you come from a resilient nation of
humans. Choose one of these origins. knights and kings, revering the holy light and its churches.
You don't have the cunning of the gilnean humans, or the
innate magics of dalarans, yet you come from a kingdom
with an unprecedented determination.
Ability Score Increase. Each ability score not increased
through the base racial trait increases by 1.
Child of Stormwind. Choose one skill in which you have
proficiency. You gain expertise with the chosen skill.

PART 1 | RACES
20
Night Elf
Darkness covered us in the beginning, and we could not
see. We cried for guidance and the moon shone down
bright upon us. Her soft light not only illuminated the night
for us but also gave comfort. Her light touched us from
within, enabling us to see even when the moon was not
visible... Skin tones range from pale white to blue to violet or even
ruddy red, and hair in colors from bright white to woodland
— Tyrande Whisperwind green to lustrous black.
Many night elves wear markings of some meaning on
Introduction their faces. The tattooing marks, mark an earlier rite of
passage. Most commonly the markings symbolize an
The night elves are the direct descendants of dark trolls. animal totem, or others indicative perhaps of the Wild, of
This peace loving and fiercely independent tribe took up the Grove, or of the Fang, thus recognizing that night elven
residence at the Well of Eternity. The magic contained society is indeed deeply druidic and spiritual and that even
within elevated their forms to match their graceful spirits, before druids these animalistic and spiritual beliefs existed,
completely transforming them into highly intelligent and and that gender is irrelevant in the case of worship and that
near immortal beings, forever changing them into the night truly they are an equal society.
elves known today.
The reclusive Night Elves were the first race to awaken A Timeless Perspective
in the world of Azeroth. These shadowy, ancient beings Night Elves can live to become thousands of years old,
were the first to study magic and let it loose throughout the giving them a broad perspective on events that might
world nearly ten thousand years before the First War. The trouble the shorter lived races more deeply. They are more
Night Elves' reckless use of magic drew the Burning often amused than excited, and more likely to be curious
Legion into the world and led to a catastrophic war than greedy. They tend to remain aloof and unfazed by
between the two titanic races. The Night Elves barely petty happenstance. When pursuing a goal, however,
managed to banish the Legion from the world, but their whether adventuring on a mission or learning a new skill or
beautiful homeland was shattered and drowned by the sea. art, elves can be focused and relentless. They are slow to
Graceful Creatures make friends and enemies, and even slower to forget them.
They reply to petty insults with disdain and to serious
The night elves are imposing in stature, males being on insults with vengeance.
average 7 feet tall. Male kaldorei are very muscular, with Like the branches of a young tree, elves are flexible in
broad chests and shoulders, indicative of the strength that the face of danger. They trust in diplomacy and
lies within both their minds and bodies. Female night elves compromise to resolve differences before they escalate to
have that same strength lying in their minds and bodies; violence. They have been known to retreat from intrusions
they are stunningly beautiful, lithe and curvaceous, yet into their woodland homes, confident that they can simply
extremely muscular and strong. wait the invaders out. But when the need arises, elves
The race’s prominent eyebrows, long pointed ears and reveal a stern martial side, demonstrating skill with sword,
natural aspects imply a feral grace. bow, and strategy.
PART 1 | RACES
21
Night Elf Traits
Your night elf character has a variety of natural abilities, the
result of thousands of years of elven refinement.
Ability Score Increase. Your Wisdom increases by 2.
Age. Although night elves reach physical maturity at
Affiliation about the same age as humans, the elven understanding of
The night elves are members of the Alliance, but they are adulthood goes beyond physical growth to encompass
not the most trusted or highest regarded members of this worldly experience. An elf typically claims adulthood and
group of races. Although honorable and just, the elves’ an adult name around the age of 100 and can live to
natural distrust has tainted their relations somewhat. become several thousand years old.
Combined with their mystical appearances and mysterious Alignment. Night Elves love freedom, variety, and self
natures, interactions with other races become expression, so they lean strongly toward the gentler aspects
uncomfortable at times. There is a strong streak of of chaos. They value and protect others' freedom as well as
isolationism in the Kaldorei, for they are uncomfortable their own, and they are more often good than not.
leaving the verdant mists of Teldrassil. Size. Night Elves range from under 6 to aver 8 feet tall
Still, the night elves’ leaders see wisdom in an alliance and have slender builds. Your size is Medium.
with the younger races. The younger races show potential, Speed. Your base walking speed is 30 feet.
and because of this the night elves see themselves as Darkvision. Accustomed to twilit forests and the night
observers, waiting to step in to correct any dangerous sky, you have superior vision in dark and dim conditions.
mistakes. You can see in dim light within 60 feet of you as if it were
Their hatred of orcs has also fueled their participation in bright light, and in darkness as if it were dim light. You
the Alliance. After the death of Cenarius during the Third can't discern color in darkness, only shades of gray.
War, many sentinels, druids and warrior night elves began a Kaldorei Familiarity. You are proficient in longbows,
great hunt. Some night elves happily hunt orcs as a kaldorei moonglaives, kaldorei moon swords, and
repayment for Cenarius’ murder. warglaives.
Quickness. You are able to take the dash Action as a
Names bonus action.
Touch of Elune. When rolling damage for a critical hit
Night Elven names always have a special meaning. First on a target, you may reroll one die of your choosing once,
names derive from an elven word or the name of a famous you have to use the new number rolled.
hero having a totemic or ancestral connection. Surnames Languages. You can speak, read, and write Common and
are indicative of the family line and sometimes date back Darnassian. Darnassian is fluid, with subtle intonations
thousands of years. and intricate grammar. Darnassian literature is rich and
Male Names: Ilthilior, Mellitharn, Khardona, Andissiel, varied, and their songs and poems are famous among other
Mardant, Tanavar, Sillarn, Gasul, Asydrin, Lanoth races. Many bards learn their language so they can add
Female Names: Keina, Deliantha, Meridia, Freja, Darnassian ballads to their repertoires.
Alannaria, Nevarial, Evi, Nyrcarieth, Ethush Subrace. Ancient divides among the elven people
Family Names: Moonblade, Glaivestorm, Proudstrider, resulted in two subraces: highbornes elves, and kaldorei
Oakwalker, Nightwing, Staghorn, Bladeleaf, Deeprunner elves. Choose one of these subraces.
Highborne
Highborne elves are the 'nobility' amongst elves, becoming
their spellcasters, and priestess', they are keen minded
arcanists all with at least a basic mastery of arcane.
Ability Score Increase. Your Intelligence score
increases by 1.
Highborne Magic. You know the eldritch blast cantrip.
When you reach 3rd level, you can cast the sleep spell once
per long rest. When you reach 5th level, you can also cast
the hold person spell once per long rest. Intelligence is
your spellcasting ability for these spells.
Kaldorei
Common night elves are the foundation of the elven society,
they embody the average night elven warrior. Generally
having had a harsher life than highbornes, with more
physical training than training of the mind.
Ability Score Increase. Your Dexterity increases by 1.
Respect of Nature. You gain proficiency with one of the
following skills of your choice: Animal Handling or Nature.

PART 1 | RACES
22
While many in the Alliance still perceive the orcs as brutish
or even mindless, they have forged a complex culture
embracing many occupations and many different races. No
doubt Thrall's leadership aided in bringing this about, yet it
is apparent that the Alliance has underestimated the orcs'
Orc ability to construct a society that is highly influential in
To pretend the demonic corruption did not exist is to forget world affairs.
how dreadful the impact was. To make ourselves into Spiritual
victims, rather than claiming our participation in our own
destruction. We chose this path, we orcs. We chose it right As far back as orcish history has been recorded, shaman
up until it was too late to turn back. And having made that have been mentioned, and learning to speak with the
choice, we can, with the knowledge that we have of the end elemental spirits of Draenor was a pivotal achievement in
of that dark and shameful road, choose not to take it. destiny for the orc clans. The first orcs to learn the ways of
shamanism hailed from the Shadowmoon clan, but many
Introduction clans claim the mythical "First Shaman" arose from their
When the orcs were freed from the Burning Legion, they ranks, even though the truth is that no one is sure of his or
experienced a spiritual revolution as the unnatural her allegiance.
bloodlust left their bodies, connecting them with states of Several orc shaman worship or at least acknowledge the
heart and mind that were common to their ancestors. This Earth Mother, the benevolent creator deity primarily
new generation of orcs for the most part followed Thrall as worshipped by the tauren.
he forged to reform the Horde through shamanism and Frightful Appearance
tribal tradition.
Though prone to fits of rage in warfare, orcs tend to Orc males are massive and brutish looking creatures.
display a curious feral grace that can rival even the finest Weighing in at 250 to 300 pounds and standing from 6 to 7
fencing of an elven noble. The orcs of today continue to feet in height, they are not a small race. Even orc women
stand in drastic contrast to those that were enslaved by the tend to be only a half-foot or so shorter than most males,
Burning Legion, who embodied a bestial and diabolical having broad shoulders and muscular, powerful bodies.
force which was barely being controlled by warlock magic. Orcs tend to have bristly hair and beards, often black or
brown in color. Their skin ranges from a light green to a
Mindful Race dark drab olive. Eyes range in color from a fierce red to a
To orcs, prowess in battle bestows great personal honor on pale blue. Orcs have broad, flat noses, tusk-like teeth jutting
an individual. This notion of honor pervades every echelon from their lower and sometimes upper jaws, and large,
of orcish culture, and the loss or gain of honor has equal pointed ears. They favor clothes of hide, and armor and
consequence to all orcs regardless of their stature in arm themselves with a variety of gear.
society. Affiliation
Even the naming of orcs is temporary until they have
performed rites of passage; only when orcs bring honor to Thrall formed the Horde with determination and sheer will,
themselves and thus to their clan do elders grant them and created an alliance of races that has shaken the
adult names based upon their deeds. Orcs may appear foundations of the world to its core. Having destroyed the
quick to anger but they are tempered by the wisdom of the legacy of Grom Hellscream by bringing the orcs out of the
shamans, who are revered across Horde society. depths of demon worship and servitude to unseen powers.
PART 1 | RACES
23
Names You can also end your blood fury on your turn as a bonus
Most orcish names derive from words in their language action. If you gain rage through fury warrior's, blood fury
that have some complex meaning or hidden significance to adds an additional use per long rest. You can use this
their families. Typically, this is the name of a favorite thing ability once per long rest.
or relative. Family names don’t exist; most orcs have last Relentless Endurance. When you are reduced to 0 hit
names related to some great deed of heroism or honor. points but not killed outright, you can drop to 1 hit point
Male Names: Grom, Thrum, Drog, Gorrum, Harg, Thurg, instead. You can't use this feature again until you finish a
Karg, Regg, Kavenk, Uketel, Thrarturg, Crurn long rest.
Female Names: Groma, Hargu, Igrim, Agra, Dragga, Languages. You can speak, read, and write Common and
Grima, Fehmo, Mohma, Sherge, Zuri, Orgis Orcish. Orcish is a harsh, grating language with hard
Deed Names: Cravensmile, Steelflame, Twinthunder, consonants. It has no script of its own but is written in a
Gravepride, Aridfire, Coldbrass, Foebinder, Elfkiller mix of dwarven runes and common.
Orc Clan. Orcs come from many clans, these clans have
Orc Traits been put into three categories: Agile, Brute, and Mystic
clans. Choose one of these clans.
Your orc character share certain traits no matter what clan
you deriving from. Agile Clans
Ability Score Increase. Your Constitution score Some orc clans, prefer a more stealth approach to things,
increases by 2. hiding and waiting for the perfect time to ambush, such
Age. Orcs mature a little faster than humans, reaching clans include The Shattered Hand, and Bleeding Hollow.
adulthood around age 14. They age noticeably faster and Two large orc clans, that go in for a much more stealthy
rarely live longer than 75 years. approach to things, these clans highly favor hunters,
Alignment. Orcs might not have an innate tendency rogues, and occasionally warriors or shamans.
toward evil, but many end up there. Evil or not, many orcs Ability Score Increase. Your Dexterity increases by 1.
lean toward a chaotic alignment. Ambusher. You gain proficiency in the Stealth skill.
Size. Orcs are muscularly built, only just towering above
humans, with a height of 6 to 6'6 feet. Your size is Medium. Brute Clans
Speed. Your base walking speed is 30 feet. Most known orc clans go for the brute forced approach,
Darkvision. Thanks to your blood, you have superior entering combat gladly with raised weapons, hammering
vision in dark and dim conditions. You can see in dim light down everything in their way. Some of the larger clans
within 60 feet of you as if it were bright light, and in include Warsong, Burning Blade, and the Frostwolves.
darkness as if it were dim light. You can't discern color in These clans favor warriors and hunters, and occasionally
darkness, only shades of gray. shamans.
Blood Fury. You've harnessed the ferocity that dwells Ability Score Increase. Your Strength increases by 1.
within orcs fierce hearts. On your turn, you can enter a Powerful Build. You count as one size larger when
blood fury as a bonus action. While in a blood fury you gain determining your carrying capacity and weight you can
the following benefits: push, drag, or lift.
You have advantage on Strength checks and Strength Mystic Clans
saving throws. Not many orc clans go in for the use of magic, and those
You have resistance to bludgeoning, piercing and that do are usually more secretive than the rest. Generally
slashing damage. less keen on working with other clans. Such clans include
Your blood fury lasts for 1 minute. It ends early if you are The Shadowmoon, and Steamreaver. These clans favor
knocked unconscious or if your turn ends and you haven't mages, shamans, or warlocks.
attacked a hostile creature since your last turn or taken Ability Score Increase. Increase your Intelligence by 1.
damage since then. Mystic Lore. You gain proficiency in the Arcana skill.

PART 1 | RACES
24
A Spiritual Race
Pandaren have a fierce and deep belief in the connection of
the material and spiritual worlds. In many ways their faith
mirrors the ancient beliefs of the night elves, and the tribal
Pandaren beliefs of the tauren, troll, and orc races.
To ask why we fight... is to ask why the leaves fall. It is in Like the Tauren, and Wildhammer dwarves, the
their nature. Perhaps, there is a better question. Why do pandaren follow a shamanistic faith, worshiping the Earth
we fight? To protect Home, and Family... To preserve Mother and giving passage to their dead. They also follow a
Balance, and bring Harmony. For my kind, the true new philosophy, they are a society that reacts, instead of
question is: What is worth fighting for? acting first. They claim to be the water that flows around a
rock: "The water does not push the rock out of the way, it
— Chen Stormstout merely goes around it".
They use this uncomplicated way of thinking in their
everyday life. If they set their minds to a task, and they fail,
Introduction then they believe they went about it the wrong way and try
The pandaren have long been a mystery to other races of again.
Azeroth, their history stretching back thousands of years, Covered in Fur
to before the raise of the kaldorei. Denizens of a wondrous
and fertile land, the pandaren were slaves to the ancient Pandaren are humanoid bears, generally between 5 and 6
warlords known as the mogu. Through tenacity, diplomacy, feet tall, covered in fur from head to toe. Every pandaren
and a unique form of unarmed combat, they staged a has two colors of fur; one is always white but the other
successful revolution that deposed the mogu, and color ranges from black to brown to red. They have paws
established the foundation of the pandaren empire that for hands and feet, with three fingers, a thumb and three
would prosper for thousands of years. toes. Each digit is tipped with a black claw. They refer to
During the bleak days that preceded the sundering of the their hands directly as paws. While the species has a tail,
world, the pandaren emperor shrouded their land in an there are two distinct forms. The common form is a round
impenetrable mist for ten thousand years. As the years stub of fur, but the second form, which is long and thickens
unveiled, and the pandarian isle reentered Azeroth, both out by the end, is exclusive to red-and-white females.
factions wanted a part of the unexplored isle and what lied Pandaren are usually very rotund, which tend to be a
upon it. point of pride in their society
PART 1 | RACES
25
Affiliation
The pandarens are neutral, and relatively new upon the
face of Azeroth, having been welcomed into both Alliance
and Horde cities due to the members interest in the race.
They carry no personal ill feelings against races of
Azeroth, having only had a brief time to learn the history of
every race. They do though carry a certain fondness for the
dwarves because of their brewing of ale, and the taurens
because of their spirituality. As they stand now, pandarens
as a race have not pledged their allegiance with either side,
a few exceptions have occurred of individuals officially
siding with one faction or the other.
Names
Pandaren naming practices are similar to those of humans,
each pandaren are given a name at birth, and carries on the
family name of their parents. Some pandarens are known
to take a new family name reflecting their own achieve-
ments in life, yet such practices are uncommon.
Male Names: Fan Su, Tan Delan, Tian Fu, Fan-Su, Zi Ling,
Gao, Bai, Wei He, Xun Ming, Dong-Gun
Female Names: Sujin, Zemin, Seul-Gi, Heng Lei, Sun-Mi,
Zheng, Yan, Wei Zhelan, Xuefeng, Li, Liuxian
Family Names: Caskriver, Drumfriends, Wisespear,
Keenwalker, Calmbrow, Mellowcoil, Ironshadow, Wildfur
Pandaren Traits
Pandarens has the following characteristics, harnessed
through their immense training.
Ability Score Increase. Your Wisdom score increases
by 2, and your Charisma score increases by 1.
Age. Much like humans, pandarens reach adulthood in
their late teens, and live approximately to become the same
age as strong humans, most dying within a century.
Alignment. Pandarens are a peaceful folk, and for the
most part tend towards neutral or good, finding a pandaren
that is of an evil alignment, is uncommon.
Size. Pandarens are between 5 to 6 feet tall, and always
on the chubby side, but never lets that hinder them or take
offence from it. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Bouncy. You have resistance against bludgeoning
damage taken from falling.
Passionate Chefs. You are proficient in the artisan's
tools (Brewer's Supplies and Cook's Utensils).
Quaking Palm. Upon hitting a target with an unarmed
strike, you may transfer chi from your body to the targets,
the target must succeed on a Constitution saving throw, or
be stunned until the end of your next turn. Wisdom is your
saving throw ability for this feature.
You can use this feature once, regaining its use when you
finish a short or long rest.
Languages. You can speak, read, and write, Common
and Pandaren. Pandaren in many ways resemble an
ancient form of human languages from a time long
forgotten, it uses the same dictionary, but its way of
pronunciation and spelling is unfamiliar to the world.

PART 1 | RACES
26
Peaceful Race
Tauren have no love for bloodshed, as their deep spiritual
beliefs do not have a place for warfare. The elders of a tribe
solve most issues, or two tauren might resolve a conflict
with a ritual challenge resembling a duel.
Having become members of the Horde, the introspective
race has been involved in more and more conflict, creating
Tauren a demand for tauren warriors and healers. Many must
spend time putting great thought into the actions they
Our people have walked this land for many, many years, perform on the field of battle. Taking another life, whether
and in that time have learned much about the world. Our it is man or beast, is an act filled with great significance
allies will need to look to us for wisdom and guidance. My and responsibility to the tauren.
father once made a promise to the Horde, to repay a debt
we owed them for their service to our race. I, for one, Majestic Appearance
intend to deliver on that promise. Tauren are large, and muscular with bull-like heads. Males
— High Chieftain Baine Bloodhoof average 7 1/2 feet tall and 400 pounds, while females are
usually a bit shorter and lighter. Tauren are mostly muscle,
having incredibly developed physiques and brawny frames
Introduction most suitable for combat. Soft, downy fur covers the tauren
The plains of Kalimdor have long been a home to these body, with manes growing along head and neck, the lengths
gargantuan nomads. The tauren are a race of spiritual of the arms, and the shins.
shamans, hunters, and fighters, who long ago developed a Coloration can range from solid black to blond and even
complex culture and system of living without the aid of to white, or mottled pelts with a range of spots and
stonework, steel or conquest. This is not to say that the different colors. Horns are most prominent on males,
tauren are a race of pacifists, when they are angered they although all tauren have horns.
are capable of retaliating with swift and decisive brutality.
The tauren are a noble race that embrace the natural Affiliation
world. They have shed their nomadic roots and united in Taurens are members of the horde. When they first
their ancestral lands. Their race may be one of spirituality, encountered the orcs, the tauren recognized them as
reverence for nature, and respect for elders, but it also spiritual brethrens. No other race shared such a similar
possesses powerful warriors that willingly fight when the outlook on the world, and the shamans of both races met
situation demands it. Although strong and capable warriors frequently to discuss the matters of the spirit world. The
when roused in battle, most tauren reserve combat for tauren allied with the orcs out of a shared vision, one of a
when all other options are exhausted. collective of allies keeping each other well guarded.
They prefer course of wise discussion and careful While the tauren see the orcs and trolls as friends to
rumination before embarking on any great endeavor, and welcome, they rarely trust the forsaken with more than a
they have great respect for the wise, spiritual and elderly nod and a place to set their withered feet, and give blood
among their people. The tauren are not wrathful by nature, elves the same treatment, the taint of magic still lingering
but sometimes a thirst for justice causes them to take up on the blood elven spirit is a poisonous air to the tauren, a
arms in anger. stench of the soul that they cannot tolerate for long.
PART 1 | RACES
27
Tauren bear no personal ill will to members of the Gore. Your horns are natural weapons, which you can
Alliance unless directly threatened by them. They view use to make an unarmed strike. If you hit with them, you
night elves with awe and fear. Tauren and night elves have deal 1d8 + your Strength modifier piercing damage.
coexisted on Kalimdor for centuries, and tauren have long Tribal Training. You are proficient in longbows,
seen the Kaldorei as a mythical race of demigods, wielders halberds, and tauren totems.
of great magic and steeped in natural powers. Languages. You can speak, read, and write Common and
Taur-ahe. Taur-ahe is a harsh, and low sounding language,
Names without a proper alphabet, their written language is made
The language of the tauren is often harsh and low of elaborate pictograms and pictoforms.
sounding, which is reflected in the names of their children. Tribe. Tauren are a tribe people, many tribes exist, but
The last name of a tauren is usually a family name, handed Bloodhoof, Grimtotem, and Highmountain is by far the 3
down through the generations. If the tauren has performed largest. Choose one of these tribes.
some act that has made an impression on the elders of his Bloodhoof Tribe
tribe, however, he may choose to take on his own last name
to commemorate that act. Bloodhoofs are widely spread, their kin is the keepers of
Thunder Bluff, the tauren capital. They reside all over
Male Names: Azok, Bron, Turok, Garaddon, Hruon, Etu, Azeroth, in attempts to restore the balance of the world
Jeddek, Mechi, Cochu, Huslu, Idra, Naalnish after the occupation of the burning legion.
Female Names: Argo, Serga, Grenda, Beruna, Halfa, Ability Score Increase. Your Charisma increases by 1.
Atepa, Chepi, Mabu, Foston, Pakuna, Halona Far traveled. You are proficiency in the History skill.
Family Names: Darkthorn, Thunderhoof, Stormhorn,
Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker Grimtotem Tribe
Grimtotems are the most aggressive and vicious tauren,
Tauren Traits wishing to eradicate lesser races from Kalimdor, and
Taurens share certain characteristics no matter what tribe reclaim taurens long lost ancestral holdings.
they come from. Ability Score Increase. Your Constitution score
Ability Score Increase. Your Strength increases by 2. increases by 1.
Age. Taurens reaches adulthood in their mid teens, and Fearful. You have proficiency in the Intimidation skill.
most grow to be 80 years old, few live beyond a century. Highmountain Tribe
Alignment. Most taurens are lawful, keeping to their Highmountains are among the more secluded tauren,
tribal code. Those who are evil are shunned upon, most residing atop highmountain on the broken isles, they are a
either outlaws or corrupted in some form. peaceful, and generally kind hearted tauren kin. These
Size. Taurens stand between 7-9 feet tall, most heavily taurens has massive thick antler instead of horns.
built with broad shoulders. Your size is Medium. Ability Score Increase. Your Wisdom increases by 1.
Speed. Your base walking speed is 30 feet. Animal Handler. You are proficiency in the Animal
Powerful Build. You count as one size larger when Handling skill.
determining your carrying capacity and the weight you can
push, drag, or lift.

PART 1 | RACES
28
Troll
Your ancestry dates back to the dawn of the world. Great
were the ancient empires of the trolls. I see a spark in your
eyes, a powerful will - you wish to be great again, yes?
— Lorewalker Cho

Introduction
The jungle trolls are sometimes referred to as Gurubashi
trolls, after the ancient empire of the same name. Their
capital, Zul'Gurub, is located in Stranglethorn Vale, along Not all trolls practice voodoo, but it is widespread. It was
with many smaller towns, cities, and villages, many of given to the trolls by their worshiped gods the Loa, and the
which are in a state of ruin or disrepair. The largest jungle exact emergence of voodoo among the trolls is unknown,
troll settlement outside Stranglethorn is Sen'jin Village for most tribes that possess such knowledge are unwilling
founded by the Darkspear tribe, who had been displaced to share it with outsiders.
from their exile on the Broken Isles and Echo Isles.
Forest trolls hold all other races in contempt — Tall and Muscular
especially blood elves, whom they consider the despoilers
of their ancient homeland. They will only work with others Trolls are often tall, lanky, and muscular. They have both
if it means the elimination of an even more hated enemy. elven and orcish characteristics with their fierce fangs and
Forest troll culture is tribal and primitive. Though not as long ears. Their long arms, strong legs and quick reflexes
violent as their ice troll cousins, forest trolls nonetheless make them adept hunters.
have a fearsome reputation in battle. Trolls have only two fingers and a thumb on their hands,
Ice trolls are a subspecies of troll that lives in cold and they have only two toes on each foot. Some trolls have
climates. They have angular features, bright blue eyes, and a toenail on their heels, and they do not wear standard
mottled blue-white skin covered in hides and pelts. This shoes or boots due to their unusual foot shape and comfort
troll has blue-white skin under grayish leather armor, and in wading barefooted within different terrains.
he sports a red mohawk.
Ice trolls are generally evil and like most trolls, they are Affiliation
fierce protectors of their homes and may attack travelers to Trolls are steadfast members of the horde. Though they
gain weapons, materials, clothing and food. They practice practice voodoo and many retain their savage natures, they
cannibalism and sometimes eat their slain enemies raw. are respected within the horde by the orcs. They feel a
great debt to them, and their time fighting alongside the
Cannibalists and Voodooism tauren has made them friends of these creatures as well.
Cannibalism was a relatively common practice amongst They are suspicious of the forsaken, but so is everyone else.
trolls, although through the decades, and with their The troll tribes doesn’t really hate the Alliance races, but
integration into the horde, their cannibalism had been their loyalty to the Horde and their bloodthirstiness makes
frowned upon by most, and has since been made a the Alliance a great target. However, their respect for the
forbidding practice by the horde, some still practice it, but Warchief prevents them from waging a private war against
non do so openly. Theramore.
PART 1 | RACES
29
Names
Troll names look simple but are surprisingly complex. Languages. You can speak, read, and write Common and
Their language is largely syllabic, and various syllables can Zandali. Zandali is the tongue of all trolls. It is a largely
be added to the beginning or end of a troll’s name to denote syllabic language, and taught down through generations as
status and ability. Trolls don't have family names, although it has no physical script.
some use their clan name as their surname. Subrace Ancient divides among the Zandalari trolls
Male Names: Vol, Ros, Mig, Gal, Traxe, Maaho, Tuben, Ju, resulted in three main subraces: forest trolls, ice trolls, and
Goz, Akash, Vithek, Tian, Vazkono, Rhas, Vog jungle trolls. Choose one of these subraces.
Female Names: Shi, Mith, Hai, So, Ozdun, Imo, Aju, Forest Troll
Zhokre, Xullah, Joz, Fahze, Zil, Ruso, Mooh Forest trolls are a secluded kin, preferring the company of
plants before other races. Their skin is green, with a thin
Troll Traits layer of a moss-like substance growing on it. As broad
All trolls originate from the Zandalar trolls, giving them shouldered as ice trolls, but not nearly as fierce.
certain common traits. Ability Score Increase. Your Constitution score
Ability Score Increase. Your Dexterity increases by 2. increases by 1.
Age. Trolls mature at the same rate as humans, reaching Omnivorous. You are able to gain nourishment from
adulthood in their late teens. Most trolls live until their plants and foliage as well as common food.
early 70, but are able to live to 150. Natural Camouflage. You have advantage on Stealth
Alignment. Trolls are a neutral race, their alignment checks, when hiding in foliage or undergrowth.
varying drastically between them. Most trolls tend to avoid
evil, and those who do become evil are almost always Ice Troll
corrupted in some way. Ice trolls are the most barbaric of the trollkins, living in
Size. Even though most trolls stand slightly bend over, cold climates easily, with their thick hide, and large build.
they still tower above most other races, with their height They share little of the slenderness of their kin, being
between 7 to 8 feet, and their muscular slender build. exceptionally muscular, with skin and hair of pale colors.
Your size is Medium. Ability Score Increase. Your Strength increases by 1.
Speed. Your base walking speed is 30 feet. Hardened Skinned. You have resistance against cold
Darkvision. Trolls retain their vision in dark and dim damage, and ignore effects of extreme cold.
conditions. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light. Jungle Troll
You can't discern color in darkness, only shades of gray. Jungle trolls are the most civilized troll species. They are
Rapid Regeneration. As bonus action you can regain organized around tribes, with bloodlines led by powerful
1d6 + your Constitution modifier hit points. The amount warriors. Their skin tend to be light blue to dark grey.
healed increases by 1d6 at 6th, 11th, and 16th level. Ability Score Increase. Your Charisma increases by 1.
You can use this feature a number of times equal to your Gurubashi Training. You have proficiency with the
Constitution modifier (minimum of 1), regaining expended handaxe, javelin, and spear.
uses after a long rest. Survivalist. You gain proficiency in the Survival skill.

PART 1 | RACES
30
Worgen
Resembling a cross between human and dire wolf, the
hunched over creature is roughly humanoid. Its body is
covered in coarse, fur with twitching claws and snarling
teeth. The creature's eyes are mottled yellow in colour,
unblinking and devoid of any discernible emotion. Mindful Hunters
Introduction Worgens generally prefer more natural habitats like forests,
they are experienced hunters and have a propensity to
Worgens were created during the War of the Satyr by the hunt. Once bitten, worgen go through stages of the
priestess Belysra Starbreeze and the druid Ralaar Fangfire mindless ferocity,eventually losing their last vestiges of
who were trying to find a solution to the wolf pack form's their former lives and gaining a full feral mentality.
uncontrollable nature. The form embodied the full fury of Worgen must always control their emotions lest they lose
the wolf Ancient Goldrinn, something the druids had never themselves to their feral instincts. They can temporarily
been able to command. Belysra and Ralaar believed that keep their sanity in dire moments through an injection
the magic of Elune could tame its uncontrollable rage. created by Gilnean alchemists, called Krennan Aranas.
Leading a ritual and mixing the power of the moon Elune,
with the Druids of the Pack's pack form, resulting in the Affiliation
creation of the worgen. Unfortunately Goldrinn's fury was Worgens that are in control of their emotions are a part of
overwhelming. The worgen turned against the night elves, the alliance, originally being humans themselves, they have
and Malfurion was forced to seal them within the Emerald a deep connection with the Stormwind Humans.
Dream after it was discovered that their bite turned other The respect the night elves, even though they were the
night elves into more worgen, through what is now called origin of their curse, yet without them, the worgens would
the worgen curse. be feral beasts. They have a deep hatred for the forsaken
Centuries later, they were freed from the Dream in order and the scourge, after their successful overtaking of the
to fight the undead Scourge for Gilneas. While extremely Gilnean Kingdom.
effective against the undead army, the worgen then turned
on the Gilnean, prompting them to close the Greymane Names
Wall. While no worgen managed to enter the city, humans
who had been bitten by them did. They would turn into Worgens were once gilnean humans, and uses human
worgen themselves and spread the curse to the whole of naming conventions. Many worgens though have forgotten
Gilneas, including King Genn Greymane. After being their full name, and often go only by their first name, and
taught how to control their inner beast by the night elves, take on last names of their own based on their
many worgen are now members of the Alliance. achievements as a worgen.
PART 1 | RACES
31
Worgen Traits
The worgen curse has transformed your body into that of a Darkvision. Accustomed to the black nights, you have
worgen, giving you the following traits. superior vision in dark and dim conditions. You can see in
Ability Score Increase. Your Strength increases by 2. dim light within 60 feet of you as if it were bright light, and
Age. Worgens age like humans, reaching adulthood in darkness as if it were dim light. You can't discern color in
slightly before, at the age of 16, and can live to be up to 300 darkness, only shades of gray.
years old. Language of Wolves. Whilst a worgen you are able to
Alignment. Worgens tend to become chaotic, while communicate with wolves, as the spell commune with
originating from humans, the infection of their blood with animals.
the wolves has made them more unpredictable Natural Weapons. Your claws and bite are natural
Size. Humanly varying widely in height and build, from weapons, which you can use to make unarmed strikes. If
barely 5 feet to well over 6 feet tall. In worgen form, they you hit with your claws, you deal 1d4 + your Strength
range from 7 to 9 feet. Your size is Medium. modifier slashing damage, and with your bite, you deal 1d6
Speed. Your base walking speed is 30 feet. + your Strength modifier piercing damage.
Beastly Appearance. You have advantage on ability Truesilver Vulnerability. You are vulnerable to damage
checks using Intimidation. taken by silvered weapons.
Curse of the Worgen. The curse still lingers in your Languages. You can speak, read, and write Common and
body, whenever gravely angered, agitated or put under one extra language of your choice. Humans typically learn
emotional stress you, at the DM's discretion, you must the languages of other peoples they deal with, including
make a DC 15 Wisdom saving throw. On a success, you obscure dialects.
keep the curse under control. On a failed save, the curse
takes over, making you feral for a minute. Whilst feral you
gain the following effects:
You drop any held items and attack the nearest creature
with your natural weapons every round.
You gain resistance against nonmagical bludgeoning,
piercing, and slashing damage.
If you are capable of casting spells, you are unable to
cast them or concentrate on them whilst feral.
At the end of each of your turns, you make a new saving
throw to attempt disrupting the feral rage. On a successful
save, the feral rage ends, and you cannot go feral again for
the next hour.

PART 1 | RACES
32
PART 1 | CLASSES
33
Chapter 2: Classes

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

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

PART 1 | CLASSES
34
Druid
We are the preservers of the balance, now and forever, as
Malfurion lies in the Dreaming. Never forget this.
— Kal of Dolanaar
Clutching an engraved staff stitched with leaves, a night
elf summons the powers of elune, calling down raw blue
energy of the moon upon a terrible foe, smashing upon its
body and encasing it hole for a brief moment.
Crouching out of sight on a low hanging tree branch, in
the form of a large feral tiger, a worgen scouts out from his
hiding stop towards the constructions of Zul'Gurub.
Watching every move of the jungle trolls patrolling.
Holding near her sickle and staff, a young tauren druid is
making beautiful ritual, making tiny seeds sprinkle into a
perfect circle of faintly glowing green lights, healing an
endured ally to the best of her capabilities.
Rushing forward towards his companions aid, rumbling
the ground as his body transforms into a giant bear
creature with tusks, an experienced troll runs to his allies
aid, blocking a fatal blow with its fur.
Nature's Power
Druids harness the vast powers of nature to preserve
balance and protect life. With experience, druids can
unleash nature’s raw energy against their enemies, raining
celestial fury on them from a great distance, binding them
with enchanted vines, or ensnaring them in unrelenting
cyclones. Druids can also direct this power to heal wounds
and restore life to fallen allies.
They are deeply in tune with the animal spirits of
Azeroth. As master shapeshifters, druids can take on the
forms of a variety of beasts, morphing into a bear, cat,
creatures of water, and creatures of air with ease. This
flexibility allows them to fill different roles during their
adventures, tearing enemies to shreds one minute and
surveying the battlefield from the sky the next. These
keepers of the natural order are among the most versatile
heroes in Azeroth, and they must be prepared to adjust to
new challenges on a moment’s notice.
PART 1 | CLASSES
35
The Druid
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2 — — — — — — — —
2nd +2 Shapeshifting, Druid Path 2 3 — — — — — — — —
3rd +2 — 2 4 2 — — — — — — —
Ability Score Improvement,
4th +2 3 4 3 — — — — — — —
Travel Shapeshift
5th +3 — 3 4 3 2 — — — — — —
Druid Path feature,
6th +3 3 4 3 3 — — — — — —
Aquatic Shapeshift
7th +3 — 3 4 3 3 1 — — — — —
Ability Score Improvement,
8th +3 3 4 3 3 2 — — — — —
Flight Shapeshift
9th +4 — 3 4 3 3 3 1 — — — —
10th +4 Druid Path feature 4 4 3 3 3 2 — — — —
11th +4 — 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th +5 — 4 4 3 3 3 2 1 1 — —
14th +5 Druid Path feature 4 4 3 3 3 2 1 1 — —
15th +5 — 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —
17th +6 Druid Path feature 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Soul of the Forest 4 4 3 3 3 3 2 2 1 1

Protectors of Balance Maybe your character was born during an epic storm or
a volcanic eruption, which was interpreted as a sign that
Guardians of nature who seek to preserve balance and becoming a druid was part of your character's destiny.
protect life, Druids have unmatched versatility on the field Perhaps your homeland was befouled by evil, and you took
of battle. This is in part because druidism is much more up an adventuring life in hopes of finding a new home.
than a fighting discipline.
It’s a way of life steeped in traditions so ancient that even Quick Build
the origin of their kind is preserved largely in mythology You can make a druid quickly by following these
passed on through millennia. suggestions. Wisdom should be your highest ability score,
Druids harness nature’s raw energy for an incredible followed by Constitution. (Feral druids tend to make their
breadth of offensive and defensive abilities, as well as to Dexterity higher than Constitution, and Guardians
restore life to the wounded. Through communion with Strength.)
nature and the demigod Cenarius, Lord of the Forest,
Druids are supernaturally endowed with the gift of Class Features
shapeshifting, allowing them to take the form of all manner
of nature’s creature and access powers as distinct as they As a druid, you gain the following class features.
are diverse.
Hit Points
Creating a Druid Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution modifier
When making a druid, consider why your character has Hit Points at Higher Levels: 1d8 + your Constitution
such a close bond with nature. Perhaps your character was modifier per druid level after 1st
raised by a druid after being abandoned in the depths of a
forest. Perhaps your character had a dramatic encounter Proficiencies
with the spirits of nature, coming face to face with a giant Armor: Light armor, medium armor
eagle or dire wolf and surviving the experience. Weapons: Simple weapons
Tools: Herbalism kit
PART 1 | CLASSES
36
Saving Throws: Intelligence, Wisdom Ritual Casting
Skills: Choose two from Arcana, Animal Handling. lnsight, You can cast a druid spell as a ritual if that spell has the
Medicine, Nature, Perception, Religion, and Survival ritual tag and you have the spell prepared.
Equipment
You start with the following equipment, in addition to the Spellcasting Focus
equipment granted by your background: You can use a druidic focus as a spellcasting focus for your
druid spells.
(a) a quarterstaff or (b) any simple weapon
(a) a dagger or (b) any simple weapon Shapeshifting
Leather armor, explorer's pack, and a druidic focus Starting at 2nd level, you can use your action to assume the
Druidic shape of a large feline beast, or a thick furred bear. You can
use this feature any number of times, to change into any
You know Druidic, the secret language of druids. You can shapeshift known.
speak, read and write Druidic, a language sacred to druids Your druid level determines the shapeshifts you can
that is not taught to outsides without severe consequences transform into, as shown in the Shapeshifts table.
for the teacher and teached. Each shapeshift and its benefits are described in
Appendix A, at the end of this book.
Spellcasting
Drawing on the divine essence of nature itself, you can cast Shapeshifts
spells to shape that essence to your will. See chapter 10 of Level Shapeshift Beast
the Player's Handbook for the general rules of spellcasting 2nd Cat and Bear
and chapter 6 of this book for the druid spell list.
4th Travel
Cantrips 6th Aquatic
At 1st level, you know two cantrips of your choice from the
druid spell list. You learn additional druid cantrips of your 8th Flight
choice at higher levels, as shown in the Cantrips Known
column of the Druid table. You can stay in a shapeshift for as long as you wish, and
can revert back to your normal form by using a bonus
Preparing and Casting Spells action on your turn. You automatically revert back if you fall
The Druid table shows how many spell slots you have to unconscious, drop to 0 hit points, or die.
cast your spells of 1st level and higher. To cast one of these While you are transformed, the following rules apply:
druid spells, you must expend a slot of the spell's level or Your retain your game statistics, alignment, and
higher. You regain all expended spell slots when you finish personality. You also retain all of your skill and saving
a long rest. throw proficiencies, in addition to gaining those of the
You prepare the list of druid spells that are available for shapeshift.
you to cast, choosing from the druid spell list. When you do Shapeshifting does not change your hit points, and any
so, choose a number of druid spells equal to your Wisdom damage taken whilst in a shapeshift carries over to your
modifier + your druid level (minimum of one spell). The humanoid form upon reverting back.
spells must be of a level for which you have spell slots. You can't cast spells, and your ability to speak or take
For example, if you are a 3rd-level druid, you have four any action that requires hands is limited to the
1st-level and two 2nd-level spell slots. With a Wisdom of 16, capabilities of your shapeshift. Transforming doesn't
your list of prepared spells can include six spells of 1st or break your concentration on a spell you've already cast,
2nd level, in any combination. If you prepare the 1st-level however, or prevent you from taking actions that are
spell cure wounds, you can cast it using a 1st-level or 2nd- part of a spell that you've already cast.
level slot. Casting the spell doesn't remove it from your list You retain the benefit of any features from your class,
of prepared spells. race, or other source and can use them if the shapeshift
You can also change your list of prepared spells when is physically capable of doing so.
you finish a long rest. Preparing a new list of druid spells You choose whether your equipment falls to the ground
requires time spent in prayer and meditation: at least 1 in your space, or merges into your new form. Equipment
minute per spell level for each spell on your list. that merges with the form has no effect until you leave
Spellcasting Ability the form.
Wisdom is your spellcasting ability for your druid spells, Each shapeshift gives you special benefits unique to that
since your magic draws upon your devotion and shape. (as described in Appendix A.)
attunement to nature. You use your Wisdom whenever a Druid Paths
spell refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw DC At 2nd level, you choose to identify with a druidic path:
for a druid spell you cast and when making an attack roll Balance, Feral, Guardian, or Restoration, all detailed at the
with one. end of the class description. Your choice grants you featur-
es at 2nd level and again at 6th, 10th, 14th, and 17th level.
Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier Ability Score Improvement
Spell attack modifier = your proficiency bonus + your When you reach 4th level, and again at 8th, 12th, 16th, and
Wisdom modifier 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your —
PART 1 | CLASSES
37
choice by 1. As normal, you can't increase an ability score Druid Paths
above 20 using this feature. Although all druids have a deep love for nature and
Timeless Body wilderness, some druids have a deeper love for their
animal shapeshifts, preferring that form over their
Starting at 18th level, the primal magic that you wield humanoid one. Others for the goddess Elune, and some
causes you to age more slowly. For every 10 years that stay true to the druidic tradition of preserving life, druids
pass, your body ages only 1 year. fall into four categories: Balance, Feral, Guardian, or
Restoration druids.
Soul of the Forest
At 20th level, your connection with nature has grown to an Path of Balance
incredible level, deepening beasts respect for you, and Druids on the path of balance leverage the sacred powers
making you able to conjure a gateway to the unspoiled of the moon, the sun, and the stars, accessing a mixture of
Emerald Dream. arcane and nature powers to aid in the fight against the
Using 10 minutes in a forested or wild area, you can imbalance that threatens the natural order of all things.
conjure a gateway to the Emerald Dream, The entrance
shimmers faintly and is 5 feet wide and 10 feet tall. You and Bonus Cantrip
any creature you designate when conjuring the gateway When you choose this path at 2nd level, you learn one
can enter into the Emerald Dream as long as the portal additional druid cantrip of your choice.
remains open. You can open or close if you are within 30
feet of it. While closed, the gateway crumbles and is Spell Sculptor
effectively invisible. The gateway remains conjured for 24 Starting at 2nd level, you can create pockets of relative
hours, at which point it vanishes and cannot be conjured safety within the effects of your spells. When casting a spell
again for 7 days. that affects other creatures that you can see, you can
Additionally, creatures of the natural world sense your choose a number of creatures equal to 1 + the spell's level.
connection to nature. All skill and ability checks made to The chosen creatures automatically succeed on their
communicate with beasts or plants are made with saving throws against the spell, and take no damage if they
advantage. would normally take half damage on a successful save.
Moonkin Shapeshift
At 6th level, you learn to shapeshift into a moonkin, a kin of
the owlbeasts. Shapeshifting into a moonkin is a straining
Druidic Forms process, and as a result, you can shapeshift into a moonkin
Whilst the statistics of a shapeshift is the same a number of times equal to your Wisdom modifier
from one druid to another, a shapeshift is meant (minimum of 1), and are able to stay shapeshifted as a
as an extension of the druid itself. Both as a moonkin for one hour before reverting back to your
person, but also as a race, a taurens shapeshifts humanoid form. Whilst shapeshifted into a moonkin, you
might grow horns similar to that of their tauran ignore the shapeshift ruling concerning spellcasting.
form. An orc or troll might want their forms to Upon shapeshifting into moonkin, you gain a +2 bonus to
have tusks, and a worgen might make theirs look your current armor class, and all damaging spells you cast
wild and feral by nature. Likewise, druids
shapeshifts appearance might alter, one may
deals an additional 1d6 damage of the appropriate type.
transform into a muscular, panther, another a
Your spell's damage increases by 1d6 when you reach
strong lion, or another feline beast. 10th level (2d6), 14th level (3d6), and 17th level (4d6). As
A small list is compiled beneath each you grow in strength, you are also able to stay as a moonkin
shapeshift of the most common shapes taken by for a long time, increasing by 1 hour when you reach 10th
druids through time, choose one of them as your level, 14th level, and 17th level.
shape, and modify its appear-ance as you wish to
fit your race, or talk to your DM about becoming Astral Influence
something not on the list. Starting at 10th level, the range of all your spells that
Once a choice has been made, it is a require a spell attack to hit increases by 30 feet. This does
permanent choice, and cannot be changed not include the area of effects of spells.
throughout the druids lifetime.
Fury of Elune
Upon reaching 14th level, you are able to call upon elune to
bring down a beam of pure moonlight at a target location.
As an action, choose a point within 60 feet of you, summing
a 10-feet-wide beam of moon light, from 100-feet within the
air, any targets within the beam are required to make a
Dexterity saving throw, taking 4d8 + half your druid level
force damage on a failed save, or half on a successful save.
Fury of Elune requires your concentration, and lasts up to
one minute.
On each of your turns after you use this feature, you can
use an action to move the beam up to 15 feet in any
direction. Each target hit as you move the beam takes half
damage on a failed save, and no damage on a successful
saving throw.
PART 1 | CLASSES
38
Any creature starting their turn inside the beam takes full If you hit, you deal an additional 1d6 damage per level of
damage on a failed saving throw. the spell slot expended.
Once you've used this feature, you cannot use it again Renewal. As a bonus action, you can expend a spell slot
until you have finished a long rest, unless you expend a to regain 1d8 hit points per level of the spell slot expended.
spell slot of 5th level or higher, fury of elunes damage Survival Instincts. As a reaction upon taking damage,
increasing by 1d8 if you use a 7th level spell slot (5d8), and you can expend a spell slot to gain resistance towards the
again at 9th level (6d8). attack, retaining the resistance to that damage type for 1
round per level of spell slot expended. Using this
Chosen of Elune enhancement again replaces the resistance.
At 17th level, you've harnessed your connection with elune
herself, improving your moonkin shapeshift. Primal Strikes
Whenever you shapeshift into moonkin, you gain a +4 Starting at 6th level, you gain an extra attack.
bonus to your armor class instead of a +2 AC bonus, and Additionally, your bite deals 1d8 piercing damage, and
the damage bonus given whilst in moonkin changes from your claws deals 2d6 slashing damage, and are considered
d6 to d8 Hit Dies. magical for the purpose of overcoming resistances and
immunity to nonmagical attacks and damage.
Path of Feral Upon reaching 10th level, your bite and claws increase to
Druids on the feral path seek an understanding, and 1d10, and 2d8 damage of their respective type.
visceral connection to the wild, and in combat take the form Supreme Prowler
of a deadly feline predator. Feral druids become ferocious, At 10th level, you excel at ambushes and acting quickly.
agile stalkers. Many feral druids coming to prefer the You have advantage on initiative rolls, and you have
appearance of their feline selves over their humanoid advantage on attack rolls against any creature that hasn't
shape. taken a turn in combat yet, and any hit dealt against a
Predatorial Preference creature that is surprised is considered to be a critical hit.
When you choose this path at 2nd level, you gain the ability Sudden Thrashes
to use Shapeshift on your turn as a bonus action when
shapeshifting into your cat form. Starting at 14th level, you can thrash with deadly speed. If
Additionally, your time spent as a cat has sharpened your you take the Attack action on your turn, you can make one
reactions, changing your proficiency in Intelligence saving additional claw attack as a bonus action.
throws to Dexterity saving throws. This change is King of the Jungle
permanent, and cannot be altered. At 17th level, you've become one with the wilderness,
Feral Caster moving through difficult terrain doesn't cost additional
When you choose this path, you actively begin spending movement, and you're able to pass through nonmagical
more time perfecting your predatorial combat skills than plants without being slowed by them and without taking
your spellcasting. Starting at 2nd level, you have difficulties damage from them if they have natural hazards.
casting spells beyond 5th level. To cast a spell of 6th level or While traveling for an hour or more whilst shapeshifted
higher you're required to make a Wisdom saving throw into a feline beast, you gain the following benefits:
against a DC of 10 + the spells level. On a failure, the spell Difficult terrain doesn't slow your group's travel pace.
fails and the spell slot is expended. Your group can't become lost except by magical means.
Feral druids can expend their spell slots to gain certain Even when you're engaged in another activity while
benefits within their cat shapeshift, as shown in the feral traveling (such as navigating, or tracking), you remain
enhancements list below. alert to danger.
Feral Enhancements
If you are traveling alone, or with up to nine other
creatures, you can move stealthily at a normal pace.
These enhancements are presented in alphabetical order. While tracking other creatures, you also learn their
Displacer Beast. As a bonus action, you can expend a exact numbers, size, and how long ago they passed
spell slot to teleport to an empty square within 30 feet of through the area.
you, giving you the benefits of a dash upon reappearing in
the new square for the rest of the turn. Additionally, upon reaching 17th level, you're able to stay
Ferocious Bite. When you hit another creature with a within cat form for any amount of time wished, only
bite attack, you can expend a spell slot to deal an additional reverting back to humanoid form if you drop to 0 hit points,
damage die per 2nd level of the spell slot expended. or wish to do so by your own will.
For example, a 1st or 2nd level deals one additional die,
and a 3rd or 4th deals two additional damage dies.
Mighty Bash. When you hit another creature with a
melee weapon attack, you can expend a spell slot to invoke
the spirit of Ursoc. The target must succeed on a
Constitution saving throw or be stunned for one round per
level of spell slot expended. The stunned target makes a
Constitution saving throw at the end of each of its turns,
ending the effect on a success.
Rake. When a creature misses you with a melee attack,
you can use your reaction and expend a spell slot to make a
melee weapon attack against the creature.

PART 1 | CLASSES
39
Path of Guardian Brambled fur. As a reaction upon taking damage, you
can expend a spell slot to return part of the damage taken.
Druids of the guardian path take the form of great bears, Roll 1d8 for each level of spell slot expended, returning an
these guardians become massive walls of fur, claw, tooth, amount of damage to the attacker equal to the amount
and, aided by the forces of nature, they stand between allies rolled, if the rolled amount exceeds the damage done, the
and any opposing threats. excess amount is wasted.
Mighty Bash. When you hit another creature with a
Raging Shapeshift melee weapon attack, you can expend a spell slot to invoke
When you choose this path at 2nd level, you gain the ability the spirit of Ursoc. The target must succeed on a
to shapeshift through rage. As a bonus action you can enter Constitution saving throw or be stunned for one round per
a rage, immediately transforming you into a bear. level of spell slot expended. The stunned target makes a
Additionally, your time spent as a bear has built up your Constitution saving throw at the end of each of its turns,
tolerance for damage, changing your proficiency in ending the effect on a success.
Intelligence saving throws to Constitution saving throws. Renewal. As a bonus action, you can expend a spell slot
This change is permanent, and cannot be altered. to regain 1d8 hit points per level of the spell slot expended.
While raging, you gain the following benefits:
Mauler
You have advantage on Strength checks and Strength Starting at 6th level, you gain an extra attack.
saving throws. Additionally, your bite deals 1d10 piercing damage, and
When you make a melee weapon attack, you add your your claws deals 2d8 slashing damage.
proficiency bonus to the damage roll.
You have resistance to all damage except psychic Relentless Rage
damage. Starting at 10th level, your rage can keep you from
Your rage lasts for 1 minute. It ends early if you are reverting to humanoid form, and keep you fighting despite
knocked unconscious or if your turn ends and you haven't grievous wounds. If you drop to 0 hit points while you're
attacked a hostile creature since your last turn or taken raging and don't die outright, you can make a DC 10
damage since then. You can also end your rage on your Constitution saving throw. If you succeed, you drop to 1 hit
turn as a bonus action. point instead.
Once you have raged the number of times equal to your Each time you use this feature after the first, the DC
Constitution modifier, you must finish a long rest before increases by 5. When you finish a short or long rest, the DC
you can rage again. resets to 10.
Beastial Caster Intimidating Presence
When you choose this path, you actively begin spending Upon reaching 14th level, while you're raging, any creature
more time perfecting your beastial combat skill than your within 10 feet of you that's hostile to you has disadvantage
spellcasting. Starting at 2nd level, you have difficulties on attack rolls against targets other than you or another
casting spells beyond 5th level. To cast a spell of 6th level or character with this feature. An enemy is immune to this
higher you're required to make a Wisdom saving throw effect if it can't see or hear you or if it can't be frightened.
against a DC of 10 + the spells level. On a failure, the spell Guardian of Ursoc
fails and the spell slot is expended. At 17th level, you embody the power of Ursoc. Your
Guardian druids can expend their spell slots to gain Strength and Constitution scores increase by 2. Your
certain benefits within their bear shapeshift, as shown in maximum for those scores is now 22.
the beastial enhamcenets list below. Upon reaching 20th level, your Strength and
Beastial Enhancements Constitution score increases by 2. Your maximum for those
These enhancements are presented in alphabetical order. scores is now 24.
Pack Defender. When an ally is hit by a melee attack, Path of Restoration
you can use your reaction, and expend a spell slot to rush
to their aid, and make a single bite or claw attack against Druids of the restoration path builds a stronger bond with
the target. You can rush 10 feet per level of spell level things that grow than the rest of their kin, gaining
expended towards a target, any opportunity attacks made inspiration from the flower’s bloom, the seeds sprout, the
against you are made with disadvantage whilst moving. mushroom’s spores, and the tree’s growth.
Demoralizing Roar. As an action, you let out an echoing
roar, each creature hostile to you within 60 feet is required Balm of Elune
to make a Constitution saving throw. On a failed save, the When you choose this path at 2nd level, you become im-
target has disadvantage on all weapon attacks for a number bued with the blessings of Elune. You are a font of energy
of 1 round per level of spell slot expended, making a new that offers respite from injuries. You have a pool of energy
saving throw at the end of their turn, ending the effect on a represented by a number of d6s equal to your druid level.
successful save. As a bonus action, you can choose one creature you can
Ferocious Bite. When you hit another creature with a see within 120 feet of you and spend a number of those
bite attack, you can expend a spell slot to deal an additional dice equal to half your druid level or less. Roll the spent
damage die per 2nd level of the spell slot expended. dice and add them together. The target regains a number of
For example, a 1st or 2nd level deals one additional die, hit points equal to the total. The target also gains 1
and a 3rd or 4th deals two additional damage dies. temporary hit point per die spent.
You regain all expended dice when you finish a long rest.

PART 1 | CLASSES
40
Path Spells
Your connection to elune and its restorative powers infuses
you with the ability to cast certain spells. At 3rd, 5th, 7th,
and 9th level you gain access to path spells.
Once you gain access to a path spell, you always have it
prepared, and it doesn't count against the number of spells
you can prepare each day. If you gain access to a spell that
doesn't appear on the druid spell list, the spell is
nonetheless a druid spell for you.
Druid Level Path Spells
3rd calm emotions, pass without trace
5th daylight, mass healing word
7th aura of life, guardian of nature
9th dream, greater restoration

Living Seeds
Starting at 6th level, your restorative spells never go to
waste. Whenever you heal a target, and restores them to
their maximum health, any excess hit points healed are
gained as temporary hit points on the target, to a maximum
of temporary hit points equalling your druid level.
Efflorescence
At 10th level, you can sprout a flower, able to heal injured
allies. As an action, choose a point within 60 feet of you,
sprouting a flower healing any ally within 10 feet of it for
2d6 + your Wisdom modifier at the beginning of each of
your rounds. Efflorescence requires concentration, and
lasts for up to 1 minute.
Tranquility
Starting at 14th level, you may call upon the tranquil
powers of Elune. As an action, choose any number of
creatures within 60 feet of you, each target is healing for
4d8 + your druid level hit points.
Once you have used this feature, you cannot use it again
until you have finished a long rest.
Tree of Life
At 17th level, you draw strength from the world trees of
Azeroth's roots. When you would normally roll one or more
dice to restore hit points with a spell, you instead use the
highest number possible for each die.
For example, instead of restoring 2d6 hit points to a
creature, you restore 12.

PART 1 | CLASSES
41
Hunter
The way of the hunter is one of mastery over the beasts of
the world, an unparalleled precision in marksmanship, and
the knowledge of how to survive in situations where others
would perish.
— Ranger Sallina
Wild and barbaric looking, a human stalks alone through
the shadows of trees, hunting the orcs he knows are
planning a raid on a nearby farm. Clutching a spear in his
hands, he charges in with intense fury, a large bear running
at his side, roaring as he engages, cutting down one enemy
after another.
Tumbling away from a cone of freezing air, a night elf
finds her feet and draws back her bow to loose an arrow at
the blue dragon. Shrugging off the wave of fear that
emanates from the dragon like the cold of its breath, she Proud Rangers
sends one arrow after another to find the gaps between the The hunter is a stalker in the wilds, living on his knowledge
dragon's thick scales. of survival and skill with a bow or rifle. He is deeply in tune
Holding his hand high, a blood elf whistles to the hawk with nature, and some of its mightiest beasts are his allies.
that circles high above him, calling the bird back to his Of Azeroth's many creatures, few can resist the hunter's
side. Whispering instructions in Thalassian, he points to call, and fewer can survive his fury. Hunters are as varied as
the owlbear he's been tracking and sends the hawk to the world's many climates, but they are universally
distract the creature while he readies his bow. renowned for their amazing abilities to find their prey and
Inescapable Stalkers bring it down. Most hunters seek to aid the balance of
nature along with their druidic allies. Elven rangers are not
From an early age the call of the wild draws some alone in their mastery of the wilderness. While an elven
adventurers from the comfort of their homes into the ranger prefers the bow, the hunter would rather get up
unforgiving primal world outside. Those who endure close. A hunter is skilled in stealth, slipping through the
become hunters. As masters of their environment, hunters woods like a ghost.
are able to slip like ghosts through the trees and lay traps
in the paths of their enemies. These expert marksman drop The Hunters Choice
foes dead in their tracks with flawless shots from a bow, The hunter is the choice of life for those who reject
crossbow or rifle. With the ability to wield two weapons societies that oppress the natural role as prey and hunter,
simultaneously, hunters can unleash a flurry of blows and also reject the druidic stance that we should be healers
against anyone unfortunate enough to stumble into close and observers rather than active participants in the "Great
combat with them. Hunt".
The art of survival is central to the isolated life of a They follow a life of reverence for nature complimenting
hunter. Hunters track beasts with ease and enhance their their tradition and willingness to use man-made tools. We
own abilities by attuning themselves to the feral aspects of are all tool-using creatures after all, and it is only natural to
various creatures. Hunters are known for the lifelong use that advantage afforded by nature to be better hunters.
bonds they form with animals of the wild, training great There are however also those hunters who prefer a more
hawks, cats, bears, and many other beasts to fight direct approach to tracking and hunting.
alongside them.
PART 1 | CLASSES
42
The Hunter
Proficiency Focus
Level Bonus Features Points
Animal Empathy, Natural
1st +2 —
Explorer
Fighting Style, Focused
2nd +2 2
Combatant
3rd +2 Hunter Archetype,Tame Beast 2
Ability Score Improvement,
4th +2 2
Aspect of the Monkey
5th +3 Extra Attack 3
Aspect of the Hawk, Focused
6th +3 3
Attack
7th +3 Hunter Archetype Feature 3
8th +3 Ability Score Improvement 4
Aspect of the Beast, Focused
9th +4 4
Attack
10th +4 — 4
11th +4 Hunter Archetype Feature 5
Ability Score Improvement,
12th +4 5
Aspect of the Cheetah
13th +5 — 5
14th +5 Focused Attack 6
Hunter Archetype Feature, Quick Build
15th +5
Aspect of the Dragonhawk
6 You can make a hunter quickly by following these
suggestions. First, make Dexterity your highest ability
16th +5 Ability Score Improvement 6 score, followed by Wisdom. (Some hunters who focus on
17th +6 Focused Attack 7 melee fighting make Strength higher than Dexterity.)
18th +6 Aspect of the Wilds 7
19th +6 Ability Score Improvement 7
Class Features
20th +6 Feral Senses 8
As a hunter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution
Creating a Hunter modifier per hunter level after 1st
As you create your hunter character, consider the nature of Proficiencies
the training that gave you your particular capabilities. Did Armor: Light armor, medium armor
you train with a single mentor, wandering the wilds Weapons: Simple weapons, martial weapons, firearms
together until you mastered the hunter's ways? Did you Tools: None
leave your apprenticeship. or was your mentor slain,
perhaps you learned your skills as part of a band of hunters Saving Throws: Strength, Dexterity
affiliated with a druidic circle, trained in mystic paths as Skills: Choose three from Athletics, Insight, Investigation,
well as wilderness lore. You might be self-taught, a recluse Nature, Perception, Stealth, and Survival
who learned combat skills, tracking, and even a magical Equipment
connection to nature through the necessity of surviving in You start with the following equipment, in addition to the
the wilds. equipment granted by your background:
Is your adventuring career a continuation of your work in
protecting the borderlands, or a significant change? What (a) scale mail or (b) leather armor
made you join up with a band of adventurers? Do you find it (a) two short swords or (b) two simple melee weapons
challenging to teach new allies the ways of the wild, or do (a) a dungeoneer's pack or (b) an explorer's pack
you welcome the relief from solitude that they offer? A longbow and a quiver of 20 arrows
PART 1 | CLASSES
43
Animal Empathy Each use of a focused attack must be declared before the
Beginning at 1st level, you gain proficiency and expertise in attack roll is made. You can only use one focused attack per
Wisdom (Animal Handling). attack roll.
You learn an additional focused attack of your choice at
Natural Explorer 6th, 9th, 14th, and 17th level. Each time you learn a new
You are familiar with natural environments and are adept focused attack, you can also replace one focused attack you
at traveling and surviving in such regions. This grants you know with another.
the following benefits: When you spend a focus point, it is unavailable until you
finish a short or long rest, at the end of which your focus is
You ignore difficult terrain. regained. Additionally you regain 1 expended focus point
You have advantage on initiative rolls. each time you roll a 20 on the d20 roll for an attack with a
On your first turn during combat, you have advantage on weapon, or deal the killing blow to a creature of significant
attack rolls against creatures that have not yet acted. threat (DM's discretion).
In addition, you are skilled at navigating the wilderness. Some of your focused attacks require your target to
You gain the following benefits when traveling for an hour make a saving throw to resist the attacks effect. The saving
or more. throw DC is calculated as follows:
Difficult terrain doesn't slow your group's travel. Focus save DC = 8 + your proficiency bonus + your
Your group can't become lost except by magical means. Wisdom modifier
Even when you are engaged in another activity while Focused Attacks
traveling (such as foraging, navigating, or tracking), you These focused attacks are presented in alphabetical order.
remain alert to danger. Carving Strike. When you make a melee weapon attack
If you are traveling alone with or without your pet, you against a creature, you can expend one focus point to make
can move stealthily at a normal pace. an attack roll against each target directly on either side of
When you forage, you find twice as much food as you your initial attack. On a hit, roll damage for one target, any
normally would. additional creature hit takes the same amount of damage.
While tracking other creatures, you also learn their Concussive Strike. When you make a weapon attack
exact number, their sizes, and how long ago they passed against a creature, you can expend one focus point to
through the area. attempt to dizzy your opponent. On a hit, the creature
Fighting Style suffers normal damage and must make a Constitution
saving throw or suffer disadvantage on attacks until the
At 2nd level, you adopt a particular style of fighting as your end of their next turn.
specialty. Choose one of the following options. You can't Disarming Attack. When you make a weapon attack
take a Fighting Style option more than once, even if you against a creature, you can expend one focus point to
later get to choose again. attempt to shoot or knock an object from their hands. On a
hit, the creature suffers normal damage and must succeed
Archery on a Strength saving throw or drop 1 held object of your
You gain a +2 bonus to attack rolls you make with ranged choice and have that object be pushed 10 feet away in the
weapons. direction of your attack.
Defense
Piercing Shot. When you make a ranged weapon attack
against a creature, you can expend one focus point to
While you are wearing armor, you gain a +1 bonus to AC. attempt to shoot through multiple opponents. On a hit, the
Two-Weapon Fighting
creature suffers normal damage and you make an attack
roll with disadvantage against every creature in a line
When you engage in two-weapon fighting, you can add your directly behind the target within your first range increment.
ability modifier to the damage of the second attack. Steady Attack. When you make a weapon attack against
Great Weapon Fighting a creature, you can expend one focus point to gain
When you roll a 1 or 2 on a damage die for an attack you advantage on the attack roll.
make with a melee weapon that you are wielding with two Violent Attack. When you make a weapon attack against
hands, you can reroll the die and must use the new roll, a creature, you can expend focus points to enhance the
even if the new roll is a 1 or a 2. The weapon must have the velocity of the attack. For each focus point expended, your
two-handed or versatile property for you to gain this attack deals one additional weapon damage die, to a
benefit. maximum of an additional four weapon dies.
Wing Clip. When you make a weapon attack against a
Focused Combatant creature, you can expend one focus point to attempt to
topple a target. On a hit, the target suffers normal damage,
Starting at 2nd level, you learn to perform powerful attacks and must succeed Strength save or be knocked prone.
to disable or damage your opponents through a heightened
focus in combat. Your access to your heighted focus is Hunter Archetype
represented by a number of focus points. Your hunter level At 3rd level, you choose to emulate the ideals and training
determines the number of focus points you have, as shown of a hunter archetype: Beast Master, Marksman or Surviva-
in the Focus Points column of the Hunter table. list, each detailed at the end of the class description. Your
You can spend these points to perform various focus choice grants you features at 3rd level and again at 7th,
features. You learn two focused attacks of your choice, 11th, and 15th level.
which are detailed under Focused Attacks below.
PART 1 | CLASSES
44
Tame Beast
Beginning at 3rd level, you have strengthened your bond Aspect of the Monkey
with animals, gaining a supernatural bond with them that Beginning at 4th level, you gain the ability to dodge out of
allows you to interact with them on a spiritual level. the way of certain attacks. When an attacker that you can
You may attempt to tame any beast that is no larger than see hits you with an attack, you can use your reaction to
Medium with a challenge rating of 1/2 or lower. You use halve the attack's damage against you.
both natural and supernatural means to compel the Aspect of the Hawk
creature to befriend you. To do this, you must be within 30 At 6th level, you gain the ability to quickly perceive your
feet of the creature and it must be able to see and hear you. opponents vulnerabilities, making it easy for you to target
Taming an animal companion takes hours of uninter- their weak spots. You gain a +1 bonus to damage rolls for
rupted interaction, requiring a successful Animal Handling every three hunter levels, to a maximum of +5 at 15th level,
check to begin the taming process, the exact time and DC additionally, your critical range is lowered to 19 - 20.
of the taming process is determined by the DM. The
taming check is made with disadvantage if any creature in Aspect of the Beast
the area appears threatening towards the beast. If the Starting at 9th level, you learn to move with the grace of a
check fails, the creature's attitude towards you doesn't animal, allowing you and allies to pass through natural
change, but you cannot attempt to tame that creature again terrain without leaving a trail at half your normal speed.
in the next 24 hours. If you succeed, the beast becomes In addition, you can move through natural undergrowth
your companion at the end of the taming process. at your normal speed without taking damage or suffering
You can only have one beast companion at a time, having any other impairment. Magically manipulated undergrowth
to release your current companion before you can tame a still affects you.
new one. Once you have gained a beast loyalty, it gains all
the benefits of your Companion's Bond feature. Aspect of the Cheetah
Companion's Bond Beginning at 12th level, you are able to reach high speeds
Your beast companion gains a variety of benefits once loyal. and still be able to deliver blows. You can use your bonus
action to take either the Dash, or Disengage action.
The beast loses its Multiattack action, if it has one. Aspect of the Dragonhawk
Your companion obeys your commands as best it can,
acting on your initiative count, its actions, decisions, At 15th level, you are able to adjust your eyes to the
attitudes and so on determined by you. If you are likeness of dragonhawks, giving you advantage on Wisdom
incapacitated or absent, the companion acts on its own. (Perception) checks, and granting you 120 ft. darkvision.
Your beast companion has abilities and statistics Aspect of the Wilds
determined in part by your level. Using your proficiency
bonus rather than its own. In addition to the areas Starting at 18th level, you've attuned so much to the
where it normally uses its proficiency bonus, your wilderness around you, that its ferocity has seeped off on
companion also adds its proficiency bonus to its AC and you, giving you an additional attack per Attack Action.
to its damage rolls.
Your beast gains proficiency in two skills of your choice. Extra Attack
It also becomes proficient in all saving throws. Beginning at 5th level, you can attack twice, instead of
For each level above 3rd, your beast companion gains an once, whenever you take the Attack action on your turn.
additional hit die and its maximum hit points increases
accordingly. This is retroactive for companions gained Feral Senses
at later levels.
Whenever you gain an Ability Score Improvement class At 20th level, you gain preternatural senses that help you
feature, your companions abilities improve as well, fight creatures you can't see. When you attack a creature
applying all the rules of increasing ability scores that you can't see, your inability to see it doesn't impose
would apply to you too. disadvantage on your attack rolls against it.
Your companions alignment changes to sharing yours. You are also aware of the location of any invisible
creature within 30 feet of you, provided that the creature
Ability Score Improvement isn't hidden from you and you aren't blinded or deafened.
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.
Aspects
At 4th level, a hunter’s connection to the wilds teaches him
to adopt parts of the natural world. By mimicking certain
aspects of a creature’s behavior, the hunter gains abilities
that resembling that animal.
Using a bonus action to activate or dismiss an aspect,
activating a different aspect replaces your current one.
An aspect lasts until dismissed or replaced.

PART 1 | CLASSES
45
Hunter Archetypes
All hunters have certain things in common, such as their
love for the wilderness, or their passion for beasts. But
some hunters have more than love for beasts, and others a
greater love for the wild, hunters fall into three categories:
Beast Master, Marksman, and Survivalist.
Beast Master
Among the most gifted hunters, there are those who have
from birth felt a profound bond with the creatures of the
wild. These beast masters are drawn to the perilous primal
world, invigorated by its dangerous and untamed nature.
Primitive landscape becomes home. Ferocious predator
becomes kin.
Dire Tamer
At 3rd level, when you choose this archetype, your way with
beasts have made you able to tame powerful, deadly beasts.
You are able to tame beasts with a challenge rating of 1/4
your hunter level rounded down (minimum of 1), and your
beast companion can have a size of large or smaller.
Coordinated Attack
Beginning at 7th level, you and your animal companion
form a more potent fighting team. When you use the Attack
action on your turn, if your companion can see you, it can
use its reaction to make a secondary melee attack against a
creature within range of it.
Once you reach 15th level, this feature works with both
of your Companions.
Tame Monstrosity
Starting at 11th level, you spend enough time around your
beast companion, and the likeness of it to gain additional
experience in how to tame beasts. Using the rules of Tame
Beast and Dire Tamer, you can attempt to tame beastial
monstrosities.
Your monstrous beast companion gains all the benefits of
your Companion's Bond, with the exception of gaining
additional hit dies from 7th character level instead of 3rd.
One of the Pack
At 15th level, you are able to gain the loyalty of a secondary
beast companion, the taming process and rules being the
same as your Tame Beast and Dire Tamer features.
Your second companion can't be a monstrosity, but gains
all of the benefits of your Companion's Bond.
Marksman
Marksmen shroud themselves in the perils of the untamed
wilds, perfecting the use of weapons that are deadliest
from great range. They have little interest in gaining the
loyalty of beasts. Instead, they blend into the surrounding
environment, surveying predators and delivering deadly
shots from great distances.
Lone Wolf
Beginning at 3rd level, when you choose this archetype, you
prefer the lonesome road of a ranger without a companion.
Delivering your kills from long distances in as few shots as
possible, whenever you do not have the company of an
animal companion, you are able to put a hunter's mark on
your target.
Hunter's Mark. As a bonus action, you choose a creature
you can see within 120 ft, marking it as your quarry, until—
PART 1 | CLASSES
46
—the target dies, or you become incapacitated, your deal an Your sting vial has 3 + your proficiency bonus uses each
extra 1d6 damage to the target whenever you hit it with a day before it is empty. Regaining all uses at the end of a
ranged weapon attack, and you have advantage on any long rest, taking a minute of concentration to refill. The
Perception or Survival checks you make to find it. poison vial is bound to the hunter, if handed to another
You can use this feature a number of times equal to your creature than the hunter the contents of the vial instantly
Wisdom modifier, regaining uses at the end of a short rest. turns to water.
Beginning at 3rd level, you learn one of the following
Patient Sniper poisons, this choice is permanent and cannot be changed,
Starting at 7th level, you've learned through experience, upon reaching 7th, 11th, and 15th level, you learn an
that patience beats all odds. additional poison of your choice from the poisons below.
Your ranged weapon attacks ignore half cover, and three-
quarters cover. Before you make an attack with a ranged Serpent Sting. Your sting assumes the poison of a
weapon that you are proficient with, you can choose to take serpent. The target must succeed a Constitution save,
a -5 penalty to the attack roll. If the attack hits, you add +10 taking 2d6 poison damage on a failed save, or half on a
to the attack's damage. success, at the beginning of your next turn, they are
required to make a new save, or take 1d6 poison damage,
Deadly precision or half on a successful save. At 7th level the poison
Upon reaching 11th level, you are able to strike at a target becomes a d8, at 11th a d10, and at 15th a d12.
with devastating precision, before rolling damage for an Wyvern Sting. Your sting assumes the poison of a
attack but after rolling to hit, you can heighten your preci- wyvern. The target must succeed a Constitution save, or be
sion, dealing damage as if it was a critical hit, should the paralyzed for 2 rounds, or until they take damage.
attack roll be critical, triple the weapons damage dice. Spider Sting. Your sting assumes the poison of a spider.
You can use this feature a number of times equal to your The target must succeed a Constitution save, or be blinded
Dexterity modifier (minimum of 1), regaining expended until the end of your next turn.
uses when you finish a long rest. Scorpion Sting. You sting assumes the poison of a
scorpion. The target must succeed an Intelligence save, or
Marksman's Focus be unable to cast spells until the end of your next turn.
At 15th level, your determination to see a pray downed
drives you forward, allowing you to push yourself further Flanking Strikes
than most hunters would. Starting at 7th level, you and your pet work as coordinated
Your focus point maximum is doubled. partners, exploiting advantages opened up by the other.
When you and your pet are both adjacent to the same
Survival enemy, and are not standing in squares directly next to one
another, you are considered to be flanking that enemy,
While all hunters feel a calling to the wild, some serve as a granting each of you advantage on your attack rolls against
reflection of its brutality. To them, the hunt is defined by that enemy.
unrelenting ferocity, accompanied by merciless bloodshed. You and your pet does not give this flanking bonus to
Weapons of great range are abandoned for instruments of other allies attacking the same enemy.
close-quarters combat. For these hunters know that to truly
understand what it means to survive, one must first Camouflage
become familiar with the cruel face of death. Beginning at 11th level, your experience with the nature,
Wild Ambusher and how to blend in has made you exceptional in the arts of
At 3rd level, when you choose this archetype, you're camouflage. Using a minute for each target you wish to
reflexes have been sharpened beyond normal, allowing you camouflage, you are able to make them blend in with what
to react to combat at a moments notice. You add your materials you have at hand, to perfectly blend with their
Wisdom modifier to your initiative. surroundings, and cover their smell from man as well as
beast.
At the start of your first turn in combat, you and your pets Camouflaged creature have advantage on stealth checks
walking speed is increased by 10 feet, lasting a number of made in the environment they were camouflaged for, and
rounds equal to your Wisdom modifier. If you take the are considered invisible for any target more than 40 ft
Attack action on one of those turn, you make an additional away, targets within 40 ft perceive you as if you weren't
weapon attack as part of the action. hidden, checks made to notice the characters that rely on
Sting Vial smell are made with disadvantage.
Beginning at 3rd level, you are able to imbue a small vial Poisonous Mixture
with druidic magics, making it able to assume various At 15th level, you are able apply any number of poisonous
poisons at your will. The poisons can be applied to your effects onto your weapon at once when you use a sting
weapon as a bonus action for various effects, applying a attack, each poison taking up a use of your sting vial. Upon
poison does not provoke an opportunity attack. a hit, the target makes a saving throw for each sting that
If your attack hits, the target is required to make a save are affecting him.
or the poison takes effect. If you miss, the poison stays on All applied stings dry out at the end of your following
your weapons blade until the end of your next round at round if no target has been hit.
which point it dries out.
Poison save DC = 10 + your proficiency bonus

PART 1 | CLASSES
47
Their mightiest spells change one substance into another,
call meteors down from the sky, or open portals across
continents.
Masters of Time and Space
Students gifted with a keen intellect and unwavering
discipline may walk the path of the mage. The arcane
magic available to magi is both great and dangerous, and
thus is revealed only to the most devoted practitioners. To
avoid interference with their spellcasting, magi wear only
Mage cloth armor, but arcane shields and enchantments give
Bein' a mage means knowin' power can flow in more than them additional protection. To keep enemies at bay, magi
one direction. can summon bursts of fire to incinerate distant targets and
cause entire areas to erupt, setting groups of foes ablaze.
*— Ganvar Singebeard* Masters of ice can command blizzards that tear into flesh
Clad in the silver robes that denote her station, a blood elf and limit movement. Should enemies manage to survive
closes her eyes to shut out the distractions of the battlefield this assault, the mage can shrink them into harmless sheep
and begins her quiet chant. Fingers weaving in front of her, in the blink of an eye.
she completes her spell and launches a tiny bead of fire Powerful magi can even generate enhancements and
toward the enemy ranks, where it erupts into a confla- portals, assisting allies by sharpening their minds and
gration that engulfs the soldiers. transporting them instantly across the world.
Long hair whipped by a conjured wind, a human spreads Scholars of the Arcane
his arms wide and throws his head back. Lifting him
momentarily off the ground, a wave of magic surges up in Wild and enigmatic, varied in form and function, the power
him, through him, and out from him in a mighty blast of of magic draws students who seek to master its mysteries.
lightning. Some aspire to become like the titans, shaping reality itself.
Golden eyes flashing, a draenei stretches out her hand Though the casting of a typical spell requires merely the
and unleashes the dragonfire that burns in her veins. As an utterance of a few strange words, fleeting gestures, and
inferno rages around her foes, fiery wings spread from her sometimes a pinch or clump of exotic materials, these
back and she takes to the air. surface components barely hint at the expertise attained
Mages are supreme magic-users, defined and united as a after years of apprenticeship and countless hours of study.
class by the spells they cast. Drawing on the leylines of Mages live and die by their spells. Everything else is
magic that permeates Azeroth, mages cast spells of secondary. They learn new spells as they experiment and
explosive fire, arcing lightning, and subtle deception. grow in experience. They can also learn them from other
Their magic can conjure monsters from other planes of mages, from ancient tomes or inscriptions, and from
existence, or glimpses the future. ancient creatures that are steeped in magic.
PART 1 | CLASSES
48
The Mage
Proficiency Magi Cantrips
Level Bonus Points Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting 3 2 — — — — — — — —
2nd +2 2 Magi Specialization, Font of Magic 3 3 — — — — — — — —
3rd +2 3 Metamagic 3 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 5 — 4 4 3 2 — — — — — —
6th +3 6 Magi Specialization Feature 4 4 3 3 — — — — — —
7th +3 7 — 4 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 9 Metamagic 4 4 3 3 3 1 — — — —
10th +4 10 Magi Specialization Feature 4 4 3 3 3 2 — — — —
11th +4 11 — 5 4 3 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 13 — 5 4 3 3 3 2 1 1 — —
14th +5 14 Magi Specialization Feature 5 4 3 3 3 2 1 1 — —
15th +5 15 — 5 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 17 Metamagic 5 4 3 3 3 2 1 1 1 1
18th +6 18 — 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 Magi Specialization Mastery 5 4 3 3 3 3 2 2 1 1

The Lure of Knowledge Quick Build


You can make a mage quickly by following these
Mages' lives are seldom mundane. The closest a mage is suggestions. First, lntelligence should be your highest
likely to come to an ordinary life is working as a sage or ability score, followed by Constitution or Dexterity.
lecturer in a library or university, teaching others the
secrets of the multiverse. But the lure of knowledge and Class Features
power calls even the most unadventurous mages out of the
safety of their libraries and laboratories and into crumbling As a mage, you gain the following class features.
ruins and lost cities. Most mages believe that their
counterparts in ancient civilizations knew secrets of magic Hit Points
that have been lost to the ages, and discovering those Hit Dice: 1d6 per mage level
secrets could unlock the path to a power greater than any Hit Points at 1st Level: 6 + your Constitution modifier
magic available in the present age. Hit Points at Higher Levels: 1d6 + your Constitution
modifier per mage level after 1st
Creating a Mage
Proficiencies
Creating a mage character demands a backstory Armor: None
dominated by at least one extraordinary event. How did Weapons: Simple weapons
your character first come into contact with magic? How did Tools: None
you discover you had an aptitude for it? Do you have a
natural talent, or did you simply study hard and practice Saving Throws: Intelligence, Wisdom
incessantly? Did you encounter a magical creature or an Skills: Choose two from Arcana, History, lnsight,
ancient tome that taught you the basics of magic? lnvestigation, Medicine, and Religion
What drew you forth from your life of study? Did your Equipment
first taste of magical knowledge leave you hungry for more? You start with the following equipment, in addition to the
Have you received word of a secret repository of knowledge equipment granted by your background:
not yet plundered by any other mages? Perhaps you're
simply eager to put your newfound magical skills to the test (a) quarterstaff or (b) a dagger
in the face of danger. (a) a component pouch or (b) an arcane focus
PART 1 | CLASSES
49
(a) a scholar's pack or (b) an explorer's pack Learning Spells of 1st Level and Higher
A spellbook Each time you gain a mage level, you add two mage spells
Spellcasting of your choice to your spellbook. Each of these spells must
be of a level for which you have spell slots.
As a student of arcane magic, you have a spellbook
containing spells that show the first glimmerings of your
true power. See chapter 10 of Player's Handbook for the
general rules of spelicasting and chapter 6 of this book for Your Spellbook
the mage spell list. The spells that you add to your spellbook as you
gain levels reflect the arcane research you
Cantrips conduct on your own, as well as intellectual
At 1st level, you know three cantrips of your choice from breakthroughs you have had about the nature of
the mage spell list. You learn additional mage cantrips of the multiverse. You might find other spells
your choice at higher levels, as shown in the Cantrips during your adventures. You could discover a
Known column of the Mage table. spell recorded on a scroll in an evil sorcerer's
chest, for example, or in a dusty tome in an
Spellbook ancient library.
At 1st level, you have a spellbook containing six 1st-level Copying a Spell into the Book. When you find a
mage spells of your choice. A spellbook doesn't contain mage spell of 1st level or higher, you can add it
cantrips. to your spellbook if it is of a level for which you
can prepare and if you can spare the time to
Preparing and Casting Spells decipher and copy it.
The Mage table shows how many spell slots you have to Copying a spell into your spellbook involves
reproducing the basic form of the spell, then
cast your spells of 1st level and higher. To cast one of these deciphering the unique system of notation used
spells, you must expend a slot of the spell's level or higher. by the mage who wrote it. You must practice the
You regain expended spell slots when you finish a long rest. spell until you understand the sounds or gestures
You prepare the list of mage spells that are available for required, then transcribe it into your spellbook
you to cast. To do so, choose a number of mage spells from using your own notation.
your spellbook equal to your Intelligence modifier + your For each level of the spell, the process takes 2
mage level (minimum of one spell). The spells must be of a hours and costs 50 gp. The cost represents
level for which you have spell slots. material components you expend as you
For example. if you're a 3rd-level mage, you have four 1st- experiment with the spell to master it, as well as
level and two 2nd-level spell slots. With an Intelligence of the fine inks you need to record it. Once you
16, your list of prepared spells can include six spells of 1st have spent this time and money, you can prepare
or 2nd level, in any combination, chosen from your the spell just like your other spells.
Replacing the Book. You can copy a spell from
spellbook. If you prepare the 1st-level spell magic missile, your own spellbook into another book—for
you can cast it using a 1st-level or a 2nd-level slot. Casting example, if you want to make a backup copy of
the spell doesn't remove it from your list of prepared. your spellbook. This is just like copying a new
You can change your list of prepared spells when you spell into your spellbook, but faster and easier,
finish a long rest. Preparing a new list of mage spells since you understand your own notation and
requires time spent studying your spellbook and memori- already know how to cast the spell. You need
zing the incantations and gestures you must make to cast spend only 1 hour and 10 gp for each level of
the spell: 1 minute per spell level for each spell on your list. the copied spell.
If you lose your spellbook, you can use the
Spellcasting Ability same procedure to transcribe the spells that you
Intelligence is your spellcasting ability for your mage spells, have prepared into a new spellbook. Filling out
since you learn your spells through dedicated study and the remainder of your spellbook requires you to
memorization. You use your Intelligence whenever a spell find new spells to do so, as normal. Many mages
keep backup spellbooks in a safe place.
refers to your spellcasting ability. In addition, you use your The Book's Appearance. Your spellbook is a
Intelligence modifier when setting the saving throw DC for unique compilation of spells, with its own
a mage spell you cast and when making an attack roll. decorative flourishes and margin notes. It might
be a plain, functional leather volume that you
Spell save DC = 8 + your proficiency bonus + your received as a gift, a finely bound gilt-edged tome
Intelligence modifier you found in an ancient library, or even a loose
Spell attack modifier = your proficiency bonus + your collection of notes scrounged together after you
Intelligence modifier lost your previous spellbook in a mishap.
Ritual Casting
You can cast a mage spell as a ritual if that spell has the
ritual tag and you have the spell in your spellbook. You Magi Specialization
don't need to have the spell prepared. When you reach 2nd level, you choose a magi specializa-
tion, shaping your practice of magic through one of three
Spellcasting Focus areas: Arcane Magi, Fire Magi, or Frost Magi, all detailed at
You can use an arcane focus as a spellcasting focus for your the end of the class description.
mage spells. Your choice grants you features at 2nd level and again at
6th, 10th, 14th, and mastery over it at 20th level.

PART 1 | CLASSES
50
Font of Magic Extended Spell
When you cast a spell that has a duration of 1 minute or
At 2nd level, you tap into the leylines running below all of longer, you can spend 1 magi point to double its duration,
Azeroth, giving you a reserve of magic within yourself. This to a maximum duration of 24 hours.
reserve is represented by magi points, which allow you to
create a variety of magical effects. Heightened Spell
When you cast a spell that forces a creature to make a
Magi Points saving throw to resist its effects, you can spend 3 magi
You have 2 magi points, and you gain more as you reach points to give one target of the spell disadvantage on its
higher levels, as shown in the Magi Points column of the first saving throw made against the spell.
Mage table. You can never have more magi points than
shown on the table for your level. You regain all spent magi Quickened Spell
points when you finish a long rest. When you cast a spell that has a casting time of 1 action,
you can spend 2 magi points to change the casting time to
Flexible Casting 1 bonus action for this casting.
You can use your magi points to gain additional spell slots,
or sacrifice spell slots to gain additional magi points. You Subtle Spell
learn new ways to use your magi points as you gain levels. When you cast a spell, you can spend 1 magi point to cast it
Creating Spell Slots. You can transform unexpended without any somatic or verbal components.
magi points into one spell slot as a bonus action on your
turn. The Creating Spell Slots table shows the cost of Twinned Spell
creating a spell slot of a given level. You can't create spell When you cast a spell that can only target one creature and
slots higher in level than 5th. The created spell slots vanish doesn't have a range of self, you can spend a number of
at the end of a long rest. magi points equal to the spell's level to target a second
creature in range with the same spell (1 magi point if the
Creating Spell Slots spell is a cantrip).
Spell Slot Level Magi Point Cost
1st 2 Ability Score Improvement
2nd 3 When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
3rd 5 by 2. or you can increase two ability scores of your choice
4th 6 by 1. As normal, you can't increase an ability score above 20
using this feature.
5th 7

Converting a Spell Slot to Magi Points. As a bonus Magi Specializations


action on your turn, you can expend one spell slot and gain Magi are spellcasters who favor magics involving the
a number of magi points equal to the slot's level. cardinal elements of the universe. Students gifted with a
keen intellect and unwavering discipline may walk the path
Metamagic of the mage. The magic available to mages is both great
At 3rd level, you gain the ability to twist your spells to suit and dangerous, and thus is revealed only to the most
your needs. You gain two of the following Metamagics of devoted practitioners.
your choice. You gain another one at 9th and 17th level.
You can use only one Metamagic option on a spell when Arcane Magi
you cast it, unless otherwise noted. Mages of the arcane are diviners of secrets, balancing the
webb and flow of incredible mystic energies. These practi-
Careful Spell tioners push their magical knowledge to its very limits.
When you cast a spell that forces other creatures to make a Those who master this craft are capable of releasing a
saving throw, you can protect some of those creatures from barrage of unrelenting power upon their enemies.
the spell's full force. To do so, you spend 1 magi point and
choose a number of those creatures up to your Intelligence Arcanic Savant
modifier (minimum of one creature). A chosen creature Beginning when you select this specialization at 2nd level,
automatically succeeds on its saving throw. the gold and time you must spend to copy an abjuration
spell into your spellbook is halved.
Distant Spell
When you cast a spell that has a range of 5 feet or greater. Arcane Ward
you can spend 1 magi point to double the range of the spell. Starting at 2nd level, you can weave magic around yourself
When you cast a spell that has a range of touch, you can for protection. When you cast an arcane spell of 1st level or
spend 1 magi point to make the range of the spell 30 feet. higher, you can simultaneously use a strand of the spell’s
magic to create a magical ward on yourself that lasts until
Empowered Spell you finish a long rest. The ward has hit points equal to
When you roll damage for a spell, you can spend 1 magi twice your mage level + your Intelligence modifier.
point to reroll a number of the damage dice up to your Whenever you take damage, the ward takes the damage
Intelligence modifier (minimum of one). You must use the instead. If this damage reduces the ward to 0 hit points, you
new rolls. take any remaining damage.
You can use Empowered Spell even if you have used a
different Metamagic option during the casting of the spell.
PART 1 | CLASSES
51
While the ward has 0 hit points, it can’t absorb damage. but Combustion
its magic remains. Whenever you cast an arcane spell of Starting at 2nd level, you can unleash the flames that
1st level or higher, the ward regains a number of hit points blazes within you.
equal to twice the level of the spell. As a bonus action, you magically wreathe yourself in
Once you create the ward, you can’t create it again until swirling fire, as your eyes glow like hot coals.
you finish a long rest. For 1 minute, you gain the following benefits:
Power Surge You shed bright light in a 30-foot radius and dim light
Starting at 6th level, you can store magical energy within for an additional 30 feet.
yourself to later empower your damaging spells. In its Any creature takes fire damage equal to your
stored form, this energy is called a power surge. Intelligence modifier if it hits you with a melee attack
You can store a maximum number of power surges equal from within 5 feet of you or if it touches you.
to your Intelligence modifier (minimum of one). Whenever Whenever you roll fire damage on your turn, the roll
you finish a long rest, your number of power surges resets gains a bonus to equal to your Intelligence modifier.
to one. Whenever you successfully end a spell with dispel
magic or counterspell, you gain one power surge, as you Once you use this feature, you can’t use it again until you
steal magic from the spell you foiled. If you end a short rest finish a long rest.
with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or Blazing Soul
object with a mage spell, you can spend one power surge to Starting at 6th level, the fiery energy within you grows
deal extra force damage to that target. The extra damage restless and vengeful. In the face of defeat, it surges
equals half your mage level. outward to preserve you in a fiery roar.
If you are reduced to 0 hit points, you can use your
Durable Magic reaction to draw on the sparks within you. You are instead
Beginning at 10th level, the magic you channel helps ward reduced to 1 hit point, and each creature within 10 feet of
off harm. While you maintain concentration on a spell, you you takes fire damage equal to half your mage level + your
have a +2 bonus to AC and all saving throws. Intelligence modifier.
If you use this feature while under the effects of your
Overchannel Combustion, this feature instead deals fire damage equal to
Starting at 14th level, when you cast a mage spell of 5th your mage level + double your Intelligence modifier, and
level or lower (excluding cantrips) that deals damage, you your Mantle of Flame immediately ends.
can deal maximum damage with that spell. Once you use this feature, you can’t use it again until you
The first time you do so, you suffer no adverse effect. If finish a long rest.
you use this feature again before you finish a long rest, you
take 2d12 force damage for each level of the spell, Empowered Evocation
immediately after you cast it. Each time you use this Beginning at 10th level, you can add your Intelligence
feature again before finishing a long rest, the force damage modifier to the damage roll of any mage evocation spell you
per spell level increases by 1d12. This damage ignores cast.
resistance and immunity.
Bombardment
Mastery: Knowledge of Magi Starting at 14th level, the harmful energy of your spells
At 20th level, your knowledge of magic allows you to intensifies. When you roll damage for a spell and roll the
duplicate almost any spell. As a bonus action, you can call highest number possible on one of the dice, you may reroll
to mind the ability to cast one spell of your choice from any the lowest dice, and use either of the two numbers for it.
class's spell list. The spell must be of a level for which you
have spell slots, you mustn't have it prepared, and you Mastery: Alexstrasza's Fury
follow the normal rules for casting it, including expending a At 20th level, you've mastered the spark of fire that dances
spell slot. If the spell isn't a mage spell, it counts as a mage within you. While under the effect of your Combustion
spell when you cast it. The ability to cast the spell vanishes feature, you gain additional benefits:
from your mind when you cast it or when your turn ends. You have a flying speed of 40 feet and can hover.
You can use this feature twice, regaining its uses when You have resistance to all damage.
you finish a long rest. If you use your Blazing Soul, that feature deals an extra
Fire Magi 20 fire damage to each creature.
While any worthy mage is an unparalleled expert in the use Frost Magi
of magic and heavily dedicated to their craft, those who Frost mages stand apart from their colleagues, in that their
master the forces of fire tend to be a little more audacious chosen school of magic focuses on maintaining supreme
than their peers. These mages take pride, even pleasure in control over the capabilities of their enemies. Mages who
igniting their enemies in wild bursts of flame. command frost perform chilling displays on the battlefield,
Fire Savant rendering foes immobile as they bombard them with ice.
Beginning when you select this specialization at 2nd level, Frost Savant
the gold and time you must spend to copy an evocation Beginning when you select this specialization at 2nd level,
spell into your spellbook is halved. the gold and time you must spend to copy a conjuration
spell into your spellbook is halved.

PART 1 | CLASSES
52
Ring of Frost
Starting at 2nd level, you can use your action to create a
ring of frost. Choose a point within 60 feet of you, spread-
ing ice in a 15-feet radius around it. The area is considered
difficult natural terrain. The Ring of Frost does not require
concentration to maintain, and lasts for up to a minute.
As a bonus action, you can end the ring of frost pre-
maturely, requiring everyone within it to make a Dexterity
saving throw, taking 4 + your mage level cold damage on a
failed save, and half on a success, as the ring explodes.
Your Ring of Frost improves as you reach higher levels.
Upon reaching 6th level, you are able to exclude a number
of creatures equal to your intelligence modifier + 1 from
your rings difficult terrain, removing the ice directly
beneath their feet whilst inside it.
At 10th level, your control and empowerment of the ring
has made the area extremely cold, any creature that ends
their turn within it takes 1d8 cold damage. Targets
excluded from your rings difficult terrain are unaffected by
its extreme cold.
Frost Armor
At 6th level, you can use your reaction to instantaneously
make a sheet of ice, blocking an attack you can see. You
gain an AC bonus equal to half your Intelligence modifier
(rounded up). The ice sheet is broken by the incoming
attack, ending your defensive bonus.
Spikes of Ice
At 10th level, you can use an action to cause spikes of ice to
erupt from anywhere within your ring of frost. Make a
ranged spell attack against a target. On a hit, the target is
impaled by a spike of ice, taking 1d8 piercing damage, and
2d10 cold damage. An impaled creatures is considered
restrained, and can use their action to attempt to remove
the spike, making a Strength Check against your spell DC.
Upon reaching 20th level, the damage of Spikes of Ice
increases to 2d10 piercing damage, and 3d12 cold damage.
You can use this feature a number of times equal to your
Intelligence modifier, regaining expended uses when you
finish a long rest.
Frigid Wind
Upon reaching 14th level, you can use an action to create a
whirl of icy winds. Choose a point within 120 feet of you,
requiring all creatures in a 10-foot radius to make a Consti-
tution saving throw, taking 5d10 cold damage and becom-
ing restrained on a failed save, on a successful save the
target takes half damage, and is unaffected by the restrain.
A restrained creature makes a Strength check against
your Spell save DC, breaking free of the ice on a success.
Once you have used this feature, you cannot use it again
until the end of a long rest.
Mastery: Shatter
At 20th level, whenever you hit a creature with a spell that
deals cold damage, and is affected by either your ring of
frost, or lingering frost, you may sacrifice up to eight hit die.
For each hit die spent this way the spell deals an additional
2d6 + your Intelligence modifier cold damage.
If a creature dies from a spell you apply this effect to it is
turned to solid ice, and may not be revived through any
means other than true resurrection or a wish spell.

PART 1 | CLASSES
53
Monk
To ask why we fight... is to ask why the leaves fall. It is in
their nature. Perhaps, there is a better question. Why do
we fight? To protect Home, and Family... To preserve
Balance, and bring Harmony.
— Chen Stormstout
Her fists a blur as they deflect an incoming hail of
arrows, a tauren springs over a barricade and throws
herself into the massed ranks of gnolls on the other side.
She whirls among them, knocking their blows aside and Although most widely known to the outside world for their
sending them reeling, until at last she stands alone. fearsome jabs and flying kicks, they refuse to limit
Taking a deep breath, a human covered in tattoos settles themselves to a single method of combat. Many monks
into a battle stance. As the first charging arcs reach him, he prefer instead to “soak it up” and seem to revel in the
exhales and a blast of fire roars from his mouth, engulfing intoxicating effect of absorbing blow after blow while their
his foes. companions press the attack. Other monks specialize in
Moving with the silence of the night, a black-clad dwarf calling upon the restorative power of the mists to balance
steps into a shadow beneath an arch and emerges from the good and bad energy within people, returning them to
another inky shadow on a balcony a stone's throw away. good health and fortune.
She slides her blade free of its cloth wrapped scabbard and Monks bring a unique martial arts style to any fight, and
peers through the open window at the tyrant prince, so harness an exotic form of magical energy that’s unfamiliar
vulnerable in the grip of sleep. to those who practice other arcane arts. They seek spiritual
Whatever their discipline, monks are united in their balance in life and in combat, and as dangerous as Monks
ability to magically harness the energy that flows in their can be on the battlefield, they’re rarely looking to pick a
bodies. Whether channeled as a striking display of combat fight without just cause. They view the world through a
prowess or a subtler focus of defensive ability and speed, different lens, finding power through serenity and inner
this energy infuses all that a monk does. peace—then expressing it through artful combat techniques
and powers that mend life. Perhaps most surprisingly,
Self Taught Monks are also adept at producing powerful brews they
consume to aid them in battle.
When the pandaren were subjugated by the mogu
centuries ago, it was the monks that brought hope to a The Flow of Chi
seemingly dim future. Restricted from using weapons by
their slave masters, these pandaren instead focused on Monks make careful study of a magical energy that most
harnessing their chi and learning weaponless combat. monastic traditions call chi. This energy is an element of
When the opportunity for revolution struck, they were well- the magic that suffuses the multiverse—specifically, the
trained to throw off the yoke of oppression. Masters of element that flows through living bodies. Monks harness
bare-handed combat, monks never rely solely on the need this power within themselves to create magical effects and
to have a weapon in their hands to defend against their exceed their bodies' physical capabilities, and some of their
enemies. special attacks can hinder the flow of chi in their opponent.
PART 1 | CLASSES
54
The Monk
Proficiency Martial Chi Unarmored
Level Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +5 ft. Chi, Unarmored Movement
3rd +2 1d4 3 +5 ft. Monastic Tradition
4th +2 1d4 4 +5 ft. Ability Score Improvement
5th +3 1d6 5 +5 ft. Extra Attack, Stunning Palm
6th +3 1d6 6 +10 ft. Monastic Tradition Improvement, Chi-Empowered Strikes
7th +3 1d6 7 +10 ft. Evasion, Detox
8th +3 1d6 8 +10 ft. Ability Score Improvement
9th +4 1d6 9 +10 ft. —
10th +4 1d6 10 +15 ft. —
11th +4 1d8 11 +15 ft. Monastic Tradition Improvement
12th +4 1d8 12 +15 ft. Ability Score Improvement
13th +5 1d8 13 +15 ft. —
14th +5 1d8 14 +20 ft. Touch of Karma
15th +5 1d8 15 +20 ft. Timeless Body
16th +5 1d8 16 +20 ft. Ability Score Improvement
17th +6 1d10 17 +20 ft. Monastic Tradition Improvement
18th +6 1d10 18 +25 ft. Touch of Death
19th +6 1d10 19 +25 ft. Ability Score Improvement
20th +6 1d10 20 +25 ft. Inner Self

Using this energy, monks channel uncanny speed and First, make Dexterity your highest ability score, followed
strength into their unarmed strikes. As they gain by Wisdom. (Mistweaving monks make their Wisdom
experience, their martial training and their mastery of chi higher than Dexterity).
gives them more power over their bodies and the bodies of
their foes. Class Features
Creating a Monk As a monk, you gain the following class features.
As you make your monk character, think about your Hit Points
connection to the monastery where you learned your skills Hit Dice: 1d8 per monk level
and spent your formative years. Were you an orphan or a Hit Points at 1st Level: 8 + your Constitution modifier
child left on the monastery's threshold? Did your parents Hit Points at Higher Levels: 1d8 + your Constitution
promise you to the monastery in gratitude for a service modifier per monk level after 1st
performed by the monks? Did you enter this secluded life to
hide from a crime you committed? Or did you choose the Proficiencies
monastic life for yourself? Armor: Light armor
Consider why you left. Did the head of your monastery Weapons: Simple weapons, shortswords
choose you for a particularly important mission beyond the Tools: Choose one type of artisan's tools or one musical
cloister? Perhaps you were cast out because of some instrument
violation of the community's rules. Did you dread leaving,
or were you happy to go? Is there something you hope to Saving Throws: Strength, Dexterity
accomplish outside the monastery? Arc you eager to return Skills: Choose two from Acrobatics, Athletics, History,
to your home? As a result of the structured life of a Insight, Religion, and Stealth
monastic community and the discipline required to harness Equipment
chi, monks are almost always lawful in alignment. You start with the following equipment, in addition to the
Quick Build
equipment granted by your background:
You can make a monk quickly by following these (a) a shortsword or (b) any simple weapon
suggestions. (a) a dungeoneer's pack or (b) an explorer's pack
PART 1 | CLASSES
55
Unarmored Defense Unarmored Movement
Beginning at 1st level, while you are wearing no armor and Starting at 2nd level, your speed increases by 5 feet while
not wielding a shield, your AC equals 10 + your Dexterity you are not wearing armor or wielding a shield. This bonus
modifier + your Wisdom modifier. increases when you reach certain monk levels, as shown in
the Monk table.
Martial Arts
At 1st level, your practice of martial arts gives you mastery Monastic Tradition
of combat styles that use unarmed strikes and monk When you reach 3rd level, you commit yourself to a
weapons, which are shortswords and any simple melee monastic tradition: the Way of the Brewmaster, the Way of
weapons that don't have the two-handed or heavy property. the Mistweaver, or the Way of the Windwalker, all detailed
You gain the following benefits while you are unarmed or at the end of the class description. Your tradition grants you
wielding only monk weapons and you aren't wearing mail features at 3rd level and again at 6th. 11th, and 17th level.
or plate armor or wielding a shield:
Ability Score Improvement
You can use Dexterity instead of Strength for the attack
and damage rolls of your unarmed strikes and weapons. When you reach 4th level, and again at 8th, 12th, 16th, and
You can roll a d4 in place of the normal damage of your 19th level, you can increase one ability score of your choice
unarmed strike or monk weapon. This die changes as by 2, or you can increase two ability scores of your choice
you gain monk levels, as shown in the Martial Arts by 1. As normal, you can't increase an ability score above 20
column of the Monk table. using this feature.
When you use the Attack action with an unarmed strike
or a monk weapon on your turn, you can make one Extra Attack
unarmed strike as a bonus action. For example, if you Beginning at 5th level, you can attack twice, instead of
take the Attack action and attack with a quarterstaff, you once, whenever you take the Attack action on your turn.
can also make an unarmed strike as a bonus action.
Stunning Palm
Chi
Starting at 5th level, you can interfere with the flow of chi
Starting at 2nd level, your training allows you to harness in an opponent's body. When you hit another creature with
the mystic energy of chi. Your access to this energy is a melee weapon attack, you can spend 1 chi point to
represented by a number of chi points. Your monk level attempt a stunning strike. The target must succeed on a
determines the number of points you have, as shown in the Constitution saving throw or be stunned until the end of
Chi Points column of the Monk table. your next turn.
You can spend these points to fuel various chi features.
You start knowing four such features: Flurry of Blows, Chi-Empowered Strikes
Patient Defense, Step of the Wind, and Surging Mist. You
learn more chi features as you gain levels in this class. Starting at 6th level, your unarmed strikes count as magical
When you spend a chi point, it is unavailable until you for the purpose of overcoming resistance and immunity to
finish a short or long rest, at the end of which you draw all nonmagical attacks and damage.
of your expended chi back into yourself. You must spend 30
minutes of the rest meditating to regain your chi points. Evasion
Some of your chi features require your target to make a At 7th level, your instinctive agility lets you dodge out of the
saving throw to resist the feature's effects. The saving way of certain area effects, such as a blue dragon's frost
throw DC is calculated as follows: breath or a ireballspell. When you are subjected to an effect
Chi save DC = 8 + your proficiency bonus + your Wisdom that allows you to make a Dexterity saving throw to take
modifier only half damage, you instead take no damage if you
succeed on the saving throw, and half damage if you fail.
Fists of Fury Detox
Immediately after you take the Attack action on your turn,
you can spend 1 chi point to make two unarmed strikes as Starting at 7th level, you can use your action to end one
a bonus action. effect on yourself that is causing you to be charmed, diseas-
ed, frightened, or poisoned.
Elusive Dance
You can spend 1 chi point to take the Dodge action as a Touch of Karma
bonus action on your turn. At 14th level, when hit by a melee attack, you can use your
Step of the Wind reaction and spend 1 chi point to make a melee attack
You can spend 1 chi point to take the Disengage or Dash against the target, if the attack hits the target is required to
action as a bonus action on your turn, and your jump make a Constitution saving throw.
distance is doubled for the turn. On a failed saving throw, all damage done to you is
transferred back to the attacker as psychic damage. On a
Surging Mist success, half of the damage dealt is returned to the
You can spend 1 chi point to heal a nearby ally as a bonus attacker, rest is dealt to you as force damage for the
action, choose an ally within 30 feet of you, and heal them purpose of overcoming resistances.
for two martial arts dies + your Wisdom modifier. Once you have used this feature, you can't use it again
until you have finished a long rest.

PART 1 | CLASSES
56
Timeless Body If you reduce the damage to 0, you may make an
unarmed attack against the attacker if you are within range.
At 15th level, your chi sustains you so that you suffer none
of the frailty of old age, and you can't he aged magically. High Tolerance
You can still die of old age, however. In addition, you no Upon reaching 17th level, you've become accustomed to the
longer need food or water. feel of physical pain, and through your chi your body has
evolved a natural resistance. You gain resistance against
Touch of Death bludgeoning, piercing, and slashing damage.
Starting at 18th level, when you hit with an unarmed strike, Additionally, when dealt magical damage, you can spend
you can spend 3 chi points to transfer a deadly stream of 1 chi point to give yourself resistance against that attack.
chi into their body. The target must make a Constitution Way of the Mistweaver
saving throw. Taking 7d8 + 30 psychic damage on a failed
save, or half as much damage on a successful one. Mistweavers are unique among those who heal, they
Once you have used this feature, you can't use it again channel mysterious energy. Those who weave the mists
until you have finished a long rest. wield the power of life’s essence, using a mixture of preven-
tative and restorative spells to mend their allies’ wounds.
Inner Self
Gift of Ascension
At 20th level, when you roll for initiative and have no chi When you choose this monastery at 3rd level, you are as
points remaining, you regain 4 chi points. calm as a still ocean in even the most chaotic of situations.
As an action, you can cast sanctuary on yourself,
Monastic Traditions requiring no material components, and lasting for up to 8
Three traditions of monastic pursuit were common in the hours. A creature that succeeds on the saving throw is
monasteries scattered across Pandaria. Most monasteries immune to this effect for an hour.
practice one tradition exclusively, sending out monks to Once you've cast the spell this way, you cannot do so
teach their ways throughout Azeroth. All three traditions again for 1 minute.
rely on the same basic techniques, diverging as the student Soothing Mist
grows more adept. You are able to channel your chi into a mystical beam.
Way of the Brewmaster Starting at 3rd level, you have a pool of magical healing
power that replenishes when you finish a long rest. Your
Brewmasters are often quirky, though dangerous when pool of soothing mists is equal to your Monk level x 10.
underestimated. They may seem to struggle with balance As an action, you can manifest a beam of chi towards a
as they chug their concoctions in the middle of a fight. creature within 30 feet of you, and draw power from your
When an opponent actually manages to land an attack, it’s pool of healing to restore a number of hit points to that
often unclear how much the brewmaster feels it. creature, up to twice your monk level at once.
Instead of healing the creature, you can expend 5 hit
Improved Chi Flow points from your pool of healing to cure the target of one
When you choose this monastery at 3rd level, you gain the disease or neutralize one poison affecting it. You can cure
following Chi based abilities: multiple diseases and neutralize multiple poisons with a
Breath of Fire. You take a deep breath, and exhale a single use of Soothing Mist, expending hit points
cone of fire. As an action, you can spend 1 chi point to separately for each one effect.
exhale a 15-ft cone in front of you, each creature in the area
is required to make a Dexterity saving throw, taking 2d6 Mistwalk
fire damage on a failed save, and half as much damage on a At 6th level, you are able to transfer through mist to aid an
successful one. The damage increases to 3d6 at 6th level, ally. As a bonus action, you can spend 1 chi point to engulf
4d6 at 11th level, and 5d6 at 17th level. yourself in mist and teleport up to 30 feet adjacent to an
When you gain your extra attack at 5th level, breath of ally square. As part of the same bonus action, you can use
fire takes up one of your attacks. your soothing mist on the target teleported too.
Redirect Attack. When a creature missed you with a Instead of aiding an ally, you can spend 2 chi points and
melee attack roll, you can spend 1 chi point as a reaction to teleport to an unoccupied space within 60 feet of you that
cause that attack to hit one creature of your choice, other you can see.
than the attacker, that you can see within 5 feet of you.
Jade Serpent Statue
Mystical Vitality Upon reaching 11th level, you are able to manifest your chi
Starting at 6th level, you can manifest the flow of chi within into a statue of Yu'lon the jade serpent. As an action, you
your body into a protective barrier around you. As an can spend 3 chi points, and choose an empty square within
action, you can spend 2 chi points to give yourself 30 feet of you to create the statue, the statue is 3-ft wide,
temporary hit points equal to twice times your monk level + and 5-ft tall. The statue has an AC of 10, and hit points
your Constitution modifier. equal to your half your maximum hit points.
This barrier continues to protect you until its temporary Whenever you use soothing mist, the jade statue mimics
hit points are expended, or until you finish a short rest. its effect, choose a secondary target within 60 feet of the
statue, the target is healed for half the amount your sooth-
Ironskin Brew ing mist target is healed for. The statue cannot target the
Beginning at 11th level, whenever you are hit by a melee same creature as you are soothing.
attack, you can spend 1 chi point and use your reaction to The statue requires concentration, and lasts for up to 1
reduce the damage by your Monk level + 1d10. minute, vanishing prematurely if reduced to 0 hit points.
PART 1 | CLASSES
57
Life Cocoon
At 17th level, you are able to save an ally from the brink of
defeat, immediately returning them to the fray.
As a reaction upon an ally dying, you can spend 5 chi
points, to envelope the target in a cocoon of chi, immediate-
ly healing them for four times your monk level and return-
ing them to life. If you are unable, or unwilling to spend 5
chi points to save your ally, you can instead use Life Co-
coon for free, immediately taking 3 levels of exhaustion as
you strain the chi in your body to manifest the cocoon.
Once you have used this feature, either through chi or
physical exhaustion, you can't use it again until you have
finished a long rest.
Way of the Windwalker
Among monks, none have mastered the martial arts as the
windwalkers have, and few across Azeroth can fight with
their grace. Windwalkers possess unparalleled physical
finesse, and are capable of overwhelming their enemies
with a dizzying flurry of punches and kicks.
Winds Technique
Starting at 3rd level, you can manipulate your enemy's chi
when you harness your own. Whenever you hit a creature
with one of the attacks granted by your Fists of Fury, you
can impose one of the following effects on that target:
It must succeed on a Dexterity saving throw or be
knocked prone.
It must make a Strength saving throw, if it fails, you
push it up to 15 feet away from you.
It can't take reactions until the end of your next turn.
Windwalking
At 6th level, you hone the skills of agility and nimbleness.
You can use your reaction when you fall to reduce any
falling damage you take by an amount equal to five times
your monk level. Additionally, climbing no longer costs
additional movement, and getting up from prone only takes
5 feet of movement.
Spear Hand Strike
Starting at 11th level, you are able to jab a target, attemp-
ting to prevent their flow of magical energies. When you hit
a creature with an unarmed strike, you can spend 2 chi
points to prevent their flow of magical energy. The target
must make a Wisdom saving throw. If it fails, the target is
unable to cast spells until the end of your next turn.
Storm, Earth, and Fire
At 17th level, you are able to split yourself into 3 chi driven
copies of you, your two copies spawning in an unoccupied
space within 15 feet of you. You and your copies speed is
doubled as long as Storm, Earth, and Fire is active.
You mentally communicate commands to your copies,
telling them where to go or which creature to stalk. Your
copies imitate your melee weapon attacks, but does not use
any of your chi empowered features. Whenever you roll for
an attack or damage roll, use the one roll against each
targets AC, dealing the damage rolled on a hit.
Storm, Earth, and Fire expends 1 chi point at the end of
each of your rounds, if you have no chi available, you can't
use this feature, and if you can't pay the chi cost at the end
of your round, the copies vanish, you can also choose to end
Storm, Earth, and Fire as a free action, if you do, you still
pay the chi cost at the end of your turn if able.

PART 1 | CLASSES
58
Paladins Call
This is the call of the paladin: to protect the weak, to bring
justice to the unjust, and to vanquish evil from the darkest
corners of the world. These holy warriors are equipped
Paladin with plate armor so they can confront the toughest of foes,
and the blessing of the Light allows them to heal wounds
Vengeance cannot be a part of what we must do. If we and, in some cases, even restore life to the dead. Ready to
allow our passions to turn to bloodlust, then we will serve, paladins can defend their allies with sword and
become as vile as the orcs. shield, or they can wield massive two-handed weapons
against their enemies. The Light grants paladins additional
— Uther the Lightbringer power against the undead and demons, ensuring that these
Clad in plate armor that gleams in the sunlight despite profane beings corrupt the world no longer.
the dust and grime of long travel, a human lays down her Paladins are not only zealots, but also guardians of the
sword and shield and places her hands on a mortally righteous, and they bestow blessings on those the Light
wounded man. Divine radiance shines from her hands, the would shine upon. The Light radiates from paladins, and
man's wounds knit closed, and his eyes open wide with worthy allies who stand near them are emboldened by its
amazement. power.
A dwarf crouches behind an outcrop, his black cloak Beyond the Mundane Life
making him nearly invisible in the night, and watches an
orc war band celebrating its recent victory. Silently, he Almost by definition, the life of a paladin is an adventuring
stalks into their midst and whispers an oath, and two orcs life. Unless a lasting injury has taken him or her away from
are dead before they even realize he is there. adventuring for a time, every paladin lives on the front lines
Silver hair shining in a shaft of light that seems to of the cosmic struggle against evil. Fighters are rare
illuminate only him, a blood elf laughs with exultation. His enough among the ranks of the militias and armies of the
spear flashes like his eyes as he jabs again and again at a world, but even fewer people can claim the true calling of a
twisted giant, until at last his light overcomes its hideous paladin. When they do receive the call, these warriors turn
darkness. from their former occupations and take up arms to fight
Whatever their origin and their mission, paladins are evil. Sometimes their oaths lead them into the service of
united by the light to stand against the forces of evil. It is a the crown as leaders of elite groups of knights, but even
source of power that turns a devout warrior into a blessed then their loyalty is first to the cause of righteousness, not
champion. to crown and country.

PART 1 | CLASSES
59
The Paladin
Proficiency
Level Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands — — — — —
2nd +2 Fighting Style, Spellcasting, Crusader Strike 2 — — — —
3rd +2 Sacred Oath, Aura of Devotion 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura of Retribution 4 2 — — —
7th +3 Sacred Oath Feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Aura of Crusade 4 3 2 — —
11th +4 Improved Crusader Strike 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch 4 3 3 1 —
15th +5 Sacred Oath Feature, Aura of Concentration 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Avenging Wrath, Sacred Oath Feature 4 3 3 3 2

Adventuring paladins take their work seriously. A delve As guardians against the forces of wickedness, paladins
into an ancient ruin or dusty crypt can be a quest driven by are rarely of any evil alignment. Most of them walk the
a higher purpose than the acquisition of treasure. Evil lurks paths of charity and justice.
in dungeons and primeval forests, and even the smallest
victory against it can tilt the cosmic balance away from Quick Build
oblivion. You can make a paladin quickly by following these sugges-
tions. First, Strength should be your highest ability score,
Creating a Paladin followed by Charisma. (Holy paladins go for Constitution
The most important aspect of a paladin character is the instead of Strength)
nature of his or her holy quest. Although the class features
related to your oath don't appear until you reach 3rd level, Class Features
plan ahead for that choice by reading the oath descriptions As a paladin, you gain the following class features.
at the end of the class. Are you a devoted servant of good,
loyal to the light, justice and honor, a holy knight in shining Hit Points
armor venturing forth to smite evil? Or are you a glorious Hit Dice: 1d10 per paladin level
champion of the light, cherishing everything beautiful that Hit Points at 1st Level: 10 + your Constitution modifier
stands against the shadow? Hit Points at Higher Levels: 1d10 + your Constitution
How did you experience your call to serve as a paladin? modifier per paladin level after 1st
Did you hear a whisper from the light while you were at
prayer? Did another paladin sense the potential within you Proficiencies
and decide to train you as a squire? Or did some terrible Armor: All armor, shields
event drive you to your quests? Perhaps you stumbled into Weapons: Simple weapons, martial weapons
a sacred grove or a hidden elven enclave and found yourself Tools: None
called to protect all such refuges of goodness and beauty. Saving Throws: Wisdom, Charisma
Or you might have known from your earliest memories that Skills: Choose two from Athletics, Insight, Intimidation,
the paladin's life was your calling. Medicine, Persuasion, and Religion

PART 1 | CLASSES
60
Equipment Spellcasting
You start with the following equipment, in addition to the By 2nd level, you have learned to draw on divine magic
equipment granted by your background: through meditation and prayer to cast spells as a priest
(a) a greatsword or (b) any martial weapon does. See chapter 10 of the Player's Handbook for the
(a) a priest's pack or (b) an explorer's pack general rules of spelicasting and chapter 6 of this book for
Chain mail, shield and a holy symbol the paladin spell list.
Divine Sense Preparing and Casting Spells
The Paladin table shows how many spell slots you have to
The presence of strong evil registers on your senses like a cast your spells. To cast one of your paladin spells of 1st
noxious odor, and powerful good rings like heavenly music level or higher, you must expend a slot of the spell's level or
in your ears. As an action, you can open your awareness to higher. You regain all expended spell slots when you finish
detect such forces. Until the end of your next turn, you a long rest.
know the location of any celestial, fiend, or undead within You prepare the list of paladin spells that are available for
60 feet of you that is not behind total cover. You know the you to cast, choosing from the paladin spell list. When you
type (celestial, fiend, or undead) of any being whose do so, choose a number of paladin spells equal to your
presence you sense, but not its identity (the demon Illidan Charisma modifier + half your paladin level, rounded down
Stormrage, for instance). Within the same radius, you also (minimum of one spell). The spells must be of a level for
detect the presence of any place or object that has been which you have spell slots.
consecrated or desecrated, as with the hallow spell. For example, if you are a 5th-level paladin, you have four
You can use this feature a number of times equal to 1 + 1st-level and two 2nd-level spell slots. With a Charisma of
your Charisma modifier. When you finish a long rest, you 14, your list of prepared spells can include four spells of 1st
regain all expended uses. or 2nd level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using a 1st-level or a 2nd-
Lay on Hands level slot. Casting the spell doesn't remove it from your list
Your blessed touch can heal wounds. You have a pool of of prepared spells.
healing power that replenishes when you take a long rest. You can change your list of prepared spells when you
With that pool, you can restore a total number of hit points finish a long rest. Preparing a new list of paladin spells
equal to your paladin level x 5, requires time spent in prayer and meditation: at least 1
As an action, you can touch a creature and draw power minute per spell level for each spell on your list.
from the pool to restore a number of hit points to that crea- Spellcasting Ability
ture, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool Charisma is your spellcasting ability for your paladin spells,
of healing to cure the target of one disease or neutralize since their power derives from the strength of your
one poison affecting it. You can cure multiple diseases and convictions. You use your Charisma whenever a spell refers
neutralize multiple poisons with a single use of Lay on to your spellcasting ability. In addition, you use your
Hands, expending hit points separately for each one. Charisma modifier when setting the saving throw DC for a
This feature has no effect on undead and constructs. paladin spell you cast and when making an attack roll with
one.
Fighting Style Spell save DC = 8 + your proficiency bonus + your
At 2nd level, you adopt a style of fighting as your specialty. Charisma modifier
Choose one of the following options. You can't take a Spell attack modifier = your proficiency bonus + your
Fighting Style option more than once, even if you later get Charisma modifier
to choose again.
Spellcasting Focus
Defense You can use a holy symbol as a spellcasting focus for your
While you are wearing armor, you gain a +1 bonus to AC. paladin spells.
Dueling Crusader Strike
When you are wielding a melee weapon in one hand and no Starting at 2nd level, when you hit a creature with a melee
other weapons, you gain a +2 bonus to damage rolls with weapon attack, you can expend one spell slot from any
that weapon. class to deal radiant damage to the target, in addition to the
Great Weapon Fighting weapon's damage. The extra damage is 2d8 for a 1st-level
When you roll a 1 or 2 on a damage die for an attack you spell slot, plus 1d8 for each spell level higher than 1st, to a
make with a melee weapon that you are wielding with two maximum of 5d8. The damage increases by 1d8 if the
hands, you can reroll the die and must use the new roll. target is an undead or a fiend.
The weapon must have the two-handed or versatile Sacred Oath
property for you to gain this benefit.
When you reach 3rd level, you swear the oath that binds
Protection you as a paladin forever. Up to this time you have been in a
When a creature you can see attacks a target other than preparatory stage, committed to the path but not yet sworn
you that is within 5 feet of you, you can use your reaction to to it. Now you choose the Oath of Holiness, the Oath of
impose disadvantage on the attack roll. You must be Protection, or the Oath of Retribution, all detailed at the
wielding a shield. end of the class description.

PART 1 | CLASSES
61
Your choice grants you features at 3rd level and again at Ability Score Improvement
7th, 15th, and 20th level. Those features include oath spells
and the Channel Divinity feature. When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Oath Spells by 2, or you can increase two ability scores of your choice
Each oath has a list of associated spells. You gain access to by 1. As normal, you can't increase an ability score above 20
these spells at the levels specified in the oath description. using this feature.
Once you gain access to an oath spell, you always have it
prepared. Oath spells don't count against the number of Extra Attack
spells you can prepare each day. Beginning at 5th level, you can attack twice, instead of
If you gain an oath spell that doesn't appear on the pala- once, whenever you take the Attack action on your turn.
din spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Improved Crusader Strike
Your oath allows you to channel divine energy to fuel By 11th level, you are so suffused with righteous might that
magical effects. Each Channel Divinity option provided by all your melee weapon strikes carry divine power with
your oath explains how to use it. them. Whenever you hit a creature with a melee weapon,
When you use your Channel Divinity, you choose which the creature takes an extra 1d8 radiant damage. If you also
option to use. You must then finish a short or long rest to use your Crusader Strike with an attack, you add this
use your Channel Divinity again. damage to the extra damage of your Crusader Strike.
Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC equals Cleansing Touch
your paladin spell save DC. Beginning at 14th level, you can use your action to end one
spell on yourself or on one willing creature that you touch.
Auras You can use this feature a number of times equal to your
Starting at 3rd level, you can emit your radiance onto crea- Charisma modifier (a minimum of once). You regain
tures within 10 feet of you, giving them certain buffs depen- expended uses when you finish a long rest.
ding on the aura emitted.
Activating an aura takes a bonus action, and requires Avenging Wrath
concentration to maintain, lasting until you end it or your At 20th level, you may draw upon the empowerment of the
concentration is broken. At 3rd level, your auras affect you light, as a bonus action, you get empowered by the divine
and friendly creatures within 15 feet radius of you. You energy of the light, sprouting cosmetic wings from your
learn an additional aura at 6th, 10th, and 15th level. back. This effect lasts for 1 minute, gaining you benefits
You can use this feature a number of times equal to your depending on your oath.
Charisma modifier, regain expended uses when you finish a You may use this feature once per long rest.
long rest.
At 18th level, the range of your auras increases to 30 feet. Holy
You divine spells becomes empowered by avenging wrath,
Aura of Devotion all of your healing spells, heals for an additional half of the
Starting at 3rd level, you can emit an aura of devotion. You healing done.
and friendly creatures gains a +1 bonus to AC, this aura
does not stack with AC bonuses gained through spells or Protection
spell-like abilities. The light surrounds you, gaining you resistance to slashing,
bludgeoning, and piercing damage.
Aura of Retribution
Starting at 6th level, you can emit an aura of retribution. Retribution
Whenever you or a friendly creature is damaged by a melee Your embude your weapons with divine energy, all of your
weapon attack, the attacker takes 1d4 radiant damage. weapon attacks deals an additional 1d10 radiant damage.
Upon reaching 10th level, this damage increases to 1d6,
and at 15th level it increases to 1d8 radiant damage. Sacred Oath
Aura of Crusade Becoming a paladin involves taking vows that commit the
Starting at 10th level, you can emit an aura of crusade. paladin to the cause of righteousness, an active path of
Making you and friendly creatures able to move through fighting wickedness. The final oath, taken when he or she
difficult terrain at your normal speed. Additionally, all allies reaches 3rd level, is the culmination of all the paladin's
automatically stabilize when reduced to 0 hit points. training. Some characters with this class don't consider
themselves true paladins until they have reached 3rd level
Aura of Concentration and made this oath. For others, the actual swearing of the
Starting at 15th level, you can emit an aura of concentra- oath is a formality, an official stamp on what has always
tion. Giving you and friendly creatures advantage on saving been true in the paladin's heart.
throws against maintaining concentration.
Aura of Resistance
Starting at 17th level, you can emit an aura of resistance.
You and friendly creatures gain resistance to your choice of
(cold, fire, lightning, necrotic, or radiant) damage.

PART 1 | CLASSES
62
Oath of Holiness Beacon of Light requires your concentration, and lasts
for up to a minute. Once you have used this feature, you
Like priests who serve the Light, holy paladins are devout cannot use it again until you finish a long rest.
in their faith. Those who pledge themselves to the holy oath
becomes beacons of the Light for their allies in conflict, Oath of Protection
taking up the heavy armor and weaponry of justice. Stalwart and steadfast, these protectors are ardent defen-
Oath Spells ders of the Light and all that it touches, and are rejuvenated
You gain oath spells at the paladin levels listed. by its radiance in return. Dedicated to their cause, they con-
secrate the very ground upon which they battle corruption.
Oath of Holiness Spells
Oath Spells
Paladin Level Spells You gain oath spells at the paladin levels listed.
3rd protection from evil and good, sanctuary
Oath of Protection Spells
5th lesser restoration, zone of truth
Paladin Level Spells
9th beacon of hope, revivify
3rd sanctuary, shield of faith
13th death ward, guardian of faith
5th branding smite, warding bond
17th holy weapon, mass cure wounds
9th aura of vitality, life transference

Channel Divinity 13th aura of purity, death ward


When you take this oath at 3rd level, you gain the following 17th banishing smite, reincarnate
two Channel Divinity options.
Light of Dawn. As an action, you pressent your holy Channel Divinity
symbol and release a burst of radiant healing that can When you take this oath at 3rd level, you gain the following
restore a number of hit points equal to five times your two Channel Divinity options.
paladin level. Choose any creatures within 30 feet of you, Avenger's Shield. As an action, you embude your shield
and divide those hit points among them. This feature can with divine energy, making you able to throw a radiant copy
restore a creature to no more than half of its hit point max- of it. Make a ranged weapon attack using your strength
imum. You can't use this feature on an undead or construct. modifier against a target within a range of 30/90 feet. On a
Light's Hammer. As an action, you slam a divine maul hit, the target takes 1d6 + your Strength modifier radiant
into the ground at a point within 30 feet of you, causing the damage. If the creature is concentration on a spell, checks
ground to erupt in holy light in a 10-ft radius. Any ally made to keep concentration is made with disadvantage.
within range is healed for twice your paladin level. Any Upon reaching 7th level, your shields damage increases
enemy within range must make a Constitution saving by 1d6 (2d6), 13th level (3d6), and 20th level (4d6).
throw, taking your paladin level in radiant damage on a Additionally, each time its damage increases, your shield is
failed save, and half as much on a successful one. able to bounce to an additional target beyond the first,
Soothing Hand making a seperate ranged attack against each target. Each
At 3rd level, you are able to channel the effects of your Lay target beyond the first has to be within 30 feet of the last
on Hands over a distance, being able of targeting a creature target hit.
of up to 30 feets away from you, instead of requiring to Consecration. As an action, you consecrate the land
touch them. around you, causing the terrain in a 15 foot radius around
you to become difficult terrain, any creature enters, or ends
Aura of Light their turn within consecration must make a Constitution
Starting at 7th level, you can emit an aura of light. You and saving throw, taking half your paladin level in fire damage
friendly creatures receive additional hit points whenever on a failed save, and half the damage dealt on a success.
healed through a spell or spell-like ability. Whenever a Consecration requires your concentration, and lasts for
creature within range is healed, they gain additional hit up to a minute. When you use this feature, you may choose
points equal to half your level. a number of creatures equal to your Charisma modifier
that is unaffected by Consecrations difficult terrain and fire
Divine Favor damage.
At 15th level, you can call upon the light to aid you in the Holy Shield
restoration of an ally. Whenever you use a spell that regains Starting at 7th level, whenever an enemy makes a melee
hit points to a target, you may expend a use of divine favor weapon attack against you, and does not hit you with the
to heal the target for twice the amount rolled. This does not attack, you can use your reaction to deal half your paladin
work on abilities that has an area of effect. level in radiant damage back onto the target.
You can use this feature a number of times equal to your
Charisma modifier. Divine Guardian
Beacon of Light At 15th level, whenever you finish a short or long rest, you
Upon reaching 20th level, you can use a bonus action to can choose a number of creatures equal to your Charisma
mark an ally within 60 feet of you. Whenever you use a bonus to gain temporary hit points equal to your paladin
spell that targets only a single target, the marked ally is level + your Charisma modifier. The hit points lasts until
healed for half the hit points gained, as long as the ally is expended, or until your next short rest.
within 120 feet of you.

PART 1 | CLASSES
63
Ardent Defender Avenging Crusader
Upon reaching 20th level, you can use your reaction to give Upon reaching 20th level, you can assume the a divine form
yourself resistance against all magical damage except of yourself. As an action, you turn into a divine copy of
psychic, if the damage dealt brings you to 0 hit points, or yourself, giving you the following benefits:
kills you instantly. You are instead immediately healed for
half your maximum health. Your Crusader Strike hit dies are d12s instead of d8s,
Once you have used this feature, you cannot use it again and half the damage dealt with Crusader Strike is
until 7 days have passed, on the dawn of which you regain replenished into your Lay on Hands pool.
this feature. You can use your Lay on Hands as a bonus action.
You become immune to difficult terrain, and effects that
Oath of Retribution hinder your movement.
Once you have used this feature, you can't use it again until
Retribution paladins are vengeful guardians of the weak, you've finished a long rest.
crusaders judging and punishing the wicked. Their resolute
conviction in the divine order of all things assures them
that victory is inevitable, but they will fight to the end to
ensure that the Light prevails.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Retribution Spells
Paladin Level Spells
3rd compelled duel, searing smite
5th flame blade, magic weapon
9th binding smite, holy wrath
13th banishment, staggering smite
17th destructive wave, dispel evil and good

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Weapon of Justice. As an action, you slam a divine
weapon down upon an enemy within 30 feet, the target has
to make a Constitution saving throw, or be stunned for a
number of rounds equal to you Charisma modifier, or until
it takes damage. The target can make a new saving throw
at the end of its turns, ending the effect on a success.
Mark of Vengeance. As a bonus action, you place a
divine mark ono a creature, giving you advantage on all
attack rolls against it. Upon your marked enemies death,
you can use your reaction to transfer the mark to another
creature within sight.
If you fail to move your mark immediately upon your
targets death, it vanishes. Your mark of vengeance requires
concentration, and lasts for up to 10 minutes.
Weapon of Light
Starting at 7th level, your melee weapon attacks count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Exorcism
At 15th level, you are immune to being charmed, and
automatically succeed any checks attempting to charm or
take possession of you. As an action, you can remove a
charmed condition from an ally, forcing the caster of the
charm (if any) to make a Constitution saving throw. On a
fail, the charmed condition is removed from your ally.
You can use this feature a number of times equal to your
Charisma modifier, regaining expended uses when you
finish a long rest.

PART 1 | CLASSES
64
Priest
It is faith in ourselves that separates us from others, and
with our powers, we will cause great change in all of
Azeroth. The weak will come to lean on you. The lepers
will call you Lord. And the ignorant will look to you for
guidance.
— Dark Cleric Duesten
Bend down over her falling ally, a dwarf clutches her holy
symbol, and begins to sing a slow melodic tune, holy light
shining from her hand, covering her allies limp body.
Kneeling on the ground, one hand firmly grasping a staff,
the other filled with swirls of divine and necrotic energies.
A human raises, and sends out a thick halo of light and As light cannot exist without darkness, and darkness
dark energy out around him, his allies gaining new life, his without light, some priests tap into shadow to better
enemies feeling the rush of necrotic through their bodies. understand their own abilities, as well as the abilities of
A forsaken, surrounded in voidic energy, pulls his holy those who threaten them.
symbol from his neck, the void covers his body, thick
tentacles sprouting from his back, as he sends out a Devoted Acolytes
laughter, spewing bolts of necrotic energy towards enemies Priests practice a complex, organized form of spirituality
and allies. built around moral philosophy, the worship of a particular
Priests are the bridge between light and dark, they are deity (such as Elune) in some cases, and/or idol worship,
the wielders of the warmth holy light of the divine, and the rather than around the reverence of the elements that
voidic magic granted by the old gods. They serve as shamans practice, or the close divine connection with
protectors, healers, and casters of insanity.w animals and the wilderness that druids maintain. Priests
serve not only as influential religious figures in their
Invokers of Light and Darkness respective societies, but also as powerful practitioners of
Priests are devoted to the spiritual, and express their divine magic, which they use to heal and protect, or harm
unwavering faith by serving the people. For millennia they and weaken.
have left behind the confines of their temples and the Devotion to the faiths of Azeroth leads many priests to
comfort of their shrines so they can support their allies in the paths of courage and heroism. In dark times, priests
war-torn lands. In the midst of terrible conflict, no hero carry the Light of faith with them as a reminder of the
questions the value of the priestly orders. These masters of powerful forces at work beyond the comprehension of the
the healing arts keep their companions fighting far beyond peoples who walk the land. Powerful healers with an
their normal capacities with an array of restorative powers intimate connection to the divine, priests are empowered
and blessings. The divine forces at the priest’s command with abilities that aid them in times of dire need.
can also be turned against foes.
PART 1 | CLASSES
65
The Priest
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Priesthood, Unarmored Defense 3 2 — — — — — — — —
2nd +2 Channel Divinity (1/rest), Priesthood Feature 3 3 — — — — — — — —
3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —
6th +3 Channel Divinity (2/rest), Priesthood Feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
Ability Score Improvement,
8th +3 4 4 3 3 2 — — — — —
Priesthood Feature
9th +4 Destroy Undead (CR 1) 4 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Destroy Undead (CR 4), Priesthood Feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Creating a Priest Class Features


Like paladins, the most important aspect of a priest charac- As a priest, you gain the following class features.
ter is the nature of their holy quest. Are you a devoted ser-
vant of good, loyal to the holy light?, a disciplined priest, in Hit Points
beautiful robes, monitoring a sept? or are you an unholy Hit Dice: 1d6 per priest level
priest of shadows, fallen either by choice or forcefully Hit Points at 1st Level: 6 + your Constitution modifier
towards the necrotic arts? Hit Points at Higher Levels: 1d6 + your Constitution
How did you enter priesthood? Were you raised in a mo- modifier per priest level after 1st
nastry? Did you hear a whisper from the light itself telling
you to serve it? Or did a terrible war force you to take up Proficiencies
the warmth of the holy light to assist your allies? Perhaps Armor: None
you might have known from your earliest memories that Weapons: Simple weapons
the priest's life was your calling, almost as if you had been Tools: None
sent into the world with that purpose stamped on your soul. Saving Throws: Wisdom, Charisma
As guardians against forces of wickedness and evil, Skills: Choose two from History, Insight, Medicine,
priests are rarely of any evil alignment. Most of them walk Persuasion, and Religion
the paths of charity and soothing.
Or did you never feel the warmth of the holy light, and Equipment
instead felt the calling of the old gods? their voidic magic You start with the following equipment, in addition to the
wrapping around you, making your actions chaotic? equipment granted by your background:
Quick Build (a) a mace or (b) a quarterstaff
You can make a priest quickly by following these (a) a light crossbow and 20 bolts or (b) any simple
suggestions. First. Wisdom should be your highest ability weapon
score, followed by Constitution. (a) a priest's pack or (b) an explorer's pack
a holy symbol
PART 1 | CLASSES
66
Spellcasting Once you gain a priesthood spell, you always have it
As a conduit for divine power. you can cast priest spells. prepared, and it doesn't count against the number of spells
See chapter 10 of the Player's Handbook for the general you can prepare each day.
rules of spellcasting and chapter 6 of this book for the If your priesthood gives you a spell that doesn't appear
priest spell list. on the priest spell list, the spell is nonetheless a priest spell
for you.
Cantrips
At 1st level, you know three cantrips of your choice from Unarmored Defense
the priest spell list. You learn additional priest cantrips of
your choice at higher levels, as shown in the Cantrips At 1st level, while you are wearing no armor and not
Known column of the Priest table. wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier.
Preparing and Casting Spells
The Priest table shows how many spell slots you have to Channel Divinity
cast your spells of 1st level and higher. To cast one of these At 2nd level, you gain the ability to channel divine energy
spells, you must expend a slot of the spell's level or higher. directly from the holy light, using that energy to fuel
You regain expended spell slots when you finish a long rest. magical effects. You start with two such effects: Shackle
You prepare the list of priest spells that are available for Undead and an effect determined by your priesthood.
you to cast, choosing from the priest spell list. When you do When you use your Channel Divinity, you choose which
so, choose a number of priest spells equal to your Wisdom effect to create. You must then finish a short or long rest to
modifier + your priest level (minimum of one spell). The use your Channel Divinity again.
spells must be of a level for which you have spell slots. Some Channel Divinity effects require saving throws.
For example, if you are a 3rd-level priest, you have four When you use such an effect from this class, the DC equals
1st-level and two 2nd-level spell slots. With a Wisdom of 16, your priest spell save DC.
your list of prepared spells can include six spells of 1st or Beginning at 6th level, you can use your Channel Divinity
2nd level, in any combination. If you prepare the 1st-level twice between rests, and beginning at 18th level, you can
spell flash heal, you can cast it using a 1st-level or 2nd-level use it three times between rests. When you finish a short or
slot. Casting the spell doesn't remove it from your list of long rest, you regain your expended uses.
prepared spells.
You can change your list of prepared spells when you Channel Divinity: Shackle Undead
finish a long rest. Preparing a new list of priest spells As an action, you present your holy symbol and speak a
requires time spent in prayer and meditation: at least 1 prayer censuring the undead. Each undead that can see or
minute per spell level for each spell on your list. hear you within 30 feet of you must make a Wisdom saving
throw. If the creature fails its saving throw, it is restrained
Spellcasting Ability and stunned for 1 minute or until it takes any damage.
Wisdom is your spellcasting ability for your priest spells.
The power of your spells comes from the light. You use Ability Score Improvement
your Wisdom whenever a priest spell refers to your spell-
casting ability. In addition, you use your Wisdom modifier When you reach 4th level, and again at 8th, 12th, 16th, and
when setting the saving throw DC for a priest spell you cast 19th level, you can increase one ability score of your choice
and when making an attack roll with one. 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
Spell save DC = 8 + your proficiency bonus + your using this feature.
Wisdom modifier
Spell attack modifier = your proficiency bonus + your Destroy Undead
Wisdom modifier Starting at 5th level, when an undead fails its saving throw
Ritual Casting against your Shackle Undead feature, the creature is
You can cast a priest spell as a ritual if that spell has the instantly destroyed if its challenge rating is at or below a
ritual tag and you have the spell prepared. certain threshold, as shown in the Destroy Undead table.
Destroy Undead
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your Priest Level Destroys Undead of CR . . .
priest spells. 5th 1/2 or lower
9th 1 or lower
Priesthood
11th 2 or lower
Choose a priesthood: Discipline, Holiness, or Shadow.
Each priesthood is detailed at the end of the class descrip- 14th 3 or lower
tion. Your choice grants you spells and other features when 17th 4 or lower
you choose it at 1st level. It also grants you additional ways
to use Channel Divinity when you gain that feature at 2nd
level, and additional benefits at 6th, 8th, and 17th levels. Divine Intervention
Priesthood Spells Beginning at 10th level, you can call upon the higher
Each priesthood has a list of spells that you gain at the powers of Azeroth to intervene on your behalf when your
priest levels noted in the priesthood description. need is great.

PART 1 | CLASSES
67
Imploring the their aid requires you to use your action. You can use both light and dark once per long rest,
Describe the assistance you seek, and roll percentile dice. regaining their uses when you finish a long rest.
If you roll a number equal to or lower than your priest level,
the powers beyond Azeroth intervenes. The DM chooses Potent Spellcasting
the nature of the intervention; the effect of any priest spell Starting at 8th level, you add your Wisdom modifier to the
or priesthood spell would be appropriate. damage you deal with any priest cantrip.
If they intervene, you can't use this feature again for 7
days. Otherwise, you regain the ability to attempt to call for Pain Suppression
powers beyond Azeroth when you finish a long rest. At 17th level, you are able to transfer a mix of radiant and
At 20th level, your call for intervention succeeds auto- necrotic energy to target.
matically, no roll required. As an action, choose a creature within 30 feet of you, and
infuse them with radiant and necrotic energies. If the target
Priesthood is an ally, they gain resis-tance against all damage, and
immunity against radiant and necrotic damage. If the target
As a priest, you choose one aspect of priesthood to is an enemy, they gain vulnerability against radiant and
emphasize, and you are granted powers related to that necrotic damage.
purpose. Your choice might correspond to a particular sect Pain suppression requires concentration, and lasts for up
dedicated to branch of priesthood. Your choice of priest- to a minute. You can use this feature once, regaining its use
hood could simply be a matter of personal preference, the when you finish a short rest.
aspect of the purpose that appeals to you most.
Priesthood of Holiness
Priesthood of Discipline These priests leave their houses of worship to serve on the
These priests understand that light casts a shadow, that battlefield, as shepherd to flock. There, they use their holy
darkness is defined by light, and that true discipline stems powers to bless allies and mend wounds. Whilst most stay
from one’s ability to balance these opposing powers in behind the frontlines to aid their comrades, these holy
services of a greater cause. While these priests possess champions are also capable of smiting foes and carrying
many holy virtues to aid their allies, they also dabble in the out sacred justice.
dark arts to debilitate their enemies.
Holiness Priesthood Spells
Discipline Priesthood Spells Priest Level Spells
Priest Level Spells 1st bless, cure wounds
1st cure wounds, inflict wounds 3rd lesser restoration, spiritual weapon
3rd darkness, spiritual weapon 5th beacon of hope, revivify
5th animate dead, vampiric touch 7th death ward, guardian of faith
7th death ward, guardian of faith 9th mass cure wounds, raise dead
9th contagion, raise dead
Echoes of Life
Shadow Mending At 1st level, your healing spells begin to linger on your
At 1st level, you gain proficiency with Constitution saving allies. When you cast a spell with a spell slot and it restores
throws. You and all allies within 30 feet of you add your hit points to a target, the target is healed for an additional
proficiency bonus to any death saving throws made. 1d4 hit points at the beginning of your next turn.
Your linger effect increases by 1d4 at 6th level (2d4), 8th
Channel Divinity: Halo level (3d4), and 14th level (4d4).
Starting at 2nd level, you can use your Channel Divinity to
burst out an expanding ring of radiant and necrotic force. Channel Divinity: Prayer of Healing
As an action, you present your holy symbol and burst out Starting at 2nd level, you can use your Channel Divinity to
a ring of radiant and necrotic energies in a 30 feet radius heal those that are badly injured.
around you. Giving you a pool of hit points equal to five As an action, you present your holy symbol, and speak a
times your priest level. Choose any number of creatures divine prayer, light radiates from you towards a number of
and divide those hit points among them, either as necrotic creatures equal to your Wisdom modifier within 120 feet of
damage, or radiant healing. You can't use this feature to you. Each creature is healed for a number of hit points
heal an undead or a construct. equal to your priest level + your Wisdom modifier.
Light and Dark Blessed Healer
As an action, you can become a beacon of light for a At 6th level, the healing spells you cast on others can heal
number of rounds equal to your Wisdom modifier. Choose you as well. When you cast a spell with a spell slot and it
any number of creatures within 60 feet of you, each restores hit points to any creature other than you this turn,
creature gains advantage on Wisdom saving throws, and you regain hit points equal to 2 + the spell's level.
immunity to magical blindness. The light radiating from
you counts as natural sunlight. Leap of Faith
As an action, you can absorb natural and magical light Starting at 8th level, you can use a bonus action to cause
for a number of rounds equal to your Wisdom modifier. All divine energy to wrap around a target within 60 feet, pull-
natural light within range vanishes, and magical light is ing them to an empty square within 5 feet of you, during so
suppressed until the spell ends. The darkness submerging does no make opportunity attacks against the pulled target.
around you counts as magical darkness.
PART 1 | CLASSES
68
If the creature is unwilling, it can make a Wisdom saving Channel Divinity: Devour Life
throw. On a success, it isn't pulled, and your spell fails. At 6th level, you can use your Channel Divinity to devour
Leap of Faith can be used twice, regaining expended the lifeforce of your enemies.
uses when you finish a long rest. As an action, you present your holy symbol and evoke
Guardian Spirit negative energy, dealing psychic damage equal to five times
At 17th level, you are able to call upon a spirit to watch over your priest level. Choose any number of creatures with 30
you or an ally in dire times. feet of you, and divide those hit points among them. This
As a reaction, when an ally falls to 0 hit points, or feature can reduce a creature by no more than half of its
instantly dies, you can call upon a guardian spirit to maximum hit point. You regain hit points equal to half of
sacrifice itself inplace of your ally. Your ally is immediately the total damage dealt this way.
healed for twice your level + your Wisdom modifier, and is Inescapable Domination
immune to all damage until the start of your next turn. Starting at 8th level, your ability to channel negative
You can use this feature once per long rest, energies has become ever more potent. When casting a
spell using a spell slot that deals necrotic or psychic
Priesthood of Shadow damage, your spell ignores resistances and immunities
These priests fully embrace the void and its magics, their against those damage types.
faith equal to their holy counterparts, yet focused on dark
magics and mental manipulation. They dedicate their lives Legacy of the Void
to worship, but they derive their power from the Void, stray- At 17th level, you can bestow a creature with the
ing dangerously close to the domain of the Old Gods. knowledge of how infinitely meaningless their existence is
compared to the never ending void that awaits all.
Shadow Priesthood Spells As an action, you can make a melee spell attack against a
Priest Level Spells creature. If you hit, you can channel the legacy of the void
into them, forcing the creature to make a Wisdom saving
1st hex, mind blast throw. On a fail, the target is filled with a wave of apathy as
3rd blur, phantasmal force their very will to exist leaves them. The creature falls
5th fear, hunger of hadar
prone, and is incapacitated until a remove curse spell is
cast on them or until the creature takes damage, at which
7th black Tentacle, phantasmal Killer point it can make a new saving throw to shroud off the
9th negative energy flood, wall of Force
legacy of the void.
This effect lasts for a day, and does not work on
constructs, undeads, or creatures with an intelligence of 4
Unseen Recovery or lower. A creature that succeeds the spells saving throw
Drawing on your newfound knowledge of the Old Gods, is immune to legacy of the void for the next week.
and their powers, you are able to recover some of your You can use this feature once, regaining its use when you
expended magical ability. finish a long rest.
Once per day when you finish a short rest, you can
choose expended spell slots to recover. The spell slots can
have a combined level that is equal to or less than half your
priest level (rounded up), and none of the slots can be 6th
level or higher.
Channel Divinity: Submit to Madness
Starting at 2nd level, you can use your Channel Divinity to
surrender yourself to the madness of the Old Gods.
As an action, you present your holy symbol and invoke it
with necrotic energies, shredding your body in void as the
old gods answer. You double your Wisdom modifier to your
armor class, and can use your reaction to shift your voidic
form, giving an attack against you disadvantage. Addition-
ally, when you would normally roll one or more dice to
damage a target with a spell, you instead use the highest
number possible for each die. For example, instead of
damaging a creature for 2d6 hit points, you damage the
creature for 12.
Submit to Madness lasts for a minute, and does not
require your concentration. As the effect ends, you are
required to make a Constitution saving throw against your
own spell save DC. On a failed save, you take half your
maximum health in psychic damage, and half as much on a
successful one. If this damage brings you to 0 hit points,
you immediately become stable.

PART 1 | CLASSES
69
A Simple Code
For rogues, the only code is the contract, and their honor is
purchased in gold. Free from the constraints of a
conscience, these mercenaries rely on brutal and efficient
tactics. Lethal assassins and masters of stealth, they will
approach their marks from behind, piercing a vital organ
Rogue and vanishing into the shadows before the victim hits the
You're gonna find a number of outfits that covet our skills. ground. Rogues can dip their weapons in paralyzing toxins
Adventurers, SI:7... heck, even the disorganized rabble that render foes unable to defend themselves. These silent
wouldn't mind a spy or two inside Stormwind. But you stalkers wear leather armor so they can move
remember this: You're your own man. Don't let nobody unencumbered, ensuring that they land the first strike.
bully you into doing something you don't wanna do! With the rogue’s poisons and speed, the first strike is
Besides, we hold all the cards... at least, we do before the often the last step before the killing blow.
game's done. Rogues fend for themselves, looking for fights in which
they dictate the terms. They’re the shadows in the night
— Jorik Kerridan that remain unseen until the right moment comes to strike,
then they dispatch an opponent with quick blade work or a
Signaling for her companions to wait, a female orc deadly toxin snuck acutely into the bloodstream. Rogues
creeps forward through the dungeon hall. She presses an are opportunistic thieves, bandits, and assassins, but
ear to the door, then pulls out a set of tools and picks the there’s an unparalleled art to what they do.
lock in the blink of an eye. Then she disappears into the
shadows as her fighter friend moves forward to kick the Skill and Precision
door open. Rogues devote as much effort to mastering the use of a
A human lurks in the shadows of an alley while his variety of skills as they do to perfecting their combat
accomplice prepares for her part in the ambush. When abilities, giving them a broad expertise that few other
their target passes the alleyway, the accomplice cries out, characters can match. Many rogues focus on stealth and
the slaver comes to investigate, and the assassin's blade deception, while others refine the skills that help them in a
cuts his throat before he can make a sound. dungeon environment, such as climbing, finding and
Suppressing a giggle, a gnome silently sneaks up behind disarming traps, and opening locks.
a guard, lifting the key ring from the his belt. In a moment, When it comes to combat, rogues prioritize cunning over
the keys are in her hand, the cell door is open, and she and brute strength. A rogue would rather make one precise
her companions are free to make their escape. strike, placing it exactly where the attack will hurt the
Rogues rely on skill, stealth, and their foes' target most, than wear an opponent down with a barrage of
vulnerabilities to get the upper hand in any situation. They attacks. Rogues have an almost supernatural knack for
have a knack for finding the solution to just about any avoiding danger, and a few learn magical tricks to
problem, demonstrating a resourcefulness and versatility supplement their other abilities.
that is the cornerstone of any successful adventuring party.
PART 1 | CLASSES
70
The Rogue
Proficiency Sneak
Level Bonus Attack Features
Expertise, Sneak Attack
1st +2 1d6
Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Specialization
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
Roguish Specialization
9th +4 5d6
Feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
Roguish Specialization
13th +5 7d6
Feature
14th +5 7d6 Fleet Footed
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
Roguish Specialization
17th +6 9d6
Feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck Class Features
As a rogue, you gain the following class features.
Hit Points
Creating a Rogue Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
As you create your rogue character, consider the charac- Hit Points at Higher Levels: 1d8 + your Constitution
ter's relationship to the law. Do you have a criminal past, or modifier per rogue level after 1st
present? Are you on the run from the law or from an angry
thieves' guild master? or did you leave your guild in search Proficiencies
of bigger risks and bigger rewards? Is it greed that drives Armor: Light armor
you in your adventurers, or some other desire or ideal? Weapons: Simple weapons, hand crossbows, longswords,
What was the trigger that led you away from your rapiers, shortswords
previous life? Did a great con or heist gone terribly wrong Tools: Thieves' tools
cause you to reevaluate your career? Maybe you were lucky Saving Throws: Dexterity, Intelligence
and successful robbery gave you the coin you needed to Skills: Choose four from Acrobatics, Athletics, Deception,
escape the squalor of your life. Did wanderlust finally call Insight, Intimidation, Investigation, Perception,
you away from your home? Perhaps you suddenly found Performance, Persuasion, Sleight of Hand, and Stealth
yourself cut off from your family or your mentor, and you
had to find a new means of support. Or maybe you made a Equipment
new friend, who showed you new possibilities for earning a You start with the following equipment, in addition to the
living and employing your particular talents. equipment granted by your background:
Quick Build (a) a rapier or (b) a shortsword
You can make a rogue quickly by following these (a) a shortbow and quiver of 20 arrows or (b) a
suggestions. First, Dexterity should be your highest ability shortsword
score. Make intelligence your next-highest if you want to (a) a burglar's pack or (b) a dungeoneer's pack, or (c) an
excel at Investigation. Choose Charisma instead if you plan explorer's pack
to emphasize deception and social interaction. Leather armor, two daggers, and thieves' tools
PART 1 | CLASSES
71
Expertise Evasion
At 1st level, choose two of your skill proficiencies, or one of At 7th level, you can nimbly dodge out of the way of certain
your skill proficiencies and your proficiency with thieves' area effects, such as a red dragon's fiery breath or an ice
tools. Your proficiency bonus is doubled for ability checks storm spell. When you are subjected to an effect that allows
you make that uses either of the chosen proficiencies. you to make a Dexterity saving throw to take only half
At 6th level, you can choose two more of your proficien- damage, you instead take no damage if you succeed on the
cies (in skills or with thieves' tools) to gain this benefit. saving throw, and only half damage if you fail.
Sneak Attack Reliable Talent
Beginning at 1st level, you know how to strike subtly and By 11th level, you have refined your chosen skills until they
exploit a foe's distraction. Once per turn, you can deal an approach perfection. Whenever you make an ability check
extra 1d6 damage to one creature you hit with an attack if that lets you add your proficiency bonus, you can treat a
you have advantage on the attack roll. The attack must use d20 roll of 9 or lower as a 10.
a finesse or a ranged weapon.
You don't need advantage on the attack roll if another Fleet Footed
enemy of the target is within 5 feet of it, that enemy isn't Starting at 14th level, your walking speed increases by 10
incapacitated, and you don't have disadvantage on the feet. If you have a climbing or swimming speed, this
attack roll. increase applies to that speed as well
The amount of the extra damage increases as you gain Additionally, you have perfected landing safely from great
levels in this class, as shown in the Sneak Attack column of heights, you ignore damage taken from the first 20 feet
the Rogue table. falling.
Thieves' Cant Slippery Mind
During your rogue training you learned thieves' cant, a By 15th level, you have acquired greater mental strength.
secret mix of dialect, jargon, and code that allows you to You gain proficiency in Wisdom saving throws.
hide messages in seemingly normal conversation. Only
another creature that knows thieves' cant understands Elusive
such messages. It takes four times longer to convey such a
message than it does to speak the same idea plainly. Beginning at 18th level, you are so evasive that attackers
In addition, you understand a set of secret signs and rarely gain the upper hand against you. No attack roll has
symbols used to convey short, simple messages, such as advantage against you while you aren't incapacitated.
whether an area is dangerous or the territory of a thieves'
guild, or will provide a safe house for thieves on the run. Stroke of Luck
At 20th level, you have an uncanny knack for succeeding
Cunning Action when you need to. If your attack misses a target within
Starting at 2nd level, your quick thinking and agility allow range, you can turn the miss into a hit. Alternatively. if you
you to move and act quickly. You can take a bonus action on fail an ability check, you can treat the d20 roll as a 20.
each of your turns in combat. This action can be used only Once you use this feature, you can't use it again until you
to take the Dash, Disengage, or Hide action. finish a short or long rest.
Roguish Specialization Roguish Specialization
At 3rd level, you choose an area to specialize yourself Rogues have many features in common, including their
within, that shapes your rogue abilities: Assassin, Outlaw, emphasis on perfecting their skills, their precise and deadly
or Subtlety, all detailed at the end of the class description. approach to combat, and their increasingly quick reflexes.
Your specialization choice grants you features at 3rd level But different rogues steer those talents in varying directi-
and then again at 9th, 13th, and 17th level. ons, embodied by the rogue specializations. Your choice of
specialization is a reflection of your preferred techniques.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, Assassin
16th, and 19th level, you can increase one ability score of Assassination rogues favor a pair of daggers coated with
your choice by 2, or you can increase two ability scores of vicious poisons. Assassins begin their work stealthily,
your choice by 1. As normal, you can't increase an ability choosing their targets and methods of engagement
score above 20 using this feature. carefully, but once committed to a course of action, they
stick to their target until the job is done.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits Bonus Proficiencies
you with an attack, you can use your reaction to halve the When you choose this specialization at 3rd level, you gain
attack's damage against you. proficiency with the poisoner's kit.
Assassin's Intuition
Your intuition is sharper than mosts, at 3rd level, you add
your Intelligence modifier to your initiative.

PART 1 | CLASSES
72
Starting at 3rd level, you are at your deadliest when you get You can use this feature a number of times equal to your
the drop on your enemies. You have advantage on attack Dexterity modifier, regaining expended uses when you
rolls against any creature that hasn't taken a turn in the finish a short rest.
combat yet. In addition, any hit you score against a creature
that is surprised is a critical hit. Adrenaline Rush
At 17th level, the adrenaline of battle overcomes you. When
Elaborate Planning entering combat, you gain an additional turn at the end of
Beginning at 9th level, you can unfailingly create false the first round of combat. You take your first turn on your
identities for yourself. You must spend seven days and 25 rolled initiative, and your second turn on initiative count
gp to establish the history, profession, and affiliations for an one (losing ties).
identity. You can't establish an identity that belongs to Once the first round of combat is over, you return to your
someone else. rolled initiative and continue combat as normal. You can't
Thereafter, if you adopt the new identity as a disguise, use this feature when you are surprised.
other creatures believe you to be that person until given an
obvious reason not to. Subtlety
Sealing Their Fate Subtlety rogues are the masters of the shadows, and they
Starting at 13th level, your determination to finish a wound- strike unseen. They don’t have the lethal strikes of the
ed target drives you to hit harder. Whenever you make an assassin or the brawling prowess of the outlaw, but their
attack against a target that is below half its maximum hit ability to hide in plain sight are unrivaled, performing
points, your sneak attack die improves from a d6 to a d10. devastating strikes, and slipping away to strike again.
Vendetta Shadowstep
At 17th level, vengeance drives you further to eliminate a When you choose this specialization at 3rd level, you delve
targeted enemy. As an action, you can mark a creature into shadow magics, giving you an unexpected advantage
within 120 feet of you. Giving you advantage on Wisdom over most. As a bonus action, choose a creature within 30
(Perception) checks against them, and advantage on your feet of you, immediately teleporting yourself behind them. If
first attack against the target on each of your turns. the target is hostile, your first attack against it is made with
Vendetta requires concentration, and lasts for up to a advantage.
minute, and automatically ends if you're blinded or if your At 3rd level, you can use this feature once per short rest.
target vanishes from your sight. You can use this feature a You gain an extra use of Shadowstep when you reach 9th,
number of times equal to your Intelligence modifier, regain- 13th, and 17th level.
ing expended uses when you finish a long rest. Vision of the Dark
Outlaw Starting at 3rd level, you gain superior vision in dark and
dim conditions. If you don't already have darkvision, you
Outlaw rogues are the unscrupulous scoundrels of Azeroth. gain darkvision to a range of 60 feet.
Operating outside the law, they bend the rules and distort
the truth to get what they need. Outlaws use little tact or Shadow Blades
discretion, happy to engage in a tavern brawl, rarely patient Beginning at 9th level, using a bonus action, you can imbue
enough to wait in stealth for the opportune time to engage. your weapons with a portion of the plane of shadow. While
imbued, your weapons are treated as magical, and deals an
Bonus Proficiencies extra 1d6 necrotic damage on a hit. This ability lasts for a
When you choose this specialization at 3rd level, you gain minute in bright light, and for 4 hours in dim or unlit areas.
proficiency with firearms. You can use this feature once, regaining its use when you
finish a long rest. Upon reaching 17th level, you are able to
Hit and Run use this feature twice.
At 3rd level, during your turn, if you make a melee attack
against a creature, that creature can't make opportunity Cloak of Shadow
attacks against you for the rest of your turn. Starting at 13th level, you can use an action whilst in dim
Additionally, you also gain an additional way to use your light or darkness to turn invisible. This invisibility ends as
Sneak Attack, you don't need advantage on the attack roll soon as you attack, cast a spell, or in an area of normal or
to use your Sneak Attack against a creature if you are bright light.
within 5 feet of it, no other creatures are within 5 feet of This feature lasts for up to a minute, and can be used a
you, and you don't have disadvantage on the attack roll. All number of times equal to your Charisma modifier
the other rules for Sneak Attack still apply to you. (minimum of 1), regaining expended uses when you finish a
long rest.
Quick Combatant
Starting at 9th level, you can attack twice instead of once, Master of Shadows
whenever you take the Attack action on your turn. At 17th level, as an action you are able to create an illusory
version of yourself within 30 feet of you. On the following
Trick of the Trade turns you can use a bonus action to move the shadow up to
Starting at 13th level, you can direct certain attacks meant 30 feet from its position, or instantly swap position with it
for you onto others. When you are targeted by an attack, as long as you're within 120 feet of your shadow. Your
you can use your reaction to have the attack target that shadow is unable to move into brightly light squares, and
creature instead of you. conjured light pushes the shadow away into dim light.
You can use this feature once, regaining its use when you
finish a long rest.
PART 1 | CLASSES
73
Shaman
Know this: a shaman must never demand power; to do so
would arouse the anger of the elements, and a shaman
without the elements' protection is nothing. Those that
follow the path of the shaman must never forget this most
vital tenet. However, a shaman that works in a respectful
union with the elements wields a power rivaled by few.
— Teo Hammerstorm
As goblins surround an orc covered in furs, their cruel
grins anticipating an easy kill. In an instant, the orc is
surrounded by swirls of wind and his warhammer pulses
with raw elemental fire. He sets a martial stance and
beckons the green tide to dare challenge the elements
themselves. It is the call of the shaman to bring balance to this chaos.
An elderly human stands amidst his tribe’s warriors, Acting as moderators among earth, fire, water, and air,
their wounds fresh from conflict. He closes his eyes and shaman summon totems that focus the elements to support
concentrates deeply. Pulling the water of out from the the shaman’s allies or punish those who threaten them.
ground while an icy-hot sensation washes over the These masters of the elements can also call upon
wounded. elemental forces directly, unleashing torrents of lava and
His eyes narrow against the setting sun, casting shadows bolts of lightning against foes. The elements can create,
on his little flock. Four wooden totems line the entrance to destroy, support, and hinder. The experienced shaman
his cavern home; one is searing hot, another bone-chilling, balances the vast spectrum of these primordial forces into
a third surrounded by whirling currents, and the last an array of diverse abilities, making shaman versatile
sending beads of water all around it. They stand as heroes and valued members of any group.
elemental spirit guardians against unnatural forces who For millennia, since the primitive tribal cultures of
would besiege his home, each drawing power from their Azeroth and Draenor, the natural elements of the physical
home plane to fuel their magic. universe have been celebrated, feared, and even worshiped.
However they choose to manifest it, Shamans are united Mystics sought communion with the earth, air, fire, and
in their worship and control of the pure elements. They water, and learned to tap into their raw power. In time,
draw power from the elemental planes themselves. these spiritual guides came to understand that nature’s
Adepts of the Elements elemental forces aren’t wholly benevolent, but have, in fact,
been locked in an unending conflict of chaos and primal
Shaman are spiritual guides and practitioners, not of the fury that once consumed the physical realm. So began the
divine, but of the very elements. Unlike some other mystics, calling of the Shaman, to bring balance to these volatile
shaman commune with forces that are not strictly benevo- energies, leveraging their intensity to mend wounds . . . or
lent. The elements are chaotic, and left to their own devi- inflict them.
ces, they rage against one another in unending primal fury.
PART 1 | CLASSES
74
The Shaman
Proficiency Totems Totem Cantrips
Level Bonus Features Known Die Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Totemist (lesser) 2 d4 4 2 — — — —
2nd +2 Fighting Style 3 d4 4 3 — — — —
3rd +2 Shamanistic Binding, Elemental Shield 3 d4 4 4 — — — —
4th +2 Ability Score Improvement 4 d4 5 4 2 — — —
5th +3 Spirit Animal 4 d6 5 4 3 — — —
6th +3 — 5 d6 5 4 3 — — —
7th +3 Shamanistic Binding Feature 5 d6 5 4 3 2 — —
8th +3 Ability Score Improvement 6 d6 5 4 3 3 — —
9th +4 Astral Shift 6 d6 5 4 3 3 — —
10th +4 Totemist (greater), Totemist Projection 7 d8 6 4 3 3 1 —
11th +4 Shamanistic Binding Feature 7 d8 6 4 3 3 2 —
12th +4 Ability Score Improvement 8 d8 6 4 3 3 3 —
13th +5 — 8 d8 6 4 3 3 3 1
14th +5 Bloodlust 9 d8 6 4 3 3 3 2
15th +5 Shamanistic Binding Feature 9 d8 6 4 3 3 3 2
16th +5 Ability Score Improvement 10 d10 6 4 3 3 3 2
17th +6 — 10 d10 6 4 3 3 3 2
18th +6 — 11 d10 6 4 3 3 3 3
19th +6 Ability Score Improvement 11 d10 6 4 3 3 3 3
20th +6 Ascendance 12 d10 6 4 3 3 3 3

Creating a Shaman Class Features


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

PART 1 | CLASSES
75
Spellcasting Each totem lasts for a minute, and uses their active effect
As a link between the elements. you can cast shaman at the end of your turns. Summoned totems have an AC of
spells. See chapter 10 of the Player's Handbook for the 10, and hit points equal to twice your shaman level. You can
general rules of spellcasting and chapter 6 of this book for have no more than one totem of a each element active at
the shaman spell list. once, for a maximum of four totems summoned at once.
For example, if you already have an Earthquake Totem
Cantrips active, summoning a Stone Bulwark Totem will destroy
At 1st level, you know three cantrips of your choice from your Earthquake Totem and take its active totem slot. Your
the shaman spell list. You learn additional shaman cantrips totems active effectiveness increases when you gain certain
of your choice at higher levels, as shown in the Cantrips shaman levels, as shown in the Totem Die column of the
Known column of the Shaman table. Shaman table.
Preparing and Casting Spells Greater Totems
The Shaman table shows how many spell slots you have to Upon reaching 10th level, you are able to summon greater
cast your spells of 1st level and higher. To cast one of these totems. You can know a number of greater totems equal to
spells, you must expend a slot of the spell's level or higher. your Wisdom modifier (minimum of 1).
You regain expended spell slots when you finish a long rest.
You prepare the list of shaman spells that are available Fighting Style
for you to cast, choosing from the shaman spell list. When
you do so, choose a number of shaman spells equal to your At 2nd level, you adopt a style of fighting as your specialty.
Wisdom modifier + your shaman level (minimum of 1 spell) Choose one of the following options.
The spells must be of a level for which you have spell slots. You can't take a Fighting Style option more than once, even
For example, if you are a 4th-level shaman, you have four if you later get to choose again.
1st-level and two 2nd-level spell slots. With a Wisdom of 16, Defense
your list of prepared spells can include seven spells of 1st While you are wearing armor, you gain a +1 bonus to AC.
or 2nd level, in any combination. If you prepare the 1st-level
spell absorb element, you can cast it using a 1st-level or Dueling
2nd-level slot. Casting the spell doesn't remove it from your When you are wielding a melee weapon in one hand and no
list of prepared spells. other weapons, you gain a +2 bonus to damage rolls with
You can change your list of prepared spells when you that weapon.
finish a long rest. Preparing a new list of shaman spells
requires time spent communing with the elements: at least Protection
1 minute per spell level for each spell on your list. When a creature you can see attacks a target other than
Spellcasting Ability you that is within 5 feet of you. you can use your reaction to
Wisdom is your spellcasting ability for your shaman spells. impose disadvantage on the attack roll. You must be
The power of your spells comes from the elements and wielding a shield.
spirits. You use your Wisdom whenever a shaman spell Two-Weapon Fighting
refers to your spellcasting ability. In addition, you use your When you engage in two-weapon fighting, you can add your
Wisdom modifier when setting the saving throw DC for a ability modifier to the damage of the second attack.
shaman spell and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Shamanistic Binding
Wisdom modifier When you reach 3rd level, you enter a shamanistic binding,
Spell attack modifier = your proficiency bonus + your deepening your understanding of elements in a certain
Wisdom modifier aspect. Choose Elemental, Enhancement, or Restoration,
each of which is detailed at the end of the class description.
Ritual Casting Your choice grants you features at 3rd level, and again at
You can cast a shaman spell as a ritual if that spell has the 7th, 11th, and 15th level.
ritual tag and you have the spell prepared.
Spellcasting Focus
Elemental Shield
You can use a druidic focus as a spellcasting focus for your Starting at 3rd level, you gain two elemental shields, water
shaman spells. shield, and one determined by your shamanistic binding.
You can only have one elemental shield up at a time, an
Totemist elemental shield lasts for an hour, or until its effect has
been used up, activating an elemental shield whilst you
You are able to bind elemental energies in the form of have one active either resetting its duration or replaces it
totems. You know two totems of your choice. Your totem entirely depending on the shield you cast.
options are detailed at the end of the class description. You can use your elemental shield feature a number of
When you gain certain shaman levels, you gain additional times equal to your proficiency bonus, regaining all expend-
totems of your choice as shown in the Totems Known ed uses at the end of a long rest.
column of the Shaman table.
Additionally, when you gain a level in this class, you can Water Shield
choose one of the totems you know and replace it with As an action, you manifest small floating orbs of water
another totem that you could learn at that level. around you equal to your Wisdom modifier. The orbs hover
Using a bonus action, you can summon a known totems around you for an hour before falling to the ground.
in an unoccupied square within 30 feet of you.
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76
Whenever you roll damage for an attack or a spell cast Ascendance
using a spell slot, you can expend an orb floating around Upon reaching 20th level, you are so in commune with the
you to reroll any number of dice, and use either die roll. elements that you are able to assume an elemental ascen-
Once you've expended all uses of your water shield it dant form for a short duration. As a bonus action, your body
dissipates, making you able to activate a new shield effect if fills with raw elemental power, shifting your form to that of
desired. an elemental ascendant, your ascendance lasts for a num-
ber of turns equal to your Wisdom modifier before return-
Ability Score Improvement ing to your own self. You can use Ascendance once a day,
regaining its use when you finish a long rest.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, Each shamanistic binding gains a different ascendance,
16th, and 19th level, you can increase one ability score of each of which are described below:
your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can't increase an ability Elemental
score above 20 using this feature. You empower the element of Fire, all of your spells auto-
matically deal the maximum amount of damage possible,
Spirit Animal and you have advantage on all ranged spell attacks whilst
Starting at 5th level, your communion with the spirit world ascended.
has taught you to turn into a large animal with a ghostly
visage around it. As a bonus action you can turn into a Enhancement
spirit animal, all of your game statistics remain the same You empower the element of Wind, you gain two additional
with the exception of your armor class which is changed to attacks per attack Action, and you have advantage on all
14 for the duration. Whilst your spirit animal is active, you melee weapon attack rolls whilst ascended.
can use a bonus action to change back and forth between it
and your humanoid form. A deeper explanation of a Restoration
shamans spirit animal can be found in Appendix A at the You empower the element of Water, all of your spells cast
end of this book. that restores hit points and are unable to target more than
Spirit animal lasts for up to an hour, or until you attack a one creature heals for their maximum amount of healing
target with a weapon attack or cast a spell. You can use this possible, and heals a second target within range for half the
feature twice, regaining expended uses when you finish a healing done whilst ascended.
short or long rest.
Astral Shift
Shamanistic Binding
Shamans strive to deepen their understanding and connec-
Beginning at 9th level, you are able to momentarily shift tion with the elements no matter what. Some shamans
your body into the astral plane. As a reaction upon taking prefer a more brutal approach to shamanism, either in the
damage, you can momentarily shift your body to the astral shape of strict melee combat, or conjuring raw element
plane, giving you resistance towards all damage except powers against their enemies. Others still, stand as the
psychic until the beginning of your next turn. conjurers of healing waters and restorative energies.
You can use this feature twice, regaining its uses when
you finish a short or long rest. Elemental
Totemist Projection Elemental shamans have dedicated themselves above all
else to forging a deep bond with the elements. Making
Starting at 10th level, your mastery over your elemental them able to channel such power into destructive magical
totems and knowledge of them have made you able to surges. They manipulate the land itself. To battle an
effective reposition them. As a bonus action, you can move elemental shaman is to taunt the very forces of nature.
any active totems to a new location within 30 feet of you.
Additionally, you can summon a totem of each element Lightning Shield
using one bonus action. You can summon multiple totems When you choose this binding, as an action, you manifest
at once a number of times equal to your proficiency bonus, an orb of lightning that slowly swirls around you. Whenever
regaining all expended uses when you finish a long rest. you cast a spell using a spell slot, choose a creature hit by
your spell and make a ranged spell attack. On a hit, your
Bloodlust orb lashes out at the target, dealing 1d4 lightning damage.
At 14th level, you are able to insight the bloodlust within Additionally when you're hit by a melee attack, you can
your allies, making them able to fight harder. As an action, use your reaction to make a ranged spell attack, causing
all allies within 30 feet of you, are momentarily filled with a your orb to lash out at the attacker for 1d4 lightning
lust for blood. Each affected target gains an extra Action damage on a hit.
per turn, this action functions as if it was a new round, and Your orbs damage increases by 1d4 when you reach 5th
can be used as normal. Bloodlust lasts until the end of your level (2d4), 11th level (3d4), and 17th level (4d4).
second turn, at which point each affected creature gains Bonus Cantrip
one level of exhaustion. Starting at 3rd level, you learn the cantrip firebolt, if you
You can use this feature once per long rest. Additionally, don't already know it.
any creature with a level of exhaustion cannot be affected
by bloodlusts effect. Destructive Attunement
Beginning at 7th level, all spells cast using a spell slot deals
an extra damage die equal to your totems die.
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77
Additionally, your connecting with the elements has The elemental energies within each weapon you wield
enabled you to change the element of certain spells, lasts for a minute, or until you've successfully hit an enemy
whenever you cast a spell that deals cold, fire, or lightning, with the weapon.
before determining damage you may choose to change the Flametongue. You imbue your weapon with magma,
damage type to one of the two others. making it shine dim light in a 10-ft radius. Your melee
weapon attack deals an extra 2d6 fire damage, for each
Liquid Magma Totem higher level spell slot expended, flametongue deals an extra
Upon reaching 11th level, you are able to summon a liquid 1d6 fire damage.
magma totem, expending your fire totem slot. The liquid Frostbrand. You imbue your weapon with ice. Your
magma totem lasts until the end of your fourth turn before melee weapon attack deals an extra 1d8 frost damage,
dissipating. requiring the target to make a Dexterity saving throw. On a
At the end of each of your turns, choose an enemy within fail, their movement speed is halved until your next turn.
30 feet of your totem, opening a rift of magma from the Frostbands damage increases by 1d8 for a 3rd-level spell
totem to the target, requiring any target in the line to make slot (2d8), and a 5th-level spell slot (3d8).
a Dexterity saving throw. On a fail, each target takes fire Stormstrike. You imbue your weapon with crackling
damage equal to half your shaman level + 2d (totem die), on lightning. When you hit an enemy with a melee weapon
a success the damage is halved. The magma rift hardens attack, lightning crackles out from your weapon, hitting
immediately after your turn ends. You can use your Liquid your target and any chosen enemies within 10 feet of your
Magma totem once, regaining its use when you finish a target, dealing 1d6 lightning damage to each.
short or long rest. Stormstrikes damage increases by 1d6 for a 3rd-level
spell slot (2d6), and a 5th-level spell slot (3d6).
Elemental Storm
At 15th level, you can take control of the weather within 5 Feral Lunge
miles of you, altering it to your choice of a thunderstorm, Beginning at 7th level, you are able to lunge yourself at a
snowstorm, or firestorm. This spell acts as control weather, target whilst a spirit animal. As an action, you turn into your
taking 10 minutes to cast in an outdoor area as normal. spirit animal if you aren't already shapeshifted and lunge
As long as your elemental storm is active, you can use an yourself towards an enemy within 60 feet of you, doing so
action to cause a 10 foot wide beam to swirl down from the does not provoke opportunity attacks from any enemies you
skies at a point you can see. Any target hit by the beam is pass. As part of the same action, you can make a single
required to make a Dexterity saving throw. On a fail, taking weapon attack against the target.
10d6 damage of the appropriate type for the storm, or half Using feral lunge counts as a use of spirit animal if you
on a successful one. aren't shapeshifted before using it.
Whenever you call forth additional beams, the damage of
the beam is reduced by 2d6, upon reaching 0d6, the storm Wind Rush Totem
ends prematurely as the elements are calmed. Upon reaching 11th level, you are able to summon a wind
Elemental storm does require concentration, and lasts rush totem, expending your air totem slot. The wind rush
up to 8 hours. You can use this feature once per long rest. totem lasts until the end of your fourth turn before before
dissipating.
Enhancement Each ally within 30 feet of the totem can take the dash
Enhancement shamans are in as intense communion with Action as a bonus Action, and gain an additional attack per
the elements as the elemental shaman. What differentiates attack Action. You can use your Wind Rush totem once,
them is their combat methodology. They favor empowering regaining its use when you finish a long rest.
their physical attacks with elemental energies and facing Spirit Wolves
their adversaries up close.
At 15th level, as an action you are able to summon two
Wind Shield spirit wolves to your aid (found in Appendix A). The wolves
When you choose this binding, as an action you manifest act on your initiative, and obeys your commands as best
the air around you, making your movements and attacks they can. If no commands are given they use their action to
faster. Your movement speed increases by 10 feet, climbing attack the nearest enemy, being intelligent enough to tell
does not take additional movement, and you are unaffected friend from foe.
by natural difficult terrain. The spirit wolves lasts for a minute, or until killed. You
When you activate Wind shield, you must expend a 2nd- can use this feature once per long rest.
level spell slot or higher, gaining an extra attack per attack
Action, when you expend a 4th-level spell slot or higher, you Restoration
instead gain two extra attacks per attack Action. These Restoration shamans find a deep connection with water,
attacks do not stack with extra attacks given through using it soothing powers to restore life and heal afflictions.
another class. They finding harmony in the nature and purifying their
allies as a tidal surge washes across a sandy shore.
Imbued Weapons
Starting at 3rd level, you can enhance your weapons by Earth Shield
imbuing them with elemental energy. As a free action, you When you choose this binding, as an action choose a crea-
can expend a spell slot into each weapon you hold, giving ture within 60 feet of you, manifesting four large flat rocks
them an effect of your choice from the list below, when that hovers around the creature.
wielding two weapons, you can give each weapon a Using your reaction upon the creature being hit, you can
different effect if desired. place a rock slab in front of them, giving them resistance
against all damage, except poison, psychic and thunder.
PART 1 | CLASSES
78
You can resist four attacks using earth shield, each stores the amount healed within it. The totem lasts until
resisted attack destroying a rock slab. The resistance can the end of your fourth turn.
be announced after the attack has hit, but before damage is At the end of your fourth turn, the totem explodes and
dealt. Casting this shield does not cancel any shield placed dissipates. Choose any number of creatures within a 15-ft
upon yourself, unless you are the target of earth shield. radius of the totem, and divide the healing within the
cloudburst totem among them. Once you've used this
Totems of Water totem, you cannot use it again until you finish a short or
Starting at 3rd level, you learn one lesser water totem of long rest.
your choice, this totem does not count towards your
Totems Known. Earthbind Totem
Additionally, you are able to have two different totems of Lesser totem (earth)
water conjured at once. The maximum of four manifest You place down an earthbind totem, immediately making a
totems still remain. 20-ft radius around the totem difficult terrain for any enemy
Chain Heal
that enters it.
Beginning at 7th level, you are able to heal multiple people Earthgrab Totem
at once. As an action, choose a friendly target within 60 Lesser totem (earth)
feet of you, healing the target for 3d6, choose a 2nd target You place down an earthgrab totem, any creature within 5
within 30 feet of the 1st target to be healed for the two of feet of the totem is required to make a Dexterity saving
the dice rolls, and a 3rd target within 30 feet of the 2nd to throw. On a failed save, the creatures affected is grappled
be healed for one of the dice rolls. until the start of your next turn.
Chain Heals healing increases by 1d6 at 7th level (4d6),
11th level (5d6), and 15th level (6d6). With each healing Earthquake Totem
increase, the second and third target is healed for one Lesser totem (earth)
more of the die rolls.
You can use chain heal a number of times equal to your You place down an earthquake totem, requiring all
Wisdom modifier, regaining expended uses when you finish creatures within 15 feet of it to make a Dexterity saving
a short or long rest. throw, dealing 2d (totem die) bludgeoning damage on a
failed save, and half as much on a successful one.
Healing Tide Totem
Upon reaching 11th level, you are able to summon a heal- Fire Nova Totem
ing tide totem, expending a water totem slot. The healing Prerequisite: 3rd level, lesser totem (fire)
tide totem lasts until the end of your fourth turn before You place down a fire nova totem, the totem uses the round
dissipating. to charge up, at the end of your next turn, the fire nova
At the end of each of your turns, the totem heals every totem explodes and dissipates, every creatures within 10
ally within 20 feet of it for half your shaman level + 2d feet of it must make a Dexterity saving throw. On a fail, they
(totem die). You can use your Healing Tide totem once, take 4d (totem die) fire damage and catch on fire, requiring
regaining its use when you finish a short or long rest. them to make a Dexterity saving throw at the beginning of
their turn to put out the fire, or take 1d (totem die) fire
Cleanse Spirit damage until they succeed. On a successful save, affected
At 15th level, you can bend water in such a way as to alle- targets takes half damage, and does not catch fire.
viate certain magical effects from allies and enemies. As an
action, you can replicate the effects of a Remove Curse or a Flametongue Totem
4th level Dispel Magic spell on a target within 30 feet. Lesser totem (fire)
You can use this feature a number of times equal to your You place down a flametongue totem, any ally within a 15-ft
Wisdom modifier per long rest. radius of the totem deals an additional 1d (totem die) fire
damage on melee or ranged weapon attack.
Totems Frost Protection Totem
If a totem has prerequisites, you must meet them to learn Prerequisite: 5th level, lesser totem (fire)
it. You can learn the totem at the same time that you meet You place down a frost protection totem, giving all allies
its prerequisites. A level prerequisite in a totem refers to within 30 feet of it a warm barrier around their bodies,
your shaman level, not your character level. granting them resistance against cold damage, and
Cleansing Totem extreme cold.
Prerequisite: 2nd level, lesser totem (water) Grace of Air Totem
You place down a cleansing totem, at the end of your turn Prerequisite: 5th level, lesser totem (air)
the totem cleanses one ally of your choice within 30 feet of you place down a grace of air totem, improving the move-
it for either one disease, or one condition afflicting it. The ment of friendly creatures within 30 feet of it. All affected
condition can be blinded, deafened, paralyzed, or poisoned. creatures are able to Dash and Disengage as a bonus
After the totem has cleansed an ally, it dissipates. action, and are unaffected by natural difficult terrain.
Cloudburst Totem Grounding Totem
Prerequisite: 12th level, greater totem (water) Prerequisite: 7th level, lesser totem (air)
You place down a cloudburst totem, whenever you heal You place down a grounding totem, while the totem is
with a spell that uses a spell slots, the cloudburst totem— active, the first spell cast at an ally within 30 feet of the—
PART 1 | CLASSES
79
totem is counter spelled, as if using the spell counter- Spirit Link Totem
spell at 3rd level, no matter if the totem succeeds or fails, it Prerequisite: 14th level, greater totem (water)
crumbles and vanishes.
You place down a spirit link totem, the totem immediately
Healing Stream Totem makes a visible ring of spirit essence around it in a 10-ft
Lesser totem (water) radius, any damage dealt to allies within it is reduced by
You place down a healing stream totem, any friendly half your shaman level. Once you've used this totem, you
creature within 20 feet can expend hit dice as if they had cannot use it again until you finish a short or long rest.
finished a long rest as the totem soothes them. The crea- Stone Bulwark Totem
ture is healed for the amount roll + your Wisdom modifier Prerequisite: 5th level, lesser totem (earth)
per hit die expended.
You, place down a stone bulwark totem, and choose an ally
Heat Protection Totem within 15 feet of it, that ally gains 1d (totem die) + your
Prerequisite: 5th level, lesser totem (water) Wisdom modifier temporary hit points at the end of each of
You place down a heat protection totem, giving all allies your turns, if the chosen ally moves out of its range, you
within 30 feet of it a cold barrier around their bodies, grant- may choose a new target within 15 feet, if no ally is within
ing them resistance against fire damage, and extreme heat. 15 feet, the totem dissipates.
Lightning Surge Totem Stoneskin Totem
Prerequisite: 3rd level, lesser totem (air) Prerequisite: 10th level, greater totem (earth)
You place down a lightning surge totem, the totem uses the you place down a stoneskin totem, allies adjacent to the
round to charge up, at the end of your next turn, the totem has resistance against bludgeoning, piercing and
lightning surge totem explodes and dissipates, sending out slashing damage. Once you've used this totem, you cannot
a short range pulse of lightning affecting all creature within use it again until you finish a short or long rest.
15 feet of it, each creature must make a Constitution saving Stormlash Totem
throw, becoming stunned until the beginning of your next Prerequisite: 3rd level, lesser totem (air)
round on a failed save.
you place down a stormlash totem, any ally within a 30-ft
Magma Totem radius of the totem deals an additional 1d (totem die)
Prerequisite: 10th level, greater totem (fire) lightning damage on their first spell attack on their turn.
You place down a magma totem, the totem lasts until the Tremor Totem
end of your fourth turn before dissipating, expanding by 5-ft Prerequisite: 10th level, greater totem (earth)
around it on each of your turns, any creature caught in the
magma is required to make a Dexterity saving throw. On a You place down a tremor totem, as long as the totem
fail, they take 5 (totem die) fire damage and catching on stands, you may use a bonus action to remove all of the
fire, requiring them to make a Dexterity saving throw at the following conditions from allies within 30 feet of it.
beginning of their turn to put out the fire, or take 2d (totem charmed, frightened, paralyzed, petrified, or stunned Once
die) fire damage until they succeed. On a successful save, you've used this totem, you cannot use it again until you
the damage is halved, and they do not catch fire. Once your finish a short or long rest.
magma totem dissipates, the streams of magma continues
to exist for an hour before hardening. Once you've used this Voodoo Totem
totem, you cannot use it again until you finish a short or Prerequisite: 15th level, greater totem (air)
long rest. You place down a voodoo totem, choose a number of
creatures equal to your wisdom modifier within 60 feet of
Mana Spring Totem the totem, each creature must make a Wisdom saving
Lesser totem (water) throw, being shapeshifted into a frog on a failed save, as by
You place down a mana spring totem, granting all allies the polymorph spell. Once you've used this totem, you
within 15 ft of it advantage on Intelligence and Wisdom cannot use it again until you finish a short or long rest.
saving throws.
Wrath of Air Totem
Searing Totem Prerequisite: 10th level, greater totem (air)
Lesser totem (fire) You place down a wrath of air totem, allies within 15 feet of
You place down a searing totem, at the end of each of your the totem gains a secondary action each round, this action
turns, the searing totem spews a ball of fire against a target can only be used to cast a spell, spell-like ability, spell, or to
of your choice within 60 feet of it. Make a ranged spell take the attack action. Once you've used this totem, you
attack, dealing 2d (totem die) on a hit. cannot use it again until you finish a short or long rest.
Skyfury Totem
Prerequisite: 11th level, greater totem (fire)
You place down a skyfury totem, any ally within a 20-ft
radius, all melee and ranged weapon attacks critical range
is reduced to 18-20.

PART 1 | CLASSES
80
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.
These practitioners of the profane are feared across
Warlock Azeroth, and many who have felt their wrath now prefer to
Behold those who have power, and who are not afraid to fight alongside a warlock than against one.
wield it. Behold... the warlocks! Warlocks burn and destroy weakened foes with a
combination of crippling illnesses and dark magic. While
— Gul'dan their demon pets protect and enhance them, warlocks
strike at their enemies from a distance. As physically weak
With a small imp jumping behind her, a young human in spellcasters bereft of heavy armor, cunning warlocks allow
golden robes smiles warmly, weaving a magical charm into their minions to take the brunt of enemy attacks in order to
his honeyed words and bending the palace sentinel to her save their own skin.
will.
As flames spring to life in her hands, a wizened orc Delvers Into Secrets
blows upon the flame, infusing spell with fel magic
instantly turning it green. Warlocks are the most volatile and insatiable of
Shifting his gaze between a battered tome and the odd spellcasters. Though they often pledge themselves to the
alignment of the stars overhead, a wild-eyed forsaken service of noble causes and are not innately evil, their
chants the mystic ritual that will open a doorway to a desire to understand darker magics and exercise
distant world. unwavering command over demonic forces breeds mistrust
among even their closest allies. Warlocks peer into the Void
Dark Arts, Dominance without hesitation, leveraging the chaos they glimpse
within to devastating ends in battle—their greatest abilities
In the face of demonic power, most heroes see death. are fueled by the souls they’ve harvested from their victims.
Warlocks see only opportunity. Dominance is their aim, and They exploit powerful Shadow magic to manipulate and
they have found a path to it in the dark arts. These degrade the minds and bodies of their enemies. They
voracious spellcasters summon demonic minions to fight employ Fire magic, dropping hellish rain from the sky, to
beside them. At first, they command only the service of immolate the opposition. They summon and command
imps, but as a warlock’s knowledge grows, seductive indomitable demons from the Twisting Nether to do their
succubi, loyal voidwalkers, and horrific felhunters join the bidding, or even to be sacrificed as the Warlock sees fit,
dark sorcerer’s ranks to wreak havoc on anyone who empowering and protecting the dark caster from harm.
stands in their master’s way.
PART 1 | CLASSES
81
The Warlock
Proficiency Cantrips Spells Spell Spell
Level Bonus Features Known Known Slots Level
1st +2 Grimoire, Demon Companion, Shadow Magic 3 2 1 1st
2nd +2 Life Drain 3 3 2 1st
3rd +2 — 3 4 2 2nd
4th +2 Ability Score Improvement 4 5 2 2nd
5th +3 — 4 6 2 3rd
6th +3 Grimoire Feature 4 7 2 3rd
7th +3 — 4 8 3 4th
8th +3 Ability Score Improvement 4 9 3 4th
9th +4 — 4 10 3 5th
10th +4 Grimoire Feature 5 10 3 5th
11th +4 Shadow Arcanum (6th level) 5 11 3 5th
12th +4 Ability Score Improvement 5 11 4 5th
13th +5 Shadow Arcanum (7th level) 5 12 4 5th
14th +5 Grimoire Feature 5 12 4 5th
15th +5 Shadow Arcanum (8th level) 5 13 4 5th
16th +5 Ability Score Improvement 5 13 4 5th
17th +6 Shadow Arcanum (9th level) 5 14 5 5th
18th +6 — 5 14 5 5th
19th +6 Ability Score Improvement 5 15 5 5th
20th +6 Fel Master 5 15 5 5th

Sworn and Beholden Quick Build


You can make a warlock quickly by following these
A warlock is defined by a specific grimoire. A warlock suggestions. First, Intelligence should be your highest
might lead a cult dedicated to a powerful demon, or to do ability score, followed by Constitution.
chaotic destruction.
The magic bestowed on a warlock through their grimoire Class Features
ranges from minor but lasting alterations to the warlock's
being (such as the ability to see in darkness or to read any As a warlock, you gain the following class features.
language) to access to powerful spells. Unlike bookish
wizards, warlocks supplement their magic with some Hit Points
facility at hand-to-hand combat. Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Creating a Warlock Hit Points at Higher Levels: 1d8 + your Constitution
As you make your warlock character, spend some time modifier per warlock level after 1st
thinking about your grimoire and the obligations that your Proficiencies
book imposes upon you. What led you to become a warlock Armor: None
and acquire a grimoire? Were you seduced by the powers Weapons: Simple weapons, longswords, rapier, scimitar,
that fel magic can promise, or did you seek out a warlocks shortswords
ritual that would entice you to study their ways. Did you Tools: None
search for knowledge and found more than you expected?
Your grimoire might drive you into adventurers, seeking Saving Throws: Intelligence, Wisdom
to uncover hidden information. Skills: Choose two skills from Arcana, Deception, History,
As a warlock you have demon companion, what kind of Intimidation, Investigation, Nature, and Religion
relationship do you have with it? friendly, antagonistic, Equipment
uneasy, or romantic? You start with the following equipment, in addition to the
equipment granted by your background:
(a) shortsword or (b) any simple weapon
PART 1 | CLASSES
82
(a) a component pouch or (b) a focus of fel Demon Companion
(a) a scholar's pack or (b) a dungeoneer's pack
A grimoire Starting at 1st level, you gain the unwilling service of a
demon, a creature from the twisting nether. Using an hour,
Grimoire you can summon the demon to your side, appearing in an
At 1st level, you acquire a book by the warlock councils, the unoccupied space within 15 feet. You can summon any
book entails the beginning of your growth in one of the demon from the Monster Manual that has a challenge
following sects of the council. The Grimoire of Affliction, rating lower than half your warlock level (minimum of 1),
Demonology, or Destruction. Your choice grants you using the statistics presented in the monster manual to
features at 1st level and again at 6th, 10th, and 14th level. determine its stats and abilities.
If you loose your grimoire, you can perform a 1-hour Should the demon companion die while in the service to
ceremony to receive a replacement from the void. you, you're required to make a Constitution saving throw,
DC 12 + the CR of the demon. On a fail, you take 1d10
Shadow Magic psychic damage for each CR of the demon. This damage
overcomes resistances, and ignores temporary hit points,
Your research of shadow and its devastating magic have the damage taken is subtracted from your maximum hit
given you facility with spells. See chapter 10 of the Player's points, and regains at a rate of 1d10 per long rest. On a
Handbook for the general rules of spellcasting and chapter success, the damage is halved.
6 of this book for for the warlock spell list. Your demon acts independently of you, but it always
obeys your commands, whilst enslaved to you, it cannot
Cantrips independently do any actions that would go against your
You know two cantrips of your choice from the warlock alignment. For example, if you're a good aligned warlock,
spell list. You learn additional warlock cantrips of your your demon cant on its own accord begin to wreak havoc
choice at higher levels, as shown in the Cantrips Known around you, its enslavement forbids it and prevents it from
column of the Warlock table. taking such actions without explicit order to do so. In
Combat, it rolls its own initiative and acts on its own turn,
Spell Slots its actions decided by its master.
The Warlock table shows how many spell slots you have. Using a minute, you can temporarily dismiss your
The table also shows what the level of those slots is; all of demon. It disappears into a pocket dimension where it
your spell slots are the same level. To cast one of your awaits your summons, while in this dimension, the demon
warlock spells of 1st level or higher, you must expend a regains hit points as if it had finished a long rest.
spell slot. You regain all expended spell slots when you Alternatively you can spend an hour to dismiss the demon,
finish a short or long rest. banishing it back into the twisting nether. As an action
For example. when you are 5th level, you have two 3rd- while it is temporarily dismissed, you can cause it to
level spell slots. To cast the 1st-level spell shadowbolt, you reappear in any unoccupied space within 30 feet of you.
must spend one of those slots, and you cast it as a 3rd-level You can't have more than one demon servant at a time, if
spell. you attempt to summon an additional demon while you
Spell Known of 1st Level and Higher
currently have one enslaved, your current demon breaks
free of its chains and becomes hostile towards you.
At 1st level, you know two 1st-level spells of your choice
from the warlock spell list. Life Tap
The Spells Known column of the Warlock table shows
when you learn more warlock spells of your choice of 1st Starting at 2nd level, you can sacrifice a portion of your
level and higher. A spell you choose must be of a level no health to restore expended spell slot. As a bonus action,
higher than what's shown in the table's Slot Level column you can deal 1d6 necrotic damage to yourself. In return you
for your level. When you reach 6th level, for example, you regain a 1st-level spell slot. For each spell slot above 1st,
learn a new warlock spell, which can be 1st, 2nd, or 3rd life tap deals an additional 1d6 necrotic damage, to a
level. maximum of 5d6 for a 5th level spell slot.
Additionally, when you gain a level in this class, you can Additionally, you can sacrifice health to regain the usage
choose one of the warlock spells you know and replace it of a Grimoire feature. Taking 1d8 necrotic damage for your
with another spell from the warlock spell list, which also 1st level feature. The damage increases by 2d8 for your 6th
must be of a level for which you have spell slots. level (3d8), 10th level (5d8), and 14th level (7d8)
You can use this feature equal to your Intelligence modi-
Spellcasting Ability fier, regaining expended uses when you finish a short rest.
Intelligence is your spellcasting ability for your warlock
spells, so you use your Intelligence whenever a spell refers Ability Score Improvement
to your spellcasting ability. In addition, you use your Intelli- When you reach 4th level, and again at 6th, 8th, 12th, 14th,
gence modifier when setting the saving throw DC for a war- 16th, and 19th level, you can increase one ability score of
lock spell you cast and when making an attack roll with one your choice by 2, or you can increase two ability scores of
Spell save DC = 8 + your proficiency bonus + your your choice by 1. As normal, you can't increase an ability
Intelligence modifier score above 20 using this feature.
Spell attack modifier = your proficiency bonus + your
Intelligence modifier Shadow Arcanum
At 11th level, you've delved deep enough into dark magics
Spellcasting Focus and fel to unveil magical secrets called arcanums. Choose
You can use an arcane focus as a spellcasting focus for your one 6th-level spell from the warlock spell list as this
warlock spells. arcanum.
PART 1 | CLASSES
83
You can cast your arcanum spell once without expending a Curse of Agony
spell slot, after which you must finish a long rest before you Beginning at 6th level, you can use an action to agonize a
can do so again. target within 30 feet of you. The target is required to make
At higher levels, you gain more warlock spells of your an ability saving throw with disadvantage corresponding to
choice that can be cast in this way: one 7th-level spell at the curse of agony chosen below. On a failed save, the
13th level, one 8th-level spell at 15th level, and one 9th-level target is affected by the curse for the next 24 hours.
spell at 17th level. You regain all uses of your Shadow Agony of Weakness (Strength): If the creature deals
Arcanum when you finish a long rest. damage with a weapon attack, their damage rolls is halved
Fel Master for the duration.
Agony of Gracelessness (Dexterity): The creature has
At 20th level, you can draw on your inner reserve of fel disadvantage on ability rolls requiring dexterity, and attack
power to regain expended spell slots. You can spend 1 rolls for the duration.
minute to regain all your expended spell slots from your Agony of Illness (Constitution): The creature has
Spellcasting feature. Once you regain spell slots with this disadvantage on all Constitution saving throws, and cannot
feature, you cannot do so again until you finish a long rest. regain hit points through healing spells for the duration.
Agony of Stupidity (Intelligence): Moving requires an
Grimoire action for the creature for the duration.
Agony of Carelessness (Wisdom): The creature doesn't
Warlocks are granted a grimoire for their dedication move in a way to avoid opportunity attacks, and always
towards a certain aspect of warlocks. Three grimoires takes the most direct route to its destination. Additionally
exist, each delving into a different aspect of the powers the creature cannot use the Disengage action on its turn for
warlocks wield. the duration
Agony of Abhorrence (Charisma): The creature
Grimoire of Affliction becomes frightened of you for the duration.
Warlocks of the affliction grimoire are masters of shadow- You may use this feature once per long rest. Upon
touched powers, unlike the shadow priests these warlock reaching 10th level, and again at 14th level, you gain an
delight in using fel as a force to cause intense pain and additional use of Curse of Agony.
suffering in others. They revel in corrupting minds,
agonizing souls, and leaving enemies in a state of torment Siphon Life
that would see them undone in due time. Starting at 10th level, you are able to siphon the life of your
enemies to replenish your own. As an action, choose a
Expanded Spell List target within 60 feet of you. The target is required to make
Affliction lets you choose from an expanded list of spells a Constitution saving throw. Taking your warlock level +
when you learn a warlock spell. The following spells are your Intelligence modifier in necrotic damage on a failed
added to the warlock spell list for you. save, immediately healing you for half of the damage dealt.
Affliction Expanded Spells
On a successful save, the target takes half of the damage,
and you regain no hit points from the spell.
Spell Level Spells You may use this feature a number of times equal to your
1st fog cloud, mind blast Intelligence modifier, regaining expended uses when you
finish a long rest.
2nd enlarge/reduce, phantasmal force
3rd counterspell, slow Phantom Singularity
At 14th level, as an action, you can place a phantom
4th blight, vitriolic sphere singularity within an enemies mind. Whenever the enemy
5th cloudkill, hold monster gains hit points it is required to make a Constitution saving
throw, on a fail, the health regained is instead dealt as psy-
Malefic Grasp chic damage to the healed creature and the healer if it was
Starting at 1st level, you are able to grapple a target with casted upon the target, the damage split evenly between
shadowy tendrils. As an action, choose a target within 30 the two. On a successful save, the target is healed for half
feet of you, the target is required to make a Strength saving the hit points restored.
throw against your spell DC. Taking 1d8 necrotic damage Phantom Singularity requires concentration, and lasts
and halving the target's speed, for every 5 feet the target for up to a minute. You can use this feature once, regaining
moves, the target takes an additional 1d4 necrotic damage. its use when you finish a long rest.
Malefic grasp lasts for a minute, or until the target has Grimoire of Demonology
moved 15 feet from where the tendrils spawned, at which
point they vanish. Malefic Grasps damage increases by one Warlocks of the demonology grimoire have mastered
die upon reaching 6th level (2d8, 2d4), and again at 10th harnessing the power of the malefic demon beings on the
level (3d8, 3d4) field of battle. While their practice is often considered by
Malefic grasp requires concentration, and lasts up to a outsiders as wicked and reckless, the demonologist
minute. You can use this feature a number of times equal to maintains absolute control over their enslaved creatures.
your Intelligence modifier, regaining expended uses when
you finish a long rest. Expanded Spell List
Demonology lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you.

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84
Demonology Expanded Spells Grimoire of Destruction
Spell Level Spells Warlocks of the destruction grimoire are well-versed in
1st mind blast, sudden awakening discharging a dizzying array of shadow, fel, fire, and chaos
magics upon opponents that rattle souls and conflagrate
2nd find steed, suggestion bodies. They require little motivation for the havoc they
3rd animate dead, * hex wreak, happy to revel in the destruction they cause, thrilled
at any opportunity to watch the world erupt in discord.
4th charm monster, dominate beast
5th hold monster, planar binding Expanded Spell List
Destruction lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
Wild Imps added to the warlock spell list for you.
Starting at 1st level, whenever you get the final blow or
critically hit a target with a spell using a spell slot, you Destruction Expanded Spells
bring forth an imp from the twisting nether to assist you in Spell Level Spells
combat. The imp is summoned in an unoccupied square
within 15 feet of you. The wild imps follows the same rules 1st burning hands, witch bolt
given in your Demon Companion feature, with the excep- 2nd aganazzar's scorcher, scorching ray
tion of the damage dealt to you upon its death.
You can have a number of wild imps under your control 3rd erupting earth, flame arrows
equal to 1/4 of your Warlock level rounded up (minimum of 4th fire shield, wall of fire
1). Any wild imps summoned beyond that replaces your
oldest imp. Your wild imps stays for up to 10 minutes, 5th flame strike, planar binding
before being sucked back into the twisting nether, or until
you dismiss them or they die. Bonus Cantrips
At 1st level, you learn the control flames and firebolt
Demons Calling cantrip. They count as warlock cantrips for you, but they
Beginning at 6th level, you can regain hit points equal to don't count against your number of cantrips known.
1d8 + your Constitution modifier (minimum of 1 hit point)
when you succeed on a death saving throw, or when you Chaos Magic
stabilize a creature with spare the dying. Starting at 1st level, any warlock spell cast using a spell slot
Once you use this feature, you can't use it again until you deals fire or necrotic damage deals an additional 1d6 dam-
finish a long rest. age of the opposite damage type. For example, a burning
hands would deal an additional 1d6 necrotic damage.
Soul Link Spells that deal both fire and necrotic damage deals an
Starting at 10th level, the bond between master and minion additional 1d10 damage of either fire or necrotic.
has strengthened unlike any other summoner. Upon taking
damage, you can use you and your demons reaction to split Sacrificial Pact
the damage between the two of you, your demon taking the Beginning at 6th level, your demonic companion are
higher number of the damage rolls are uneven, additionally, becoming more of a hindrance than a help. As an action,
you both gain resistance to damage except psychic against you can sacrifice your demon to empower yourself further,
the damage. killing your demon this way does not harm you or deal
You can use this feature a number of times equal to your damage to you. As long as your companion is sacrificed,
Intelligence modifier, regaining expended uses when you any spell cast using a spell slot deals an extra 1d6 damage
finish a short or long rest. of the appropriate type for every second challenge rating
level of the summoned demon. For example, a demon with
Infernal Meteor a challenge rating of 1 or 2 would make you deal an extra
At 14th level, you can conjure forth an infernal from the 1d6 damage, and a demon with a challenge rating of 3 or 4
twisting nether, the infernal arrives on Azeroth through the would make you deal an additional 2d6 damage.
use of its meteoric arrival feature. The effect of your sacrificed companion lasts until you
At the beginning of your following turn, the meteor summon a new one from the void.
transforms into a huge infernal. The infernal crumbles
when it drops to 0 hit points or when an hour has passed. Twisted Fortitude
The infernal follows the same rules given in your Demon Starting at 10th level, chaotic energy is beginning to linger
Companion feature, with the exception of the damage dealt deep within your body, whenever you finish a long rest, you
to you upon its death. gain resistance to your choice of fire or necrotic damage
If your concentration is broken, the infernal doesn't until you finish your next long rest.
dissolve into the twisting nether. Instead, the infernal Additionally you ignore the effects of extreme heat.
breaks free of your bonds and becomes hostile towards you
and your companions. An uncontrolled infernal can't be Chaos Bolt
dismissed by you, but returns into the twisting nether after At 14th level, you are able to hurl a roaring bolt of chaotic
an hour has passed. energy against a target. Choose a target within 120 feet,
Infernal Meteor requires concentration, and lasts up to the target is required to make a Constitution saving throw.
an hour. You can use this feature once, regaining its use On a fail, they take 4d8 necrotic damage plus 30 fire
when you finish a long rest. damage, and half of that damage on a successful one.
Once you have used this feature you cannot use it again
until you have finished a long rest.
PART 1 | CLASSES
85
Warrior
Now, watch them attack me. Pitiful! Do they think to take
vengeance for their fallen? Do they come to challenge ME?
I, who have won a hundred wars? I, who stood alone
against thousands and still shouted for my enemies to
come? No, these saurok will crumple before me like paper
before the flame!
— Skeer the Bloodseeker
The warrior’s battle cries embolden friends and leave foes
A human in clanging plate armor holds her shield high cowering in fear. With legendary precision, warriors target
before her as she charges toward the massed kobolds. A the smallest gaps in armor and slice at hamstrings in a blur
night elf behind her, clad in studded leather armor, peppers of steel.
the kobolds with arrows loosed from his exquisite bow. The Every dragon slain, corrupted tyrant toppled, and demon
dwarf nearby shouts orders, helping the two combatants banished from Azeroth has trembled in the face of these
coordinate their assault to the best advantage. lords of war.
An orc in chainmail interposes his shield between the Warriors are the quintessential fearless fighters on the
ogre's club and his companion in a swift action, knocking battlefield, and their pure martial prowess inspires courage
the deadly blow aside. His companion, a blood elf in scale in allies and despair in enemies. Experts in all manner of
armor, swings two scimitars in a blinding whirl as she melee weaponry and possessing incredible physical
circles the ogre, looking for a blind spot in its defenses. strength and skill, Warriors are perfectly suited to serve as
A gladiator fights for sport in an arena, a master with his frontline combatants and battlefield commanders.
trident and net, skilled at toppling foes and moving them
around for the crowd's delight, and his own tactical Well-Rounded Specialists
advantage. His opponent's sword flares with blue light an Warriors learn the basics of all combat styles. Every
instant before she sends lightning flashing forth to smite warrior can swing an axe, fence with a rapier, wield a
him. longsword or a greatsword, use a bow, and even trap foes in
Ancient Practice a net with some degree of skill. Likewise, a warrior is adept
with shields and every form of armor. Beyond that basic
For as long as war has raged, heroes from every race have degree of familiarity, each fighter specializes in a certain
aimed to master the art of battle. Warriors combine style of combat. Some concentrate on protection their
strength, leadership, and a vast knowledge of arms and allies from mortal blows, some on fighting with two
armor to wreak havoc in glorious combat. Some protect weapons at once, and some prefer a single large weapon
from the front lines with shields, locking down enemies able to be wielded with extraordinary force. This
while allies support the warrior from behind with spell and combination of broad general ability and extensive
bow. Others forgo the shield and unleash their rage at the specialization makes fighters superior combatants on
closest threat with a variety of deadly weapons. battlefields and in dungeons alike.
PART 1 | CLASSES
86
The Warrior
Proficiency
Level Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Stance
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Stance Improvement
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Stance Improvement
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Stance Improvement
16th +5 Ability Score Improvement
Action Surge (two uses), Indomitable
17th +6
(three uses)
18th +6 Martial Stance Improvement
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)
Class Features
As a warrior, you gain the following class features.
Hit Points
Hit Dice: 1d10 per warrior level
Creating a Warrior Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution
As you build your warrior, think about two related elements modifier per warrior level after 1st
of your character's background: Where did you get your
combat training, and what set you apart from the mundane Proficiencies
fighters around you? Were you particularly ruthless? Did Armor: All armor, shields
you get extra help from a mentor, perhaps because of your Weapons: Simple weapons, martial weapons, firearms
exceptional dedication? What drove you to this training in Tools: None
the first place? A threat to your homeland, a thirst for Saving Throws: Strength, Constitution
revenge, or a need to prove yourself might ail have been Skills: Choose two skills from Acrobatics, Animal
factors. Handling, Athletics. History, Insight, Intimidation,
You might have enjoyed formal training in a noble's army Perception, and Survival
or in a local militia. Perhaps you trained in a war academy,
learning strategy, tactics, and military history. Or you might Equipment
be self-taught—unpolished but well tested. Did you take up You start with the following equipment, in addition to the
the sword as a way to escape the limits of life on a farm, or equipment granted by your background:
are you following a proud family tradition? Where did you (a) chain mail or (b) leather, longbow, and 20 arrows
acquire your weapons and armor? They might have been (a) a martial weapon and a shield or (b) two martial
military issue or family heirlooms. or perhaps you weapons
scrimped and saved for years to buy them. Your armaments (a) a light crossbow and 20 bolts or (b) two handaxes
are now among your most important possessions—the only (a) a dungeoneer's pack or (b) an explorer's pack
things that stand between you and death's embrace.
Quick Build Fighting Style
You can make a warrior quickly by following these You adopt a particular style of fighting as your specialty.
suggestions. First, Strength should be your highest ability Choose one of the following options. You can't take a
score, followed by Constitution. Fighting Style option more than once, even if you later get
to choose again.
PART 1 | CLASSES
87
Defense Indomitable
While you are wearing armor, you gain a +1 bonus to AC. Beginning at 9th level, you can reroll a saving throw that
Dueling you fail. If you do so, you must use the new roll, and you
When you are wielding a melee weapon in one hand and no can't use this feature again until you finish a long rest.
other weapons, you gain a +2 bonus to damage rolls with You can use this feature twice between long rests
that weapon. starting at 13th level and three times between long rests
starting at 17th level.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
Martial Stances
hands, you can reroll the die and must use the new roll, Different fighters choose different approaches to perfecting
even if the new roll is a 1 or a 2. The weapon must have the their fighting prowess. The martial stance you choose to
two-handed or versatile property for you to gain this emulate reflects your approach.
benefit.
Arms
Protection As a childhood of sparring defines a warrior’s destiny, so
When a creature you can see attacks a target other than too does one’s choice of weapon determine their role on the
you that is within 5 feet of you. you can use your reaction to battlefield. Arms warriors gravitate toward two-handed
impose disadvantage on the attack roll. You must be weapons instinctively. Two-handed weapons allow them to
wielding a shield. deliver devastating, overpowering blows, fully exploiting
their enemies’ weaknesses.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your Improved Critical
ability modifier to the damage of the second attack. Beginning when you choose this stance at 3rd level, your
weapon attacks score a critical hit on a roll of 19 or 20.
Second Wind
You have a limited well of stamina that you can draw on to Combat Enhancement
protect yourself from harm. On your turn, you can use a Starting at 7th level, choose one of the following combat
bonus action to regain hit points equal to Id10 + your enhancements.
warrior level. Brutal Attacker: When you roll for an attack and
Once you use this feature, you must finish a short or long critically hit, your weapon deals three times as much
rest before you can use it again. damage, instead of twice.
Sword Master: When making an attack with advantage,
Action Surge you may make an an additional attack against the same
Starting at 2nd level, you can push yourself beyond your target as a bonus action.
normal limits for a moment. On your turn, you can take one Perceptive Footworker: You can take the Disengage or
additional action on top of your regular action and a Dash action as a bonus action.
possible bonus action. Whenever you gain a level as a warrior you can change
Once you use this feature, you must finish a short or long your Combat Enhancement to another from the list.
rest before you can use it again. Starting at 17th level, you
can use it twice before a rest, but only once on the same Superior Critical
turn. Beginning at 10th level. your weapon attacks score a
critical hit on a roll of 18-20.
Martial Stance
At 3rd level, you choose a stance that you strive to emulate Bladestorm
in your combat styles and techniques. Choose Arms, Fury, Upon reaching 15th level, you can bring down a swirl of
or Protection, all detailed at the end of the class attacks. When you make your first attack on your turn, you
description. The stance you choose grants you features at can decide to forgo your extra attacks to make a
3rd level and again at 7th, 10th, 15th, and 18th level. bladestorm. Once done, choose any number of creatures
within 10 feet of you, and make a seperate attack roll
Ability Score Improvement against each target, rolling damage simultaneously for all
successful hits. Until the beginning of your next turn, attack
When you reach 4th level, and again at 6th, 8th, 12th, 14th, rolls against you have advantage.
16th, and 19th level, you can increase one ability score of You can use this feature three times a day, regaining
your choice by 2, or you can increase two ability scores of expended uses when you finish a long rest.
your choice by 1. As normal, you can't increase an ability
score above 20 using this feature. Survivor
At 18th level, you attain the pinnacle of resilience in battle.
Extra Attack At the start of each of your turns, you regain hit points
Beginning at 5th level, you can attack twice, instead of equal to 5 + your Constitution modifier if you have no more
once, whenever you take the Attack action on your turn. than half of your hit points left. You don't gain this benefit if
The number of attacks increases to three when you you have 0 hit points.
reach 11th level in this class and to four when you reach
20th level in this class.

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88
Fury Protection
On the battlefield and in the arena, the most feared Like their counterparts, protection warriors are virtually
combatants are often the furious berserkers who lust for bred for physical dominance, having been raised in the art
battle and thirst for blood. Through a lifetime of training of close-quarters combat, but their measured approach to
and sparring, these merciless warriors have become battle is what distinguishes them from their comrades-in-
masters of carnage, often wielding a weapon in each hand arms. They demonstrate an uncanny knack for blade and
to maximize the destruction. shield, nullifying an opponent’s advances and creating
opportunities for counterattacks.
Reckless Attack
Beginning when you choose this stance at 3rd level, you Shield Slam
can throw aside all concern for defense to attack with Beginning when you choose this stance at 3rd level, you are
fierce desperation. When you make your first attack on able to use your shield for more than defense. If you have
your turn, you can decide to attack recklessly. Doing so the Protection fighting style, you can make a shield slam
gives you advantage on melee weapon attack rolls using against the target as part of the same reaction, dealing 1d6
Strength during this turn, but attack rolls against you have + your Strength modifier bludgeoning damage. Additionally
advantage until your next turn. if you don't have the Protection fighting style, you can use a
reaction upon being targeted by a melee attack roll to make
Rage a shield slam towards the attacker. This does not impose
Also starting at 3rd level, you fight with primal ferocity. On disadvantage on their attack roll against you.
your turn, you can enter a rage as a bonus action. You may also exchange on of your attacks in your Attack
While raging, you gain the following benefits: action if desired. Shield slams damage increases by 2d6
upon reaching 7th level (3d6), and 15th level (5d6).
You have advantage on Strength checks and Strength
saving throws. Provoke
You have resistance to bludgeoning, piercing, and Starting at 7th level, you can use an action to attempt to
slashing damage. provoke enemies within 30 feet of you. All enemies within
You can make a single weapon attack as a bonus action range has to make a Wisdom saving throw against your
on each of your turns. choice of Charisma (Persuasion), or Charisma (Perfor-
If you are able to cast spells, you cannot cast them or mance). On a fail, the targets moves their full movement
concentrate on them while raging. towards you, and directs any actions possible towards you
Your rage lasts for 1 minute. It ends early if you are for five rounds.
knocked unconscious or if your turn ends and you haven't You can use this feature a number of times equal to your
attacked a hostile creature since your last turn or taken Intelligencea modifier (minimum of 1), regaining expended
damage since then. You can also end your rage on your uses when you finish a short or long rest.
turn as a bonus action.
You can rage a number of times equal to your Constitu- Improved Second Wind
tion modifier (minimum of 1), after which you must finish a Beginning at 10th level, the hit points gained through
long rest before you can rage again. second wind increases to 2d10 + twice your warrior level.
Trance of Battle Relentless
Beginning at 7th level, you can't be charmed or frightened Upon reaching 15th level, you can choose a second option
while raging. If you are charmed or frightened when you from the Fighting Style class feature, additionally, your hit
enter your rage, the effect is suspended for the duration of point maximum increases by 2 whenever you gain a
the rage. warrior level, and for each warrior level you have gained.
Endless Rage Last Stand
At 10th level, your rage can keep you fighting despite At 18th level, when your hit points are reduced to 0 or
grievous wounds. If you drop to 0 hit points while you're below, you make a final a final stand before collapsing
raging and don't die outright, you can make a DC 10 Upon reaching 0 hit points, you immediately gain tempor-
Constitution saving throw. If you succeed, you drop to 1 hit ary hit points equal to 1/4 of your maximum health. At the
point instead. end of each of your turns, you must make a DC 10
Each time you use this feature after the first, the DC Constitution saving throw, or take psychic damage equal to
increases by 5. When you finish a short or long rest, the DC your level. For each successful save, the DC goes up by 1.
resets to 10. Any healing done to you removes all of your remaining
temporary hit points, and heals you for the spells amount.
Retaliation Once this feature has been used, it cannot be used again
Upon reaching 15th level, when you take damage from a until the end of a long rest.
creature that is within 5 feet of you, you can use your reac-
tion to make a melee weapon attack against that creature.
Titan's Grip
At 18th level, the strength of which you wield your weapons
are unprecedented, whenever you hit with a target with a
melee weapon, you add twice your Strength modifier to the
weapons damage roll.

PART 1 | CLASSES
89
PART 1 | PERSONALITY & BACKGROUND
90
Chapter 3: Personality & Background

C
haracters are defined by much more than their Height and Weight
race and class. They're individuals with their
own stories, interests, connections, and You can decide your character's height and weight, using
capabilities beyond those that class and race the information provided in your race description or on the
define. This chapter expounds on the details Random Height and Weight table. Think about what your
that distinguish characters from one another, character's ability scores might say about his or her height
including the basics of name and physical and weight.
description, the rules of backgrounds and languages, and You can roll for your character's height and weight using
the finer points of personality and alignment. the Random Height and Weight table. The dice roll given in
the Height Modifier column determines the character's
Character Details extra height (in inches) beyond the base height. That same
number multiplied by the dice roll or quantity given in the
Your character's name and physical description might be Weight Modifier column determines the character's extra
the first things that the other players at the table learn weight (in pounds) beyond the base weight.
about you It's worth thinking about how these
characteristics reflect the character you have in mind. Random Height and Weight
Base Height Base Weight
Name Race Height Modifier Weight Modifier
Your character's race description includes the rules that Blood Elf 4'9" +2d10 90 lb. x (1d4) lb.
race follow for naming their offspring and kin. Put some Draenei, Broken 5" +2d8 145 lb. x (2d4) lb.
thought into your name, it may be something you will have
to keep for a long time. Draenei, Exodar 5'5" +2d10 175 lb. x (2d6) lb.
Dwarf, Dark 3'7" +2d4 110 lb. x (2d6) lb.
Sex Dwarf, Iron 3'8" +2d4 115 lb. x (2d6) lb.
You can play a male or female character without gaining
any special benefits or hindrances. Think about how your Dwarf, Wild 4'4" +2d4 130 lb. x (2d6) lb.
character does or does not conform to the broader culture's Forsaken, Elf 4'7" +2d10 90 lb. x (1d4) lb.
expectations of sex, gender, and sexual behavior. For
example, a male blood elf druid defies the traditional Forsaken, Human 4'6" +2d10 110 lb. x (2d4) lb.
gender divisions of blood elf society, which could be a Gnome 2'11" +2d4 40 lb. x 1 lb.
reason for your character to leave that society and venture Goblin 2'7" +2d4 35 lb. x 1 lb.
Azeroth.
Human 4'8" +2d10 110 lb. x (2d4) lb.
Night Elf 5'6" +2d8 150 lb. x (1d6) lb.
Cayla and Endrik:
Contrasting Characters Orc 5'1" +2d10 155 lb. x (2d6) lb.
The details in this chapter make a big difference Pandaren 5'3" +2d6 150 lb. x (2d6) lb.
in setting your character apart from every other
character. Consider the following two human Tauren, Blood 6'3" +2d8 200 lb. x (2d6) lb.
fighters. Tauren, Grim 6'2" +2d10 190 lb. x (2d6) lb.
Hailing from Hammerfall. Cayla Davenport was
a brash teenager who had a rough childhood. The Tauren, High 6'4" +2d10 210 lb. x (2d6) lb.
daughter of a thief, she ran away from home and Troll, Forest 5'8" +2d10 150 lb. x (2d6) lb.
practiced her father's trade on the streets of
Southshore. When she tried to rob the proprietor Troll, Ice 5'4" +2d10 175 lb. x (2d6) lb.
of the Inn, the Early Oak, he caught her and took
her under his wing, giving her a job as a barmaid. Troll, Jungle 5'3" +2d8 160 lb. x (2d4) lb.
But when the scourge laid waste to the town of Worgen 6'2" +2d10 140 lb. x (2d6) lb.
Southshore and destroyed the inn, necessity
forced Cayla into adventure alongside the friends
she'd known from her childhood.
For example, as a human, Cayla has a height of 4 feet 8
Endrik Goodwin grew up on the streets of
inches plus 2d10 inches. Her player rolls 2d10 and gets a
Lakeshire. He used his wits, strength, and agility total of 12, so Cayla stands 5 Feet 8 inches tall. Then the
to carve out his own territory in one of the city's player uses that same roll of 12 and multiplies it by 2d4
hundreds of poor shanty towns. After several pounds. Her 2d4 roll is 3, so Tika weighs an extra 36
years, he attracted the notice of one of the most pounds (12 x 3) on top of her base 110 pounds, for a total
powerful thieves' guilds in the city, and he of 146 pounds.
ascended the ranks of the guild quickly despite
his youth. Other Physical Characteristics
Cayla and Endrik are both human and both
warriors (with some experience as rogues), You choose your character's age and the color of his or her
possessing similarly high Strength and Dexterity hair, eyes, and skin. To add a touch of distinctiveness, you
scores, but there the similarity ends. might want to give your character an unusual or
memorable physical characteristic, such as a scar, a Iimp,
or a tattoo.
PART 1 | PERSONALITY & BACKGROUND
91
Cayla and Endrik: Character Details Lawful evil (LE) creatures methodically take what they
Consider how the names Cayla Davenport and want, within the limits of a code of tradition, loyalty, or
Endrik Goodwin set these characters apart from order. Most black dragonflights, and sentient demons are
each other and reflect their personalities. Cayla is lawful evil.
a young woman determined to prove that she's Neutral evil (NE) is the alignment of those who do
not just a kid any more, and her name makes her
sound young and ordinary. Endrik Goodwin
whatever they can get away with, without compassion or
comes from a the Stormwind province and
qualms. Many goblins, and warlocks are neutral evil.
carries a name of riches. Chaotic evil (CE) creatures act with arbitrary violence,
Cayla is nineteen years old at the start of her spurred by their greed, hatred, or bloodlust. Most Demons
adventuring career and has auburn hair, green and gnolls are chaotic evil.
eyes, fair skin with freckles, and a mole on her
right hip. Endrik is a small man, compact and all Alignment on Azeroth
wiry muscle. He has angular features and high For many thinking creatures, alignment is a moral choice.
cheekbones, and he always seems in need of a Humans, dwarves, elves, and other humanoid races can
shave. His raven-black hair is thick and full, but choose to follow the paths of good or evil, law or chaos.
his eyes are gray and lifeless, betraying the According to myth, these races were giving free will to
emptiness of his life and soul. choose their moral paths, knowing that good without free
will is slavery. The evil who created other races, though,
made those races to serve them. Those races have strong
Alignment inborn tendencies. Centaurs share a violent temperament,
running deep in their blood, and are thus inclined toward
A typical creature on Azeroth has an alignment, which evil. Even if an centaur chooses a good alignment, it
broadly describes its moral and personal attitudes. struggles against its innate tendencies for its entire life.
Alignment is a combination of two factors: one identifies Alignment is an essential part of the nature of celestials
morality (good, evil, or neutral), and the other describes and fiends. A devil does not choose to be lawful evil, and it
attitudes toward society and order (lawful, chaotic, or doesn't tend toward lawful evil, but rather it is lawful evil in
neutral). Thus, nine distinct alignments define the possible its essence. If it somehow ceased to be lawful evil, it would
combinations. cease to be a devil.
These brief summaries of the nine alignments describe Most creatures that lack the capacity for rational thought
the typical behavior of a creature with that alignment. do not have alignments, they are unaligned. Such a
Individuals might vary significantly from that typical creature is incapable of making a moral or ethical choice
behavior, and few people are perfectly and consistently and acts according to its bestial nature. Sharks are savage
faithful to the precepts of their alignment. predators, for example, but they are not evil; they have no
Lawful good (LG) creatures can be counted on to do the alignment.
right thing as expected by society. Most paladins, and
dwarves are lawful good.
Neutral good (NG) folk do the best they can to help
others according to their needs. Many celestials, and most
gnomes are neutral good. Cayla and Endrik: Alignment
Chaotic good (CC) creatures act as their conscience Cayla Davenport is neutral good, fundamentally
directs, with little regard for what others expect. Many good-hearted and striving to help others where
elves, and unicorns are chaotic good. she can. Endrik is lawful evil, unconcerned with
Lawful neutral (LN) individuals act in accordance with the value of sentient life but at least professional
law, tradition, or personal codes. Many monks and some in his approach to murder.
mages are lawful neutral. As an evil character, Endrik is not an ideal
adventurer. He began his career as a villain, and
Neutral (N) is the alignment of those who prefer to steer only cooperates with heroes when he must—and
clear of moral questions and don't take sides, doing what when it's in his own best interests. In most
seems best at the time. Many humans are neutral. games, evil adventurers cause problems in
Chaotic neutral (CN) creatures follow their whims, groups alongside others who don't share their
holding their personal freedom above all else. Many interests and objectives. Generally, evil
warriors and rogues, are chaotic neutral. alignments are for villains and monsters.

PART 1 | PERSONALITY & BACKGROUND


92
Languages Personality Traits
Your race indicates the languages your character can speak Give your character two personality traits. Personality
by default, and your background might give you access to traits are small, simple ways to help you set your character
one or more additional languages of your choice. Note apart from every other character. Your personality traits
these languages on your character sheet. should tell you something interesting and fun about your
character. They should be self descriptions that are specific
Choose your languages from your Affiliations Language about what makes your character stand out. "I'm smart" is
table, or choose one that is common in your campaign. not a good trait, because it describes a lot of characters.
With your DM's permission, you can instead choose a "I've read every book in Dalaran" tells you something
language from the Exotic Languages table or a secret specific about your character's interests and disposition.
language, or undocumented language, such as thieves' cant Personality traits might describe the things your
or the tongue of druids. character likes, his or her past accomplishments, things
Some of these languages are actually families of your character dislikes or fears, your character's self
languages with many dialects. For example, the Kalimag attitude or mannerisms, or the influence of his or her
language includes the Auran, Aquan, Ignan, and Terran ability scores.
dialects, one for each of the four elemental planes. A useful place to start thinking about personality traits is
Creatures that speak different dialects of the same to look at your highest and lowest ability scores and define
language can communicate with one another. one trait related to each. Either one could be positive or
Alliance Languages negative: you might work hard to overcome a low score, for
Language Typical Speakers Script
example, or be cocky about your high score.
Common Humans, Worgens Common Ideals
Dwarven Dwarves Runic
Describe one ideal that drives your character. Your ideals
are the things that you believe in most strongly, the
Darnassian Night Elves Darnassian fundamental moral and ethical principles that compel you
Gnomeish Gnomes Common
to act as you do. Ideals encompass everything from your
life goals to your core belief system.
Drae'ni Draeneis Eredic Ideals might answer any of these questions: What are the
principles that you will never betray? What would prompt
Horde Languages you to make sacrifices? What drives you to act and guides
Language Typical Speakers Script your goals and ambitions? What is the single most
important thing you strive for?
Orcish Orcs Common, Runic You can choose any ideals you like, but your character's
Gutterspeak Forsaken Common alignment is a good place to start defining them. Each
background in this chapter includes six suggested ideals.
Taur-ahe Taurens Pictoform Five of them are linked to aspects of alignment: law, chaos,
Zandali Trolls — good, evil, and neutrality. The last one has more to do with
the particular background than with moral or ethical
Thalassian Blood Elves Darnassian perspectives.
Goblin Goblins Common
Bonds
Exotic Languages Create one bond for your character. Bonds represent a
Language Typical Speakers Script
character's connections to people, places, and events in the
world. They tie you to things from your background. They
Eredun Demons Eredic might inspire you to heights of heroism, or lead you to act
Celestial Celestials Celestial
against your own best interests if they are threatened. They
can work very much like ideals, driving a character's
Draconic Dragons Runic motivations and goals.
Giant Ogres — Bonds might answer any of these questions: Whom do
you care most about? To what place do you feel a special
Kalimag Elementals Runic connection? What is your most treasured possession?
Low Common Lesser Races Common Your bonds might be tied to your class, your background,
your race, or some other aspect of your character's history
Pandaren Pandarens Calligraphy or personality. You might also gain new bonds over the
course of your adventures.
Personal Characteristics
Flaws
Fleshing out your character's personality, the array of traits, Finally, choose a flaw for your character. Your character's
mannerisms, habits, beliefs, and flaws that give a person a flaw represents some vice, compulsion, fear, or weakness
unique identity—will help you bring him or her to life as you in particular, anything that someone else could exploit to
play the game. Four categories of characteristics are bring you to ruin or cause you to act against your best
presented here: personality traits, ideals, bonds, and flaws. interests. More significant than negative personality traits,
Beyond those categories, think about your character's a flaw might answer any of these questions: What enrages
favorite words or phrases, tics and habitual gestures, vices you? What's the one person, concept, or event that you are
and pet peeves, and whatever else you can imagine. terrified of? What are your vices?

PART 1 | PERSONALITY & BACKGROUND


93
Action Surger
Hero Points You can use a hero point to make the next turn yours out of
The actions of a hero often include acts of such a daring initiative order. Once you've finished the turn, the initiative
nature and chance that it is almost impossible to guarantee goes back to normal, and you return to your place in the
a sure outcome. Even though every hero confronts perils, initiative count.
on the world of Azeroth fate is on the side of those who
face adversity head on and challenge evil and darkness Spell Fighter
without fear of death. If used when you cast a spell, two options are usable with
A paladin who stands alone against a horde of undead hero points.
while his companions heal a dying comrade, a rogue who Power Surge. If your spell requires a roll of a d20 to hit,
leaps after a precious artifact dropped from a lofty tower and your spell attack roll results in a hit without the added
balcony, a warrior who throws himself against a vastly bonus from the hro point, your spell acts as a critical hit,
superior opponent. . . These are the heroes whose actions dealing double damage.
inspire stories and legends. Forceful Spell. You can use a hero point on a spell that
Hero points are rewards for that type of valiant action, requires a saving throw to resist or negate to give it a +10
these points allow a player to bend the fates in his bonus to your saving throw DC for that one spell.
character's favor, and such power requires more hands-on
judgement from a DM than most other rules. Hero points Defensive
blur the lines of action and allow characters to perform the You can use a hero point when being attacked physically or
exceptional and even the impossible. magically. The hero point adds a +10 bonus to your Armor
Hero Points are meant as an alternative to Dungeons & class, this bonus. Additionally, you can use the hero point to
Dragons Inspiration, you can use either system, but they add a +10 bonus to a saving throw.
are not meant to be played on top of one another. If you make a saving throw against a spell for half
damage, and did not need the bonus added by the hero
Gaining Hero Points point to succeed the save, you instead take no damage from
the spell. (As by Rogue's evasion)
The power given by hero points can be immense, your DM
can choose to grant you hero points for your heroic actions. Survivor
Some heroes might not ever earn a hero point, and even If you fail your third death saving throw, or suffer from
when a character does, there is no guarantee that the massive damage, you can expend a hero point to avoid
player will use it when the right time comes. death, and instead fall to 0 health and become stable.
Your DM will tell you how and when you've earned a hero At your DMs discretion you can suffer some signature
point within the game, either during the session or at its injury (a scar, a lost eye, a limp, or so on) befitting the
beginning/end. circumstances, as a reminder that hero points will not
You either have a hero point or you don't, you can't always be there to save you.
stockpile multiple hero points for later use. Likewise, you
cannot earn a hero point through an action that you spend
a hero point on performing.
Using Hero Points
You can use hero points only before determining the
Hero Point Summary
success or failure of your actions. Before you make a roll, Standard Uses
you can announce that you are going to use a hero point. If Augmenting a skill roll
you're rolling a d20 to dictate the success or failure of your Improving a combat roll
action, the hero point will add a +10 bonus to that roll. Ensuring a spell's success

Physical Fighter Dramatic Uses


Leaping to catch a live grenade and throwing
If used with an attack roll, and the attack roll results in a hit it back
without the added bonus from the hero point, your hero Swinging from a rope to land on a flying
point does one of the following, at the player's discretion: gryphon
Powerful Blow. Your attack acts as a critical hit, dealing Pinning the warlock's hand to the wall with an
double damage. arrow.
Called Shot. Your attack strikes a specific spot on the
target, dealing its normal weapon damage and inflicting the
target with one of the following effects.
Headshot. The target is stunned until the beginning of
your next turn.
Blinding Blow. The target is blinded for four rounds.
Nerve Strike. Choose one of the targets limbs (if any) to
be rendered useless for 6 rounds.
None of the effects dealt by called shot are eligible for a
saving throw to resist or negate their effects .

PART 1 | PERSONALITY & BACKGROUND


94
New Backgrounds
Every story has a beginning. Your character's background
reveals where you came from, how you became an
adventurer, and your place in the world. Your warrior might
have been a courageous knight or a grizzled soldier. Your
mage could have been a sage or an artisan. Your rogue
might have gotten by as a guild thief or commanded
audiences as a jester.
Choosing a background provides you with important
story cues about your character's identity. The most
important question to ask about your background is what
changed? Why did you stop doing whatever your back-
ground describes and start adventuring? Where did you
get the money to purchase your starting gear, or, if you
come from a wealthy background, why don't you have more
money? How did you learn the skills of your class? What
sets you apart from ordinary people who share your
background?
The backgrounds in this chapter are meant as additions
to the factions presented in the Player's Handbook, not as
replacements for them.
Proficiencies
Each background gives a character proficiency in two
skills. Skills are described in chapter 6 of the Player's
Handbook.
In addition, most backgrounds give a character profi-
ciency with one or more tools. Tools and tool proficiencies
are detailed in chapter 5 of the Player's Handbook.
If a character would gain the same proficiency from two
different sources, he or she can choose a different profi-
ciency of the same kind (skill or tool) instead.
Languages
Some backgrounds also allow characters to learn
additional languages beyond those given by race. See
"Languages" earlier in this chapter.
Equipment
Each background provides a package of starting equip-
ment. if you use the optional rule from chapter 4 to spend
coin on gear, you do not receive the starting equipment
from your background.
Suggested Characteristics
A background contains suggested personal characteristics
based on your background. You can pick characteristics,
roll dice to determine them randomly, or use the sugges-
tions as inspiration for characteristics of your own creation.
Customizing a Background
You might want to tweak some of the features of a back-
ground so it better fits your character or the campaign
setting. To customize a background, you can replace one
feature with any other one, choose any two skills, and
choose a total of two tool proficiencies or languages from
the sample backgrounds.
You can either use the equipment package from your
background or spend coin on gear as described in chapter
4. (If you spend coin, you can't also take the equipment
package suggested for your class.) Finally, choose two
personality traits, one ideal, one bond, and one flaw. If you
can't find a feature that matches your desired background,
work with your DM to create one.

PART 1 | PERSONALITY & BACKGROUND


95
d6 Bond
Double Agent
I got involved in a web of lies to protect the ones
You are an informant for an opposing faction or organi- 1
I love
zation, secretly providing them with false information on
behalf of another organization in which your loyalty lies. 2
I work to undermine an oppressive organization
You may be an informant for the Scarlet Crusade, providing that harms my home.
them with false intel on behalf of the forsakens. Perhaps I was forced into providing information because I
you are a member of the Bilgewater Cartel, providing the 3 was framed, so I found a way to get back a little of
goblin trade partners with false information to give the my freedom.
cartel the richest scores whilst staying out of their reach. 4 My family relies on my support.
Discuss with your DM the factions/organizations you are
working with and against. 5
I am stuck in dangerous games because of a
loved one's poor decisions.
Skill Proficiencies: Deception, Insight I need to advance in my position within my
Tool Proficiencies: Forgery kit 6
organization.
Languages: One of your choice from the opposite faction
Equipment: Forgery kit, dagger, two pieces of chalk, 4 d6 Flaw
sheets of parchment, one bottle of ink, one quill, a set of
traveler's clothes, and a belt pouch containing 15 gp 1 I always think i'm one step ahead.
2 I see double agents everywhere.
Feature: Two Sides of One Coin
You have contacts within both organizations that you 3 I indulge in illegal behaviors whenever possible.
provide information to and/or for. Official organizations will 4 I am pessimistic about everything.
often allow you to commit minor crimes without fear of
punishment, or run a business without paying all the taxes 5 I am vindictive and impulsive.
or fees typically required. Additionally, you can gain an 6 I am reckless and seek dangerous thrills.
audience with functionaries from both organizations.
Suggested Characteristics Faction Fostered
Having to work for two sides, hearing each sides story and You were abandoned at birth and found by members of the
delivering crucial information false or not. This is not a life opposing faction, taken in by a family and raised as a
for all, often shaping carries to leave personal connections member of their faction. Having had a harsh childhood of
behind, distance themselves from 'close' allies. being shunned upon by members of the faction, never fully
being accepted but merely tolerated in their presence.
d8 Personality Trait You might be a tauren born in the eastern kingdoms, and
1
People are only as valuable as the information abandoned by your parents, to be found by human farmers
they have. that took you in, nurtured you and raised you as their own,
2 I act sophisticated and proper.
or you may be a human of Theramore, who ran away from
your home, to be taken in by orcs and raised as a member
3
Being simple keeps me unnoticed and of the horde within Orgrimmar, taught how to fight and
underestimated. learn the language of orcs.
4 I always share with those in need. Discuss with your DM the details of the faction and race
who raised you, as not all races of Azeroth have an equal
5 I am paranoid and a nervous wreck. relationship towards other races.
I try to gather as much information as I can
6
before I act. Skill Proficiencies: History, Perception
I hide behind a facade, only showing my true self
Languages: Two of your choice from the faction you were
7
to trusted friends.
raised ins faction languages.
Equipment: A set of common clothes, hooded cloak, a
8
I am always calm, no matter what the situation. I trinket of your faction, book, one bottle of ink, one quill, and
never raise my voice or let emotions control me. a belt pouch containing 10 gp
d6 Ideal Feature: A False Allegiance
Selfless I use my position to help good people Your race and appearance makes you able to enter and go
1
avoid prosecution or victimization. (Good) undisturbed through villages and cities of both factions, eye
may wander upon you as you walk, but none will stop and
2
Manipulative I use secrets to manipulate and ask questions, or raise arms against you.
blackmail others. (Evil)
Just Means I get my hands dirt for the greater Suggested Characteristics
3
good. (Lawful) Having lived a life amongst races of the opposite faction,
getting to know and love their customs often make faction
4
Freedom I support mine and others right to do as fostered social skills within their born faction limited. They
we wish. (Chaotic) are nonetheless social individuals, many of which greatly
5
Everyone has something to hide, so I trust no one. appreciate the races they now have grown up with, and
(Neutral) stand by their side against their own kin.
Secretive Everyone has secrets, no one will ever
6
know mine. (Any)

PART 1 | PERSONALITY & BACKGROUND


96
d8 Personality Trait
Kirin Tor Apprentice
I am optimistic and appreciate simple gestures
1
given to me. You have been accepted into the Kirin Tor, Dalarens elite
cadre of the most powerful wizards on Azeroth. You have
2
I am genial and make an honest effort to get spent time within their school, earning yourself a magi
along with my new faction. mentor to oversee your studies and guide your learning.
I smile often, but I am distrustful of people You've learnt the basics of the schools of magic, and the
3
outside my family. ley lines of arcane magic that runs beneath the surface of
I am quiet and study the people around me
Azeroth. You've spent enough time within Kirin Tors
4
intently.
libraries, learning what knowledge interested you, and have
been sent out onto Azeroth by your mentor to seek know-
5 I am always looking over my shoulder. ledge elsewhere, and to gain experience.
I am uncomfortable in urban settings and only
6
truly feel safe on the open road. Skill Proficiencies: Arcana, History
Tool Proficiencies: One type of artisan's tools
7 I am friendly and extremely curious. Languages: One of your choice
8 I love to talk to people and hear their stories. Equipment: A bottle of high quality ink, a quill, chalk, a
scroll case with 5 pieces of parchment, robes, a candle,
d6 Ideal tinder box, and a belt pouch containing 15 gp
1
Loyalty I never betray a friend, no matter their Feature: A Prominent Mentor
allegiance. (Lawful) You know at least one prominent mage within the Kirin Tor
2 People I help those who help me. (Any) that you can call upon for answers and information. You've
learnt a simple but limited spell that makes you able to
3
Aspiration I will prove im worthy of this faction. contact them as long as you are on the same plane of
(Good) existence. The spell is limited to a 100 word message, and
4 Family Blood is thicker than water. (Lawful) a 100 word reply from the mentor. Once you've contacted
Anger I was abandoned and am angry at my kin
your mentor, you cannot contact him again for a week,
5
for being left behind. (Evil)
unless you expend a spell slot of 2nd level or higher.
At the DMs discretion, the mentors information may be
6 Peace All races deserve peace. (Neutral) false, missing vital details, or they may not respond within
a timely fashion.
d6 Bond Discuss the details of the mages you know within the
1 My family means everything to me. Kirin Tor with your DM.
2
I owe everything to the people that took me in, Suggested Characteristics
and would do anything for them. An apprentice of the Kirin Tor is often eager to learn what
My foster parents were better than my birth lies around Azeroth, wishing to learn any knowledge given
3
parents and I love them dearly. to them. These apprentices vary drastically in personality,
but they all have one thing in common, a deep lying wish
4 I strive to one day find the parents that left me. for knowledge and understanding of the magic of the world.
I must prove myself worthy of the love of a
5 d8 Personality Trait
prominent family member.
6 I must complete a great quest to prove my worth. 1 I am quiet and observant.
I compare any magical effect i see to one I have
2
d6 Flaw learned about.
1 I am very slow to trust others. 3 I bring up my mentors' teachings often
I have no sympathy for anyone of my born I enjoy experiencing the world and avoid being
2 4
faction. 'cooped up' in a quiet or stuffy location.
3 I throw myself into danger recklessly 5 I treat others as though they are unintelligent.
4 I try to talk my way out of every situation. 6 I am wide eyed and easily excited.
5 I always believe those of my foster race. I like to use big words to showcase my
7
intelligence.
I am painfully shy and have difficulties speaking
6 8 I enjoy an intellectual challenge.
to people I don't know.

PART 1 | PERSONALITY & BACKGROUND


97
d6 Ideal You know where water, shelter, and food can be found
Protection Magic can protect us from all the evils
anywhere within several miles of your home. You are good
1
in the world. (Good) at finding these areas when outside your home region as
well when in a climate like that of your home.
Power Knowledge can be leveraged into power in
2
the world, and I want more. (Evil) Suggested Characteristics
Respect Magic deserves our humble efforts to As a member of a tribe, the community is what matters
3
understand and master. (Lawful) most, all have to work together and fill their shoes to make
the tribe work. Leaving no one behind to pick up the slack.
Experimentation New and exciting magics await
4
discovery. (Chaotic) d8 Personality Trait
Knowledge Understanding the world around us is I am loyal and will do anything to protect my
5 1
the only thing that matters. (Neutral) tribe.
Self-Improvement I will achieve magical power I speak plainly and often don't understand
6 2
through self-mastery and understanding. (Any) subtlety.
3 I am contemptuous of larger civilizations.
d6 Bond
4 I do not trust arcane magic and its casters.
I will be known for my power, knowledge, and
1
discoveries. 5 I am naive and friendly to everyone.
2 I will prove myself superior to my mentors. 6 I am baffled by cities and grand architecture.
3 I will bring honor and renown my family. 7 I am unshakable and never back down.
I will discover new magics that my mentor has 8 I feel empathy for all that suffer.
4
never heard of.
A former mentor was a monster, I will avenge his d6 Ideal
5
victims. Humility I am no better or worse than anyone else
1
I have heard of a scroll that contains knowledge I on this world. (Good)
6
seek that I must find. Xenophobia I do not understand the ways of
2
others, but know they are wrong. (Evil)
d6 Flaw
Order Every place has rules which must be
3
I point out others mistakes to make them look followed for everyone's good. (Lawful)
1
smaller so I feel bigger.
Freedom There is no rule in the wild, do what you
4
I can't resist the opportunity to learn a new spell can to live. (Chaotic)
2
or gain a new magical item.
Balance All things and ways of being are natural
5
3 I never learned proper social skills or interactions. and necessary. (Neutral)
I use spells and magic to do things I can do by 6 Unity A tribe that works together is strong. (Any)
4
hand.
5 I have disdain for authority and act rebelliously. d6 Bond

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

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

Skill Proficiencies: Nature, Survival d6 Flaw


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

PART 1 | PERSONALITY & BACKGROUND


98
PART 1 | EQUIPMENT
99
Chapter 4: New Equipment

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

PART 1 | NEW EQUIPMENT


100
Racial Weapons Firearms
Some races favor specially made weapons before those For tinkers, the invention of the crossbow was never
commonly used by most, a kaldorei night elf would almost enough. They strived to further improve their ability to
always pick the circular moon sword over the common attack from a distance without the use of magic. with the
longsword if they had the choice, being a weapon of their invention of black powder, the Ironforge dwarves were
kin, something they have grown up with and around, and quick to act in experimenting with its uses, eventually
learnt to use since a young age. making the blunderbuss, or boomstick. Catching the atten-
Likewise, taurens with their incredible strength favor tion of the tinkerer's gnomes of Khaz Modan, and the
their blundering totems over slashing weapon, being able goblins of Bilgewater.
to swing them with immense force to sunder their enemies. Firearms as a whole has since improved drastically, the
old dwarven inventions modified and improved, yet still
Racial Weapon Proficiency stand as the cornerstone from which all firearms begin.
Your race, and feats can grant you proficiency with racial Firearm Proficiency
weapons. Racial weapons are exotic weapons created and
used by certain races, and require special training to be Your race, class, and feats can grant you proficiency with
used properly, following the normal rules for wielding firearms. Firearms are mechanical marvels, technology
weapons for players not proficient in their use. used by few due to the technical difficulties that come with
them. They follow the normal rules for wielding weapons
Special Weapons for players not proficient in their use.
Weapons with special rules are described here. Ammunition
Sin'dorei Warblade. Immediately after attacking an All firearms require ammunition to make an attack. For the
enemy with this blade, you may make an additional attack purpose of not over complicating them, their ammunition
with its second blade using your bonus action. has been put into three categories, pistol, rifle, and scatter
ammunition. Pistol ammunition referring to all firearms
held in one hand, rifle referring to two-handed firearms,
and scatter referring to any firearm with the scatter
property.
Ammunitions prices are found at the end of the firearm
table later in this chapter.

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

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101
Flintlock Firearms
A common trigger for firearms, requiring raw black powder Misfire. Whenever you make an attack roll with a
to be poured into the barrel following a bullet in order to be firearm, and the dice roll is equal to or lower than the
fired. As powerful as flintlock weapons are, they carry on weapon's misfire score, the weapon malfunctions. The
tremendous flaw, these firearms are unable to be shot in attack misses, and the weapon cannot be used again until
heavy rain, or while submerged in water. you spend an action to try repair it.
Flintlock firearms are designed for adventurers of 1st To repair your firearm, you must make a successful
level or higher. Intelligence or Tinker's Tools check (DC equal to 8 +
misfire score). If your check fails, the weapon is broken and
Caplock Firearms must be repaired out of combat at half the cost of the
A much rare, expensive trigger mechanism for firearms, firearm.
requiring specially made bullets with a black powder Scatter. An attack is made against each creature within
compartment build into them to be operated. Making them a 20 feet cone. These attacks are simultaneous. If an
able to be shot even in heavy rain and whilst being affected creature is adjacent to you, they suffer double
underwater. damage on a hit.
Caplock firearms are designed for adventurers of 7th Crafted Firearms
level or higher. Certain firearms cannot be bought at a tinkers stall, these
Firearm Properties firearms has to be crafted, either by the adventurer himself
Firearms is a volatile technology, and as such bring their over a longer period of time, or by paying a tinker to make it
own unique set of weapon properties. Some properties are as a special order.
followed by a number, and this number signifies an element To craft one of these firearms, work with your DM to
of that property. These properties replace the optional ones determine the resources necessary, gold requirement, time
presented in the Dungeon Master's Guide. Firearms are expended and so forth.
ranged weapons.
Reload. A firearm can be fired a number of times equal
to its reload score before you must spend an action, or one
attack if you got multiple attacks per turn to reload. You
must have one free hand to reload a firearm.

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

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102
Mounts
Carrying
Item Cost Speed Capacity
Neutral mounts
Camel 50 gp 50 ft. 480 lb.
Donkey or mule 8 gp 40 ft. 420 lb.
Mounts Horse, draft 50 gp 40 ft. 540 lb.
Mounts have been categorized into neutral, alliance favored Horse, riding 75 gp 60 ft. 480 lb.
and horde favored, all though all mounts are available to
any character of any faction, it is uncommon for a member Mastiff 25 gp 40 ft. 195 lb.
of the horde to earn the loyalty of an alliance favored Pony 30 gp 40 ft. 225 lb.
mount, and vise versa. Prizes for mounts of the opposite
faction generally costs three times their cost to accommo- Warhorse 300 gp 60 ft. 540 lb.
date for difficulties of transporting such a beast far from its Alliance favored mounts
natural home. Some faction mounts are more than mere
animals of burden, they are loyal to a fold, and will protect Dwarven Ram 250 gp 40 ft. 510 lb.
their master if necessary, in combat, if your mount chooses Nightsaber 500 gp * ft. 570 lb.
to fight alongside with you, it takes its turn at the end of
yours, obeying your commands as best it can. Gryphon 5,000 gp * ft. 540 lb.
Mounts other than those listed here are available on Horde favored mounts
Azeroth, but they are rare and not normally available for Dire Wolf 600 gp 50 ft. 510 lb.
purchase. Acquiring a rare mount often means securing an
egg and raising the creature yourself, making a bargain Kodo, riding 320 gp 40 ft. 630 lb.
with a merchant, or negotiating with the mount itself. Raptor, riding 450 gp 60 ft. 540 lb.
Saddles. A military saddle braces the rider, helping you
keep your seat in battle. It gives you advantage on any Wyvern 6,500 gp * ft. 570 lb.
check you make to remain mounted and is used for the vast * This mount has more than one speed, see the Manual of
majority of mounts. An exotic saddle is required for riding a
kodo or flying mount. Monsters for its speeds.

PART 1 | EQUIPMENT
103
Chapter 5: Customization Options

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

Multiclassing Prerequisites Monk Light armor, simple weapons, shortswords


Class Ability Score Minimum Light armor, medium armor, shields, simple
Paladin
weapons, martial weapons
Druid Wisdom 13
Priest One skill from the class's skill list
Hunter Dexterity or Strength 13
Light armor, one skill from the class's skill
Mage Intelligence 13 Rogue
list, thieves' tools
Monk Dexterity 13 and Wisdom 13 Shaman Light armor, medium armor, shields
Paladin Strength 13 and Charisma 13 Warlock Simple weapons
Priest Wisdom 13 Light armor, medium armor, shields, simple
Warrior
Rogue Dexterity 13 weapons, martial weapons
Shaman Wisdom 13
Warlock Intelligence 13
Warrior Strength or Dexterity 13

PART 1 | CUSTOMIZATION OPTIONS


104
Class Features
When you gain a new level in a class, you get its features
for that level. A few features, however, have additional rules
when you're multiclassing: Channel Divinity, Extra Attack,
Unarmored Defense, and Spellcasting,
Channel Divinity
If you already have the Channel Divinity feature and gain a
level in a class that also grants the feature, you gain the
Channel Divinity effects granted by that class, but getting
the feature again doesn't give you an additional use of it.
You gain additional uses only when you reach a class level
that explicitly grants them to you. For example, if you are a
priest 6/paladin 4, you can use Channel Divinity twice
between rests because you are high enough level in the
priest class to have more uses. Whenever you use the
feature, you can choose any of the Channel Divinity effects
available to you from your two classes.
For example, if you are the aforementioned shaman 3 /
Extra Attack priest 4, you count as a 5th-level character when
If you gain the Extra Attack class feature from more than determining your spell slots: you have four 1st-level slots,
one class, the features don't add together. You can't make three 2nd-level slots, and two 3rd-level slots. However, you
more than two attacks with this feature unless it says you don't know any 3rd-level spells, nor do you know any 2nd-
do (as the warrior's version of Extra Attack or a shaman's level shaman spells. You can use the spell slots of those
wind shield does). levels to cast the spells you do know—and potentially
enhance their effects.
Unarmored Defense Shadow Magic. If you have both the Spellcasting class
If you already have the Unarmored Defense feature, you feature and the Shadow Magic class feature from the
can't gain it again from another class. warlock class, you can use the spell slots you gain from the
Spellcasting
Shadow Magic feature to cast spells you know or have
prepared from classes with the Spellcasting class feature,
Your capacity for spellcasting depends partly on your and you can use the spell slots you gain from the
combined levels in all your spellcasting classes and partly Spellcasting class feature to cast warlock spells you know.
on your individual levels in those classes. Once you have
the Spellcasting feature from more than one class, use the Multiclassing Spellcaster:
rules below. If you multiclass but have the Spellcasting Spell Slots per Spell Level
feature from only one class, you follow the rules as Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
described in that class.
Spells Known and Prepared. You determine what 1st 2 — — — — — — — —
spells you know and can prepare for each class individually, 2nd 3 — — — — — — — —
as if you were a single-classed member of that class. If you
are a shaman 3 / pries 4, for example, you know four 3rd 4 2 — — — — — — —
shaman cantrips, and four 1st-level shaman spells based on 4th 4 3 — — — — — — —
your levels in the shaman class. As 4th-level priest, you
know four priest cantrips. If your wisdom is 16, you can 5th 4 3 2 — — — — — —
prepare six priest spells of 1st and 2nd-level. 6th 4 3 3 — — — — — —
Each spell you know and prepare is associated with one
of your classes, and you use the spellcasting ability of that 7th 4 3 3 1 — — — — —
class when you cast the spell. Similarly, a spellcasting 8th 4 3 3 2 — — — — —
focus, such as a holy symbol, can be used only for the spells 9th 4 3 3 3 1 — — — —
from the class associated with that focus.
Spell Slots. You determine your available spell slots by 10th 4 3 3 3 2 — — — —
adding together all your levels in the druid, mage, priest, 11th 4 3 3 3 2 1 — — —
and warlock classes, half your levels (rounded down) in the
paladin and shaman classes. Use this total to determine 12th 4 3 3 3 2 1 — — —
your spell slots by consulting the Spellcaster table. 13th 4 3 3 3 2 1 1 — —
If you have more than one spellcasting class, this table
might give you spell slots of a level that is higher than the 14th 4 3 3 3 2 1 1 — —
spells you know or can prepare. You can use those slots, 15th 4 3 3 3 2 1 1 1 —
but only to cast your Lower-level spells. If a lower level spell
that you cast, like burning hands, has an enhanced effect 16th 4 3 3 3 2 1 1 1 —
when cast using a higher-level slot, you can use the 17th 4 3 3 3 2 1 1 1 1
enhanced effect, even though you don't have any spells of
that higher level. 18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

PART 1 | CUSTOMIZATION OPTIONS


105
New Feats
A feat represents a talent or an area of expertise that gives
a character special capabilities. It embodies training, exper-
ience, and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score
Improvement feature. Using the optional feats rule, you can
forgo taking that feature to take a feat of your choice
instead. You can take each feat only once, unless the feat's
description says otherwise.
You must meet any prerequisite specified in a feat to take
that feat. If you ever lose a feat's prerequisite, you can't use
that feat until you regain the prerequisite. For example, the
Grappler feat requires you to have a Strength of 13 or
higher. If your Strength is reduced below 13 somehow you
can't benefit from the Grappler feat until your Strength is
restored.
The feats presented in this book are meant as additions
to those presented in the 5th edition Player's Handbook.
Battlemage
Prerequisite: The ability to cast at least one spell
You have improved you technique with spells in the heat of
battle, you gain the following benefits:
You learn two cantrips of your choice from the mage
spell list.
When you make a ranged spell attack, you do not suffer
disadvantage on the attack roll if you are within 5 feet of
the hostile creature.
Before you cast an instantaneous spell that requires a
spell attack and are unable of hitting more than a single
target, you can choose to take a -5 penalty to the spell
attack roll. If the spell hits, you add +10 to the attack's
damage.
Firearm Expert
Thanks to extensive practice with firearms, you gain the
following benefits:
You ignore the reload quality of firearms with which you
are proficient.
Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-
handed weapon, you can use a bonus action to attack
with a loaded one-handed firearm you are holding.
Firearm Weapon Adept
Your have gained interest in firearms and their uses, you
gain the following benefits:
Increase your Dexterity or Intelligence score by 1, to a
maximum of 20.
You gain proficiency in the Tinker's tools.
You gain proficiency with firearms.
Racial Weapon Adept
You have caught eye of the special weapons used by other
races, you gain the following benefits:
Increase your Strength or Dexterity score by 1, to a
maximum of 20.
You gain proficiency with racial weapons.

PART 1 | CUSTOMIZATION OPTIONS


106
Racial Feats Neither Beast nor Man
Races on Azeroth are not equal in strength, the average
tauren is considerably stronger than the average human. Prerequisite: Worgen
This section introduces a collection of special feats that You have managed to control your worgen curse in a way
allow you to empower your character's race further. These most cannot, keeping it suppressed inside and regaining a
feats are each associated with a race from earlier in this glimpse of your former self. You gain the following benefits:
book, and summarized in the Racial Feats table. A racial Increase your Wisdom score by 1, to a maximum of 20.
feat represents either a deepening connection to your You have advantage on any saving throws made to resist
race's culture or a physical transformation that brings you the feral rage of the worgen curse.
closer to an aspect of your race's lineage. As part of a short or long rest, you can transform your-
The cause of a particular transformation is up to you and self into a human. While human, you appear as you did
your DM. A transformational feat can symbolize a latent before getting affected by the curse. When subject to a
quality that has emerged as you age, or a transformation saving throw to not go feral, you roll the dice twice with
might be the result of an event in the campaign, such as advantage, and use either roll.
exposure to powerful magic or visiting a place of ancient Making an attack roll whilst human stirs your blood,
significance to your race. immediately transforming you back into a worgen.
Racial Feats
Race Feat
Spiritual Guidance
Dwarf (wildhammer) Spiritual Guidance
Prerequisite: Dwarf (wildhammer), orc, tauren or troll
You've delved into the energy of spirits, the everlasting
Night Elf Darnassian Knowledge balance and harmony they bring to all life. You gain the
Orc Spiritual Guidance following benefits:
Tauren Spiritual Guidance Increase your Charisma score by 1, to a maximum of 20.
Tauren Tauren Endurance
You gain proficiency in either Nature or Survival.
You have advantage on saving throws against being
Troll Spiritual Guidance frightened.
Troll Zandalari Fury
You learn the healing spirit spell and can cast it once
without expending a spell slot. You regain the ability to
Worgen Hardened Predator cast it in this way when you finish a short or long rest.
Worgen Neither Beast nor Man
Tauren Endurance
Darnassian Knowledge Prerequisite: Tauren
Prerequisite: Night elf You gain leather tough hide and improved recovery through
hard training. You gain the following benefits:
Your studies and training have given you a deeper under-
standing of your kin, unlocking unique gifts. You gain the Increase your Strength, Dexterity or Constitution score
following benefits: by 1, to a maximum of 20.
Your hide thickens. While you aren't wearing armor, you
Increase your Intelligence or Wisdom score by 1, to a add your Constitution modifier to your AC. You can use
maximum of 20. a shield and still gain this benefit.
You have advantage on stealth checks made in dim or Your hit point maximum increases by an amount equal
unlit surroundings, and any ability checks made to to your level when you gain this feat. Whenever you gain
notice you are made with disadvantage. a level thereafter, your hit point maximum increases by
When you fail a death saving throw, you can call upon a an additional 1 hit point.
wisp to guide your path, changing the failure to a
success. Once done, the essence of the wisp continues Zandalari Fury
to linger in you for two long rests, making you unable to Prerequisite: Troll
call upon the aid of another.
The Zandalari trolls were able to channel their fury, a trait
Hardened Predator that has been passed down through ancient bloodlines to
Prerequisite: Worgen you. Making you a furious combatant for a short while.
As an action, you enter a berserk for a number of rounds
You have become accustomed with your worgen worm, equal to your Strength modifier (minimum of 1), granting
realizing some of the benefits that comes with the wolf-like you a second action on each of your turns. This action can't
shape. You gain the following benefits: be used on spells or spell-like abilities.
You have advantage on Wisdom (perception) checks that Once the berserk ends, you gain one level of exhaustion,
rely on hearing or smell. and cannot use this ability again until you finish a long rest.
Whilst your hands are empty, you can take the dash
action as a bonus action, using all four limbs to run.
Your fur has grown longer and thicker, making you
unaffected by the effects of extreme cold.
When you roll a Hit Die to regain hit points, you roll the
Hit Die twice and use either roll.

107
Part 2
Magic

PART 2 | MAGIC ON AZEROTH


108
Chapter 6: Spells

T
his chapter describes the most common
spells on Azeroth. The chapter begins with 6th Level Feather Fall
the spell lists of the spellcasting classes. The Bones of the Earth Find Familiar
remainder contains spell descriptions, pre- Druid Grove * Frostfire Bolt
sented in alphabetical order by the name of Find the Path Identify
the spell. Forbiddance Ice Knife
Spells marked with a star in front of the spells name are Guards and Wards Illusory Script
spells found later in this chapter in the Spell Descriptions. Heal Mage Armor
Primordial Ward Magic Missiles
Sunbeam Shield
Druid Spells Pass without Trace Transport via Plants Silent Image
Protection from Poison True Seeing Tenser's Floating Disk
Cantrips (0 Level) Ray of Enfeeblement Wall of Thorns Unseen Servant
Acid Splash Spider Climb Wind Walk
Druidcraft Spike Growth 2nd Level
Friends 7th Level Aganazzar's Scorcher
Guidance 3rd Level Mirage Arcane Alter Self
Gust Conjure Animals Regenerate Arcane Lock
Mending Counterspell Crown of Stars Blur
Poison Spray Create Food and Water Forcecage Continual Flame
Primal Savagery Daylight Resurrection Darkness
Resistance Dispel Magic Sequester Detect Thoughts
Shillelagh Erupting Earth Dragon's Breath
* Solar Wrath Mass Healing Word 8th Level Enlarge/Reduce
Thorn Whip Nondetection Animal Shapes Flaming Sphere
Plant Growth Antipathy/Sympathy Hold Person
1st Level Protection from Energy Control Weather Invisibility
Animal Friendship Slow Dominate Monster Knock
Beast Bond Speak with Plants Feeblemind Levitate
Cure Wounds Wind Wall Incendiary Cloud Magic Mouth
Detect Magic Sunburst Magic Weapon
Detect Poison and Disease 4th Level Tsunami Mirror Image
Entangle Blight Mind Spike
Expeditious Retreat Charm Monster 9th Level Nystul's Magic Aura
Faerie Fire Confusion Foresight Phantasmal Force
Fog Cloud Conjure Woodland Beings Mass Heal Pyrotechnics
Goodberry Dominate Beast Shapechange Scorching Ray
Healing Word Freedom of Movement True Resurrection See Invisibility
Jump Giant Insect Shatter
Longstrider Grasping Vine Mage Spells Suggestion
Purify Food and Drink Guardian of Nature
Sleep Hallucinatory Terrain Cantrips (0 Level) 3rd Level
Snare Locate Creature Blade Ward Bestow Curse
Speak with Animals Vitriolic Sphere Dancing Lights Blink
Sudden Awakening Eldritch Blast * Blizzard
Thunderwave 5th Level Firebolt Clairvoyance
Wild Cunning Awaken Frostbite Counterspell
Cloudkill Light Dispel Magic
2nd Level Commune with Nature Enemies Abound
Animal Messenger Mage Hand Fireball
Contagion Magic stones
Barkskin Control Winds Message Flame Arrows
Beast Sense Dream Minor Illusion Fly
Blindness/Deafness Far Step Prestidigitation Glyph of Warding
Calm Emotions Geas Ray of Frost Haste
Darkvision Greater Restoration True Strike Magic Circle
Enhance Ability Hold Monster Major Image
Enlarge/Reduce Insect Plague 1st Level Melf's Minute Meteors
Gust of Wind Mass Cure Wounds Alarm Nondetection
Hold Person Planar Binding Burning Hands Remove Curse
Lesser Restoration Scrying Chromatic Orb Sending
Locate Animals or Plants Tree Stride Color Spray Slow
Melf's Acid Arrow Wrath of Nature Comprehend Languages Tiny Servant
Misty Step Detect Magic Tongues
Moonbeam Disguise Self
PART 2 | SPELLS
109
4th Level 8th Level 4th Level Prayer of Healing
* Arcane Barrage Antimagic Field Aura of Life Protection from Poison
Arcane Eye * Blast Wave Aura of Purity Shadow Blade
Banishment Clone Banishment Silence
Confusion Demiplane Death Ward Spiritual Weapon
Dimension Door * Ice Nova Find Greater Steed Warding Bond
Fire Shield Illusory Dragon Staggering Smite Zone of Truth
Greater Invisibility Maze
Hallucinatory Terrain Mind Blank 5th Level 3rd Level
* Ice Block Telepathy Banishing Smite Animate Dead
Ice Storm Circle of Power Beacon of Hope
Locate Creature 9th Level Destructive Wave Bestow Curse
Mordenkainen's Foresight Dispel Evil and Good Clairvoyance
Private Sanctum Imprisonment Holy Weapon Create Food and Water
Phantasmal Killer Invulnerability Mass Cure Wounds Daylight
Polymorph Mass Polymorph Raise Dead Fear
Storm Sphere Prismatic Wall Feign Death
Wall of Fire Timestop Priest Spells Glyph of Warding
True Polymorph * Holy Wrath
5th Level Weird Cantrips (0 Level) Hunger of Hadar
Animate Objects Chill Touch Life Transference
Bigby's Hand Paladin Spells Guidance Mass Healing Word
Cone of Cold Light Protection from Energy
Far Step 1st Level Mending Remove Curse
Hold Monster Bless Resistance Revivify
Immolation Ceremony Sacred Flame Sending
Legend Lore Command Spare the Dying Speak with Dead
Modify Memory Compelled Duel Thaumaturgy Vampiric Touch
Passwall Cure Wounds Toll the Dead
Planar Binding Detect Evil and Good Virtue 4th Level
Scrying Detect Magic Word of Radiance Banishment
Seeming Detect Poison and Disease Death Ward
Teleportation Circle Divine Favor 1st Level Divination
Wall of Force Healing Word Arms of Hadar Freedom of Movement
Heroism Bane Guardian of Faith
6th Level Protection from Bless Shadow of Moil
Arcane Gate Evil and Good Cause Fear
Disintegrate Purify Food and Drink Ceremony 5th Level
Globe of Invulnerability Sanctuary Charm Person Commune
Guards and Wards Searing Smite Command Danse Macabre
Investiture of Flame Shield of Faith Create or Destroy Water Dawn
Investiture of Ice Thunderous Smite Cure Wounds Dispel Evil and Good
Mass Suggestion Wrathful Smite Detect Magic Enervation
Mental Prison Detect Poison and Disease Flame Strike
Otiluke's Freezing Sphere 2nd Level Guiding Bolt Geas
Scatter Aid Guiding Hand Greater Restoration
True Seeing Branding Smite Healing Word Hallow
Wall of Ice Find Steed Inflict Wounds Holy Weapon
Lesser Restoration Protection from Legend Lore
7th Level Magic Weapon Evil and Good Mass Cure Wounds
Etherealness Prayer of Healing Purify Food and Drink Planar Binding
Delayed Blast Fireball Protection from Poison Sanctuary Raise Dead
Fire Storm Zone of Truth Shield of Faith Wall of Light
Forcecage 6th Level
Mirage Arcane 3rd Level 2nd Level
Mordenkainen's Aura of Vitality Aid Eyebite
Magnificent Mansion Beacon of Hope Augury Find the Path
Mordenkainen's Sword Blinding Smite Blindness/Deafness Forbiddance
Prismatic Spray Create Food and Water Calm Emotions Harm
Project Image Crusader's Mantle Crown of Madness Heal
* Pyroblast Daylight Darkness Heroes' Feast
Reverse Gravity Dispel Magic Enhance Ability * Power Word Shield
Sequester * Holy Wrath Gentle Repose True Seeing
Simulacrum Mass Healing Word Hold Person Word of Recall
Symbol Remove Curse Lesser Restoration
Teleport Revivify * Mind Blast
Mind Spike
PART 2 | SPELLS
110
Warlock Spells 4th Level
7th Level Gust of Wind Arcane Eye
Conjure Celestial Healing Spirit Cantrips (0 Level) Banishment
Divine Word Heat Metal Confusion
Finger of Death Lesser Restoration Acid Splash Death Ward
Power Word Pain Maximilian's Chill Touch Dimension Door
Regenerate Earthen Grasp Eldritch Blast Evard's Black Tentacles
Resurrection Pyrotechnics * Fel Flame Mordenkainen's
Symbol Scorching Ray Green-Flame Blade Faithful Hound
Temple of the Gods See Invisibility Infestation Phantasmal Killer
Shatter Minor Illusion Shadow of Moil
8th Level Skywrite Poison Spray Sickening Radiance
Antimagic Field Warding Wind * Shadow Bolt Summon Greater Demon
Holy Aura Sword Burst
Maddening Darkness 3rd Level Toll the dead 5th Level
Mind Blank Call Lightning True Strike Contagion
Power Word Stun Counterspell Danse Macabre
Dispel Magic 1st Level
9th Level Elemental Weapon Armor of Agathys Destructive Wave
Erupting Earth Arms of Hadar Enervation
Mass Heal Far Step
True Resurrection Fireball Cause Fear Immolation
Power Word Heal Haste Comprehend Languages Infernal Calling
Power Word Kill * Hex Detect Magic Negative Energy Flood
Psychic Scream Lightning Bolt False Life
Meld into Stone Hellish Rebuke 6th Level
Shaman Spells Revivify Hex Circle of Death
Remove Curse Inflict Wounds Create Undead
Cantrips (0 Level) Sending Puppet Disintegrate
Control Flames Sleet Storm Ray of Sickness Eyebite
Create Bonfire Speak with Dead Tasha's Hideous Laughter Harm
Frostbite Spirit Guardians Magic Jar
Thunder Step 2nd Level
Gust Tidal Wave Blindness/Deafness Soul Cage
* Invoke Elements Wall of Sand Crown of Madness
Magic Stone Wall of Water Darkness
7th Level
Mending Water Breathing * Demon Skin Delayed Blast Fireball
Mold Earth Water Walk Enthrall Etherealness
Produce Flame Wind wall Hold Person Finger of Death
Shape Water Mind spike Fire Storm
Shocking Grasp 4th Level Ray of Enfeeblement Forcecage
Thunderclap Shadow Blade Power Word Pain
Banishment Symbol
1st Level Conjure Minor Elementals * Void Strike
Absorb Elements Control water 8th Level
Elemental Bane 3rd Level
Burning Hands Fire Shield Bestow Curse Abi-Dalzim's Horrid Wilting
Detect Magic Grasping Vine Clairvoyance Cataclysm
Create or Destroy Water Ice Storm Counterspell Feeblemind
Cure Wounds Stone Shape Dispel Magic Glibness
Earth Tremor Stoneskin Enemies Abound Maddening Darkness
Faerie Fire Storm Sphere Fear Power Word Stun
Fog Cloud Wall of Fire Fireball
Ice Knife Watery Sphere Hunger of Hadar
9th Level
Searing Smite Life Transference Imprisonment
Thunderous Smite 5th Level Magic Circle Meteor Swarm
Thunderwave Melf's Minute Meteors Power Word Kill
Witch Bolt Conjure Elemental Psychic Scream
Control winds Speak with Dead Weird
2nd Level Destructive Wave Summon Lesser Demons
Aganazzar's Scorcher Greater Restoration Tongues
Animal Messenger Immolation Vampiric Touch
Augury Maelstrom
Calm Emotions Mass Cure Wounds
Continual Flame Planar Binding
Dragon's Breath Raise Dead
Dust Devil Reincarnate
Earthbind Scrying
Flame Blade Wall of Stone
Flaming Sphere
PART 2 | SPELLS
111
Spell Descriptions
The spells are presented in alphabetical order.
Arcane Barrage
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You conjure two swirling intertwined balls of raw force,
hurling them at a point you choose within range and then
pushing beings away as they make an explosion of force.
Each creature in a 10-foot-radius sphere centered on that
point must make a Dexterity saving throw. A target takes
6d8 force damage on a failed save, or half as much damage
on a successful one, and are pushed 5 feet away from the
point of impact.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d8, and
the push back by 5 feet for each slot level above 4th.
Blast Wave
8th-level evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous
Orange light flashes as a 15-foot tall wall of fire expands
outward from your position. Each creature hit by the wall
must make a Constitution saving throw. On a failed save, a
creature takes takes 12d6 fire damage and is knocked
prone. Taking half damage on a successful save.
This spell dispels any darkness in its area that was
created by a spell, and makes the area brightly lit until the
start of your next turn.
Blizzard
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (shards of glass)
Duration: Concentration, up to 1 minute
A cold light flashes from your hand into the sky, as blue
shards hurl down at a point you choose within range, slash-
ing through flesh with a biting cold. Each creature in a 20-
foot-radius, 60-foot-high cylinder centered on a point within
range must make a Dexterity saving throw. A target takes
3d6 cold damage on a failed save, or half as much damage
on a successful one.
As an action on each of your turns before the spell ends,
you can call down another blizzard in the same location.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for
each slot level above 3rd.
Cataclysm
8th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece charcoal and sulfur)
Duration: Instantaneous
In seconds the ground turns to magma at a point you
choose within range and crumbles before a vertical—
PART 2 | SPELLS
112
—beam of fire and magma spews into the air. creature in a If it reverts as a result of dropping to 0 hit points, any
15-foot-radius, 30-foot-high cylinder centered on a point excess damage carries over to its normal form. As long as
within range must make a Dexterity saving throw. A target the excess damage doesn't reduce the creature's normal
takes 15d6 fire damage on a failed save, or half as much form to 0 hit points, it isn't knocked unconscious.
damage on a successful one. The creature is limited in actions it can perform by the
nature of its new form, and it can't speak, cast spells, or
Demon Skin take any other action that requires hands or speech.
2nd-level transmutation The target's gear melds into the new form. The creature
Casting Time: 1 action can't activate, use, wield, or otherwise benefit from any of
Range: Self its equipment.
Components: V, S, M (dried skin of a demon or fiend)
Duration: 1 hour Holy Wrath
3rd-level evocation
You touch a willing creature who are unarmored, making
their skin ragged and hard. Until the spell ends, the crea- Casting Time: 1 action
ture adds your spellcasting ability modifier to their armor Range: Self
class. The spell ends if the target dons armor, or if you Components: V, S
dismiss the spell as a bonus action. Duration: Instantaneous
You release a burst of radiant energy in a blast centered
Fel Flame around you. Each enemy creature in a 15-foot-radius
Evocation cantrip centered on you must make a Wisdom saving throw. A
Casting Time: 1 action target takes 6d6 radiant damage on a failed save, or half as
Range: 60 feet much damage on a successful one. The blast spreads
Components: V, S around corners.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
A green flame skitters across the ground towards a slot of 4th level or higher, the damage increases by 1d6 for
creature within range. Make a ranged spell attack against each slot level above 3rd.
the target. On a hit, the target takes 1d8 fire damage. Fel Ice Block
flame ignores fire resistant, and creatures immune to fire 4th-level abjuration
damage are considered to be resistant.
This spell's damage increases by 1d8 when you reach Casting Time: 1 reaction, which you take when you are
5th level (2d8), 11th level (3d8), and 17th level (4d8). targeted by an attack or spell
Range: Self
Frostfire Bolt Components: V, S
1st-level evocation Duration: Concentration, up to 10 minutes
Casting Time: 1 action Solid ice rapidly encases your body, protecting you from
Range: 30 feet harm. You immediately gain 40 temporary hit points, and
Components: V, S, M (a piece of glass and sulfur) resistance against all damage except fire and psychic, and
Duration: Instantaneous immunity to cold damage. Ice block continues until your
concentration is broken, your temporary hit points vanish,
You hurl a blue flamed firebolt at a creature within range. or you end it prematurely.
Make a ranged spell attack against the creature. On a hit, While encased, you are under the effects of being
the target takes 2d6 fire damage and 2d6 frost damage. incapacitated, with the exception of your concentration
At Higher Levels. When you cast this spell using a spell being broken.
slot of 2nd level or higher, the fire and cold damage
increases by 1d6 for each slot level above 1st. Ice Nova
Hex
8th-level evocation
3rd-level transmutation Casting Time: 1 action
Range: 120 feet
Casting Time: 1 action Components: V, S, M (glass dust and water)
Range: 60 feet Duration: Instantaneous
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour Frigid cold rapid expands in a 15-foot-radius centered on a
point you choose within range. Each creature in the cold
This spell transform a creature that you can see within must succeed on a Dexterity saving throw. On a failed save,
range into a new form. An unwilling creature must make a a creature takes 10d6 cold damage and is grappled for 1
Wisdom saving throw to avoid the effect. A shapechanger hour as ice encases the lower part of their legs. On a
automatically succeeds on this saving throw. successful save, it takes half as much damage and isn't
The transformation lasts for the duration, or until the grappled by this spell.
target drops to 0 hit points or dies. The new form can be A creature can break the grapple by using their action to
any beast who has a challenge rating of 0. The target's make a Strength saving throw, or deal a total of 40 hit
game statistics including mental ability scores, are points worth of damage to the ice.
replaced by the statistics of the chosen beast. It retains its
alignment and personality.
The target assumes the hit points of its new form. When
it reverts to its normal form, the creature returns to the
number of hit points it had before it transformed.
PART 2 | SPELLS
113
Invoke Elements Pyroblast
Transmutation cantrip 7th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 120 feet
Components: V, S Components: V, S, M (a piece of brimstone)
Duration: Up to 1 minute Duration: Instantaneous
You invoke a minor portion of the elements, within range. You clasp your hands together, conjuring a ball of dripping
You create one of the following magical effects within magma, launching it at a creature or object within range.
range: Make a ranged spell attack against the target. On a hit, the
target takes 10d10 fire damage, and an additional 1d10 fire
You create a harmless sensory effect that predicts what damage at the start of each of its turn, until someone takes
the weather will be for the next 24 hours. This effect an action to make a Dexterity check again your spell DC to
persists for 1 round. douse the fire.
You light or put out a small flame. At Higher Levels. When you cast this spell using a spell
You cause flames to flicker, brighten, drim, or change slot of 8th level or higher, the initial damage increases by
color for 1 minute. 1d10 for each slot level above 7th.
You cause harmless tremors in the ground for 1 minute.
You cool or heat up a small amount of liquid. Shadow Bolt
If you cast this spell multiple times, you can have up to Evocation cantrip
three of its 1-minute effects active at a time, and you can Casting Time: 1 action
dismiss such an effect as an action. Range: 60 feet
Components: V, S
Mind Blast Duration: Instantaneous
2nd-level evocation A shoot a blast of necrotic energy at a creature within
Casting Time: 1 action range. Make a ranged spell attack against the target. On a
Range: 60 feet hit, the target takes 1d10 necrotic damage.
Components: V, S This spell's damage increases by 1d10 when you reach
Duration: Instantaneous 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You pierce through the mental defenses of a creature
within range. It must succeed on a Wisdom saving throw. Solar Wrath
On a failed save, the target takes 2d6 psychic damage and Evocation cantrip
is frightened of you for a minute, or half of the damage on a Casting Time: 1 action
successful one and isn't frightened of you. Range: 60 feet
The creature makes a new saving throw at the end of its Components: V, S
turns to end the frightened condition. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell You release a blast of suns wrath against a creature within
slot of 3rd level or higher, the damage increases by 1d6 for range. Make a ranged spell attack against the creature. On
each slot level above 1st. a hit, the target takes 1d10 radiant damage.
Power Word Shield This spell's damage increases by 1d10 when you reach
6th-level abjuration 5th level (2d10, 11th level 3d10, and 17th level (4d10).
Casting Time: 1 reaction, which you take upon a creature Void Strike
taking damage 2nd-level evocation
Range: 30 feet Casting Time: 1 action
Components: V Range: 60 feet
Duration: Concentration, up to 1 hour Components: V, S
You speak a word of power calling the light to your aid to Duration: Instantaneous
engulf a creature you can see within range. The target You open a crack into the void, as a shimmering black knife
immediately gain 80 temporary hit points. The shield stays strikes out from the void at a creature within range. Make a
around the target until the temporary hit points are ranged spell attack against the target. On a hit, the target
expended, or your concentration is broken. takes 6d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
each slot level above 2nd.

PART 2 | SPELLS
114
PART 1 | EQUIPMENT
115
Appendix A: Shapeshifts

D
ruids and Shamans have the extraordinary
ability of shapeshift into certain animals
shapes or spectral beasts. Statistics for such
forms are grouped in this appendix for your
convenience. For information on how to read
a stat block, see 5th Editions Monster Manual

Bear Form
Large beast

Armor Class 11 + Constitution modifier


Speed 40 ft., climb 30 ft.

Keen Smell. You have advantage on Wisdom


(Perception) checks that rely on smell.
Ironfur. You have resistance against bludgeoning,
piercing, and slashing from nonmagical attacks.
Actions
Bite. Melee Weapon Attack: (Str + Proficiency
bonus) to hit, reach 5 ft., one target.
Hit: (1d8 + Str modifier) piercing damage.
Claws. Melee Weapon Attack: (Str + Proficiency
bonus) to hit, reach 5 ft., one target.
Hit: (2d6 + Str modifier) slashing damage.

The most common shapes taken by druids are as followed:


Brown Bear, Black Bear, Grey Bear, Grizzly Bear.
Talk to your DM if your desired shape isn't on this list.

Flight Form
Large beast

Armor Class 10 + Dexterity modifier


Speed 10 ft., 80 ft.

Keen Sight. You have advantage on Wisdom


(Perception) checks that rely on sight.

Actions
Beak. Melee Weapon Attack: (Str/Dex + Profici-
ency bonus) to hit, reach 5 ft., one target.
Hit: (1d6 + Str/Dex modifier) piercing damage.
Talons. Melee Weapon Attack: (Str/Dex + Profici-
ency bonus) to hit, reach 5 ft., one target.
Hit: (2d6 + Str/Dex modifier) slashing damage.

The most common shapes taken by druids are as followed:


Dire Bat, Dire Hawk, Dire Owl, Eagle, Storm Crow.
Talk to your DM if your desired shape isn't on this list.

116
Travel Form
Large beast

Armor Class 12 + Dexterity modifier


Speed 50 ft.

Mountable. As long as a creature is on your back,


you both take turns on your initiative. Upon dis-
mount, the riders initiative returns to normal.

Actions
Cat Form
Medium beast
Hooves. Melee Weapon Attack: (Str + Proficiency
bonus) to hit, reach 5 ft., one target. Armor Class 12 + Dexterity modifier
Hit: (2d4 + Str modifier) bludgeoning damage. Speed 40 ft., climb 40 ft.

Darkvision. You gain darkvision 60 ft.


The most common shapes taken by druids are as followed:
Elk, Horse, Stag. Keen Smell. You have advantage on Wisdom
Talk to your DM if your desired shape isn't on this list. (Perception) checks that rely on smell, as long as
you are shapeshifted.
Pounce. If you move at least 20 feet straight
toward a creature right before hitting it with a
Aquatic Form claw attack, the target must succeed on a DC
Medium beast (10 + Dexterity modifier) Strength saving throw or
be knocked prone. If the target is prone, you can
make one bite attack against it as a bonus action.
Armor Class 10 + Dexterity modifier
Speed 0 ft., swim 50 ft. Actions
Bite. Melee Weapon Attack: (Dex + Prof bonus) to
Water Breathing. You can breathe only underwater. hit, reach 5 ft., one target.
Hit: (1d6 + Dex modifier) piercing damage.
Actions
Bite. Melee Weapon Attack: (Str + Proficiency Claws. Melee Weapon Attack: (Dex + Prof bonus)
bonus) to hit, reach 5 ft., one target. to hit, reach 5 ft., one target.
Hit: (1d8 + Str modifier) piercing damage. Hit: (2d4 + Dex modifier) slashing damage.

The most common shapes taken by druids are as followed: The most common shapes taken by druids are as followed:
Sea Lion (Amphibious), Shark, Dolphin, Juvenile Orca . (Snow) Leopard, Lion, Lynx, Nightsaber, Panther, Tiger.
Talk to your DM if your desired shape isn't on this list. Talk to your DM if your desired shape isn't on this list.

117
Shaman Spirit Animal
Upon reaching 5th level as a shaman, you gain
the favor of a spirit animal, an animal shape you
are able to shapeshift into at will through the aid
of spirits of the wild. Whilst the druid is able to
take the complete shape of certain animals, shift-
ing into various beasts, the strain upon a sham-
ans shapeshift lies much deeper within. As a
result, the animal shape taken appears as a
incorporeal seethrough shape in the material
world, often with ghostly visage around it.
Because of this, their spirit animals shape isnt
fit for fighting, and immediately returns your
body to the material plane when necessary.
Most shamans choose one spirit animal, and
sticks with that spirit animal throughout their
life. Orcs and trolls commonly go for a dire wolf,
a shape well known to both, known for its
ferocity and speed. Whilst a dwarf might choose
a bear, a steadfast companion by many of the
dwarven kin. Think about your spirit animal, why
and if it fits your character, a shamans spirit
animal is in many ways an extention of who they
are, reflecting their personality. The only
limitation given upon a spirit animal is that it
cannot have a swim, or fly speed.
No matter what you choose, your spirit animal
is a 'cosmetic' only appearance, and as such has
the same statistics no matter what, talk to your
DM about alter its statistics to suit your shape.

Spirit Wolf
Large, unaligned

Armor Class 14
Hit Points 75 (10d10 + 20)
Speed 50 ft.

STR DEX CON INT WIS CHA


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

Skills Perception +5, Stealth +3


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

Keen Hearing and Smell. The wolf has advantage on


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

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