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World of Warcraft RPG, 5th Edition

5E RPG CONVERSION
Version 2.4

“The sands of time have run out.”


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

Credits
House Rules Conversion Djmove, Arrius Nideal

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

Warcraft Inspiration and Setting Blizzard Entertainment. Inc

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

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

Credits

Chapter 1: Introduction

Chapter 2: Races

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

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

Draenei

Gnomes

Goblins

Forsaken

Humans

Orcs

Pandaren

Tauren

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

Worgen

Half-breed Races: Mixed Traits

Chapter 3: Classes and Specializations

Classes

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

Druid (DRD) (Balance, Feral, Restoration)

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

Mage (MGE) (Arcane, Fire, Frost)

Monk (MNK) (Brewmaster, Mistweaver, Windwalker)

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

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

Rogue (RGE) (Assassination, Combat, Subtlety)

Shaman (SHM) (Elemental, Enhancement, Restoration)

Tinker (TNK) (Bomber, Gunner, Gadgeteer)

Warlock (WKR) (Affliction, Demonology, Destruction)

Warrior (WAR) (Arms, Fury, Protection)

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

Chapter 4: Skills and Professions

Gathering Skills

Production Skills

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

Chapter 5: Feats

Chapter 6: Powers and Magic

Altars of Resurrection

Casting Spells

Mana System

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Spell List

Spell Descriptions

Chapter 7: Equipment

Adventuring Gear

Weapons and Armors

Weapon and Armor Infusions

Magic Items

Relics

Alchemical Items

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

Changelog

To Be Added

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

Old Class Names New Class Names


Cleric Priest
Fighter Warrior
Ranger Hunter
Sorcerer Warlock

Old Spell Names New Spell Names


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

Old Energy Name New Energy Name


Force Arcane
Radiant Holy
Necrotic Fel

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

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

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

Languages. Spoken languages in Azeroth are Common (spoken by humans, and most other races), Draconic (restricted;
spoken by dragons), Dwarven (spoken by dwarves), Eredun (restricted; spoken by demons, see below), Gnomish (spoken
by gnomes), Elven (Darnassian, spoken by Night Elves and Thalassian, spoken by Highborne and High Elves), Goblin

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(spoken by goblins), Kalimag (spoken by elementals, Ignan for fire, Aquan for water, Terran for earth, and Auran for air
elementals), Low Common (Spoken by furbolgs, gnolls, kobolds, ogres, most humanoids and giants), Orcish (spoken by
orcs), Nazja (spoken by Naga), Taur-ahe (spoken by Tauren), and Titan (spoken by titans), Draenei (spoken by Draenei,
Broken and Lost Ones)
Restricted languages may only be granted as racial or class features. Languages must also be learned from a source.

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

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

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Chapter 2: Races
The races of Warcraft are diverse and rich. Each race has a role in the world, and their deeds resonate through the ages.
Members of each race view each other with assumptions formed by past conflicts and alliances. Warcraft’s history is
troubled and epic, and every aspect influences the races, their beliefs and their roles.
This chapter describes Ironforge, Wildhammer and Dark Iron dwarves, High and Night elves, gnomes, goblins, humans,
orcs, tauren, jungle and forest trolls, and the undead Forsaken. These races are not the only races in the Warcraft world,
but they are the most dominant, influential, and prone to adventuring.

Dwarves guttural sounds, and those characteristics spill over into


whatever other language a dwarf might speak.
Dwarven Traits
Ability Score Increase. Your Stamina score increases by
Subrace. Three main subraces of dwarves populate the
2.
worlds of Azeroth: Hill dwarves, Mountain dwarves,
Age. Dwarves mature at the same rate as humans, but
and Dark Iron dwarves. Choose one of these subraces.
they’re considered young until they reach the age of 40.
On average, they live to be 450 years old.
Size. Dwarves stand between 4 and 5 feet tall and Hill Dwarf (Wildhammer)
average about 150 pounds. Your size is Medium. “To the skies!”
Male dwarves tend to have long hair, and beards or As a hill dwarf, you probably hail from the Wildhammer
facial hair often tied in ornate braids. Female dwarves clan and its allies, and live in the Aerie Peak.
also have sturdy muscular frames, but they are buxom Wildhammer dwarves are similar in appearance to their
and lack facial hair, despite the claims of some of the less Ironforge kin, though many shave their heads and they
educated sages of other races. are slightly taller and leaner. Exposure to sun and high
Speed. Your base walking speed is 25 feet. Your speed is winds darkens and toughens their skin. Wildhammers
not reduced by wearing heavy armor. string beads and feathers into their hair and beards as
Darkvision. Accustomed to life underground, you have good luck charms, and paint tattoos on their bodies in
superior vision in dark and dim conditions. You can see homage to the totems, ideas and creatures they revere.
in dim light within 60 feet of you as if it were bright Affiliation. Neutral, technically. The Wildhammer clan
light, and in darkness as if it were dim light. You can’t is not a member of the Alliance, but Wildhammer
discern color in darkness, only shades of gray. dwarves are allies of the Alliance and would certainly
Stoneform. You can activate Stoneform as a reaction. If help it in a war (and have done so in the past).
you do, you remove all bleeding effects, gain advantage They are distant with humans and Ironforge dwarves,
on saving throws against poison, diseases, curses, but have formed a kinship with high elves.
resistance against poison damage and all non-magical Wildhammers and high elves shared much in common in
weapon (bludgeoning, piercing, and slashing) damage, the past, including a love of nature and hatred of evil.
and +2 to your AC. This bonus remains until the Many high elves have grown introverted and brooding
beginning of your next turn. You must declare use of this of late, which concerns the Wildhammers. The dwarves
ability before any attack or damage roll is made. This can are appalled at the defection of the blood elves, an event
be used once per proficiency bonus, regained after a long which has caused them to see their high elf allies with
rest. new eyes.
Alternatively, you may use this as a bonus action, where Wildhammers also get along well with night elves, as the
the benefits remain for 1d4 rounds, but consume 2 of two races share much in common.
your uses. Ability Score Increase. Your Spirit score increases by 1.
Dwarven Combat Training. You have proficiency with Bravery. You have advantage versus all saves against
the battleaxe, handaxe, throwing hammer, and fear.
warhammer. Natural Handler. You have proficiency with Animal
Tool Proficiency. You gain proficiency with one artisan’s Handling, or expertise if you already are proficient.
tool of your choice: smith’s tools, brewer’s supplies, or
mason’s tools, or gain proficiency with engineering tools. Male Names. Kazdin, Hagrim, Dondar, Soldrin.
Stonecunning. Whenever you make an Intelligence Female Names. Kella, Lorim, Ar-ya, Senica.
(History) check or Mining checks related to stonework Family Names. Beastclaw, Greatbeard, Thundertamer,
and minerals, you are considered both proficient and as if Windseer.
having Expertise in either History or Mining (choose
one). Mountain Dwarf (Bronzebeard)
Languages. You can speak, read, and write Common and “For Khaz Modan!”
Dwarvish. Dwarvish is full of hard consonants and

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As a mountain dwarf, you probably hail from the Female Names. Aster, Channis, Mogran, Wellia.
Bronzebeard clan and its allies, and live in Khaz Modan. Family Names. Angerforge, Darkbargainer, Firesmite,
Ironforge dwarves are stout and powerful, with short Forgewright.
muscular bodies, and prefer tying their hair (male or
female) in ornate braids. Draenei
Affiliation. Alliance. While the dwarves of Ironforge
“The Legion’s end draws near.”
appreciate the fighting skill of the Horde, it is with grim
As one of the enlightened cousins of the Eredar, the
eyes that they look upon the orcs and their allies, the
Draenei arrived in Azeroth after the reopening of the
trolls and the Forsaken. Although the dwarves have
Dark Portal. Living out the last centuries in exile and
held dealings of commerce and diplomacy with the high
escape from the Burning Legion, the Draenei are
elves, they keep the people of Quel’Thalas at an arm’s
steadfast champions of the Light, and will do anything in
distance. While the night elves may share the same
their power to prevent another world from falling to the
allegiances, the dwarves look upon them with suspicion
Flame.
and some trepidation. Humans, however, are the staunch
Draenei Traits
and constant allies of the dwarven people and find
Ability Score Increase. Your Strength increases by 2, and
welcome, favor and kindness when in dwarven lands.
your Spirit increases by 1.
Ability Score Increase. Your Strength score increases by
Age. A typical draenei claims adulthood around 100
1.
years old, and can live to about ten thousand years old.
Dwarven Combat Training. You have proficiency with
As befitting their Eredar heritage, Draenei have hooved
firearms and explosives of all types, even if you do not
feet, tendrils that grow from the neck and short tails.
have proficiency in engineering.
Males’ skulls are rigid (giving the appearance of a bone
Resilience. You have advantage against poisons, and
plate under their skin), while females grow foot-long,
have resistance against poison damage. This does not
graceful curved horns.
stack with Stoneflesh, and is a constant bonus.
Males range anywhere from seven feet tall to eight feet
tall and weigh on average around 300 or 400 pounds.
Male Names. Barab, Aradun, Thorin, Magni, Garrim,
Females stand at six to seven feet tall and only weigh
Wendel, Thurimar.
around 170 or 250 pounds when fully grown.
Female Names. Chise, Helge, Ferya, Furga, Krona, Imli.
Speed. Your base walking speed is 30 ft.
Family Names. Thunderforge, Bronzebeard,
Darkvision. You can see in dim light within 60 feet of
Hammergrim, Thornsteel, Chunderstout.
you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only
Darklands Dwarf (Dark Iron) shades of gray.
“You shall serve.” Heroic Presence. You can inspire yourself or others
As a darklands dwarf, you probably hail from the Dark through your mere presence. To do so, you use a bonus
Iron clans, lead by the Sorcerer-thane Thaurissan. action on your turn to choose one creature (even
Reviled as betrayers of their fellow dwarves, and living yourself) within 60 feet of you who can see or hear you.
in the mountain-halls of Blackrock Mountain, Dark Iron That creature gains one Heroic die, a d6.
dwarves are slaves to the great elemental Firelord Once within the next 10 minutes, the creature can roll
Ragnaros, and serve him in the latent volcanic mountain. the die and add the number rolled to one ability check,
Dark Irons seem identical to Ironforge dwarves, except attack roll, or saving throw it makes. The creature can
that their skin tones are ashen and gray, and their eyes wait until after it rolls the d20 before deciding to use the
are golden-red. Heroic Presence die, but must decide before the DM
Hoarse of voice and prone to undertone muttering, Dark says whether the roll succeeds or fails. Once the Heroic
Irons do not inspire trust easily. Presence die is rolled. it is lost. A creature can have only
Affiliation. Independent. Hatred comes to Dark Iron one Heroic Presence die at a time. You can use this
dwarves against all races, and in their service to feature a number of times equal to your Charisma
Ragnaros, they see only rivals, potential thralls, and modifier (a minimum of once). You regain any expended
enemies. uses when you finish a long rest.
Ability Score Increase. Your Intelligence score increases Gift of the Naaru. You can use your bonus action to
by 1. channel holy energy, casting the Renewing Light spell as
Dwarven Combat Training. You have proficiency with if cast as a 1st level spell. This can be used once until a
firearms and explosives of all types, even if you do not short or long rest.
have proficiency in engineering. At 6th level, you gain another use of the ability or
Fire-Lord’s Favor. You have resistance to fire damage. choose to heighten the spell’s effective level to a 3rd level
spell. You can make the same choice at 11th and 16th
Male Names. Beld, Franclorn, Lokhtos, Grall. levels (4th or 5th level, or additional uses). While a

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creature benefits from this ability, they have a glowing As a high elf, you hail from Silvermoon in Quel’Thalas
blue sigil above their forehead (shedding light equal to or Dalaran. High elves stand slightly taller than humans
Dancing Lights). do.
Shadow Resistance. You have resistance to fel damage. The elves are slim, with sharp symmetrical features,
Gemcutting. You are proficient with the jewelcrafting often an exaggeration of perfect beauty. The high elves
kit. are uniformly fair in complexion, with white to flaxen
Languages. You can speak, read, and write Common and colored hair. Their eyes are incredibly intense in color,
Eredun. The Eredun Draenei speak is an altered dialect seeming to glow with an inner light. While many high
that is less corrupt, and thus does not impose penalties elves have blue or green eyes, violet and red are not
when speaking. unheard of.
Affiliation. Alliance. Most of the high elves have placed
Male Names. Kozza, Shunn, Thylon, Velen themselves under a self-imposed exile, ashamed of the
Female Names. Fetwa, Daalny, Corevva, Tanmatra damage that they have wrought upon the world of
Family Names. Draenei do not have family names, but Lordaeron with their abuse of arcane magic. While
take a title according to their deeds. humans still accept the high elves because of the aid that
both races provided each other during the most recent
Elves attacks of the Burning Legion, many of the other races
will only deal with the high elves if absolutely necessary.
Elven Traits
This is especially true after the acts of Kael’thas
Ability Score Increase. Your Agility score increases by 2.
Sunstrider.
Age. Although elves reach physical maturity at about
The night elves in particular do not care for the company
the same age as humans, the elven understanding of
of high elves and in some cases can be openly hostile
adulthood goes beyond physical growth to encompass
toward their sun-blessed brethren.
worldly experience.
The passing of time may heal these wounds, but the use
A high elf typically claims adulthood around the age of
of arcane magic will always draw a rift between these
60 and can live to be 750 years old.
two breeds of elf.
A night elf claim adulthood and live up to five times said
Size. A high elf is usually a little over 6 feet in height
age (adulthood at 300 and live up to 3,750 years old).
and weighs between 100 to 175 pounds, depending on
Until the World Tree was destroyed, the Night Elves
gender.
were immune to aging effects.
Ability Score Increase. Your Intelligence score increases
Speed. Your base walking speed is 30 feet.
by 1.
Darkvision. Accustomed to twilit forests and the night
High Magic. You know the Prestidigitation cantrip and
sky, you have superior vision in dark and dim conditions.
can cast it normally (even if you do not have access to
You can see in dim light within 60 feet of you as if it
spells or cantrips). When you reach 3rd level, you can
were bright light, and in darkness as if it were dim light.
also cast Detect Magic as a spell. When you reach 5th
You can’t discern color in darkness, only shades of gray.
level, you can also cast the Mute spell.
Mystic Senses. Whenever you make any check related to
Intelligence is your spellcasting ability for these spells,
magical items, lore, or spells, you are considered both
and you use your mana pool for these abilities (even if
proficient and having Expertise. You may apply double
you are not normally a spellcaster). While you use such
your proficiency bonus.
abilities (and after using them for one hour), your eyes
Keen Senses. You are proficient with the Perception skill.
glow a pale blue.
Elven Combat Training. You have proficiency with the
If you can already cast such spells (and have a
longsword, longbow, rapier, and shortbow.
sufficiently high caster level), they are always prepared
Languages. You can speak, read, and write Common and
for free.
Elven (either Darnassian or Thalassian). Elvish is fluid,
Arcane Legacy: The high elves are uniquely attuned to
with subtle intonations and intricate grammar. Elven
magic. If you have levels in a spellcasting class, you suffer
literature is rich and varied, and their songs and poems
no reductions to your number of prepared spells, and
are famous among other races. Many musicians learn
have two additional points of mana (+2 MP) above
Elven so they can add Elvish ballads to their repertoires.
your normal maximum. If you do not cast spells, you
know an additional cantrip, chosen from the wizard spell
Subrace. Ancient divides among the elven people
list. Intelligence is your spellcasting ability for this
resulted in two main sub-races: high elves, and night
purpose.
elves, Choose one of these subraces.
Extra Language. You can speak, read, and write one
extra language of your choice.
High Elves (Quel’dorei)
“For Quel’Thalas!” Male Names. Mariel, Athaniar, Anandor, Tharama,
Viridiel, Malanior.
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Female Names. Anarial, Freja, Driana, Coria, Although honorable and just, the night elves’ natural
Alanassori, Azshara. distrust has tainted their relations somewhat. Combined
Family Names. Boughstrider, Dawnblade, Lightbringer, with their mystical appearances and mysterious natures,
Morningray, Suntreader. interactions with other races become uncomfortable at
times. There is a strong streak of isolationism in the
Blood Elves (Sin’dorei) Kaldorei, for they are uncomfortable leaving the verdant
“Power! My people are addicted to it... a dependence mists of Teldrassil.
made manifest after the Sunwell was destroyed.” Size. Night elves are imposing in stature, males being on
-Kael’Thas Sunstrider average 7 feet tall. Male Kaldorei are very muscular,
with broad chests and shoulders, indicative of the
Following the Third War (year 20), 90% of the High strength that lies within both their minds and bodies.
Elven population was slain during the Siege of
Silvermoon and the Razing of Quel’Thalas. Prince Female night elves are lithe and curvaceous, yet still
Kael’Thas Sunstrider renamed his people the Blood Elves muscular and strong.
(Sin’dorei) following this terrible event. Ability Score Increase. Your Spirit score increases by 1.
With their homeland destroyed, their forests burned and Nature Resistance. You have advantage on saving
corrupted, and their beloved sacred Sunwell sullied, the throws against poison, and you have resistance against
Blood Elves underwent mana withdrawal. poison and electricity damage.
Mask of the Wild. You can attempt to hide even when
Affiliation. Horde. Most of the blood elves have joined you are only lightly obscured by foliage, heavy rain,
the New Horde, invited to do so by the Banshee Queen falling snow, mist, and other natural phenomena.
Sylvanas Windrunner. Shadowmeld. When you are in dim or dark light, you
Blood Magic. This acts as High Magic. While you use gain advantage on Stealth checks, and can Hide as a
abilities granted by this ability, your eyes glow a pale fel bonus action.
green instead of High Elves’ blue. Instead of the
Prestidigitation cantrip, you may choose the Male Names. Ilthilior, Mellitharn, Khardona, Andissiel,
Thaumaturgy cantrip instead, and gain the Mana Burn Mardant, Tanavar.
spell instead of Mute. Female Names. Keina, Deliantha, Meridia, Freja,
Alannaria, Nevarial.
Note: Blood Elves are identical to High Elves in racial Family Names. Moonblade, Glaivestorm, Proudstrider,
bonuses and names. However, their culture is more Oakwalker, Nightwing, Staghorn.
warped due to their insatiable thirst for vengeance: most
have abandoned worship of the Light, and their Gnomes
allegiances have also changed, and most suffer “Up and away!”
psychologically from extensive use of mana vampirism As one of the gnomish peoples of the Alliance, you are
(see Chapter 6: Powers and Magic), due to the comfortable standing with your more physically and
Sunwell’s corruption and subsequent destruction. politically-apt allies to cover you as you go about your
A GM is advised to consider applying the mana businesses. Proficient in the higher arts of engineering
withdrawal optional rule with blood elves. and arcana, gnomes are behind many developments in
the intellectual and creative sides of the Alliance,
Night Elves (Kaldorei) creating spells, gadgets, and vehicles to propel their
"The horn has sounded, and I have come as promised. I human, elven, and dwarven friends (as well as their new
smell the stench of decay and corruption in our land. allies in the Alliance) to a better tomorrow.
That angers me greatly."
-Malfurion Stormrage Gnomish Traits
Ability Score Increase. Your Intelligence score increases
As a night elf, you hail from Darnassus in Kalimdor. The by 2, and your Stamina increases by 1.
race’s prominent eyebrows, long pointed ears and natural Age. Adulthood at 40, can live up to be 500.
aspects imply a feral grace. Skin tones range from pale Alignment. Alliance. Gnomes are great friends of the
white to blue or even ruddy red, and their hair ranges in Ironforge dwarves and have fought and died alongside
color from bright white to woodland green to lustrous human soldiers. They are wary of the high elves, but so
black. is everyone else, so they don’t feel too bad about that.
Affiliation. Alliance. The night elves are members of the They battled the Horde in the Second War and have a
Alliance, but they are not the most trusted or highly bit of a grudge against orcs, but gnomes are a kindly and
regarded members of this group of races. forgiving lot and are willing to give the orcs a second
chance.

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Gnomes and goblins have always been rivals — though Loyalty to money means you always have customers in a
whether this rivalry is a friendly or brutal one depends war-torn world.
on the individuals involved. Gnomes have not been on Trader’s Lore. Whenever you make an Intelligence
Kalimdor long enough to form proper opinions about its (History) check related to magic items, alchemical
denizens. Tauren and night elves both seem rather rustic objects, or technological devices, you can add twice your
for gnome sensibilities — but they can make friends with proficiency bonus, instead of any proficiency bonus you
anyone. normally apply.
Size. Gnomes range from between 3 to 4 feet tall and Best Deals Anywhere: Anything you purchase costs 10%
average around 40 pounds. Your size is Small. less, and anything you sell grants you 10% more of its
Speed. Your base walking speed is 25 feet. value. You gain proficiency with the Charisma
Darkvision. You have superior vision in dark and dim (Persuasion) skill.
conditions. You can see in dim light within 60 feet of you Living Better. You have proficiency with the Alchemy
as if it were bright light, and in darkness as if it were dim skill. You can create alchemical mixtures as if you had
light. You can’t discern color in darkness, only shades of one level in any spellcasting class you choose. If you later
gray. gain levels in a spellcasting class, you may reference said
Artificer’s Lore. Whenever you make an Intelligence spellcasting spell list for alchemical recipes. This level
(History) check related to magic items, alchemical does not actually allow you to cast spells, only to know
objects, or technological devices, you have expertise them enough to create alchemical mixtures of such spells.
instead of just proficiency. Goblinoid Traits
Escape Artist. You have advantage on all saving throws Ability Score Increase. Your Intelligence score increases
to escape grapples, bonds, or other movement-restricting by 2, and your Charisma increases by 1.
abilities or effects that hamper your freedom of Age. Goblins typically reach adulthood around 20 years
movement. old, and live to be 100 years old.
Extra Language. You can speak, read, and write one Affiliation. Independent or Horde. Goblins hired
extra language of your choice. themselves out to the Horde in the Second War, but
Tinker. You have proficiency with the Engineering skill. now they belong only to themselves and whoever pays
Languages. You can speak, read, and write Common and the most. Constantly building and inventing requires
Gnomish. The Gnomish language, which uses the massive resources, both for creating the machines
Dwarvish the script, is renowned for its technical themselves and maintaining those that actually work.
treatises and its catalogs of knowledge about the natural Cannibalizing old machines only partially sustains this
world. fervent activity of creation, so goblins rely on trade with
as many races and cultures as possible. They are the
Male Names. Kiggle, Grobnick, Kazbo, Hagin, Snoonose. quintessential merchants, peddling all manner of exotic
Female Names. Beggra, Nefti, Sorassa, Gamash. goods for the highest possible prices.
Family Names. Spinpistol, Airslicer, Bombtosser, Size. Goblins range from between 3 to 4 feet tall and
Greatgear, Mekkatorque. average around 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Goblins Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you
“Time is money, friend!”
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
Goblins value technology as a useful aspect of commerce.
gray.
Some say that their advantage — and their curse — is
Tinker. You have proficiency with the Engineering skill.
to be the primary users of technology in a world
Languages. You can speak, read, and write Common and
governed by magic. While dwarves and gnomes share a
Goblin.
similar gift, goblin technology is more far-reaching and
sinister and makes a larger impact on the natural world.
Male Names. Zautso, Beedle, Chizbolt, Nuzak, Jastor,
They employ vast teams of engineers who expand on
Jareth.
current technology and produce gadgets to suit a wide
Female Names. Lystis, Mefeero, Sazai, Rossa.
array of applications. They constantly build and repair
Family Names. Steamgear, Boltnose, Manclamp,
machines and work on new ideas. Unfortunately, goblins
Leafgrinder, Gringott, Gallywix
alternate passionate genius with wandering focus. Their
lack of discipline means that many creations end up half
finished as something else catches their attention. Forsaken
As one of the goblin-folk, you have a reputation for “We are the forsaken. We will slaughter anyone who
money-grabbing, dishonest work, and unreliability. stands in our way”
-Lady Sylvanas Windrunner”

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Shadow Resistance. You have resistance to Fel damage


Undead humans and elves freed from the Lich King’s and bleed effects.
control during the second stage of the Third War, the Will of the Forsaken. You are immune to charm, fear,
Forsaken are a strange and dark force. Hailing from the and sleep effects, and have advantage on all
twisted, skittering darkness of Undercity, the Forsaken mind-affecting spells of descriptors other than the above.
are nominally allied with the Horde but serve only Cannibalize You can consume the corpse of any natural
themselves. Their objectives are twofold: eliminate the creature as part of spending a hit dice to heal yourself.
Scourge, and establish a place for themselves on Azeroth. Eating a creature takes a minute, and allows you to gain
Four years ago, the high elven Ranger General Sylvanas 50% increased benefit from spending a hit dice. A
Windrunner fell in combat against the Scourge. Prince natural creature may be cannibalized once before their
Arthas raised her as a banshee and compelled her to corpse becomes unusable.
follow his command. When the Lich King’s power Forsaken Alchemy. You have proficiency with the
waned in the incidents surrounding the Frozen Throne, Alchemy skill. You can create alchemical mixtures as if
Sylvanas harnessed her fury and tore herself free from you had one level in any spellcasting class you choose. If
his skeletal grasp. She freed many other undead as well, you later gain levels in a spellcasting class, you may
and recruited powerful allies from the Burning Legion reference said spellcasting spell list for alchemical recipes.
and the surrounding ogre clans. Sylvanas dubbed her This level does not actually allow you to cast spells, only
new force the Forsaken, and the undead established their to know them enough to create alchemical mixtures of
capital in the labyrinthine crypts beneath Lordaeron’s such spells.
capital city. Their sprawling, subterranean realm is called Speed. Your base walking speed is 30 feet.
Undercity. Languages. You can speak, read, and write Common and
As a forsaken undead, your alliance with the Horde one extra language of your choice, typically based upon
started out as necessity and convenience, and your the language you spoke before being turned into a
previous life bears witness to the many tragedies of Forsaken.
Azeroth’s reality. Needing both time and help to fight Male Names. Roderick, Magan, Danforth, Lansire.
against their former Scourge masters, the Forsaken have Female Names. Yellen, Limmy, Sarias, Mierelle.
a reputation of utter ruthlessness, human Family Names. Dartfall, Blacksling, Ghoulhunter,
experimentation, and moral ambiguity. Blastlich.

Forsaken traits Humans


You count as undead for the purposes of healing spells “Go with honor, friend.”
and effects that target undead, or living, whichever is Humans are among the youngest races on Azeroth, but
most disadvantageous. For this purpose, you cannot be they make up for it by being the most populous. With
healed by the Holy Light spell, but are healed by the life spans generally shorter than the other races, humans
Death Coil spell, and can be targeted by the Death Pact strive all the harder to achieve great heights in empire
and Protection from Good and Evil. You may declare building, exploration and magical study. This aggressive
whether or not you are of elven or human origin before and inquisitive nature leads the human nations to
you rose, and are counted as being elven or human much become active and influential in the world.
for all intents and purposes that specify race (such as As a human, your people value virtue, honor and
gaining use of elf and human-specific weapons). courage, though like all races they also pursue power and
Ability Score Increase. Two different ability scores wealth. Humans have spent generations battling dark
increase by 1. forces and have lost some of their greatest kingdoms to
Age. Forsaken are undead, and thus do not age, and only them. This loss embitters humans, and they have a
die of violence or poisons and diseases that can affect the warlike view of diplomacy — swing first, ask questions
undead. later. Aided by belief in the Holy Light, humans have
Affiliation. Horde, or independent. Though the fought the hardest and endured the most during the
Forsaken do not trust anyone and no one trusts them, wars against the Horde and the Burning Legion. You
they are members of the Horde and, for now, do their may hail from the ruins of once-glorious Lordaeron, the
best to help their allies and placate their ambassadors. island-nation of Kul Tiras, the mountains of Alterac, the
Forsaken have even less love for the Alliance, highlands of Stromgarde, or the rebuilt capital of
particularly because they clash constantly with the Stormwind, amongst other nations.
human organization called the Scarlet Crusade. Some Despite all their tragedies, humans remain hardy and
have thrown their lot with the Burning Legion, believing brave — thoroughly committed to building strong
that only it is potent enough to defeat the Lich King. societies, reinforcing their kingdoms and reclaiming their
Size. Forsaken vary based on their original form before nations. Years of war have tempered human resolve, and
death—those who were medium before death are they are more hardened and determined than ever
medium. before.
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forces tainted by the Burning Legion, the orcs were a


Human traits bestial force barely controlled by demonic magic.
Ability Score Increase. Two different ability scores As one of the orcish people, you may hail from the
increase by 1. exodus lead by Warchiefs Thrall and Grom Hellscream,
Age. Humans reach adulthood at the age of 15. and live and belong to the core tribes that form the new Horde,
up to be 80. such as the Warsong Clan, Frostwolf, and Bleeding
Affiliation. Humans tend toward no particular Hollow clan, or you may belong to one of the sinister
alignment. The best and the worst are found among demon-worshipping tribes, such as the Laughing Skull or
them. Most are loyal to the Grand Alliance, but there the Burning Blade Clans.
are pockets of independents, horde-allied, or even those Orcish Traits
tied to the Burning Legion or Scourge as Ability Score Increase. Your Strength score increases by
demon-worshipping Warlocks and Scourge-following 2, and your Stamina increases by 1.
Necromancers, respectively. Age. Orcs mature and age a little faster than humans,
Size. Humans vary widely in height and build, from reaching adulthood around the age of 20 and rarely live
barely 5 feet to well over 6 feet tall. Regardless of your up to be 100 years old.
position in that range, your size is Medium. Affiliation. Horde. Thrall formed the Horde with
Skillful. You gain proficiency with one skill or tool of determination and sheer will, and created an alliance of
your choice. races that has shaken the foundations of the world to its
Feat. You gain one feat of your choice. core. Having destroyed the legacy of Grom Hellscream
Every Man for Himself. You have advantage on any by bringing the orcs out of the depths of demon worship
saving throw versus effects that hinder movement or and servitude to unseen powers, Thrall rules the Horde
control over your body, mind, or actions (such as charms, in Kalimdor with wisdom and temperance. The orcs are
paralyzing effects, slowing effects, and fear effects). as much a part of the Horde as the Horde is part of what
Speed. Your base walking speed is 30 feet. the orcs have become.
Languages. You can speak, read, and write Common and Size. Orcs are somewhat larger and bulkier than humans,
one extra language of your choice. Humans typically and they range from 5 to well over 6 feet tall. Your size is
learn the languages of other peoples they deal with, Medium.
including obscure dialects. They are fond of sprinkling Speed. Your base walking speed is 30 feet.
their speech with words borrowed from other tongues: Darkvision. You have superior vision in dark and dim
Orc curses, Elvish musical expressions, Dwarvish conditions. You can see in dim light within 60 feet of you
military phrases, and so on. 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
Male Names. Merander, Gyram, Derrick, Hebry. gray.
Female Names. Lilla, Merian, Richelle, Ammi. Menacing. You gain proficiency in the Intimidation skill.
Family Names. Renn, Townguard, Silversmith, Battle Rage. You can rage as a level 1 barbarian. If you
Runetouch. gain levels in Barbarian, you increase the total times per
long rest you can rage by 1.
Orcs Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
“Lok’tar ogar!”
instead. You can’t use this feature again until you finish a
To their enemies, they are brutal and fearsome
long rest.
opponents, without parallel in their ferocity and
Orcish Combat Training. You have proficiency with all
cunning. To their allies, they are noble and honorable,
axes, attack claws, and the shortbow.
following the traditions of a rediscovered past.
Languages. You can speak, read, and write Common and
The orcs of Azeroth are part of a race that has once
Orcish. Orcish is a harsh, grating language with hard
again found its true spirit, shunning the cruel practices of
consonants.
arcane and demonic magic for the paths of wisdom and
Male Names. Grom, Thrum, Drog, Gorrum, Harg,
power. Some orcs still hang on to the arcane practices of
Thurg, Karg.
the past, but their time is fading.
Female Names. Groma, Hargu, Igrim, Agra, Dragga,
The concept of honor pervades all echelons of orcish
Grima.
society. Even the naming of an orc is temporary until he
Family Names. Doomhammer, Deadeye, Foebinder,
has performed a rite of passage. Once an orc has brought
Elfkiller, Skullsplitter, Axeripper, Tearshorn,
honor to his name and the name of his clan, the elders
Fistcrusher.
give him a second name based upon his deed. For an orc,
honor is as important as his clan, and most will die
defending either clan or personal reputation. This is a Pandaren
new development for the orcs; before, when led by the “You seem a little parched.”

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Languages. You can speak, read, and write Common and


As a Pandaren, you are an honorable and filled with a Pandaren.
love of good company, good food -- and every now and
then, a good friendly brawl -- . Tauren
The pandaren have been content to live in seclusion,
“Walk with the earth mother.”
allowing their culture to flourish and thrive away from
The plains of Kalimdor have long been a home to these
the influence of the outside world.
tremendous nomads. The tauren are a race of shamans,
However, every now and then, a pandaren is born with
hunters and warriors who long ago developed a complex
a thirst for adventure that rivals his or her thirst for a
culture and system of living without the aid of
strong drink, and he or she strikes out to explore beyond
stonework, steel or conquest. This is not to say that the
Pandaria’s shores. One of the most famous of such
tauren are a race of pacifists, for when they are angered
wanderers was the brewmaster Chen Stormstout, who
they are capable of retaliating with swift and decisive
set out looking for exotic ingredients for his special ale
brutality.
and wound up an integral part of the founding of the
As one of the Tauren peoples of Kalimdor, you prefer to
Horde. During the bleak days that preceded the
act instead of talk, and seem to be brooding for most
sundering of the world, when demons flooded onto
observers. Tauren rarely speak unless there is a true
Azeroth and threw the entirety of the mortal realm into
reason to, preferring to act instead of talk. However,
jeopardy, the last Emperor of the pandaren discovered a
once a tauren has learned to interact with a companion,
way to protect his land from devastation. His deal with
there seems to be a more open and enthusiastic exchange
fate shrouded his land within an impenetrable mist for
of words.
ten thousand years, but the nature of his transaction has
left Pandaria haunted ever since.
Tauren Traits
As a Pandaren, you may have been one of the wanderers
Ability Score Increase. Your Strength increases by 2 and
that left the misty island to explore the outside world
your Spirit by 1.
and bring news back home.
Age. A Tauren typically claims adulthood around the
Your allies might wonder from where you came and
age of 50 and can live to be 150 years old.
whether they could visit your home, you know that the
Affiliation. Horde. When the tauren first encountered
mists shall only lift when the time is right.
the orcs of Thrall’s Horde, the tauren recognized the
Pandaren Traits
orcs as spiritual brethren. No other race shared such a
Ability Score Increase. Your Stamina score increases by
similar outlook on the world, and the shamans of both
2, and your Spirit by 1.
races met frequently to discuss the matters of the spirit
Age. Pandaren reach adulthood on about the age of 80,
world. While the tauren see the orcs and trolls as
and can live up to be 350.
potential friends to welcome, they rarely trust the
Affiliation. Independent, Horde, or Alliance. Pandaren
Forsaken with more than a nod and a place to set their
drift across affiliations, doing whatever they wish and
withered feet.
making friends in either sides.
Size. Tauren are much larger than other races. Males
Size. Your size is medium. Pandaren average 5 1/2 feet in
average 7 1/2 feet tall and 400 pounds, while females are
height, and make assured and precise movements, despite
usually a bit shorter and lighter.
them often reaching the weight of 400 pounds.
Tauren are mostly muscle, having incredibly developed
Speed. You have a base walking speed of 30 feet.
physiques and brawny frames most suitable for combat.
Inner Peace. You are proficiency with the Insight and
They are medium sized.
Perception skills. In addition, while you are wearing light
Speed. You have a base walking speed of 30 feet.
or no armor, you gain +1 to Armor Class.
Gore. You can use an attack action to make a gore
Bouncy. You can use your reaction when you fall to
attack with your horns. It is a melee unarmed attack that
reduce any falling damage you take by an amount equal
deals 1d8 piercing damage plus your Strength modifier.
to five times your Stamina modifier.
When benefitting from your plainswalker bonus to
Tavern-Brawler. You are proficient with improvised
speed, your first attack with a gore can knock an enemy
weapons such as kegs and chairs, and can deal 1d4 plus
prone (as a push). The DC is equal to your Warstomp
your Strength with unarmed strikes. Whenever you
DC.
make an unarmed attack, you can use a bonus action to
Self-Mastery. You have proficiency in either Spirit
make an attempt to grapple them. If you gain the ability
(Nature) or Spirit (Perception), and proficiency with the
to improve your damage dice with unarmed strikes, the
Herbalism skill.
dice improves to d6.
Plainswalker. You have advantage when making any
Male Names. Huojin, Aiguo, Dac Kien.
check to recall a path you have traveled, or to guide
Female Names. Jinjing, Xueyou, Ling, Vuong.
yourself and others through any terrain to find food,
Family Names. Stoneclaw, Firespear, Silentrunner,
natural foes (or avoiding them), or shelter. Also, if using
Winterwalker, Rainsword, Brewscroll, Whitebrow.
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the Dash action three times in a row, you gain a +20


bonus to your base speed until you stop dashing. Trollish Traits
War Stomp. You can stomp the ground with your Ability Score Increase. Your Agility score increases by 1,
hooves as a bonus action, creating a shockwave. All and your Stamina increases by 1.
creatures within five feet from you must perform an Age. Trolls reach adulthood at the age of 18, and live up
Agility saving throw, (DC 8 + your proficiency bonus + to be 80 years old.
Strength) or be knocked prone, and take 2 (1d4) points Size. Trolls are larger and bulkier than humans, and they
of bludgeoning damage . average around 7 feet tall and 200 pounds, although
This can be done once per Proficiency bonus, and you their lanky build and slouched pose undermines their
regain all uses after a short rest. The damage increases by height. Your size is Medium.
1d4 for every two points of Proficiency bonus (maximum Speed. Your base walking speed is 30 feet.
3d4 at Proficiency +6). Darkvision. You have superior vision in dark and dim
Languages. Common, Taur-ahe. The language of the conditions. You can see in dim light within 60 feet of you
tauren is often harsh and low sounding, which is as if it were bright light, and in darkness as if it were dim
reflected in the names of their children. light. You can’t discern color in darkness, only shades of
gray.
Male Names. Azok, Bron, Turok, Garaddon, Hruon, Rapid Regeneration. Whenever you rest, you gain
Jeddek. double the hit point recovery benefit from expending hit
Female Names. Argo, Serga, Grenda, Beruna, Halfa. dice, and can regrow a lost limb after a week of losing
Family Names. Darkthorn, Thunderhoof, Stormhorn, them, unless the limb was lost through your own will or
Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker through magic.
Languages. You can speak, read, and write Common and
Trolls Zandali.
Troll Combat Training. You have proficiency with the
Several troll subspecies exist, and they are — almost
battleaxe, handaxe, and all weapons that have the
universally -- evil and depraved. Jungle trolls are wild
thrown or ammunition properties, except firearms
humanoids that live in Azeroth’s wilderness, and Ice
(unless proficient otherwise).
trolls are known as the descendants of a vicious
Male Names. Drak, Gul, Zol, Vol, Ros, Mig, Gal, Doth,
civilization that (to this day) resists the Lich King’s
Mag, Ran, Vis.
dominion in Northrend. During Thrall’s exodus from
Female Names. Moor, Mesk, Dan, Mel, Shi, Mith, Hai,
Lordaeron, the Horde rescued the Darkspear tribe of
So, Lith, Arn, Din, Mak.
jungle trolls from the mysterious Sea Witch. The
Family Names. Trolls usually employ titles rather than
Darkspear tribe owes Thrall and the orcs a great debt,
family names, but commonly take their tribe name as a
and allied themselves with the Horde in gratitude. Their
family name.
relationship with the noble orcs and tauren has begun to
change the Darkspear trolls’ savage natures.
Subrace. Ancient divides among the troll-folk resulted in
Jungle trolls are sly and cunning, and their society is
two main subraces: forest trolls, and ice trolls. Choose
tribal and highly regimented. Males control everything;
one of these subraces. Jungle trolls (such as the
females exist only to make more trolls. Each tribe
Revantusk tribe) are treated as forest trolls.
includes a chieftain, who is either the most powerful
warrior in the tribe or the most accomplished witch
doctor; the chieftain leads his soldiers in raids against Forest Troll (Darkspear)
other creatures. “What’cha want me do?”
A tribe of trolls also includes one or more witch doctors
who assist the chieftain with advice and spells. Trolls are As a forest troll, you belong to the Darkspear tribe or its
adept hunters and daring adversaries. associates.
As a troll, you are viewed as vicious, brutal and evil, and Affiliation. Horde or Independent. Darkspear jungle
history lends credence to this reputation. Waging trolls are steadfastly loyal to the orcs. Though they
constant wars against civilization and attempt to reclaim practice voodoo and many retain their savage natures,
past glories is a fervent call for your people, who are seen Thrall lets them live in his borders and generally do
(and are commonly are) a lurking menace in any what they want. They feel a great debt to the orcs, and
wilderness area and willingly ally themselves with other their time fighting alongside the tauren has made them
dark powers to achieve their goals. friends of these creatures as well. They are suspicious of
Darkspear trolls of the Horde, however, deny this legacy. the Forsaken, but so is everyone else.
The Horde has taught them camaraderie, restraint and, The Darkspear tribe doesn’t really hate the Alliance
to a lesser extent, kindness. Trolls are famous for their races, but their loyalty to the Horde and their
ability to heal their wounds rapidly. bloodthirstiness make the Alliance a great target.

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Ability Score Increase. Your Agility score increases by 1 retreated deeper within the isolated domain, and there
they survived, fearful of the savage presence that lurked
Berserking. You can rage as a level 1 barbarian. If you just outside the barricades. Tensions among the displaced
gain levels in Barbarian, you increase the total times per citizens escalated over time, resulting in a civil war that
day you can rage by 1. now threatens to destabilize the embattled nation even
Dark Promises. You have proficiency with the Alchemy more.
skill. You can create alchemical mixtures as if you had Records indicate that the worgen, a race of lupine
one level in any spellcasting class you choose. If you later humanoids, existed for a time in Kalimdor. Other
gain levels in a spellcasting class, you may reference said evidence also suggested that the Worgen were from a
spellcasting spell list for alchemical recipes. This level different world, that came through portals by Archmage
does not actually allow you to cast spells, only to know Arugal. More recent evidence suggested that their true
them enough to create alchemical mixtures of such spells. origin might have a connection to the night elves and a
Alternatively, you may gain proficiency with secretive druidic order from Kalimdor's distant past.
Intimidation and Stealth. It were the night elves who (by happenstance) created
the curse in the first place. Obliged to help their
Ice Troll (Drakkari) newfound allies, they re-introduced them to the
“You got it...heh heh eh…” Alliance.
There are those among the Gilneans, however, who cling
As an ice troll, you belong to the tribes in Northrend or to hope. Many believe that a cure for the worgen curse
high mountains in Azeroth, commonly the Drakkari or may exist, although others have nearly given up, fearful
Frostmane tribe, respectively. Ice trolls average one foot that if they should lose hope, their humanity will be lost
higher than other trolls. forever.

Affiliation. Independent. Ice trolls are steadfastly loyal to Worgen Traits


themselves above all others, and typically show loyalty Ability Score Increase Your Agility score increases by 2
to their tribes and kings, although they often also see the and your Strength score increases by 1.
uses of allying with the Horde (especially those who Affiliation. Independent or Alliance. The Worgen of
might share their ancestral hate to the Alliance’s Gilneas re-joined their brethren of the Alliance once the
dwarves, elves, and humans). Worgen Curse spread through their people, but in most
Ability Score Increase. Your Stamina score increases by 1 cases, Worgen prefer to cater to their own hungers and
Cold Resistance. You have resistance to Cold damage. If ambitions.
you ever gain cold resistance later, you gain immunity to Size. Worgens are about the same size as humans when
cold instead. in humanoid and Worgen form. Your size is Medium.
Hostile Homeland. You treat arctic terrain as favored Speed. Your base walking speed is 30 feet.
terrain, as a 1st level Hunter. If you ever become a Darkvision. Your curse grants you the ability to see in
hunter or gain a favored terrain, you may choose another dark conditions. You can see in dim light within 60 feet
while retaining the benefits of Hostile Homeland. 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.
Worgen Worgen Curse. On your turn, you can shift to your
“Get gabbing or get going.” worgen form as a bonus action. Shifting lasts until you
The worgen's first verified appearance in the Eastern end it on your turn as a bonus action. While shifting,
Kingdoms has been traced back to the Third War, when you gain temporary hit points equal to your level + your
the archmage Arugal utilized the wolf-beasts as a Stamina bonus (minimum of 1). You also gain features
weapon against the Scourge. Arugal's weapons soon described below. You must finish a long rest before you
turned against him, however, as the curse of the worgen can gain temporary hit points again, though you can
rapidly spread among the human population, transform whenever you wish.
transforming ordinary men and women into ravenous, Darkflight. Shifting Feature. While shifted, you can use
feral creatures. Arugal adopted many of the worgen as the Dash action as a bonus action.
his own and retreated to the former mansion of Baron Flayer. Shifting Feature. While shifted, you can make a
Silverlaine, the estate now known as Shadowfang Keep. bite or claw attack as an action. This is a melee weapon
The curse, however, was not contained. It persisted in attack that uses Strength for its attack roll and damage
the lands of Silverpine and extended even into the walled bonus and deals 1d6 piercing damage. If this attack hits a
nation of Gilneas, where the curse rapidly reached target that is your size or smaller, the target is also
pandemic levels. grappled.
The citizens of the human nation of Gilneas found
themselves trapped, with no hope of escape. They

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Viciousness. Shifting Feature. While shifted, you can Languages. You can speak, read, and write Common.
make an unarmed strike as a bonus action with your Worgen Names follow the same conventions as human
claws. names.
Aberration. You have advantage to saves against poison,
and resistance against poison and fel damage.
Half-breed Races
The warcraft universe also has its share of mixed-origin characters(or half races). One of the more famous examples are
Garona Halforcen and the half elven Alodi, the first Guardian. Mixed races are treated as both races with spells, magic
effects, and mechanical purposes, but may be looked down upon by their parent races.

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

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

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Chapter 3: Classes and Specializations


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

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

Druid (DRD) (Balance, Feral, Restoration)

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

Mage (MGE) (Arcane, Fire, Frost)

Monk (MNK) (Brewmaster, Mistweaver, Windwalker)

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

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

Rogue (RGE) (Assassination, Combat, Subtlety)

Shaman (SHM) (Elemental, Enhancement, Restoration)

Tinker (TNK) (Bomber, Gunner, Gadgeteer)

Warlock (WKR) (Affliction, Demonology, Destruction)

Warrior (WAR) (Arms, Fury, Protection)

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

Death Knight (DKN)


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

CREATING A DEATH KNIGHT


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

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

Death Knight Class


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

Divine Sense Corrupting Touch


The presence of strong evil registers on your senses like a Your cursed touch can cause unholy wounds. As an
noxious odor, and powerful good rings like heavenly action, you may declare a Corrupting Touch, expending
music in your ears. As an action, you can open your half or all of your maximum mana pool, gaining a pool of
awareness to detect such forces. Until the end of your healing with a value equal to your proficiency modifier
next turn, you know the location of any celestial, fiend, times the mana spent. Each point of the pool heals 1 hit
or undead within 60 feet of you that is not behind total point to an undead creature, or deals 1 point of Fel
cover. damage to a living creature (in this case, it requires a
You know the type (celestial, fiend, or undead) of any melee spell attack). You may use Corrupting Touch as a
being whose presence you sense, but not its identity (the bonus action when targeting yourself (which heals you
lich Kel’Thuzad, for instance). Within the same radius, regardless whether you are currently undead or alive).
you also detect the presence of any place or object that All excess hit points from healing or damaging are lost.
has been consecrated or desecrated, as with the hallow Alternatively, you can expend hit points from your pool
spell. to inflict one disease or one poison of your choice that
You can use this feature a number of times equal to 1 + you are the carrier to. Each disease or poison requires hit
your Charisma modifier. points from the Corrupting Touch pool equal to half the
When you finish a long rest, you regain all expended saving throw of the poison or disease. The target may
uses. still make a saving throw against this disease as normal.
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You can choose be a carrier to up to three separate from the spellbooks and scrolls of spellcasters who have
poisons or diseases on your person. This feature has no spells you can cast.
effect on constructs. Your runeblade is effectively your spellbook, and you
may add spells by scribing with runic inks.
Spellcasting
By 2nd level, you have learned to draw on divine magic Spellcasting Focus
through meditation and prayer to cast spells as a priest You can use an unholy symbol (found in chapter 5) as a
does. The death knight uses the paladin’s spell list, but spellcasting focus for your death knight spells, or you can
removes Holy Light, Seals, Blessings, and other effects treat your runeblade as your focus.
that heal the living and similar effects (including
revivify), and gains the ability to cast Animate Dead, Fighting Style
Death Coil, Runes, as well as all spells that raise and At 2nd level, you adopt a style of fighting as your
control the dead, as well as all spells that on the Death specialty. Choose one of the following options. You can’t
Knight list. take a Fighting Style option more than once, even if you
Each death knight also adds Teleportation circle to their later get to choose again.
list of spells, but may only teleport to places with sigils
made by other death knights (typically bases of Defense
operations such as temples, necropoli, etc.). This requires While you are wearing armor, you gain a +1 bonus to
possessing your Runeblade. AC.

Conjuring and Binding Dueling


A death knight can conjure and bind (also known as When you are wielding a melee weapon in one hand and
animate and enslave, respectively) undead and fiends. no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
Preparing and Casting Spells
Each death knight level provides you with 0.5 caster Great Weapon Fighting
levels in the death knight class. You follow the normal When you roll a 1 or 2 on a damage die for an attack you
progression to unlock spell levels (see the table under the make with a melee weapon that you are wielding with
Mana section). two hands, you can reroll the die and must use the new
You can change your list of prepared spells by consulting roll. The weapon must have the two-handed or versatile
your runeblade’s runes (treat as a spellbook), which property for you to gain this benefit.
takes 1 minute per spell level to alter the readied spell.
Unlike arcane spellcasters, you can choose any spell you Protection
prepared before in your runeblade (treat as a spellbook), When a creature you can see attacks a target other than
regardless of whether you currently own it or not. you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll. You
Spellcasting Ability must be wielding a shield.
Charisma is your spellcasting ability for your death
knight spells, since their power derives from the strength Runic Strike
of Starting at 2nd level, when you hit a creature with a
your convictions. You use your Charisma whenever a melee weapon attack, you can expend mana equal to one
spell refers to your spellcasting ability. In addition, you death knight spell to deal fel damage to the target, in
use your Charisma modifier when setting the saving addition to the weapon’s damage.
throw DC for a death knight spell you cast and when The extra damage is 2d8 for a 1st-level spell, plus 1d8 for
making each spell level higher than 1st, to a maximum of 5d8.
an attack roll with one. The damage increases by 1d8 if the target is an celestial
Spell save DC = 8 + your proficiency bonus + your or a paladin.
Charisma modifier If you have a rune active, you may also strike without
Spell attack modifier = your proficiency bonus + your expending mana, and instead impose judgment by
Charisma modifier releasing the rune, ending its effects prematurely for an
additional effect. Despite the name, Runic Strike does
Spellbook – Runeblade not count as a Strike effect, and does not require the
At 2nd level, your runeblade contains three 1st-level expenditure of a bonus action.
death knight spells of your choice. When you level up,
you gain 2 additional death knight spells of your choice. Aura
You may also acquire new spells by research, tutelage, or Starting at 3rd level, you may exert an aura you can emit
in a 15-foot radius sphere centered on you as a bonus
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action. You may maintain concentration with this effect per round. This opposes Resistance Aura, and both
for up to 1 hour. Unlike most effects that require effects are suppressed.
concentration, you may also maintain concentration on
spell at the same time. You still suffer the chance to lose Unholy Path
the aura (DC 10 or half damage Stamina saving throw). When you reach 3rd level, you walk a path that defines
Once the aura ends, you cannot exert it again until you you as a death knight forever. Up to this time you have
rest (but you can exert other auras). been in a preparatory stage, committed to the path but
All effects are treated as unholy and fel effects that have not yet sworn to it. Now you choose the Path of Blood
no saving throw, but can be negated by Protection From for vengeance, Path of Frost for cool disregard for life, or
Evil and Good and suppressed for 1 minute with dispel Path of the Unholy to defy the heavens, all detailed at
magic and similar abjurations. If you are rendered the end of the class description.
unconscious, the effect ends automatically. If an aura can Your choice grants you features at 3rd level and again at
be resisted, it is a Spirit saving throw with a DC equal 7th, 15th, and 20th level. Those features include path
to your spell DC. spells and the Channel Divinity feature.
Aura bonuses do not stack with other aura bonuses.
Creatures affected by auras automatically sense where Path Spells
they are emanating from. Each path has a list of associated spells. You gain access
to these spells at the levels specified in the path
Abandonment At level 3, you have the aura of description. Once you gain access to a path spell, you
abandonment. All hostile creatures take extra damage always have it prepared. Path spells don’t count against
from Weapon attacks equal to your proficiency bonus. the number of spells you can prepare each day.
This opposes Devotion Aura, and both effects are If you gain a path spell that doesn’t appear on the death
negated. knight spell list, the spell is nonetheless a death knight
spell for you.
Necrotic At level 6, you have the aura of necrosis. All
hostile creatures that are reduced to 0 hit points restore Channel Divinity
1d4 hit points to you and a number of allies equal to your Your path allows you to channel divine energy to fuel
proficiency bonus. You do not heal if the character is magical effects. Each Channel Divinity option provided
stabilized. This opposes Retribution Aura, and both by your path explains how to use it. When you use your
effects are negated. Channel Divinity, you choose which option to use. You
must then finish a short or long rest to use your Channel
Unholy At level 10, you have the aura of the unholy. All Divinity again. Some Channel Divinity effects require
allied creatures within range gain +10 foot movement saving throws. When you use such an effect from this
increase on their speed, and regenerate one hit point per class, the DC equals your death knight spell save DC.
proficiency bonus every hour. This does not stack with By default, you may always Turn Good, and gain an
other regenerative abilities such as restoring hit dice additional choice from your Path.
from resting, and has no effect on constructs. This
opposes Crusader aura, and both effects are suppressed. Turn Good
As an action, you present your unholy symbol and speak
Distraction At level 14, you have the aura of distraction. a prayer censuring humanoids, celestials, and beasts,
All hostile creatures suffer disadvantage on Stamina using your Channel Divinity. Each humanoid, celestial or
saving throws to maintain their concentration on spells. beast that can see or hear you within 30 feet of you must
Once per proficiency bonus, you may use your reaction make a Spirit saving throw.
to force a hostile creature to treat its spellcasting as If the creature fails its saving throw, it is turned for 1
distracted (requiring them to pass a concentration check minute or until it takes damage. A turned creature must
or lose the spell). This opposes Concentration aura, and spend its turns trying to move as far away from you as it
both effects are suppressed. can, and it can’t willingly move to a space within 30 feet
of you. It also can’t take reactions. For its action, it can
Vulnerability At level 18, you have the aura of use only the Dash action or try to escape from an effect
vulnerability. All hostile creatures are lightly vulnerable that prevents it from moving. If there’s nowhere to
against one energy type (choose once emitting the aura move, the creature can use the Dodge action.
between acid, cold, electricity, or fire). Affected
creatures take bonus damage equal to double your Ability Score Improvement
proficiency bonus (cannot exceed double the original When you reach 4th level, and again at 8th, 12th, 16th,
damage). This can be resisted to negate the effect once and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of

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your choice by 1. As normal, you can’t increase an ability unholy power with them. Whenever you hit a creature
score above 20 using this feature. with a melee weapon, the creature takes an extra 1d8 fel
damage. If you also use your Runic Strike with an
Extra Attack attack, you add this damage to the extra damage of your
Beginning at 5th level, you can attack twice, instead of Runic Strike.
once, whenever you take the Attack action on your turn.
Dispelling Touch
Cursed Carrier Beginning at 14th level, you can use your action to end
Starting at 6th level, you can carry diseases in your body, one spell on yourself or on one willing creature that you
and spread them by touch (if contact), scratch (if injury), touch. You can use this feature a number of times equal
breath (if inhaled), or spit (if ingested). You can carry up to your Charisma modifier (a minimum of once). You
to three diseases of your choice with this ability, above regain expended uses when you finish a long rest.
the normal three added by Corrupting Touch.
Aura Improvement
Improved Runic Strike Beginning on 18th level, you have advantage to
By 11th level, you are so suffused with the might of the concentrate on auras, and the range increases to 30 feet.
Lich King that all your melee weapon strikes carry his

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

Path of Blood
A path of blood death knights are a dark guardians who manipulate and corrupt life energy to sustain themselves in the
face of the enemy’s onslaught.
Death Knight Level Spell
3rd Bane, False Life
5th Darkness, Ray of Enfeeblement
9th Animate Dead III, Carrion Swarm
13th Blight, Confusion
17th Contagion, Insect Plague

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

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

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

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

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

Path of Frost
A frost path death knight is a harbinger of doom, channeling runic power and delivering vicious weapon strikes.
Death Knight Level Spell

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3rd Bane, False Life


5th Darkness, Ray of Enfeeblement
9th Animate Dead III, Blizzard
13th Blight, Confusion
17th Cone of Cold (Howling Blast), Insect Plague

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

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

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

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

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

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

Channel Divinity.
Bolster Undead. You can use your Channel Divinity to guard undead against being turned, as well as empowering them.
All and any undead under your command within 30 ft. of you may add your Proficiency bonus to attack rolls, skill checks,
damage rolls, and saving throws for one minute, and may ignore one Turn Undead attempt. You cannot benefit from the
numeric bonus, but can ignore one Turn Undead attempt on use. This bonus remains for one hour.

Undead Companion. Starting when you gain this When reaching 8th level, you can choose a Large
archetype at 3rd level, you may raise an undead ghoul to creature.
accompany you on your adventures. Choose an undead The undead obeys your commands as best as it can. It
(preferably a ghoul) that is no larger than Medium and takes its turn on your initiative, though it doesn’t take an
that has a challenge rating of 1/4 or lower (appendix D action unless you command it to. On your turn, you can
presents statistics for the zombie or skeleton as verbally command the undead where to move (no action
examples). Add your proficiency bonus to the undead’s required by you). You can use your action to verbally
AC, attack rolls, and damage rolls, as well as to any command it to take the Attack, Dash, Disengage, Dodge,
saving throws and skills it is proficient in. Its hit point or Help action. Once you have the Extra Attack feature,
maximum equals its normal maximum or four times your you can make one weapon attack yourself when you
death knight level, whichever is higher. Your undead command the beast to take the Attack action. You may
companion improves in CR the higher your level split the allotted CR between several undead.
becomes, for a CR parameter of 1 CR per every 4 levels Bonding with an undead requires spending one hour
of death knight (improving to 1 CR at level 4, 2 CR at animating it, and the next hour drawing from any
level 8, 3 at level 12, 4 CR at level 16, and 5 at level 20). superficial memories before its death. You may raise your

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enemies to serve as undead companions, so long as their followers are friendly to you and your allies, and are
CR are within the above guidelines. Most death knights controlled as normal summons (but do not count against
take low-level ghouls, before being able to bond with your limit of summoned undead). They remain for 10
greater targets. minutes before falling inactive. This does not require
corpses to be present--undead sprout from the very
Grave March. Beginning at 7th level, your Unholy Aura ground. However, this cannot be used on hallowed
can be used in conjunction with any other aura. Targets ground, and the undead must be able to dig out of the
that benefit from your Unholy Aura also have earth.
advantage to all saves that hinder or arrest movement, or
effects that hinder or remove control over their actions. Unholy Champion. Starting at 20th level, the Lich King
has blessed you with fel zeal, allowing you to become
Army of the Dead. Starting at 15th level, your Animate surrounded with dark energies. As an action, you can be
Undead (Conjure Dead) spell is inherently stronger than surrounded by a thick miasma that spreads out for 30
others. When you start casting Animate Undead and feet, and gain the following benefits for 1 minute:
choose the undead creature you want to conjure, ● At the beginning of your transformation you are
temporary undead (choose up to 10 undead creatures to instantly healed for 3d8+10 HP.
spawn during your spellcasting time, with a collective ● Become resistant to damage from good aligned
CR equal to three times the Animate Undead spell targets (or magical weapons).
level) begin spawning on the first round after you start ● Any undead in the miasma regains 2d6 hit
casting and begin acting so long as you continue to cast points every round. This cannot exceed half
the Animate Undead spell. These temporary undead total hit points.

Druid (DRD)
Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s
raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines,
or ensnaring them in unrelenting cyclones.
The druids of Azeroth nearly all belong to the circle of Cenarius. Druids otherwise corrupted still belong to the same
circle. Azerothian druids are more limited in the shapes they may choose when transforming, but they gain an additional
ability to empower said form.

CREATING A DRUID
CLASS FEATURES
QUICK BUILD As a druid, you have the following class features.
You can make a druid quickly by following these HIT POINTS
suggestions. First, Spirit should be your highest ability Hit Dice 1d8 per druid level
score, followed by Stamina. Second, choose the hermit Hit Points at 1st Level 8 + your Stamina modifier
background. Hit Points at Higher Levels 1d8 (or 5) + your Stamina
modifier per druid level after 1st
PROFICIENCIES
Armor: Light armor EQUIPMENT
Weapons: Clubs, daggers, darts, javelins, maces, You start with the following equipment, in addition to
quarterstaffs, sickles, slings, spears the equipment granted by your background:
Tools: Herbalism kit ● (a) a quarterstaff, or (b) any simple weapon
Saving Throws: Stamina, Spirit ● (a) five javelins or (b) a sling and 10 bullets
Skills: Choose two from Arcana, Animal Handling, ● Leather armor, an explorer’s pack, and a druidic
Insight, Medicine, Nature, Perception, Religion, and focus
Survival

Druid Class
Level Proficiency Features
1st +2 Druidic, Spellcasting
2nd +2 Wild shape, Druidic Circle, Ancient Power
3rd +2 -
4th +2 Ability Score Improvement, Wild shape improvement (Water)
5th +3 -

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6th +3 Druid Circle Feature


7th +3 -
8th +3 Ability Score Improvement, Wild shape improvement (Air)
9th +4 -
10th +4 Druid Circle Feature
11th +4 -
12th +4 Ability Score Improvement, Wild shape improvement (Plant)
13th +5 -
14th +5 Druid Circle Feature
15th +5 -
16th +5 Ability Score Improvement
17th +6 -
18th +6 Timeless, Beast Spells
19th +6 Ability Score Improvement
20th +6 Archdruid

Druidic prepared before in your druidic idol (treat as a


You know Druidic, the secret language of druids, fey, spellbook), regardless of whether you currently own it or
and spirits of the wild. You can speak the language and not.
use it to leave hidden messages. You and others who
know this language automatically spot such a message. Spellcasting Ability
Others spot the message’s presence with a successful DC Spirit is your spellcasting ability for your druid spells,
15 Spirit (Perception) check but can’t decipher it without since your magic draws upon your devotion and
magic. If you can speak druidic, you can communicate attunement to nature. You use your Spirit whenever a
with all other druids and all fey creatures, even if you spell refers to your spellcasting ability. In addition, you
don’t otherwise share a language. use your Spirit modifier when setting the saving throw
DC for a druid spell you cast and when making an attack
Spellcasting roll with one.
Drawing on the divine essence of nature itself, you can Spell save DC = 8 + your proficiency bonus + your
cast spells to shape that essence to your will. You cast Spirit modifier
Druid spells. Spell attack modifier = your proficiency bonus + your
Spirit modifier
Cantrips
At 1st level, you know two cantrips of your choice from Spellbook – Idol
the druid spell list. You learn additional druid cantrips of At 1st level, your idol contains six 1st-level druid spells of
your choice at higher levels, equal to half your Druid your choice. When you level up, you gain 2 additional
level + 2 (maximum 4). druid spells of your choice. You may also acquire new
spells by research, tutelage, or from the spellbooks and
Conjuring and Binding scrolls of spellcasters who have spells you can cast.
A druid can conjure animals, elementals, fey, and plants, Your idol is effectively your spellbook, and you may add
and may bind elementals and plants. spells by meditating with it and inhaling herbal vapors.

Preparing and Casting Spells Spellcasting Focus


Each druid level provides you with 1 caster level in the You can use a druidic idol as a spellcasting focus for your
druid class. You follow the normal progression to unlock druid spells.
spell levels (see the table under the Mana section).
You prepare the list of druid spells that are available for Druid Circle
you to cast, choosing from the druid spell list. At 2nd level, you choose to identify with a circle of
You can also change your list of prepared spells when druids: the Circle of the Balance to preserve the order of
you finish a long rest by meditating in nature. Preparing nature, the Circle of the Feral Beast to act within
a new list of druid spells requires time spent in prayer nature’s order, or the Circle of Restoration to keep and
and meditation: at least 1 minute per spell level for each preserve living things, all detailed at the end of the class
spell on your list. description. Your choice grants you features at 2nd level
You can also change your list of prepared spells when and again at 6th, 10th, and 14th level.
you finish a long rest by meditating in nature. Unlike
arcane spellcasters, you can choose any spell you Wild Shape

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

Balance
The Balance archetype improves your command of solar and lunar energies.
Druid Level Circle Spells
3rd barkskin, entangling roots
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride

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

Feral
The Feral archetype improves your wildform choices, and augments your strength in each of them by choosing an animal
focus.

Fortitude of the Wilds. When you choose this archetype


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

Restoration
The Restoration archetype improves on your ability to heal the wilderness and its many creatures.
Druid Level Circle Spells
3rd rejuvenation, pass without trace
5th daylight, swiftmend
7th divination, freedom of movement
9th dream, tranquility

Healing Lore. When you choose this archetype at 2nd When they are hit, you receive a mental jolt that notifies
level, you may alter the target of an invigorate spell you of their peril, and you may discharge the spell you
effect as a bonus action, targeting any eligible target cast. A creature cannot benefit from this more than once
within a range equal to the spell’s original range. The every 24 hours, and cannot have more than one seed
spell’s effects take place at the new target’s turn as usual. active at any given time. This spell is considered active,
and can be dispelled if targeted.
Extended Growth. Also starting at 2nd level, the
maximum duration of invigorate spells for you is 10 Ironbark. Starting at 10th level, whenever you heal a
minutes, not 1 minute, and you gain 50% more uses from creature, you may choose to imbue their skin to be
any invigorate spell effect. imbued with the strength of nature. if you do, they gain
resistance to all non-magical weapon damage for 1
Seed of Life. Starting at 6th level, you may touch any minute. This can be used multiple times, though a given
creature as an action, and cast any druidic spell, which creature can benefit only once every 24 hours.
remains latent until you discharge it with a mental
command. Until the spell is discharged, you can sense the Improved Seed of Life. Starting at 14th level, you may
well-being of the creature and their relative health, but imbue up to five seeds of life at once, and you can use an
cannot perceive through their senses or realize what they action see through the location in which you touched
are facing. your ally. You may not communicate with them,
however.

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

CREATING A HUNTER
QUICK BUILD

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

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

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

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

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

Hunter Class
Level Proficiency Features
1 +2 Favored Enemy, Natural Explorer
2 +2 Fighting Style, Spellcasting
3 +2 Hunter Archetype, Primeval Awareness
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Favored Enemy and Natural Explorer Improvements
7 +3 Hunter Archetype Feature
8 +3 Ability Score Improvement, Land’s Stride
9 +4 -
10 +4 Natural Explorer Improvement, Hide in Plain Sight
11 +4 Hunter Archetype Feature
12 +4 Ability Score Improvement
13 +5 -
14 +5 Favored Enemy Improvement, Vanish
15 +5 Hunter Archetype Feature
16 +5 Ability Score Improvement
17 +6 -
18 +6 Feral Senses
19 +6 Ability Score Improvement
20 +6 Foe Slayer

Favored Enemy plants, or undead. Alternatively, you can select two


Beginning at 1st level, you have significant experience races of humanoid (such as gnolls and orcs) as favored
studying, tracking, hunting, and even talking to a certain enemies.
type of enemy. Choose a type of favored enemy: You have advantage on all opposed checks against your
aberrations, beasts, celestials, constructs, dragons, favored enemies, as well as on Intelligence checks to
elementals, fey, fiends, giants, monstrosities, oozes, recall information about them (such as Perception versus

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Stealth, Insight versus Bluff, Perception to track, and When you engage in two-weapon fighting, you can add
Persuasion to convince), and when making an attack your ability modifier to the damage of the second attack.
against them, you deal 2 extra points of damage.
When you gain this feature, you also learn one language Spellcasting
of your choice that is spoken by your favored enemies, if Drawing on the divine essence of nature itself, you can
they speak one at all. cast spells to shape that essence to your will. You cast
You choose one additional favored enemy, as well as an Hunter spells and add Shot spells to your spell list.
associated language, at 6th and 14th level. As you gain
levels, your choices should reflect the types of monsters Conjuring and Binding
you have encountered on your adventures. A hunter can conjure animals, elementals, fey, and
plants, and may bind elementals and plants. Beast master
Natural Explorer hunters often take bound animals as their animal
You are particularly familiar with one type of natural companions to honor them.
environment and are adept at traveling and surviving in
such regions. Choose one type of favored terrain: arctic, Preparing and Casting Spells
coast, desert, forest, grassland, mountain, swamp, or Each hunter level provides you with 0.5 levels in the
caves and underground. hunter class. You follow the normal progression to
When you make an Intelligence or Spirit check related to unlock spell levels (see the table under the Mana
your favored terrain, your proficiency bonus is doubled if section).
you are using a skill that you’re proficient in. You prepare the list of hunter spells that are available for
While traveling for an hour or more in your favored you to cast, choosing from the hunter spell list.
terrain, you gain the following benefits: When you do so, you may ready a number of hunter
Difficult terrain doesn’t slow your group’s travel. spells equal to half the number you can prepare normally
Your group can’t become lost except by magical means. for your Spirit modifier (or 1 + spirit modifier), and you
Even when you are engaged in another activity while do not need to reduce the number of spells prepared for
traveling (such as foraging, navigating, or tracking), you the highest and second-highest levels as other casters.
remain alert to danger. When you level up, you can exchange the spells known
If you are traveling alone, you can move stealthily at a with others you qualify for. You cannot otherwise
normal pace. change your spells other than by leveling up and
When you forage or gather, you find twice as much food exchanging them, or by training under another ranger,
as you normally would. druid, or fey creature (see tutilage under magic).
While tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed Spellcasting Ability
through the area. Spirit is your spellcasting ability for your hunter spells,
You choose additional favored terrain types at 6th and since your magic draws upon your attunement to nature.
10th level. You use your Spirit whenever a spell refers to your
spellcasting ability. In addition, you use your Spirit
Fighting Style modifier when setting the saving throw DC for a druid
At 2nd level, you adopt a particular style of fighting as spell you cast and when making an attack roll with one.
your specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once, even if Spell save DC = 8 + your proficiency bonus + your
you later get to choose again. Spirit modifier
Spell attack modifier = your proficiency bonus + your
Archery Spirit modifier
You gain a +2 bonus to attack rolls you make with
ranged weapons. Spellbook – Idol
At 2nd level, your idol contains three 1st-level hunter
Defense spells of your choice. When you level up, you gain 2
While you are wearing armor, you gain a +1 bonus to additional hunter spells of your choice. You may also
AC. acquire new spells by research, tutelage, or from the
spellbooks and scrolls of spellcasters who have spells you
Dueling can cast.
When you are wielding a melee weapon in one hand and Your idol is effectively your spellbook, and you may add
no other weapons, you gain a +2 bonus to damage rolls spells by meditating with it and inhaling herbal vapors.
with that weapon.
Shot Spells
Two-Weapon Fighting Shot spells may be cast as a bonus action when attacking
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with a ranged weapon, and counts as a strike feat for


most purposes except where otherwise noted. Land’s Stride
Some hunters eschew the arts of nature magic, and Starting at 8th level, moving through nonmagical
instead focus entirely on technology. difficult terrain costs you no extra movement. You can
They can lose access to all spells other than Shot spells, also pass through nonmagical plants without being
and instead gain the Sharpshooter feature instead of the slowed by them and without taking damage from them if
Spellcasting Feature. they have thorns, spines, or a similar hazard. In addition,
you have advantage on saving throws against plants that
Note. Sharpshooter. At level 2, you may remove all are magically created or manipulated to impede
non-shot spells from your spell list, and instead gain movement, such those created by the entangling roots
proficiency in the Engineering skill and engineering spell.
weapons (such as firearms and explosives). In effect, you
can still cast hunter spells, but only those that are [shot] Hide in Plain Sight
and [strike] spells. Starting at 10th level, you can spend 1 minute creating
If you already have proficiency in Engineering, you camouflage for yourself. You must have access to fresh
instead gain expertise to all Engineering-related checks mud, dirt, plants, soot, and other naturally occurring
(although this does not improve the strength of materials with which to create your camouflage. Once
technologically-crafted items). you are camouflaged in this way, you can try to hide by
pressing yourself up against a solid surface, such as a tree
Hunter Archetype or wall, that is at least as tall and wide as you are. You
At 3rd level, you choose an archetype that you strive to gain a +10 bonus to Agility (Stealth) checks as long as
emulate: the Beast Master who bonds with an animal, a you remain there without moving or taking actions.
Marksman who always finds their target and excels in Once you move or take an action or a reaction, you must
bringing them down, and a Survivalist, who has several camouflage yourself again to gain this benefit.
terrain-based abilities and is an expert ambusher, all of
which are detailed at the end of the class description. Vanish
Your choice grants you features at 3rd level and again at Starting at 14th level, you can use the Hide action as a
7th, 11th, and 15th level. bonus action on your turn. Also, you can’t be tracked by
nonmagical means, unless you choose to leave a trail.
Primeval Awareness When you are subjected to an effect that attempts to
Beginning at 3rd level, you can use your action and detect or identify you (such as a Scry spell), you gain
expend mana equal a spell to focus your awareness on advantage to all saves versus such effects. If you succeed
the region around you. For 1 minute per level of the spell on an opposed Spirit check, you can also reverse the spell
you expended, you can sense whether the following (if possible, gaining a momentary glimpse of who is
types of creatures are present within 1 mile of you (or attempting to scry on you).
within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends, Feral Senses
and undead. This feature doesn’t reveal the creatures’ At 18th level, you gain preternatural senses that help
location or number. you fight creatures you can’t see. When you attack a
creature you can’t see, your inability to see it doesn’t
Ability Score Improvement impose disadvantage on your attack rolls against it. You
When you reach 4th level, and again at 8th, 12th, 16th, are also aware of the location of any invisible creature
and 19th level, you can increase one ability score of your within 30 feet of you, provided that the creature isn’t
choice by 2, or you can increase two ability scores of hidden from you and you aren’t blinded or deafened.
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature. Foe Slayer
At 20th level, you become an unparalleled hunter of
Extra Attack your enemies. Once on each of your turns, you can add
Beginning at 5th level, you can attack twice, instead of your Spirit modifier to the attack roll or the damage roll
once, whenever you take the Attack action on your turn. You can choose to use this feature before or after the
roll, but before any effects of the roll are applied.

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

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Beast Master
The beastmaster archetype improves your bond with the land by granting you a natural beast appropriate to your terrain
to fight alongside you.

Hunter’s Companion. At 3rd level, you gain a beast with the creature by nonverbal cues, and spending the
companion that accompanies you on your adventures next seven hours in bonding activities (hunting, etc.).
and is trained to fight alongside you. Choose a beast that
is no larger than Medium and that has a challenge rating Spirit Bond. Beginning at 7th level, on any of your turns
of 1/4 or lower (appendix D presents statistics for the when your beast companion doesn’t attack, you can use a
hawk, mastiff, and panther as examples). Add your bonus action to command the beast to take the Dash,
proficiency bonus to the beast’s AC, attack rolls, and Disengage, Dodge, or Help action on its turn. The beast
damage rolls, as well as to any saving throws and skills it also has advantage with any saving throw to resist spells
is proficient in. Its hit point maximum equals its normal that control it (such as charm spells) or those that make
maximum or four times your ranger level, whichever is it abandon you (such as fear spells).
higher.
Your beast companion improves in CR the higher your Frenzy. Starting at 11th level, your beast companion can
level becomes, for a CR parameter of 1 CR per every 8 make two attacks when you command it to use the
levels of Hunter (improving to ½ CR at level 4, 1 CR at Attack action. Its weapon attacks score a critical hit on a
level 8, and 2 CR at level 16). When reaching 8th level, roll of 19 and 20. If it normally performs more attacks, it
you can choose a Large creature. may perform one additional attack.
The beast obeys your commands as best as it can. It takes
its turn on your initiative, though it doesn’t take an Empowered Bond. Beginning at 15th level, you and your
action unless you command it to. On your turn, you can animal companion may share the damage both of you
verbally command the beast where to move (no action take by dividing it by two so long as you are within 30
required by you). You can use your action to verbally feet of one another. If under the effects of Spirit Link,
command it to take the Attack, Dash, Disengage, Dodge, you count as two separate creatures. As long as you and
or Help action. Once you have the Extra Attack feature, your animal companion are within one mile or less of one
you can make one weapon attack yourself when you another, you may also see through your companion’s
command the beast to take the Attack action. eyes and give commands through it, though you are
While traveling through your favored terrain with your blind to your own surroundings if you do so.
beast, you can move stealthily at a normal pace. Bonding
with a beast requires spending one hour communicating

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

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

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

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

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

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

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

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

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

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

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

CREATING A MAGE

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

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

PROFICIENCIES
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Spirit
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

EQUIPMENT

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

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

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

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

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

Conjuring and Binding


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

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

Preparing and Casting Spells


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

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

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

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

Learning Spells of 1st Level and Higher


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

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

Ability Score Improvement


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

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

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

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

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

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

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

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

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

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

Controlled Destruction. Beginning at 2nd level, you can create pockets of relative safety within the effects of your fire
evocation spells. When you cast a fire evocation spell that affects other creatures that you can see, you can choose a
number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against
the spell, and they take no damage if they would normally take half damage on a successful save.
Also, whenever you set a target on fire with your fire spells, they are considered to be poisoned (disadvantage to attack
rolls and ability checks) so long as they are aflame.

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

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

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

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

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

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

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

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

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

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

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

CREATING A MONK

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

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

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

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

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

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● A keg of brew or tea

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

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

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

● You can use Agility instead of Strength for the attack and damage rolls of your unarmed strikes and monk
weapons.
● You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you
gain monk levels, as shown in the Martial Arts column of the Monk table.
● When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one
unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you
can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a nunchaku (club that is two
lengths of wood connected by a short chain) or a kama (sickle with a shorter, straighter blade), or even a large tankard of
alcohol (club). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in
chapter 5 of the PHB.

Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki (or Chi within Pandaren circles). Your
access to this energy is represented by a number of ki points. You have a number of Ki points equal to your monk level.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient
Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

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When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your
expended ki back into yourself.

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

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

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

Step of the Wind


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

Imbue into Brew


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

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

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

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

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

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by 1.

As normal, you can’t increase an ability score above 20 using this feature.

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

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

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

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

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

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

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

Tongue of Sun and Moon


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

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

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

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

Brewmaster Ki. Upon reaching 6th level, you gain the following new Ki powers and add them to your repertoire.
● Purifying Touch [Strike]. As an action, you can cast Dispel Magic as a 3nd level spell. This requires touching the
effect or creature that is subject to the effect. You may alternatively add this to an existing attack with a bonus
action (in which case, this becomes a [Strike] effect). Cost: 3 Ki + 1 per spell level above 3rd (maximum 1 level per
3 monk levels).
● Evasive Footing [Stance]. You may enter a stance that allows you to ignore attacks of opportunity from
movement so long as you do not move more than half your speed, and as long as your AC is higher than 8 + the
attack bonus of the creatures you are evading. If a creature’s attack bonus is high enough to reach the value, they
may make attacks of opportunity normally. This is a [Stance] effect. Cost: 1 Ki to enter stance. Remains until
dispelled.
Ox Stance [Stance]. Starting at 11th level, you may enter this stance. While in this stance, you may add your Spirit
modifier to all saving throws. If you are subjected to damage that is equal to or more than one-fourth your original hit
points while in this stance, you gain resistance to the attack suffered. If you move more than half your speed, the effects of
this stance are disrupted. Entering this stance costs 2 Ki.

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

Mistweaver
Mistweaver monks are focused on empowering and supporting allies, and are usually the most elusive of the monk
disciplines.
Mistweaver Focus. Upon reaching 3rd level and gaining this monk tradition, you gain two new brews to your repertoire.
● Mana Tea. All creatures who drink this brew can regain 2 points of mana or Ki. As normal mana regeneration
effects, this effect has a cooldown of an hour (even if used for Ki). Cost: 2 Ki.
● Thunder Focus Tea. All creatures who drink this brew reduce the mana or Ki cost for area-of-effect and
multi-target spells by 1 point. This can be used three times before the effect dissipates, or for 8 hours (whichever
comes first). Cost: 2 Ki.
You may also add the following Ki power to your repertoire.
● Soothing Mist. As an action, you may expend Ki and gain a cloud of healing mists. The creature gains 5 hit points
for every Ki point invested. You may target a creature up to 30 feet away (or a number of creatures within 30 feet
of one another), and distribute healing amongst as many creatures as you wish. If benefitting from Thunder Focus
Tea, the this is treated as an eligible spell effect.
Alternatively, you can expend hit points from your pool of healing to cure the target of one disease or neutralize
one poison affecting it, with a number of hit points required equal to one-half the saving throw DC of the poison

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(round up). You can cure multiple diseases and neutralize multiple poisons with a single use of Soothing Mist,
expending hit points separately for each one. This feature has no effect on constructs or undead. Cost: 1 Ki for 5
hit points.

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

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

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

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

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

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

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

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

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

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

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

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

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

Paladin Class
Level Proficiency Bonus Features
1st +2 Divine Sense, Lay on Hands
2nd +2 Crusader Strike, Fighting Style, Spellcasting
3rd +2 Aura (Devotion), Holy Oath
4th +2 Ability Score Improvement
5th +3 Extra Attack

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6th +3 Divine Health, Aura (Retribution)


7th +3 Holy Oath feature
8th +3 Ability Score Improvement
9th +4 -
10th +4 Aura (Crusader)
11th +4 Improved Crusader Strike
12th +4 Ability Score Improvement
13th +5 -
14th +5 Cleansing Touch, Aura (Concentration)
15th +5 Holy Oath Feature
16th +5 Ability Score Improvement
17th +6 -
18th +6 Aura (Resistance), Aura Improvement
19th +6 Ability Score Improvement
20th +6 Holy Oath Feature

Divine Sense While you are wearing armor, you gain a +1 bonus to
The presence of strong evil registers on your senses like a AC.
noxious odor, and powerful good rings like heavenly
music in your ears. As an action, you can open your Dueling
awareness to detect such forces. Until the end of your When you are wielding a melee weapon in one hand and
next turn, you know the location of any celestial, fiend, no other weapons, you gain a +2 bonus to damage rolls
or undead within 60 feet of you that is not behind total with that weapon.
cover. You know the type (celestial, fiend, or undead) of
any being whose presence you sense, but not its identity Great Weapon Fighting
(the lich Kel’Thuzad, for instance). Within the same When you roll a 1 or 2 on a damage die for an attack you
radius, you also detect the presence of any place or object make with a melee weapon that you are wielding with
that has been consecrated or desecrated, as with the two hands, you can reroll the die and must use the new
hallow spell. You can use this feature a number of times roll. The weapon must have the two-handed or versatile
equal to 1 + your Charisma modifier. When you finish a property for you to gain this benefit.
long rest, you regain all expended uses.
Protection
Lay on Hands When a creature you can see attacks a target other than
Your blessed touch can cure wounds. As an action, you you that is within 5 feet of you, you can use your
may declare a Lay on Hands, expending half or all of reaction to impose disadvantage on the attack roll. You
your maximum mana pool (choose one), gaining a pool of must be wielding a shield.
healing with a value equal to your proficiency modifier
times the mana spent. Each point of the pool heals 1 hit Crusader Strike
point to a living creature, or deals 1 point of Holy Starting at 2nd level, when you hit a creature with a
damage to an undead or fiendish creature (in this case, it melee weapon attack, you can expend mana equal to one
requires a melee spell attack). You may use Lay on paladin spell to deal holy damage to the target, in
Hands as a bonus action when targeting yourself. All addition to the weapon’s damage. The extra damage is
excess hit points from healing or damaging are lost. 2d8 for a 1st-level spell, plus 1d8ach spell level higher
Alternatively, you can expend hit points from your pool than 1st, to a maximum of 5d8. The damage increases by
to cure one disease or one poison of your choice. Each 1d8 if the target is an undead or fiend.
disease or poison requires spending hit points from the If you have a seal active, you may also strike without
healing pool equal to half the saving throw of the poison expending mana, and instead impose judgment by
or disease. You may cure multiple diseases or poisons this releasing the seal, ending its effects prematurely for an
way. This feature has no effect on constructs. additional effect. Despite the name, Crusader Strike does
not count as a Strike effect.
Fighting Style
At 2nd level, you adopt a style of fighting as your Spellcasting
specialty. Choose one of the following options. You can’t By 2nd level, you have learned to draw on divine magic
take a Fighting Style option more than once, even if you through meditation and prayer to cast spells as a priest
later get to choose again. does. The paladin uses his core spell list, but adds Seal
spells as well as the spells in this document.
Defense
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Conjuring and Binding Evil and Good and suppressed for 1 minute with dispel
A paladin can conjure and bind celestials. magic and similar abjurations. If you are rendered
unconscious, the effect ends automatically. If an aura can
Preparing and Casting Spells be resisted, it is a Spirit saving throw with a DC equal
Each paladin level provides you with 0.5 caster levels in to your spell DC.
the paladin class. You follow the normal progression to Aura bonuses do not stack with other aura bonuses.
unlock spell levels (see the table under the Mana Creatures affected by auras automatically sense where
section). they are emanating from.
You can change your list of prepared spells by consulting
your libram (treat as a spellbook). Preparing a new list of Devotion At level 3, you have the aura of devotion. All
paladin spells requires time spent in prayer and allied creatures reduce the number of hit points they take
meditation and reading your prayer book. It takes one from Weapon Attack rolls by a number equal to your
minute per spell level to alter a prepared spell. proficiency bonus. This cannot reduce the damage below
1 point. This opposes Abandonment Aura, and both
Spellcasting Ability effects are negated.
Charisma is your spellcasting ability for your paladin
spells, since their power derives from the strength of Retribution At level 6, you have the aura of retribution.
your convictions. You use your Charisma whenever a Whenever an allied creature is damaged with a melee
spell refers to your spellcasting ability. In addition, you weapon attack, the attacker (if within 5 feet) takes 1d4
use your Charisma modifier when setting the saving holy damage per attack. This is applied once per
throw DC for a paladin spell you cast and when making proficiency bonus in the same round, and does not cost a
an attack roll with one. reaction. The damage the attacker takes cannot exceed
Spell save DC = 8 + your proficiency bonus + your the damage they dealt, however. This can be resisted to
Charisma modifier half damage.
Spell attack modifier = your proficiency bonus + your This opposes Weakness Aura, and both effects are
Charisma modifier negated.

Spellbook – Libram Crusader At level 10, you have the aura of the crusader.
At 2nd level, your libram contains three 1st-level paladin All allied creatures gain a +10 foot bonus to speed, and
spells of your choice. When you level up, you gain 2 all allied creatures automatically stabilize when reduced
additional paladin spells of your choice. You may also to 0 hit points. Once per proficiency bonus, you may
acquire new spells by research, tutelage, or from the grant a stabilized creature in your aura 1 hit point as a
spellbooks and scrolls of spellcasters who have spells you reaction to allow them to continue acting. This opposes
can cast. Unholy Aura, and both effects are suppressed.
Your libram is effectively your spellbook, and you may
add spells by scribing it with new insights regarding the Concentration At level 14, you have the aura of
faith and how to protect and promote it. Unlike arcane concentration. All allied creatures gain advantage on
spellcasters, you can choose any spell you prepared Stamina saving throws to maintain their concentration
before in your libram, regardless of whether you on a spell. Once per proficiency bonus, you may grant
currently own it or not. any allied creature within the aura a bonus equal to your
proficiency bonus to their check to concentrate on the
Spellcasting Focus spell. This opposes Distraction Aura, and both effects
You can use your holy libram as a spellcasting focus for are suppressed.
your paladin spells, as well as the store for them.
Resistance At level 18, you have the aura of resistance.
Aura You may choose one damage type (acid, cold, electricity,
Starting at 3rd level, you may exert an aura you can emit or fire), and all allies take less damage from this damage
in a 15-foot radius sphere centered on you as a bonus type equal to double your proficiency bonus (minimum 1
action. You may maintain concentration with this effect point of damage). This opposes Vulnerability Aura, and
for up to 1 hour. Unlike most effects that require both effects are suppressed.
concentration, you may also maintain concentration on
spell at the same time. You still suffer the chance to lose Holy Oath
the aura (DC 10 or half damage Stamina saving throw). When you reach 3rd level, you walk a path that defines
Once the aura ends, you cannot exert it again until you you as a paladin forever. Up to this time you have been
rest (but you can exert other auras). in a preparatory stage, committed to the path but not yet
All effects are treated as unholy and fel effects that have sworn to it.
no saving throw, but can be negated by Protection From
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You may choose the Oath of Holiness to aid the helpless, use only the Dash action or try to escape from an effect
Oath of Protection to guard the weak, or Oath of that prevents it from moving. If there’s nowhere to
Retribution to smite the wicked, all detailed at the end move, the creature can use the Dodge action.
of the class description.
Your choice grants you features at 3rd level and again at Ability Score Improvement
7th, 15th, and 20th level. Those features include oath When you reach 4th level, and again at 8th, 12th, 16th,
spells and the Channel Divinity feature. and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of
Oath Spells your choice by 1.
Each oath has a list of associated spells. You gain access As normal, you can’t increase an ability score above 20
to these spells at the levels specified in the oath using this feature.
description. Once you gain access to a oath spell, you
always have it prepared. Extra Attack
Beginning at 5th level, you can attack twice, instead of
Oath spells don’t count against the number of spells you once, whenever you take the Attack action on your turn.
can prepare each day.
If you gain an oath spell that doesn’t appear on the death Divine Health
knight spell list, the spell is nonetheless a paladin spell for Starting at 6th level, the divine magics flowing within
you. you grant you immunity to diseases and advantage
against poison, as well as resistance against poison
Channel Divinity damage.
Your path allows you to channel divine energy to fuel
magical effects. Each Channel Divinity option provided Improved Crusader Strike
by your path explains how to use it. When you use your By 11th level, you are so suffused with the might of the
Channel Divinity, you choose which option to use. You Light that all your melee weapon strikes carry its divine
must then finish a short or long rest to use your Channel power with it. Whenever you hit a creature with a
Divinity again. Some Channel Divinity effects require melee weapon, the creature takes an extra 1d8 holy
saving throws. When you use such an effect from this damage. If you also use your Crusader Strike with an
class, the DC equals your paladin spell save DC. attack, you add this damage to the extra damage of your
By default, you may always Turn Undead, and gain an Crusader Strike.
additional choice from your Path.
Cleansing Touch
Turn Undead Beginning at 14th level, you can use your action to end
As an action, you present your holy symbol and speak a one spell on yourself or on one willing creature that you
prayer censuring fiends and undead, using your Channel touch.
Divinity. Each fiend or undead that can see or hear you You can use this feature a number of times equal to your
within 30 feet of you must make a Spirit saving throw. Charisma modifier (a minimum of once). You regain
If the creature fails its saving throw, it is turned for 1 expended uses when you finish a long rest.
minute or until it takes damage. A turned creature must
spend its turns trying to move as far away from you as it Aura Improvement
can, and it can’t willingly move to a space within 30 feet Beginning on 18th level, you have advantage to
of you. It also can’t take reactions. For its action, it can concentrate on auras, and the range increases to 30 feet.

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

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

Paladin Level Spells


3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike

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Channel Divinity. When you take this oath at 3rd level, Latent Prayer. Starting at 15th level, you may cast a
you gain the below Channel Divinity option. healing spell on a creature that only activates whenever
Light of Dawn. As an action, you present your holy the creature wishes. This does not require concentration
symbol, and release an outburst of the Holy Light of on your end, and the creature (or you) may declare use
Creation, allowing any friendly creature within 30 feet to of the spell as a reaction. This effect remains for one day
use a hit dice as if they rested. The ally also gains or until used, and leaves a holy mark that can be
temporary hit points equal to double your Charisma detected as the healing spell. A creature can only benefit
modifier. from one latent prayer until they take a long rest. This
may also be applied to undead.
Holy Vision. At 3rd level, you gain the ability to
critically hit with healing spells. When you touch or Illuminated Healer. By 20th level, whenever a creature
target an ally with a touch or ranged healing spell (such that benefits from a healing effect (such as Light of
as Cure Wounds or Holy Light), you may roll a d20. On Dawn, or healing spell) originating from you manifest a
a natural 19 and 20 (or 10% chance on a d%), your spell holy shield. This holy shield grants them temporary hit
has double effectiveness. This applies when dealing points equal to the amount they were healed by you.
damage to undead as well. The holy shield does not increase the amount shielded if
the healing spell was a critical hit.
Holy Auras. At 7th level, your auras increase in This shield remains until the hit points are reduced to 0,
strength. Your auras range increase to 30 feet, and can or until ten minutes have passed. This effect does not
apply two auras at once. When gaining Aura stack with itself, and a creature can benefit from a single
Improvement, your auras increase to 45 feet. holy shield only once every hour. Your healing spells
critically hit on a natural 18.

Oath of Protection
A Paladin of the Oath of Protection uses Holy magic to shield him/herself and defend allies against attackers.
Oath of Protection spells
Paladin Level Spells
3rd Shield, Sanctuary
5th Lesser Restoration, Warding Bond
9th Beacon of Hope, Revivify
13th Aura of Life, Death Ward
17th Prayer of Healing, Wall of Force

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

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range, so long as the targets are 30 feet from one another. Ardent Defender. At level 20, you may, as a reaction,
When you no longer have attacks, the shield returns to you may gain resistance to all damage for one round,
you. usable five times per day. If this ability is used, and you
are reduced to 0 or below regardless, you may cast any
paladin spell as a reaction.

Oath of Retribution
A Paladin of the Oath of Retribution uses his Light-infused powers to smite the wicked and avenge wrongs once made.
Oath of Retribution spells
Paladin Level Spell
3rd Heroism, Compelled Duel
5th Branding Strike, Warding Bond
9th Beacon of Hope, Haste
13th Guardian of Faith, Death Ward
17th Mass Cure Wounds, Dispel Evil and Good

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

Priest (PRS)
Priest of Azeroth are known as priests or clerics, depending on their domains and focus. They channel their power
through their conviction, not through the direct power of their patrons. The Scarlet Crusade, for example, channel the
Holy Light due to their belief in their cause, although many betray principles the Church of the Holy Light considers
tenants of the faith.
Priests may be of any alignment and allegiance.

CREATING A PRIEST CLASS FEATURES


Priests serve their faith--either that of the Light through As a priest, you gain the following class features.
the Holy priesthood, the Old Gods though the Shadow HIT POINTS
priesthood, the Lich King through the Death priesthood, Hit Dice: 1d8 per priest level
taking a neutral stance between the forces of the world Hit Points at 1st Level: 8 + your Stamina modifier
with Discipline priesthood, or serving the Moon goddess Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
Elune through the universally-female Moon priesthood. modifier per priest level after 1st

QUICK BUILD PROFICIENCIES


You can make a priest quickly by following these Armor: Light armor
suggestions. First, Spirit should be your highest ability Weapons: All simple weapons
score, followed by Strength or Stamina. Second, choose Tools: None
the acolyte background. Saving Throws: Spirit, Charisma

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Skills: Choose two from History, Insight, Medicine, ● (a) leather armor, or (b) chain shirt (if
Persuasion, and Religion proficient)
● (a) a light crossbow and 20 bolts or (b) any
EQUIPMENT simple weapon
You start with the following equipment, in addition to ● (a) a priest’s pack or (b) an explorer’s pack
the equipment granted by your background: ● A holy (or unholy or neutral) symbol and
● (a) a mace or (b) a quarterstaff libram
Priest Class
Level Proficiency Features
1st +2 Priesthood, Spellcasting, Unarmored Defense
2nd +2 Channel Divinity (1/rest), Priesthood Feature, Desperate Prayer
3rd +2 -
4th +2 Ability Score Improvement
5th +3 Destroy Undead (CR 1/2)
6th +3 Channel Divinity (2/rest), Priesthood Feature
7th +3 -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Priesthood Feature
9th +4 -
10th +4 Divine Intervention
11th +4 Destroy Undead (CR 2)
12th +4 Ability Score Improvement
13th +5 -
14th +5 Destroy Undead (CR 3)
15th +5 -
16th +5 Ability Score Improvement
17th +6 Destroy Undead (CR 4), Priesthood Feature
18th +6 Channel Divinity (3/rest)
19th +6 Ability Score Improvement
20th +6 Divine Intervention Improvement

Priesthood Preparing and Casting Spells


Choose one priesthood or domain related to your deity: Each priest level provides you with 1 caster level in the
Death (Lich King), Discipline (Balance), Holy (Holy priest class. You follow the normal progression to unlock
Light), Moon (Elune), or Shadow (Forgotten Shadow). spell levels (see the table under the Mana section).
Each priesthood is detailed at the end of the class You prepare the list of priest spells that are available for
description. Your choice grants you domain spells and you to cast, choosing from the priest spell list.
other features when you choose it at 1st level. It also You can change your list of prepared spells by meditating
grants you additional ways to use Channel Divinity and prayer. It takes one minute per spell level to alter a
when you gain that feature at 2nd level, and additional prepared spell. Unlike arcane spellcasters, you can choose
benefits at 6th, 8th, and 17th levels. any spell you prepared before in your libram (treat as a
spellbook), regardless of whether you currently own it or
Spellcasting not.
As a practitioner of divine magic, you may choose from
the priest spell list which spells you wish for every day. Spellcasting Ability
Spirit is your spellcasting ability for your priest spells,
Cantrips since you learn your spells through dedication to a higher
At 1st level, you know three cantrips of your choice from force.
the priest spell list. You learn additional priest cantrips of You use your Spirit whenever a spell refers to your
your choice at higher levels, equal to half your Priest spellcasting ability. In addition, you use your Spirit
level + 2 (maximum 6). modifier when setting the saving throw DC for a priest
spell you cast and when making an attack roll with one.
Conjuring and Binding Spell save DC = 8 + your proficiency bonus + your
A priest can conjure animals, elementals, fey, and plants, Spirit modifier
and may bind elementals and plants. Spell attack modifier = your proficiency bonus + your
Spirit modifier

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saving throw. If the creature fails its saving throw, it is


Priesthood Spells turned for 1 minute or until it takes any damage.
Each priesthood has a list of spells—its priesthood A turned creature must spend its turns trying to move as
spells—that you gain at the priest levels noted in the far away from you as it can, and it can’t willingly move
priesthood description. Once you gain a priesthood spell, to a space within 30 feet of you. It also can’t take
you always have it prepared, and it doesn’t count against reactions. For its action, it can use only the Dash action
the number of spells you can prepare each day. or try to escape from an effect that prevents it from
If you have a priesthood spell that doesn’t appear on the moving. If there’s nowhere to move, the creature can use
priest spell list, the spell is nonetheless a priest spell for the Dodge action.
you.
Desperate Prayer. With a desperate prayer, starting 2nd
Spellbook – Idol level, you can replenish some of your mana reserves.
At 1st level, your idol contains six 1st-level druid spells of With a 3-turn action, you can regain mana equal to 4 +
your choice. When you level up, you gain 2 additional your Priest level. When used, you do not regenerate
druid spells of your choice. You may also acquire new mana by rest or time for the next four hours. This ability
spells by research, tutelage, or from the spellbooks and can be used after restoring mana from a different source.
scrolls of spellcasters who have spells you can cast.
Your libram is effectively your spellbook, and you may Ability Score Improvement
add spells by meditating, contemplating the wisdoms, When you reach 4th level, and again at 8th, 12th, 16th,
and penning your own insights. and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of
Spellcasting Focus your choice by 1. As normal, you can’t increase an ability
You can use your holy symbol as a spellcasting focus for score above 20 using this feature.
your priest spells.
Destroy Undead
Unarmored Defense Starting at 5th level, when an undead fails its saving
Beginning at 1st level, while you are wearing no armor throw against your Turn Undead feature, the creature is
and not wielding a shield, your AC equals 10 + your instantly destroyed if its challenge rating is at or below
Agility modifier + your Spirit modifier. a certain threshold, as shown in the Destroy Undead
table.
Channel Divinity
At 2nd level, you gain the ability to channel divine Destroy Undead Table
energy directly from your deity, using that energy to fuel Cleric Level Destroys Undead of CR
magical effects. You start with two such effects: Turn 5th 1/2 or lower
Undead and an effect determined by your priesthood. 8th 1 or lower
Some domains grant you additional effects as you 11th 2 or lower
advance in levels, as noted in the domain description. 14th 3 or lower
When you use your Channel Divinity, you choose which 17th 4 or lower
effect to create. You must then finish a short or long rest
to use your Channel Divinity again. Divine Intervention
Some Channel Divinity effects require saving throws. Beginning at 10th level, you can call on your deity to
When you use such an effect from this class, the DC intervene on your behalf when your need is great.
equals your priest spell save DC. Beginning at 6th level, Describe the assistance you seek, and roll percentile dice.
you can use your Channel Divinity twice between rests, If you roll a number equal to or lower than your priest
and beginning at 18th level you can use it three times level, your deity intervenes. The DM chooses the nature
between rests. When you finish a short or long rest, you of the intervention; the effect of any priest spell or
regain your expended uses. priesthood spell would be appropriate.
Imploring your deity’s aid requires you to use your
Turn Undead action.
As an action, you present your holy symbol and speak a If your deity intervenes, you can’t use this feature again
prayer censuring the undead. Each undead that can see for 7 days. Otherwise, you can use it again after you
or hear you within 30 feet of you must make a Spirit finish a long rest. At 20th level, your call for
intervention succeeds automatically, no roll required.

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

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

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

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

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

Priest Level Destroys Living of CR


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

Death Priesthood Spells


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

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

Discipline Priesthood
A discipline priest follows the tenets of balance and self-improvement through chakra training. The discipline priest uses
magic to shield allies from taking damage as well as heal their wounds.
Discipline Priesthood Spells
1st Power Word: Fortitude, Sanctuary
3rd Power Word: Shield, Levitate
5th Remove Curse, Warding Bond
7th Death Ward, Stoneskin
9th Hold Monster, Telekinesis

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Chakra Ward. Beginning at 1st level, while you are half their own damage. This does not alter the type of
wearing no armor and not wielding a shield, you take 3 damage dealt.
less damage from all nonmagical slashing, piercing, and
bludgeoning damage. Chakra Cleansing. Starting at 8th level, whenever you
cast a shielding spell, you may perform one of the two
Extended Wards. Also beginning at 1st level, you double abilities with a bonus action.
the duration of any active spell that grants temporary hit ● You may dispel any magical effect the target
points and all Power Word spells. suffers from. This acts as dispel magic with a
spell level equal to the level of the shielding spell
Channel Divinity. Damage Ward. Starting at level 2, you you cast.
may use a channel divinity attempt to grant any ally ● You may grant additional temporary hit points
within 30 ft. resistance against any type of damage they equal to double the spell level.
specify. This resistance remains for one round.
Infused Shield. Starting at 17th level, whenever you cast
Channel Divinity. Reflecting Ward. Starting at 6th level, a healing or shielding spell, you may freely convert
whenever a creature benefitting from your Damage temporary hit points from your spells to actual hit
Ward ability is damaged, you may use a channel divinity points, or vice versa. A healing spell that grants
attempt and a reaction to reflect half the damage dealt temporary hit points is counted as a shielding spell, and
back to the creature who dealt it. benefits from the Chakra Cleansing, Extended Wards,
Make a ranged spell attack, and on a success, the and Shielding Power abilities.
creature damaging your ally is damaged themselves by

Holy Light Priesthood


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

Holy Priesthood Spells


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

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

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

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

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

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

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

Light of the Moon. Starting at 1st level, When you are by you, it is friendly to you and other creatures you
bathed in the light of the moon you gain advantage on designate. If you treated them fairly, they do not revert
your attack rolls. to their original hostility after the duration ends.

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

Shadow Priesthood
The shadow priesthood follows the Cult of the Forgotten Shadow. A shadow priest uses sinister Shadow magic, especially
debilitate spells, to eradicate enemies.
Shadow Priesthood Spells
1st Dissonant Whispers, Sleep
3rd Vampiric Touch, Fear
5th Phantasmal killer, Blight
7th Bestow Curse, Confusion
9th Feeblemind, Hold Monster
Shadow priests also add all damaging psychic spells to their spell list.

Shadow Orbs. Starting at 1st level, you gain a shadow


orb whenever you cast a debilitating spell or a damaging Mind Quickening. Also starting at 1st level, your
spell that deals psychic damage. The shadow orb orbits expanded mind gives you the ability to touch the minds
your body, becoming invisible when you wish them to. of other creatures. You can communicate telepathically
Each shadow orb may be consumed to increase the DC with any creature you can see within 30 feet of you. You
of your next spell by +1 per shadow orb consumed. You don’t need to share a language with the creature for it to
may have a maximum of 3 shadow orbs, which remain understand your telepathic utterances, but the creature
for ten minutes or until used. must be able to understand at least one language.

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You may also pronounce the verbal components of your turn. You may use this instead to afflict the target with
spells mentally, so that only the target can hear them. another listed penalty of the debilitate spell in the same
Channel Divinity. Devouring Plague. Starting at 2nd round. This does not cost an action.
level, you may use an action while presenting your
unholy symbol to evoke shadow energy, dealing psychic Shadowy Form. Starting at 8th level, you may ascend
damage equal to five times your cleric level, halved with temporarily to become a shadowy being, becoming
a Spirit saving throw. Choose any creatures within 30 incorporeal, and regaining half total hit points and mana
feet of you, and divide those damage among them. This points, and dispelling one magical effect on you.
feature can reduce a creature to no more than half of its While in this form, you may only cast psychic,
hit point maximum. You can’t use this feature on undead debilitative, and domain spells. After one minute, you
or constructs. You regain hit points equal to the total return to your normal form, and become stabilized. This
damage you dealt. If you have any active shadow orbs, may only be activated when you have less than 10% hit
you may grant one creature hit points equal to the points remaining or if you are dying. This may be used
damage dealt by this ability using one shadow orb. once per rest.
You may also deduct three hit points from the pool to You also have resistance against psychic damage, and
restore one point of mana for you or the target, up to a your mind cannot be read.
maximum number of hit points equal to five times your
priest level. This counts as a mana restoration effect. Vampiric Embrace. Starting at 17th level, whenever you
deal damage with a debilitating or psychic effect, you
may divide the total damage dealt by four at the end of
Channel Divinity. Focused Psyche. Starting at 6th level, your round, and then grant it as healing to allies within
you may use a channel energy attempt to alter the target 30 feet, dividing the healing evenly. You may instead
of any debilitate spell you cast on a target. This does not divide the damage by eight, and grant it as mana
reduce the duration, and may be used outside the target’s restoration. This counts as a mana restoration effect.

Rogue (RGE)
Rogues represent thieves, treasure-hunters, cunning spies, and aspiring adventurers. Using their skills and cunning (and
sometimes gifted with a knack for technology or strange magics), rogues are always welcome to any faction, and many
work for more than two at any given time as scouts, double agents, and false merchants.

CREATING A ROGUE Tools: Thieves’ tools or Poisoner’s Kit


QUICK BUILD Saving Throws: Agility, Intelligence
You can make a rogue quickly by following these Skills: Choose four from Acrobatics, Athletics,
suggestions. First. Agility should be your highest ability Deception, Insight, Intimidation, Investigation,
score. Make Intelligence your next-highest if you want to Perception, Performance, Persuasion, Sleight of Hand,
excel at Investigation. Choose Charisma instead if you and Stealth
plan to emphasize deception and social interaction.
Second, choose the charlatan background. EQUIPMENT
You start with the following equipment, in addition to
CLASS FEATURES the equipment granted by your background:
As a rogue, you have the following class features. ● (a) a rapier or (b) a shortsword
HIT POINTS ● (a) a shortbow and quiver of 20 arrows or (b) a
Hit Dice: 1d8 per rogue level shortsword
Hit Points at 1st Level: 8 + your Stamina modifier ● (a) a burglar’s pack, (b) a dungeoneer’s pack, or
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina (c) an explorer’s pack
modifier per rogue level after 1st ● Leather armor, two daggers, and thieves’ tools
or poisoner’s tools
PROFICIENCIES Refer to the Dungeon Master’s Guide for details about
Armor: Light armor poisons and purchasing costs. One use of a poison (vial,
Weapons: Simple weapons, hand crossbows, longswords, dash, etc.) are considered creations of moderate
rapiers, shortswords complexity (1 day) to create.

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

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3rd +2 2d6 Rogue Archetype


4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Rogue Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Rogue Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Rogue Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Expertise
At 1st level, choose two of your skill proficiencies, or one Cunning Action
of your skill proficiencies and your proficiency with Starting at 2nd level, your quick thinking and agility
thieves’ tools. Your proficiency bonus is doubled for any allow you to move and act quickly. You can take a bonus
ability check you make that uses either of the chosen action on each of your turns in combat to use the
proficiencies. following action: Dash, Disengage, or Hide.
At 6th level, you can choose two more of your
proficiencies (in skills or with thieves’ tools) to gain this Roguish Archetype
benefit. At 3rd level, you choose an archetype that you emulate
in the exercise of your rogue abilities: Assassination,
Sneak Attack which focuses on capturing the opponent unawares a
Beginning at 1st level, you know how to strike subtly and quickly dispatching of them, Combat, which focuses on
exploit a foe’s distraction. Once per turn, you can deal an dueling and swashbuckler behavior, and Subtlety, which
extra 1d6 damage to one creature you hit with an attack attunes one’s self with shadows so much that they begin
if you have advantage on the attack roll. The attack to aid him. All are detailed at the end of the class
must use a finesse or a ranged weapon. You don’t need description. Your archetype choice grants you features at
advantage on the attack roll if another enemy of the 3rd level and then again at 9th, 13th, and 17th level.
target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the Ability Score Improvement
attack roll. When you reach 4th level, and again at 8th, 10th, 12th,
The amount of the extra damage increases as you gain 16th, and 19th level, you can increase one ability score of
levels in this class, as shown in the Sneak Attack column your choice by 2, or you can increase two ability scores
of the Rogue table. of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Thieves’ Cant
During your rogue training you learned thieves’ cant, a Uncanny Dodge
secret mix of dialect, jargon, and code that allows you to Starting at 5th level, when an attacker that you can see
hide messages in seemingly normal conversation. Only hits you with an attack, you can use your reaction to
another creature that knows thieves’ cant understands halve the attack’s damage against you.
such messages. It takes four times longer to convey such
a message than it does to speak the same idea plainly. In Evasion
addition, you understand a set of secret signs and Beginning at 7th level, you can nimbly dodge out of the
symbols used to convey short, simple messages, such as way of certain area effects, such as a red dragon’s fiery
whether an area is dangerous or the territory of a breath or an ice storm spell. When you are subjected to
thieves’ guild, whether loot is nearby, or whether the an effect that allows you to make an Agility saving
people in an area are easy marks or will provide a safe throw to take only half damage, you instead take no
house for thieves on the run.

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damage if you succeed on the saving throw, and only half throwing knives as an action. Roll a number of
damage if you fail. d6 equal to your rogue level, and distribute the
damage evenly amongst all opponents within 30
Reliable Talent feet of you, with an Agility saving throw to half
Starting at 11th level, you may gain one of the following damage. This may be used at a number of times
abilities to represent your ability to function under equal to your Agility modifier before a rest, and
pressure, either by quick thinking, good use of skill, and each use requires one knife (or any similar type
lightning-fast reflexes: Bomb Expertise, Cloak of of light thrown weapon) per target.
Shadows, Fan of Knives, or Measured Skill. The DC to ● Measured Skill. Whenever you make an ability
any ability (if any) is equal to 8 + Agility or Strength + check that lets you add your proficiency bonus,
Proficiency. you can treat a d20 roll of 9 or lower as a 10.
● Flash Bomber. Starting at 11th level, you may
Blindsense
use a bonus action or reaction to activate or
Starting at 14th level, if you are able to hear, you are
make use of any alchemical item or engineered
aware of the location o f any hidden or invisible creature
bomb you have instead of an action. If you do
within 10 feet of you.
not have proficiency in Alchemy or Engineering,
you gain proficiency in one as well as the
Slippery Mind
benefits of this ability. This may be used at a
By 15th level, you have acquired greater mental strength.
number of times equal to your Intelligence
You gain proficiency in Spirit saving throws.
modifier before a long rest.
● Cloak of Shadows. Starting at 11th level, you
Elusive
may use your reaction to dispel any active
Beginning at 18th level, you are so evasive that attackers
number of spell effect on you (succeeding
rarely gain the upper hand against you. No attack roll
automatically against any spell equal to or less
has advantage against you while you aren’t
than half your rogue level, or rolling against a
incapacitated.
DC of 10 + spell level with a bonus to your
check equal to your Intelligence if the spell’s
Stroke of Luck
level is higher than half your rogue level), and
At 20th level, you have an uncanny knack for succeeding
giving yourself advantage to all saving throws
when you need to. If your attack misses a target within
against spells for one minute. This may be used
range, you can turn the miss into a hit. Alternatively, if
at a number of times equal to your Intelligence
you fail an ability check, you can treat the d20 roll as a
modifier before a rest.
20.
● Fan of Knives. Starting at 11th level, you may
Once you use this feature, you can’t use it again until
target any number of enemies in a 30
you finish a short or long rest.
foot-sphere, centered on you with a flurry of

Rogue Archetypes
Rogues can choose from the below archetypes.
Assassination
Assassins are deadly master of poisons, who dispatch various victims with vicious dagger strikes and amazing talents.

Assassinate. Starting at 3rd level, you are at your strike effect that costs a bonus action. On a failed check,
deadliest when you get the drop on your enemies. You the caster’s spell is lost, and the resources are expended
have advantage on attack rolls against any creature that without benefit.
hasn’t taken a turn in the combat yet. In addition, any
hit you score against a creature that is surprised is a Dispatch. Starting at 9th level, whenever attacking a
critical hit. target that is below half hit points, your sneak attack
dice improves from 1d6 to d10.
Disrupting Strike [Strike]. Also starting at 3rd level, you
gain experience in fighting casters. Whenever you deal Expert Poisoner. Starting at 13th level, the Poisoned
sneak attack damage, you may give up a portion of the condition if delivered by you also provides disadvantage
damage to disrupt the target for one round per 1d6 of on any saving throw you choose for the duration of the
sneak attack given up. condition. Applying a poison to a weapon is a bonus
While disrupted, a target of this ability must make a action for you.
Stamina check every time they cast a spell, with a DC
equal to half the damage you dealt to them. This is a

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Vendetta. Starting at 17th level, you may mark one well as advantage to the first attack of every turn against
target within 100 feet with an action, and have them. The benefits remain for one minute, and may be
advantage to all Perception checks to perceive them, as used once before a rest.

Combat
Combat rogues are swashbucklers, duelists, and thieves who use agility and guile to stand toe-to-toe with opponents.

Riposte. Starting at 3rd level, you may deflect an


incoming attack by using a reaction, thereby adding your Disabling Strike [Strike]. Starting at 13th level, your
Proficiency bonus to your AC. If your AC is then high keen eye and calculating mind makes your Sneak Attacks
enough to make the enemy miss after it would have been even more potent. Whenever you succeed on an attack
a success, you can make an attack of opportunity against that deals Sneak Attack damage, you may elect to not
the enemy. not deal sneak attack damage, and force your target to
Combat rogues also gain proficiency with firearms and make an Agility saving throw opposed by your own. If
explosives. the target fails the saving throw, it gains one of the
following conditions at your choice.
Revealing Strike [Strike]. Also at 3rd level, a target ● Slowed by 1/2 their normal movement rate for
struck with this ability must make an Agility saving 1d4 rounds.
throw opposed by your own. If you succeed, the target ● Blinded for 1d2 rounds.
loses all increases to AC from a single type against all ● Stunned until the beginning of your next turn.
targets for until the end of your next round. This may be
This is a strike effect that costs a bonus action. A
used to nullify armor bonuses, insight bonuses, or Agility
creature cannot suffer more than once against your
bonuses, but not all three.
Disabling Strike in 24 hours.
A creature that suffers the effects of Revealing Strike
cannot be targeted again for 24 hours. This is a strike
Killing Spree. Starting at 17th level, you tap into your
effect that costs a bonus action.
reserves of speed, going into a killing spree. While you
are in this state, you may double your movement and
Quick Combatant. Beginning at 9th level, you can attack
gain advantage on your first attack at the beginning of
twice, instead of once, whenever you take the Attack
every round. Your movement doesn't provoke
action on your turn.
opportunity attacks. This state remains for 1 minute, or
If you roll a successful attack roll with one of these
until you spend one of your rounds without making an
attacks, you may forgo dealing damage with that attack
attack roll or if you are not targeted with an attack roll.
to give yourself advantage on the next attack you make.
This may be used once per short rest.
This may only be done with melee attacks.

Subtlety
A subtlety rogue is a dark stalker who leaps from the shadows to ambush unsuspecting prey, aided by mysterious
shadow-magic.

Shadow Spellcasting Each mage level provides you with ⅓ a caster level in
Drawing on mysterious shadow-magics, you can cast the Mage class (1 at 3rd level). You follow the normal
spells to shape that essence to your will. You cast spells progression to unlock spell levels (see the table under the
drawn from the Mage spell list, and are restricted to Mana section).
spells from the Conjuration and Illusion schools. You You prepare the list of Mage spells that are available for
may also scribe spells in Thieves’ Cant. You also gain a you to cast, choosing from the Mage spell list.
spellbook as a 1st-level mage. Your spellcasting otherwise follows the same rules as the
You gain bonus spells on your 8th, 14th, and 20th level. mage class (with regards to which creatures you can
These spells can be of any schools. conjure, spellbooks, etc.

Cantrips Spellcasting Ability


At 1st level, you know two cantrips of your choice from Intelligence is your spellcasting ability for your Mage
the Mage spell list. You learn additional Mage cantrips spells, since your magic draws upon your attunement to
of your choice at higher levels, equal to one-third your arcane powers. You use your Intelligence whenever a
Rogue level + 2 (maximum 4). One of your cantrips spell refers to your spellcasting ability. In addition, you
must be the Mage Hand spell. use your Intelligence modifier when setting the saving
throw DC for a mage spell you cast and when making an
Preparing and Casting Spells attack roll with one.
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Spell save DC = 8 + your proficiency bonus + your point of Intelligence modifier, and replenishes after a
Intelligence modifier rest.
Spell attack modifier = your proficiency bonus + your
Intelligence modifier Shadow Dance. Starting at 13th level, you may initiate a
shadow dance by moving more than 10 feet. While in
Premeditation. Also on 3rd level, you may use 3 rounds this stance, you grant yourself concealment as per the
(counted as 3 actions) to study an enemy. If you do, you Blur spell as long as you are moving at (or more than) 10
may always apply your sneak attack damage against feet per round. While in the stance, creatures affected or
them (even without advantage or an ally nearby) for one distracted by your spells (such as a summoned monster
minute, unless they move more than their normal speed or an image illusion) grant you advantage to your first
in one round. In addition, any hit you score against a attack at any round. This may be used once per short
creature that is surprised is a critical hit. rest, and remains so long as you continue moving.

Vanish. Starting at 9th level, you may grant yourself Backstab. Starting at 17th level, when you target any
invisibility as a reaction. This invisibility remains until creature below half hit points with a sneak attack, you
the end of your next turn. This may be used once per may deal double sneak attack damage. A target subjected
to this effect once cannot be subjected to it again for 24
hours.

Shaman (SHM)
Commanding chaotic and conflicting elements, a shaman is a force that hears the world tremble and directs its wrath.
Communicating with spirits of flame, winds, and stone, shamans channel the power of the storm, earth, and fire to their
will. They are commonly found in the Horde, representing the spiritual renewal and development of the orcish people, but
the art can also be found amongst the Tauren, few dwarves and goblins, and even the strange alien folk called the Draenei.
A shaman’s holy symbol is a small ancestral relic or totem of bone, wood, or iron that can be carried in one’s hand.
The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call
of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon
totems that focus the elements to support the shaman’s allies or punish those who threaten them.
The shamans of Azeroth function identically as base priests in terms of spell lists, except with the following changes: they
modify the [Turn and Destroy Undead] abilities and may also add all totem and shaman spells to their spell list.

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

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

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

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

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

EQUIPMENT

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

Shaman Class
Level Proficiency Features
1st +2 Kalimag, Shamanistic Art, Spellcasting
2nd +2 Channel Elements (1/rest), Art Feature, Mana Surge
3rd +2 -
4th +2 Ability Score Improvement,
5th +3 Destroy/Release Elemental (CR 1/2)
6th +3 Channel Elements (2/rest), Art Feature
7th +3 -
8th +3 Ability Score Improvement, Destroy/Release Elemental (CR 1), Art Feature
9th +4 -
10th +4 Prime Intervention
11th +4 Destroy/Release Elemental (CR 2)
12th +4 Ability Score Improvement
13th +5 -
14th +5 Destroy/Release Elemental (CR 3)
15th +5 -
16th +5 Ability Score Improvement
17th +6 Destroy/Release Elemental (CR 4), Art Feature
18th +6 Channel Elements (3/rest)
19th +6 Ability Score Improvement
20th +6 Elemental Intervention Improvement

Kalimag you gain a art spell, you always have it prepared, and it
You know Kalimag, the language of elementals and wind, doesn’t count against the number of spells you can
earth, fire, and water spirits. You can speak the language prepare each day. If you have a art spell that doesn’t
and use it to leave hidden messages. You and others who appear on the priest spell list, the spell is nonetheless a
know this language automatically spot such a message. If shaman spell for you.
you can speak kalimag, you can communicate with all
other shamans and elementals, even if you don’t Spellcasting
otherwise share a language. As a practitioner of raw elemental magic, you may
choose from the shaman spell lists which spells you wish
Shamanistic Art for every day. A shaman also casts priest spells.
Choose one shamanistic art or focus related to how you
view the elements and how they have received you, such Cantrips
as Elemental to focus on bringing the elements’ wrath At 1st level, you know three cantrips of your choice from
down, enhancement to strengthen yourself through the the shaman spell list. You learn additional shaman
elements, or restoration, in which the elements are in cantrips of your choice at higher levels, equal to half
balance. your Shaman level + 2 (maximum 6).
Each art is detailed at the end of the class description.
Conjuring and Binding
Your choice grants you art spells and other features A shaman can conjure and bind elementals and fiends.
when you choose it at 1st level. It also grants you
additional ways to use Channel Elements when you gain Preparing and Casting Spells
that feature at 2nd level, and additional benefits at 6th, Each shaman level provides you with 1 caster level in the
8th, and 17th levels. shaman class. You follow the normal progression to
unlock spell levels (see the table under the Mana
Art Spells section).
Each art has a list of spells—its art spells—that you gain You prepare the list of shaman spells that are available
at the shaman levels noted in the art description. Once for you to cast, choosing from the shaman spell list.
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You can change your list of prepared spells by meditating elemental that can see or hear you within 30 feet of you
and contemplating. It takes one minute per spell level to must make a Spirit saving throw. If the creature fails its
alter a prepared spell. Unlike arcane spellcasters, you can saving throw, it is turned for 1 minute or until it takes
choose any spell you prepared before in your totem any damage.
(treat as a spellbook), regardless of whether you A turned creature must spend its turns trying to move as
currently own it or not. far away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take
Spellcasting Ability reactions. For its action, it can use only the Dash action
Spirit is your spellcasting ability for your shaman spells, or try to escape from an effect that prevents it from
since you learn your spells through primal contact with moving. If there’s nowhere to move, the creature can use
the elemental forces. the Dodge action.
You use your Spirit whenever a spell refers to your While it is turned, you may also opt to calm the
spellcasting ability. In addition, you use your Spirit elemental, rendering it passive and not hostile for one
modifier when setting the saving throw DC for a minute. If treated fairly and listened to, the elemental
shaman spell you cast and when making an attack roll might reveal why it is angered, and may demand from
with one. the shaman to address a problem that is wracking the
Spell save DC = 8 + your proficiency bonus + your elementals in the region (or beyond).
Spirit modifier
Spell attack modifier = your proficiency bonus + your Mana Surge
Spirit modifier You have learned to regain some of your mana by
invoking power from the elements at 2nd level. With a
Spellbook – Totem 3-turn action, you can regain mana equal to 4 + your
At 1st level, your totem contains six 1st-level shaman Shaman level. When used, you do not regenerate mana
spells of your choice. When you level up, you gain 2 by rest or time for the next four hours. This ability can
additional shaman spells of your choice. You may also be used after restoring mana from a different source.
acquire new spells by research, tutelage, or from the
spellbooks and scrolls of spellcasters who have spells you Ability Score Improvement
can cast. When you reach 4th level, and again at 8th, 12th, 16th,
Your totem is effectively your spellbook, and you may and 19th level, you can increase one ability score of your
add spells by meditating with it and burning incense and choice by 2, or you can increase two ability scores of
rare herbs. your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
Spellcasting Focus
You can use your shamanistic symbol as a spellcasting Destroy/Release Elemental
focus for your shaman spells. These are typically totems, Starting at 5th level, when an elemental fails its saving
tufts of wolf hair, or a carving of your spiritual animal. throw against your Turn Elemental feature, the creature
is either destroyed, dispelled, or released from its
Channel Elements bindings if its challenge rating is at or below a certain
At 2nd level, you gain the ability to channel elemental threshold, as shown in the Destroy Elemental table. This
energy directly, using that energy to fuel magical effects. ability only functions when you declare your intention to
You start with two such effects: Turn Elementals and an destroy or dispel it.
effect determined by your art. Some arts grant you
additional effects as you advance in levels, as noted in the Destroy/Release Elemental
art description. When you use your Channel Elements, Shaman Level Destroys Elemental of CR
you choose which effect to create. You must then finish a 5th 1/2 or lower
short or long rest to use your Channel Elements again. 8th 1 or lower
Some Channel Elements effects require saving throws. 11th 2 or lower
When you use such an effect from this class, the DC 14th 3 or lower
equals your shaman spell save DC. Beginning at 6th 17th 4 or lower
level, you can use your Channel Elements twice between
rests, and beginning at 18th level you can use it three Destroying elementals is a secret art known to shamans,
times between rests. When you finish a short or long and is typically only used against elementals that are
rest, you regain your expended uses. corrupted by fel energies, as elementals are usually
receptive to shamans who manage to turn them (see
Turn Elementals above).
As an action, you present your shamanistic symbol and Releasing elementals is useful to dispel summoned
speak a prayer dismissing and quelling elementals. Each elementals.
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Release elementals can also be used to cause a Beginning at 10th level, you can call on the elements of
malfunction on a device with an elemental engine. With Azeroth to intervene on your behalf when your need is
a use of Destroy/Release Elemental and a successful great. Imploring the elements’ aid requires you to use
Spellcasting check opposed to the target’s Engineering your action. Describe the assistance you seek, and roll a
check, the device can instantly malfunction and lose all percentile dice. If you roll a number equal to or lower
its charges as the elemental stored in it is freed. It serves than your shaman level, the elements intervene. The
the shaman for 1 day or until it can return the favor, DM chooses the nature of the intervention; the effect of
before leaving. any shaman spell or art spell would be appropriate.
If the elements intervene, you can’t use this feature again
Elemental Intervention for 7 days. Otherwise, you can use it again after you
finish a long rest. At 20th level, your call for
intervention succeeds automatically, no roll required.

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

Elemental
The elemental art focuses on empowering the shaman’s ability to command the elements to harm their enemies at long
ranges, and gains command over the elements and elementals.
Elemental Art Spells
1st Fog Cloud, Thunderstorm
3rd Animal Messenger (takes the form of an animal spirit), Gust of Wind
5th Call Lightning, Conjure Create (Elemental)
7th Control Water, Ice Storm
9th Maelstrom, Planar Binding

Elemental Mastery. Starting at 1st level, you may change


any elemental damage type dealt by your spells to Bonded Elemental. Starting at 8th level, you may conjure
another type, but only if they deal one of the following: an elemental and render its duration permanent. If the
Cold, Electricity, Fire, and Thunder. elemental dies, you can perform the ritual again to
summon another. This elemental does not require
Acclimation. Also at 1st level, you are also immune to concentration to maintain, but acts as normal as per the
the hostile effects of weather, and can predict it Conjure Elemental spell, with a maximum spell level
accurately 24 hours in advance 50% of the time with an rendered permanent equal to one-half the maximum spell
action. The elements also whisper to you of any threats level of Conjure Elemental you can cast.
to them, such as extensive drilling efforts, an upcoming
wildfire in a dry area, or a coming storm in around 24 Elemental Storm. When you reach level 17, you gain the
hours before they take place. You can also sense any ability to summon a thunderstorm, snowstorm, or
weather-changing spells when they are being cast within firestorm at your location. The earth is blanketed by a
5 miles of your location, and can roughly identify 5-mile radius centered on you for one hour. This
whether the caster is a friend or foe to the elements or otherwise acts as control weather, and takes 10 minutes
shamans. to cast as normal. However, so long as the elemental
storm is active, you may also use an action to cause a
Channel Elements. Wrath. At 2nd level, you can use 10-foot wide cylinder of elemental wrath that deals 10d6
your Channel Divinity to wield the power of the damage (thunder, electricity, cold, or fire, depending on
elements with unchecked ferocity. When you roll for any the storm type). The range of this ability is as far as you
type of damage that is either cold, electricity, fire, or can see within the radius, and the affected creatures are
thunder, you can use a Channel Divinity attempt to deal entitled an Agility saving throw to half damage.
maximum damage instead.

Enhancement
The enhancement art focuses on empowering the shaman’s ability to command the elements to harm their enemies, and
gains increased proficiency in melee combat.
Enhancement Art Spells
1st Stasis Trap, Elemental Shock
3rd Animal Messenger (takes the form of an animal spirit), See Invisibility
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5th Revivify, Bloodlust


7th Death Ward, Locate Creature
9th Reincarnate, Prayer of Healing

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

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

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

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

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

Purge. At 8th level, when you touch any creature, you replicate the effects of Dispel Magic. This may be used once per
day per point of Spirit modifier (minimum 1). To unwilling targets, this must be a melee spell attack.

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Also, whenever you dispel any number of magical effects, the target’s speed is reduced by 10 feet for until the beginning of
their turn in the next round.

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

Tinker (TNK)
Tinkers among the smartest and most creative of the adventurers setting out to explore and conquer Azeroth. As a creator
of incredible inventions from steam saws to siege engines, your devices allow them to overcome nearly any situation —
and if you don’t have the device they need, you just might be able to design and create a new one on the spot.
Tinkers have a reputation for being dangerous companions before specializing, born mainly of reckless goblins
experimenting with explosives, or using gadgets made and owned by others. However, the true heart of the tinker
profession can be found in the steady craftsmanship of the dwarves and the wild-eyed curiosity of the gnomes. As tinkers
begin to spread to all the races of Azeroth, the idea of the “typical tinker” may continue to change, but inventiveness and
intelligence will always be an important part.

CLASS FEATURES Weapons Simple weapons, hand crossbows, maces,


QUICK BUILD firearms, explosives, and short swords.
You can make a tinker quickly by following these Tools Thieves’ tools and Engineering Tools
suggestions. First. Intelligence should be your highest
ability score. Make Agility your next-highest if you want Saving Throws Agility. Intelligence
to excel at using firearms and explosives. Choose Skills Choose four from Acrobatics, Athletics, Insight,
Charisma instead if you plan to emphasize using Intimidation, Investigation, Perception, Performance,
Constructs and mecha. Second, choose the guild artisan Persuasion, Sleight of Hand, and Stealth.
background.
EQUIPMENT
HIT POINTS You start with the following equipment, in addition to
Hit Dice 1d8 per tinker level the equipment granted by your background:
Hit Points at 1st Level 8 + your Stamina modifier ● (a) A mace or (b) a shortsword
Hit Points at Higher Levels 1d8 (or 5) + your Stamina ● (a) 2 ER 2 Bombs or (b) 2 ER 2 Rockets
modifier per tinker level after 1st ● (a) A dungeoneer’s pack, or (b) an explorer’s
PROFICIENCIES pack
Armor Light armor ● Leather armor, engineering tools, two vials of
liquid phlogiston, and two blueprints of any
technological device the tinker can create.

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

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19th +6 Ability Score Improvement 6


20th +6 Engineering Mastery 6

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

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

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

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

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

Tinker Path
At 3rd level, you choose a path that you emulate in the exercise of your tinker abilities: Bomber who focuses on creating
explosives, the Gunner who focuses on creating and shooting with firearms, and Gadgeteer who focuses on creating
wondrous gadgets, all detailed at the end of the class description.
Your path choice grants you features at 3rd level and then again at 6th, 10th, and 14th levels.

Ability Score Improvement


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

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

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

Coolness under Fire


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

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

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

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

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

Improved Tech Know-How


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Warlock (WKR)
Warlocks are arcane spellcasters who study dark arts and magics associated with demons and the Burning Legion. Due to
this, they gain a very deeply tainted reputation due to their tendencies to traffic and deal with demons. Hiding in cellars
and secret covens, warlocks are known for making secret pacts for permanent demonic companions that grow steadily in
power so long as the warlock does.
Warlocks are common in both the Alliance and Horde, though in most cases they serve the Burning Legion while
disguising their true loyalties.
Special: Any mage or shaman may convert each level it has to a warlock by making a pact with a demon (typically as
consequence of corruption or summoning). This typically corrupts them, and makes returning to their previous class
difficult if not impossible. Levels are exchanged on a 1:1 basis.

CREATING A WARLOCK You can make a warlock quickly by following these


suggestions. First, Charisma should be your highest
QUICK BUILD ability score, followed by Stamina. Second, choose the

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charlatan background. Third, choose the light, Weapons: Daggers, darts, slings, quarterstaffs, light
prestidigitation, firebolt, and eldritch blast cantrips, crossbows
along with the 1st-level spells shield and shadow bolt. Tools: None
Saving Throws: Stamina, Charisma
CLASS FEATURES Skills: Choose two from Arcana, Deception, Insight,
As a warlock, you gain the following class features. Intimidation, Persuasion, and Religion
HIT POINTS
Hit Dice: 1d6 per warlock level EQUIPMENT
Hit Points at 1st Level: 6 + your Stamina modifier You start with the following equipment, in addition to
Hit Points at Higher Levels: 1d6 (or 4) + your Stamina the equipment granted by your background:
modifier per warlock level after 1st. ● (a) a light crossbow and 20 bolts or (b) any
simple weapon
PROFICIENCIES ● (a) a component pouch or (b) an arcane focus
Armor: None ● (a) a dungeoneer’s pack or (b) an explorer’s pack
● Demonic grimoire or spellbook

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

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

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

Spellcasting

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

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

Conjuring and Binding


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

Preparing and Casting Spells


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

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

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

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

Learning Spells of 1st Level and Higher


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

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

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

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

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

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

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

Fiendish Alliance
You can always prepare the Conjure Fiend spell, even without your spellbook. When a fiend you summoned is reduced to
0 hit points, you may transfer to them your own hit points as a reaction. You may only transfer enough hit points to leave
them at 1 hit point. This requires that you and the fiend be within 60 feet of one another.
You may have one Conjure Fiend spell active at any time. The fiend is treated as a companion that accompanies you on
your adventures, advises you in the ways of demonology, and teaches you magical spells. A fiendish ally usually only
grants spells once you complete tasks set by it (the fiend is controlled by the DM). This ability otherwise works as the
Beastmaster Hunter’s Hunter’s Companion ability. The fiend controlled by this ability is not treated as if you are
concentrating on it.
When you take the Attack action, you can forgo one of your own attacks to allow your conjured fiend to make one attack
of its own.
Warlocks usually use this ability to summon imps (3rd level), Voidwalkers (5th level), Fel Hounds (8th level), Succubi
(13th level), and Felguards (17th level).

Ability Score Improvement


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

CREATING A WARRIOR

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

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

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

Warrior Class
Level Proficiency Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use), Shout (Battle)
3rd +2 Warrior Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement, Shout (Taunt)
7th +3 Warrior Archetype feature
8th +3 Ability Score Improvement
9th +4 Warrior’s Talent (Once)
10th +4 Warrior Archetype feature, Shout (Intimidate)
11th +4 Extra Attack (2)

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12th +4 Ability Score Improvement


13th +5 Warrior’s Talent (Twice)
14th +5 Ability Score Improvement, Shout (Rally)
15th +5 Warrior Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Warrior’s Talent (Thrice)
18th +6 Warrior Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

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

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

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

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

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this benefit.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding a shield.

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

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

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

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

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

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

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

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

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

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

Ability Score Improvement


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

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

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

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creatures in the area of effect, plus 2d6 bludgeoning damage. Targets in this line may perform an Agility saving
throw to half damage.
● Thunderclap You may use your action to emit a shockwave from your weapon by slamming it into the ground.
This acts as Shockwave spell, but the area of effect is a 10-foot burst centered on you, and the extra 2d6 damage is
Thunder damage. Targets hit also reduce their speed by 10 feet, unless they succeeded on the Agility saving throw
to half damage. This reduction to speed remains for one minute.
● Wind Walk You may use your action to wind-walk, rendering yourself invisible as per the spell, and granting
yourself +10 to your speed. While in this stance, you must continue moving or else this effect dissipates. Your first
attack while performing Wind Walk adds +2d8 damage, and breaks the invisibility as normal. This is a
supernatural ability.

Warrior Archetypes
The warrior can choose from one of the below archetypes.
Arms
Arms warriors focus on wielding great weapons, and dealing great amounts of damage to both single targets and multiple
weak ones by cleaving.

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

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

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

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

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

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

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

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

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

Hellscream. Starting at 14th level, all hostile creatures within range of your shouts take Thunder damage equal to half
your level whenever you shout or declare that you are maintaining a shout. They are entitled a Stamina saving throw to
half damage opposed by your own Stamina.

Bloody Ribbons. Starting at 18th level, you may make another attack whenever you critically hit an enemy. If this hit is a
critical hit, you may continue to hit so long as you are critically hitting the opponent.

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

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

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

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

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


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

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

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

Special and Racial Specializations


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

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

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

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

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

Level Preferred spells Spell level Caster Level


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

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

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

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

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

Demon Hunter (Rogue)


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

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

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

DEMON HUNTER ROGUISH ARCHETYPE


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

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

Preparing and Casting Spells


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

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

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

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

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

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

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

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

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

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

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

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

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

Dark Senses. Starting at level 15, you gain the ability to cast the Scrying spell twice per day. If the target is a favored
enemy, they take disadvantage versus saving throws versus the spell. You can also sense if a favored enemy is casting a
divine spell within 3 miles. If within 1 mile of them, you can spend an action to force them to roll a Spirit saving throw

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(DC 8 + Intelligence + Proficiency bonus). If they fail, they are stunned for 1 turn. A creature can be subjected to this
effect once per 24 hours.

Mountain King (Warrior)


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

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

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

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

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

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

Shadow Hunter (Hunter)


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

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

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

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

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

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

Spell Breaker (Warrior)


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

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

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

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

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

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

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

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

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

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

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

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Chapter 4: Skills and Professions


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

Discovery
Making new spells, alchemical formulae, and blueprints for engineering are all highly complicated tasks. It takes 2 weeks to
study a new spell, formula, or blueprint, and requires an amount of gold pieces dedicated for research equal to 50 x spell
level (if a spell or alchemical formula), or 75 x Engineering Points invested (if a blueprint).
The GM may impose additional requirements, such as requiring an elemental crystal for a firethrower (elemental engine)
or a blueprint of a normal vehicle to make a similar design.

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

Gather Raw Materials


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

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

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

Example Skill Ability Score Task Performed


Alchemy Intelligence Collects alchemical reagents, vials, formulae, etc.
Engineering Intelligence Collects pipes, gears, spanners, and nuts and bolts
Herbalism Spirit Collects herbs, cultivates and identifies plants, general horticulture.
Mining Spirit Collects metals, mines and identifies metals and minerals, and general mining.
Skinning Spirit Collects hides, skins, and identifies quality of leather.

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

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

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Example Skill Ability Score Task Performed


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

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

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

Item Crafting Time DC


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

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

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

Alchemy
Alchemy allows for one to create potions. Potions are magical items that are created by the Alchemy skill, and they are
brews that contain the power of a spell within them. The alchemist can infuse any spell they can cast into a potion as a
Crafting check if they possess Alchemy. This requires the ability to cast the spell in question, such as by knowing and
preparing it.
This consumes the mana required as normal. A spell with the ritual tag must be cast normally to be made into a potion. If
you do not normally have access to magic spells, but have an effective spellcaster’s level due to an ability or feat, you may
choose which spell list to access for your alchemical potions.

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


Special: Herbalism proficiency acts as alchemy, except that it is confined to the priest, druid or shaman spell lists.
Special: Characters attempting alchemy without access to spells must at least have nominal access, if only restricted to
alchemy.

Activation. Drinking a potion, coating it on the user, etc. Creation. Creating a potion is considered moderate
is a Use Object action on the behalf of the user that difficulty task (1 day) if the spell replicated is equal to
provokes a reaction. If a spell, it has the same targeting level 5 or lower, and very complicated (1 week) if it is
requirements, although the trigger of activation is level 6 or higher. The alchemist’s effective caster level is
usually drinking the potion or throwing it as an equal to one-half his hit dice (maximum spell level
improvised weapon (20/60). replicated equal to 6).

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benefit from more than one such demanding potion. In


Creation. Creating a potion is considered moderate effect, ingesting a potion is treated as concentrating on it,
difficulty task (1 day) if the spell replicated is equal to and if drinking another potion that demands
level 5 or lower, and very complicated (1 week) if it is concentration, the newer one takes precedence and
level 6 or higher. dispels the effects of the old one that required
Saving Throw. The saving throw for technological concentration.
devices (if one is called for) is equal to 8 + proficiency
bonus + Intelligence (if an arcane spell) or Spirit (if a For example, a first-level Goblin rogue, upon gaining his
divine spell). racial features, gains the Goblins’ [Living Better] racial
trait, giving him proficiency in Alchemy, and one level in
Costs. A potion costs gold pieces equal to 50 x spell’s a spellcasting class of his choice. Choosing druid, the
current level x the minimum number of levels in the goblin gains spells known as if his druid level was 1. This
spellcasting class to access the spell. allows him to brew potions for all recipes he possesses of
If the spell replicated is a cantrip, the alchemist’s level is level 1 druid spells. He cannot normally cast these spells
treated as the class level and does not require spending with mana, but he can cast these effective spells to brew
more gold. potions.
If the spell costs any additional cost in reagents, the cost He can choose Light, Gust, and Control Flames as
is added to the total. 0-level-potions by spending one day and 25 gold, or
Concentration Spells. The duration of a potion with a Rejuvenation and Entangling Roots as 1st level spells by
duration of concentration is equal to 2d4 increments of spending one day and 50 gold.
the final duration (rounds if the maximum is a minute, If he reaches level 6, he is treated as a level 3 druid in
minutes if the maximum is an hour, etc.). A character terms of accessing potions, allowing him to create potions
cannot benefit from multiple concentration potions. of 2nd level spells such as Barkskin and Swiftmend, or a
Imbibed potions do not require concentration (even if heightened Entangling Roots or Rejuvenation.
they originally required it), but one creature cannot

Engineering
Engineering allows for one to create technological devices. Such devices are non-magical items that are created with the
Engineering skill, and are classified into five groups, according to general type, which are Bombs, Firearms, Gadgets,
Constructs, and Mecha. Most engineering items deal concussive damage. Concussive damage is half bludgeoning, half
thunder. Divide the damage before applying resistances.
Prerequisites: Engineering requires at least 1 tinker level or an Intelligence of 15 or higher to become proficient with the
skill. A character that creates an engineering device is always proficient with it so long as they pass the Intelligence
requirements.

Creating a Technological Device. When designing an Proficiency). A user may invest less points to lower the
engineered item, the final cost, DC, and effects of the cost of an engineered item. Devices have an effective
item depend entirely on the amount of Engineering level equal to the number of Engineering Points invested
Points invested, which have a maximum equal to the into them. Expertise does not increase the amount of
user’s Proficiency bonus. engineering points derived from the skill.
A character may willingly spend less than their Saving Throw. The saving throw for technological
maximum engineering points to lower the cost and devices (if one is called for) is equal to 8 + proficiency
activation DC of the device. bonus invested + Intelligence (of user).
Malfunction Rate. The malfunction rate is a dice result Using Technological Devices. Devices can be used
(without modifiers) from 1 to the number of EP invested automatically if one knows how to use them (point and
in the device. A natural 1 is the minimum malfunction shoot, press a button, etc.) as a Use Object action unless
rate. otherwise stated. All devices also have a have a chance
For Example: A tinker shoots with a 3rd level rifle (EP to malfunction when activating.
3), dealing 3d8 damage. If his attack roll is between 1 and
3 (1 to 3), the device malfunctions, and the GM decides Activation. Using a gadget or issuing a directive to a
on the possible outcome (such as a jam or backfire). construct is an action (Use Object action) on the behalf
Thus a 5th level tinker or character with engineering has of the user that provokes reactions as normal. Using a
a maximum of 3 Engineering Points (derived from the +3 bomb or firearm is treated like using weapons of the
same type. Using a mecha counts as one’s full round.

Device Cost in GP Complexity

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Bombs/Rockets/Mine 25 x EP Simple: 1 hour


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

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

Technological Families
Bombs
Examples. The Big One, hand grenades, goblin land mines, siege rockets, siege breaching charge

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

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

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

Firearms
Examples. Heavy and medium rifles, boomsticks, siege cannons, and sniper rifles.

These are ranged ammunition weapons with a range of it was crafted with, before having to be reloaded with
(200/800) if medium or heavy, and (150/600) if light. the use of one action per bullet. A firearm gives as much
They come in light, medium, and heavy varieties. They sound as an explosive when it is used.
require bullets for ammunition, which act as normal Firearms deal 1d6 piercing damage per proficiency bonus
ammunition. if medium. If light, they deal 1d4 piercing damage. If
A firearm has a capacity of 1 bullet per Proficiency bonus heavy, they deal 1d8 piercing damage.

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If the gun uses pellets instead of bullets, it deals Firearms require reloading with gunpowder and
bludgeoning damage. ammunition (cost of each is detailed under equipment).
A firearm weighs 5 pounds if a light weapon, 10 if
medium, and 15 if heavy.

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

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

Gadgets
Examples. Gnomish mind-control helmet, goblin rocket boots, grappling hook shooter, and rocket launchers.

These technological devices act like items that replicate A gadget’s properties and charges depend on its energy
spells. Gadgets have (upon creation) eight charges of said source, which must be chosen during creation (such as
spell that can be discharged by the same action it takes to electricity, gas/oil, mechanic, etc.
discharge the spell. Each discharge consumes one charge. Special: If the spell replicated by the gadget has a range
Casting a spell through a gadget is not counted as a real or target of self or personal, or grants or affects
spell, and thus is not subject to effects dependent on movement speed (such as fly or feather fall), the gadget
magic type, schools, and can be used against creatures must also be worn as a harness, which is treated as
immune to magic. leather armor. One cannot wear both a harness and
A gadget may store one spell level every two armor heavier than light, but can wear multiple gadgets
Engineering Points invested (maximum 3rd level spells), on one harness.
and requires one minute of cooldown between uses. If a spell is a touch spell that may also target other
creatures, creating it as a harness increases the spell’s
duration by 25%.

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

Constructs
Examples. Constructs like the Alliance’s combat and harvest golems, the Scourge’s flesh golems, and the Burning Legion’s
Infernals.

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

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targeted (though the user still benefits from the A user within a mecha or suit gains ¾ cover versus any
half-to-all weapon damage). attack from outside.

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


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

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

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

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


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

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

Mecha
Examples. Mecha includes both Vehicles (such as the Alliance’s steam tanks, dwarven gyrocopters, catapults and ballistas,
the Horde’s demolishers, goblin zeppelins, shredders, and the dreadful Scourge meat wagons. This also includes Mecha
that protect the body as a suit, such as the gnome combat armor.

Both act as constructs, except that the user can inhibit mecha’s proficiency bonus, Strength score, movement
them, controlling them directly instead of their own speed, and abilities) instead of that of the pilot’s own.
character. The mecha is treated as a construct for the Any damage taken by the construct is halved and
purposes of combat rating, charges and actions, but the applied evenly between the construct and the user
mecha must be controlled from the inside of the creature (before applying their respective resistances). Abilities
(to which it has a cockpit that fits the creator). When that ignore constructs and can phase through nonliving
the user performs an action from within the mecha, the matter can harm the user directly, as well as effects that
action is performed instead by the mecha (using the bypass physical armor (such as a hypnotic pattern,
poison gas if the mecha is not airsealed, etc.).

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

Mecha Vehicles (Siege Weapons)


Vehicles (including but not limited to siege weapons) act as normal mechs. The driver may use their action to use the siege
weapon’s designated attack, using the vehicle’s bonus to hit.
The Agility DC of any ability called is equal to 8 + Proficiency + Intelligence.
Some siege weapons can’t normally move (and are designated by Push), and others require fuel as mecha. Vehicles may
deal siege damage or normal damage (declared during creation). Siege damage falls under normal categories of nonmagical
slashing/bludgeoning, etc., but if designated as siege attacks, it deals double damage to structures, and half to creatures.

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Vehicles may mount rockets, firearms, and offensive and defensive gadgets, but they are all external (and thus have a
chance to be stolen or targeted). The user (or any fellow riders) may make use of these resources as their actions. Driving a
vehicle requires the user to merge their actions with the vehicle. If the vehicle uses its action to attack, the user cannot
attack themselves, etc. (unless they are Drivers).
By default, the range of a siege weapon is an integrated firearm that may be customized (the cost is added to the cost of the
vehicle). A mech/vehicle still requires actions to reload, if the vehicle has other occupants, they may instead expend the
actions to reload, leaving the shooter free to use the firearm constantly. Its ram damage is equal to 1d8 per Proficiency of
creation (plus its Strength as normal).

Energy Sources
A device’s energy source determines how often it can recharge, how it malfunctions, and various other traits.

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

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gadget), and four pounds of coal grants one charge over


Steam (Coal) The device is powered by steam-power. A five minutes of burning. A gadget may be charged by
charge is gained by burning coal (or any similar, steam-power, and not directly powered by it, following
slow-burning material). the same rules. When charging a device, the furnace may
A steam-powered device requires a small furnace (either be resupplied with coal until all charges are set. The
within it, as a mecha or construct, or outside it if a furnace can hold up to thirty-two pounds of coal
(enough for 8 hours).

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

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

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

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

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

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Cost: -1 EP
Long Cooldown The gadget requires a day to cool down. This cannot be used with quick use.
Low Charge The gadget can contain only one charge.

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

Infusion Skill (Enchanting)


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

Prerequisites: Infusion requires at least 5 levels in a spellcasting class and an Intelligence of 15 or higher to become
proficient with. You can use the feat Infusionist to gain access to the the Infusion Skill.
Gathering Infusion Dust: There are two methods of gaining infusion dust:

Disenchanting Existing Items. One may disenchant a


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

Minimum Proficiency Rarity Dust Yield


+2 Common 1
+3 Uncommon 3
+4 Rare 9
+5 Very Rare 27
+6 Legendary 81
+6 Artifact 243

For Example: A Rare longsword (+2) costs 9 Infusion Very Rare longsword (+3) costs a difference of 18
Dust Points, which is enough from draining two Rare points.
Weapons of different types. Due to this entropic fact, Enchanting a legendary item usually also requires a quest
infusion is very valuable, and is traded for magical items to attune it to some magical source, such as the High
of the same amount of rarity as well. Upgrading it into a Elven Sunwell, the Scourge's Frozen Throne, an
elemental plane's lord, or the Night Elves' World Tree.

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This is subject to the DM's discretion. Artifacts cannot


be created by infusion without a lengthy quest that
might alter the setting as a whole, and are usually
infused by creatures of great power. Examples of an
artifact is the blade Frostmourne.
The process of infusing an item is complex, and it takes
one week per rarity above Common (two weeks for
Uncommon, three weeks for Rare, a month for Very
Rare, etc.)

Special: A death knight's runeblade rarity increases with


his level. Upon reaching 5th level, the blade becomes
uncommon in quality (becoming a +1 weapon, or gaining
similar enchantments or infusions with the uncommon
quality). Upon reaching 10th level, the runeblade
becomes rare in quality. Upon reaching 15th level, the
runeblade becomes very rare in quality. Upon reaching
20th level, the runeblade may reach Legendary quality if
the Lich King allows it. Typically, the Lich King will
elevate only one runeblade to legendary quality until it is
destroyed.

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

Spell Strike [Strike]


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

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

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

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

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

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Chapter 6: Powers and Magic


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

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

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

Caster Level Spell Level Accessed


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

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

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

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

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

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

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

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

Resurrec on
Altars of resurrections are known centerpoints of power, usually built in intersections of lay energies or in holy
consecrated areas. It is these sites, once erected, that heroes may be resurrected to do battle once again (for an offering of
gold). To be restored via an Altar of Resurrection, a character must be at least of 5th level or higher and attune themselves
with one altar (which takes a day of being less than 30 feet from it, and costs nothing). The offering may be paid with
coin, or with the sacrifice of any similarly-valued object (such as breaking an ancestral blade, or the sacrifice of a being
within two levels from the target). If a creature dies on a plane different from where its altar is located, it cannot be
revived by the altar.
The Altar takes one hour to revive a creature whose spirit is called out to, and besides the offering and a sure way to
identify the target, the target’s corpse is not required. The resurrected creature appears unarmed, unarmored, and
unclothed, and has no starting possessions. If the character died while affected by a curse, they retain the curse, but their
bodies are free from any diseases or poisons. The character is also at full hit points and mana, and retains any prepared and
set spells, and takes a penalty of -4 on all d20 checks. Each long rest removes -1 from this penalty until the penalty is wholly
removed.
Summoning a character’s spirit this way costs 100 gold per level of the target. Altars of Resurrection are in every Alliance,
Horde, and Independent (see Scourge) city of populace 1,000 or higher, or any fort or citadel (but not every small military
outpost), and is also attuned to its military and civil leaders. Access to the Altar is usually restricted--as those who
sabotage it undermine a great weapon.
The altar cannot resurrect a creature that is not dead, or one not willing to return, or a creature that has already
underwent a transformation that changed what it was (living being into an undead, or a demon), or a creature whose soul
is stolen or trapped.
Altar of Kings. Made by materials provided by Kirin Altar of Darkness. Built with dark magics in blighted
Tor to serve the Alliance and her people, the Altar of grounds, this structure serves as a channeling nexus for
Kings, acts as a harness for the derelict life forces of the Scourge's dark restorative powers. When a hero falls
fallen human champions (including their allies the in battle, his essence may be recalled to this site, where it
dwarves, and high elves). The specifics of this building's is given new, unholy life. Altars of darkness are utilized
magical properties are among the most guarded secrets in by the Forsaken and the Scourge.
all human realms.
Altar of Elders. So powerful is the Night Elven bond
Altar of Storms. Used by the Orcish Horde and created with the Ancients, that even upon their death and the
by utilized elven runestones corrupted by fel magic, the death of their ancient allies, their life energies may be
altars of storms were used to create Ogre Magi during recalled, and their spirit made tangible in the waking
the Second War (and to a lesser extent, the Third War). world once again. For this to occur, a nexus must be
After the war ended, they became reinfused with constructed, a channeling place to collect and restore life
shamanistic magic to recall the lingering spirits of heroes energies. This place is the altar of elders.
back to life.

Spell Level and Heightening


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

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

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

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

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

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

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

Spellbooks and Relics

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

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

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

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

Spell List
Death Knight (DKN) Blink Step 2
Spell Name Spell level Carrion Swarm 3 [Debilitate]
Special Conjure Creature 1
Bone Shield 2 [Invigorate] Can Conjure Animal and Fey only
Conjure Creature 1 Cyclone 3
Can Animate Undead and Conjure Fiends only Detonate Mana 4
Corpse Explosion 2 Dispel Magic 3
Cripple 5 Dominate Creature 5
Death and Decay [Channel] 5 Can dominate Animal, Elemental, and Fey only
Death Coil 1 Entangling Roots 1
Death Grip 3 Fade 1
Death Pact 1 Nature’s Seed 2 [Debilitate]
Drain Life 4 [Channel] Rejuvenation 1 [Invigorate]
Dominate Creature 5 Resolve 1 [Stance]
Can dominate Undead only Lunar Curse 3 [Curse]
Icy Touch 1 Mark of the Wild 1
Mind Freeze 5 Moonfire 1 [Debilitate]
Runic Array 1+ [Rune] Shooting Star 3
Strangulate 5 Slumber 3
Unholy Frenzy 2 Starfall 3 [Channel]
Sunbeam 3
Druid (DRD) Sunfire 3 [Debilitate]
Spell Name Spell level Swiftmend 2 [Invigorate]
Special Swipe and Shred 1
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Thorn Growth 1 Can dominate Animal and Fey only


Tiger’s Maul 2 [Strike] Fade 1
Tranquility 5 [Channel] Flare 2
Wrath Cantrip Shadow Strike 2 [Debilitate]
Shot Array 1+ [Shot]
Mage (MGE)
Spell Name Spell level Paladin (PLD)
Special Banishment 2
Aerial Shackles 2 [Channel] Blessing Array 2+ [Blessing]
Amplify Magic 5 Consecration 2
Arcane Armor 1 Conjure Creature 1
Arcane Barrage 4 Can Conjure Celestial only
Arcane Explosion 2 Denounce 2
Arcane Orb 5 Divine Shield 2
Banishment 2 Exorcism 2
Blink Step 2 Flash of Light 1
Blizzard 3 [Channel] Hallow 5
Brilliance Aura 7 [Aura] Hammer of Justice 2 [Strike]
Capture Essence 2 [Ritual] Hammer of Wrath 2 [Strike]
Combustion 5 Holy Light 1
Conjure Creature 1 Holy Shock 2
Can Conjure Construct, Elemental, and Fiend only Holy Wrath 3
Cripple 5 Renewing Light 1 [Invigorate]
Death and Decay 5 [Channel] Seal Array 1+
Detonate Mana 4 Shackle Evil 2
Dominate Creature 5 Sunbeam 3
Can dominate Elemental, Fiend, and Undead only
Fade 1 Priest (PRS)
Fire Nova 3 Spell Name Spell level
Flame Strike 5 Special
Freezing Sphere 2 Antimagic Shell 5
Frost Armor 1 Banishment 2
Frost Nova 3 Banshee’s Curse 3 [Debilitate]
Frostfire Bolt 2 Conjure Creature 1
Ice Block 4 Can Conjure Celestial and Fiend only
Icy Touch 1 Cripple 5
Inferno Blast 4 [Debilitate] Death Coil 1
Living Bomb 5 [Debilitate] Death Pact 1
Mana Burn 2 Denounce 2
Mana Drain 4 [Channel] Detonate Mana 4
Mana Shield 1 Dominate Creature 5
Mind Freeze 5 Can dominate Undead only
Mute 2 Drain Life 4 [Channel]
Parasite 2 [Debilitate] Exorcism 2
Pyroblast 7 [Channel] Fade 1
Shadow Strike 2 [Debilitate] Fear Ward 1 [Totem]
Unholy Frenzy 2 Flash of Light 1
Holy Fire 2 [Debilitate]
Hunter (HTR) Holy Light 1
Spell Name Spell level Holy Nova 3
Special Holy Wrath 3
Conjure Creature 1 Inner Fire 1
Can Conjure Animal and Fey only Lightwell 3 [Totem]
Dominate Creature 5 Mana Burn 2
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Mind Blast 1 [Debilitate] Spirit Strike 1


Mind Flay 3 [Debilitate] Spiritual Reincarnation 5
Mind Vision 4 Stasis Trap 1 [Totem]
Mute 2 Totemic Recall 2
Orb of Annihilation 2 Tranquility 5 [Channel]
Power Word: Shield 3 Water Shield 2 [Invigorate]
Prayer of Healing 5 Wind Shear 2
Psychic Terror 3 Windfury Tongue 5
Renewing Light 1 [Invigorate] Windfury Tongue Totem 7 [Totem]
Shackle Evil 2
Sunbeam 3 Warlock (WRK)
Unholy Frenzy 2 Spell Name Spell level
Vampiric Aura 5 [Aura] Aerial Shackles 2
Banishment 2
Shaman (SHM) Blink Step 2
Spell Name Spell level Capture Essence 2 [Ritual]
Banishment 2 Carrion Swarm 3 [Debilitate]
Bloodlust 5 Chaos Bolt 1
Capture Essence 2 [Ritual] Combustion 5
Chain Lightning 4 Conjure Creature 1
Conjure Creature 1 Can conjure undead, elementals, and fiends
Can Conjure Elemental and Fiend only Curse of Agony 2 [Curse]
Conjure Elemental Totem 3 [Totem] Curse of Elements 3 [Curse]
Cyclone 3 Curse of Tongues 3 [Curse]
Dominate Creature 5 Demon Skin 1
Can dominate Elemental only Demonic Doom 9 [Debilitate]
Earthbind 2 Dominate Creature 5
Earthbind Totem 4 [Totem] Can dominate fiends only
Earth Shield 2 [Invigorate] Drain Life 4 [Channel]
Elemental Shock 1 Exorcism 2
Elemental Shock Totem 3 [Totem] Eye of Kilrogg 5 [Channel]
Elemental Tongue 2 Immolation 2 [Aura]
Fear Ward 1 [Totem] Immolate 2 [Debilitate]
Fire Nova 3 Inferno Blast 4 [Debilitate]
Fire Nova Totem 5 [Totem] Life Tap 2
Flame Strike 5 Living Bomb 5 [Debilitate]
Freezing Sphere 2 Mana Burn 2
Healing Stream 4 Mana Drain 4 [Channel]
Healing Stream Totem 6 [Totem] Mana Shield 1
Healing Ward 1 [Totem] Mind Blast 1 [Debilitate]
Lava Burst 2 Mind Flay 3 [Debilitate]
Lightning Shield 2 [Invigorate] Orb of Annihilation 2
Lightning Bolt 3 Parasite 2 [Debilitate]
Lightning Storm 3 Rain of Fire 5 [Channel]
Mana Tide 6 Shackle Evil 2
Mana Tide Totem 8 [Totem] Shadow Strike 2 [Debilitate]
Resistance Totem 5 [Totem] Soul Fire 2 [Debilitate]
Riptide 1 [Invigorate] Soul Stone 3
Shocking Bolt Cantrip Soul Well 5 [Ritual]
Spirit Animal 2 Soulshatter 4
Spirit Infusion 3 Spirit Link 3
Spirit Link 3 Unholy Frenzy 2
Spirit Link Totem 5 [Totem] Called Curse of Recklessness
Vampiric Aura 5 [Aura]
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Spell Definitions
Array. Spells with the array tag have several sub-spells. When preparing a spell with the array tag, you must choose one
spell of the array (each of which may have their own spell levels and different effects).
Auras. These spells emit an aura within 15 ft., and typically remains for a few minutes. If the creature falls unconscious,
the aura dissipates, and is otherwise considered an active and beneficial spell (unless it is debilitative). A character can only
benefit from one at any given time (their choice), and may be dispelled as normal.
Blessings. This array includes beneficial spells that are activated by consuming half your movement, and may target
yourself or an ally. A creature can have only one blessing active on them at any given time, with most blessings active on a
duration of five minutes (and are thus mostly useful for one encounter). These are considered beneficial spells.
Channel. These spells modify concentration spells, and require the investment of one action every round of focusing on the
target of the spell. If the caster cannot invest the required actions, the spell is not dispelled, but does not take place until he
does. Above the required action, the spellcaster cannot move faster than half their speed. As for all concentration spells,
this spell is broken if concentration is lost.
Debilitate. These are damaging spells that target one creature, and typically have multiple effects. The caster may then
activate the spell’s abilities as a reaction on the target’s turn, affecting their combat prowess.
Invigorate. These are beneficial spells that target one creature, and otherwise act as debilitate effects.
Seals. These are personal spells (with a target of ‘you’) that are also cast as part of your movement (consumes base half
movement, cannot be used if already spent). A creature may be under the effects of one seal at any given time, and most
seals have a duration of one minute. Seals may be released (termed judgment or release), and impose the additional effect
specified under the spell. These are considered beneficial spells. Only paladins may cast seals. Death Knights may cast seals,
but only those marked as runic spells.
Shield. These spells benefit from several priestly abilities.
Strikes/Shot: These spells cost a bonus action to activate, and otherwise act on an attacker’s melee or ranged attack several
times before expiring, modifying it appropriately. The user can otherwise declare when to use them per action, or to
withhold the effect until before the end of the duration. These are considered beneficial spells. Shot spells are strike spells,
but are restricted to ranged weapons. All shot spells belong to the hunter spell list.
Totems. These relics cast specific spells they are imbued with as a reaction from the caster. Totems usually remain for one
minute, and require a reaction to activate each round. They can be moved with a bonus action (maximum speed is equal to
the caster’s speed).
Totems have 7 AC, and hit points equal to double the level of the caster. Destroying a totem by reducing it to 0 hit points
deactivates the effect and dispels the spell as normal. Whenever the totem is subjected to a saving throw, they use the
caster’s bonus.

Aerial Shackles [MGE 2, WRK 2] the strands around the subject nor the link can be cut or
Evocation damaged, though they can be dispelled.
Casting Time 1 action Special. If the target is larger than you, it has advantage
Range 90 feet (one creature) to the saving throw.
Components V, S Heightened. The damage increases by 1d6 every spell
Duration Concentration, up to 1 minute. level beyond the 2nd (to a maximum of 6d6 at level 6).
You create a brilliant, golden energy web that captures
and damages one flying creature. A bright beam of light Amplify Magic [MGE 5]
links the target to your outstretched hand. The target Abjuration
cannot leave its space (or spaces) unless it spends an Casting Time 1 action
action and passes a Strength saving throw that exceeds Range 60 feet (15-foot radius sphere)
your DC. Though unable to move or fly freely, the Components V, S
target nonetheless does not fall, and is prevented from Duration Concentration, up to 1 minute.
falling by the spell. The aerial shackles keep the subject You amplify magical effects in the area of effect. All
hovering in place. The target may still attack if it is spells cast from or into the area of effect are heightened
within range, use a breath weapon or cast spells one spell level. If the spell cannot be heightened (or if
(counting the damage dealt against its Stamina check to heightening has no effect), it heals 25% more, damages
cast while being damaged). 25% more, or remains for 25% longer.
Starting on the round after the spell takes effect, the Dampen Magic This spell may be reversely cast. If so,
spell’s webs constrict, dealing 2d6 points of Arcane the spells cast into or from the area of effect are counted
damage each round to the target if you wish it. The one level lower (if eligible).
aerial shackles are composed of arcane energy. Neither

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Ancestral Guardians [SHM 2] Illusion Divination


Abjuration [Invigorate] Conjuration Transmutation
Casting Time 1 bonus action Enchantment Necromancy
Range Touch (one creature)
Components S, V Energy Type Opposing Type
Duration Concentration, up to 1 minute, or two uses Fire Cold
(whichever comes first) Acid Lightning
You conjure two allied spirits that protect the target. Holy Fel
While under effects of this spell, the target suffers 1 less
point of damage per spell level from all nonmagical Special. If you are vulnerable to a school or damage type,
sources. Each spirit may be expended as a reaction to you gain disadvantage to saving throws, and attackers
perform one of the following. that affect you using that school or energy type have
● The target heals 2d6 hit points, advantage to attacks against you.
● The attacker must make a Spirit saving throw or Heightened. When cast as a level 6 spell, you gain
else be frightened for 1 round, resistance to the damage type or advantage versus the
When all spirits are expended, the spell ends. school chosen without gaining vulnerability or
Heightened. For each spell level above 2nd, you gain an disadvantage to the opposite type or school.
additional spirit.
Special. If the caster and the target are clan relatives or Arcane Barrage [MGE 4]
bound by marriage, the damage prevented by the spell is Evocation
5 less points from all sources. Casting Time 1 action
Components V, S
Antimagic Shell [PRS 5] Range 120 feet, (10-foot-radius sphere)
Abjuration [Shield] Duration Instantaneous
Casting Time 1 action You create two large glowing bursts of violet force,
Range Self sending them to a single enemy within the range. The
Components V, S, M (a pinch of powdered iron or iron two intertwine, striking the enemy and creating an
filings) explosion of force, dealing 6d4+6 damage to the target,
Duration Concentration, up to 10 minutes. and to all creatures and unattended objects within a
This acts exactly as the Antimagic field spell, except that 10-foot radius sphere of him.
it is restricted to you, and is not in a sphere. This does Said creatures are also pushed back 5 feet outwards from
not include anything that is not a part of you, but does the center of the blast. Targeted creatures are entitled an
include items held by you, or creatures consumed by you, Agility saving throw to negate the push effect, but
etc. cannot reduce the damage taken.
Heightened. The spell deals an extra 1d4+1 damage per
Arcane Armor [MGE 1] every level above level 4.
Abjuration
Casting Time 1 action Arcane Explosion [MGE 2]
Range Self Evocation
Component V, S, M (Focus crystal that costs 10 gp) Casting Time 1 bonus action
Duration 1 hour Components V
A protective field guards you. Upon casting this spell, Range Self (10-foot-radius sphere)
you may choose one magic school or energy type, and Duration Instantaneous
gain advantage to all saves versus that school or You create a tremendous burst of arcane energy that
resistance versus that damage type for the duration of explodes from you, dealing 2d4+2 Arcane damage to all
the spell. creatures and unattended objects in the area, except you.
You, however, gain disadvantage to saving throws that Said creatures are also pushed back 5 feet. Targeted
belong to spells that another school (see table below), or creatures are entitled an Agility saving throw to negate
vulnerability to damage from its opposing type. the push effect, but cannot reduce the damage taken.
You cannot gain resistance to an effect you are already Heightened. The spell deals an extra 1d4+1 damage per
resistant to, but you can gain resistance to an effect you every level above level 2.
are vulnerable against (becoming neutral). You cannot
gain vulnerability to an effect you are immune to. Arcane Orb [MGE 5]
Evocation [Totem]
School Opposing School Casting Time 1 action
Abjuration Evocation Components V, S

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Range 30 feet (5-foot square) Casting time 1 hour


Duration 1 minute Range 60 feet
You create a swirling orb of magical force. When you Components V, S, M (a gift or focus; see below)
cast this orb, you may use a reaction for it to emit an Duration 24 hours
Arcane Explosion centered on the orb itself, as the spell With this spell, you attempt to bind a creature your
Arcane Explosion. service. You can bind a creature from the type related to
This totem otherwise functions as all other totem spells. your spellcasting list (see conjuring and binding under
Special. Unlike most Totem spells, this can be only cast your class).
by the Mage class. The target creature must be within range for the entire
casting of the spell. At the completion of casting, the
Banishment [MGE 2, PLD 2, PRS 2, SHM 2, WRK 2] target must make a Charisma saving throw (typically,
Abjuration the creature is first conjured into the center of an
Casting Time 1 action inverted magic circle to keep it bound, is held with
Components V, S chains, or is willing). On a failed save, the target creature
Range 60 feet (one fiend or celestial) is bound to serve you for the duration. If the creature
Duration Concentration, up to 1 minute was summoned or created by another spell, that spell's
One fiend or celestial you target must make a Charisma duration is extended to match the casting time of this
saving throw. On a failure, you shunt them with spell. Conjured creatures are entitled a saving throw
abjuration magic to a transitionary state, causing them to once the spell begins to be cast to escape the binding
become ethereally unstable (gaining resistance to attempt.
nonmagical damage and reducing their movement speed The CR of the creature(s) that can be bound in one
by half). At the end of the duration (if you were able to casting is equal to 1 per spell level (can be split between
concentrate for an entire minute), they are banished to multiple creatures). At any given time, regardless of how
their original plane of existence. many bound creatures you have, you cannot have more
Heightened. If heightened to level 4, you can target than two times your CR in bound creatures. Excess
other creatures as well as fiends and celestials. When creatures are automatically freed, and may choose to
banished, you can instead banish their transformed forms return to their normal plane (of conjured) or remain in
to another dimension, where they disappear (are shunted the plane they are currently in. You are always aware of
into another dimension), where they remain in a how tenuous your hold is on your bound creatures and
harmless dimension until the end of the spell's duration whether a creature breaks free or not. A creature of
(or until you fail to concentrate on the spell). In this higher CR than normal may allow the spell to affect it
dimension, the creature can return if it possesses the (if willingly bound).
ability to plane shift back (in which case it returns in the A bound creature is not treated as conjured (not
space it was banished from), but is otherwise unharmed. restricted from conjuring others, is not commanded
telepathically, not automatically friendly to you or your
Banshee’s Curse [PRS 3, WRK3] allies, and cannot be dispelled with dispel magic and
Necromancy [Debilitate] similar effects). Its death is considered to be a true death
Components V, S (and therefore grants XP), and its presence is treated as a
Range 30 feet, one living creature. character (and therefore gains XP), and must follow
Duration One minute or three uses (whichever is your instructions to the best of its ability due to the
sooner) power of the spell. You might command the creature to
You place the banshee’s regretful curse on a target. For accompany you on an adventure, to guard a location, or
the next minute, and whenever they roll any d20 check, to deliver a message. The creature obeys the letter of
you may declare with a reaction that they have any of your instruction (as it is bound), but if the creature is
the following penalties: hostile to you, it strives to twist your words to achieve
1. That they have disadvantage on the roll. its own objectives. Depending on the instructions, this
2. They must roll a d100. On a 33 or lower, the spell binds the creature to one of the below conditions.
action fails. On a result of 34 or higher, the ● Bound for a Task. If the creature is bound to
action succeeds as normal. complete one task, it is automatically freed (and
Upon being used three times or the duration ending, the usually returns to its plane of origin) after the
curse is broken. task is complete. The creature is still bound to
Heightened. You may gain one use of curses above travel back to you and report its success before
normal per spell level beyond 3rd (maximum 5 at level 5). leaving. If you are on another plane of existance,
it waits until it is certain that you will not
Bind Creature (Construct, Celestial, Elemental, Fiend, return beyond reasonable doubt, at which point
Undead) [DRD 1, MGE 1, PRS 1, SHM 1, WRK 1] it leaves a message and then leaves to its original
Abjuration plane. If bound for a task, the spell requires a
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material component equal to 25 gp per CR of ● Blessing of Protection [PLD 3]. This potent
the creature (or total CR if multiple creatures blessing protects the target. The target gains the
with one spell). If CR 5 and above, the cost effect of a Divine Shield spell. However, the
doubles per increment of 5 levels (up to 400 per spell ends for the target if they attack or cast
CR at level 20 and above). any spell.
● Day of Service. If the creature is bound to serve ● Blessing of Sacrifice [PLD 2]. This potent
for a duration, it is automatically freed after the blessing creates a spiritual connection between
duration ends (regardless of its original mission). you and the subject. Each time the subject takes
It may choose to remain longer, but it is hit point damage, half of it transfers to you. If
otherwise freed from obedience. If bound for a you and the subject move out of range of each
duration, the creature requires one-fifth the cost other, the spell ends immediately. The halved
of binding for a task increment if the duration is damage is not counted as if resistance, but does
a day (if above a week, one-half the cost per not stack with it. The target and you must be
week; if above a month, it requires the entire within clear, unobstructed vision and within 15
cost; and if above a year, double the entire cost feet of one another.
every year). ● Blessing of Wisdom [PLD 2]. This powerful
Creatures whose interests align with yours may half or blessing aids spellcasters, aiding their mana
waive the payment entirely. A creature already bound expenditures in battle. For the duration of the
can still be subject to this spell, which requires three blessing, the base spell cost for spells cast by the
opposed spellcasting checks to break the first binding (or target cost 1 less mana (minimum 1).
repel the attempt). Heightened.
Special. Binding any undead requires only the payment ● Blessing of Might. For each level above 2nd, you
for a task (even if there is no task other than serving add +1 to the damage roll increase, to a
you) in necromantic ingredients and onyx to maximum of +5.
permanently reanimate the dead. After the spell's
duration ends, however, the undead automatically break Blink Step [DRD 2, MGE 2, WRK 2]
free and may be re-bound with an action. Bound undead Conjuration
retain their telepathic connection as if conjured (within Casting Time 1 bonus action
line of sight or 100 feet, whichever applies). Range 30 feet
Note. This spell is also known as enslave undead and Components V
enslave demons (when used against undead and fiends, Target Touch
respectively). Duration Instantaneous
Heightened. When you cast this spell using a spell slot You shunt yourself dimensionally, teleporting yourself to
higher than the maximum CR of the spell by 1 level, the an unoccupied spot in range. You cannot teleport
duration is increased one step; moving one increment yourself to an area you cannot see, or into an object.
every level above maximum: 24 hours - 3 days - 1 week - 1 Special. This spell may also be cast as a reaction. In this
month - 1 year. case, casting it when being hit gives you resistance to all
physical damage as well as teleports you. You may also
Blessing Array [PLD 2+] teleport others with you, but each additional creatures
Transmutation [Array, Blessing] halves the distance remaining.
Casting Time special (half movement)
Components: V, S Blizzard [MGE 3]
Range Touch (one creature) Evocation [Channel]
Duration 5 minutes Casting Time 1 action
You gain one blessing of the below array. Range 150 feet, in a 15-feet-wide, 60-feet-high cylinder.
● Blessing of Kings [PLD 4]. You or any target Components V, S, M (crushed glass and water)
creature gains +2 to all d20 rolls until the Duration Channeling, up to 1 minute
duration of the spell ends. This applies to attack You whisper the magic words, and a cold light emanates
rolls, saving throws, skill checks, and ability from your hands. At your command, snow, sleet and hail
checks. batter your foes. The spell calls down freezing sleet, ice
● Blessing of Might [PLD 2]. You gain shards and heavy hail down on the caster’s targets,
supernatural awareness of the vulnerabilities in dealing 1d4 points of slashing damage, and 1d4 points of
your enemies. You gain +2 bonus to damage cold damage to the area and every creature in it per
rolls. While under the benefits of this blessing, round of concentration.
your pupils dilate, but are not any more The heavy snow obscures all sight, including darkvision,
sensitive to light than usual. This does not stack beyond 5 feet. Forty feet high, a cold cloud materializes,
with Aura of Might or similar effects.
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imposing the same obscuration to sight, and dealing the Abjuration [Ritual]
same damage to all creatures that fly through or under it. Casting Time 10 minutes
Heightened. Per level above 3rd, add one dice to the cold Range Touch
damage, and the level afterwards, add one dice to the Component V, S, M (Focus crystal that costs 50 gp)
slashing damage (2d4 cold, 1d4 slashing at 4th level; 2d4 Duration Instantaneous, or ten minutes until discharge
cold 2d4 slashing 5th level, etc.) You draw an essence-capturing magic circle or seal that
can remain up to ten minutes before discharging. While
Bloodlust [SHM 5] the seal is active, any creature you designate that is
Transmutation reduced to 0 hit points within 10 feet of the seal (or any
Casting Time 1 action surface you inscribe it upon) must make a Spirit saving
Range 30 feet throw or else have its essence absorbed by the seal in
Components S, V, M (a drop of dried blood or sand) question. The creature must have a CR equal to or less
Duration Concentration, up to 1 minute than 4.
Choose a willing creature you can see within range. Depending on the creature type, the focus crystal can
Until the spell ends, the target is immune to fear, has +2 perform multiple things.
to AC, advantage on Agility saving throws, and can
make an additional action on each of its turns, and gains Humanoid, Beast, Fey, Monstrosity, Dragon: Soul Gems,
temporary hit points equal to your spellcasting modifier which fuel Necromancy devices
at the beginning of every of its rounds. Undead: Dark Gems, which fuel for Necromancy
This action can only be used for the attack (one weapon devices, can be consumed
attack only), Dash, Disengage, Hide, or Use Object Elemental: Elemental Gems, which fuel
action. When the spell ends, the target can’t move or elemental-powered devices
take actions until after its next turn. Outsiders: Quintessence, which can be onsumed (special,
see below)
Bone Shield [DKN 2] Construct, Plant, Ooze cannot be targeted by this spell.
Abjuration [Invigorate]
Casting Time 1 bonus action Special. If a creature is absorbed into the seal, and is later
Range personal (self) targeted for a raise dead, resurrection, conjure creature
Components S, V (if it was named), a divination (if targeting a specific
Duration Concentration, up to 1 minute, or two uses person, such as Sending), or similar targeting effect, the
(whichever comes first) caster must make an opposed Intelligence check to the
You create a shield of bones, with a total of one bone per caster of the Capture Essence spell (or a DC 15 check,
level. Each bone may be used as a reaction to perform whichever is higher or possible). If the check fails, the
one of the following. spell fails as well, and the attempt cannot be repeated
● Grants resistance to you for one hit. unless the device that holds the essence was used at least
● Grants you advantage versus a hostile spell once (such as drawing one use of a necromancy device).
effect. Special II. If the spell is cast ritually with expending
When all bones are used, the spell ends. double the normal mana cost, the target of the effect
Heightened. For each level above 2nd, you gain an suffers disadvantage to the essence-capturing, and any
additional bone (and by extension, use). attempts to release the essence have disadvantage.
Special III. Quintessence restores 1d6 hit points per CR
Brilliance Aura [MGE 7] of the outsider it absorbed by a living creature, or 2
Transmutation [Aura] mana points per CR. This is a mana-restorative effect.
Casting Time 1 action Heightened. The maximum CR of the creature whose
Components V, S essence is absorbed increases by 2 per level beyond 2 (to
Range 15-foot-radius sphere, centered on you a maximum of 18).
Duration One minute
You surround yourself with a pulsing aura of cerulean Carrion Swarm [DRD 3, WRK 3]
energy. This aura grants crystalline thought to any two Evocation [Debilitate]
allied spellcasters in range and empowers them to cast Casting Time 1 action
their spells with less effort. Range Self (30-foot cone)
For the duration of the aura, and so long as a creature is Components V, S, M (a corpse or egg of a beetle, spider,
both friendly and within range, the mana spell cost for or other vermin)
spells cast is reduced by 1 (minimum 1). Duration Instantaneous, up to 1 minute, or three uses
(whichever comes first)
Capture Essence (Ritual) [MGE 2, SHM 2, WRK 2]

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A swarm of bats, poisonous spiders, flying beetles and once. Non-damaging effects do not stack, but damage
other such vermin extends out from your hand to bite does.
and savage your opponents. Each creature in a 30-foot
cone must make a Stamina saving throw. A creature Consecration [PLD 2]
takes 6d6 nonmagical bludgeoning, piercing, and slashing Evocation
damage on a failed save, or half as much damage on a Casting Time 1 action
successful one. The target is also infested for one minute. Range 30 feet (15-foot radius sphere)
While infested, you may declare with a reaction any of Components V, S
the following effects on the target. Duration Concentration, up to 1 minute
● The target takes 1d6 poison damage. You call upon the Holy Light to sanctify an area, dealing
● The target is considered poisoned until the 2d8 holy damage to all enemies of the Light within this
beginning of their next round. area of effect. If the enemy is a fiend or undead, they
Special I. If the target dies while under effects of this take 50% extra damage and also move at half normal
spell, unused debilitate uses conjure 1 Carrion Beetle. speed.
The DM has the Carrion Beetle’s statistics. Creatures aligned or who follow the Light take no
Special II. If caster is a corporeal undead, the swarm can damage. Creatures that are not opposed to it take half
tear flesh off the target and rejuvenate the caster. When damage. For the duration of the spell, the area of effect is
using a debilitate use, the caster regains 1d8 hit points treated as hallowed (as per the spell Hallow, but cannot
per use at the end of the spell’s effects (when the bind an extra effect to the area).
debilitate uses end). The target must have a minimum Heightened. The damage increases by 1d8 per level.
CR of ½.
Heightened. The initial damage increases by 1d8 for each Conjure Creature (Animal, Construct, Celestial,
level above 3rd, and the secondary damage increases by 1 Elemental, Fey, Fiend, Undead) [DRD 1, MGE 1, PRS 1,
dice every two levels above 3rd. SHM 1, WRK 1]
Conjuration
Chaos Bolt [WRK 1] Casting Time 1 hour (or 1 action if animal, fey, or plant)
Evocation Range 60 feet Components V, S (and M), see below
Casting Time 1 action Duration Concentration, up to 1 hour
Range 60 feet (one creature) You summon a creature from the type related to your
Components V, S spellcasting list (see conjuring and binding under your
Duration Instantaneous then 1 round class).
You throw a greenish-violet bolt of crackling chaotic The creature appears in an unoccupied space you can see
energies. Make a ranged spell attack on a target within in range. The creature is friendly to you and your
range. Targets struck by this bolt suffer 2d8 fel damage. companions for the duration. Roll initiative for the
If the target is subjected to a debilitate spell in the next creature, which has its own turns. Once conjured, the
round, they suffer disadvantage to their saving throw creature can telepathically understand any and will
versus the initial effect. execute your commands (no action required by you).
Special. This spell costs half mana. The telepathy only functions if you maintain line of sight
Heightened. When you cast this spell using a spell slot of to the creature (undead can additionally be given
2nd level or higher, the damage increases by 2d6 for each commands if within 100 feet, whichever applies).
slot level above 2nd. The creature has a CR of 1 per spell level. If the
conjured creature is an animal, fey, or undead, you may
Combustion [MGE 5, WRK 5] also divide the CR between multiple creatures (such as
Evocation doubling the number of creatures and dividing the CR
Casting Time 1 action by 2, or tripling and dividing by 3, etc., to a minimum of
Range 60 feet (one creature) CR 1/8). Dispelling one creature dispels the entire spell,
Components V, S however.
Duration Instantaneous It obeys any commands given, so long as they don’t
Special Requires target to be under a debilitate spell violate its alignment or nature. If you don’t issue any
effect commands to the creature, it defends itself from hostile
You combust the target, setting off any and all of your creatures but otherwise takes no actions.
damage over time debilitation effects. The target takes A conjured creature cannot conjure others even if they
2d8 fire damage, and you may use a single reaction to have spells that normally allow them to, and despite
calculate all damage resultant from your active damage them obeying their conjurer’s commands, they take their
over time effects on the target, discharging all of them at own actions and are controlled by the DM (such as
which spells or ability to use, etc.).

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Once the duration of the spell ends or the creature is a tree that holds a house within), and it must be
defeated, it is dismissed to its original plane (or becomes as large as the construct (a wooden table for a
inanimate and resumes the object’s purpose in the case of Wood Golem, or a pile of armor for Animated
undead, plants, and constructs). If your concentration Armor). If the construct or plant is destroyed,
breaks before the duration ends and you do not use your the magical energies draw the remains back to
action to dismiss the creature, it becomes independent in where the original object stood and attempt to
its actions, and is controlled by the DM until the reform the focus (though it looks damaged).
duration of the spell ends (typically, undead and
elementals rampage, constructs and plants act like Conjure Elemental Totem [SHM 3]
objects, fey and animals defend themselves and seek Conjuration [Totem]
refuge, and celestials and fiends promote their Casting time 3 rounds
far-reaching aims). Range 60 feet
Note. Depending on the creature conjured, the spell’s Components V, S
school changes (transmutation with plants and Duration 1 hour
constructs, or necromancy with undead). When you cast this spell, the totem both casts and
Heightened. For every spell level above 1st, the CR of concentrates on a level 1 Conjure Elemental spell, with
the creature conjured increases by 1. the elemental appearing instantaneously and remaining
● Special (Components). If the creature conjured so long as the totem stands (or until the duration ends).
is natural (an animal or fey), the spell also Since the totem is concentrating on the spell, this allows
requires a material component or focus that is the caster to maintain concentration on another spell
related to the conjured creature. Fiends and (including a conjure elemental spell).
celestials require an obedience or sacrifice as a Special: A shaman cannot have more than one conjure
focus (such as a page of a holy book or a drop of elemental totems active at any given time.
blood as a material component, or a ritual circle Heightened. When heightened any number of spell
as a focus); elementals require elemental levels, the Conjure Elemental effect is also heightened by
presence as a material or focus (burning incense the same number of spell levels.
for air, sulfur/phosphorous or a bonfire for fire,
a body of water for water, etc.), while Corpse Explosion [DKN 2, PRS 2]
constructs, plants, and undead require an object Necromancy
as focus (such as a nearby couch to transmute Casting Time 1 reaction
into the construct, a tree for a plant, or a corpse Range 30 feet (10-foot-radius sphere)
for the necromantic powers to animate into). Components S
● Special (Permanent Dead). When animating Duration Instantaneous
undead, you may choose to make the animation Reaction: A corpse is within 30 feet of you.
permanent instead of temporary. If you do so, You may use your reaction to suffuse a nearby corpse
the undead obeys commands up to 24 hours with fel energies, filling it with so much corruption that
before it breaks free and the connection is it explodes then and there. The corpse explodes, dealing
severed. You may re-cast this spell and re-bind 2d6 fel damage, and 2d6 poison damage to all creatures
the undead to your will (they are entitled a within 10 feet of it, inflicting the poisoned condition for
Spirit saving throw to avoid being enslaved), so one minute.
long as the target(s) are within the CR Creatures affected are entitled an Agility saving throw
threshold. You cannot have more undead to half damage and negate the poisoned condition.
animated than your level in CR. Additional An exploded corpse is desecrated and difficult to raise,
undead are automatically freed (see Special III). and requires that they be healed up to half the damage
To creature permanent undead, you must cast dealt by corpse explosion. A corpse cannot be targeted
this spell in a cursed or blighted area or at night, more than once with the same spell.
and spend 25 gp per CR in necromantic Heightened. You may deal an additional 1d6 fel and 1d6
materials (black onyx, exotic herbs, saronite ore poison damage.
of Northrend, carved skulls, miniature heads). If
the creature is larger than Huge or is Cripple [DKN 5, MGE 5, PRS 5]
incorporeal, the price is quadrupled (100 gp per Necromancy
CR). Casting Time 1 action
● Special (Plant and Construct Focus). When Components V, S
animating a construct or plant, the focus object Range 60 feet.
must not be harder than iron or be sophisticated Duration Concentration, up to 1 minute.
or hold anything within (such as a locked door
or chest, a gadget, or a vehicle for constructs, or
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You cripple any living target within range. Make a You target one target with the curse of tongues, stealing
ranged spell attack. On a success, the target takes -2 to their voice and causing them to speak in no other
AC and to Agility saving throws, can’t use its reactions, language than the dark tongue of Eredun. On a failed
and may make either an action or a bonus action every Spirit saving throw, the target is cursed, causing them to
turn (not both). Regardless of the creature’s abilities, it speak only Eredun.
may only make one melee or ranged attack on its turn, Any spell that has a verbal component requires double
and they deal only half damage with weapon attacks that the normal time to cast. If the target is a good-aligned
use Strength or Agility. character, they take 1 point of Psychic damage whenever
If the creature attempts to cast a spell with a casting they speak Eredun. This damage is inflicted once per
time of 1 action, roll a d20. On an 11 or higher, the spell round.
doesn’t take effect until the creature’s next turn, and the Special. Due to the effect being temporary, there is no
creature must use its action on that turn to complete the risk of losing Spirit points by being forced to speak in
spell. If it can’t, the spell is wasted. At the end of each of Eredun. Creatures that can speak uncorrupted Eredun
the target’s turns, it can make a Stamina saving throw are immune to the effects of this spell.
against the spell. On a success, the spell ends.
Cyclone [DRD 3, SHM 3]
Curse of Agony [WRK 2] Evocation
Evocation [Debilitate, Curse] Casting Time 1 action
Casting Time 1 action Range 60 feet, in a 10-feet-wide, 30-foot-high cylinder.
Components S, V Components S, V
Range 60 feet Duration Concentration, up to 1 minute
Duration Instantaneous, plus one minute or two uses You target one creature to be affected by a powerful
(whichever comes first) cyclone of rising winds. The creature, once affected, is
You curse your target with agony. Make a ranged spell entitled an Agility saving throw to be unaffected and be
attack against the target. On a hit, the target is affected moved out of the cylinder radius (to any direction
by the spell, taking 2d6 fel damage. For the next minute, chosen). If the character cannot move away, it is affected
you may declare with a reaction any of the following regardless, but takes half damage from any falls or
effects on the target. cyclone damage.
● The target takes 1d6 fel damage. The creature targeted rises vertically so long as you are
● The target is treated as if poisoned for one concentrating on the spell, and remains in the middle of
round. the cyclone (15 feet in the air). At the end of each round,
Heightened. The initial and secondary damage increases the creature may make another Agility saving throw to
by one dice each, and you gain another use of the escape the cyclone, falling out of it and halving fall
debilitate effect. damage.The creature cannot move away unless they can
Special. For each spell point spent to deal damage after fly and succeed in an Acrobatics check against your spell
the first from casting the spell, the damage increases by DC. If they attempt to cast spells, they are distracted,
one dice. and all attacks made by them are made with concealment
from the winds. One creature can be held by the cyclone
Curse of Elements [WRK 3] at any given time.
Abjuration [Curse] You may use your action to drop the original target
Casting Time 1 action creature and lift another one, or launch the original
Range 60 feet (one creature) creature from the cyclone with the cyclone’s full force.
Component V, S Dropping a creature forces the original target to suffer
Duration Concentration, up to 1 hour fall damage from its midair height (15 feet for medium
Upon casting this spell, you must succeed on a ranged creatures, or 1d6 fall damage) and subjects another
touch attack to affect a target. On a successful hit, you within the cyclone’s area of effect to being lifted by the
may curse them with vulnerability to the elements. The cyclone, while launching the target raises them to the
target suffers -2 on saving throws on spells that deal double their midair height (30 feet for medium creatures,
direct damage or debilitate effects or 3d6 fall damage) and drops them from that height to
any area within 15 feet away. A successful Agility saving
Curse of Tongues [WRK 3] throw when hurled halves the fall damage and drops the
Enchantment [Curse] creature 5 feet away from the cyclone’s area of effect.
Casting time 1 action You may use your movement to move the cyclone to
Range 60 feet (one creature) another area and combine that with lifting a new
Components V, S creature or hurling an old one.
Duration 1 hour Depending on the creature’s size, its original height
midair might differ. This affects the fall damage the
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creature takes. Small and Tiny creatures suffer damage as With the strength of the Lich King, you bring death to
if they fell 10 and 20 extra feet (or 1d6 and 2d6 extra, the living, and health to the unsanctified. The creature
respectively) if hurled, while. you target regains a number of hit points equal to 1d8 +
your spellcasting ability modifier if they are undead or
Size Midair Height fiends. If you target a living or celestial they take
Tiny 30 damage equal to the hit points they would normally
Small 20 gain, as Fel damage. If you target an unwilling creature,
Medium 15 you require a ranged spell attack.
Large 10 Heightened. The healing increases by 1d8 per level above
Huge 5 1st.

Heightened. You may target another creature in your Death Grip [DKN 3]
cyclone effect and increase the midair height by 5 feet per Transmutation
every two spell levels above 3rd. All creatures must be at Casting Time 1 action
least 10 feet within reach of one another to be affected in Range 60 feet
an ongoing cyclone effect. Components S, V
Duration Concentration, up to 1 minute.
Death and Decay [DKN 5, MGE 5] You grab a Large or smaller creature telekinetically,
Necromancy [Channel] drawing it 60 feet closer to you if it fails a Strength
Casting Time 1 action saving throw. You may also move the creature upward,
Range 150 feet, in a 30-feet-wide burst. but not further than the maximum range of the spell. A
Components S, V, M (a dead rose) creature lifted upwards is suspended in mid-air so long as
Duration Channeling, up to 10 minutes the caster is concentrating.
Negative energy infuses the area in visible puffs. Living
creatures age rapidly, as skin sags and flesh sloughs off Death Pact [DKN 1, PRS 1]
bones. Structures wither and collapse, suffering the Necromancy
effects of decades within few seconds. All living Casting Time 1 action
creatures and non-natural structures in the area take 5d8 Range 30 feet (any undead or fiend)
points of Fel damage per round of channeling. Each Components S, V
creature can make a Stamina saving throw to half Duration Instantaneous
damage dealt. You siphon death magic from any allied undead or
Structures. The spell deals normal damage to any fiendish creature within range. The target loses 10 hit
structure in contact with the ground when the spell is points, which you regain as hit points. The target (if
cast, and every round until the spell ends. Structures intelligent) is entitled a Spirit saving throw to negate
typically have 40 hit points at the ground floor, and 10 this effect. If the creature is reduced to 0 hit points, it is
hit points less per each successive floor. Typically, it destroyed as normal for its type.
takes one minute of damage to reduce a building’s floor Heightened. For each level above 1st, you may drain 10
to rubble with this spell. additional hit points per level.
A collapsing structure damages nearby creatures within
half the structure’s height. Said creatures must make an Special: The spell may be prepared under a different set
Agility saving throw or else take 5d6 bludgeoning spell slot to restore the caster’s mana instead. This is
damage, and is knocked prone, and is buried in the called the Dark Ritual spell instead.
rubble, requiring a DC 20 Strength (Athletics) check as Dark Ritual
an action to escape. The DM can adjust the DC higher This spell acts as Death Pact normally, but for every 10
or lower, depending on the nature of the rubble. On a hit points, the caster regains 2 mana points. This can be
successful save, the creature takes half as much damage heightened as Death Pact, and does not cost mana to
and doesn’t fall prone or become buried. cast.
Heightened. The spell deals an additional 1d8 per round As all mana-restorative abilities, this can be used once
of channeling per level above 5 . per hour.

Death Coil [DKN 1, PRS 1] Demon Skin [WRK 1]


Necromancy Conjuration
Casting Time 1 action Casting Time 1 action
Range 30 feet (one creature) Components V, S, M (grounded tooth dust)
Components V, S Range Self
Duration Instantaneous Duration 1 hour

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You touch a willing creature who isn’t wearing armor, Duration Instantaneous
and it until the spell ends, the target’s skin becomes Reaction: A creature within range is hit with a critical
ragged and solid. hit
The target’s base AC becomes 13 + its Dexterity You may cast this spell as a reaction against any creature
modifier, and gains 3 temporary hit points for the hit with a critical hit. Make a ranged spell attack against
duration of the spell. So long as at least 1 temporary hit the attacker. On a success, their hit then is no longer a
point remains, you have vulnerability against holy critical hit.
damage. Heightened: If heightened to 4th level, this spell can
The spell ends if the target dons armor or if you dismiss negate two critical hits; the second denunciation must be
the spell as an action. used within an hour of casting (this does not require
Heighten. When you cast this spell using concentration).
a spell slot of 2nd level or higher, a target’s temporary hit
points increases by an additional 3 for each slot level Detonate Mana [DRD 4, MGE 4, PRS 4]
above 1st. Evocation
Casting Time 1 action
Demonic Doom [WRK 9] Components V, S
Conjuration [Debilitate] Range 30 feet (10-foot sphere)
Casting Time 1 action Duration Instantaneous
Range 60 feet You target an area with a sphere of black-purple
Component V, S anti-magic. Where the sphere explodes, all creatures that
Duration Instantaneous, up to 1 minute (or nine uses, can use mana lose 1d4+1 mana points, and take 2 Arcane
whichever comes first) damage for every mana point lost.
You curse the target with a terrible fate. Make a ranged If the creature loses more than 3 mana points this way,
spell attack against any living target within range. The they are subjected to a dispel magic effect (spell level
target suffers 9d4 fel damage immediately, and is afflicted equal to the Detonate Mana spell level – 2).
for one minute. While afflicted, you may declare with a Heightened. The number of mana points drained
reaction any of the following effects on the target. increases by 1d4 points per every three levels above 4
1. The target takes 4d4 fel damage. (2d4 at level 7).
2. The target takes only 2d4 fel damage, but is Special: Demons always have active mana, and can
considered poisoned until the beginning of their always be targeted with mana burn. If they have no
next round. mana, they still take 2 points of Arcane damage.
3. You may cancel out a dispel effect. If you do
this, you cannot also damage the target. Divine Shield [PLD 2]
If the creature dies while under the effects of demonic Abjuration
doom, its corpse is destroyed, and a column of fire Casting Time 1 action
appears, dealing 18d4 damage (half fire, half fel) in 10 Components S, V
feet of the corpse. A doomguard is summoned on the Range Self
spot of its death, and it remains for a minute. The Duration Concentration, up to 2 minutes
doomguard is friendly to you and your companions for You raise your hand, and are protected by the grace of
the duration. Roll initiative for the doomguard, which the Holy Light. So long as you concentrate, you gain
has its own turns. immunity to all types of damage. This shield has 3 hit
The doomguard requires your concentration to remain points per caster level, and fades prematurely if its
active, and obeys any verbal commands you issue it (no maximum absorbed hit point maximum is reached. If the
action required by you), as long as they don’t violate shield manages to absorb all damage from the effect, you
their alignment. If you don’t issue any commands to the are protected against any secondary effects. If subjected
doomguard, it defends itself from hostile creatures but to a poison or disease, you are unaffected, and the shield
otherwise takes no actions. The DM has the loses a number of hit points equal to half the DC. If you
doomguard’s statistics. are affected by a non-damaging spell, reduce the shield’s
Special. A doomguard is only summoned if the targeted hit points by 3 per spell level taken--if it absorbs all the
creature is of CR 2 or higher. damage, you are immune to that one spell
Heightened. If heightened to 4th level, its maximum
Denounce [PLD 2, PRS 2] duration increases to 5 minutes. If heightened to 6th
Abjuration level, it is no longer a concentration spell.
Casting Time 1 reaction
Range 60 feet
Component V, S

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Dominate Creature (Undead, Animal, Elemental, Fey, The targeted creature can use an action to break out of
Fiend) [DKN 5, DRD 5, HTR 5, MGE 5, PRS 5, SHM this effect and attempt to pass a Strength or Agility
5, WRK 5] saving throw. If it succeeds, it regains its full fly speed. If
Enchantment the target is larger than the caster, they have advantage
Casting Time 1 action on their saving throw.
Components S, V
Range 60 feet (one creature) Earthbind Totem [SHM 4]
Duration Concentration, up to 1 minute Evocation [Totem]
This acts as the Dominate Person spell, but limited to Casting Time 1 action
one of the creature types your class can bind. Components V, S
Note: The spell’s level is decreased to 4th level instead. Range 30 feet (5-foot square)
When heightened, it increases on the same increments. Duration 1 minute
Once you place this totem, you may use a reaction to
Heightened. When you heighten this to a 6th-level spell target any creature within 90 feet of it with the effect of
slot, the maximum duration becomes 10 minutes. This Earthbind, as the spell Earthbind. The totem
increases to 1 hour to 8 hours on 7th and 8th spell slots. automatically concentrates on any target you choose.
This totem otherwise functions as all other totem spells.
Drain Life [DKN 4, PRS 4, WRK 4]
Necromancy [Channel] Earth Shield [SHM 2]
Casting Time 1 action Abjuration [Invigorate]
Components S, V Casting Time 1 bonus action
Range 60 ft. (any one living creature) Range 30 feet
Duration Channeling, up to 1 minute Components S, V
You shoot your hand forward, and drain the life from Duration Concentration, up to 1 minute, or two uses
your target, drawing it out from their eyes, nose, and (whichever comes first)
mouth in green rope-like streams. You create a shield of elemental energies drawn from the
The target of this spell loses 10 hit points every round, earth, covering the target with two thin layers of dirt,
while you gains half all damage in healing. The stream granting +2 to the character’s AC. Each layer may be
may be blocked by losing line of sight or effect, or expended as a reaction to perform one of the following.
moving at least 60 ft. away from the target, at which ● Grants the target 2d4 hit points.
case the spell is dispelled. Medium creatures or smaller ● The bonus is doubled against one attack (+4 to
cannot block the stream, but Large creatures generally AC).
do, as well as anything that blocks magical vision or When all layers are expended, the spell ends. The bonus
effect (such as a sheet of lead, etc.). to AC from the spell does not stack with aura bonuses.
Heightened. The damage dealt increases by 5 hit points Heightened. For each spell level above 2nd, you gain an
for every two spell levels (15 at level 6, 20 at level 8), and additional layer.
the healing appropriately.
Elemental Shock [SHM 1]
Earthbind [SHM 2] Evocation
Evocation Casting Time 1 bonus action
Casting time 1 action Components S, V
Range 90 feet (one creature) Range 60 feet
Components V, S Duration Instantaneous, plus 1 round
Duration Instantaneous, plus concentration (up to 1 You send a resounding burst of elemental energy, dealing
minute) 2d6 damage from any of the three types you declare
You target any flying or air-bound creature within range, upon casting: Acid, Fire, and Electricity (associated with
bringing the creature crashing down to the ground. The Earth, fire, and storm, respectively). Depending on the
target must pass a Strength or Agility saving throw (its element, the target is affected by the following, until the
choice) or else loses altitude at a rate of 40 feet per beginning of their next round. With a successful Stamina
round. If the creature hits the ground as a result of this saving throw, the target resists the secondary effect, and
spell, they take 1d6 damage, plus the normal damage halves the initial damage.
from falling. The caster can steer the target to fall to any Earth. The target is pushed 10 feet in any direction you
point within 30 feet when casting this spell. After the choose.
creature falls to the ground, the caster can maintain Fire. The target takes additional 1d6 fire damage
concentration to keep it earthbound, reducing its fly Storm. The target takes disadvantage to attack rolls.
speed to 0 so long as the creature fails to make its save.

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Heightened. The initial damage increases by 1d6 per Range 30 ft. (one fiend, undead, or possessed or charmed
level above 1st. creature)
Note If dealing fire damage, this is commonly known as Components V, S
fire shock. If acid, earth shock. If electricity, storm shock. Duration Instantaneous
Special. This spell costs half normal mana. You call upon the Holy Light (or forcefully expel Fel
magic from the target) to harm fiends. Make a ranged
Elemental Shock Totem [SHM 3] spell attack. If the target is a fiend or undead, they take
Abjuration [Totem] 4d10 Holy damage. If the target is a creature under a
Casting Time 1 action possession or magic jar spell by an undead or fiend, only
Components V, S the possessing creature takes the damage, and the victim
Range 30 feet (5-foot square) may re-roll against the possession effect with advantage.
Duration 1 minute If the target is charmed or dominated by an undead or
Once you place this totem, you may use a reaction to fiend, the target creature may (instead of being
target any creature within 30 feet of it with a blast of damaged) have the spell dispelled if it is of a spell level
elemental energy, as the spell Elemental Shock. 2nd or lower, and requires a spellcasting ability check
This totem otherwise functions as all other totem spells. against a DC of 10 + spell level. The caster has
Heightened. The totem remains for one more minute per advantage in the ability check if the caster of the effect is
level above 3rd. evil or is using it for evil means.
Heightened. The damage increases by 2d10 for each level
Elemental Tongue [SHM 2] above 2nd.
Evocation [Strike]
Components S, V Eye of Kilrogg [WRK 5]
Duration One minute, or two uses (whichever comes Divination [Channel]
first) Casting Time 1 action
You may apply this strike to any melee weapon attack. Components V, S
This deals additional 2d6 damage, chosen from any of Range 1 mile
the three types: Acid, Fire, and Electricity when casting. Duration Concentration, up to 4 hours.
This deals an additional effect as Elemental Shock. Once you cast this spell, a green, disembodied floating
Heightened. You deal an additional 1d6 elemental eye appears to serve you. The eye floats and moves out,
damage or one additional use from any of the above scouts around, and returns to you as you direct it. The
elements per level above 2nd. eye can see up to 200 feet (normal vision) in all
directions. The spell effect can move up to 1 mile away in
Entangling Roots [DRD 1] any direction, and it flies with a speed of 90 feet per
Conjuration round. If reaching its maximum range, it pops out of
Casting Time 1 action existance.
Components S, V You can either control it while channeling (seeing
Range 60 feet (one creature) through it as normal per perception), or give it no more
Duration Concentration, up to 1 minute than 25 words of commands. You are notified if the eye
By targeting any creature within range, you sprout has achieved its task.
thorny vines and weeds that constrict on them. The The eye cannot be physically touched, although
creature must succeed on a Strength saving throw or else attacking it has a 25% chance to disrupt the spell (it has
be restrained by the entangling weeds so long as you an effective AC of your spell DC), and it can be
concentrate. While the creature is restrained, they take dispelled normally. The eye has the same chance of being
1d4 damage every round (the type is either piercing, destroyed if it accidentally hits a wall, or is targeted by a
slashing, or bludgeoning). spell.
They may use an action every round to make a Strength
check against your DC again. On a success, it frees itself, Fade [DRD 1, HTR 1, MGE 1, PRS 1]
and the plants wilt away. Illusion
Heightened. The damage dealt increases by 1d4 per level Casting Time 1 action
above 1st, and can entangle another creature within 5 Components S
feet. Range Touch (one creature)
Duration Concentration, up to 1 minute
Exorcism [PLD 2, PRS 2, WRK 2] Any creature you touch is heavily obscured from all
Evocation viewers for one minute, or until they attack a creature.
Casting Time 1 action
Fear Ward [PRS 1, SHM 1]

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Abjuration [Totem]
Casting Time 1 action Flash of Light [PLD 1, PRS 1]
Components V, S Evocation
Range 15 feet (5-foot square) Casting Time 1 reaction or bonus action
Duration 1 minute Range 60 ft. (one creature)
Once you place this totem, it emits an aura with a Components V, S
reaction. This aura spreads in a 30-foot pulse, granting all Duration Instantaneous
allies advantages to saving throws versus fear effects. Reaction: A creature in range is hit with an attack, or an
Special. Priests can cast this spell, unlike most totem undead or fiend moves within range.
spells. A creature of your choice that you can see is healed 1d4
+ your spellcasting modifier. If the target is an undead or
Fire Nova [MGE 3, SHM 3] fiendish creature, the target takes the damage specified as
Evocation Holy damage. This has no effect on constructs.
Casting Time 1 action If you target an unwilling creature, you require a ranged
Range Personal (Self), 20-foot radius sphere spell attack.
Components S, V Heightened. The healing increases by 1d4 for each level
Duration Instantaneous above 1st.
You release a burst of flame in the area, igniting the very
air around you. Any creature within the area of effect Freezing Sphere [MGE 2, SHM 2]
suffer 8d6 fire damage, and are entitled an Agility saving Evocation
throw to half damage. The heat spreads around corners, Casting Time 1 action
and does not harm the character's totems. Range 30 feet (10-foot radius sphere)
If a target struck by this spell has been harmed by the Component V, S, M (small crystal sphere)
Elemental Shock (Fire) or Firebolt spells and failed their Duration Instantaneous, or up to 1 minute.
saving throw to half damage, they take 4d6 or 2d6 extra You create a frigid globe of transparent blue ice
damage, respectively, on the start of their round. brimming with elemental energies. Once you cast this
Heightened. When cast from a 4th level spell slot or spell, you can retain the globe or throw it up to the
higher, the initial damage increases by 1d6 per spell slot range of the spell, causing it to explode in a 10-foot radius
above 3rd. sphere. The explosion releases a burst of numbing cold.
All creatures in the area must succeed on a Stamina
Fire Nova Totem [SHM 5] saving throw or take 4d8 cold damage in the area on a
Evocation [Totem] failed saving throw, or half the normal amount passing
Casting Time 1 action the save. If the globe strikes a body of water or a liquid
Components V, S with similar freezing points, the spell freezes the liquid
Range 30 feet (5-foot square) within its active radius to a depth of 6 inches for 1
Duration 1 minute minute. Creatures that were swimming or that were in
Once you place this totem, you may use a reaction to the water at the moment must succeed on an additional
have it release the effects of a 3rd level Fire Nova, as the Strength saving throw as an action versus your spell DC
spell of the same name. or be restrained.
This totem otherwise functions as all other totem spells. You can throw the sphere further than the spell's normal
Heightened. When heightened, treat the Fire Nova spell range by retaining it and releasing it via a sling with an
as if heightened 1 level. attack action (up to the sling's normal range). After 1
minute of being conjured, the sphere shatters.
Flare [HTR 2] Special. The spell can freeze damaging surfaces (such as
Evocation fires and liquids) that deal less damage on average than
Casting Time 1 action the spell itself. Since lava deals 20d6 points of fire
Components S, V, Focus (ranged weapon) damage (average 70), only a level 8 Freezing Sphere
Range Maximum range of ranged weapon (average 72) can freeze a surface of lava.
Duration 1 minute Heightened. When cast from a level 3 spell slot, the
You shoot a blazing projectile that arcs through the air, damage increases by 2d8 per level above 3rd. When
to any point within range. the projectile sheds medium heightened to 4th level, the range increases to 100 feet,
light for its active duration, removing most conditions and the radius increases to 20 feet. When heightened to
that allow a creature to hide and revealing what is in the 6th level, the range increases to 300 feet, and the radius
location (such as darkness or light mist). This spell increases to 30 feet. When heightened to 8th level, the
dispels a 10-foot cube of fog or mist (or attempts to as range increases to 400 feet, and the radius increases to 40
dispel magic, if a Fog Cloud spell is at its level or higher). feet.

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Heightened. The damage increases by 1d6 fire and 1d6


Frost Armor [MGE 1] frost each.
Abjuration
Casting Time 1 action Hammer of Justice [PLD 2)
Components V, S, M (drop of water) Evocation [Strike]
Range Self Casting Time 1 bonus action
Duration 1 hour Range melee
A protective magical field surrounds you, manifesting as Components V
spectral frost. You gain 5 temporary hit points for the Duration One minute, or two uses (whichever comes
duration of the spell. If a creature hits you with a melee first)
attack while these hit points remain, they may either You may apply this strike to any melee weapon attack.
(depending on what you wish during casting) On a successful damage roll, the target of this ability
● Target takes 1 point of cold damage per must succeed on a Stamina saving throw or else be
temporary hit point removed. stunned until the beginning of their next round.
● Target is chilled for one round, losing 10 feet of
speed. Hammer of Wrath [PLD 2]
Special: If prepared differently, the spell is called Fire Evocation [Strike]
Armor. Casting Time 1 reaction
Fire Armor Range 60 feet (one creature)
The spell deals fire damage when hit, or (instead of Components V
chilling the enemy), scorches them. Duration Instantaneous
● Target is scorched for one round. While Reaction: A creature is reduced to below one-half hit
scorched, any physical damage rolls has its final points
damage reduced by 2 points. This cannot be Make a melee weapon attack roll, even if your enemy is
reduced below 0. not in melee range. A spectral version of your weapon
Heightened. The temporary hit points (and flies ahead and smites the foe at a distance, dealing
corresponding cold damage, if applicable) increase by 5 damage equal to your normal attack, plus 2d8 Thunder
for every level above 1st. If scorched, the damage dealt is damage.
reduced by 2 additional hit points. Heightened. The extra Thunder damage increases by 1d8
for each level above 2nd.
Frost Nova [MGE 3]
Evocation Hallow [DRD 5, DKN 5, PLD 5, PRS 5, SHM 5]
Casting Time 1 action Evocation
Components V, S, M (drop of water) Casting time 24 hours
Range 150 feet (20-foot radius sphere) Components V, S, M (herbs, oils, and incense worth at
Duration Instantaneous least 1,000 gp, which is consumed)
You shoot a burst of frost at the area, freezing the very Range Touch
air within it. Any creatures within the area of effect Duration Until dispelled
takes 8d6 cold damage, and are entitled an Agility saving You touch a point and infuse an area around it with holy
throw to half damage. The cold spreads around corners. (or unholy, ancient, or elemental) power. The area can
This spell chills all targets it strikes, reducing their speed have a radius up to 60 feet, and the spell fails if the
by 10 feet for one minute. radius includes an area already under the effect a hallow
Heightened. The damage increases by 1d6 for each level spell. Depending on your casting class, you can rely on
above 3rd. one power.
Druids rely on the power of ancients; priests can rely on
Frostfire Bolt [MGE 2] holy or unholy power; paladins rely on holy power;
Evocation death knights rely on unholy power; and shamans rely
Casting Time 1 action on elemental power. The affected area is subject to the
Components V, S following effects.
Range 60 feet First, celestials, elementals, fey, fiends, and undead can’t
Duration Instantaneous, plus 1 round enter the area, nor can such creatures charm, frighten, or
You shoot a bolt of blue fire and red ice at a single enemy possess creatures within it. Any creature charmed,
within range. Make a ranged spell attack, and on a frightened, or possessed by such a creature is no longer
success, the target takes 1d6 fire damage, and 1d6 frost charmed, frightened, or possessed upon entering the
damage. The target is also chilled for one round, and area. You can exclude one or more of those types of
loses 10 feet of speed. creatures from this effect.

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Second, you can bind an extra effect to the area. Choose Healing Stream [SHM 4]
the effect from the following list, or choose an effect Evocation
offered by the DM. Some of these effects apply to Casting Time 1 action
creatures in the area; you can designate whether the Range 60 feet
effect applies to all creatures, creatures that follow a Components V, S
specific deity or leader, or creatures of a specific sort, Duration Instantaneous
such as ores or trolls. When a creature that would be You may target a single creature with a chained healing
affected enters the spell’s area for the first time on a turn spell. The target is healed 6d8 hit points, and the spell’s
or starts its turn there, it can make a Charisma saving effects are then transferred (and diminished) to another
throw. On a success, the creature ignores the extra effect creature you choose within 30 feet of the original target.
until it leaves the area. The secondary target heals 4d8 hit points, and the effect
● Bloom (Ancient power only). The area blooms arcs again, losing two dice for each target after the first.
of plant life. It gains 100 gp worth of herbalism This spell has no effect on constructs and undead.
materials, or can support large trees. This can be Heightened. The healing increases by 1d8 for each level
even used in hostile environments (such as above 4th.
deserts or in the Outland), but it is more easily
dispelled (dispeller gains advantage to dispel). Healing Stream Totem [SHM 6]
● Courage. Affected creatures can’t be frightened Evocation [Totem]
while in the area. Casting Time 1 action
● Darkness. Darkness fills the area. Normal light, Components V, S
as well as magical light created by spells of a Range 30 ft. (5-foot square)
lower level than this spell can’t illuminate the Duration Concentration, up to 1 minute
area. Once you place this totem, you may use your reaction
● Daylight. Bright light fills the area. Magical every round to cause it to emit healing energies as the
darkness created by spells of a lower level than spell Healing Stream, restoring 8d6 hit point per round
this spell can’t extinguish the light. to all creatures within 30 feet. This healing acts exactly
● Energy Protection. Affected creatures in the as normal healing from the Healing Stream spell.
area have resistance to one damage type of your Heightened. The Healing Stream spell is heightened
choice, except for bludgeoning, piercing, or accordingly.
slashing.
● Energy Vulnerability. Affected creatures in the Healing Ward [SHM 1]
area have vulnerability to one damage type of Evocation [Totem]
your choice, except for bludgeoning, piercing, or Casting Time 1 action
slashing. Components V, S
● Elemental Activity (Elemental power only). Range 30 ft. (5-foot square)
The hallowed area is attuned to elementals. It is Duration 1 minute
treated as an inverted magic circle for the Once you place this totem, you may use your reaction
purposes of binding elementals. If convinced to every round to cause it to emit healing energies, restoring
perform a task that serves the elemental powers, 1 hit point per round to all creatures within 30 feet. This
you gain advantage to Charisma checks to healing acts exactly as normal healing from the Holy
convince them, and the gold cost for the spell is Light spell.
reduced by three-fourths. Heightened. The ward heals one additional hit point per
● Everlasting Rest. Dead bodies interred in the every level used, and remains for one minute more.
area can’t be turned into undead.
● Extradimensional Interference. Affected Holy Fire [PRS 2]
creatures can’t move or travel using Evocation [Debilitate]
teleportation or by extradimensional or Casting Time 1 action
interplanar means. Components S, V
● Fear. Affected creatures are frightened while in Range 60 feet
the area. Duration Instantaneous, plus one minute or two uses
● Silence. No sound can emanate from within the (whichever comes first)
area, and no sound can reach into it. A blast of holy fire burns your target. Make a ranged
● Tongues. Affected creatures can communicate spell attack against the target. On a hit, the target is
with any other creature in the area, even if they affected by the holy fire, taking 2d4 holy damage. For the
don’t share a common language. next minute, you may declare with a reaction any of the
following effects on the target.

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● The target takes 1d6 holy damage. Evocation


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

Holy Wrath [PLD 3, PRS 3] Immolate [WRK 2]

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Evocation [Debilitate] (+2 at spell level 3, +3 at spell level 5, +4 at spell level 7,


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

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At Higher Levels. For each spell level above 2nd, you Lightwell [PRS 3]
gain an additional ball of lightning. Evocation [Totem]
Casting Time 1 action
Lightning Bolt [SHM 3] Components V, S
Evocation Range 30 feet (5-foot square)
Casting Time 1 action Duration 5 minutes
Range Personal (Self), 100-foot line You call down a well of light for ten minutes that lands
Components S, V, M (a bit of fur and a rod of amber, on the five-foot square specified. Whenever a creature
crystal, or glass) touches the lightwell, you may use your reaction to heal
Duration Instantaneous them 2d8+spellcasting modifier in hit points. This is
A stroke of lightning forming a line of 100 feet long and 5 treated as a Holy Light spell. A single creature cannot
feet wide blasts out from you in a direction you choose. benefit from the lightwell more than three times before
Each creature in the line must make an Agility saving they require a rest.
throw. A creature takes 8d6 lightning damage on a failed Heightened. The lightwell remains for five more minutes
save, or half as much damage on a successful one. more per every level, to a maximum of 30 minutes.
The lightning ignites flammable objects in the area that Special. Priests can cast this spell, unlike most totem
aren’t being worn or carried. spells.
Heightened. When cast from a 4th level spell slot or
higher, the damage increases by 1d6 per spell slot above Living Bomb [MGE 5, WRK 5]
3rd. Evocation [Debilitate]
Casting Time 1 action
Special: The spell may be altered jump between targets Components S, V
instead of dealing damage on a line. This is called the Range 60 feet
Chain Lightning spell instead. Duration Instantaneous, plus one minute or five uses
Chain Lightning (whichever comes first)
The range changes from Personal (Self), 100-foot line to You create a vortex of fire magic within an enemy’s chest
100 feet (1 creature). cavity, dealing 5d6 fire damage. The target may make an
The lightning bolt deals 6d6 lightning damage against Agility saving throw to half initial damage and avoid the
the first target, and then jumps to the next target, spell’s following effects.
dealing 2d6 damage less (4d6, and then 2d6) on each For the next minute after being affected by the full blast,
successive target. When reaching 2d6 or 1d6 damage, the you may declare with a reaction any of the following
chain ends on the last target. Heightening the spell to effects on the target.
increase the damage it deals effectively grants more ● The target takes 2d6 fire damage.
targets by increasing the damage. Each target must be ● The target takes only 1d6 fire damage, but deals
within 30 feet of the previous one. 1d6 fire damage to any single creature 10 feet
away.
Lightning Storm [SHM 3] ● The target and any number of creatures within
Evocation 10 feet take 10d6 fire damage. This may only be
Casting Time 1 action applied at the last round of effect.
Range Personal (Self), 20-foot radius sphere Heightened. The initial and secondary damage increases
Components S, V by one dice each, and you gain another use of the
Duration Instantaneous debilitate effect.
You release a storm of lightning in the area, electrifying Special. You may cast this as a cold spell, called Frost
the very air around you. Any creature within the area of Bomb.
effect suffer 8d6 lightning damage, and are entitled an
Agility saving throw to half damage. The lightning Lunar Curse [DRD 3]
creeps around corners, and does not harm the character's Necromancy [Curse]
totems. Casting Time. 1 action
All targets harmed by this spell that have failed their Range. Touch (one humanoid)
saves to half damage have a 50% chance to either be Components. V, S
pushed back 10 feet or lose their reactions for their Duration. Concentration, up to 1 minute
round. You touch a humanoid, and that creature must succeed
Heightened. When cast from a 4th level spell slot or on a Spirit saving throw or become cursed to turn into a
higher, the initial damage increases by 1d6 per spell slot were-creature such as a worgen or werewolf once you
above 3rd. manage to concentrate up to 1 minute (in which case the
curse's first stage is complete).

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The touched creature begins suffering psychological Heightened. You increase the mana stolen by 1 hit mana
torment and their body begins their transfiguration. For points for every spell level, and the healing appropriately
three days, they will avoid gatherings of their same kind. (minimum 1).
At this stage, a break curse can reverse the spell if the
target can succeed on a spellcasting check versus your Mana Shield [MGE 1, WRK 1]
own, or one dispel magic for each of the three days of Abjuration
transformation. Otherwise, this moves to the third stage. Casting Time: 1 action
At the end of the three days, the target's transformation Components: V, S, F (a sapphire worth 10 gp, which the
will be complete, and they will become worgen (or any spell consumes)
were-creature chosen by you). Initially-transformed Range Personal (Self)
worgen cannot transform back to humans until after 1 Duration 1 hour
week of rampaging violence. You raise a transparent blue shield of force. This effect
remains only so long as you have at least 1 mana point in
Mana Burn [MGE 2, PRS 2, WRK 2] your pool. For every 1 point of damage you take that are
Evocation not internal (such as from starvation), you may sacrifice
Casting Time 1 action 1 mana point to negate.
Components V, S Effects that target your mana pool do so directly. This
Range 30 feet, one creature with mana. cannot reduce the damage below half the original
Duration Instantaneous damage dealt.
You target a creature that has mana within 30 ft. A ray Heightened. A single mana point can absorb 1 additional
of black-purple anti-magic leaps out, and strikes the hit point per every three levels above 1 (2 hit points per
target, draining them of mana. You must make a ranged mana at spell level 4, 3 hit points per mana point at level
spell attack with the ray. On a success, the target loses 8).
1d4+1 mana points. For every mana point lost, the target
takes two points of Arcane damage. Mana Tide [SHM 6]
The target is entitled a Spirit saving throw. On a Transmutation [Aura]
success, the mana and hit points lost are halved. Casting Time 1 action
Heightened. The number of mana points drained Components V, S
increases by 1d4 points per every three levels above 2 Range Personal (Self), 20-foot-radius sphere
(2d4 at level 5, 3d4 at level 8). Duration One minute
Special: Demons always have active mana, and can You surround yourself with an aura of unbridled primal
always be targeted with mana burn. If they have no mana. This aura grants any two allied spellcasters in
mana, they still take 2 points of Arcane damage. range the power to cast their spells with less effort.
For the duration of the aura, the mana cost for spells cast
Mana Drain [MGE 4, WRK 4] by them is reduced by 1 mana (minimum 1).
Necromancy [Channel]
Components S, V Mana Tide Totem [SHM 8]
Range 60 ft. (one creature with mana) Transmutation [Totem]
Duration Concentration, up to 1 minute Casting Time 1 action
You shoot your hand forward, and drain mana from Components V, S
your target, drawing it out from their eyes, nose, and Range 30 feet (5-foot square)
mouth in blue rope-like streams. Duration 1 minute
The target of this spell loses 4 mana points every round. Once you place this totem, you may use a reaction to
For every 2 mana points lost from the creature, you gain have it release the effects of a 7rd level Mana Tide, as
1 point. The stream may be blocked by losing line of the spell of the same name. This totem otherwise
sight or effect, at which case the spell is dispelled. functions as all other totem spells.
Creatures the caster’s size or smaller cannot block the
stream, but creatures larger than they generally do. Mark of the Wild [DRD 1]
Mana restored this way cannot exceed your maximum Transmutation
mana points. Casting time 1 action
You may also use this to ‘push’ a number of your own Components S, V, M (a piece of bark or leaf)
mana points to the target equal to your proficiency Range 30 feet
bonus. You (or any other target) can benefit from this Duration. Concentration, up to 1 minute
spell only once every hour, as a normal mana-restoring You bless a creature with the mark of the wild.
effect. Whenever the creature makes an attack roll or saving
throw before the spell ends, they can roll 1d4 and add

Version 2.4
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the value to their result. When subject to elemental You attempt to interrupt the creature by freezing its
damage (acid, cold, fire, lightning), they can roll 1d4 and tongue in its place, and its hands from performing the
reduce the value from the damage they take instead. spell’s gestures.
If the caster is casting a spell of 5th level or lower, they
Mind Blast [PRS 1, WRK 1] automatically fail, and the target is silenced (as the spell
Evocation [Debilitate] Mute), and Deafened (as Deafness). If they are casting a
Casting Time 1 action spell of 6th level or higher, make an ability check using
Components V, S your spellcasting ability versus a DC of 10 + spell’s level.
Range 30 feet. On a success, the creature’s spell fails and is silenced as
Duration Instantaneous, plus 1 minute or one use per the spell Mute. This spell effect can remain for as
(whichever is first) long as you concentrate.
You concentrate, flaying your enemy’s mind with a surge Heightened. The interrupted spell is automatic if the
of psychic energy. Make a ranged spell attack against the spell’s level is less than or equal to Mind Freeze’s level.
target. On a hit, the target takes 1d8 psychic damage,
and they are affected with a blasted mind for one Mind Vision [PRS 4]
minute. You may use your reaction to impose the Divination
following penalty. Casting Time 1 action
1. The target has disadvantage to their next attack Components V, S
roll Range 60 feet
2. The target has disadvantage to their next skill Duration Concentration, up to 1 minute
check. You focus your mental powers into seeing through the
Heightened. You may gain an additional use, and the target’s eyes, hearing through their ears, and sensing
initial damage increases by 1d8 for each level above 1st. through them. The target shares all images, sounds,
words and sensory messages they receive with you.
Mind Flay [PRS 3, WRK 3] You may (so long as the spell is active) attempt to charm
Evocation [Debilitate] or dominate the target with another spell, and both
Casting Time 1 action spells can be concentrated on at the same time.
Components V, S This link can be broken with a successful Spirit saving
Range 60 feet throw.
Duration Instantaneous, plus one minute or three uses
(whichever comes first) Moonfire [DRD 1]
You focus your mental powers into creating a nexus of Evocation [Debilitate]
damaging psychic power in your enemy’s mind. Make a Casting Time 1 action
ranged spell attack against the target. On a hit, the Components S, V, M (Seed of any plant)
target takes 3d4 psychic damage, and they are affected Range 60 feet (5-foot radius, 50 foot high)
with a flayed mind for one minute. You may use your Duration Instantaneous, plus one minute or 1 use
reactions to impose the following penalties. (whichever comes first)
1. The target takes 1d4 psychic damage. You call down a cylinder of astral moonlight that suffuse
2. The target takes disadvantage on any d20 roll. the target’s very core. This deals 1d10 Holy damage on a
3. The target is slowed until the beginning of their failed Stamina save, or half as much on a successful save.
next round. For the next minute, the target’s being is suffused by the
Heightened. You may gain one additional use, and the blast, and you may declare with a reaction any of the
initial and secondary damage increases by 1d4 per level following effects on the target.
above 3rd. · The target takes 1d10 Holy damage.
· If the target is a shapeshifter, they must make
Mind Freeze [DKN 5, MGE 5] another saving throw versus the spell’s DC with
Abjuration disadvantage or revert to their original form.
Casting Time 1 reaction · The target grants advantage to the first character
Components S attacking it with a melee attack.
Range 60 feet. Heightened. The initial and first use secondary damage
Duration Instantaneous, plus Concentration for up to 1 increases by one dice each, and you gain another use of
minute the debilitate effect.
Reaction: When you see a creature within 60 feet casting Special. Despite the name, the spell can be cast during
a spell. daytime, but needs an open sky to cast the spell.

Mute [MGE 2, PRS 2]

Version 2.4
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Illusion damage increases by 1d8 at level 4 (total 5d8 initial, 2d8


Casting Time 1 action secondary), and level 8 (6d8 initial, 3d8 secondary).
Components S, V
Range 60 ft. Parasite [MGE 2, WRK 2]
Duration Concentration, up to 1 minute Conjuration [Debilitate]
You target a creature within range, forcing it to make a Casting Time 1 action
Spirit saving throw. If it fails, the target is silenced and Range 60 feet
deafened, preventing it from performing the verbal Component V, S
components of spells, and is immune to Thunder damage Duration Instantaneous, up to 1 minute (or 2 uses,
and effects. whichever comes first)
Heightened. You may target another creature within 30 You implant a parasitic lifeform you can summon into
ft. of the original target for every spell levels above 2nd the target. Make a ranged spell attack against any living
(2 creatures at level 4, 3 at level 6, and 4 at level 8). target within range. The target suffers 2d6 poison
damage immediately, and is afflicted for one minute.
Nature's Seed [DRD 2] While afflicted, you may declare with a reaction any of
Evocation [Debilitate] the following effects on the target.
Casting Time 1 action ● The target takes 1d6 poison damage.
Components S, V ● The target is considered poisoned until the
Range 60 feet beginning of their next round.
Duration Instantaneous, plus one minute or two uses If the creature dies while under the effects of parasite, an
(whichever comes first) explosion occurs, dealing 4d6 poison damage in 10 feet of
A surge of nature magic surges towards your target and the corpse as poisonous fumes and the summoned
embeds itself in them. Make a ranged spell attack against creature explodes from it (Stamina save halves the
the target. On a hit, the target is affected by the nature's damage). The parasite is summoned on the spot of its
seed, taking 1d6 holy and 1d6 arcane damage. For the death, and it remains for one minute. The parasite is
next minute, you may declare with a reaction any of the friendly to you and your companions for the duration.
following effects on the target. Roll initiative for the parasite, which has its own turns.
• The target takes 1d6 holy or arcane damage. The parasite requires your concentration to remain
• The target must make a saving throw with active, and obeys any verbal commands you issue it (no
disadvantage or else fall prone, as the spell jolts their action required by you). If you don’t issue any
motor functions. commands to the parasite, it defends itself from hostile
Heightened. The initial and secondary damage increases creatures but otherwise takes no actions. The parasite
by one dice each, and you gain another use of the uses the statistics of any creature you can summon with
debilitate effect. the Conjure Creature spell two levels below the parasite
spell (or a CR ¼ creature if 2nd level).
Orb of Annihilation [PRS 2, WRK 2] Special. The parasite is only summoned if the targeted
Evocation creature is of CR 1/2 or higher.
Casting Time 1 action Heighten. The conjure creature spell is heightened by 1
Components V, S level for every level the parasite spell is heightened.
Range 50 feet (one creature or 5-foot-square)
Duration Instantaneous Power Word: Shield [PRS 3]
You throw a crackling sphere of black and purple energy Abjuration
at a target or 5-foot-intersection in range. This requires a Casting Time 1 action
ranged spell attack. The orb deals 4d6 points of fel Range 40 ft. (one creature)
damage on the target (or target 5-foot-square), and deals Components V, S
1d8+your spellcasting modifier points of damage 5 feet Duration One hour
away from the point of impact. The utterance of the holy word of shielding grants any
The target’s maximum hit points is reduced by one-half one ally within range a number of temporary hit points
damage dealt by this spell. A creature cannot be drained equal to 30 temporary hit points. All damage taken by
more than once per day from this spell, and multiple the ally is deducted from the shield first, unless the
applications overlap. damage is internal. A creature can benefit from this
If targeting an object or a structure (such as a wall), the Power Word only once for any given hour.
spell deals triple normal damage, and ignores hardness. Heightened. Increase the temporary hit points gained by
Heightened. You may increase both the initial and this spell by 10 points per level above 3rd.
secondary damage by 1d8 per two levels. The orb’s
Prayer of Healing [PRS 5, PLD 5]

Version 2.4
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Evocation Casting Time 1 action


Casting Time 1 action Range 150 feet, in a 15-feet-wide, 60-foot-high cylinder.
Range 60 feet Components V, S, M (brimstone or phosphorus)
Components V, S Duration Channeling, up to 1 minute
Duration Instantaneous You whisper the magic words, and a hot, red light
Choose up to 6 creatures within 30 feet of a point you emanates from your hands. At your command, small
can choose within range. Each creature regains 3d8 + meteorites crash against the designated area. The spell
your spellcasting modifier hit points. This has no effect calls down burning meteorites down on your targets,
on undead and constructs. dealing 2d4 points of fire damage and 2d4 points of
Heightened. The hit points regained increases by 1d8 for bludgeoning damage to the area and every creature in it
each spell level above 5th. per round of concentration.
The rain sets fire to combustibles and damages objects in
Psychic Horror [PRS 3] the area. It can melt metals with low melting points,
Illusion such as lead, gold, copper, silver or bronze.
Casting Time 1 action Sixty feet high, a burning cloud materializes dealing the
Range Personal (Self), 20-foot radius sphere same damage to all creatures that fly through or under it.
Components S, V Heightened. Per level above 5th, add one dice to the fire
Duration Concentration, up to 1 minute damage, and the level afterwards, add one dice to the
You project a phantasmal current of fear all around you. bludgeoning damage (3d4 fire 2d4 bludgeoning 6th level,
Each creature within a 20-foot radius sphere of you must 3d4 fire 3d4 bludgeoning at 7th level, etc.)
succeed on a Spirit saving throw or drop whatever they
are holding and become frightened for the duration. Rejuvenation [DRD 1]
While frightened, the creature can only use the Dash Evocation [Invigorate]
action to move away from you by the safest route Casting Time 1 action
available to it unless there is nowhere to move. If the Range 15 feet (one living creature or plant)
creature ends its turn in a location where it does not Components V, S
have line of sight to you, they can make a Spirit saving Duration One minute or one use (whichever is sooner)
throw. On a successful save, the spell ends for that With the grace of the nature, you envelop the target
creature. with a blessing that rapidly closes wounds and
rejuvenates the target. The creature or plant you target
Pyroblast [MGE 7] regains a number of hit points equal to 1d6, and is
Evocation [Channel] rejuvenated for one minute. On each of the creature’s
Components S, V rounds, for until you run out of uses or the duration
Range 150 ft. (20-foot-radius sphere) ends, you may impose any of the following effects with a
Duration Channeling, up to 1 minute single use.
You raise your hands, creating and channeling a ball of ● Heal the target for 1d8 hit points;
yellow-gold flames that gradually increases in size, ● Grant the target resistance against any one
brightness, and power. You can unleash the Pyroblast at bludgeoning, piercing, and slashing damage roll
the same round, in which case it will deal 12d6 fire that is not from magical weapons.
damage in a 20-foot sphere. It may be channeled This spell has no effect on undead and constructs.
however (using an action). For each action invested, you Heightened. The primary effect increases by one dice for
add 1d6 fire damage to the damage dealt (up to a each level above 1st, and the secondary dice increases by
maximum equal to 150% of the base damage, or 18d6 for one for every two levels beyond 1st, and you gain one
7th level). additional use of this ability.
Each creature in the area of effect must make a successful
Agility saving throw to half damage. The fire damages Renewing Light [PLD 1, PRS 1]
objects in the area and ignites flammable objects that Evocation [Invigorate]
aren’t being worn or carried. Components V, S
Heightened. Increase the base damage by 1d6 for each Range 30 feet, one living creature.
level above 7th, increasing the maximum possible Duration One minute or one use (whichever is sooner)
damage. You place a mark of light on the target, blessing them.
Special: Some effects count as a round of channeling for a The target is healed for 1d6 hit points, and is blessed for
pyroblast spell. the one minute. Whenever the target’s turn is up, you
may use a reaction to do the following.
Rain of Fire [WRK 5] ● Heal the target an additional 1d8;
Evocation [Channel]

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


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

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Casting Time 1 action check versus a spell level of 1 or above). This


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

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when targeted with an action (like shaking or


slapping them). Undead and creatures immune Slumber [DRD 3]
to being charmed are immune to this effect. A Enchantment
creature may roll a Stamina saving throw to Casting Time 1 action
reduce the duration of sleep to one round. Range Touch (one living creature)
● Venom Shot [HTR 1]. Your arrow is enchanted Components S, V
with a poisonous agent. If you strike an enemy Duration Instantaneous
with this hit, you deal an additional 1d8 poison This spell sends a willing target into magical sleep. The
damage. This damage is halved on a successful caster may designate a certain condition to cause the
Stamina saving throw. sleeper to wake up (such as next morning, when a horn
● Viper Shot [HTR 1]. Your arrow is enchanted is blown, etc.). While resting this way, the sleeper does
with an anti-magic agent. If you strike an enemy not age, and all poisons, curses, and diseases are
with this hit, they lose 1d2 mana points. For suspended (they continue acting once you awaken).
every mana point lost, the target takes 2 points
of Arcane damage. This damage is halved on a Soul Fire [WRK 2]
successful Spirit saving throw. Evocation [Debilitate]
● Wing Clip Shot [HTR 2]. Your arrow is Casting Time 1 action
enchanted to strike a creature’s hamstring or Components S, V
movement joint. If you strike an enemy with Range 60 feet
this hit, they take an additional +1d6 damage, Duration Instantaneous, plus 1 minute or two uses
have their speed reduced by 10 feet, and can’t (whichever comes first)
take reactions until the start of their next turn. A bright red-gold ray of heat streaks forward and strikes
● Wyvern Shot [HTR 3]. Your arrow is a target within range. Make a ranged spell attack against
enchanted with a debilitative agent. If you strike the target. On a hit, the target takes 2d8 fire damage.
an enemy with this hit, you reduce the target’s For the next minute, you may declare with a reaction
maximum hit points by 3d4 for one hour. This any of the following effects on the target.
damage to hit points is halved on a successful ● The target takes 2d6 fire damage.
Stamina saving throw. A creature cannot be ● The next hit suffered by the target has its
affected by this more than once at any given critical range increased by 2 (a critical hit from
hour, and when the duration ends, their 18-20 with most characters, for example).
maximum is restored. If a creature’s maximum is Heightened. For every level above 2nd, the initial and
reduced below their current hit points, the secondary damage increases by one dice each, and you
excess is treated as temporary hit points (if the gain another use of the debilitate effect.
maximum is restored, these temporary hit points
return to be actual hit points). Soul Stone [WRK 3]
Heightened. Necromancy
● Arcane Shot. The strike’s damage increases by Casting Time 1 action
1d3 and the dispel magic effect increases by 1 Components V, S
level per level above 2nd. Range Self
● Black Shot. The strike’s damage increases by 1d4 Duration 1 hour
per each spell level beyond 3rd. The spell level Once you cast this spell, you create a crystallic green
also increases by 1. stone that vaguely resembles a heart. You may grant
● Concussive Shot. The duration remains for one other creatures a soul stone with each casting.
round more per level above 2nd. At the end of A creature that possesses a soulstone can restore
the target’s round, they are entitled another themselves to life for up to one minute after they die. A
save to end the concussive effect. creature benefitting from a soul stone’s resurrection takes
● Searing Shot. The shot deals +1d6 damage -1 to all rolls until they take a long rest (stacks up to -5,
(chosen during casting) per level above 1st. after which the soul stone does not function).
● Tranquilizing Shot. You roll an additional 2d8 of Heightened. You create an additional soul stone for each
tranquilizer per level above 1st. casting per two levels above 3rd.
● Venom Shot. You roll an additional 1d8 poison
damage per level above 1st. Soul Well [WRK 5]
● Venom Shot. For every level above 2nd, you Conjuration [Ritual]
deal an additional 1d2 mana damage. Casting Time 1 action
● Wyvern Shot. You roll an additional 1d4 points Range Self (5 mile radius sphere)
per level above 3rd. Components V, S

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Duration 1 hour Components S, V


You create a soul-well, which links any creature who has Range Personal (Self)
a soul stone to you. If a creature dies and revives itself Duration. Concentration, up to 1 minute
via soul stone, they can be teleported to the Soul Well You infuse yourself with a totemic spirit. Choose one of
(their choice), emerging from it without their gear (and the three spirits below, and you gain the chosen benefit
typically covered with an ectoplasmic cover). This is a for as long as you concentrate on the spell. Unlike most
teleportation effect, and it is blocked by normal spells concentration spells, this can be concentrated with along
that prevent teleportation. with another.
Heightened. For each spell level above 5th, the range of ● Bear. You gain climb speed of 10 feet per round,
the soul well increases by 1 mile. deal 1d6 damage with your melee unarmed
attack, and gain 2d6 temporary hit points.
Soulshatter [WRK 4] ● Eagle. You double your normal movement speed
Enchantment and jumping distance, and constantly benefit
Casting time 1 action from the Feather Fall spell
Range 60 feet (20-foot radius sphere) ● Wolf. You also gain +3 to damage rolls per ally
Duration Concentration, up to 1 minute adjacent to the target (maximum equal to spell
You release a wave of regret and sorrow that washes level), and your allies gain +2 to attack rolls
over everyone in the area, imposing a heavy feeling of versus one target you engage with.
depression and sorrow. All targets in the area must make Heightened. For each spell level above 3rd, the maximum
a Charisma saving throw or else lose its ability to feel duration of the spell increases by 2 minutes.
motivated or compelled to fight, causing them to stop
fighting. This spell suppresses fear and charmed effects, Spirit Link [SHM 3, WRK 3]
as well as all morale bonuses until the spell ends, causing Abjuration
the targets to become indifferent to everyone else. If the Casting Time 1 action
targets witness their friends or allies being harmed by Range 30 feet
you or your allies, they gain another saving throw versus Components V, S
this effect, but will otherwise remain as it was. Duration Concentration, up to 1 hour
You may target up to four creatures within 30 feet of one
Spirit Animal [SHM 2] another with this spell (yourself included), and all of
Transmutation which are deeply linked in a network of abjuration
Casting Time 1 action magics. Whenever one of the linked creatures is
Range Self damaged, they share up to 5 hit points of damage taken
Components V, S, M (cocoon) by one of the creatures in the spirit link among the rest,
Duration Concentration, up to 1 hour distributing the damage evenly amongst them all. This
This spell transforms you into a creature most attuned to requires one reaction every round to activate, though the
your spirit. The transmutation lasts for the duration, or damage is totalled before distributed.
until you drop to 0 hit points or die. The new form is a The damage, once shared, is considered untyped damage,
beast whose CR is less than or equal to your level. You which bypasses immunities, vulnerabilities, and
replace the beast’s mental attributes with your own, as resistances. If any ally is reduced to 0 hit points, the spell
this new form does not affect your alignment or ends prematurely.
personality. You assume the hit points of the new form, Heightened. You can share an additional 5 hit points per
and when you revert to your original form, you two spell levels above 3rd.
carryover any excess lost hit points to your new form.
The new form cannot cast spells, speak, or take actions Spirit Link Totem [SHM 5]
that require hands or speech. Your gear melds into your Conjuration [Totem]
new form, and you cannot benefit, use, activate, or wield Casting Time 1 action
any of your equipment. Components V, S
This spell acts otherwise like the Polymorph spell, and is Range 30 feet
subject to the same restrictions. Duration Concentration, up to 1 hour
While transformed, your form is translucent, and you You plant the totem in the ground anywhere within 30
may use an action to grant yourself light obscurity until ft. All willing allies creatures are linked with the Spirit
you attack. Link spell, up to a maximum of four creatures at once.
Whenever a creature is damaged, you may opt to use
Spirit Infusion [SHM 3] your reaction to share damage or keep it unshared, or use
Transmutation your reaction to change the targets of the spirit link.
Casting time 1 action

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This spell otherwise acts as a totemic version of Spirit Special. This spell requires line of sight to the sky,
Link. although it does not require a specific time. If the spell is
Special Unlike most totem spells, this is a concentration cast at night, the shooting star deals additional holy
effect. damage instead of arcane damage.
Heightened. When heightened to level 7, you can call
Spirit Strike [SHM 1] three meteors instead of two. This increases by one
Evocation [Strike] meteor for every 2 spell levels beyond 7th (3 at level 7, 4
Components S, V at level 9).
Duration One minute, or one use (whichever comes
first) Stasis Trap [SHM 1]
You may apply this strike to any melee natural unarmed Conjuration [Totem]
attack. You may choose one aspect to strike as. Casting Time 1 action
● Bear. You may initiate a grapple as part of the Components V, S
strike. Range 30 feet
● Eagle. Your movement after this strike does not Duration 10 minutes
provoke attacks of opportunity. You plant the totem in the ground anywhere within 30
● Wolf. You may (as a bonus action) knock the ft. It is visible for 1 round, before becoming invisible for
target prone if they fail an Agility saving throw. the rest of its duration. Once invisible, it is effectively
active. If an enemy creature moves within 10 ft. of the
Spiritual Reincarnation [SHM 5] totem during its activity, you are notified of the
Conjuration presence.
Casting Time 1 reaction If you use your reaction to send the mental command,
Range self the totem explodes into a shower of sparks easily seen
Components V, S from up to a mile, lighting up the square (and creature)
Duration Instantaneous for one round. All creatures 10 feet away from the totem
When reduced to 0 hit points, you are instantly must make an Agility saving throw or be stunned for
stabilized. until the beginning of their next round.
After one minute, you are returned to life with 1 hit Heightened. The trap remains for ten more minutes
point remaining. If you didn’t die, you may retain this more per every level, to a maximum of 100 minutes.
property by concentrating. This spell can’t restore any
missing body parts. You can delay your return up to ten Strangulate [DKN 5]
minutes, but after that point, the spell ends, and you Necromancy
remain dead. Casting Time 1 action
This spell may be detected as if a normal active spell, and Components S, V
if it is dispelled, the effects dissipate, and you remain Range 60 feet (one creature)
dead as normal. Duration Concentration, up to 1 minute
Special. This spell requires that you spend rare oils and Choose a humanoid that you can see within range. The
herbs worth at least 500 gp, which must be spent before target must succeed on a Stamina saving throw or be
casting. This remains until the spell is cast at least once. paralyzed, cut from breathing, and lifted ten feet above
the ground for the duration. On each of their turns, the
Starfall [DRD 3] target may make another saving throw. On a success, the
Evocation [Channel] spell ends for the target, and they drop without taking
Casting Time. 1 action falling damage.
Range. 60-foot radius cylinder centered on you, 100 feet After the spell’s effects end, the target is affected by the
high Mute spell for one round per round of complete
Components. V, S strangulation.
Duration. Concentration, up to 10 minutes
You point to the open sky, calling down a cylinder of Sunbeam [DRD 3, PLD 3, PRS 3]
normal light centered on you. At the beginning of every Evocation
round where you channel the spell (the first round does Components S, V, M (A lens)
not count), choose any two points within the cylinder. A Range Self (30-foot line)
shooting star of energy crashes down on that point. Duration Concentration, up to 1 minute
Every creature within a 5-foot radius of that point must A beam of brilliant light flashes out from a brilliant mote
make an Agility saving throw. A creature or object takes in your hand in a 5-feet-wide, 30-feet long line. Each
3d6 concussive damage and 2d6 arcane damage on a creature in the line must make a Stamina saving throw.
failed save, or half that on a successful saving throw. On a failed save, a creature takes 3d8 Holy damage and is

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blinded until your next turn. On a successful save, it Evocation [Strike]


takes half as much damage and isn’t blinded by this spell. Components S, V
Undead and oozes have disadvantage on his saving Duration One minute, or one use (whichever comes
throw. You can alter the line of radiance as an action on first)
the beginning of any turn until the spell ends. Your hand You may apply this strike to any melee natural unarmed
emits bright light in a 30-foot radius and dim light for an attack. This deals additional 1d6 damage, and the target
additional 30 feet. The light is treated as sunlight. suffers disadvantage to attack rolls for one round.
Heightened. The spell’s reach increases by 10 feet per Heightened. You deal an additional 1d6 per level above
spell level above 3rd, and increases in damage by 1d8 per 2nd
spell level.
Tiger's Maul [DRD 2]
Sunfire [DRD 3] Transmutation [Strike]
Evocation [Debilitate] Components S, V
Casting Time 1 action Duration One minute, or two uses (whichever comes
Components S, V, M (Leaf of any plant) first)
Range 120 feet (5-foot radius, 50 foot high) You may apply this strike to any melee natural unarmed
Duration Instantaneous, plus one minute or 3 uses attack. This deals additional 2d6 damage, and allows you
(whichever comes first) to make an attack roll to trip the target. If the creature is
You call down a cylinder of astral sunlight that suffuse already prone by this ability, it provokes an attack of
the target’s very core. This deals 3d10 Arcane damage on opportunity from you (and only you) when it stands up.
a failed Stamina save, or half as much on a successful Heightened. You deal an additional 1d6 damage per level
save. For the next minute, the target’s being is suffused above 2nd.
by the blast, and you may declare with a reaction any of
the following effects on the target. Totemic Recall [SHM 2]
· The target takes 3d10 Arcane damage. Evocation
· The target and all creatures within 10 feet of them Components S, V, M (splinter of wood)
take 1d6 Arcane damage. Range 60-feet-wide sphere
· The target sheds bright light in 30 feet, and dim light Duration Instantaneous
in 30 feet. You may recall any and all of your totems within the
Heightened. The initial and first use secondary damage specified range. You regain mana equal to 1 per totem
increases by one dice each, and you gain another use of recalled.
the debilitate effect. Special This spell does not cost mana.
Special. Despite the name, the spell can be cast during
nighttime, but needs an open sky to cast the spell. Thorn Growth [DRD 1]
Conjuration
Swiftmend [DRD 2] Casting time 1 action
Evocation [Invigorate] Components S, V, M (a thorn or flower)
Components V, S Range 60 feet (20-foot radius sphere)
Range 30 feet, one living creature. Duration. Concentration. up to 1 minute
Duration One minute or two uses (whichever is sooner) You release a burst of thorns from the ground. These act
You leave a mark of life on the target, blessing them as caltrops. Creatures walking on the area affected must
with quick healing. The target is healed 2d6 hit points, pass an Agility saving throw or else take 1 point of
and is blessed for the one minute. You may use a reaction piercing damage. If taking at least 1 hit point of damage,
to do any of the following. walk speed is reduced by 10 feet until restored. A
• Heal the target an additional 2d8; creature moving at half speed does not need to make a
• Grant the target advantage against any physical saving throw.
forced movement, or negate an attack of opportunity
from moving out of range; Tranquility [DRD 5, SHM 5]
• Automatically stabilize the creature when knocked Evocation [Channel]
unconscious. Casting Time 1 action
Upon being used one time, or after the duration endings, Range 15-feet-wide, 60 feet high cylinder centered on you
the blessing is gone. Components S, V, M (a live rose)
Heightened. The primary and secondary healing increase Duration Channeling, up to 10 minutes
by one dice for each level above 3rd, and you gain one A healing rain infuses the area around you, invigorating
additional use of this ability. the creatures touched by it. Living creatures heal rapidly,
and seem to grow younger and healthier. All living and
Swipe and Shred [DRD 1]
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natural creatures in the area are healed 1d4 points of ● Restores 1d2 points of mana to you
damage per round of channeling. Undead and constructs ● Grants advantage to any save versus fire effects,
gain no benefit from tranquility. or extinguishes an effect that sets you on fire
When all layers are expended, the spell ends.
Unholy Frenzy [DKR 2, MGE 2, PRS 2, WRK 2] Special. Unlike most mana-replenishing effects, one can
2nd level necromancy benefit from the mana restoration effect multiple times
Casting Time 1 action per hour--up to 150% of the spell's normal mana cost.
Components V, S After the spell ends, however, you cannot cast the spell
Range 30 feet (one creature) again until one hour passes.
Duration Concentration, up to 1 minute Heightened. For each spell level above 2nd, you gain an
The caster imbues his target with the endurance and additional ball of water.
energy of the undead. The transmuted creature moves
and acts quicker than normal. Choose a willing creature Wind Shear [SHM 2]
that you can see within range. Until the spell ends, the Evocation
target’s speed is doubled, it gains a +2 bonus to AC, it Casting Time 1 reaction, when you see a creature within
has advantage on Agility saving throws, and it gains an 60 feet casting a spell
additional action on each of its turns. That action can be Components S
used only to take the Attack (one weapon attack only), Range 60 feet
Dash, Disengage, Hide, or Use an Object action. Duration Instantaneous
For each round of acting under the spell, the target of You release shearing line of wind towards any creature
this spell takes 2 (1d4) points of damage. This damage that is the process of casting a spell. Make a ranged spell
bypasses resistances, and is untyped. A Stamina may be attack. On a hit, the target takes 2d8 slashing damage,
rolled, but a successful save removes both the benefits and they must succeed on an opposed spell attack (you
and penalties of the spell. When the spell ends, the target gain advantage to your attempt) or else lose their spell. If
can’t move or take actions until after its next turn, as a the spell's level is lower than the Wind Shear spell,
wave of lethargy sweeps over it. success is automatic. The spell may also be cast in
Special. This spell is also known as Curse of Recklessness response to seeing a character concentrating on a spell
when cast as a warlock spell, and gains the [Curse] tag. (imposing disadvantage to their concentration check
instead).
Vampiric Aura [PRS 5, WRK 5] Heightened. For each spell level above 2nd, the initial
Transmutation [Aura] blast increases in damage by 1d8.
Casting Time 1 action
Components V, S Windfury Tongue [SHM 5]
Range 15 foot-radius sphere, centered on you Evocation [Strike]
Duration One minute Components S, V
You surround yourself with a pulsing aura of crimson Duration One minute, or five uses (whichever comes
energy. This aura grants a ghoulish hunger to all friendly first)
creatures around you and empowers them to invigorate You may apply this strike to any melee weapon attack.
themselves on the blood of the enemy. When you manifest the effect, roll a d%. On a result of
For the duration of the aura, and so long as a creature is 70 or higher, you may make another attack with the
both friendly and within range, the creature regains 1d4 same action. This effect may manifest multiple times on
+ spellcasting modifier hit points whenever they the same round.
successfully damage a living creature. The benefits of this Heightened. The required result to trigger the extra
spell may be used once per round per every creature. attack is reduced by 10% points per level above 5th, to a
maximum of a success on a 30% or higher.
Water Shield [SHM 2]
Abjuration [Invigorate] Windfury Tongue Totem [SHM 7]
Casting Time 1 bonus action Evocation [Totem]
Range Personal (Self) Casting Time 1 action
Components S, V Components V, S
Duration Concentration, up to 1 minute, or two uses Range 30 feet (5-foot square)
(whichever comes first) Duration 1 minute
You conjure two crystal-clear balls of water that revolve Once you place this totem, it emits an aura with a
around you. Each ball may be expended as a reaction reaction. This aura spreads in a 30-foot pulse, granting all
when damaged by a melee attack to perform one of the allies the effect of a Windfury tongue (second attack on a
following. 14 on a d20).

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Heightened. As Windfury Tongue. You release a blast of nature magic towards any creature
or object within range. Make a ranged spell attack. On a
Wrath [DRD Cantrip] hit, the target takes 1d8 bludgeoning and slashing
Evocation damage, and you can cast entangling roots for half
Casting Time 1 action normal mana with a bonus action if targeting the same
Components S, V creature.
Range 60 feet The spell's damage increaes by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).

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

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

Weapons and Armors


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

DESCRIPTION
Attack Claws These claws may be attached to a hand, and allow for a user to perform somatic components without
occupying the hand. They are usually favored by orcish shamans who enter melee after conjuring elementals or placing
totems. This is a simple weapon.
Bayonet This dagger-like blade can be attached to a firearm, allowing it to make melee weapon attacks. If making a
successful melee attack with a bayonet, the firearm user may spent a bonus action to shoot the target, gaining advantage to
the attack roll (instead of the normal disadvantage they would gain from using a ranged attack while adjacent to an
enemy). Anyone proficient with daggers and firearms is proficient with a bayonet.
Greathammer This iconic paladin weapon is favored by the Order of the Holy Light. A character proficient with mauls is
also proficient with greathammers after a week of training.

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Moonglaive This exotic weapon has three dagger-like blades jutting from its sides. Uncommonly seen but easy to train
with, Moonglaives are favored by the night elves of Kalimdor. This is a simple melee weapon.
Spiked Chain A 10-foot chain marked with a large hook, this spiked chain is a dangerous and rare weapon to see in the
battlefield.
Sword, Two-Bladed Typically used only by elven swordsmen of great agility, the two-bladed sword is almost iconic of the
high elven military Two-bladed swords can be used to attack as if using two weapons, despite being a single weapon that is
used with one hand. A character proficient with longswords is also proficient with two-bladed swords after a week of
training.
Syringe. This needle is specifically-designed to inject injury poisons, plagues, and offensive potions into targets who are
stabbed with it. After a successful attack roll, you may use a bonus action to inject the target with the contents of the
syringe.
Totem, Tauren Large, unwieldy, but very intricately-made, tauren totems are iconic of the tauren peoples.
Warglaive. This night elf weapon is a crescent-shaped blade about 4 feet long with a hilt in the center of the back edge.
Night elf demon hunters favor these weapons. A character proficient with shortswords is also proficient with warglaives
after a week of training.

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

DESCRIPTION
Amulet (Spell Shield) This acts as a 3rd-level behind a corner, behind a door, below a trapdoor). This
counterspell spell, but the effect must include you as a orb functions as long as you can expend a bonus action,
target. up to a maximum of ten minutes. The orb creates an
Book of the Dead This ancient, musty tome is decorated invisible magical sensor on the location it observes,
with inlaid bones from various creatures. The cover and which can be seen if observers can see invisibility or have
spine are made from dried skin stretched and treated to truesight, and cannot be attacked or interacted with
remain flexible. The ink used to write the magical words (though it can be dispelled as a 3rd level spell).
and runes inside is blood drawn from the veins of living Demonic Figurine This onyx figurine is told of in legends
creatures killed as sacrifices when the book was as powerful artifacts send by the Burning Legion to pave
completed. Activating this book requires tearing out its the world for its inevitable return. Featuring a baleful
spine and destroying it utterly. When the spine is torn, demon with claws outstretched and a single hoof raised,
the pages disintegrate, and the spells bound in the book the figurine can be pointed to a creature, unleashing a
are unleashed, animating up to two medium or small ray of doom. This is treated as the Demonic Doom spell,
skeleton or zombie warriors (equipped with shields and and the figurine maintains channeling until the entire
swords) and two medium or small skeleton archers duration has ended. The figurine possesses malevolent
(equipped with bows and twenty arrows each). So long cunning, and uses the spell to wreak the most
as you possess the spine, you may command the undead devastation it could before it is ended. Destroying a
mentally with a bonus action as long as they are within figurine unleashes the Doomguard instantaneously for its
60 feet of you. This otherwise acts as a 5th level full duration.
Animate Dead spell. After 24 hours, however, regardless Hearthstone This stone is given to every adventurer
of what happens, the skeletons disintegrate and lie still, who leaves his city. A user may have only one
and the Book is utterly consumed. hearthstone at any given time, and it is attuned as a
Crystal Ball This sphere of green glass is inlaid with a Teleport Circle. Requiring one minute to activate, the
golden base, and may be pointed at a direction to see hearthstone teleports the user to where they last called
distant events up to a mile away as clear as if one is home. When used, it takes a day to recharge. An
adjacent to it. When activated, the crystal ball may scry adventurer may alter his hearthstone’s location to any
up to any point of sight within a mile that you can see, indoor building he has spent more than 24 hours in,
or allows you to see an obvious location that is which replaces the teleport circle’s location.
unfamiliar to you and is obstructed by an object (such as

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Horn of Stormwind This lion-emblazed horn grants the stone is in the possession of a caster, their passive
(when blown as a action) all creatures within 20 feet the mana regeneration (such as from resting) increases by
benefits of a Paladin’s Devotion Aura (Proficiency +2) 25%. This boost stacks atop the increase from resting
for one hour. This does not stack with a paladin’s aura, near a mana fountain. A mana stone might be crushed in
but does still cancel out a Death Knight’s Aura of a caster’s fist, restoring up to 3d4 mana points
Abandonment, and can be suppressed for 1 minute with instantaneously and destroying the mana stone. These
a Dispel Magic spell if targeting the horn. stones are said to be shards of enchanted runestones that
Mana Stone This cerulean-blue semi-solid stone is nearly are dipped in mana fountains, but such rumors are
translucent, and shines with an internal blue light. While unsubstantiated, as the secret of creation is in the elusive
hands of the most talented infusionists.

Weapon and Armor Infusions


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

Infusion Name Rarity Properties


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

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

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

Ammunition Rarity Effect


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

Named Infused Items


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

Annihilator
Weapon (battleaxe), rare

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

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

Black Grasp of the Destroyer


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

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

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

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

Hammer of the Titans


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

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

The Planar Edge


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

Sageblade
Weapon (shortsword), very rare (requires attunement)

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

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

Scimitar of the Sirocco


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

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

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

Sulfuras, Hand of Ragnaros


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

Truesilver Champion
Weapon (greatsword), rare (requires attunement)
You gain a +2 bonus to attack and damage rolls with this magic weapon. While holding this weapon, you may utter the
inscription upon the blade, granting you 30 temporary hit points. Once this feature is used, it cannot be used again until
the next dawn.
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Armor Sets
Armor sets are items that increase in potency per every set piece worn. All armor sets require attunement, and increase in
rarity for every additional piece added (starting at uncommon, ending at very rare).

Blackened Defias Armor


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

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

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

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Plagueheart Raiment
Armor (cloth), variant (requires attunement)
Set Pieces: Plagueheart Robe, Circlet and Mask, Gloves, Sandals
Originally designed by Burning Legion mad scientists, this colorful set is known to be worn by agents of the Legion who
deal with biological and chemical warfare, as well as living members of the Cult of the Damned that need protection from
the Scourge’s plague. While designed as protective gear, as a result of its origins, the gear collects and stores plagues within
itself, offering these plagues as an added level of defense.
This unusual, chaotic-looking armor features patterns of black, orange, yellow, and bright green. Curved spines protrude
from the shoulders, and the wearer’s face is obscured by a strange, bug-eyed mask.
Uncommon. If possessing one set piece, your spells that requires you to make an attack roll have their ranges doubled.
Rare. If possessing two to three set pieces, and can exert an aura of necrosis as a 6th-level death knight.
Very Rare. If possessing all set pieces, you have the constant effects of Water Breathing, Darkvision, and Demon Skin
(3rd-level; or 9 temporary hit points), except that you do not need to breathe at all. The Demon Skin spell’s temporary hit
points replenish once per hour.

Robes of the Violet Citadel


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

Silver Hand Blessed Plate


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

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

Relic Classes
Idol Druids, Hunters
Spellbooks Mages, Warlocks
Librams Holy Priests, Paladins

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Sigils Death Priests, Death Knights


Fetishes Shamans

Relic Name Type Benefit


Bones Sigil Bone Shield: Gain additional invigorate use
Corpses Sigil Corpse Explosion: Costs half mana (min. 1), does not affect you or allies
Despair Sigil [Rune] spells: Cost half mana (min. 1)
Divinity Libram Flash of Light: Ccosts half mana (min. 1)
Claw Idol [Strike] spells: Add Spirit modifier to damage (min. 1)
Crying Wind Idol Carrion Swarm: Costs half mana
Eternal Rest Libram Consecration: Fiends & Undead restrained 1 round (Spi save negates)
Guarded Evil Sigil Death Pact/Death Coil: Gain +Spirit as temporary Hit Points for 1 hour
Grace Libram Dispel Magic: Advantage to dispel necromancy and conjuration
Health Idol Rejuvenation: Costs half mana (min. 1)
Hope Libram [Seal] spells: Costs half mana (min. 1)
Impact Fetish Elemental Shock: Add +Spirit to damage dealt.
Inner Passion Libram Inner Fire: Costs half mana (min. 1)
Lifebringer Libram Holy Light: Costs half mana (min. 1)
Lunar Idol Idol Moonfire and Moonbeam: Costs half mana (min. 1)
Righteous Fire Libram Holy Fire: Gains additional debilitate use
Solar Idol Idol Sunfire and Sunbeam: Costs half mana (min. 1)
Steamcaller Fetish Healing Stream: Costs half mana (min. 1)
Storm Fetish Lightning Bolt and Lightning Storm: Costs half mana (min. 1)
Surging Seas Fetish Riptide: Costs half mana (min. 1)
Vengeful Heart Sigil Death Coil:Costs half mana (min. 1)
Walking Dead Sigil Animate Dead: Telepathic communication is up to 1 mile
Wracking Libram Holy Wrath, Exorcism: Costs half mana (min. 1)

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

DESCRIPTION
Alarm Potion By throwing (range 20/60) or pouring enters the area where the potion was poured for up to 1
this potion on an area that is no larger than a 20-foot mile. If a bell is dipped into the alarm potion, the bell
cube and imbibing a drop of it, the imbiber is mentally rings (audible within 60 feet for 10 seconds) instead of
notified whenever a Tiny or larger creature touches or

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the imbiber receiving a mental notification. The imbiber restorative agent acts as the Revivify spell, restoring the
can designate creatures that do not trigger the alarm. creature to 1 hit point. This does not work against
creatures that died of old age, and cannot restore body
Alchemist’s Acid By throwing (range 20/60) or pouring parts.
this potion, this bubbling acid acts as the Acid Splash
cantrip, dealing 1d6 acid damage to one or two creatures Light Potion By throwing (range 20/60) or pouring this
or objects that are 5 feet within range to one another. If potion on an object no larger than 10 feet in any
the alchemist is 5th level, the damage becomes 2d6, and direction, this potion creates a bright glow, acting as the
is increased by an additional 1d6 per every five levels. Light cantrip. The light shines brightly for 20 feet, and
dimly for 20 feet beyond that. This remains for 1 hour.
Alchemist’s Fire By throwing (range 20/60) or pouring Mana Potion This cerulean-colored potion requires that
this potion, a blast of fire acts as the Firebolt cantrip, the potion-maker invest their own mana (up to a
dealing 1d10 fire damage to one creature or object. If this maximum equal to the spell level). When an imbiber
strikes an unattended flammable object, it catches on fire. drinks the potion, they regain the same number of mana
If the alchemist is 5th level, the damage becomes 2d10, points the alchemist infused. Depending on the level of
and is increased by an additional 1d10 per every five the creator, the mana potion has the following
levels. classifications: Minor Mana Potion (which restores 3d4
mana), Moderate Mana Potion (restores 3d8 mana), and
Alchemist’s Frost By throwing (range 20/60) or pouring Greater Mana Potion (which restores 3d12 mana). The
this potion, a blast of cold acts as the Frostbolt cantrip, costs are 1,000 gp (requiring level 5), 2,000 gp (requiring
dealing 1d8 cold damage to one creature or object, and level 10), and 4,000 gp (requiring level 20), respectively.
reducing their speed by 10 feet for one round. If the As all mana-restoration effects, this can be used once per
alchemist is 5th level, the damage becomes 2d8, and is hour.
increased by an additional 1d8 per every five levels.
Mind Scream Potion By throwing (range 20/60) or
Antimagic Potion By throwing (range 20/60) or pouring pouring this potion, a blast of psychic resonance acts as
this potion, this releases an anti-magic matrix, acting as the Vicious Mockery cantrip, dealing 1d4 psychic
the Antimagic Shell spell, targeting the imbiber or the damage to one creature and imposing disadvantage on
target of the potion. This remains for 2d4 rounds. their next attack. If the alchemist is 5th level, the damage
becomes 2d4, and is increased by an additional 1d4 per
Frost Armor Potion By throwing (range 20/60) or every five levels.
pouring this potion, a protective sheet of ice surrounds
the target, acting as the Frost Armor spell for up to 1 Rejuvenation Potion By throwing (range 20/60) or
hour, granting the character 5 temporary hit points. If a pouring/imbibing this potion, a rejuvenating agent acts
creature hits the protected character with a melee attack as the Rejuvenation spell, healing 1d6 life damage and
while they retain temporary hit points from the above having one invigorate use for one minute (costs a
effect, they either take 1 point of cold damage per point reaction to use) that can either heal 1d8 life or grant
of damage they dealt to the temporary hit points, or lose resistance to any one bludgeoning, piercing, or slashing
10 feet of speed for 1 round. attack that is nonmagical.

False Life Potion By throwing (range 20/60) or pouring Sparing Potion By throwing (range 20/60) or
this potion, a protective infusion of necromancy imbues pouring/imbibing this potion, a soothing agent acts as
the target, acting as the False Life spell for up to 1 hour, the Spare the Dying cantrip, stabilizing one creature.
granting the character 1d4 + 4 temporary hit points. This has no effect on undead or constructs.

Healing Potion By throwing (range 20/60) or pouring Smoke Bomb By throwing (range 20/60) or pouring this
this potion, a healing agent acts as the Holy Light spell, potion, the mixture releases a thick smoke cloud that acts
healing 1d8 + 4 damage to a living creature, or dealing as the Fog Cloud spell, which creates a 20-foot-radius
1d8 + 4 holy damage to an undead or fiend. sphere of fog centered on where the mixture is. The
sphere spreads around corners, and its area is heavily
Life Potion By throwing (range 20/60) or pouring this obscured. It lasts for 2d4 minutes or until a wind of
potion on creature that has died within the last minute, a moderate or greater speed (at least 10 miles per hour)
disperses it.

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

Weapon Name Cost Effect Mass Properties


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

Mine Name Cost Effect Mass Properties


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

Rocket Name Cost Effect Mass Properties


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

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

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Rocket, Siege This rocket is designed to drill and destroy to them (typically destroying them). As it is designed
fortifications. Upon impact, it deals 10d6 concussive against objects and structures, it deals only 2d6 damage
damage to the target and to any creatures and items close to creatures.

Firearms and Crossbows


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

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


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

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

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

Gadget Name Cost Mass Properties


Antimagic Ray 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Mana Burn), arcane crystal)
Army Knife 100 gp 5 lb. 2 EP: Light gadget (1st spell (Prestidigitation), mechanical; Goblin)
Auto-Factory 400 gp 15 lb 4 EP: Heavy gadget (2nd spell, (Animate Construct), Oil, Goblin)
Caltrop Bomb 100 gp 5 lb. 2 EP: Light gadget (1st spell, Mage Hand)
Flamethrower 100 gp 15 lb. 2 EP: Heavy gadget (1st spell, (Burning Hands) fire crystal or oil)
Flashlight 50 gp 5 lb. 1 EP: Light gadget (0-spell, (Light) fire crystal or battery)
Fog Machine 100 gp 15 lb. 2 EP; Heavy gadget, (1st spell (Fog Cloud), air crystal)
Frost Gun 400 gp 15 lb. 2 EP: Heavy gadget (2nd spell (Freezing Sphere), ice crystal)
Ice Cannon 400 gp 15 lb. 4 EP: Heavy gadget, (2 spell (Ice Knife), battery; Gnomish)
Jumper Cables 900 gp 15 lb. 6 EP: Heavy gadget (3rd spell (Revivify), soul gem, Goblin)

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Launcher, Rocket 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), +60 ft., Oil; quick use).
Launcher, Rocket, C 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), Oil)
Launcher, Trap 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), Oil).
Locator 100 gp 5 lb. 2 EP: Light gadget (1st spell (Alarm), mechanical)
Mind Remote 100 gp 5 lb. 2 EP: Light gadget, (1st spell (Charm Person), mechanical; Gnomish)
Mortar 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), fire crystal or oil; quick use)
Pulley Gun 400 gp 15 lb. 4 EP: Heavy gadget (2nd spell (Catapult), mechanical)
Rocket Boots 900 gp 15 lb. 6 EP: Heavy gadget (3 spell (Fly), fire crystal or oil, goblin)
Reflective Cylinder 100 gp 10 lb. 2 EP: Medium gadget (1st spell (Absorb Elements), Mechanical)
Remote, Remote100 gp 15 lb. 2 EP: Light gadget (1st spell (Command), battery; Gnomish)
Sun Gun 900 gp 15 lb. 6 EP: Heavy gadget (3rd level, (Sunbeam) fire crystal)
Water Gun 100 gp 10 lb. 2 EP: Medium gadget (1st spell (Catapult), mechanical)

DESCRIPTION
Antimagic Ray When used, this wand-like gun shoots a successful save. The flames ignite any flammable objects
purple anti-magic ray. If this strikes a spellcaster, it burns in the area that are not being worn or carried.
1d4 mana points from them, as per the spell Mana Burn. Flashlight The flashlight can be aimed and activated
Elementals required for the anti-magic ray device are with an action. If no malfunction occurs, it emits a
pure mana elementals (such as mana wyrms and arcane 20-foor radius glow of bright light, and emits 20 feet of
elementals). dim light after that. If directed, it turns instead into a
Army Knife When used, this device summons all tools cone with a range of 60 feet of bright light, and 60 feet
an adventurer needs, such as a hammer, a pair of scissors, of dim light afterwards. A charge is used once per hour.
etc., just short of Alchemy and Poisoning tools, and Fog Machine When used, this box creates a billowing
includes 60 feet of spider-silk rope. It requires a minute sphere-shaped cloud of fog that spreads on a 20-foot
to summon up a single use of this army knife, and fifteen radius. The area is heavily obscured, and it remains for
to return one charge in (which is independent from the an hour or until a moderate or stronger wind disperses it
fifteen minutes it takes to recharge it). It may also deal (10 mph+). The cloud of fog is centered on the fog
damage as a normal dagger. machine, or can be shot out as a large cloud to appear in
Auto-Factory Usually employed by goblin tinkers in another area 120 feet away. This is fueled by a tapped air
war, this large object unfolds to resemble a horse-sized elemental spirit or an elemental air crystal.
factory. The whirrs and whistles inside are indicative of Frost Gun The frost gun can be used with an action,
some process within. The factory remains active for 2d4 creating a brilliant blue freezing ray up to 30 feet away
minutes, and churns out a Challenge 1/4 construct that creates a 10-foot radius explosion of frozen air to
(Mechanostrider statistics) once every five rounds. The emit from the location of the ray's impact. All creatures
constructs conjured by the auto-factory are controlled by hit by the ray or in the explosion's radius must succeed
the user of the device, but the user can command only on a Stamina saving throw or else take 4d8 points of cold
one construct every round, while the others repeat the damage, or half of that on a successful saving throw. If
same action given to them until the factory stops the ray or the radius strikes or includes a body of water
working. The auto-factory is costly, however. For each or a liquid with similar freezing points, the ray freezes
construct created, the factory requires one vial of the liquid within its active radius to a depth of 6 inches
phlogiston, and 5 lb. (or 50 gp) of raw materials.Caltrop for 1 minute. Creatures that were swimming or that
Bomb When used, this box releases a four bags of were in the water at the moment must succeed on an
caltrops into the air to fall over an area within 30 feet, additional Strength saving throw as an action against the
filling a 10-foot square area. Any creature that enters the DC of the device or be restrained. After 1 minute of
area must succeed on a DC 15 Agility saving throw or being conjured, the ice shatters.
stop moving and take 1 piercing damage. Until the Special. The gun can freeze damaging surfaces (such as
creature regains at least 1 hit point, its walking speed is fires and liquids) that deal less damage on average than
reduced by 10 feet. A creature moving through the area the gun itself.
at half speed doesn't need to make the saving throw. Ice Cannon This mini-cannon shoots a large shard of
Once used, this can be refilled with replacement caltrops. frost that deals 1d10 piercing damage in 60 feet. On the
There is a 75% chance that a used bag of caltrops can be area of impact, the shard explodes, dealing 3d6 cold
used again. damage to all creatures in 5 feet from the point, with an
Flamethrower The flamethrower can be aimed and used Agility save to half damage.
with an action. If no malfunction occurs, it releases a Jumper Cables This backpack may be hooked up with
15-foot cone of flames. Targets in the cone must make an any creature that died within one minute. If activated
Agility saving throw. On a failed save, the targets take without an issue, the creature is revived, and returned to
3d6 points of fire damage, or half the amount on a
Version 2.4
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life with 1 hit point and no mana. This cannot return a A rocket launcher may be loaded with up to eight pints
creature that died of old age. This gadget requires 300 of oil, and may be used again in 1d4 rounds.
gold pieces’ worth of focus crystals per use of activation. Rocket Launcher, Cluster This heavy machine is
Locator This eye-like gadget can sense creatures that typically set on the floor before the user. When loaded
approach within 20 feet of its position whenever a with a pint of oil and up to four rockets, it launches
creature of the size Tiny or larger enters. The locator, them all within their normal range with a single action.
once activated, remains active for 2d4 hours, and has a This applies to all the rockets. A rocket launcher adds
chance to malfunction at the end of each hour. The +1d6 concussive damage per rocket used (+1d6 if one
locator may either let out an audible alarm that can be rocket, +4d6 if four are used). A cluster rocket launcher
heard clearly within 60 feet, or send a single mental ping may be loaded with up to eight pints of oil or phlogiston,
to the one who set it up. and may be used again in a minute.
Mind Remote This strange-looking hat has a hypnotic Reflective Cylinder. The reflective cylinder is a 2-foot
pattern attached to it. When the gadget is active, the long, 8-inch thick cylinder that is usually strapped to the
mind remote can focus on any person within 30 feet. back of the user, and is attached to a winding mechanism
They must make a Spirit save or else be charmed for one in the user's hand. The cylinder can be deployed as a
hour, or until you or your companions do something reaction when the user takes elemental damage (damage
harmful to it. It gains advantage to the save if you or that is acid, cold, fire, lightning, or thunder in nature),
your companions are harming it. It takes a minute of unfurling and countering the elemental damage with a
tinkering to provide another up another charge for the sheet of specially-treated and reinforced glass. The user
gadget. gains resistance to the elemental damage, and the next
Mortar This heavy machine is typically set on the floor. time the user hits with a melee attack on the next turn,
When loaded with a pint of oil and a bomb or grenade, it the reflective cylinder reflects 1d6 points of the absorbed
launches it further than a normal creature could, for an damage to the target of the user's attack. The character
arc up to 90 feet away, and 30 feet high. When the bomb must be able to use their hands or similar limbs to deploy
lands, it explodes as typical for its type. On the 5-foot the cylinder.
square area of impact, however, the bomb lands with a Remote This small machine can activate any mine,
powerful explosion, adding 2d6 concussive damage to the gadget, or construct that is keyed to it. Keying a
bomb’s normal damage. A mortar may be loaded with up technological device to a remote takes one minute and a
to eight pints of oil, and may be used again after 1d4 DC 10 Engineering check. Using a remote is a bonus
rounds. action on the creature’s round, or a reaction outside their
Pulley Gun This hand-cannon can shoot one to two round. Each use consumes one charge of battery power,
ropes at opposite ends. Each rope has a hook at its end, and the remote can hold up to eight batteries at any
and each extend to up to 90 feet per action of use. If the given time. A remote can activate a device as long as
hooks target an object, they attach to it, and can carry up both of them are within 150 feet of each other. This
to 140 pounds of weight. If the hook targets a creature, effect can penetrate barriers, but 2 feet of rock, 2 inches
they take 3d8 piercing damage, and the hooks are of common metal, or a thin sheet of lead.
destroyed. A pulley gun has a wheel for transport along Sun Gun The sun-gun can be focused and used with an
the ropes, and allows for movement at a rate of 60 feet action. If no malfunction occurs, it releases a foot beam
per round either up or down the ropes’ ends. A pulley of brilliant and wholesome light that sears all targets in a
gun that shoots one rope but can be used twice is known 30-foot long 5-foot wide line for 1d4 rounds. Every round,
as a mechanical grappling hook. all creatures that are within the light must make a
Rocket Boots These heavy boots strapped with a small Stamina saving throw. On a failed save, the targets take
backpack may be activated with an action. Per use, this 3d8 points of holy damage and is blinded until the
consumes one pint of oil, and gives the user a flying beginning of your next turn, or half the amount of
speed of 60 feet, usable for one minute. At the end of the damage on a successful save. Undead and oozes suffer
duration, the user falls unless they are on solid ground. disadvantage to this save. At the beginning of your
The device cools down for one minute after it stops round, you may redirect the light normally. This sheds
being used. The backpack can hold up to eight pints of bright light for 30 feet and dim light for the next 30 feet
oil for the rocket boots. after that. The light is treated as sunlight.
Rocket Launcher This heavy machine is typically set on Trap Launcher This heavy machine can lob a trap to up
the user’s shoulder. When loaded with a pint of oil and a to 90 feet, priming the trap on the point of impact. The
rocket, it launches it further than its normal range, trap launcher may be loaded with up to eight pints of oil,
increasing its original range by 90 feet. This applies to and may be used again after a cooldown of one minute.
the maximum range it can launch. A rocket launcher Water Gun The water pump is a 2-foot long, 8-inch thick
adds 2d6 concussive damage to a rocket’s normal damage. cylinder that can hold up to 3 gallons of any liquid (or 16
quarts). The water pump can be used with an action to
release one quart of liquid in a line up to 90 feet away,
Version 2.4
World of Warcraft RPG, 5th Edition

stopping at impact with the first object. The target must who failed their save take 1d6 fire damage and
succeed on an Agility saving throw or else take 1d8 are ignited until they extinguish the flame with
bludgeoning damage on a failed save and a secondary an action and a successful Agility save (taking
effect depending on the liquid. A successful save halves an additional 1d6 points of damage per round
the initial damage and negates the secondary effect. until they pass a DC equal to the gadget's DC).
● Water. If the liquid is water, attack also ● Contaminated Water. If the liquid is a
extinguishes flames. Fire-based creatures or contaminated water or liquid (such as sewage
those vulnerable to water take double damage water), the target must also save versus any
from this and do not employ any resistances contact, injury, or ingested poison or disease that
towards this damage. is carried by the water. If using sewage water,
● Oil. If the liquid is oil or another flammable the target is most likely to be contaminated by
liquid, the user may use a bonus action to set the Filth Fever, Slimy Doom, and Blinding Sickness
liquid on fire as it is released (necessitating (see Contagion for details, duration 7 days),
another malfunction check), setting the liquid is although other diseases or poisons may be built
set aflame (regardless of malfunction). Targets into the waters.

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

Weapon Name Cost Effect Mass Properties


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

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

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

Construct Cost Effect Mass Hit Die, Properties


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

Version 2.4
World of Warcraft RPG, 5th Edition

Turret 400 Combat Construct ?? 2 EP: Construct CR 1 (Gnomish)


Zeppelin 7,200 Combat Air Vehicle ?? 3 EP: Construct CR 3 (Vehicle, Goblin)

Mecha Cost Effect Mass Hit Die, Properties


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

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

Version 2.4
World of Warcraft RPG, 5th Edition

Changelog
Oct 11, 2015: Version 1.0 Beta completed.
Oct 12: Added Death Knight and Druid spells.
Oct 18: Added mage and paladin spells. Next is priest (shaman included)
Oct 20: Added all initial spells.
Oct 30: Finished equipment chapter
Nov 1-11: Updated monsters and polished abilities.
Nov 13: Released 1.3 update: Added Druidic archetypes and some machines.
Dec 6: Shaman and archetypes released.
Dec 13: Added Tinker base class and removed it from Rogue class, updated the engineering system, did organizational
cleanup.
Jan 16, 2016: Version 1.5 Released. Added monk class and revised several spells
Jan 22: Patch 1.5.5 released. Clarified engineering system and cleaned up equipment chapter.
Jan 24: Patch 1.5.8 released. Cleaned up weapon infusions, and added several magical items.
Jan 28: Patch 1.5.9 released. Cleaned up mana system, and several spells. Added new debilitate spell (Mind Blast), and
high elves gain +2 additional mana. Also added magical vampirism, and arcane addiction optional rule.
Jan 30: Patch 1.5.9.5 released. Tied Paladin auras to proficiency bonus, and added tinker passive ability to lower
malfunction rate of devices.
Feb 2: Version 1.6 released. Added full writeup for all classes (most focus was on the Death Knight/Paladin, Warlock, and
Warrior). Some abilities shifted places. Shaman reworded + new minor ability. Paladin/Death Knight auras shifted to
level 3, Divine immunity/cursed carrier moved to level 6. Paladins and death knights prepare spells in books (for paladins).
Death knight gains runeblades which scale with level.
Added skill prerequisites, and the infusion skill.
Feb 6: Cleaned up format.
Feb 8: Version 1.6.4 released: quick fixes for Shaman abilities, added Conjure Creature and Animate Undead/Construct
spell for unification of spell lists and to provide additional options.
Feb 18: Quick fix removing reference to caster level and obsolete terms. Thanks, Omega9999!
Feb 21: Added orc grunt and peon, fixed warrior’s shouts to act somewhat similarly to paladin auras.
Feb 28: Overhaul mana, added the concept of caster level and ‘set’ spells. Fix soon for currently prepared spells for units.
Altered paladin/death knight lay on hands/corrupting touch to function on 50% mana increments.
March 15: Added Altar rules.
March 21: Leveled up Keeper of the grove to 7, Dryad to 2, and performed various adjustments. Cure and Inflict are
repurposed to act as Holy Light/Death Coil and Flash of Light, Shamans gain Healing Waters (Riptide as of 1.8) and
Healing Totem, while Druids get Rejuvenation and Healing Rain.
April 19 (1.6.9): Added the Demon Hunter, renovated several spells, added several monsters.
June 3 (1.7): Added Shadow Hunter, revised the warlock, hunter, and demon hunter, revised several spells, and added
several monsters. Fixed several incorrect terms. Thanks, George Hess!
July 29 (1.8): Added apothecary, mountain king, 10+ spells, 10+ monsters, and alterations
August 22 (1.9): Cleaned up races, added cobble to 1st level tinker, cleaned up mountain king and spellbreaker, added more
spells (low-level Sunbeam, Detonate Mana, Moonfire, Sunfire, added spell list for all new spells, added arcane engines (or
Spelljammers!) to Engineering, Unholy Frenzy to DKN, Evocative Consecration can’t move but slows enemies, Ethereal

Version 2.4
World of Warcraft RPG, 5th Edition

Banishment added to SHM, Fade to DRD and MGE, Tranquility to SHM, and added Relics (only Librams and Sigils
now).
October 13 (1.9.5): Moved all monsters to separate document.
November 1 (1.9.55): Added several spells, update to 2.0 ongoing.
November 28 (2.0): added spell interruption mechanic (expanded 5e rule to all casting), standardized aura/shout effects,
switched arms warrior abilities (bladestorm and bloodthirst strike exchanged places), added emergency mana-restoration
effects for mages, priests, warlocks, and shamans. Added Lightslayer archetype, and added or modified 16 spells.
December 20 (2.0.2): Fixed general formatting, Arcane Shot, Blessing of Kings, Death Grip, Death Pact, Denounce, Drain
Life, Earthbind, Earth Shield, Lightning Shield, allowed Lightning Bolt to also replicate Chain Lightning, and made
elemental Shock cost less mana. Improved Tauren’s Plainswalker, Warlock’s Soul Shard, Warrior’s Howl, added Kalimag
to shamans (elemental tongue), and removed outdated references to Paladins’ Crusader Aura.
December 25 (2.0.5): Overhauled formatting, minor tweaks in preparation for content patch.
February 4 (2.1): Fixed formatting, fixed Dwarf Stoneform and Tauren Plainswalker traits, added Alchemical Engine
[Energy Sources], Careful Bomber adjustment, Arcane Orb, Holy Shock, Ancestral Guardians, Spirit Strike, Spirit
Infusion, and consolidation of spells (blessings, runes, seals, and hunter shots) into arrays for unification of mechanics and
simplicity.
March 21 (2.2): Improved class mana-restoration abilities, aura overhaul, added 10+ alchemical items, 3+ gadgets,
flashbang grenades, +6 relics, mana shield no longer requires concentration, updated auras (all), new magical items, infused
ammunition, armor sets, added Warlock and Shaman spell lists, and several warlock spells added

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

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

Version 2.4

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