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Join the heroes of Azeroth with this supplement

for the world’s greatest roleplaying game


CHAPTER 1: STEP-BY-STEP CHARACTERSCONTENTS
2
5E RPG CONVERSION VERSION 3.1
“The sands of time have run out.” -Medivh, the last Guardian 5th Edition Core Rules: Wizards of the Coast (a subsidiary of
Hasbro)
Many have waited for Blizzard to approve another conversion of
their world to the tabletop playing realm. Alas, many waited in Warcraft Inspiration and Setting: Blizzard Entertainment
vain. Inc.
“We will persevere. -The Blood Elves. Contributors: Mcgeneral, Big Mac, Jimbob, grimm,
pagnabros, Nieven, as well as all the commenters on the
However, tabletop players are well-known for their persistence
Warcraft 5e thread on The Piazza and the Discord server
and tenacity in getting what they want to play--or at least,
satisfying themselves with an adequate enough replica. Art Design: Jack Clarke, Gilbert Frey
“Sometimes, the hand of Fate must be forced.” -Illidan Artists: Akkapoj T., Alex Garner, Alex Horley, Andrea Uderzo,
Stormrage. Anton Zemskov, Astri Lohne, Ben Thompson, Blizzard
And thus, the World of Warcraft 5e RPG Conversion begun. Cinematics, Botos Vlad, Brandon Kitkouski, Brandon Liao,
Chaoyaun Xu, Charlene Le Scanff, Chen Zheng, Dan Scott,
This conversion is of the much-loved World of Warcraft Role Danny Kim, David Castellano, Den, Dmitriy Prozorov, Doug
universe, as for 5th edition of Dungeons and Dragons, made by Alexander, E.M. Gist, Efrem Palacios, Eric Braddock, Evgeniy
the fans, for the fans. Dlinnov, Evgeniy Zagumyennyy, Exellero, Forrest Imel,
This not only includes special classes, races, and magical spells, Gabor Szikszai, Glenn Rane, Gonzolo Ordonez, Greg
but also includes magical items, and even a few subsystems Staples, Howard Lyon, Ismael Bergara, Ivan Fomin, Jaslynn
(such as infusion, mana, and crafting) built in the streamlined Tham, Jiein Hyun, Jim Nelson, Jimmy Lo, Joe Wilson, John
format of 5th edition, for the benefit of all roleplayers. Polidora, Jomaro Kindred, Jon Neimeister, Justin Kunz,
Juyoung Oh, Karl Richardson, Katarzyna Zajac, Konstantin
Project Start: Aug 27, 2015
Turovec, Kyle Herring, Laurel "LD" Austin, Leo Che,
Forum Page: Leonarde a.C., Luca Zontini, Martin Geupel, Martina
http://www.thepiazza.org.uk/bb/viewtopic.php?f=58&t=13979 Pilcerova, Massive Black, Matt Cavotta, Matt Gaser,
Matthew McKeown, Mike Azevedo, Mike Hayes, Mike
Discord Server: https://discord.gg/XntzQC8 Nicholson, Mlappas, Nutchapol Thitinunthakorn, Patrik
Edition (Content updates only): Beta released 11 Oct 2015. 1.7 Hjelm, Peter Lee, Popo Wei, Randall Hagmann, Raymond
released July 2016. 1.9 released August 2016. 2.0 released Swanland, Richard Wright, Rina Cane, Robert Maldonado,
November 2016. 2.4 released June 2017. 2.5 released March Roman De Santi, Rui Zhang, Samo94, Samwise Didier,
2018. 3.0 released 4 October 2018. 3.1 released 3 April 2019. Sandara Tang, Sergei Panin, Shengyi Sun, Stefan Kopinski,
Su Jian, Thomas Karlsson, Thorsten Erdt, Tom Fleming,
CREDITS Tooth, Trent Kaniuga, Trevor Jacobs, Valentine Khruslov,
House Rules Conversion: Djmove, Arrius Nideal Veli Nyström, Wayne Reynolds, Wei Wang, Yana Vaseva,
Yinglan Xu Student, Zhang Qipeng, Zoltan Boros

Last Spell, Last Arrow, Last Orc –


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

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

This work is purely recreational, and is not intended to contest and/or derive any commercial benefit in any way, shape, or form from any
Wizards of the Coast or Blizzard Entertainment products (the D&D 5th Edition Roleplaying game, and product identities including but not
limited to Warcraft, World of Warcraft, World of Warcraft: The Role-Playing Game; all text under the “Description” header of any creature,
spell, magic item, artifact, or NPC listing; any elements of the Warcraft setting, including but not limited to capitalized names, names of
artifacts, beings, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, songs, and spells;
any and all stories, storylines, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and
CHAPTER 1: STEPlikenesses,
cartography, -BY-STEP Cposes,
HARACTERS | CHAPTER
logos, symbols, or 2: RACESdesigns),
graphic CONTENTS and use of this is non-commercial in purpose, and appeals to the ‘Fair
3
Use’ intent of copyright infringement laws.
CONTENTS
CHAPTER 1: STEP-BY-STEP CHARACTERS...............6 CHAPTER 5: EQUIPMENT ................................. 118
Chapter 2: Races ......................................................................... 8 Tools ..........................................................................................119
Draenei .......................................................................................... 9 Treasures ..................................................................................121
Dwarf ........................................................................................... 11 Artifacts .....................................................................................131
Elf ................................................................................................. 13 Armor Sets ...............................................................................133
Forsaken..................................................................................... 16 Skill or Tool Products ...........................................................138
Gnome......................................................................................... 17 Poisons and Plagues..............................................................139
Goblin .......................................................................................... 18 Devices and Engineering ......................................................141
Human ........................................................................................ 19 CHAPTER 6: CUSTOMIZATION OPTIONS............. 147
Orc................................................................................................ 20
Pandaren .................................................................................... 21 CHAPTER7:USINGABILITYSCORES,SKILLS,ANDTOOLS.149
Tauren ......................................................................................... 22 Gathering Tools ......................................................................149
Troll ............................................................................................. 23 Production Tools ....................................................................152
Worgen........................................................................................ 25
CHAPTER 8: ADVENTURING ............................ 160
Half-Breed Race........................................................................ 26
Between Adventures ..............................................................160
CHAPTER 3: CLASSES....................................... 27
Structures and Strongholds.................................................161
Alchemist (ALC) ....................................................................... 27
CHAPTER 9: COMBAT .................................... 165
Death Knight (DKN) ................................................................ 33
Druid (DRD) .............................................................................. 40 CHAPTER 10: SPELLCASTING............................ 166
Hunter (HTR) ............................................................................ 46
Mage (MGE) .............................................................................. 53 CHAPTER 11: SPELLS ...................................... 174
Monk (MNK) .............................................................................. 58 Spells by Class ........................................................................175
Paladin (PLD) ........................................................................... 63 Spell Descriptions ..................................................................182
Priest (PRS)............................................................................... 69
APPENDIX A: CONDITIONS.............................. 222
Rogue (RGE) ............................................................................. 76
Shaman (SHM) ......................................................................... 82 APPENDIX B: GODS OF THE WARCRAFT UNIVERSE.224
Tinker (TNK) ............................................................................. 88
Warlock (WRK)......................................................................... 93 APPENDIX C: PLANES OF EXISTENCE..................228
Warrior (WAR) ......................................................................... 98
Special and Racial Specializations .................................... 104
APPENDIX D: CLASSES IN LORE.........................230
CHAPTER 4: PERSONALITYAND BACKGROUND..... 110 APPENDIX E: INSPIRATIONAL READING...............243

CHAPTER 1: STEP-BY-STEP CHARACTERSCONTENTS


4
INTRODUCTION
The world of Warcraft has many special traits when Mana and set spells is also used as a core magic system,
converted to tabletop format. It has special naming not spell slots. Mana restores over time, while resting, by
conventions, languages, and an extensive lore. drinking certain potions, and with certain abilities. This is
detailed further under chapter 10.
NAMING CONVENTIONS
Old Attribute Name New Attribute Name CLASSES
Dexterity (Dex) Agility (Agi)
Wisdom (Wis) Spirit (Spi) As detailed below, some classes gain different abilities to
Constitution (Con) Stamina (Sta) better synergize with the mana system, while others are
renamed as above.
Old Class Name New Class Name
Cleric Priest CORPOREALITY AND ETHEREALNESS
Fighter Warrior
Ranger Hunter The Warcraft universe does not transit into the ethereal
Sorcerer Warlock plane present in other settings, and thus all ethereal
movement is incorporeal movement instead.
Old Spell Name New Spell Name Incorporeal creatures gain damage resistance to all non-
Cure Wounds Holy Light (modified) magical weapons, and resistance to all energy types except
Delayed Blast Fireball Pyroblast (modified)
arcane, holy, shadow, and fel. They may also go through
Healing Word Flash of Light (modified)
Inflict Wounds Death Coil (modified) solid objects such as walls (treating movement as difficult
Conjure (any) Conjure terrain), but take 5 (1d10) Arcane damage if ending their
Charm (any) Charm turn within one. They are also naturally invisible, but are not
Dominate (any) Dominate naturally silent. They cannot attack non incorporeal
Magic Missile Arcane Missile
creatures or cast spells, but may handle force effects as
Magic Jar Posession
Mordenkainen’s Sword Arcane Sword normal (such as by pushing, casting force spells, or attacking
Ray of Frost Frost Bolt with force weapons). Force walls prevent incorporeal
Sacred Flame Smite creatures to pass through them.
Thunderwave Thunderstorm
ENERGY TYPES
Spells not included in the above list that include their
Besides the normal damage descriptors in 5e D&D, the
inventor’s name (Bigby’s Hand, Evard’s Black Tentacles)
Warcraft universe has an additional damage type: Fel, which
excises the inventor’s name (Hand, Black Tentacles, etc.), as
is channeled by demonic power and is inherently destructive
detailed in Chapter 11.
and corruptive. It also differs in naming existing descriptors.
MAGIC AND MANA This is detailed under Chapter 9.

Some spells are changed in function or name. All such spells


are referred to with their new names, rather than their old
names.

CHAPTER 1: STEP-BY-STEP CHARACTERS | CHAPTER 2: RACESINTRODUCTION


5
CHAPTER 1: STEP-BY-STEP CHARACTERS
When determining your ability scores (also known as SPIRIT
attributes), there are two new methods to create them; the Measures: Awareness, intuition, wisdom
focused method, and the heroic method. Both yield higher Important for: Druid, priest, shaman
attributes on average, suitable for the many challenges in the Racial Increases:
Warcraft universe.
• Hill dwarf (+1), Draenei (+1), Forsaken (+1), Human (+1),
ABILITY SCORE SUMMARY Night elf (+1), Orc (+1), Tauren (+1), Pandaren (+1)

STRENGTH CHARISMA
Measures: Confidence, eloquence, leadership
Measures: Natural athleticism, bodily power
Important for: Warlock
Important for: Death knight, paladin, and warrior
Racial Increases:
Racial Increases:
• Forsaken (+1), Goblin (+1), Human (+1), Orc (+1)
• Mountain dwarf (+2), Draenei (+2), Forsaken (+1), Orc
(+2), Human (+1), Tauren (+2), Worgen (+1) DETERMINING ABILITY SCORES
AGILITY
FOCUS AND FOIBLE
Measures: Physical agility, reflexes, balance, poise
This method leads to more focused characters with clearer
Important for: Hunter, monk, rogue
weaknesses. Before applying modifiers, choose a one focus
Racial Increases:
(an ability score you’re good at) and one foible (an ability
• Elf (+2), Forsaken (+1), Human (+1), Orc (+1),Troll (+1), score you’re bad at).
Worgen (+2), Focus. Mark this attribute as 18
Foible. Mark this attribute as 8
STAMINA
Set your remaining attributes at 10, and distribute 16
Measures: Health, constitution, vital force
points among the ability scores in any way you desire. You
Important for: Everyone
may reduce an existing attribute by up to 2 points to gain 2
Racial Increases:
points to add to another attribute.
• Dwarf (+2), Forsaken (+1), Gnome (+1), Human (+1), Orc
HEROIC ROLL
(+1), Pandaren (+2), Troll ( + 1, + 2 if ice troll)
This method leads to generally stronger characters than by
INTELLIGENCE normal rolling.
Measures: Mental acuity, information recall, analytical skill For each ability score, roll 2d6 + 6
Important for: Alchemist, mage, tinker
Racial Increases: BEYOND 1ST LEVEL
• Darklands dwarf (+1), High elf (+1), Void Elf (+1), The rules in the World of Warcraft 5e RPG also include
Nightborne (+1), Gnome (+2) Goblin (+2), Forsaken (+1), crafting sub-systems and classes (such as the Alchemist and
Human (+1), Orc (+1) Tinker), and various options (such as the Infusionist feat)
that can translate wealth into character power.

CHAPTER 1: STEP-BY-STEP CHARACTERS


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When creating a character from above 1st level, refer to even possessing companies and strongholds under their
the following guidelines for expected wealth for level to give control.
a general idea how to keep characters on the same general
level of wealth. MAGICAL ITEM BUDGET
Refer to the Item Creation Complexity and Cost Table on A DM may refer to the above chart to determine the total
Chapter 7 to calculate crafting points to item rarity. worth of magic items the characters have, without actually
allowing magic items to be sold (as in the Dungeon Master’s
CHARACTER PROGRESSION TABLE
Guide).
Level Typical Wealth Crafting Points
In this case, the wealth is not the expected wealth of the
1 0 0
2 140 5 character, but the cost of the magic items the player should
3 280 11 have by the appropriate level.
4 420 16 The expected cost of magic items relative to rarity is
5 560 22 present in Chapter 7.
6 4,500 180
7
8
8,400
12,300
336
495
EXPECTED DOWNTIME
9 16,200 648 In case of crafting classes (Alchemist and Tinker), or in
10 20,100 804 cases where characters can create magical items (taking the
11 24,100 964
Infusionist feat or the optional rules in the Dungeon
12 42,400 1,696
13 60,700 2,428 Master’s Guide, page 128), a good amount of downtime to
14 79,000 3,160 allow the classes to function at a competitive rate is usually
15 97,300 3,892 5 days to 1 week between adventures (or the same time for
16 116,000 4,640 every 3-5 combat encounters).
17 134,000 5,360
That way, very complex projects (2 weeks) like building a
18 362,000 14,480
19 590,000 23,600 mecha or vehicle can be done every two adventures.
20 818,000 32,720 With such options available, players benefit more from
wealth and time to build the exact items they need, from
The amount of wealth carried by a character can vary scrolls, potions, explosives, and more spells in a mage's
significantly depending on starting resources, unexpected spellbook, to advanced constructs and vehicles such as
loot gained in the campaign, whether or not characters have gyrocopters, so exercising judgment is key
downtime to gather additional wealth, inherited gold, or

CHAPTER 1: STEP-BY-STEP CHARACTERS | CHAPTER 2: RACES


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

CHAPTER 1: STEP-BY-STEP CHARACTERS | CHAPTER 2: RACES


8
DRAENEI
“The Legion’s end draws near.”
As one of the enlightened cousins of the Eredar, the
Draenei arrived in Azeroth after the reopening of the Dark
Portal. Living out the last centuries in exile and escape from
the Burning Legion, the Draenei are steadfast champions of
Broken draenei look distinctly different from normal
the Light, and will do anything in their power to prevent
Draenei, having flat, noseless faces and having thick, three-
another world from falling to the Flame.
fingered hands, and lose their bone-like plates.
DRAENEI TRAITS Affiliation. Each sub-race is inclined to its own affiliations.
Size. Draenei stand between 7 and 8 feet tall and average
Ability Score Increase. Your Spirit or Intelligence increases about 300 pounds. Your size is Medium.
by 1. Speed. Your base walking speed is 30 ft.
Age. A typical draenei claims adulthood around 100 years Darkvision. You can see in dim light within 60 feet of you
old, and can live to about ten thousand years old. As befitting as if it were bright light, and in darkness as if it were dim
their Eredar heritage, Draenei have hooved feet, tendrils light. You can’t discern color in darkness, only shades of
that grow from the neck and short tails, and their skin color gray.
is affected by the magic they naturally absorb (with fel magic Draenei Combat Training. You have proficiency with the
reddening them, holy magic rendering their skins blue to longsword, greathammer, glaive, and heavy crossbow.
violet, and void magic darkening them to brown). Fel Resistance. You have resistance to fel damage.
Males’ skulls are rigid (giving the appearance of a bone Heroic Presence. You can spend 10 minutes inspiring
plate under their skin), while females grow foot-long, your companions, shoring up their resolve to fight. When
graceful curved horns. you do so, choose up to six friendly creatures (which can
Males range anywhere from seven feet tall to eight feet tall include yourself) within 30 feet of you who can see or hear
and weigh on average around 300 or 400 pounds. Females you and who can understand you. Each creature can gain
stand at six to seven feet tall and only weigh around 170 or temporary hit points equal to your level + your Charisma or
250 pounds when fully grown.

CHAPTER 1: STEP-BY-STEP CHARACTERS | DRAENEI


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Spirit modifier. A creature can’t gain temporary hit points Ability Score Increase. Your Agility increases by 2.
from this feat again until it has finished a short or long rest. Affiliation. Independent. Despite the (mostly) accidental
Languages. You can speak, read, and write Common and regression into broken, many unbroken draenei not only
Eredun. The Eredun Draenei speak is an altered dialect that distrust them but despise them. Although understandable of
is less corrupt, and thus does not impose penalties when those broken who remain corrupted or in service to the
speaking, but is perfectly understandable by fiends. Legion, one would think that the unbroken would be willing
to welcome any of their people that survived the orcs'
Male Names. Amka, Doruno, Kozza, Sarhash, Shunn, genocide. Most broken are independent as a result, although
Thylon, Voluth the Prophet Velen, the leader of the unbroken, does extend a
Female Names. Corevva, Daalny, Demetra, Fetwa, hand to broken to help them find their way back.
Lan’era, Me’era, Tanmatra Adapter. When acting in a surprise round, you may
Family Names. Draenei do not have family names, but always act in it (even if you failed your Perception check to
take a title according to their deeds. notice it). You also have advantage versus weather effects.
Stalker. You have proficiency with the Perception
SUBRACE and Stealth skills.
Ancient events divide the draenei into two sub-races:
unbroken and broken, Choose one of these subraces.

UNBROKEN (DRAENEI)
“The Legion’s end draws near.”
As one of the enlightened cousins of the Eredar, the
Draenei arrived in Azeroth after the reopening of the Dark
Portal. Living out the last centuries in exile and escape from
the Burning Legion, the Draenei are steadfast champions of
the Light, and will do anything in their power to prevent
another world from falling to the Flame.
Ability Score Increase. Your Strength increases by 2.
Affiliation. Alliance. Unbroken draenei have found that
they have strong bonds with humanity and dwarvenkind due
to their shared worship of the Light, and kinship with the
now-mortal night elves.
Gift of the Naaru. You can use your bonus action to
channel holy energy, casting the renewing light spell as if
cast as a 1st level spell. This can be used once until a short
or long rest.
At 6th level, you gain another use of the ability or choose
to heighten the spell’s effective level to a 3rd level spell. You
can make the same choice at 11th and 16th levels (4th or
5th level, or additional uses). While a creature benefits from
this ability, they have a glowing blue mark above their
forehead (shedding light equal to dancing lights).
Gemcutting. You are proficient with artisan’s tools
(jewelcrafting kit).

BROKEN (KROKUL)
“You will learn our ways…”
The Broken, also known as Krokul in Draenei, are a
mutated and devolved subrace of draenei who lived in
Outland. They, like most of the orcs, fell prey to the demons'
sinister influence and were changed by the corruption.
Though they lost some of their former powers, the Broken
still present a clear danger to all races through Outland. The
largest known faction of Broken in Outland, the Ashtongue
Deathsworn, is currently led by Akama. They are supposedly
allied with Illidan Stormrage.

CHAPTER 1: STEP-BY-STEP CHARACTERS | DRAENEI


10
with a lower AC. A shield's benefits apply as normal while
DWARF you use your natural armor.
Stoneform. You can focus yourself to occasionally shrug
Dwarves are short and stout creatures mostly inhabiting off injury. When you take damage, you can use your reaction
Khaz Modan in the Eastern Kingdoms. They are shorter to roll a d12. Add your Stamina modifier to the number
than humans but taller than gnomes, taking advantage of rolled, and reduce the damage by that total. If the damage
their size when possible and relying on their robustness and exceeds any ongoing bleed damage you take, you end the
strength when not. The average dwarf is steady, observant effect as well. After you use this trait, you can't use it again
and composed. until you finish a short or long rest.
Tool Proficiency. You gain proficiency with one artisan’s
DWARVEN TRAITS
tool of your choice: smith’s tools, brewer’s supplies, mason’s
Ability Score Increase. Your Stamina score increases by 2. tools, or mining tools.
Age. Dwarves mature at the same rate as humans, but Dwarven Combat Training. You have proficiency with
they’re considered young until they reach the age of 40. On the battleaxe, handaxe, light hammer, and warhammer.
average, they live to be 450 years old. Languages. You can speak, read, and write Common and
Affiliation. Each sub-race is inclined to its own affiliations Dwarven. Dwarven is full of hard consonants and guttural
ever since the great War of the Three Hammers. sounds, and those characteristics spill over into whatever
Size. Dwarves stand between 4 and 5 feet tall and average other language a dwarf might speak.
about 150 pounds. Your size is Medium.
Male dwarves tend to have long hair, and beards or facial SUBRACE
hair often tied in ornate braids. Female dwarves also have Three main subraces of dwarves populate the worlds of
sturdy muscular frames, but they are buxom and lack facial Azeroth: Hill dwarves (Wildhammer Clan), Mountain
hair, despite the claims of some of the less educated sages of dwarves (Bronzebeard Clan), and Dark dwarves (Dark Iron
other races. Clan). Choose one of these subraces.
Speed. Your base walking speed is 25 feet. Your speed is
not reduced by wearing heavy armor. HILL DWARF (WILDHAMMER)
Darkvision. Accustomed to life underground, you have “To the skies!”
superior vision in dark and dim conditions. You can see in As a hill dwarf, you probably hail from the Wildhammer
dim light within 60 feet of you as if it were bright light, and clan and its allies, and live in the Aerie Peak. Wildhammer
in darkness as if it were dim light. You can’t discern color in dwarves are similar in appearance to their Ironforge kin,
darkness, only shades of gray. though many shave their heads and they are slightly taller
Natural Armor. Your skin is as hardened leather in and leaner. Exposure to sun and high winds darkens and
toughness. When you aren't wearing armor, your AC is 12 + toughens their skin. Wildhammers string beads and feathers
your Agility modifier. You can use your natural armor to into their hair and beards as good luck charms, and paint
determine your AC if the armor you wear would leave you

CHAPTER 1: STEP-BY-STEP CHARACTERS | DWARF


11
tattoos on their bodies in homage to the totems, ideas and proficiency in engineering, and gain proficiency with light
creatures they revere. armor.
They are distant with humans and Ironforge dwarves, but Resilience. You have advantage against poisons and
have formed a kinship with high elves. Wildhammers and resistance to poison damage.
high elves shared much in common in the past, including a Stonecunning. Whenever you make an Intelligence
love of nature and hatred of evil. Many high elves have (History) check or Mining checks related to stonework and
grown introverted and brooding of late, which concerns the minerals, you are considered both proficient and as if having
Wildhammers. The dwarves are appalled at the defection of Expertise in either History or Mining (choose one).
the blood elves, an event which has caused them to see their
high elf allies with new eyes. They also get along well with Male Names. Barab, Aradun, Thorin, Magni, Garrim,
night elves, as the two races share much in common. Wendel, Thurimar.
Ability Score Increase. Your Spirit score increases by 1. Female Names. Chise, Helge, Ferya, Furga, Krona, Imli.
Affiliation. Alliance or independent. Wildhammer Family Names. Thunderforge, Bronzebeard, Hammergrim,
dwarves have strong kinship with the wilds, leading most of Thornsteel, Chunderstout.
them to be independent. If they would join a faction,
DARKLANDS DWARF (DARK IRON)
however, most will join the Alliance due to historic alliances
“You shall serve.”
in past wars.
As a darklands dwarf, you probably hail from the Dark
Bravery. You have advantage to all saves against fear.
Iron clans, lead by the Sorcerer-thane Thaurissan. Reviled
Natural Handler. You have proficiency with Animal
as betrayers of their fellow dwarves, and living in the
Handling. If handling beasts that naturally live in mountains
mountain-halls of Blackrock Mountain, Dark Iron dwarves
such as gryphons or mountain lions, double your proficiency
are slaves to the great elemental Firelord Ragnaros, and
bonus.
serve him in the latent volcanic mountain.
Mountain Born. You're acclimated to high altitude,
Dark Irons seem identical to Ironforge dwarves, except
including elevations above 20,000 feet. You're also naturally
that their skin tones are ashen and gray, and their eyes are
adapted to cold climates, as described in chapter 5 of the
golden-red. Dark Irons who adventure can often reach into
Dungeon Master's Guide.
the power in their bloodline and spontaneously conjure
flames.
Male Names. Kazdin, Hagrim, Dondar, Soldrin.
Hoarse of voice and prone to undertone muttering, Dark
Female Names. Kella, Lorim, Ar-ya, Senica.
Irons do not inspire trust easily.
Family Names. Beastclaw, Greatbeard, Thundertamer,
Ability Score Increase. Your Intelligence score increases
Windseer.
by 1.
MOUNTAIN DWARF (BRONZEBEARD) Affiliation. Alliance or Independent. Hatred comes to
“For Khaz Modan!” Dark Iron dwarves against all races, and in their service to
As a mountain dwarf, you probably hail from the Ragnaros, they see only rivals, thralls, and enemies. Some
Bronzebeard clan and its allies, and live in Khaz Modan. dark irons have found kinship with their cousins the
Ironforge dwarves are stout and powerful, with short Wildhammers and the Bronzebeards, and chose to join the
muscular bodies, and prefer tying their hair (male or female) Alliance.
in ornate braids. Dwarven Combat Training. You have proficiency with
Ability Score Increase. Your Strength score increases by firearms and explosives of all types, even if you do not have
1. proficiency in engineering, and gain proficiency in light
Affiliation. Alliance. While the dwarves of Ironforge armor.
appreciate the fighting skill of the Horde, it is with grim eyes Fire-Lord’s Favor. You have resistance to fire damage.
that they look upon the orcs and their allies, the trolls and Burning Heart. You know the produce flame cantrip
the Forsaken. Although the dwarves have held dealings of (caster level equal to your character level). Intelligence is
commerce and diplomacy with the high elves, they keep the your spellcasting ability for it.
people of Quel’Thalas at an arm’s distance. While the night
elves may share the same allegiances, the dwarves look Male Names. Beld, Franclorn, Lokhtos, Grall.
upon them with suspicion and some trepidation. Humans, Female Names. Aster, Channis, Mogran, Wellia.
however, are the staunch and constant allies of the dwarven Family Names. Angerforge, Darkbargainer, Firesmite,
people and find welcome, favor and kindness when in Forgewright.
dwarven lands.
Dwarven Combat Training. You have proficiency with
firearms and explosives of all types, even if you do not have

CHAPTER 1: STEP-BY-STEP CHARACTERS | DWARF


12
Mystic Senses. Whenever you make any check related to
ELF the origin of magical items, lore, or spells, you are treated as
An elf is a member of one of the longest lived species on if you are proficient in the Arcana skill, and add double your
Azeroth known for keen perception, grace, and great proficiency to the check, instead of your normal proficiency
spellwork. Elves were once believed to be the first race to bonus.
awaken on Azeroth. Keen Senses. You are proficient with the Perception skill.
Elven Combat Training. You have proficiency with the
ELVEN TRAITS longsword, longbow, rapier, and shortbow.
Ability Score Increase. Your Agility score increases by 2. Languages. You can speak, read, and write Common and
Age. Although elves reach physical maturity at about the Elven (any dialect, see Chapter 4). Elven is fluid, with subtle
same age as humans, the elven understanding of adulthood intonations and intricate grammar, even with strange
goes beyond physical growth to encompass worldly dialects such as Nazja. Elven literature is rich and varied,
experience. and their songs and poems are famous among other races.
A high elf typically claims adulthood around the age of 60 SUBRACE
and can live to be 750 years old.
A night elf claim adulthood and live up to five times said Ancient divides and use of mana siphoning (or mana
age (adulthood at 300 and live up to 3,750 years old). Until vampirism) among the elven people resulted in twoseveral
the World Tree was destroyed, the Night Elves were main sub-races: high elves, (and the blood and void elves),
immune to aging effects. and night elves, (and the Nightborne), Choose one of these
Affiliation. Each sub-race is inclined to its own affiliations subraces.
ever since the Great War of the Ancients. HIGH ELF (QUEL’DOREI)
Size. A high elf (and hence a blood and void elf) is usually “For Quel’Thalas!”
a little over 6 feet in height and weighs between 100 to 175
As a high elf, you hail from Silvermoon in Quel’Thalas or
pounds, depending on gender.
Dalaran. High elves stand slightly taller than humans do.
Night elves (and hence Nightborne) are imposing in
The elves are slim, with sharp symmetrical features, often
stature, males being on average 7 feet tall. Male Kaldorei are
an exaggeration of perfect beauty. The high elves are
very muscular, with broad chests and shoulders, indicative
uniformly fair in complexion, with white to flaxen colored
of the strength that lies within both their minds and bodies.
hair. Their eyes are incredibly intense in color, seeming to
Female night elves are lithe and curvaceous, yet still
glow with an inner light. While many high elves have blue or
muscular and strong.
green eyes, violet and red are not unheard of.
Speed. Your base walking speed is 30 feet.
Ability Score Increase. Your Intelligence score increases
Darkvision. Accustomed to twilit forests and the night
by 1.
sky, you have superior vision in dark and dim conditions.
Affiliation. Alliance or independent. Most of the high elves
You can see in dim light within 60 feet of you as if it were
have placed themselves under a self-imposed exile, ashamed
bright light, and in darkness as if it were dim light. You can’t
of the damage that they have wrought upon the world of
discern color in darkness, only shades of gray.
Lordaeron with their abuse of arcane magic. While humans

CHAPTER 1: STEP-BY-STEP CHARACTERS | ELF


13
still accept the high elves because of the aid that both races their insatiable thirst for vengeance: most have abandoned
provided each other during the most recent attacks of the worship of the Light, and their allegiances have also
Burning Legion, many of the other races will only deal with changed, and most suffer psychologically from extensive use
the high elves if absolutely necessary. This is especially true of mana siphoning, due to the Sunwell’s corruption and
after the acts of Kael’thas Sunstrider. subsequent destruction.
The night elves in particular do not care for the company A DM should consider applying the mana withdrawal
of high elves and in some cases can be openly hostile toward optional rule with blood elves.
their sun-blessed brethren. The passing of time may heal Affiliation. Horde or independent. Most of the blood elves
these wounds, but the use of arcane magic will always draw have joined the New Horde, invited to do so by the Banshee
a rift between these two breeds of elf. Queen Sylvanas Windrunner.
High Magic. You know the prestidigitation cantrip and can Blood Magic. This acts as High Magic. While you use
cast it normally (caster level equal to your character level). abilities granted by this ability, your eyes glow a pale fel
When you reach 3rd level, you can also cast Detect Magic as green instead of High Elves’ blue. Instead of the
a spell 1st level spell. When you reach 5th level, you can also prestidigitation cantrip, you may choose the thaumaturgy
cast the mute spell as a 2nd level spell. cantrip instead, and can cast the mana burn spell instead of
Intelligence is your spellcasting ability for these spells, and Mute.
you use your mana pool for these abilities (even if you are
NIGHT ELF (KALDOREI)
not normally a spellcaster). While you use such abilities (and
"The horn has sounded, and I have come as promised. I
after using them for one hour), your eyes glow a pale blue.
smell the stench of decay and corruption in our land. That
If you can already cast such spells (and have a sufficiently
angers me greatly."
high caster level), they are always prepared for free.
Arcane Legacy. The high elves are uniquely attuned to -Malfurion Stormrage
magic. You can choose one of the below abilities. As a night elf, you hail from Darnassus in Kalimdor. The
race’s prominent eyebrows, long pointed ears and natural
• Your spellcasting ability score is treated as if it is 2 points aspects imply a feral grace. Skin tones range from pale
higher for the purposes of spell DCs, spell attack rolls, and white to blue or even ruddy red, and their hair ranges in
your mana pool. color from bright white to woodland green to lustrous black.
• You add an additional cantrip to your High Magic ability, Ability Score Increase. Your Spirit score increases by 1.
chosen from the mage spell list. Affiliation. Alliance or independent. The night elves are
• You gain the suffused arrows hunter talent. You may only members of the Alliance, but they are not the most trusted
take this if your first level is a hunter. or highly regarded members of this group of races.
Extra Language. You can speak, read, and write one extra Although honorable and just, the night elves’ natural
language of your choice. distrust has tainted their relations somewhat. Combined
with their mystical appearances and mysterious natures,
Male Names. Mariel, Athaniar, Anandor, Tharama, Viridiel, interactions with other races become uncomfortable at
Malanior. times. There is a strong streak of isolationism in the
Female Names. Anarial, Freja, Driana, Coria, Alanassori, Kaldorei, for they are uncomfortable leaving the verdant
Azshara. mists of Teldrassil.
Family Names. Boughstrider, Dawnblade, Lightbringer, Nature Resistance. You have advantage on against
Morningray, Suntreader. natural poison and poison damage, and have resistance
against electricity damage.
BLOOD ELF (SIN’DOREI) Mask of the Wild. You can attempt to hide even when you
“Power! My people are addicted to it... a dependence made are only lightly obscured by foliage, heavy rain, falling snow,
manifest after the Sunwell was destroyed.” mist, and other natural phenomena.
-Kael’Thas Sunstrider Shadowmeld. When you are in dim or dark light, you gain
Following the Third War, 90% of the High Elven advantage on Dexterity (Stealth) checks.
population was slain during the Siege of Silvermoon and the
Razing of Quel’Thalas. Prince Kael’Thas Sunstrider Male Names. Ilthilior, Mellitharn, Khardona, Andissiel,
renamed his people the Blood Elves (Sin’dorei) following Mardant, Tanavar.
this terrible event. Female Names. Keina, Deliantha, Meridia, Freja, Alannaria,
With their homeland destroyed, their forests burned and Nevarial.
corrupted, and their beloved sacred Sunwell sullied, the Family Names. Moonblade, Glaivestorm, Proudstrider,
Blood Elves underwent mana withdrawal. Oakwalker, Nightwing, Staghorn.
Blood Elves are identical to High Elves in racial bonuses
and names. However, their culture is more warped due to

CHAPTER 1: STEP-BY-STEP CHARACTERS | ELF


14
NIGHTBORNE (SHAL'DOREI) Female Names. Kandui, Deliantha, Allainn, Freja,
Alannaria, Macianne.
“My people face a similar dilemma. I peered into all possible
Family Names. Margaux, Babineaux, Gillette, Clarent,
futures in search for an answer... and found only one.” Roux, Prideux.
- Elisande, Grand Magistrix of the Nightborne
As a Nightborne, you hail from the ancient city of VOID ELVES (REN'DOREI)
Suramar, and have spent your life sheltered by the power of "You have known the Shadow as nothing but horrors. The
the Nightwell (a simulacra of the Well of Eternity), and the Shadow sees the Light in the same way. Neither viewpoint is
dome of arcane power weaved by Elisande, the Grand true. Neither is wrong."
Magistrix. The nightborne look similar to night elves, but
- Locus-Walker
their overall appearance is darker. Their skin does not have
As a void elf, you may be drawn from a small and elite
the brighter skin tones of purple and pink that night elves
cadre of high elven warriors, mages, and warlocks, or have
do, instead having more pale skin with dark blue-purpleish
come to learn the ways of the void by drawing upon void
tones. A shal'dorei's hair is also far less colorful than the
mana.
kal'dorei's, having only white, gray, black, or very pale-blue
Void elves have extremely pale skin, blue eyes, and hair
hair colors. Glowing tattoos seem common among
with varying shades of purple and blue - sometimes with
nightborne, though whether these are cosmetic or a result of
tenticle-shaped dreadlocks. On occasion in combat they fully
the Nightwell's energy is unknown. Their eyes glow light-
embrace the Void, shrouding their entire bodies in purple
blue.
shadow magic. Alleria is the only elf shown to be able to use
Ability Score Increase. Your Intelligence score increases
this transformation at will.
by 1.
Ability Score Increase. Your Charisma or Intelligence
Affiliation. Horde or Independent. When the dome began
score increases by 1.
unweaving after the Battle of Nighthold during the third
Affiliation. Alliance or Independent
Burning Legion invasion of Azeroth, the leaders of the
Chill of Night. You have resistance to shadow damage.
Nightborne elected to let it fade, subjecting the Nightborne
Preternatural Calm. You have advantage to all Stamina
to the same withdrawal the High Elves face, rather than face
checks to concentrate on spells.
the alternative. Electing to join the Horde, the Nightborne
Spatial Rift. You can create a spatial rift as a bonus action
found new and steadfast allies in the Blood Elves when they
at any point you can both see and normally reach (by
re-appeared in the world of Azeroth. Nightborne that are
walking, climbing, or swimming) to within 30 feet (or your
more independent-minded also roam the world, searching
normal walk speed, whichever is higher). After the rift is set,
for ways to satiate their thirst for magic before it becomes an
you can teleport to as a bonus action it as if using the blink
obsession like the Blood Elves.
step spell. This is useable once per long rest, and acts as
Arcane Affinity. You deal one additional point of arcane
blink step for all other purposes. The rift remains up to 1
damage for each damage dice with your arcane spells. This
minute, and can be used so long as you are within 100 feet
applies once per spell.
of it (so long as you placed it within the normal range
Blessing of the Nightwell. You have resistance to Arcane
beforehand).
damage.
Void Magic. You know the chill touch cantrip and can cast
Nightfallen Magic. You know the mage hand cantrip and
it normally (caster level equal to your character level). When
can cast it normally (caster level equal to your character
you reach 3rd level, you can also cast detect magic as a spell
level). When you reach 3rd level, you can also cast detect
1st level spell. When you reach 5th level, you can also cast
magic as a spell 1st level spell. When you reach 5th level,
the blink step spell as a 2nd level spell. Charisma or
you can also cast the arcane explosion spell as a 2nd level
Intelligence (your choice) is your spellcasting ability for
spell. Intelligence is your spellcasting ability for these spells,
these spells, and you use your mana pool for these abilities
and you use your mana pool for these abilities (even if you
(even if you are not normally a spellcaster). While you use
are not normally a spellcaster). While you use such abilities
such abilities (and after using them for one hour), your eyes
(and after using them for one hour), your eyes glow a light
glow a pale white.
blue.
If you can already cast such spells (and have a sufficiently
If you can already cast such spells (and have a sufficiently
high caster level), they are always prepared for free.
high caster level), they are always prepared for free.
Extra Language. You can speak, read, and write one extra
Male and Female Names. Void elves follow the naming
language of your choice.
traditions of the high elven culture from which they were
selected from
Male Names. Ilthilior, Mellitharn, Lurunic, Elleshel,
Family Names. Blackfeather, Duskblade, Shadowwalker,
Mardant, Faldres.
Swiftshadow, Velvetkind.

CHAPTER 1: STEP-BY-STEP CHARACTERS | ELF


15
Undead Nature. You don’t require air, food, drink, or
FORSAKEN sleep. You are also immune to nonmagical poisons and
“We are the Forsaken. We will slaughter anyone who stands diseases, and have advantage to effects that cause the
in our way” exhausted and poisoned conditions.
You also count as undead for the purposes of healing
-Lady Sylvanas Windrunner”
spells and effects that target undead. For this purpose, you
Undead humans and elves freed from the Lich King’s
cannot be healed by the holy light spell, but are healed with
control during the second stage of the Third War, the
the death coil spell, and can be targeted by the death pact
Forsaken are a strange and dark force. Hailing from the
and protection from good and evil spells, although you are
twisted, skittering darkness of Undercity, the Forsaken are
unaffected by charm person (but charm undead instead).
nominally allied with the Horde but serve only themselves.
You may declare whether or not you are of elven or human
Their objectives are twofold: eliminate the Scourge, and
origin before you rose, and are counted as being elven or
establish a place for themselves on Azeroth.
human much for all intents and purposes that specify race
Four years ago, the high elven Ranger General Sylvanas
(such as gaining use of elf and human-specific weapons and
Windrunner fell in combat against the Scourge. Prince
feats).
Arthas raised her as a banshee and compelled her to follow
Will of the Forsaken. You have advantage against Fear
his command. When the Lich King’s power waned in the
effects.
incidents surrounding the Frozen Throne, Sylvanas
Cannibalize. You can consume the corpse of any natural
harnessed her fury and tore herself free from his skeletal
creature. When you use this ability, you can spend hit dice to
grasp. She freed many other undead as well, and recruited
heal as if you completed a short rest. You can also mana
powerful allies from the Burning Legion and the
siphon at the same time. Consuming a corpse takes one
surrounding ogre clans. Sylvanas dubbed her new force the
minute (instead of one hour of required rest). You do not
Forsaken, and the undead established their capital in the
have the other benefits of rest, however (such as regaining
labyrinthine crypts beneath Lordaeron’s capital city. Their
ability uses). A natural creature may be fully cannibalized
sprawling, subterranean realm is called Undercity.
once before their corpse becomes unusable and without
As a forsaken undead, your alliance with the Horde
sufficient benefit for another cannibalism.
started out as necessity and convenience, and your previous
Knowledge from Beyond. The forsaken are uniquely
life bears witness to the many tragedies of Azeroth’s reality.
acquainted with death. You can choose one of the below
Needing both time and help to fight against their former
abilities.
Scourge masters, the Forsaken have a reputation of utter
ruthlessness, human experimentation, and moral ambiguity. • You can cast plague rune as if a 1st level spell. This can be
used once until a short or long rest. At 6th level, you gain
FORSAKEN TRAITS another use of the ability or choose to heighten the spell’s
Ability Score Increase. Two different ability scores level to a 3rd level spell. You can make the same choice at
increase by 1. 11th and 16th levels (4th or 5th level, or additional uses).
Age. Forsaken are undead, and thus do not age, and only While you use this ability, your hand and eyes emit an
die of violence or poisons and diseases that can affect the eerie green glow.
undead. • You have proficiency with alchemist’s supplies and the
Affiliation. Horde, or independent. Though the Forsaken alchemy ability as a 1st level Alchemist. You have to store
do not trust anyone and no one trusts them, they are alchemical formula in a formula book, which you may start
members of the Horde and, for now, do their best to help out with at 1st level. If you gain later proficiency,
their allies and placate their ambassadors. Forsaken have you gain expertise in the skill instead.
even less love for the Alliance, particularly because they
Languages. You can speak, read, and
clash constantly with the human organization called the
write Common, Gutterspeech, and one
Scarlet Crusade. Some have thrown their lot with the
extra language of your choice, typically
Burning Legion, believing that only it is potent enough to
based upon the language you spoke
defeat the Lich King.
before being turned into a Forsaken.
Size. Forsaken vary based on their original form before
death—those who were medium before death are medium.
Male Names. Roderick, Magan,
Speed. Your base walking speed is 30 feet.
Danforth, Lansire.
Darkvision. Accustomed to dark crypts and the night sky,
Female Names. Yellen, Limmy,
you have superior vision in dark and dim conditions. You
Sarias, Mierelle.
can see in dim light within 60 feet of you as if it were bright
Family Names. Dartfall, Blacksling,
light, and in darkness as if it were dim light. You can’t
Ghoulhunter, Blastlich.
discern color in darkness, only shades of gray.

CHAPTER 1: STEP-BY-STEP CHARACTERS | FORSAKEN


16
Speed. Your base walking speed is 25 feet.
GNOME Darkvision. You have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as
“Up and away!” if it were bright light, and in darkness as if it were dim light.
As one of the gnomish peoples of the Alliance, you are You can’t discern color in darkness, only shades of gray.
comfortable standing with your more physically and Artificer’s Lore. Whenever you make an Intelligence
politically-apt allies to cover you as you go about your (History) check related to magic items, alchemical objects,
businesses. Proficient in the higher arts of engineering and or technological devices, you have expertise instead of just
arcana, gnomes are behind many developments in the proficiency.
intellectual and creative sides of the Alliance, creating spells, Gnome Cunning. You have advantage on all Intelligence,
gadgets, and vehicles to propel their human, elven, and Spirit, and Charisma saving throws against magic.
dwarven friends (as well as their new allies in the Alliance) Escape Artist. You have advantage on all saving throws to
to a better tomorrow. escape grapples, bonds, or other movement-restricting
abilities or effects that hamper your freedom of movement.
GNOMISH TRAITS Natural Tinker. You have proficiency with engineer’s
Ability Score Increase. Your Intelligence score increases by tools, but it is treated as if your proficiency bonus is + 1. If
2, and your Stamina increases by 1. you later gain proficiency in engineer’s tools by another way,
Age. Adulthood at 40, can live up to be 500. you gain expertise in the skill instead.
Alignment. Alliance. Gnomes are great friends of the Naturally Stealthy. You can attempt to hide even when
Ironforge dwarves and have fought and died alongside you are obscured only by a creature that is at least one size
human soldiers. They are wary of the high elves, but so is larger than you.
everyone else, so they don’t feel too bad about that. They Extra Language. You can speak, read, and write one extra
battled the Horde in the Second War and have a bit of a language of your choice.
grudge against orcs, but gnomes are a kindly and forgiving Languages. You can speak, read, and write Common and
lot and are willing to give the orcs a second chance. Gnomish. The Gnomish language, which uses Dwarven the
Gnomes and goblins have always been rivals — though script, is renowned for its technical treatises and its catalogs
whether this rivalry is a friendly or brutal one depends on of knowledge about the natural world.
the individuals involved. Gnomes have not been on Kalimdor
long enough to form proper opinions about its denizens. Male Names. Kiggle, Grobnick, Kazbo, Hagin, Snoonose.
Tauren and night elves both seem rather rustic for gnome Female Names. Beggra, Nefti, Sorassa, Gamash.
sensibilities — but they can make friends with anyone. Family Names. Spinpistol, Airslicer, Bombtosser,
Size. Gnomes range from between 3 to 4 feet tall and Greatgear, Mekkatorque.
average around 40 pounds. Your size is Small.

CHAPTER 1: STEP-BY-STEP CHARACTERS | GNOME


17
Affiliation. Independent or Horde. Goblin cartels serve as
political bodies, and so far, the only cartel that chose to join

GOBLIN the Horde was the Bilgewater cartel.


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

Ability Score Increase. Your Intelligence score increases


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

CHAPTER 1: STEP-BY-STEP CHARACTERS | GOBLIN


18
HUMAN TRAITS
Ability Score Increase. Two different ability scores
increase by 1.
Age. Humans reach adulthood at the age of 15, and live up

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

CHAPTER 1: STEP-BY-STEP CHARACTERS | HUMAN


19
Size. Orcs are somewhat larger and bulkier than humans,
ORC and they range from 5 to well over 6 feet tall. Your size is
“Lok’tar ogar!” Medium.
Speed. Your base walking speed is 30 feet.
To their enemies, they are brutal and fearsome opponents,
Darkvision. You have superior vision in dark and dim
without parallel in their ferocity and cunning. To their allies,
conditions. You can see in dim light within 60 feet of you as
they are noble and honorable, following the traditions of a
if it were bright light, and in darkness as if it were dim light.
rediscovered past.
You can’t discern color in darkness, only shades of gray.
The orcs of Azeroth are part of a race that has once again
Menacing. You gain proficiency in the Intimidation or
found its true spirit, shunning the cruel practices of arcane
Insight skills, and may can use Strength or Stamina for
and demonic magic for the paths of wisdom and power.
Intimidation checks instead of Charisma for Intimidation
Some orcs still hang on to the arcane practices of the past,
checks.
but their time is fading.
Warrior Tradition. You may choose two of the below
The concept of honor pervades all echelons of orcish
warrior talents. You are treated as a 1st level warrior for
society. Even the naming of an orc is temporary until he has
these effects (unless you later take a level in warrior).
performed a rite of passage. Once an orc has brought honor
to his name and the name of his clan, the elders give him a • Aggressive. You gain the aggressive warrior talent of the
second name based upon his deed. For an orc, honor is as same name.
important as his clan, and most will die defending either • Berserker Rage. You gain the berserker rage warrior talent
clan or personal reputation. This is a new development for of the same name. If you later gain the talent, increase the
the orcs; before, when led by the forces tainted by the total times you can rage before a long rest by 1. You may
Burning Legion, the orcs were a bestial force barely also cast spells while raging, but this requires a
controlled by demonic magic. concentration check (DC 10 + spell level).
As one of the orcish people, you may hail from the exodus • Brutal Critical. You gain the brutal critical warrior talent of
lead by Warchiefs Thrall and Grom Hellscream, and belong the same name.
to the core tribes that form the new Horde, such as the • Relentless. You gain the relentless warrior talent of the
Warsong Clan, Frostwolf, and Bleeding Hollow Clan, or you same name. If you later gain the talent, you reduce the
may belong to one of the sinister demon-worshipping tribes, base DC by 5.
such as the Laughing Skull or the Burning Blade Clans. • Shock Resistant. You gain the shock resistant warrior
Alternatively, you may belong to one of the clans who have talent of the same name.
never left their homeland of Draenor, such as the Mag’har,
Orcish Combat Training. You have proficiency with the
who are brown in color. The greater the influence of fel on
battleaxe, handace, attack claws, and the shortbow.
orcs, the brighter green their skin becomes. Some other
Languages. You can speak, read, and write Common and
clans have differently-colored skins, such as gray with yellow
Orcish. Orcish is a harsh, grating language with hard
eyes (Dragonmaw Clan) or pale white (Shattered Hand
consonants.
Clan).

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

CHAPTER 1: STEP-BY-STEP CHARACTERS | ORC


20
PANDAREN TRAITS
PANDAREN Ability Score Increase. Your Stamina score increases by 2,
and your Spirit by 1.
“You seem a little parched.” Age. Pandaren reach adulthood on about the age of 80,
As a Pandaren, you are an honorable and filled with a love and can live up to be 350.
of good company, good food -- and every now and then, a Affiliation. Independent, Horde, or Alliance. Pandaren
good friendly brawl. drift across affiliations, doing whatever they wish and
The pandaren have been content to live in seclusion, making friends in either sides.
allowing their culture to flourish and thrive away from the Size. Your size is medium. Pandaren average 5 1/2 feet in
influence of the outside world. height, and make assured and precise movements, despite
However, every now and then, a pandaren is born with a them often reaching the weight of 400 pounds.
thirst for adventure that rivals his or her thirst for a strong Speed. You have a base walking speed of 30 feet.
drink, and he or she strikes out to explore beyond Bouncy. You can use your reaction when you fall to
Pandaria’s shores. One of the most famous of such reduce any falling damage you take by an amount equal to
wanderers was the brewmaster Chen Stormstout, who set five times your Stamina modifier.
out looking for exotic ingredients for his special ale and Inner Peace. You have proficiency with the Insight and
wound up an integral part of the founding of the Horde. Perception skills. In addition, while you are wearing light or
During the bleak days that preceded the sundering of the no armor, you gain a +1 bonus to Armor Class.
world, when demons flooded onto Azeroth and threw the Feat. You may choose one of the following feats: Tavern
entirety of the mortal realm into jeopardy, the last Emperor Brawler, Grappler, or Brew Mastery (if your starting class is
of the pandaren discovered a way to protect his land from monk).
devastation. His deal with fate shrouded his land within an Languages. You can speak, read, and write Common and
impenetrable mist for ten thousand years, but the nature of Pandaren.
his transaction has left Pandaria haunted ever since.
As a Pandaren, you may have been one of the wanderers Male Names. Huojin, Aiguo, Dac Kien.
that left the misty island to explore the outside world and Female Names. Jinjing, Xueyou, Ling, Vuong.
bring news back home. Family Names. Stoneclaw, Firespear, Silentrunner,
Your allies might wonder from where you came and Winterwalker, Rainsword, Brewscroll, Whitebrow.
whether they could visit your home, you know that the mists
shall only lift when the time is right.

CHAPTER 1: STEP-BY-STEP CHARACTERS | PANDAREN


21
TAUREN Speed. You have a base walking speed of 30 feet.
“Walk with the earth mother.” Endurance. Your hit point maximum increases by 1, and
it increases by 1 every time you gain a level. You also have
The plains of Kalimdor have long been a home to these
resistance against poison damage.
tremendous nomads. The tauren are a race of shamans,
Gore. You can use an attack action to make a gore attack
hunters and warriors who long ago developed a complex
with your horns. It is a melee unarmed attack that deals 1d8
culture and system of living without the aid of stonework,
piercing damage plus your Strength modifier. If you used the
steel or conquest. This is not to say that the tauren are a
Dash action before the attack (such as spending last round
race of pacifists, for when they are angered they are capable
to approach or having the ability to use it as a bonus action),
of retaliating with swift and decisive brutality.
you may also use the Shove action. This is a strike effect.
As one of the Tauren peoples of Kalimdor, you prefer to
Plainswalker. Tauren can reach prodigious speed when
act instead of talk, and seem to be brooding for most
continually moving. If you use the Dash action once per
observers. Tauren rarely speak unless there is a true reason
round for at least three rounds, you gather enough
to, preferring to act instead of talk. However, once a tauren
momentum to add a + 10 bonus to your land speed, allowing
has learned to interact with a companion, there seems to be
you to travel as fast as a wolf (Speed 40). This bonus ends if
a more open and enthusiastic exchange of words.
you stop moving for any purpose. While benefitting from this
TAUREN TRAITS speed, you are treated as if you are dashing for the purposes
of the gore ability, and also have advantage to saving throws
Ability Score Increase. Your Strength score increases by 2
versus exhaustion from forced marches.
and your Spirit score score increases by 1.
Self-Mastery. You have proficiency with one of the
Age. A Tauren typically claims adulthood around the age
following skills and one of the following tools:
of 50 and can live to be 150 years old.
Affiliation. Horde. When the tauren first encountered the • Spirit (Nature) or Spirit (Perception)
orcs of Thrall’s Horde, the tauren recognized the orcs as • Mining tools or Herbalism kit
spiritual brethren. No other race shared such a similar Warstomp. You gain the Tremor warrior talent as a 1st
outlook on the world, and the shamans of both races met level warrior. If you later gain the talent, you can use the
frequently to discuss the matters of the spirit world. While talent two additional times.
the tauren see the orcs and trolls as potential friends to Languages. Common, Taur-ahe. The language of the
welcome, they rarely trust the Forsaken with more than a tauren is often harsh and slow-sounding, which is reflected
nod and a place to set their withered feet. in the names of their children.
Size. Tauren are much larger than other races. Males
average 7 1/2 feet tall and 400 pounds, while females are Male Names. Azok, Bron, Turok, Garaddon, Hruon, Jeddek.
usually a bit shorter and lighter. Female Names. Argo, Serga, Grenda, Beruna, Halfa.
Tauren are mostly muscle, having incredibly developed Family Names. Darkthorn, Thunderhoof, Stormhorn,
physiques and brawny frames most suitable for combat. Quillsplitter, Stonebreaker, Plainstalker, Spiritwalker
They are medium sized.

CHAPTER 1: STEP-BY-STEP CHARACTERS | TAUREN


22
Each tribe includes a chieftain, who is either the most
powerful warrior in the tribe (called Shadow Hunters) or the
most accomplished spellcaster (called Witch Doctors); the
chieftain leads his soldiers in raids against other creatures.
As a troll, you are viewed as vicious, brutal and evil, and
history lends credence to this reputation. Waging constant

TROLL wars against civilization and attempt to reclaim past glories


is a fervent call for your people, who are seen (and
Several troll subspecies exist, and they are — almost commonly are) a lurking menace in any wilderness area and
universally – considered depraved by the civilized peoples of willingly ally themselves with other dark powers to achieve
the world due to their brutality, cannibalistic ways, and use their goals.
of dark magic. Jungle trolls are humanoids that live in Darkspear trolls of the Horde, however, deny this legacy.
Azeroth’s wilderness, and Ice trolls are known as the The Horde has taught them camaraderie, restraint and, to a
descendants of a vicious civilization that (to this day) resists lesser extent, kindness. Trolls are famous for their ability to
the Lich King’s dominion in Northrend. heal their wounds rapidly.
During Thrall’s exodus from Lordaeron, the Horde
rescued the Darkspear tribe, jungle trolls who lived on one
TROLLISH TRAITS
of the many islands in the great sea from the mysterious Sea Ability Score Increase. Your Agility score increases by 1,
Witch. The Darkspear tribe owes Thrall and the orcs a great and your Stamina increases by 1.
debt, and allied themselves with the Horde in gratitude. Age. Trolls reach adulthood at the age of 18, and live up to
Their relationship with the noble orcs and tauren has begun be 80 years old.
to change the Darkspear trolls’ dark ways. Affiliation. Troll affiliations are wildly different ever since
Jungle trolls are sly and cunning, and their society is tribal the great Troll empires fell.
yet highly regimented. Size. Trolls are larger and bulkier than humans, and they
average around 7 feet tall and 200 pounds, although their

CHAPTER 1: STEP-BY-STEP CHARACTERS | TROLL


23
lanky build and slouched pose undermines their height. Female Names. Moor, Mesk, Dan, Mel, Shi, Mith, Hai, So,
Your size is Medium. Lith, Arn, Din, Mak.
Speed. Your base walking speed is 30 feet. Family Names. Trolls usually employ titles rather than
Darkvision. You have superior vision in dark and dim family names, but commonly take their tribe name as a
conditions. You can see in dim light within 60 feet of you as family name.
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. SUBRACE
Warrior Culture. You can gain one of the below abilities. Ancient divides among the troll-folk resulted in two main
• Berserker. You can rage as if you had the berserker rage subraces: forest trolls, and ice trolls. Choose one of these
subraces.
warrior talent as a 1st level warrior. If you gain the talent,
Note. Jungle trolls are treated as forest trolls.
you increase the total times you can rage by 1. Your rage
also increases the damage of ranged thrown attacks as if FOREST TROLL (DARKSPEAR)
they were melee weapon attacks (so long as they use “What’cha want me do?”
Strength).
As a forest troll, you belong to the Darkspear tribe or its
• Naturally-Attuned. You gain a favored terrain, as a 1st level
associates.
hunter. If you ever become a hunter or gain a favored
Ability Score Increase. Your Agility score increases by 1
terrain, you may choose another while retaining this
Affiliation. Horde or Independent. Darkspear jungle trolls
bonus.
are steadfastly loyal to the orcs. Though they practice
voodoo and many retain their savage natures, Thrall lets
them live in his borders and generally do what they want.
They feel a great debt to the orcs, and their time fighting
alongside the tauren has made them friends of these
creatures as well. They are suspicious of the Forsaken, but
so is everyone else.
Dark Promise. Forest trolls have innate aptitudes that
usually only show when they develop. Choose one of the
below abilities.

• You have proficiency with alchemist’s supplies and the


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

CHAPTER 1: STEP-BY-STEP CHARACTERS | TROLL


24
Affiliation. Independent or Alliance. The Worgen of
Gilneas re-joined their brethren of the Alliance once the
Worgen Curse spread through their people, but in most
cases, Worgen prefer to cater to their own hungers and
ambitions.
Size. Worgens are about the same size as humans when
WORGEN in humanoid and Worgen form. Your size is Medium.
Speed. Your base walking speed is 30 feet.
“Get gabbin’ or get going.” Darkvision. Your curse grants you the ability to see in
The worgens’ first verified appearance in the Eastern dark conditions. You can see in dim light within 60 feet of
Kingdoms has been traced back to the Third War, when the you as if it were bright light, and in darkness as if it were
archmage Arugal utilized the wolf-beasts as a weapon dim light. You can’t discern color in darkness, only shades of
against the Scourge. Arugal's weapons soon turned against gray.
him, however, as the curse of the worgen rapidly spread Aberration. You have advantage to saves against poisons
among the human population, transforming ordinary men and resistance against poison damage.
and women into ravenous, feral creatures. Arugal adopted Worgen Form. On your turn, you can shift from human
many of the worgen as his own and retreated to the former form to worgen form as a bonus action. Shifting lasts until
mansion of Baron Silverlaine, the estate now known as you end it on your turn as a bonus action. While shifting, you
Shadowfang Keep. The curse, however, was not contained. gain temporary hit points equal to your level + your Stamina
It persisted in the lands of Silverpine and extended even into bonus (minimum of 1), although you can only gain
the walled nation of Gilneas, where the curse rapidly temporary hit points once per long rest, regardless of how
reached pandemic levels. many times you shift to worgen form. You also gain features
The citizens of the human nation of Gilneas found described below.
themselves trapped, with no hope of escape. They retreated
• You can roll a 1d6 dice for your unarmed attack when you
deeper within the isolated domain, and there they survived,
bite (piercing damage), or a 1d4 for your unarmed attack if
fearful of the savage presence that lurked just outside the
you use your claws (slashing damage). These can replace
barricades. Tensions among the displaced citizens escalated
your original human natural attacks.
over time, resulting in a civil war that now threatens to
• When you use the Attack action with an unarmed strike
destabilize the embattled nation even more.
with your natural weapon on your turn, you can make
Records indicate that the worgen, a race of lupine
another unarmed strike as a bonus action.
humanoids, existed for a time in Kalimdor. Other evidence
For example, if you take the Attack action and attack with
also suggested that the Worgen were from a different world
your claws, you can also make an unarmed strike (bite) as
that came through portals by Archmage Arugal. More recent
a bonus action, assuming you haven't already taken a
evidence suggested that their true origin might have a
bonus action this turn.
connection to the night elves and a secretive druidic order
• You can use the Dash action as a bonus action.
from Kalimdor's distant past.
• Any attack you make with your claw can grapple a target if
It were the night elves who (by happenstance) created the
they are your size or smaller.
curse in the first place. Obliged to help their newfound allies,
• Your natural weapon dice increases in strength as if you
they re-introduced them to the Alliance.
were a monk equal to your level for your claw attack, or a
There are those among the Gilneans, however, who cling
monk four levels higher for your bite attack. For example,
to hope. Many believe that a cure for the worgen curse may
a 7th level Worgen warrior’s claws deal 1d6 damage (from
exist, although others have nearly given up, fearful that if
1d4), and their bite deals 1d8 damage.
they should lose hope, their humanity will be lost forever.
• If you have a magic weapon, you can fold its power into
WORGEN TRAITS your form while you are shifting. While shifted, you cannot
use the magic weapon, but can treated your unarmed
Ability Score Increase. Your Agility score increases by 2 attacks as if magical.
and your Strength score increases by 1.
Age. As humans Languages. You can speak, read, and write Common and
one other language of your choice.

CHAPTER 1: STEP-BY-STEP CHARACTERS | WORGEN


25
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

Worgen names follow the same conventions as human


names.

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

CHAPTER 1: STEP-BY-STEP CHARACTERS | HALF-BREED RACE


26
Chapter 3: CLASSES
Specializations in Warcraft act as sub-classes for most With this optional rule, you may exchange class features
intents and purposes. Some subclasses are racially-locked, gained from archetypes (paths, circles, traditions, etc.) to
and thus can only be entered by fulfilling a racial grant access to a talent, but only if the class already has the
requirement. ability to gain talents (such as the Hunter, Rogue, or
Classes in Azeroth have different names (as noted in the Warrior), and only once per level. Paths, Archetypes, and
introduction), and sometimes different abilities. These are Circle Features. Class features gained from archetypes
noted below. (regardless of being named paths, circles, traditions, etc.)
can be sacrificed to grant access to a class talent, but only if
OPTIONAL RULE: MORE TALENTS the class already has the ability to gain talents (such as the
Talents allows customizing your character in a more Hunter, Rogue, or Warrior).
freeform way than multiclassing.

ALCHEMIST (ALC) CREATING AN ALCHEMIST


Alchemists are students, researchers, and scientists of the QUICK BUILD
mysterious science of alchemy. You can make an alchemist quickly by following these
To choose to alchemist class is to be more than a dabbler suggestions. First, Intelligence should be your highest ability
in the art of alchemy—they are utilizers of strange score. Make Agility your next-highest if you want to use
techniques that would empower themselves and their allies, ranged or finesse weapons, or focus on throwing potions
experienced craftspeople who can make potions for and explosives. Use Strength instead if you wish to
fractions of the normal time and cost, and some have even empower yourself in battle and engage in combat via the
modified their bodies to make full use of their skills. mutate spell. Second, choose the guild artisan or scholar
Creating poisons, potions, special explosives, and backgrounds.
empowering substances, alchemists are either curiosities,
prized members of society, or reclusive, feared experts in CLASS FEATURES
unstable weird sciences. Alchemy itself is does not fall
As an alchemist, you have the following class features.
strictly in one end between science and magic, but is a
potent force nonetheless. HIT POINTS
Alchemists support soldiers and adventurers, and could Hit Dice: 1d8 per alchemist level
easily take to the field themselves, brewing and concoct Hit Points at 1st Level: 8 + your Stamina modifier
potions, poisons, and poultices to support (or create) allies Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
on the field. Some work to support their communities, modifier per alchemist level after 1st
others attempt to replicate (or surpass) the work of the
Scourge's necromancers, and others focus on self-
empowering through strange concoctions they imbibe.

CHAPTER 3: CLASSES | ALCHEMIST (ALC)CLASS FEATURES


27
THE ALCHEMIST
Proficiency Caster Level
Level Bonus Rarity Features (Spell Level)
1st +2 Common Alchemy, Cantrips, Quick Potions, Weird Science 1 (1st)
2nd +2 Common Quick Alchemy 2 (1st)
3rd +2 Common Alchemy Path 3 (2nd)
4th +2 Common Ability Score Improvement 4 (2nd)
5th +3 Uncommon — 5 (3rd)
6th +3 Uncommon Path feature 6 (3rd)
7th +3 Uncommon Mettle 7 (4th)
8th +3 Uncommon Ability Score Improvement 8 (4th)
9th +4 Rare Multiple Potions 9 (5th)
10th +4 Rare Path feature 10 (5th)
11th +4 Rare Expert Chemist 11 (6th)
12th +4 Rare Ability Score Improvement 12 (6th)
13th +5 Very Rare Internal Clock 13 (7th)
14th +5 Very Rare Path feature 14 (7th)
15th +5 Very Rare — 15 (8th)
16th +5 Very Rare Ability Score Improvement 16 (8th)
17th +6 Legendary — 17 (9th)
18th +6 Legendary Internal Clock (no reaction) 18 (9th)
19th +6 Legendary Ability Score Improvement 19 (9th)
20th +6 Legendary Synthesized Potions 20 (9th)

PROFICIENCIES This is usually done by crafting miniature versions and


Armor: Light armor preparing them in potions, to be released and used in
combat by breaking a potion vial.
Weapons: Simple weapons, hand crossbows, maces,
Creatures bound by alchemy are usually stored in liquid-
explosives, and short swords.
Tools: Alchemist's supplies and poisoner’s Kit filled vats, left inert or waiting until the warded glass is
broken, or if a trap or alarm is sprung.
Saving Throws: Intelligence, Stamina
Skills: Choose four from Acrobatics, Athletics, Insight,
Investigation, Medicine, Perception, Persuasion, Sleight
of Hand, and Stealth.

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

• (a) A club or (b) a shortsword


• (a) A sling or (b) a hand crossbow with 20 bolts
• (a) A dungeoneer’s pack, or (b) an explorer’s pack
• Leather armor, alchemist's supplies

ALCHEMY
CANTRIPS
At 1st level, you know a number of cantrips equal to your
proficiency bonus. As normal for alchemist spells, you
cannot cast them, but can turn them into potions. Cantrips
do not require a formula book, and are always memorized.

CONJURING AND BINDING


An alchemist can conjure and bind aberrations, constructs,
elementals, humanoids, monstrosities, oozes, plants, and
undead.

CHAPTER 3: CLASSES | ALCHEMIST (ALC)


28
PREPARING AND CASTING SPELLS These potions are unstable, and are instantly recognizable
Each alchemist level provides you with one caster level in upon sight by those who have even passing knowledge of
the alchemist class (minimum 1). You follow the normal alchemy (either by looking too watery, bubbly, or whatever
progression to unlock spell levels (see the table under the form quick potions take in the setting).
Mana section). You may not prepare spells, but can brew
them into potions, so long as you have your formulae book
WEIRD SCIENCE
or have memorized the formula. Also at 1st level, you may choose a weird science or avenue
When you level up, you can exchange a spell known with of natural talent to focus your alchemical powers upon.
another you qualify for. You cannot otherwise change your Choose one of the following choices.
alchemist spells other than by leveling up and exchanging
• Homunculus. You gain a companion that is a humanoid,
them, or by training under another alchemist, fiend,
undead, or construct. See Bound Companions for more
celestial, or undead creature (see tutorship under magic).
details. The companion can use your potions as if it was
SPELLCASTING ABILITY you. A homunculus can be a humanoid (a charmed
Intelligence is your spellcasting ability for your alchemist humanoid, ogre, an alchemically-created gargoyle, a
spells, since your powers draw upon your scientific prowess. potion-fueled zombie, or some Frankenstein-like creature
You use your Intelligence modifier whenever a spell refers to of your design). Its CR is equal to 1/4th your alchemist
your spellcasting ability. In addition, you use your level, and it retains a shadow of free will, but can be
Intelligence modifier when setting the saving throw DC for commanded to go against its nature (or what it perceives
an alchemist effect you create and when making an attack as its nature) with a DC 15 Charisma check. Bonding with
roll with one. a homunculus requires spending one hour communicating
with the creature by means it can understand, and
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier spending the next seven hours in bonding activities
(fixing/healing/conversing/etc.).
Spell attack modifier = your proficiency bonus + your
• Explosive Potions. You can quick create Explosion
Intelligence modifier
potions. This feature can be used the same number of
SPELLBOOK – FORMULA BOOK times as the Quick Potions feature. Unlike normal quick
At 1st level, your formula book contains four 1st-level potions, these potions can be created and thrown (as a
alchemist spells of your choice. When you level up, you gain ranged attack) in with a single attack action.
2 additional alchemist spells of your choice. You may also You also memorize the explosion spell, and can add it to
acquire new spells by research, tutelage, or by deriving your formula book.
formulae from the spellbooks and scrolls of spellcasters who • Quick Reactions. You also gain the flash bomber rogue
have spell versions of the formulae on your spell list. talent, but it may only be used with alchemical items.
Your formula book is effectively your spellbook, and you
may add spells by studying with it and replicating QUICK ALCHEMY
experiments found in other formula books. Starting at 2nd level, your ability to whip up quick potions
increases your efficiency in creating normal potions. You
QUICK POTIONS reduce the base cost to create potions from one-quarter that
Also at 1st level, you create quick potions with less of an item of the same quality to one-eighth, and crafting
preparation than normal. This costs an action (or the casting them is one step of complexity faster. This does not reduce
time of the spell, whichever takes longer) to create the quick the cost of spell material components.
potion. The potion’s spell level is limited to the maximum
alchemist spell level you can access. You can use this ALCHEMY PATH
feature a number of times equal to your proficiency bonus. When you reach 3rd level, you walk a path that defines you
You regain expended uses after you complete a short or long as your path of alchemy. Up to this time you have been in a
rest, so long as you have alchemist’s supplies. You can have preparatory stage, committed to a path but not yet fully
one active potion through this feature at any given time. enveloped in it. Now you choose the Path of the Mutant for
Quick potions do not cost money or mana, except if the self-transmutation and improving your combat abilities, Path
spell has material components (which must be provided as of the Transmutor for theoretical pursuits and advanced
normal). A quick potion is best used by you, and has a 50% alchemical effects, or Path of the Apothecary to go beyond
failure chance when used by another character (including morality and mortality and dabble in death and life magics,
other alchemists). You can turn a quick potion into a regular all detailed at the end of the class description.
potion (though this takes the normal crafting time and costs Your choice grants you features at 3rd level and again at
associated). 6th, 10th, and 14th level. Those features include path spells.

CHAPTER 3: CLASSES | ALCHEMIST (ALC)


29
PATH SPELLS SYNTHESIZED POTIONS
Each path has a list of associated spells. You gain access to
Starting at 20th level, you can create synthesized potions. A
these spells at the levels specified in the path description.
synthesized potion has the benefit of one potion of a specific
Once you gain access to a path spell, you always have it
rarity, and includes the effect of another potion of a rarity
known and memorized. Path spells do not need to be stored
two steps below. For example, the rare-quality Globe of
in the alchemical notebook.
Invulnerability potion can be synthesized with a common
If you gain a path spell that doesn’t appear on the
quality healing potion. This costs the normal cost of the
alchemist spell list, the spell is nonetheless an alchemist
potion plus half the cost of the secondary potion.
spell for you.
You can possess an indefinite number of synthesized
ABILITY SCORE IMPROVEMENT potions, but create only one every 24 hours.

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.

METTLE
Starting at 7th level, your exposure and experimentations
in alchemy left your body more resilient to certain effects,
such as a rogue’s poison gas or a stinking cloud spell.
When you are subjected to an effect that allows you to
make a Stamina saving throw to take only half damage or a
reduced effect, you instead take no damage or effect if you
succeed on the saving throw, and only half damage (or the
reduced effect) if you fail.
For example, a clay golem’s reduction to maximum hit
points is negated on a successful saving throw, and you
take half the effect if you fail.

MULTIPLE POTIONS
Starting at 9th level, you may maintain two quick potions at
the same time.

EXPERT CHEMIST ALCHEMY PATHS


Starting at 11th level, whenever you deliver a poison,
disease, or potion, you increase the DC, damage, or duration PATH OF THE APOTHECARY
of the effect increases by 2 points or two rounds (if possible). You recognize no boundary of morality or faith in your
pursuit of weird science. Reaching beyond the realms of
INTERNAL CLOCK experiment to dissect the supernatural, you employ
Starting at 13th level, whenever you make a potion and necromancy, soul magic, and unusual diseases and poisons.
consume it, you can choose to keep its effects latent until a Apothecaries usually dress as plague doctors or
condition you specify. When said condition comes to pass, experimenters, dealing with death and strange occult things
the potion activates as if you just consumed it, and costs you for reasons only they know.
a reaction.
You can have a number of potions stored this way equal to APOTHECARY PATH SPELLS
your proficiency bonus. If the potion has a casting time more Level Spells
3rd animate undead, curse of agony
than 1 action, it must remain latent for a minimum duration
5th rune array (vampiric), ray of enfeeblement
equal to the casting time first. These potions do not incur 9th feign death, stinking cloud
miscibility, even if consumed at the same time. 13th confusion, cripple
Starting at 18th level, activating a potion on your internal 17th contagion, flesh to stone
clock costs no reaction.

CHAPTER 3: CLASSES | ALCHEMIST (ALC)


30
PLAGUE ZOMBIES PATH OF THE MUTANT
Upon gaining this archetype at 3rd level, you learn to imbue
You push your body past the normal limit—mutation is no
any undead creature you create or control by your potions
mere rage of chemical reaction; it is a secret science only
with any poison or disease of your choice.
you know. Mutants are often ostracized by society, which
You may imbue any corporeal undead with one dosage of
sees such unstable people to be dangerous and fickle in their
a poison or disease per proficiency bonus, and allowing the
moods.
creature to act as a carrier. It can then apply the poison,
depending on the poison’s vector, as below: MUTANT PATH SPELLS
• Inhaled poisons or diseases can be exhaled as an action, Level Spells
3rd absorb elements, mage armor
affecting creatures it within 5 feet.
5th alter self, berserker rage
• Contact poisons or diseases can be delivered with a 9th fly, gaseous form
successful attack that inflicts the disease. The attacker 13th cripple, stoneskin
cannot add their ability modifier to damage for this touch 17th flesh to stone, true seeing
attack.
GREATER MUTATE
• Ingested poisons or diseases can be projected onto edible
Upon gaining this archetype at 3rd level, you treat any
food or drink as an action; affecting a well can affect up to
mutate spell you benefit from as if it were heightened one
three people per dose.
level for no cost. This also applies to any homunculus you
• Injury poisons or diseases can be delivered with a
have. You furthermore have the mutate spell memorized.
successful attack; one dose is delivered with each
successful attack. MUTATE POTION
REPAIR FLESH
Also starting at 3rd level, your alchemist spells that heal the
living on your spell list can heal the undead and constructs
(such as rejuvenation and heal).

NECROMANCY MASTERY
Starting at 6th level, you add all necromancy spells from the
Mage spell list to the Alchemist spell list, and can make
potions out of them.

BIOHAZARD
Starting at 10th level, 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 a number of doses of
the chosen poison or disease equal to your proficiency
bonus, with no maximum rarity higher than your maximum
potion rarity, or DC higher than 10 + half your class level.
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. Gaining acquired immunity
to poisons or diseases also requires only one-quarter the
normal time.
Also starting at 3rd level, you can spend a use of your quick
See the Poisoner’s Kit for the ability to gain immunities
potions ability to change any potion you have into a potion of
against diseases or poisons.
the rejuvenation spell. The spell level is unchanged, up to
SOUL SCIENCE the maximum spell level of the spell you can access. You
Starting at 14th level, whenever you create or summon also add the rejuvenation spell to your formula book, if you
undead or constructs via alchemy (conjure spell), you may didn’t already have it.
grant the creature gain Blindsight against living and undead
SUPER MUTANT
creatures, as well as constructs and devices that work off an
Starting at 6th level, you can attack twice, instead of once,
electrical source.
whenever you take the Attack action on your turn. This only
applies when you benefit from the mutate spell.

CHAPTER 3: CLASSES | ALCHEMIST (ALC)


31
Also, you no longer gain exhaustion from the berserker you) gains a benefit of your choice as long as the stone is in
rage spell. the creature’s possession.
When you create the stone, choose one benefit from the
BATTLE CHEMIST
following options:
Starting on 10th level, you gain the flash bomber talent as
the rogue talent of the same name. This can stack with the • Greater Stamina. Proficiency in Stamina saving throws.
Weird Science feature. • Greater Resistance. Resistance to acid, cold, fire, lightning,
Also, whenever you are in the area of effect of the or thunder damage (your choice whenever you choose this
explosion spell (regardless of origin), you can benefit from benefit).
the berserker rage spell for 3 rounds. • Alchemical Suffusion. You may suffuse the stone with your
blood and power. So long as the creature holds the stone,
GREATER INTERNAL CLOCK
they may command it to create a quick potion, drawing
Starting at 14th level, you treat your proficiency bonus as if
from your daily reserve. This may be used without your
2 points higher for the purposes of how many potions you
consent, though you may sever the bond between you and
can have active under your Internal Clock ability. Also, your
the alchemist’s stone at the end of a short rest.
Internal Clock ability would activate, you may choose to
withhold benefitting from it up to 1 minute. If you do not If you die, the alchemist stone remains active, but this
declare use of the ability (reaction if not in your turn, bonus benefit can be used once every week.
action if it is) it fades at the end of the duration.
SHAPECHANGER
PATH OF THE TRANSMUTOR At 10th level, you add the polymorph spell to your formula
book, if it is not there already. You may manifest the spell on
Whereas the apothecary dabbles with the line between life yourself and transform into a beast whose Challenge is 1 or
and death, and the mutant experiments on themselves, you lower without spending a potion or using your Quick Potions
handle alchemy as a science and a tool, and are considered feature.
a more ‘classical’ alchemist. Transmutors are appreciated in Once you cast polymorph in this way, you can’t use this
societies, often serving in courts or in magical circles to feature again until you finish a short or long rest.
quantify the true nature of alchemy, sicknesses, and magic.
In adventuring parties, they often focus on support. GREATER ALCHEMIST’S STONE
Starting at 16th level, you can use your action to consume
TRANSMUTOR PATH SPELLS the reserve of power stored within your alchemist’s stone in
Level Spells a single burst. Any alchemist stone you create has one of the
3rd fog cloud, holy light following abilities. Using one ability consumes the stone.
5th create food and water, see invisibility
9th haste, revivify • Major Alchemy. You can transmute one nonmagical
13th polymorph, resilient sphere object—no larger than a 5-foot cube—into another
17th modify memory, telepathic bond
nonmagical object of similar size and mass and of equal or
FORTIFYING CHEMISTRY lesser value. You must spend 10 minutes handling the
Upon gaining this archetype at 3rd level, you may enhance object to transform it.
any potion crafted by you to grant the imbiber temporary hit • Panacea. You remove all curses, diseases, and poisons
points equal to your alchemist level. These hit points remain affecting a creature that you touch with the alchemist’s
for one hour, and cannot exceed double the target’s stone. The creature also regains all its hit points.
maximum hit points. Once a creature benefits from this • Restore Life. You cast the resurrection spell on a creature
bonus, they cannot benefit from it again until they complete you touch with the alchemist’s stone, without expending a
a short rest. potion or needing to have the spell in your formula book.
You also gain proficiency in Strength saving throws. • Restore Youth. You touch the alchemist’s stone to a willing
creature, and that creature’s apparent age is reduced by
MEDICAL EXPERT
3d10 years, to a minimum of 13 years. This effect doesn’t
Also starting at 3rd level, you gain proficiency with an
extend the creature’s actual lifespan.
herbalism kit and the Spirit (Medicine) skill, if you didn’t
already have proficiency. Whenever you use a healer’s kit, You may also crush the alchemist’s stone and add one of the
you can roll a DC 20 Intelligence check with alchemist above benefits to one potion you choose, coloring it in the
supplies. If you succeed, you do not expend a use of the kit. same shade of the stone (so long as the target qualifies). You
can have only one potion imbued with an alchemist’s stone
ALCHEMIST’S STONE
at any given time.
Starting at 6th level, you can spend 8 hours creating an
alchemist’s stone. Any creature holding the stone (including

CHAPTER 3: CLASSES | ALCHEMIST (ALC)


32
DEATH KNIGHT (DKN)
Powerful war-trained men and women bound with evil and
suffused with the powers of necromancy, Death Knights are
twisted soldiers who are bound to the evil will of the Lich
King for all time. Bestowed with black, vampiric Runeblades
and shadowy steeds, they serve as the Scourge's mightiest
generals.

CORRUPTION
Upon gaining a level in this class, you may permanently
pledge your soul as well, turning yourself into an undead
creature (permanently gaining the below Undead Nature
ability, and counting as the undead creature type).

UNDEAD NATURE
You don’t require air, food, drink, or sleep. You are also
immune to nonmagical poisons and diseases, and have
advantage to effects that cause the exhausted and poisoned
conditions.
Also, an uncorrupted draenei who takes on the mantle of
death knight may alter their Gift of the Naaru ability, casting
the death hex spell instead, as the draenei takes a unique
shadow-fel shade of their Eredar heritage in exchange of the
holy powers of the Naaru. This extremely uncommon
sacrifice also takes its toll on the draenei’s body, slowly
morphing their appearance through extended exposure to
fel magic to be more like the Eredar, but turning their skin
sickly pale blue instead of red.

CREATING A DEATH KNIGHT


QUICK BUILD
You can make a death knight quickly by following these
suggestions. First, Strength should be your highest ability
score, followed by Charisma. Second, choose the noble or
criminal background.

CLASS FEATURES
As a death knight, you have the following class features.

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

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

CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


33
THE DEATH KNIGHT
Proficiency Caster Level
Level Bonus Features (Spell Level)
1st +2 Divine Sense, Corrupting Touch —
2nd +2 Fighting Style, Runic Strike, Spellcasting 1 (1st)
3rd +2 Aura (Abandonment), Dark Path 2 (1st)
4th +2 Ability Score Improvement 2 (1st)
5th +3 Extra Attack 3 (2nd)
6th +3 Cursed Carrier, Aura (Necrotic) 3 (2nd)
7th +3 Dark Path feature 4 (2nd)
8th +3 Ability Score Improvement 4 (2nd)
9th +4 — 5 (3rd)
10th +4 Aura (Unholy) 5 (3rd)
11th +4 Improved Runic Strike 6 (3rd)
12th +4 Ability Score Improvement 6 (3rd)
13th +5 — 7 (4th)
14th +5 Dispelling Touch, Aura (Distracting) 7 (4th)
15th +5 Dark Path feature 8 (4th)
16th +5 Ability Score Improvement 8 (4th)
17th +6 — 9 (5th)
18th +6 Aura (Vulnerability), Aura improvement 9 (5th)
19th +6 Ability Score Improvement 10 (5th)
20th +6 Dark Path feature 10 (5th)

EQUIPMENT You know the type (celestial, fiend, or undead) of any


You start with the following equipment, in addition to the being whose presence you sense, but not its identity (the lich
Kel’Thuzad, for instance). Within the same radius, you also
equipment granted by your background:
detect the presence of any place or object that has been
• (a) a martial weapon and a shield or (b) two martial consecrated or desecrated, as with the hallow spell.
weapons You can use this feature a number of times equal to 1 +
• (a) five javelins or (b) any simple melee weapon your Charisma modifier.
• (a) a priest’s pack or (b) an explorer’s pack When you finish a long rest, you regain all expended uses.
• Chain mail and an unholy symbol
CORRUPTING TOUCH
Special: One (or both, if using two weapons to fight) of
your starting weapons is a runeblade, a sword imbued with Your cursed touch can cause unholy wounds. As an action,
the power of the Lich King and his blessing. Runeblades you may perform a corrupting touch on a target, investing
have three benefits: them with damaging energies. For every mana point you
spend for Corrupting Touch, you heal a number of hit points
• They serve as spellbooks and store spells (as described equal to your proficiency bonus if targeting an undead or
under Spellcasting). fiend. Amount you heal is instead treated as shadow damage
• You gain advantage to saving throws against any effect that for living creatures (in which case, this requires a melee
controls your character or alters their alignment against spell attack). Excess hit points are lost. When performing
the Lich King’s will while using them. Corrupting Touch on yourself, this is instead a bonus action,
• The blade serves as an unholy symbol. and you are always healed by this ability, regardless of your
• The runeblade is a greater attunement weapon (see creature type.
Chapter 5: Equipment). Alternatively, you can expend the mana to inflict one
DIVINE SENSE disease or one poison of your choice. Each disease or poison
requires spending mana points equal to one-quarter the
The presence of strong evil registers on your senses like a saving throw DC of the poison or disease. You may inflict
noxious odor, and powerful good rings like heavenly music multiple diseases or poisons this way. You can choose be a
in your ears. As an action, you can open your awareness to carrier to up to three separate poisons or diseases on your
detect such forces. Until the end of your next turn, you know person. You need previous exposure to a poison or disease
the location of any celestial, fiend, or undead within 60 feet to be a carrier.
of you that is not behind total cover. This feature has no effect on constructs.

CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


34
SPELLCASTING FIGHTING STYLE
By 2nd level, you have learned to draw on divine magic At 2nd level, you adopt a style of fighting as your specialty.
through meditation and prayer to cast spells as a paladin Choose one of the following options. You can’t take a
does. Fighting Style option more than once, even if you later get to
choose again.
CONJURING AND BINDING
A death knight can conjure and bind aberrations, fiends, and DEFENSE
undead. While you are wearing armor, you gain a +1 bonus to AC.

PREPARING AND CASTING SPELLS DUELING


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

SPELLCASTING ABILITY
Charisma is your spellcasting ability for your death knight
spells, since their power derives from the strength of your
convictions. 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
death knight 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 – RUNEBLADE RUNIC STRIKE


At 2nd level, your runeblade contains three 1st-level death Starting at 2nd level, when you hit a creature with a melee
knight spells of your choice. When you level up, you gain 2 weapon attack, you can expend mana equal to one death
additional death knight spells of your choice. You may also knight spell to deal shadow damage to the target, in addition
acquire new spells by research, tutelage, or from the to the weapon’s damage.
spellbooks and scrolls of spellcasters who have spells you The extra damage is 2d8 for a 1st-level spell, plus 1d8 for
can cast. each spell level higher than 1st, to a maximum of 5d8. The
Your runeblade is effectively your spellbook, and you may damage increases by 1d8 if the target is a celestial or a
add spells by scribing with runic inks. You can choose to follower of the Holy Light (or if not a follower, one who
store your death knight spells in a spellbook instead or as merely uses it).
runes on any other surface as well. If you have a rune active, you may also perform a Runic
Strike without expending mana (called Runic Release),
SPELLCASTING FOCUS
terminating the effects of the rune (plus an additional effect
You can use an unholy symbol as a spellcasting focus for
depending on the seal). Despite the name, Runic Strike does
your death knight spells, or you can treat your runeblade as
not count as a Strike effect.
your focus.

CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


35
AURA UNHOLY
At level 10, you have the aura of the unholy. All allied
Starting at 3rd level, your mastery over aura spells begins to
creatures within range gain + 10 foot movement increase on
manifest. You always have the following aura spells
their speed, and regenerate one hit point per proficiency
prepared.
bonus every hour. This does not stack with other
• At 3rd level, you always have the abandonment aura spell regenerative abilities such as restoring hit dice from resting,
prepared. and has no effect on constructs. This opposes Crusader
• At 6th level, you always have the necrotic aura spell aura, and both effects are suppressed.
prepared.
DISTRACTION
• At 14th level, you always have the distraction aura spell
At level 14, you have the aura of distraction. All hostile
prepared.
creatures suffer disadvantage on Stamina saving throws to
• At 18th level, you always have the vulnerability aura spell
maintain their concentration on spells. Once per proficiency
prepared.
bonus, you may use your reaction to force a hostile creature
ABANDONMENT to treat its spellcasting as distracted. This opposes
At level 3, you have the aura of abandonment. All hostile Concentration aura, and both effects are suppressed.
creatures take extra damage from Weapon attacks equal to
VULNERABILITY
your proficiency bonus. This opposes Devotion Aura, and
At level 18, you have the aura of vulnerability. All hostile
both effects are negated.
creatures are lightly vulnerable against one energy type
NECROTIC (choose once emitting the aura between acid, cold,
At level 6, you have the aura of necrosis. All hostile creatures electricity, or fire). Affected creatures take bonus damage
that are reduced to 0 hit points restore 1d4 hit points to you equal to double your proficiency bonus (cannot exceed
and a number of allies equal to your proficiency bonus. You double the original damage). This can be resisted to negate
do not heal if the character is stabilized. This opposes the effect once per round. This opposes Resistance Aura,
Retribution Aura, and both effects are negated. and both effects are suppressed.

CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


36
DARK PATH 1. As normal, you can’t increase an ability score above 20
using this feature.
When you reach 3rd level, you walk a path that defines you
as a death knight forever. Up to this time you have been in a EXTRA ATTACK
preparatory stage, committed to the path but not yet sworn
Beginning at 5th level, you can attack twice, instead of once,
to it. Now you choose the Path of Blood for vengeance, Path
whenever you take the Attack action on your turn.
of Frost for cool disregard for life, or Path of the Unholy to
defy the heavens, all detailed at the end of the class CURSED CARRIER
description.
Starting at 6th level, you can carry diseases in your body,
Your choice grants you features at 3rd level and again at
and spread them by touch (if contact), scratch (if injury),
7th, 15th, and 20th level. Those features include path spells
breath (if inhaled), or spit (if ingested). You can carry up to
and the Channel Divinity feature.
three diseases of your choice with this ability, above the
PATH SPELLS normal three added by Corrupting Touch.
Each path has a list of associated spells. You gain access to
these spells at the levels specified in the path description. IMPROVED RUNIC STRIKE
Once you gain access to a path spell, you always have it By 11th level, you are so suffused with the might of the Lich
prepared. Path spells don’t count against the number of King that all your melee weapon strikes carry his unholy
spells you can prepare each day. power with them. Whenever you hit a creature with a melee
If you gain a path spell that doesn’t appear on the death weapon, the creature takes an extra 1d8 shadow damage. If
knight spell list, the spell is nonetheless a death knight spell you also use your Runic Strike with an attack, you add this
for you. damage to the extra damage of your Runic Strike.

CHANNEL DIVINITY DISPELLING TOUCH


Your path allows you to channel divine energy to fuel Beginning at 14th level, you can use your action to end one
magical effects. Each Channel Divinity option provided by spell on yourself or on one willing creature that you touch.
your path explains how to use it. When you use your You can use this feature a number of times equal to your
Channel Divinity, you choose which option to use. You must Charisma modifier (a minimum of once). You regain
then finish a short or long rest to use your Channel Divinity expended uses when you finish a long rest.
again. Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC equals AURA IMPROVEMENT
your death knight spell save DC. Dark Paths act as Paladins’ Sacred Oaths, and each death
By default, you may always Turn Good, and gain an knight must choose one Dark Path starting at 3rd level.
additional choice from your Path.

CHANNEL DIVINITY: TURN GOOD DARK PATHS


As an action, you present your unholy symbol and speak a
Dark Paths act as Paladins’ Sacred Oaths, and each death
prayer censuring humanoids, celestials, and beasts, using
knight must choose one Dark Path starting at 3rd level.
your Channel Divinity. Each humanoid, celestial or beast
that can see or hear you within 30 feet of you must make a PATH OF BLOOD
Spirit saving throw.
You are a dark guardian who manipulates and corrupts life
If the creature fails its saving throw, it is turned for 1
energy to sustain themselves in the face of the enemy’s
minute or until it takes damage. A turned creature must
onslaught. Blood death knights invoke ancient legends of
spend its turns trying to move as far away from you as it can,
blood-drinking beings who are immortal on the battlefield.
and it can’t willingly move to a space within 30 feet of you. It
also can’t take reactions. For its action, it can use only the PATH OF BLOOD SPELLS
Dash action or try to escape from an effect that prevents it Level Spells
from moving. If there’s nowhere to move, the creature can 3rd bane, false life
use the Dodge action. 5th rune array (vampiric), ray of enfeeblement
9th animate undead (level 3), carrion swarm
ABILITY SCORE IMPROVEMENT 13th unhallow, black tentacles (or bloody grasp)
17th circle of power, vampiric aura
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice CHANNEL DIVINITY: BLOOD WARD
by 2, or you can increase two ability scores of your choice by You can spend a Channel Divinity use as a reaction to
enhance any aura you have to resist hostile magic. Choose
one school of magic. You can grant yourself and everyone

CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


37
within range of any aura you have advantage on saving extra cold damage equal to your proficiency bonus. You also
throws versus any magical effect from that school 1 minute. gain resistance to cold damage.

BLOOD STRIKE [STRIKE] MIGHT OF THE WASTES [STRIKE]


Beginning when you choose this archetype at 3rd level, Starting at 7th level, your frost-sharpened weapons deals a
whenever you hit a living creature with a melee weapon critical hit on a roll of 19 or 20. You also deal an additional
attack, you can spend one of your hit dice to regain health. 1d4 points of cold damage whenever you strike an enemy
You can benefit from this feature only once per round. with this. For the purposes of the Frost Presence ability, this
also slows the enemy.
BLOOD TAP
Starting at 7th level, whenever you use Death Pact to FROZEN SOUL
restore mana, the mana restored is increased by 50% (or 3 Starting at 15th level, you gain a free use of Unholy Strike
mana points per spell level). whenever you reduce a creature to 0 hit points from a cold
spell. A creature defeated this way turns into an ice statue.
WILL OF THE NECROPOLIS
You may choose to deal half of your Unholy Strike damage
Starting at 15th level, whenever you are reduced to below
in cold damage.
half hit points, you may use the death coil spell as a bonus
action instead of an action. This feature can be used once PILLAR OF FROST
per instance of you dropping below half your hit points. Starting at 20th level, you can cause ice to hang heavy on
your body. This increases your strength score by 4 to a max
LIFE STEALER
of 24 and your Stamina by 2 to a max of 22 due to the
Starting at 20th level, whenever you are dropped to 0 hit
weight of the ice.
points, you may use your Death Pact spell on any dying
creature as well as undead and fiends as a reaction. UNHOLY PATH
You may also instead tear the life from living targets
You are a pale horseman of death, leading undead troops to
within 30 ft. as a reaction, stealing a number of hit points
battle, fueled with hatred of the living. Unholy death knights
equal to ¼ their current hit points, and restoring your hit
lead armies of the dead and overwhelm their enemies.
points by the same amount.
The target may resist with an opposed Stamina saving PATH OF FROST SPELLS
throw. This may be used once per Charisma modifier Level Spells
(minimum 1) before requiring a long rest. 3rd death coil, charm undead
5th capture essence, eath shield (bone shield)
PATH OF FROST 9th bind undead (3rd level), bestow curse
13th confusion, rune array (worm)
You are a harbinger of doom, channeling runic power and 17th antilife shell, death and decay
delivering freezing weapon strikes. Frost death knights are
terrors of the frozen wastes. CHANNEL DIVINITY: BOLSTER UNDEAD
You can use a Channel Divinity use to guard undead against
PATH OF FROST SPELLS being turned, as well as empowering them. All and any
Level Spells undead under your command within 30 ft. of you may add
3rd icy touch, rune array (frozen wastes) your Proficiency bonus to attack rolls, skill checks, damage
5th unhallow, hold person
rolls, and saving throws for one minute, and may ignore one
9th blizzard, curse of the elements
13th blight, ice storm Turn Undead attempt. You cannot benefit from the numeric
17th cone of cold (howling blast), cripple bonus, but can ignore one Turn Undead attempt on use.
This bonus remains for one hour.
CHANNEL DIVINITY: FREEZE
You can spend a Channel Divinity use to cause enemies UNDEAD COMPANION.
within a 20-foot radius to be wracked with unbearable pain At 3rd level, you gain a bound companion that accompanies
as you freeze their blood. The targets must succeed a you on your adventures and can fight alongside you. The
Charisma save or suffer Disadvantage to all attack rolls and companion must be an undead that is no larger than
skill checks, and move at half movement while in the Medium and that has a challenge rating of 1/4 or lower (for
affected area. This lasts for a number of rounds equal to example, a zombie or a skeleton). See Bound Companion for
your Death Knight level. more details.
Bond. Due to your bond with the undead, you can add
FROST PRESENCE
your proficiency bonus to the undead’s AC, attack rolls, and
Starting when you gain this archetype at 3rd level, whenever
damage rolls, as well as to any saving throws and skills it is
you deal cold damage through a spell or ability, you deal an
proficient in. Its hit point maximum equals its normal

CHAPTER 3: CLASSES | DEATH KNIGHT (DKN)


38
maximum or four times your death knight level, whichever is Furthermore, whenever you start casting the animate
higher. undead spell with its normal casting time, a number of
Leveling up. Your undead companion improves in CR the zombies arise to fight for you and protect you. The number
higher your level becomes, CR equal to 1 per every 8 levels of zombies is equal to 2 per spell level. These temporary
of Death Knight (improving to ½ CR at level 4, 1 CR at level undead followers are friendly to you and your allies, and are
8, and 2 CR at level 16). When reaching 8th level, you can controlled as normal summons, but do not count against
choose a Large creature. your limit of summoned undead. The DM has the zombies’
Special. Bonding with an undead requires spending one statistics.
hour animating it, and the next hour drawing from any Once the spell’s casting time ends and you cast the
superficial memories before its death. You may raise your animate undead spell, you can use an action to maintain the
enemies to serve as undead companions, so long as their CR additional zombies. The additional zombies cannot remain
are within the above guidelines. Most death knights take more than 10 minutes.
low-level ghouls, before being able to bond with greater
UNHOLY CHAMPION
targets.
Starting at 20th level, the Lich King has blessed you with
GRAVE MARCH unholy zeal, allowing you to become surrounded with dark
At 7th level, your auras increase in strength. You may energies. As an action, you can project a thick miasma that
maintain two aura spells at once as if they cost one case of extends to any aura you have active, gaining the following
concentration. Furthermore, your allies can benefit from two benefits:
auras at a time. One of these spells must be the unholy aura
• You are instantly healed for 3d8 + 10 hit points, regardless
spell, however, and the maximum duration of the unholy
of your type.
aura spell becomes 4 hours instead of 1.
• You become resistant to damage from good aligned targets
Also, whenever in a forced march, all creatures under your
(or magical weapons).
unholy aura spell have advantage to saving throws to
• Any undead in the aura regains 2d6 hit points every round.
continue a march without suffering exhaustion.
This cannot exceed half their total hit points.
ARMY OF THE DEAD • This feature costs 5 mana points, and can remain up to 1
Starting at 15th level, your animate undead (conjure minute.
undead) spell is inherently stronger than others. If you do
not have corpses (the required material focus) for animating
undead, you can cast this spell from any place that is within
1 mile of a graveyard or mass grave, but it cannot be used on
hallowed ground. Furthermore, the earth must be loose
enough for the zombies to dig their way out.
Also, you may cast the animate undead spell as an
action. Once this feature is used, it cannot be used
again until after a short rest.

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39
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
QUICK BUILD
You can make a druid quickly by following these
suggestions. First, Spirit should be your highest ability
score, followed by Stamina. Second, choose the hermit
background.

CLASS FEATURES
As a druid, you have the following class features.

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

PROFICIENCIES
Armor: Light armor
Weapons: Clubs, daggers, darts, javelins, maces,
quarterstaffs, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Charisma, Stamina
Skills: Choose two from Arcana, Animal Handling,
Insight, Medicine, Nature, Perception, Religion, and
Survival

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

• (a) a quarterstaff, or (b) any simple weapon


• (a) five javelins or (b) a sling and 10 bullets
• Leather armor, an explorer’s pack, and a druidic
focus (idol)

CHAPTER 3: CLASSES | DRUID (DRD)


40
THE DRUID
Level Proficiency Caster Level
Bonus Features (Spell Level)
1st +2 Druidic, Spellcasting 1 (1st)
2nd +2 Wild Shape, Druidic Circle, Ancient Power 2 (1st)
3rd +2 — 3 (2nd)
4th +2 Ability Score Improvement, Wild Shape improvement (Water) 4 (2nd)
5th +3 — 5 (3rd)
6th +3 Druid Circle feature 6 (3rd)
7th +3 — 7 (4th)
8th +3 Ability Score Improvement, Wild Shape improvement (Air) 8 (4th)
9th +4 — 9 (5th)
10th +4 Druid Circle feature 10 (5th)
11th +4 — 11 (6th)
12th +4 Ability Score Improvement, Wild Shape improvement (Plant) 12 (6th)
13th +5 — 13 (7th)
14th +5 Druid Circle feature 14 (7th)
15th +5 — 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 — 17 (9th)
18th +6 Timeless, Beast Spells 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Archdruid 20 (9th)

You prepare the list of druid spells that are available for
DRUIDIC you to cast, choosing from the druid spell list. You can also
You know druidic, the secret language of druids, fey, and change your list of prepared spells when you finish a long
spirits of the wild. You can speak the language and use it to rest by meditating in nature and consulting your druidic idol
leave hidden messages. You and others who know this (treat as a spellbook). Preparing a new list of druid spells
language automatically spot such a message. Others spot requires time spent in prayer and meditation: at least 1
the message’s presence with a successful DC 15 Spirit minute per spell level for each spell on your list.
(Perception) check but can’t decipher it without magic. If
RITUAL CASTING
you can speak druidic, you can communicate one-way with
You can cast a druid spell as a ritual if that spell has the
all other druids and fey creatures, even if you don’t
ritual tag and you have the spell in your idol. You don't need
otherwise share a language. Natural beasts understand
to have the spell prepared.
simple commands in druidic.
SPELLCASTING ABILITY
SPELLCASTING Spirit is your spellcasting ability for your druid spells, since
Drawing on the divine essence of nature itself, you can cast your magic draws upon your devotion and attunement to
spells to shape that essence to your will. You cast Druid nature. You use your Spirit whenever a spell refers to your
spells. spellcasting ability. In addition, you use your Spirit modifier
when setting the saving throw DC for a druid spell you cast
CANTRIPS and when making an attack roll with one.
At 1st level, you know a number of cantrips equal to your
proficiency bonus. Spell save DC = 8 + your proficiency bonus + your Spirit
modifier
CONJURING AND BINDING
Spell attack modifier = your proficiency bonus + your Spirit
A druid can conjure and bind aberrations, beasts, modifier
elementals, fey, oozes, and plants.
SPELLBOOK – IDOL
PREPARING AND CASTING SPELLS At 1st level, your idol contains six 1st-level druid spells of
Each druid level provides you with 1 caster level in the druid your choice. When you level up, you gain 2 additional druid
class. You follow the normal progression to unlock spell spells of your choice. You may also acquire new spells by
levels (see the table under the Mana section). research, tutelage, or from the spellbooks and scrolls of
spellcasters who have spells you can cast.

CHAPTER 3: CLASSES | DRUID (DRD)


41
Your idol is effectively your spellbook, and you may add creature’s bonus instead of yours. If the creature has any
spells by meditating with it and inhaling herbal vapors. legendary or lair actions, you can't use them.
• When you transform, you assume the beast’s hit points
SPELLCASTING FOCUS
and Hit Dice. When you revert to your normal form, you
You can use a druidic idol as a spellcasting focus for your
retain the percentage of hit points your old form ended
druid spells.
with, but no more than one-quarter your total hit points
DRUID CIRCLE (for example, wild shaping to a creature at full hit points
and ending the spell at half hit points would leave you with
At 2nd level, you choose to identify with a circle of druids:
three-quarters your normal maximum hit points). If the
the Circle of the Balance to preserve the order of nature, the
spell ended from your hit points being reduced to 0 or
Circle of the Feral Beast to act within nature’s order, or the
below, you revert back automatically.
Circle of Restoration to keep and preserve living things, all
• You can’t cast spells unless those noted by other abilities,
detailed at the end of the class description. Your choice
and your ability to speak or take any action that requires
grants you features at 2nd level and again at 6th, 10th, and
hands is limited to the capabilities of your beast form.
14th level.
Transforming doesn’t break your concentration on a spell
you’ve already cast, however, or prevent you from taking
actions that are part of a spell (such as call lightning) that
you’ve already cast.
• You retain the benefit of any features from your class, race,
or other source and can use them if the new form is
physically capable of doing so. However, you can’t use any
of your special senses, such as darkvision, unless your new
form also has that sense.
• You choose whether your equipment falls to the ground in
your space, merges into your new form, or is worn by it.
Worn equipment functions as normal, but the DM decides
whether it is practical for the new form to wear a piece of
equipment, based on the creature’s shape and size. Your
equipment doesn’t change size or shape to match the new
form, and any equipment that the new form can’t wear
must either fall to the ground or merge with it. Equipment
that merges with the form has no effect until you leave the
form.
WILD SHAPE Starting at 4th level, you may choose a creature with
Starting at 2nd level, you may choose a land-bound beast to natural swimming capabilities and underwater breathing,
morph into as an action. You can use this feature twice such as a sea lion, a seal, a fish, a shark, etc.
before requiring a short or long rest. The creature selected At 8th level, you may choose a creature with natural flying
can be any beast that cannot fly or swim naturally, such as a capabilities (such as giant eagles, dragonhawks, storm-
wolf, lion, bear, tiger, etc. You remain in this form a number crows, or vultures) to the list of creatures you can transform
of hours equal to half your druid level (round down). to.
You then revert to your normal form unless you expend At 12th level, you may take the form of a tree or plant
another use of this feature. You can revert to your normal creature, and add minor ancients to the list of creatures you
form earlier by using a bonus action on your turn. You can transform to.
automatically revert if you fall unconscious, drop to 0 hit The chosen creature forms are equal to your Wisdom
points, or die. bonus from each category (land, water, air, and plant), and
While you are transformed, the following rules apply: the suite cannot be changed later except when leveling up
(in which case you may choose a new suite of creatures for
• Your game statistics are replaced by the statistics of the
each category). Creatures you may transform to have a
beast, but you retain your alignment, personality, and
maximum CR of your hit dice divided by 8 (¼ at level 2, ½ at
Intelligence, Spirit, and Charisma scores. You also retain
level 4, 1 at level 8, and 2 at level 16).
all of your skill and saving throw proficiencies, in addition
to gaining those of the creature. ANCIENT POWER
• If the creature has the same proficiency as you and the
Starting at 2nd level, you may rapidly recover your mana by
bonus in its stat block is higher than yours, use the
invoking ancient powers. You can use your action and bonus

CHAPTER 3: CLASSES | DRUID (DRD)


42
action on your turn to regain mana as if completed a short ECLIPSE POOL
rest (or rested for one hour). Starting at 2nd level, whenever you successfully deal arcane
You can use this feature up to one time per every two or holy damage to an enemy through a Druidic spell or
points of proficiency bonus. You regain expended uses when ability, you gain one Eclipse point. You cannot gain more
you finish a long rest. than one per round. This also applies once per spell, not
Alternatively, if you use this during a short rest, you are once per target or sigil pulse.
treated as if you rested for two hours. Eclipse points are used to empower your abilities.
For every Eclipse point you have, you may deal an
ABILITY SCORE IMPROVEMENT additional 1 point of arcane or holy damage with spells and
When you reach 4th level, and again at 8th, 12th, 16th, and abilities that deal direct arcane or holy damage. You may
19th level, you can increase one ability score of your choice have a maximum number of eclipse points equal to 2 plus
by 2, or you can increase two ability scores of your choice by your Proficiency bonus, and they remain for one hour after
1. As normal, you can’t increase an ability score above 20 being acquired.
using this feature.
BALANCE OF SUN AND MOON
TIMELESS Also starting at 2nd level, you may expend one Eclipse point
when casting a spell that deals arcane or holy damage, and
Starting at 18th level, the primal magic that you wield deal 1d4 extra points of damage of that type atop the normal
causes you to age more slowly. For every 10 actual years you bonus. You cannot expend an Eclipse point and gain one in
live, your body ages one year only. the same round.
BEAST SPELLS MOONKIN
Beginning at 18th level, you can cast many of your druid Starting at 6th level, you may always transform into a
spells in any shape you assume using Wild Shape. You can wildkin when wild shaping. Furthermore, when transformed
perform the somatic and verbal components of a druid spell to a wildkin, you may still cast druidic spells of the
while in a beast shape, but you aren’t able to provide Transmutation and Evocation schools. You can perform the
material components. somatic and verbal components of druid spells of the
Transmutation and Evocation schools while in a beast
ARCHDRUID shape, but you aren’t able to provide material components.
When in this form, such spells cost 1 mana less than
At 20th level, you can use your Wild Shape an unlimited
normal. Once you gain the Beast Spells druid feature of 18th
number of times.
level, you can cast spells as normal, but you still benefit from
Additionally, you can ignore the verbal and somatic
the mana cost reduction for those specific spell schools.
components of your druid spells, as well as any material
components that lack a cost and aren’t consumed by a spell. SHOOTING STAR
You gain this benefit in both your normal shape and your Starting at 10th level, you may reroll the damage roll for any
beast shape from various Wild Shapes. spell you cast by expending an Eclipse Point. If the dice’s
roll is the maximum possible result (6 on d6, 4 on d4, etc.),
DRUID CIRCLES you may roll again and add that damage to the total.

Azerothian Druids usually choose from one of the below WORLD IN BALANCE
three circles. Starting at 14th level, you can command the world to hear
your call, and call a solar or lunar eclipse (depending on the
BALANCE time). Once this ability is used, it cannot be used again until
You achieve a balance between the powers and influence of after a long rest.
the moon and sun. Balance druids usually stand in the back Solar Eclipse (Day only). The sun’s light is covered by a
lines, invigorating their allies and calling down shooting shadow which blankets the earth in a 5-mile radius centered
stars on their foes. on the druid for one hour. The area becomes dim light or
normal light (your choice), and creatures sensitive to
BALANCE CIRCLE SPELLS sunlight do not take penalties from sunlight. All your druid
Level Spells spells that deal arcane damage do so as if your Eclipse pool
3rd barkskin, entangling roots was full. You also gain one Eclipse Point per minute.
5th call lightning, plant growth
Lunar Eclipse (Night only). The moon’s light is bright
7th divination, freedom of movement
9th commune with nature, tree stride and cloaked in the shadow which blankets the earth in a 5-
mile radius centered on the druid for one hour. The area
becomes either dim or normal light (your choice), and

CHAPTER 3: CLASSES | DRUID (DRD)


43
creatures sensitive to moonlight or sunlight take penalties
(depending on your wish) when in the area. All your druid
spells that deal holy damage do so as if your Eclipse pool is
full. You also gain one Eclipse Point per minute.

FERAL
Your magical talents bring you closer to beasts of the wild,
making you prime and paragon above them. Feral druids
often take up traits of the beasts they shape to.

FORTITUDE OF THE WILDS


When you choose this archetype at 2nd level, you gain the
ability to use Wild Shape on your turn as a bonus action or a
Destroy Undead sub-ability. If chosen again, your
reaction, rather than as an action.
effective priest level for this ability is equal to half your
Additionally, while you are transformed by Wild Shape,
druid level. Fiends are also turned by this ability, but are
you can use a bonus action to expend one spell to regain 1d8
not subject to the Destroy Undead ability. You cannot
hit points per level of the spell expended.
increase the number of uses of the Channel Divinity effect
FURY OF THE WILDS (regardless of effective priest level).
Also when gaining this archetype, when determining your • Inspiring beast: You gain the bard’s Inspiration ability as a
maximum allowable CR to transform to, you divide your 1st level bard. If chosen again, your effective bard level for
level by three, and not eight (round down), referring to the this ability is equal to half your druid level.
below table. • Magical beast: You may choose any two spells from your
druid spell list and cast them in while in wild shape. This
FURY OF THE WILDS does not require somatic or verbal components, but you
Druid Level Maximum CR must have chosen to merge any material components with
2 ½ you when you chose to wild shape. If taken again, this
4 1
6 2 ability adds two other spells. Upon gaining the Beast
9 3 Spells feature of 18th level, you may cast all your druid
12 4 spells without somatic or verbal components, as this ability
15 5 details, or change this ability.
18 6 • Prowling beast: Whenever you and an ally both threaten a
PRIMAL STRIKE creature, your ally gains advantage to attack rolls against
Starting at 6th level, your attacks in beast form count as it.
magical for the purpose of overcoming resistance and • Persistent beast: Whenever you are in a wild shape, you
immunity to non-magical attacks and damage. have advantage to Stamina saving throws to maintain a
concentration spell. Furthermore, if you lose concentration
BLESSED BEAST on a spell by taking damage while in wild shape, you may
Starting at 10th level, you may gain a special ability when in
spend half the mana cost of the spell to retain
wild shape. Choose any of category of wild shape (land, sea,
concentration of it as if you didn’t fail the saving throw.
air, or plant), and you may assign one of the following
• Raking beast: You gain the rogue’s Sneak Attack ability as
abilities to all creatures in that category when wild shaping
a 1st level rogue. If chosen again, your effective rogue level
into them, but only when in that form. Upon reaching 15th
for this ability is equal to half your druid level.
level, you may choose another option.
GRAND BEAST
• Defending beast: You can gain resistance to non-magical
Starting at 14th level, your weapon attacks while in wild
bludgeoning, piercing, and slashing damage by expending
shape deal an additional die of damage. Also, while under a
a reaction. This remains for one minute. If used once, you
wild shape, you gain 5 temporary hit points at the beginning
cannot use this ability again until after a short rest.
of each round when in a wild shape. These temporary hit
• Furious beast: You can rage as if you had the berserker
points do not carry over to your round.
rage warrior talent as a 1st level warrior. If you already
have the talent, you increase the total times you can rage RESTORATION
by 1. If chosen again, your effective warrior level for this
You focus on the renewing and resilient quality of nature.
ability is equal to half your druid level.
Restoration druids appreciate the more organic side of
• Holy beast: You gain the priest’s Channel Divinity as a 1st
nature, preferring to conjure plant allies (usually treants),
level priest, but only to Turn Undead, and you gain the

CHAPTER 3: CLASSES | DRUID (DRD)


44
heal their friends, and reach out through the Emerald as a reaction. You can have up to six seeds active at any
Dream for information and insights to the future. given time. If you choose to imbue the target with a seed of
the lesser or greater restoration spells (or similar effects),
RESTORATION CIRCLE SPELLS you can also identify if the target would benefit from this
Level Spells spell (if they were hit with a condition that the spell would
3rd rejuvenation, pass without trace
5th daylight, lesser restoration heal), but you do not automatically know how long the
7th divination, conjure plants (level 3) condition would normally last.
9th dream, tranquility A creature cannot benefit from this more than once every
24 hours. This spell is considered active, and can be
HEALING LORE
dispelled if targeted.
When you choose this archetype at 2nd level, you may alter
You cannot trigger the seed of life if you are more than 5
the target of a sigil spell effect as a bonus action, targeting
miles away from your target. If both of you are in the same
any eligible target within a range equal to the spell’s original
plane and terrain, and there are live plants or trees within 30
range. The spell’s effects take place at the new target’s turn
feet of both of you, the plants can serve as a conduit,
as usual.
ignoring the range of this ability.
EXTENDED GROWTH
IRONBARK
Starting at 6th level, you may touch any creature as an
Starting at 10th level, whenever you heal a creature
action, and cast any spell from the druid spell list, which
(including yourself), you may choose to imbue their skin with
remains latent until you discharge it with a mental
the resilience of nature. If you do, they gain resistance to all
command. Until the spell is discharged, you can sense the
non-magical weapon damage for 1 minute. A given creature
well-being of the creature and their relative health, but
can benefit only once every 24 hours.
cannot perceive through their senses, understand their
emotions, or realize what they are facing. IMPROVED SEED OF LIFE
When they lose hit points or suffer a condition, you receive Starting at 14th level, you may imbue up to five seeds of life
a mental jolt that notifies you of their peril (and an at once, and you can use an action see through the location
impression of the amount of damage they took or what in which you touched your ally. You may not communicate
sense is impaired), and you may discharge the spell you cast with them, however.

CHAPTER 3: CLASSES | DRUID (DRD)


45
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.
If you wish to recreate the original 5e Ranger, choose the
following talents the appropriate levels:

• Natural Explorer as the first talent at first level


• Primeval Awareness as the second talent at 3rd level
• Natural Explorer as the third talent at 6th level
• Land’s Stride as the fourth talent at 8th level
• Natural Explorer as the fifth talent at 10th level
• Vanish as the sixth talent at 14th level
• Feral Senses as the seventh talent at 18th level

CREATING A HUNTER
QUICK BUILD
You can make a hunter quickly by following these
suggestions. First, make Agility your highest ability score,
followed by Spirit. (Some hunters 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
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 druid idol
• A longbow and a quiver of 20 arrows, or a common quality
firearm (EP 2 or lower), 20 bullets, and a powder horn.

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46
THE HUNTER
Level Proficiency Caster Level
Bonus Features (Spell Level)
1st +2 Favored Enemy, Hunter Talent —
2nd +2 Fighting Style, Hunter Focus 1 (1st)
3rd +2 Hunter Archetype, Hunter Talent 2 (1st)
4th +2 Ability Score Improvement 2 (1st)
5th +3 Extra Attack 3 (2nd)
6th +3 Favored Enemy, Hunter Talent 3 (2nd)
7th +3 Hunter Archetype feature 4 (2nd)
8th +3 Ability Score Improvement, Hunter Talent 4 (2nd)
9th +4 — 5 (3rd)
10th +4 Hide in Plain Sight, Hunter Talent 5 (3rd)
11th +4 Hunter Archetype feature 6 (3rd)
12th +4 Ability Score Improvement 6 (3rd)
13th +5 — 7 (4th)
14th +5 Favored Enemy improvement, Hunter Talent 7 (4th)
15th +5 Hunter Archetype feature 8 (4th)
16th +5 Ability Score Improvement 8 (4th)
17th +6 — 9 (5th)
18th +6 Hunter Talent 9 (5th)
19th +6 Ability Score Improvement 10 (5th)
20th +6 Foe Slayer 10 (5th)

by the initial favored enemy choices cannot be re-chosen by


FAVORED ENEMY switching favored enemies.
Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain type
HUNTER TALENT
of enemy. Choose a type of favored enemy: aberrations, Starting at 1st level, you gain one of the following talents,
beasts, celestials, constructs, dragons, elementals, fey, representing your preferred tactics and abilities you honed
fiends, giants, monstrosities, oozes, plants, or undead. through your experience of hunting. Whenever you qualify
Alternatively, you can select two races of humanoid (such as for another talent (at levels 3, 6, 8, 10, 14, and 18), you can
gnolls and orcs) as favored enemies. choose another talent or gain another use of an existing
You have advantage on opposed checks against your talent. All abilities have DCs of 8 + your proficiency bonus +
favored enemies, as well as on Intelligence checks to recall your Strength or Agility modifier (your choice) if they allow a
information about them, and when making an attack against saving throw.
them, you deal 2 extra points of damage. You may also choose a rogue or warrior talent you qualify
When you gain this feature, you also learn one language of for.
your choice that is spoken by your favored enemies, if they
speak one at all. As you gain levels, your choices reflect the FIGHTING STYLE
types of monsters you have encountered on your adventures. At 2nd level, you adopt a particular style of fighting as your
You may switch this feature (and your chosen favored specialty. Choose one of the following options. You can’t
enemy) by performing the following tasks against one take a Fighting Style option more than once, even if you
creature type (or two races of humanoids): later get to choose again.
• Defeat it in single combat ARCHERY
• Track and survey the creature type for at a total of 24 You gain a +2 bonus to attack rolls you make with ranged
hours over 7 days weapons.
• Examine its corpse for at one hour
DEFENSE
You cannot change a favored enemy this way if it is limited While you are wearing armor, you gain a +1 bonus to AC.
to an organization, but can do the same to other
organizations. You may switch back to previously studied
favored enemy at the end of a long rest. The language gained

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47
DUELING spells by research, tutelage, or from the spellbooks and
When you are wielding a melee weapon in one hand and no scrolls of spellcasters who have spells you can cast.
other weapons, you gain a +2 bonus to damage rolls with Your idol is effectively your spellbook, and you may add
that weapon. spells by meditating with it and inhaling herbal vapors.

TWO-WEAPON FIGHTING SHOT SPELLS


When you engage in two-weapon fighting, you can add your Shot spells may be cast while attacking with a ranged
ability modifier to the damage of the second attack. weapon, and counts as a strike feat for most purposes
except where otherwise noted.
HUNTER FOCUS Some hunters eschew the arts of nature magic, and
You may choose to gain the ability to cast spells (drawing instead focus entirely on technology. They can lose access to
from the divine essence of nature itself) or to gain all spells, and instead gain the Sharpshooter feature instead
proficiency in engineering. Choose either the Spellcasting or of the Spellcasting Feature.
Engineering features SHARPSHOOTER
SPELLCASTING You gain proficiency in engineer’s tools and weapons
Drawing on the divine essence of nature itself, you can cast created by the tools (such as firearms and explosives). You
spells to shape that essence to your will. also create and maintain such weapons with a 25%
reduction to cost.
CONJURING AND BINDING If you already have proficiency in engineer’s tools, you
A hunter can conjure and bind beasts, elementals, fey, and instead gain expertise to all checks with these tools
plants. Beast master hunters often choose their animal (although this does not improve the strength of
companions from previously bounded animals. technologically-crafted items).
PREPARING AND CASTING SPELLS You also gain one of the following features of your choice:
Each hunter level provides you with 0.5 caster levels in the
hunter class. You follow the normal progression to unlock
spell levels (see the table under the Mana section).
You prepare the list of hunter spells that are available for
you to cast, choosing from the hunter spell list.
When you do so, you may ready a number of hunter spells
equal to half the number you can prepare normally (a 3rd
level hunter with + 2 Spirit can prepare 2 spells instead of
5).
When you level up, you can exchange the spells known
with others you qualify for. You cannot otherwise change
your hunter spells other than by leveling up and exchanging
them, or by training under another hunter, druid, or fey
creature (see tutorship under magic), who can change your
prepared spells after training is completed.

SPELLCASTING ABILITY
Spirit is your spellcasting ability for your hunter spells, since
your magic draws upon your attunement to nature. You use
your Spirit whenever a spell refers to your spellcasting
ability. In addition, you use your Spirit modifier when setting • The Suffused Arrows hunter talent.
the saving throw DC for a druid spell you cast and when • The Flash Bomber rogue talent.
making an attack roll with one.
HUNTER ARCHETYPE
Spell save DC = 8 + your proficiency bonus + your Spirit
modifier At 3rd level, you choose an archetype that you strive to
emulate: the Beast Master who bonds with an animal, a
Spell attack modifier = your proficiency bonus + your Spirit Marksman who always finds their target and excels in
modifier
bringing them down, and a Survivalist, who has several
SPELLBOOK – IDOL terrain-based abilities and is an expert ambusher, all of
At 2nd level, your idol contains three 1st-level hunter spells which are detailed at the end of the class description. Your
of your choice. When you level up, you gain 2 additional choice grants you features at 3rd level and again at 7th,
hunter spells of your choice. You may also acquire new 11th, and 15th level.

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48
ABILITY SCORE IMPROVEMENT Furthermore, your link to your owl familiar is 250 feet,
instead of the normal 100 feet. If you are standing in
When you reach 4th level, and again at 8th, 12th, 16th, and
moonlight, the link becomes 500 feet instead. If you later
19th level, you can increase one ability score of your choice choose the Beastmaster archetype, you may make your
by 2, or you can increase two ability scores of your choice by
familiar your bonded creature, in which case the creature
1. As normal, you can’t increase an ability score above 20 is treated as both a familiar and hunter’s companion.
using this feature.
• Farsight. You increase the range of all ranged weapons of
EXTRA ATTACK one type (crossbows, bows, firearms, axes, etc.) by half.
• Feral Senses (requires proficiency + 6 or above). You
Beginning at 5th level, you can attack twice, instead of once, gain preternatural senses that help you fight creatures you
whenever you take the Attack action on your turn. can’t see. When you attack a creature you can’t see, your
inability to see it doesn’t impose disadvantage on your
HIDE IN PLAIN SIGHT
attack rolls against it. You also permanently benefit from
Starting at 10th level, you can spend 1 minute creating the see invisibility spell as if you cast it, but only so long as
camouflage for yourself. You must have access to fresh mud, the enemy is within 60 feet.
dirt, plants, soot, and other naturally occurring materials • Focused Shot (requires the ability to attack multiple
with which to create your camouflage. Once you are times in one round). You may choose to deal focused
camouflaged in this way, you can try to hide by pressing shots instead of risking to miss additional attacks you
yourself up against a solid surface, such as a tree or wall, make. Whenever you score a successful ranged attack and
that is at least as tall and wide as you are. You gain a + 10 have any remaining attacks (such as from the Extra Attack
bonus to Agility (Stealth) checks as long as you remain there feature or the haste spell), you spend the extra attack to
without moving or taking actions. Once you move or take an add the minimum possible damage the weapon attack
action or a reaction, you must camouflage yourself again to deals to the damage of your initial attack. The attack is
gain this benefit. resolved as one attack (and uses one point of ammunition
So long as you remain in the same general area, you take as normal). For instance, if you successfully deal a
only an action and a bonus action to re-camouflage yourself longbow ranged attack for 1d8 + 4, and have an additional
again. attack from the haste spell, you can add 5 points of
damage to the initial attack (for a total of 1d8 + 9) damage.
FOE SLAYER If using a firearm or engineered device, roll only once for
Starting at 20th level, you become an unparalleled hunter of malfunction as if making one attack.
your enemies. Once on each of your turns, you can add your • Hunter's Sense (requires proficiency of + 4 and
Spirit modifier to the attack roll or the damage roll. You can Primeval Alertness). You can cast the scrying spell, but
choose to use this feature before or after the roll, but before can only affect a creature detected by primeval alertness or
any effects of the roll are applied. favored enemy. The creature must be within 10 miles of
you to be affected by this ability. You may use this ability
HUNTER TALENTS once per long rest.
This talent can be taken multiple times, each time
• Dread Ambusher. You master the art of the ambush. You
increasing the times this ability can be used per long rest
gain a bonus your initiative rolls equal to your Spirit
by two.
modifier. Also, the start of your first turn of each combat
You do not require the spellcasting feature for this talent.
encounter, your speed increases by 10 feet, which lasts
• Iron Willed Hunter (requires proficiency + 3 or above).
until the end of that turn.
You have honed your ability to resist the mind—altering
• Essence Touch (requires proficiency of + 3 or above).
powers of your prey. You gain proficiency in Spirit saving
Whenever you touch a creature with innate special
throws. If you already have this proficiency, you instead
abilities (such as innate spellcasting), you can gain one use
gain proficiency in Intelligence or Charisma saving throws
of their innate special abilities, usable only once before the
(your choice). Only hunters may take this talent.
essence fades away. This costs no mana, but you cannot
• Land’s Stride (requires proficiency + 3 or above). You
steal an ability that is also a spell unless you had the level
may move through nonmagical difficult terrain without
to cast it normally. Only hunters may take this talent.
spending extra movement, and gain a + 10 bonus to your
• Favored Enemy. You may gain another favored enemy, or
speed. You can also pass through nonmagical plants
gain the ability if you don’t normally have it (such as by
without being slowed by them and without taking damage
being a rogue or warrior). You cannot take this talent more
from them if they have thorns, spines, or a similar hazard.
than 3 times.
In addition, you have advantage on saving throws against
• Favored by Elune. You may add the find familiar spell to
plants that are magically created or manipulated to impede
your spell list, but may only choose an owl as a familiar.

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49
movement, such those created by the entangling roots spell), you gain advantage to all saves versus such effects.
spell. Only hunters may take this talent. If you succeed on an opposed Spirit check, you can also
• Magic-User’s Nemesis (requires proficiency + 3 or reverse the spell (if possible, gaining a momentary glimpse
above). You can thwart someone else’s magic. When you of who is attempting to scry on you).
see a creature casting a spell or teleporting within 30 feet • Primeval Awareness. Primeval Awareness. You gain
of you, you can use your reaction to try to foil it, either by awareness of your environment on a local scale. So long as
using your own magic (if you can access spells), or an you can cast at least a level 1 spell, you can use your action
attack roll (by using a ranged weapon to distract). The and expend mana equal to any spell to gain primeval
creature must succeed on a Spirit saving throw against awareness. For 1 minute per level of the spell you
your spell save DC or opposed to 8 + your attack bonus, or expended, you can sense whether the following types of
its spell or teleport fails and is wasted. Once you use this creatures are present within 1 mile of you (or within up to
feature, you can’t use it again until you finish a short rest. 6 miles if you are in your favored terrain, are on high
Rogues and warriors recognize this talent as kick (if used ground compared to them, or if the target is a favored
at melee range), or intercept (if at range). enemy): aberrations, celestials, dragons, elementals, fey,
• Natural Explorer (also known as Favored Terrain). You fiends, and undead.
are particularly familiar with one type of natural This feature doesn’t reveal the creatures’ location or
environment and are adept at traveling and surviving in number, but does hint at their strength in rough terms
such regions. Choose one type of favored terrain: arctic, (weaker, equal to you, or stronger than you, more
coast, desert, forest, grassland, mountain, swamp, or caves numerous than you, wounded) and their general direction.
and underground. When you make an Intelligence or Spirit You must have the ability to cast the detect magic spell to
check related to your favored terrain, your proficiency gain this talent.
bonus is doubled if you are using a skill that you’re • Primeval Disruption (requires the Primeval Awareness
proficient in. This ability works on any plane so long as it talent, and one of the two: proficiency of + 3 or the
has a terrain of comparable nature (desert in Outland’s ability to cast Detect Magic) You can sense if a favored
Hellfire Peninsula, which counts as a desert). enemy is casting a divine or arcane spell (choose one upon
While traveling for an hour or more in your favored terrain, gaining this talent) within 3 miles. You are also aware of
you gain the following benefits: their general direction. If the target is within 1 mile, you
can spend a reaction to force them to roll a Spirit saving
• Difficult terrain doesn’t slow your group’s travel.
throw against being distracted. This ability can be used a
• Your group can’t become lost except by magical means.
number of times equal to your proficiency bonus before
• Even when you are engaged in another activity while
replenishing after a long rest. If there are multiple favored
traveling (such as foraging, navigating, or tracking), you
enemies within the radius, you get a general awareness of
remain alert to danger, and have advantage to checks to
them, but cannot force a disruption, unless you are the
avoid being surprised in your favored terrain.
closest creature to the target.
• You have advantage to saving throws against natural
• Tempered Hunter (requires the Favored Enemy
hazards in your favored terrain.
ability). You have advantage versus divine or arcane spells
• You can move stealthily at your normal pace without
(choose one upon gaining this talent) cast by your favored
slowing down.
enemies and advantage to all checks to avoid being subject
• When you forage or gather, you find twice as much food
to the scry spell, or being detected, or identified by similar
as you normally would.
magic. Magics of such type also cannot be used to put you
• While tracking other creatures, you also learn their exact
to sleep or to read your mind.
number, their sizes, and how long ago they passed
through the area.

You may switch an existing favored terrain by performing


the following tasks, focused on one terrain:

• Track in the area for at least one hour


• Spend 7 days in the terrain
• Defeat and hunt down one native creature (though you
do not have to slay it).

This talent can be taken multiple times, each time adding


one favored terrain mastered at a given time.
• Primeval Alertness. Whenever you are subjected to an
effect that attempts to detect or identify you (such as a scry

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50
Slayer’s Counter (requires proficiency + 6 or above, and

Slayer’s Prey). You gain the ability to counterattack when


HUNTER ARCHETYPES
your prey tries to sabotage you. If the target of your An Azerothian hunter may choose one of the three below
Slayer’s Prey forces you to make a saving throw, you can archetypes.
use your reaction to make one weapon attack against the
quarry. You make this attack immediately before making BEAST MASTER
the saving throw. If your attack hits, your save Your bond with the land is stronger than that of other
automatically succeeds, in addition to the attack’s normal hunters, a bonded beast appropriate to your terrain has
effects. chosen to fight alongside you. Beast master hunters are the
• Slayer’s Prey. You can focus your ire on one foe, most common adventuring hunters to fight without aid.
increasing the harm you inflict on it. As a bonus action, you
designate one creature you can see within 60 feet of you as HUNTER’S COMPANION
the target of this feature. The first time each turn that you At 3rd level, you gain a bound companion that accompanies
hit that target with a weapon attack, it takes an extra 1d6 you on your adventures and is trained to fight alongside you.
damage from the weapon. Once the creature is defeated, This acts as a normal bound companion. The companion
you can choose another target. Only hunters may take this must be a beast that is no larger than Medium and that has a
talent. challenge rating of 1/2 or lower (for example, a hawk,
• Stalker’s Flurry (requires proficiency + 4 or above). You mastiff, or panther). See Bound Companion for more details.
learn to attack with such unexpected speed that you can The hunter is able to cast the bind animal spell, even if the
turn a miss into another attack. When you miss with a spell is not prepared or spellcasting was removed due to the
weapon attack, you can make another weapon attack as Sharpshooter ability.
part of the same action. This can be done a number of Bond. Due to your bond with the beast, you can add your
times equal to your Strength or Agility modifier before proficiency bonus to the beast’s AC, attack rolls, and damage
requiring a short rest. Only hunters may take this talent. rolls, as well as to any saving throws and skills it is proficient
• Suffused Arrows. You master the art of spell-casting in. The beast also gains proficiency in two skills of your
through arrows or infusing them. You may choose to gain choice, and to all saving throws. Due to your bond, however,
proficiency in the infusion kit, but can only infuse ranged the companion loses the Multiattack feature (if it possesses
weapons or arrows, or the Spell Strike feat (but only for it).
ranged weapons). If you choose to gain proficiency with Its hit point maximum equals its normal maximum or four
the kit, you start with three infusion matrices of your times your hunter level, whichever is higher.
choice that you can craft. Only hunters may take this Whenever you gain Extra Attack, you can give the extra
talent. attack action instead of using it yourself. This decision is
• Terrifying Tracker (requires proficiency + 3 or above). made on the start of your turn on every round.
Whenever you succeed on tracking a creature and have Leveling up. Your beast companion improves in CR the
them within line of sight, you gain advantage to any check higher your level becomes, CR equal to 1 per every 8 levels
to surprise them. You may also intimidate the target of Hunter (improving to 1 CR at level 4, 2 CR at level 8, and
without revealing yourself (usually to steer the target into 3 CR at level 16). This either takes the form of choosing a
one place or another). higher-level companion, or adding hit dice to the companion
• Umbral Sight. You gain darkvision out to a range of 60 until its CR increases.
feet. If you already have darkvision from your race, its When reaching 8th level, you can choose a Large creature.
range increases by 30 feet. While in darkness, you can The companion also gains an Ability Score Improvement
hide in plain sight against any creature that relies on once you do (this acts as the normal feature).
darkvision to see you in that darkness. Special . While traveling through your favored terrain with
• Vanish (requires proficiency + 4 or above). You can use your beast, you can move stealthily at a normal pace.
the Hide action as a bonus action on your turn. If you are Bonding with a beast requires spending one hour
also proficient with the Agility (Stealth) skil, you may cast communicating with the creature by nonverbal cues, and
the invisibility spell. After being used once, the spell cannot spending the next seven hours in bonding activities (hunting,
be used again until after a short rest. etc.).
Also, you can’t be tracked by nonmagical means, unless SPIRIT BOND
you choose to leave a trail, even outside your favored
Beginning at 7th level, on any of your turns, you can use a
terrain (if you have one).
bonus action to command the beast to take the Dash,
You may also choose to gain a rogue or warrior talent you
Disengage, Dodge, or Help action on your turn. The beast
qualify for.
also has advantage with any saving throw to resist spells

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51
that control or repel it (such as charm or fear spells), if the enemies within 10 feet of said point. This takes an action,
spell would cause it to abandon or betray you. and cannot benefit from Extra Attacks.
You may also empower the spirit link to your beast. Doing so
CHIMERA SHOT [SHOT]
takes 1 minute of physical contact with a magic weapon
Beginning at 15th level, you gain the ability to use Chimera
(such as placing a magic sword against its paw, tapping it
Shot once per Spirit modifier, regained at the end of a long
with a magic staff, or resting a magic bow on it). Once the
rest. You may declare the use of Chimera Shot, which allows
task is completed, the beast’s weapon attacks are treated as
you to combine the effects of up to three different shot
magical as well for 1 hour. You may use weapons that
spells, with the mana cost of only the highest-level shot.
belong to others, but not if they are attuned to others. If the
If you do not have access to shot spells, you can use the
weapon is attuned to you, it takes only 1 round of physical
properties of up to three different ammunition types (such as
contact.
suffused arrows or other special ammunition).
FRENZY
Starting at 11th level, you can command your companion to SURVIVAL
attack with a bonus action, allowing it to make two attacks You are a rugged tracker who uses animal venom,
when it uses an action to attack on its turn. This stacks with explosives, and traps as deadly weapons. Survival hunters
giving your animal companion an extra attack from your usually walk alone, but make excellent advanced scouts and
Extra Attack feature. explorers who can handle nearly any terrain.
Your animal companion’s weapon attacks score a critical
hit on a roll of 19 and 20.
SURVIVAL KNOWLEDGE
Starting at 3rd level, you gain proficiency in engineer’s tools
EMPOWERED BOND (though only to make traps and explosives) and the
Beginning at 15th level, you and your animal companion poisoner’s kit.
may share the damage both of you take by dividing it by two You also gain + 10 feet to your speed when wearing
so long as you are within 30 feet of one another, as if under medium armor or less, and when not using a shield.
the effects of the spirit link spell.
As long as you and your animal companion are within one
TRAP EXPERT
Starting at 7th level, any creature subjected to traps set by
mile or less of one another, you may also use an action to
you have disadvantage to their saves, or the trap has
see through your companion’s eyes and sense through their
advantage to any attack against them, and you may add your
normal senses, though you are blind to your own
Proficiency bonus to all saving throw DCs or attack rolls
surroundings if you do so.
made by traps you set or poisons you create.
MARKSMAN The trap needs only to be set by you, and not necessarily
built by you. You may also add one additional explosive to
You are a master archer or sharpshooter who excels in
any trap you set without triggering it (such as adding two
bringing down enemies from afar. Marksmen hunters are
mines, or one mine and a wagon clamp)..
often favored allies in battle, as chosen shot spells and the
ability to focus their fire on an enemy can turn the tide of POISON SCIENCE
battle. Starting at 11th level, you can harvest triple the normal
quantity of poisons from dead creatures. You also gain
CAREFUL AIM
resistance to all poison damage. Gaining acquired immunity
Once you gain this archetype at 3rd level, you may use a
to poisons or diseases requires only one-quarter the normal
bonus action as part of shooting to grant yourself advantage
time.
your ranged weapon attack. You cannot use this if you
already moved in the previous round. GRIT
Starting at 15th level, you only lose a death saving throw on
HAWK EYE
a dice result of a natural 1 (counts as one failure) or when
Starting at 7th level, you double your range with all ranged
being attacked while dying.
weapon attacks. Also, your first ranged attack in a given
You may also apply poisons on your weapon as a bonus
round is a critical hit if the target is surprised.
action.
MULTI-SHOT STRIKE Furthermore, you always count yourself as within your
Starting at 11th level, whenever you successfully strike an favored terrain for the purposes of travel (so long as you
enemy with a ranged attack, you may use a bonus action to have the favored terrain talent), and whenever one of your
attack any other target within 5 feet of the original target. traps harm a creature, you always treat it as if it is surprised
You may also instead designate five-foot-square within the against you, unless combat hasn’t already started.
range of your ranged weapon, and bombard any number of

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52
MAGE (MGE) charm (humanoid), feather fall, mana shield, arcane missile,
and sleep.
Students gifted with a keen intellect and unwavering
discipline may walk the path of the Mage. The arcane magic CLASS FEATURES
available to magi is both great and dangerous, and thus is
As a mage, you gain the following class features.
revealed only to the most devoted practitioners. To avoid
interference with their spellcasting, magi wear only cloth HIT POINTS
armor, but arcane shields and enchantments give them Hit Dice: 1d6 per mage level
additional protection. To keep enemies at bay, magi can Hit Points at 1st Level: 6 + your Stamina modifier
summon bursts of fire, waves of frost, or blasts of arcane Hit Points at Higher Levels: 1d6 (or 4) + your Stamina
magic to incinerate, freeze, and destroy distant targets and modifier per mage level after 1st
cause entire areas to erupt with their magic, setting groups
PROFICIENCIES
of foes to waste.
Armor: None
The wizards of Azeroth are commonly known as mages, or
Weapons: Daggers, darts, slings, quarterstaffs, light
magi. The magi of Azeroth acknowledge the corrupting
crossbows
influence of arcane magic, and unlike Warlocks, they temper
Tools: None
their advancement with cool intellect and precision.
Saving Throws: Intelligence, Spirit
CREATING A MAGE Skills: Choose two from Arcana, History, Insight,
Investigation, Medicine, and Religion
QUICK BUILD
EQUIPMENT
You can make a mage quickly by following these
You start with the following equipment, in addition to the
suggestions. First, Intelligence should be your highest ability
equipment granted by your background:
score, followed by Stamina or Agility.
Second, choose the sage background. Third, choose the • (a) a quarterstaff or (b) a dagger
mage hand, light, and frost bolt cantrips, along with the • (a) a component pouch or (b) an arcane focus
following 1st-level spells for your spellbook: burning hands, • (a) a scholar’s pack or (b) an explorer’s pack
• A spellbook

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53
THE MAGE
Proficiency Caster Level
Level Bonus Features (Spell Level)
1st +2 Invocation, Spellcasting 1 (1st)
2nd +2 Mage Tradition 2 (1st)
3rd +2 — 3 (2nd)
4th +2 Ability Score Improvement 4 (2nd)
5th +3 — 5 (3rd)
6th +3 Mage Tradition feature 6 (3rd)
7th +3 — 7 (4th)
8th +3 Ability Score Improvement 8 (4th)
9th +4 — 9 (5th)
10th +4 Mage Tradition feature 10 (5th)
11th +4 — 11 (6th)
12th +4 Ability Score Improvement 12 (6th)
13th +5 — 13 (7th)
14th +5 Mage Tradition feature 14 (7th)
15th +5 — 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 — 17 (9th)
18th +6 Spell Mastery 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Signature Spell 20 (9th)

new spells by research, tutelage, or from the spellbooks and


INVOCATION scrolls of spellcasters who have spells you can cast.
Starting at 1st level, you may rapidly recover your mana by
PREPARING AND CASTING SPELLS
attuning yourself to the flows of magic. You can use your
Each mage level provides you with 1 caster level in the mage
action and bonus action on your turn to regain mana as if
class. You follow the normal progression to unlock spell
completed a short rest (or rested for one hour).
levels (see the table under the Mana section).
You can use this feature up to one time per every two
You prepare the list of mage spells that are available for
points of proficiency bonus. You regain expended uses when
you to cast, choosing from the mage spell list.
you finish a long rest.
You can also change your list of prepared spells by
Alternatively, if you use this during a short rest, you are
consulting your spellbook after a long rest. Preparing a new
treated as if you rested for two hours instead of one.
list of mage spells requires time spent in study: at least 1
SPELLCASTING minute per spell level for each spell on your list.

As a student of arcane magic, you have a spellbook SPELLCASTING ABILITY


containing spells that show the first glimmerings of your Intelligence is your spellcasting ability for your mage spells,
true power. since you learn your mage spells through dedicated study
and memorization.
CANTRIPS You use your Intelligence whenever a spell refers to your
At 1st level, you know a number of cantrips equal to your spellcasting ability. In addition, you use your Intelligence
proficiency bonus. modifier when setting the saving throw DC for a mage spell
CONJURING AND BINDING you cast and when making an attack roll with one.
A mage can conjure and bind aberrations, celestials, Spell save DC = 8 + your proficiency bonus + your
constructs, elementals, fey, fiends, monstrosities, oozes, and Intelligence modifier
undead.
Spell attack modifier = your proficiency bonus + your
SPELLBOOK Intelligence modifier
At 1st level, you have a spellbook containing six 1st-level RITUAL CASTING
mage spells of your choice. When you level up, you gain 2 You can cast a mage spell as a ritual if that spell has the
additional mage spells of your choice. You may also acquire ritual tag and you have the spell in your spellbook. You don't
need to have the spell prepared.

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54
SPELLCASTING FOCUS You can cast those spells at their lowest level without
You can use an arcane focus as a spellcasting focus for your expending mana when you have them prepared. If you want
mage spells. to cast either spell at a higher level (or if the spell consumes
mana in its description), you must expend mana as normal.
LEARNING SPELLS OF 1ST LEVEL AND HIGHER
By spending 8 hours in study, you can exchange one or
On your adventures, you might find other spells that you can
both of the spells you chose for different spells of the same
add to your spellbook. You do not gain spells by default, and
levels.
typically scribe spells from scrolls into your own spellbook,
or purchase (or steal) the spellbooks of others, or research SIGNATURE SPELL
them yourself.
When you reach 20th level, you gain mastery over two
MAGE TRADITION powerful spells and can cast them with little effort. Choose
two 4th-level mage spells in your spellbook as your signature
When you reach 2nd level, you choose a mage tradition,
spells. You always have these spells prepared, they don’t
shaping your practice of magic through one of eight schools,
count against the number of spells you have prepared, and
or through the disciplines of Arcane, Fire, or Frost, detailed
you can cast each of them once at 4th level without
at the end of the class description. Your choice grants you
expending mana. When you do so, you can’t do so again
features at 2nd level and again at 6th, 10th, and 14th level.
until you finish a short or long rest.
The most common traditions in Azeroth are the three
If you want to cast either spell at a higher level, you must
below: Arcane, Fire, and Frost. Arcane and Frost are
expend mana as normal.
preferred by the students and people of Dalaran, but the
grand power of Fire is nothing to be ignored. Other than the
above specializations, the Necromancy and Conjuration
MAGE TRADITIONS
schools (as described in the core rulebook) are common in
ARCANE
Azeroth.
You manipulate focused mysterious arcane and raw mana
powers more adeptly than others, destroying enemies with
overwhelming raw magic force. Arcane mages adopt a more
scholarly persona than other mages.

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

• Augmenting Arcana. Deal 1 additional point of arcane


damage per damage dice with spells and abilities that deal
direct arcane damage. This can be spent after rolling for
damage. This applies once per spell. This does not stack
with similar abilities.
• Mana Circulation. Reduce the mana cost of one spell you
cast. The reduction in mana cost is one point per Arcane
ABILITY SCORE IMPROVEMENT Sphere removed (minimum mana cost 1). This may be
When you reach 4th level, and again at 8th, 12th, 16th, and used once per hour.
19th level, you can increase one ability score of your choice You may have a maximum number of spheres equal to 2
by 2, or you can increase two ability scores of your choice by plus your Proficiency bonus, and they remain for one hour
1. As normal, you can’t increase an ability score above 20 after being acquired.
using this feature.
ARCANE BLAST.
SPELL MASTERY Also at 2nd level, you gain the ability to unleash blasts of
At 18th level, you have achieved such mastery over certain arcane force as an action. You gain the Mystic Blast feat, but
spells that you can cast them at will with no mana cost. must choose to deal arcane damage.
Choose a 2nd-level and one 3rd-level mage spell that are in
our spellbook.

CHAPTER 3: CLASSES | MAGE (MGE)


55
realm you are in. The rune occupies a 5-feet square. Any
creature standing on this rune can attune with the rune
with a bonus action. Afterwards, the character can cast
their spells with one less point of mana (minimum 1) so
long as they are attuned to it and standing atop it.
You may dispel this rune with a reaction, and a dispel
magic spell removes it, but it otherwise remains for one
hour. You may create three runes before requiring a long
rest. Runes of power cannot stack with one another.

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

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

STUDENT OF FLAME
TRANSMUTATION MASTERY: TRANSFUSION Also beginning at 2nd level, you may scribe evocation spells
Starting at 6th level, any hostile target of a transmutation with other energy types as fire spells in your spellbook. The
spell that transforms them (such as polymorph, flesh to spells act the same way, unless the DM rules it is
stone, etc.) you cast takes damage as if hit by your arcane unreasonable (such as a slippery effect on a fire sleet spell).
blast once the spell’s duration ends, if you choose it, You also gain resistance to fire damage.
regardless of the actual range. On a successful saving throw,
SCORCH
they take no damage. The choice is made when the spell is
Starting at 6th level, you may cast Fire Bolt as a bonus
first cast.
action. Also, you may critically hit with any ranged fire spell
ABJURATION MASTERY: SPELL-FLARE attack on a 19 and a 20, dealing double damage. Also,
At 10th level, you may twist a spell when it is dispelled by whenever a creature suffers the burning condition from your
your abjuration spells. Whenever you dispel an ongoing fire spells, they also have disadvantage to ability checks so
magical effect on a target, they also take damage as if hit by long as the condition remains.
your arcane blast.
BLACK FIRE
This damage applies only once per round, regardless of
Starting at 10th level, you may spend a bonus action when
how many effects you dispel. Whenever you cast spell with
targeting a creature that is immune or resistant to fire
‘mana’ in the name (such as detonate mana, mana burn,
damage, reducing its resistance to damage. If it is immune, it
mana shield, etc.), it also costs you one less point of mana.
becomes resistant instead. If resistant, it takes damage
RUNE OF POWER normally. If it takes normal damage, it is instead vulnerable.
Starting at 14th level, you may use an action to create a rune This remains for one hour, and one creature cannot be
of power up to 30 feet away that focuses the ley lines of the subjected to this effect more than once for 24 hours.

CHAPTER 3: CLASSES | MAGE (MGE)


56
PYROMANIAC ICE LANCE
At 14th level, you add the pyroblast spell to your spellbook if Starting at 6th level, you may cast the frost bolt cantrip as a
it isn’t already within it. Whenever you critically hit with a bonus action, and you prepare it for free.
ranged fire spell, you may spend a bonus action to gain one Also, your frost bolt spell can freeze water in a 10-foot
round of concentration on the pyroblast spell. The sphere (or any liquid that freezes at a similar temperature),
pyromaniac bonus remains for one minute or until you cast allowing you to walk on water if you spend a bonus action
pyroblast, and stacks with itself. It cannot exceed the every round to suffuse your step with it. The frozen path
maximum damage you can deal with pyroblast, however. melts away in one minute (or may not if the weather is at
For this purpose, you count as if you critically hit if one of below freezing). The path can also be broken as a bonus
the targets of your fire spells fails by a natural 1 on a saving action (in 10-foot segments per bonus action spent).
throw, or on a natural 19-20 on a ranged attack with a fire
WHITE ICE
spell.
Starting at 10th level, you may spend a bonus action when
FROST targeting a creature that is immune or resistant to cold
damage, reducing its resistance to damage. If it is immune, it
You debilitate and freeze your enemies in their tracks,
becomes resistant instead. If resistant, it takes damage
before shattering them with ice magic or entombing them in
normally. If it takes normal damage, it is instead vulnerable.
it for eternity. Frost mages are usually explorers, as their
This remains for one hour, and one creature cannot be
ability to debilitate, slow, and evade foes gives them
subjected to this effect more than once for 24 hours.
survivability that makes them natural to the task.
ICE STATUES
CHILLING EFFECTS At 14th level, whenever you a target of your mage spells is
Starting at 2nd level, you may use a bonus action to inflict
restrained by having their speed reduced to 0 by the chilled
the chilled condition to any target of your cold spells for one
condition, they are also incapacitated for the duration of the
round. The condition stacks as normal, even with spells that
chilled condition. Against such targets, your frost bolt is
already chill the enemy. If multiple creatures are chilled,
automatically a critical hit if it successfully hits, but the
choose a number equal to your Intelligence modifier.
chilled condition ends prematurely (and is not applied for
STUDENT OF FROST frost bolt).
Also beginning at 2nd level, you may scribe evocation spells Also, whenever you deal damage to a creature that
with other energy types as cold spells in your spellbook. The exceeds one-half their maximum hit points at once, they are
spells act the same way, unless the DM rules it is both restrained and incapacitated for one hour (or until they
unreasonable (such as a burning effect on a cold spell). You thaw out, whichever comes first). Both effects end
also gain resistance to cold damage. prematurely if the target is hit.

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57
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
• A keg of brew or tea

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.

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58
THE MONK
Level Proficiency Martial Ki Unarmored
Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 + 10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 + 20 ft. Monk Tradition, Deflect Missiles
4th +2 1d4 4 + 20 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 + 20 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 + 15 ft. Ki-Empowered Strikes, Monk Tradition feature
7th +3 1d6 7 + 15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 + 15 ft. Ability Score Improvement
9th +4 1d6 9 + 15 ft. Unarmored Movement improvement
10th +4 1d6 10 + 20 ft. Purity of Body
11th +4 1d8 11 + 20 ft. Monk Tradition feature
12th +4 1d8 12 + 20 ft. Ability Score Improvement
13th +5 1d8 13 + 20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 + 25 ft. Diamond Soul
15th +5 1d8 15 + 25 ft. Timeless Body
16th +5 1d8 16 + 25 ft. Ability Score Improvement
17th +6 1d10 17 + 25 ft. Monk Tradition feature
18th +6 1d10 18 + 30 ft. Empty Body
19th +6 1d10 19 + 30 ft. Ability Score Improvement
20th +6 1d10 20 + 30 ft. Perfect Self

MARTIAL ARTS KI
At 1st level, your practice of martial arts gives you mastery Starting at 2nd level, your training allows you to harness the
of combat styles that use unarmed strikes and monk mystic energy of ki (or Chi within Pandaren circles). Your
weapons, which are shortswords and any simple melee access to this energy is represented by a number of ki
weapons that don’t have the two-handed or heavy property. points. You have a number of Ki points equal to your monk
You gain the following benefits while you are unarmed or level.
wielding only monk weapons and you aren’t wearing armor You can spend these points to fuel various ki features. You
or wielding a shield: start knowing three such features: Flurry of Blows, Patient
Defense, and Step of the Wind. You learn more ki features
• You can use Agility instead of Strength for the attack and
as you gain levels in this class.
damage rolls of your unarmed strikes and monk weapons.
When you spend a ki point, it is unavailable until you finish
• You can roll a d4 in place of the normal damage of your
a short or long rest, at the end of which you draw all of your
unarmed strike or monk weapon. This die changes as you
expended ki back into yourself. You must spend at least 30
gain monk levels, as shown in the Martial/Movement
minutes of the rest meditating to regain your ki points.
column of the Monk table.
Some of your ki features require your target to make a
• When you use the Attack action with an unarmed strike or
saving throw to resist the feature’s effects. The saving throw
a monk weapon on your turn, you can make one unarmed
DC is calculated as follows:
strike as a bonus action. For example, if you take the
Attack action and attack with a quarterstaff, you can also Ki save DC = 8 + your proficiency bonus + your Spirit
make an unarmed strike as a bonus action, assuming you modifier.
haven't already taken a bonus action this turn.
FLURRY OF BLOWS
Certain monasteries use specialized forms of the monk
Immediately after you take the Attack action on your turn,
weapons. For example, you might use a nunchaku (club that
you can spend 1 ki point to make two unarmed strikes as a
is two lengths of wood connected by a short chain) or a
bonus action.
kama (sickle with a shorter, straighter blade), or even a large
tankard of alcohol (club). Whatever name you use for a PATIENT DEFENSE
monk weapon, you can use the game statistics provided for
You can spend 1 ki point to take the Dodge action as a
the weapon in chapter 5 of the PHB.
bonus action on your turn.

CHAPTER 3: CLASSES | MONK (MNK)


59
STEP OF THE WIND 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
You can spend 1 ki point to take the Disengage or Dash
at least one hand free. If you catch a missile in this way, you
action as a bonus action on your turn, and your jump can spend 1 ki point to make a ranged attack with the
distance is doubled for the turn.
weapon or piece of ammunition you just caught, as part of
UNARMORED MOVEMENT the same reaction. You make this attack with proficiency,
regardless of your weapon proficiencies, and the missile
Starting at 2nd level, your speed increases by 10 feet while counts as a monk weapon for the attack. The range of this
you are not wearing armor or wielding a shield. This bonus ability is 20/60 feet.
increases when you reach certain monk levels, as shown in
the Monk table under the Martial/Movement column. ABILITY SCORE IMPROVEMENT
At 9th level, you gain the ability to move along vertical
When you reach 4th level, and again at 8th, 12th, 16th, and
surfaces and across liquids on your turn without falling
19th level, you can increase one ability score of your choice
during the move.
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.
This is a strike effect.

KI-EMPOWERED STRIKES
Starting at 6th level, your unarmed strikes count as magical
for the purpose of overcoming resistance and immunity to
MONK TRADITION non-magical attacks and damage.

When you reach 3rd level, you commit yourself to a monk EVASION
tradition: the way of the Brewmaster, who excels in
At 7th level, your instinctive agility lets you dodge out of the
mysterious drinks, the way of the Mistweaver, who heals
way of certain area effects, such as a blue dragon’s lightning
themselves and others, or the way of the Windwalker, the
breath or a fireball spell. When you are subjected to an effect
adventurous and evasive combatant.
that allows you to make an Agility saving throw to take only
All traditions are detailed at the end of the class
half damage, you instead take no damage if you succeed on
description. Your tradition grants you features at 3rd level
the saving throw, and only half damage if you fail.
and again at 6th, 11th, and 17th level.

DEFLECT MISSILES STILLNESS OF MIND


Starting at 7th level, you can use your action to end one
Starting at 3rd level, you can use your reaction to deflect or
effect on yourself that is causing you to be charmed or
catch the missile when you are hit by a ranged weapon
frightened.
attack. When you do so, the damage you take from the attack
is reduced by 1d10 + your Strength or Agility modifier (your PURITY OF BODY
choice) + your monk level.

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60
At 10th level, your mastery of the ki flowing through you bonus is high enough to reach the value, they may make
makes you immune to disease and poison. attacks of opportunity normally. This is a [stance] effect.

TONGUE OF SUN AND MOON OX STANCE [STANCE] (2 KI)


Starting at 11th level, you may enter this stance. While in
Starting at 13th level, you learn to touch the ki of other
this stance, you may add your Spirit modifier to all saving
minds so that you understand all spoken languages.
throws. If you are subjected to damage that is equal to or
Moreover, any creature that can understand a language can
more than one-fourth your original hit points while in this
understand what you say.
stance, you gain resistance to the attack suffered.
DIAMOND SOUL ZEN POSE [STANCE] (2 KI)
Beginning at 14th level, your mastery of ki grants you Starting at 17th level, you can use your action to enter a Zen
proficiency in all saving throws. pose. So long as you do not take damage from an attack and
Additionally, whenever you make a saving throw and fail, do not fail a saving throw, your enemies have disadvantage
you can spend 1 ki point to reroll it and take the second to attack rolls against you, and you have advantage to all
result. During that time, you also have resistance to all saving throws. Whenever you make a successful saving
damage but force damage. throw, or when a hostile target misses you with an attack
Additionally, you can spend 8 ki points to cast the astral roll due to the disadvantage, you regain 1 Ki point.
projection spell, without needing material components.
When you do so, you can’t take any other creatures with you.
MISTWEAVER
You are focused on empowering and supporting allies.
PERFECT SELF Mistweavers are usually the most elusive of the monk
At 20th level, when you roll for initiative and have no ki disciplines.
points remaining, you regain 4 ki points. MISTWEAVER FOCUS
Upon reaching 3rd level and gaining this monk tradition, you
MONK TRADITIONS may add the following Ki power to your repertoire.
Soothing Mist (1 Ki per 5 hit points). As an action, you may
BREWMASTER expend Ki and gain a cloud of healing mists. The creature
You are focused on evading blows and empowering gains 5 hit points for every Ki point invested. You may target
themselves and your allies through your brews. a creature up to 30 feet away (or a number of creatures
Brewmasters make the most common of monk adventurers. within 15 feet of one another), and distribute healing
amongst as many creatures as you wish. If benefitting from
BREWMASTER FOCUS
Thunder Focus Tea, this ability heals 5 extra hit points (as if
Upon reaching 3rd level and gaining this monk tradition, you
you spent 1 Ki point without actually spending it).
may add the following Ki power to your repertoire.
If you already used your action to attack a hostile creature
Breath of Fire (2 Ki + 1 per spell level above 1st). As an
and landed at least one successful hit, you may use this
action, you can cast burning hands as a 1st level spell. This
ability as a bonus action instead.
effect is voice-based, requiring that you be able to speak (and
You may alternatively expend hit points from your pool of
are not silenced), but does not require gestures. The
healing to cure the target of one disease or neutralize one
maximum spell level you can manifest is 1 spell level per 3
poison affecting it, with a number of hit points required
monk levels).
equal to one-half the saving throw DC of the poison (round
BREWMASTER KI up). You can cure multiple diseases and neutralize multiple
Upon reaching 6th level, you gain the following new Ki poisons with a single use of Soothing Mist, expending hit
powers and add them to your repertoire. points separately for each one. This feature has no effect on
Purifying Touch [strike] (3 Ki + 1 per spell level above constructs or undead..
3rd). As an action, you can cast dispel magic as a 3nd level
MISTWEAVER KI
spell. This requires touching the effect or creature that is
Upon reaching 6th level, you gain the following new Ki
subject to the effect. You may use this as a touch or as a
powers and add them to your repertoire.
strike effect. The maximum spell level you can manifest is 1
Control Ki (2 Ki + 1 per spell level above 2nd). As an
spell level per 3 monk levels).
action, you may cast mute as a 2nd level spell. Upon
Evasive Footing [stance] (1 Ki). You may enter a stance
reaching 9th level, you may also cast dispel magic as a 3rd
that allows you to ignore attacks of opportunity from
level spell. You may either cast them with their normal
movement, as long as your AC is higher than 8 + the attack
ranges, or imbue them into your brews if you have the
bonus of the creatures you are evading. If a creature’s attack
Brewer feat. In this case, they are the only imbued effect.

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61
The maximum spell level you can manifest is 1 spell level subject to the effect, and does not require vocal components.
per 3 monk levels. You can choose to make this ability destroy Ki instead, in
Special: The cost of imbuing a brew is equal to the cost of which case it removes half the mana points it would
manifesting it. normally remove. You may treat this as a strike effect. The
Mist Weave (2 Ki + 1 per spell level above 2nd). As an maximum spell level you can manifest is 1 spell level per 3
action, you can cast fog cloud and blink step as 2nd level monk levels.
spells. The maximum spell level you can manifest is 1 spell Rising Sun [strike] (0 Ki). As a bonus action, you may
level per 3 monk levels. perform an upwards kick, dealing unarmed damage and
Furthermore, so long as you have at least 2 Ki, you suffer imposing an additional effect. You may also choose between
only light obstruction, and never heavy obstruction from mist dealing extra 2d6 damage, or adding 1d6 to any melee
and fog. weapon attack you make against the target for one minute.
They may make a Strength saving throw against your DC to
LIFE COCOON
half the direct damage and negate the vulnerability.
Starting at 11th level, you may designate an allied creature
with a cocoon of Ki as an action. This costs 2 Ki points and COMBO ATTACKS
remains for 1 minute. While invigorated this way, the Starting at 11th level, you score a critical hit with your
creature gains 2d10 temporary hit points. So long as the weapon attacks on a 19-20. If you already possess this
temporary hit points remain, the target heals 25% more hit range, the range increases by 1 point (18-20). When you
points from healing effects. score a critical hit, you may either use any one Ki ability with
A creature cannot benefit from life cocoon more than once no action or Ki cost (such as flurry of blows, Rising Sun,
every 24 hours. You may use this ability on yourself while your Superior Martial Arts abilities, or Quivering Palm once
stunned or asleep, but not while incapacitated. you gain it), or choose to regain 2 Ki.
Quivering Palm (3 Ki)
ENLIGHTENMENT
At 17th level, you gain the ability to set up lethal vibrations
Starting at 17th level, you may cast the resurrection (7th
in someone’s body. When you hit a creature with an
level) spell by spending 8 Ki points, or the revivify spell by
unarmed strike, you can use a bonus action to start these
spending 4 Ki. Neither can be used more than once in any
imperceptible vibrations, which last for a number of days
given 24 hours.
equal to your monk level. The vibrations are harmless unless
WINDWALKER you use your action to end them. To do so, you and the
target must be on the same plane of existence. When you
You are focused on hand-to-hand combat and evasion of the
use this action, the creature must make a Stamina saving
enemy’s blows. Windwalkers are usually the most
throw. If it fails, it is reduced to 0 hit points. If it succeeds, it
confrontational of the monk disciplines.
takes 10d10 shadow damage instead. You may place these
WINDWALKER RECIPES vibrations even with a harmless touch (which may require a
Upon reaching 3rd level and gaining this monk tradition, you Deception check opposed to Insight).
may add the following Ki power to your repertoire. You can have only one creature under the effect of this
Superior Martial Arts (2 Ki). As an action, you may deal feature at a time. You can choose to end the vibrations
your unarmed damage as an area of effect (expending any harmlessly without using an action.
number of attacks). You may choose to make it a 5-foot-burst
or a 15-foot line (Flying Serpent Kick). You may move within
the specified area of effect without provoking reactions from
the creatures in the area of effect (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 Hurricane
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.

WINDWALKER KI
Upon reaching 6th level, you gain the following new Ki
powers and add them to your repertoire.
Destroy Mana [strike] (2 Ki + 1 per spell level above
2nd). As an action, you can cast mana burn as a 2nd level
spell. This requires touching the effect or creature that is

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PALADIN (PLD)
This is the call of the paladin: to protect the weak, to bring
justice to the unjust, and to vanquish evil from the darkest
corners of the world. These holy warriors are equipped with
plate armor so they can confront the toughest of foes, and
the blessing of the Light allows them to heal wounds and, in
some cases, even restore life to the dead.

CREATING A PALADIN
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, Charisma
Skills: Choose two 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

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

multiple diseases or poisons this way. This feature has no


DIVINE SENSE effect on constructs.
The presence of strong evil registers on your senses like a
noxious odor, and powerful good rings like heavenly music
CRUSADER STRIKE
in your ears. As an action, you can open your awareness to Starting at 2nd level, when you hit a creature with a melee
detect such forces. Until the end of your next turn, you know weapon attack, you can expend mana as if you cast a spell to
the location of any celestial, fiend, or undead within 60 feet deal holy damage to the target, in addition to the weapon’s
of you that is not behind total cover. You know the type damage. The extra damage is 1d8 plus 1d8 per spell level
(celestial, fiend, or undead) of any being whose presence you (maximum 6d8 with a 5th level spell). If the target is a fiend
sense, but not its identity (the lich Kel’Thuzad, for instance). or an undead, you gain + 5 to the strike’s damage.
Within the same radius, you also detect the presence of any If you have a seal active, you may also perform a Crusader
place or object that has been consecrated or desecrated, as Strike without expending mana (called Seal Release or
with the hallow spell. You can use this feature a number of Judgment), terminating the effects of the seal (plus an
times equal to 1 + your Charisma modifier. When you finish additional effect depending on the seal). Despite the name,
a long rest, you regain all expended uses. Crusader Strike does not count as a Strike effect.

LAY ON HANDS FIGHTING STYLE


Your blessed touch can cure wounds. As an action, you may At 2nd level, you adopt a style of fighting as your specialty.
lay your hands on a target, investing them with healing Choose one of the following options. You can’t take a
energies. For every mana point you spend for Lay on Hands, Fighting Style option more than once, even if you later get to
you heal a number of hit points equal to your proficiency choose again.
bonus. Amount you heal is instead treated as holy damage
DEFENSE
for undead and fiends (in which case, this requires a melee
While you are wearing armor, you gain a +1 bonus to AC.
spell attack). Excess hit points are lost. When performing
Lay on Hands on yourself, this is instead a bonus action. DUELING
Alternatively, you can expend the mana to cure one disease When you are wielding a melee weapon in one hand and no
or one poison of your choice. Each disease or poison other weapons, you gain a +2 bonus to damage rolls with
requires spending mana points equal to one-quarter the that weapon.
saving throw DC of the poison or disease. You may cure

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GREAT WEAPON FIGHTING paladin spell you cast and when making an attack roll with
When you roll a 1 or 2 on a damage die for an attack you one.
make with a melee weapon that you are wielding with two
Spell save DC = 8 + your proficiency bonus + your Charisma
hands, you can reroll the die and must use the new roll. The modifier
weapon must have the two-handed or versatile property for
Spell attack modifier = your proficiency bonus + your
you to gain this benefit.
Charisma modifier
PROTECTION
SPELLBOOK – LIBRAM
When a creature you can see attacks a target other than you
At 2nd level, your libram contains three 1st-level paladin
that is within 5 feet of you, you can use your reaction to
spells of your choice. When you level up, you gain 2
impose disadvantage on the attack roll. You must be
additional paladin spells of your choice. You may also
wielding a shield.
acquire new spells by research, tutelage, or from the
spellbooks and scrolls of spellcasters who have spells you
can cast.
Your libram is effectively your spellbook, and you may add
spells by scribing it with new insights regarding the faith and
how to protect and promote it.

SPELLCASTING FOCUS
You can use your holy libram as a spellcasting focus for your
paladin spells, as well as the store for them.

AURA
Starting at 3rd level, your mastery over aura spells begins to
manifest. You always have the following aura spells
prepared.

• At 3rd level, you always have the devotion aura spell


prepared.
• At 6th level, you always have the crusader aura spell
prepared.
• At 14th level, you always have the concentration aura spell
prepared.
SPELLCASTING
• At 18th level, you always have the resistance aura spell
By 2nd level, you have learned to draw on divine magic prepared
through meditation and prayer to cast spells as a priest does.
HOLY OATH
CONJURING AND BINDING
A paladin can conjure and bind celestials. When you reach 3rd level, you walk a path that defines you
as a paladin forever. Up to this time you have been in a
PREPARING AND CASTING SPELLS preparatory stage, committed to the path but not yet sworn
Each paladin level provides you with 0.5 caster levels in the to it.
paladin class (minimum 0). You follow the normal You may choose the Oath of Holiness to aid the helpless,
progression to unlock spell levels (see the table under the Oath of Protection to guard the weak, or Oath of Retribution
Mana section). to smite the wicked, all detailed at the end of the class
You can also change your list of prepared spells by description. Your choice grants you features at 3rd level and
consulting your libram (treat as a spellbook) after a long again at 7th, 15th, and 20th level. Those features include
rest. Preparing a new list of paladin spells requires time oath spells and the Channel Divinity feature.
spent in study: at least 1 minute per spell level for each spell
on your list. OATH SPELLS
Each oath has a list of associated spells. You gain access to
SPELLCASTING ABILITY these spells at the levels specified in the oath description.
Charisma is your spellcasting ability for your paladin spells, Once you gain access to an oath spell, you always have it
since their power derives from the strength of your prepared.
convictions. You use your Charisma whenever a spell refers Oath spells don’t count against the number of spells you
to your spellcasting ability. In addition, you use your can prepare each day.
Charisma modifier when setting the saving throw DC for a

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65
If you gain an oath spell that doesn’t appear on the paladin EXTRA ATTACK
spell list, the spell is nonetheless a paladin spell for you.
Beginning at 5th level, you can attack twice, instead of once,
CHANNEL DIVINITY whenever you take the Attack action on your turn.

Your path allows you to channel divine energy to fuel DIVINE HEALTH
magical effects. Each Channel Divinity option provided by
Starting at 6th level, the divine magics flowing within you
your path explains how to use it. When you use your
Channel Divinity, you choose which option to use. You must grant you immunity to diseases and advantage against
poison, as well as resistance against poison damage.
then finish a short or long rest to use your Channel Divinity
again. Some Channel Divinity effects require saving throws. IMPROVED CRUSADER STRIKE
When you use such an effect from this class, the DC equals
your paladin spell save DC. By 11th level, you are so suffused with the might of the Light
You may always Turn Undead, and you gain an additional that all your melee weapon strikes carry its divine power
choice from your Path. with it. Whenever you hit a creature with a melee weapon,
the creature takes an extra 1d8 holy damage. If you also use
your Crusader Strike with an attack, you add this damage to
the extra damage of your Crusader Strike.

CLEANSING TOUCH
Beginning at 14th level, you can use your action to end one
spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain
expended uses when you finish a long rest.

AURA IMPROVEMENT
Also starting at 18th level, you have advantage to any check
to maintain an aura, and may extend the range of any aura
spell by 100%. Any effect that would normally dispel the
aura instead suppresses it for 1 minute instead.

SACRED OATHS
An Azerothian Paladin chooses from one of the below three
CHANNEL DIVINITY: TURN UNDEAD sacred oaths.
As an action, you present your holy symbol and speak a
prayer censuring fiends and undead, using your Channel OATH OF HOLINESS
Divinity. Each fiend or undead that can see or hear you
Your oath is to heal and inspire your allies. Holy paladins are
within 30 feet of you must make a Spirit saving throw.
common, and are usually well-regarded battle healers.
If the creature fails its saving throw, it is turned for 1
minute or until it takes damage. A turned creature must OATH OF HOLINESS SPELLS
spend its turns trying to move as far away from you as it can, Level Spells
and it can’t willingly move to a space within 30 feet of you. It 3rd protection from evil and good, sanctuary
also can’t take reactions. For its action, it can use only the 5th lesser restoration, zone of truth
Dash action or try to escape from an effect that prevents it 7th beacon of hope, redemption (revivify)
13th freedom of movement, guardian of faith
from moving. If there’s nowhere to move, the creature can 17th commune, redemption (mass revivify)
use the Dodge action.
CHANNEL DIVINITY: LIGHT OF DAWN
ABILITY SCORE IMPROVEMENT When you take this oath at 3rd level, you can spend a
When you reach 4th level, and again at 8th, 12th, 16th, and Channel Divinity use and an action, to present your holy
19th level, you can increase one ability score of your choice symbol and release an outburst of the Holy Light of
by 2, or you can increase two ability scores of your choice by Creation, allowing one friendly creature within 30 feet to use
1. As normal, you can’t increase an ability score above 20 a hit dice as if they rested. The ally also gains temporary hit
using this feature. points equal to double your Charisma modifier.

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66
HOLY VISION take a long rest. This may also be applied to undead to harm
At 3rd level, whenever you cast a healing spell from the them (if possible)
paladin spell list and the dice shows the maximum possible
ILLUMINATED HEALER
result (such as a 6 on a d6), you may roll the maximized dice
By 20th level, whenever a creature that benefits from a
again and add the amount healed to the total. This applies to
healing effect (such as Channel Divinity: Light of Dawn, or
healing spells that deal damage to undead. This does not
healing spell) originating from you manifest a holy shield.
stack with other similar abilities.
This holy shield grants them temporary hit points equal to
This acts similarly to the Light’s Insight ability of the holy
the amount they were healed by you. The holy shield does
priesthood. If having both features, and if the re-rolled dice
not increase the amount shielded if the healing spell was a
results in a maximum result as well, you may roll a third
critical hit.
time.
This shield remains until the hit points are reduced to 0,
HOLY AURAS or until ten minutes have passed. This effect does not stack
At 7th level, your auras increase in strength. You may with itself, and a creature can benefit from a single holy
maintain two aura spells at once as if they cost one case of shield only once every hour. Your healing spells critically hit
concentration. Furthermore, your allies can benefit from two on d20 roll of one point less (or 18 if it was 19-20).
auras at a time.
Also, whenever an ally is within one of your aura spells,
OATH OF PROTECTION
they are more easily healed by you. Your oath is to guard your allies and all friends of the Holy
If you are using a paladin healing spell, it can heal one Light. Protection paladins are very tough foes who can
additional dice of damage to them. survive hefty abuse.
If you are using the Lay on Hands feature, it can heal 25%
extra hit points. OATH OF PROTECTION SPELLS
Level Spells
LATENT PRAYER 3rd shield, sanctuary
Starting at 15th level, you may cast a healing spell on a 5th lesser restoration, warding bond
creature that only activates whenever the creature wishes. 7th beacon of hope, revivify
13th aura of life, death ward
This does not require concentration on your end, and the
17th hope of healing, wall of force*
creature (or you) may declare use of the spell as a reaction.
This effect remains for one day or until used, and leaves a * must be projected from an upheld shield
holy mark that can be detected as the healing spell. A single CHANNEL DIVINITY: ROOK’S MOVE
creature can only benefit from one latent prayer until they

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67
When you take this oath at 3rd level, you may spend a Also, when you no longer have uses of this ability, you may
Channel Divinity use to swap places with any ally as a cast any spell from your paladin spell list as a reaction if you
reaction. Choose an ally that is about to be attacked by a drop to 0 hit points or below.
weapon attack, or an ally who took damage from a weapon
attack roll. The two of you change places, ignoring attacks of OATH OF RETRIBUTION
opportunity provoked as part of movement and difficult Your oath is to bring retribution to the wicked, avenging
terrain. The ally must be within 30 feet of you, you must wrongs made but not settled. Retribution paladins are often
have a clear path to them, and the target must be of your wandering knights, hunting down villains and depraved
size category or smaller. monsters.
If you use this ability before the attack roll is made, the
attack roll is made against your AC, but you must declare OATH OF RETRIBUTION SPELLS
use of this ability before knowing whether the attack would Level Spells
3rd compelled duel, heroism
hit the ally.
5th branding strike, warding bond
If you declare this ability after the attack roll is successful, 7th beacon of hope, haste
you take damage after switching places, even if you would 13th guardian of faith, death ward
have otherwise been unharmed (it such as by having a 17th hope of healing, dispel evil and good
higher AC value than the attacker’s attack roll).
CHANNEL DIVINITY: SWORD OF LIGHT
AVENGER’S SHIELD When you take this oath at 3rd level, you can spend a
Starting 3rd level, you may throw your shield as a ranged Channel Divinity use and an action to imbue one weapon
thrown attack. The shield has a range of 30/60 feet. If used that you are holding with positive energy. For 1 minute, you
against a target that is spellcasting or who casts a spell in add your Charisma modifier to attack rolls made with that
same turn after being hit, it imposes disadvantage to the weapon (with a minimum bonus of + 1).
creature’s required Stamina save to maintain the spell, or The weapon also emits bright light in a 20-foot-radius and
any check to concentrate while being hit. The damage dealt dim light 20 feet beyond that. If the weapon is not already
is equal to 1d4 + your Strength modifier, and the damage magical, it becomes magical for the duration. You can end
dealt is half holy and half bludgeoning. this effect on your turn as a bonus action. If you are no
The shield returns instantaneously to your hand, and may longer holding or carrying this weapon, or if you fall
be used again in the same round. This requires having a unconscious, this effect ends.
shield.
ARM OF THE LAW
OPPORTUNE PRAYER At 3rd level, you can, whenever you release a seal or
Starting at 7th level, whenever you reduce an enemy to 0 hit perform a Crusader Strike, you may use a Dash action as a
points, you may cast a cure spell as a reaction. You may also bonus action.
do this whenever you score a critical hit or are hit with a You may also perform Crusader Strike at a range of 30
critical hit. feet, but the damage includes only the holy damage dealt
(i.e., 2d8 holy damage as a 1st level spell). This is counted as
HOLY SENTINEL a ranged spell attack.
Starting at 15th level, whenever you hit a creature with an
opportunity attack, the creature’s speed temporarily SWORD OF TRUTH
becomes 0 for the rest of the turn. Creatures within 5 feet of Starting at 7th level, you alays add your Charisma modifier
you provoke opportunity attacks from you even if they take to damage rolls.
the Disengage action before leaving your reach. When a
DIVINE STORM
creature within 5 feet of you makes an attack against a
Starting at 15th level, whenever you use a Crusader Strike,
target other than you, you can use your reaction to make a
the holy damage radiates from you, dealing holy damage to
melee weapon attack against the attacking creature.
all hostile creatures besides the target of your strike within 5
Your Avenger’s Shield can also jump from one enemy to
feet of you. The damage is equal to the bonus damage from
another (which costs an attack action, as part of your Extra
your Crusader Strike, and can be halved with a successful
Attack). This may leave the shield’s normal maximum range,
Spirit saving throw against your spell DC. The effects of a
so long as the targets are 30 feet from one another. When
released seal is applied only to the initial creature.
you no longer have attacks, the shield returns to you.
EMANCIPATE
ARDENT DEFENDER At level 20, your cleansing touch may be used at a range of
At level 20, you may, as a reaction, you may gain resistance
10 feet, and you may always cast it on yourself, even when
to all damage for one round. Once this feature is used five
otherwise incapacitated.
times, it cannot be used again until you complete a long rest.

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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. Priests
serve their faith--either that of the Light through the Holy
priesthood, the Old Gods though the Shadow priesthood,
the Lich King through the Death priesthood, taking a neutral
stance between the forces of the world with Discipline
priesthood, or serving the Moon goddess Elune through the
universally-female Moon priesthood.

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

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

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

PROFICIENCIES
Armor: Light armor
Weapons: All simple weapons
Tools: None
Saving Throws: Spirit, Charisma
Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion

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

• (a) a club or (b) a quarterstaff


• (a) leather armor, or (b) chain shirt (if proficient)
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a priest’s pack or (b) an explorer’s pack
• A holy (or unholy or neutral) symbol and libram

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69
THE PRIEST
Level Proficiency Caster Level
Bonus Features (Spell Level)
1st +2 Priesthood, Spellcasting, Unarmored Defense 1 (1st)
2nd +2 Channel Divinity (1/rest), Priesthood feature, Desperate Prayer 2 (1st)
3rd +2 — 3 (2nd)
4th +2 Ability Score Improvement 4 (2nd)
5th +3 Destroy Undead (CR 1/2) 5 (3rd)
6th +3 Channel Divinity (2/rest), Priesthood feature 6 (3rd)
7th +3 — 7 (4th)
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Priesthood feature 8 (4th)
9th +4 — 9 (5th)
10th +4 Divine Intervention 10 (5th)
11th +4 Destroy Undead (CR 2) 11 (6th)
12th +4 Ability Score Improvement 12 (6th)
13th +5 — 13 (7th)
14th +5 Destroy Undead (CR 3) 14 (7th)
15th +5 — 15 (8th)
16th +5 Ability Score Improvement 16 (8th)
17th +6 Destroy Undead (CR 4), Priesthood feature 17 (9th)
18th +6 Channel Divinity (3/rest) 18 (9th)
19th +6 Ability Score Improvement 19 (9th)
20th +6 Divine Intervention improvement 20 (9th)

rest. Preparing a new list of priest spells requires time spent


PRIESTHOOD in study: at least 1 minute per spell level for each spell on
Choose one priesthood or domain related to your deity: your list.
Death (Lich King), Discipline (Balance), Holy (Holy Light),
SPELLCASTING ABILITY
Moon (Elune), or Shadow (Forgotten Shadow). Each
Spirit is your spellcasting ability for your priest spells, since
priesthood is detailed at the end of the class description.
you learn your priest spells through dedication to a higher
Your choice grants you domain spells and other features
force.
when you choose it at 1st level. It also grants you additional
You use your Spirit whenever a spell refers to your
ways to use Channel Divinity when you gain that feature at
spellcasting ability. In addition, you use your Spirit modifier
2nd level, and additional benefits at 6th, 8th, and 17th levels.
when setting the saving throw DC for a priest spell you cast
SPELLCASTING and when making an attack roll with one.

As a practitioner of divine magic, you may choose from the Spell save DC = 8 + your proficiency bonus + your Spirit
modifier
priest spell list which spells you wish for every day.
Spell attack modifier = your proficiency bonus + your Spirit
CANTRIPS modifier
At 1st level, you know a number of cantrips equal to your
proficiency bonus. PRIESTHOOD SPELLS
Each priesthood has a list of spells—its priesthood spells—
CONJURING AND BINDING that you gain at the priest levels noted in the priesthood
A priest can conjure and bind aberrations, beasts, celestials, description. Once you gain a priesthood spell, you always
elementals, fey, fiends, monstrosities, oozes, and undead. have it prepared, and it doesn’t count against the number of
PREPARING AND CASTING SPELLS spells you can prepare each day.
Each priest level provides you with 1 caster level in the If you have a priesthood spell that doesn’t appear on the
priest class. You follow the normal progression to unlock priest spell list, the spell is nonetheless a priest spell for you.
spell levels (see the table under the Mana section). SPELLBOOK – LIBRAM
You prepare the list of priest spells that are available for At 1st level, your libram contains six 1st-level priest spells of
you to cast, choosing from the priest spell list. your choice. When you level up, you gain 2 additional priest
You can also change your list of prepared spells by spells of your choice. You may also acquire new spells by
consulting your libram (treat as a spellbook) after a long

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70
research, tutelage, or from the spellbooks and scrolls of minute or until it takes any damage.A turned creature must
spellcasters who have spells you can cast. spend its turns trying to move as far away from you as it can,
Your libram is effectively your spellbook, and you may add and it can’t willingly move to a space within 30 feet of you. It
spells by scribing in your insights regarding the secrets of also can’t take reactions. For its action, it can use only the
the powers you serve. Dash action or try to escape from an effect that prevents it
from moving. If there’s nowhere to move, the creature can
SPELLCASTING FOCUS
use the Dodge action.
You can use your holy symbol as a spellcasting focus for
your priest spells. DESPERATE PRAYER
UNARMORED DEFENSE Starting at 2nd level, you may rapidly recover your mana by
invoking powers from beyond. You can use your action and
Beginning at 1st level, while you are wearing no armor and
bonus action on your turn to regain mana as if completed a
not wielding a shield, your AC equals 10 + your Agility
short rest (or rested for one hour).
modifier + your Spirit modifier.
You can use this feature up to one time per every two
CHANNEL DIVINITY points of proficiency bonus. You regain expended uses when
you finish a long rest.
At 2nd level, you gain the ability to channel divine energy
Alternatively, if you use this during a short rest, you are
directly from your deity, using that energy to fuel magical
treated as if you rested for two hours.
effects. You start with two such effects: Turn Undead and an
effect determined by your priesthood. Some domains grant ABILITY SCORE IMPROVEMENT
you additional effects as you advance in levels, as noted in
When you reach 4th level, and again at 8th, 12th, 16th, and
the domain description. When you use your Channel
19th level, you can increase one ability score of your choice
Divinity, you choose which effect to create. You must then
by 2, or you can increase two ability scores of your choice by
finish a short or long rest to use your Channel Divinity again.
1. As normal, you can’t increase an ability score above 20
Some Channel Divinity effects require saving throws.
using this feature.
When you use such an effect from this class, the DC equals
your priest spell save DC. Beginning at 6th level, you can use DESTROY UNDEAD
your Channel Divinity twice between rests, and beginning at
Starting at 5th level, when an undead fails its saving throw
18th level you can use it three times between rests. When
against your Turn Undead feature, the creature is instantly
you finish a short or long rest, you regain your expended
destroyed if its challenge rating is at or below a certain
uses.
threshold, as shown in the Destroy Undead table.
CHANNEL DIVINITY: TURN UNDEAD
As an action, you present your holy symbol and speak a DESTROY UNDEAD TABLE
prayer censuring the undead. Each undead that can see or Priest Level Destroys Undead of CR…
5th 1/2 or lower
hear you within 30 feet of you must make a Spirit saving
8th 1 or lower
throw. If the creature fails its saving throw, it is turned for 1 11th 2 or lower
14th 3 or lower
17th 4 or lower

DIVINE INTERVENTION
Beginning at 10th level, you can call on your deity to
intervene on your behalf when your need is great.
Describe the assistance you seek, and roll percentile dice.
If you roll a number equal to or lower than your priest level,
your deity intervenes. The DM chooses the nature of the
intervention; the effect of any priest spell or priesthood spell
would be appropriate.
Imploring your deity’s aid requires you to use your action.
If your deity intervenes, you can’t use this feature again 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.

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71
PRIESTHOODS 17th 4 or lower
CULTIST OF THE DAMNED
A priest can be under one of the below priesthoods. Starting at 6th level, you can cast any necromancy spell as a
ritual even if it doesn't have the ritual tag.
DEATH PRIESTHOOD
DEATH'S TOUCH
You follow the Lich King, gaining unholy powers from your
At 8th level, you may use an action to target any dying
devotion to the Dark Lord of the Dead. Death priesthoods
creature within 90 feet with a ranged spell attack. The
are feared and reviled figures in civilized societies, as they
creature fails one death saving throw instantly. You also
are often seen as harbingers for a Scourge invasion.
have Resistance to shadow damage.
DEATH PRIESTHOOD SPELLS AVATAR OF DEATH
Priest Level Spells
At 17th level you have the “Command Undead” ability as if
1st bane, sleep
3rd gentle repose, see invisibility you were a Necromancer equal to your priest level. Also
5th animate dead iii, speak with dead when using your Death's Touch ability any target that dies
7th blight, dreain life while you are touching them cannot be resurrected or
9th contagion, unhallow reincarnated. They can however be raised as Undead.
DEATH CAN WAIT
At first level, you gain advantage against all Death Saving
Throws, attempts to stabilize, and saves against necromancy
spell effects.
You may also sacrifice yourself ritually to become a shade,
gaining incorporeality (see Introduction), but becoming
unable to cast spells. You gain telepathy with who sacrificed
you, and may communicate with them and share what you
see as an action from their part. This remains so long as you
and your lord are in the same plane. The connection may be
willingly transferred to another creature. The transformation
is complete after one day of death, and cannot be reversed
short of a wish spell or divine intervention.

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 DISCIPLINE PRIESTHOOD
fear effect.
You follows the tenets of balance and self-improvement,
LICH KING’S FAVOR balancing the forces of Light and Shadow within you—a
Starting at 2nd level, you add all necromancy spells from all concept often called Chakra training. Your magics can shield
spell lists to your spell list. Using necromancy spells that are allies from taking damage as well as heal their wounds.
not on your spell list cost 1 additional mana point. Discipline priests do not advertise themselves, but act as
DESTROY LIVING other priests.
Starting at 5th level, when a living creature fails its saving
DISCIPLINE PRIESTHOOD SPELLS
throw against your Channel Divinity feature, the creature is
Priest Level Spells
instantly destroyed if its challenge rating is at or below a 1st arcane armor, sanctuary
certain threshold, as shown in the Destroy Living table. It 3rd power word shield, levitate
disintegrates, leaving only a pile of dust, so commands the 5th remove curse, warding bond
Lich King. 7th death ward, stoneskin
9th hold (5), telekineses
DESTROY LIVING TABLE CHAKRA WARD
Priest Level Destroys Living of CR…
Beginning at 1st level, while you are wearing no armor and
5th 1/2 or lower
8th 1 or lower not wielding a shield, you take 3 less damage from all
11th 2 or lower slashing, piercing, and bludgeoning damage (minimum 1).
14th 3 or lower

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EXTENDED WARDS undead. This acts similarly to the Holy Vision ability of the
Also beginning at 1st level, you double the duration of any holy oath. If having both features, and if the re-rolled dice
active spell that grants temporary hit points and all power results in a maximum result as well, you may roll a third
word spells. time.

CHANNEL DIVINITY: DAMAGE WARD LIGHT’S EMBRACE


Starting at level 2, you may use a channel divinity attempt to Also starting at 1st level, your healing spells are more
grant any ally within 30 ft. resistance against any type of effective. Whenever you use a priest spell of 1st level or
damage they specify. This resistance remains for until the higher to restore hit points to a creature, the creature
end of your turn the next round. regains additional hit points equal to 2 + the spell’s level. If
the spell heals multiple creatures, the additional healing is
CHANNEL DIVINITY: REFLECTING WARD
added to the total, not to each creature.
Starting at 6th level, whenever a creature benefitting from
You may also turn fiends when you use your Channel
your Damage Ward ability is damaged, you may use a
Divinity to turn undead.
channel divinity attempt and a reaction to reflect half the
damage dealt back to the creature who dealt it. CHANNEL DIVINITY: RESTORE LIFE
Make a ranged spell attack, and on a success, the creature Starting at 2nd level, you may use your action while
damaging your ally is damaged themselves by half their own presenting your holy symbol to evoke healing energy that
damage. This does not alter the type of damage dealt. can restore a number of hit points equal to five times your
priest level. Choose any creatures within 30 feet of you, and
CHAKRA CLEANSING
divide those hit points among them. This feature can restore
Starting at 8th level, whenever you cast a shielding spell, you
a creature to no more than half of its hit point maximum.
may perform one of the two abilities with a bonus action.
You can’t use this feature on a construct, but may target
• You may dispel any magical effect the target suffers from. undead to damage by expending healing, dealing holy
This acts as dispel magic with a spell level equal to the damage instead of healing them.
level of the shielding spell you cast.
CHANNEL DIVINITY: FOCUSED CASTING
• You may grant additional temporary hit points equal to
Starting at 6th level, you may use a channel energy attempt
double the spell level.
to alter the target of any sigil healing spell you cast on a
INFUSED SHIELD target. This does not reduce the duration, and may be used
Starting at 17th level, whenever you cast a healing or outside the target’s turn. You may use this instead to grant
shielding spell, you may freely convert temporary hit points the target another benefit of the sigil spell in the same
from your priest spells to actual hit points, or vice versa. A round. This does not cost an action.
healing spell that grants temporary hit points is counted as a
ANGELIC FORM
shielding spell, and benefits from the Chakra Cleansing,
Starting at 8th level, you may ascend temporarily to become
Extended Wards, and Shielding Power abilities.
an angelic being, becoming incorporeal, and regaining half
HOLY LIGHT PRIESTHOOD total hit points and mana points, and dispelling one magical
effect on you.
You are a vessel of the Holy Light’s will, a versatile healer
While in this form, you may only cast healing, restorative,
who can reverse damage on individuals or groups and even
and domain spells, and can only speak in celestial. After one
heal from beyond the grave. Holy priests are well-adored and
minute, you return to your normal form, and are reduced to
respected among the Alliance.
10% of your maximum hit points. This may be used once per
HOLY PRIESTHOOD SPELLS rest.
Priest Level Spells You also learn celestial, if you don’t already know how to
1st bless, holy light speak it.
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify GUARDIAN SPIRIT
7th death ward, guardian of faith Starting at 17th level, you may target any ally within 30 ft.,
9th hope of healing, mass revivify granting them a guardian angel spirit. This spirit increases
the amount of healing taken from all your priest spells by
LIGHT’S INSIGHT
25%, and may be sacrificed to either grant resistance against
Starting at 1st level, whenever you cast a healing spell from
any one attack the target, or automatically stabilize the
the priest spell list and the dice shows the maximum
target if they are reduced to 0 hit points. This does not affect
possible result (such as a 6 on a d6), you may roll the
constructs or undead. This may be used once per rest.
maximized dice again and add the amount healed to the
total. This applies to healing spells that deal damage to

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73
MOON PRIESTHOOD to revert to their original shape if they fail a Charisma saving
throw. They cannot return to said form for one minute after
You are part of the ancient and well-respected sisterhood of
being subject to this.
the night-elven moon goddess Elune, and your path is of You may alternatively target a non-shapeshifting beast or
serenity, grace, and reflection. Moon priestesses favor using
humanoid that can see you within 30 feet. If the creature
subtlety, the bow, and hit-and-run techniques to guard her fails a Charisma saving throw, it is charmed by you for 1
flock.
minute or until it takes damage. While it is charmed by you,
MOON PRIESTHOOD SPELLS it is friendly to you and other creatures you designate. If you
Priest Level Spells treat them fairly, they do not revert to their original hostility
1st shot array*, trueshot aura after the duration ends.
3rd invisibility, moonbeam
5th remove curse, shooting star CHANNEL DIVINITY: TRUESHOT AURA
7th dominate, hallucinatory terrain Starting at 6th level, you may spend a Channel Divinity use
9th dream, starfall as a bonus action and designate one ally within 30 feet as
* all except black arrow your moonlight ward.
So long as the ally remains at that range or closer, you
LIGHT OF THE MOON may use a bonus action to heal the target with a healing
Starting at 1st level, when you are bathed in the light of the spell from the priest spell list that normally requires an
moon (naturally or during an eclipse), you are affected by the action. If the spell normally costs a bonus action to cast
inner fire spell (spell level equal to the maximum spell level (such as the flash of light spell), it may instead cost a
you can access). This does not require concentration. reaction. The ward remains for 1 minute.
FAVOR OF ELUNE If you successfully dealt damage with a ranged weapon to
Also starting at 1st level, you gain proficiency with all ranged an enemy before casting a healing spell, the mana cost of the
projectile weapons, and can add your spirit modifier to spell is reduced by 1 (minimum 1). This can stack with the
damage rolls with bows of all types. normal reduction for repeat-casting a spell.
You also gain the Favored by Elune hunter talent. ELUNE’S GRACE
CHANNEL DIVINITY: MOONLIGHT CALM Starting at 8th level, whenever natural moonlight is
Starting at 2nd level, when you channel divinity, you may illuminating you or the target of your healing spells, they
force a Druid in their Wild Shape or a shapeshifting creature

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74
receive maximum healing. When in other conditions, you You may also pronounce the verbal components of your
can roll twice and take the higher result. This effect does not priest spells mentally, so that only the target can hear them.
stack with similar features. This way, you cast spells in areas of silence or while muted.

MOON'S LUCK CHANNEL DIVINITY: DEVOURING PLAGUE


Starting at 17th level, gain the Lucky Feat when you are Starting at 2nd level, you may use an action while
bathed in the light of the moon. You have a number of Luck presenting your unholy symbol to evoke dark energy, dealing
Points equal to half of your Priest level (rounded down). In psychic damage equal to five times your priest level, halved
other conditions, the number of Luck Points is halved. with a Spirit saving throw. Choose any creatures within 30
feet of you, and divide those damage among them. This
feature can reduce a creature to no more than half of its hit
point maximum. You can’t use this feature on undead or
constructs. You regain hit points equal to the total damage
you dealt. If you have any active shadow orbs, you may grant
one creature hit points equal to the damage dealt by this
ability using one shadow orb.
You may also deduct three hit points from the pool to
restore one point of mana for you or the target, up to a
maximum number of hit points equal to five times your
SHADOW PRIESTHOOD priest level. This counts as a mana restoration effect.
You answered the call of the Old Gods, joining the Cult of
CHANNEL DIVINITY: FOCUSED PSYCHE
the Forgotten Shadow, gaining powers over the eldritch
Starting at 6th level, you may use a channel energy attempt
mysteries and powers of the ancient changed beings.
to alter the target and refresh the duration of any damaging
Shadow Priests use sinister shadow magic, especially sigil
sigil spell you cast on a target. This may be used outside
spells, to eradicate enemies.
your turn, possibly recovering from a dispelled sigil by
SHADOW PRIESTHOOD SPELLS shifting it to another target. This requires a spell attack as
Priest Level Spells normal. This does costs a reaction if used outside your turn,
1st dissonant whispers, sleep and a bonus action if on your turn.
3rd fear, hex array*
5th blight, curse of weakness SHADOWY FORM
7th black tentacles (or old gods’ grasp), confusion Starting at 8th level, you may ascend temporarily to become
9th hold (up to 4 creature types), vampiric aura a shadowy being, becoming incorporeal, and regaining half
* only dream eat total hit points and mana points, and dispelling one magical
effect on you.
SHADOW ORBS
While in this form, you may only cast psychic, sigil, and
Starting at 1st level, you gain a shadow orb whenever you
domain spells, and can only speak in Shath'Yar. After one
cast a damaging sigil spell or a damaging spell that deals
minute, you return to your normal form, and are reduced to
psychic damage. The shadow orb orbits your body,
10% hit points. This may only be activated when you have
becoming invisible when you wish them to.
less than 10% hit points remaining or if you are dying. This
Each shadow orb may be consumed to increase the DC of
may be used once per rest.
any spell you cast by one point per shadow orb consumed.
You also have resistance against psychic damage, and
You may have a maximum of 3 shadow orbs, which remain
your mind cannot be read.
for ten minutes or until used. Alternatively, you may
You also learn Shath'Yar, if you don’t already know how to
consume a shadow orb to reduce the mana cost of a shadow
speak it.
or psychic spell by one point per orb consumed, or reduce
the DC to maintain a sigil that has the same descriptors by 2 VAMPIRIC EMBRACE
points. Starting at 17th level, whenever you deal damage with a
damaging sigil or psychic effect, you may can heal quarter
MIND QUICKENING
the damage and grant it as healing to allies within 30 feet of
Also starting at 1st level, your expanded mind gives you the
the target, dividing the healing evenly. You may instead
ability to touch the minds of other creatures. You can
divide the damage by ten, and grant it as mana restoration to
communicate telepathically with any creature you can see
the same amount of targets. Unlike normal mana restoration
within 30 feet of you. You don’t need to share a language
effects, this can benefit a target up to three times before it
with the creature for it to understand your telepathic
cannot be used again for an hour.
utterances, but the creature must be able to understand at
least one language.

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75
ROGUE (RGE) CLASS FEATURES
Rogues represent thieves, treasure-hunters, cunning spies, As a rogue, you have the following class features.
and aspiring adventurers. Using their skills and cunning
HIT POINTS
(and sometimes gifted with a knack for technology or
Hit Dice: 1d8 per rogue level
strange magics), rogues are always welcome to any faction,
Hit Points at 1st Level: 8 + your Stamina modifier
and many work for more than two at any given time as
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
scouts, double agents, and false merchants.
modifier per rogue level after 1st
If you wish to recreate the original 5e Rogue, choose the
following talents the appropriate levels: PROFICIENCIES
Armor: Light armor
• Cunning Action as the first talent at 2nd level
Weapons: Simple weapons, hand crossbows, longswords,
• Uncanny Dodge as the second talent at 5th level
rapiers, scimitars, shortswords
• Evasion as the second talent at 7th level
Tools: Thieves’ tools or Poisoner’s Kit
• Reliable as the third talent at 11th level
Saving Throws: Agility, Intelligence
• Slippery Mind as the fourth talent 15th level
Skills: Choose four from Acrobatics, Athletics, Deception,
• Elusive as the fifth talent at 18th level
Insight, Intimidation, Investigation, Perception,
CREATING A ROGUE Performance, Persuasion, Sleight of Hand, and Stealth

QUICK BUILD EQUIPMENT


You start with the following equipment, in addition to the
You can make a rogue quickly by following these
equipment granted by your background:
suggestions. First. Agility should be your highest ability
score. Make Intelligence your next-highest if you want to • (a) a rapier or (b) a shortsword
excel at Investigation. Choose Charisma instead if you plan • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
to emphasize deception and social interaction. Second, • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
choose the charlatan background. explorer’s pack
• Leather armor, two daggers, and thieves’ tools or
poisoner’s tools

Refer to the Dungeon Master’s Guide for details about


poisons and purchasing costs. One use of a poison (vial,
dash, etc.) are considered creations of moderate complexity
(1 day) to create.

CHAPTER 3: CLASSES | ROGUE (RGE)


76
THE ROGUE
Level Proficiency Sneak
Bonus Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2nd +2 1d6 Rogue Talent
3rd +2 2d6 Rogue Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Rogue Talent
6th +3 3d6 Expertise
7th +3 4d6 Rogue Talent
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Rogue Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Rogue Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Rogue Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Rogue Talent
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Rogue Archetype feature
18th +6 9d6 Rogue Talent
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

used to convey short, simple messages, such as whether an


EXPERTISE area is dangerous or the territory of a thieves’ guild, whether
At 1st level, choose two of your skill proficiencies, or one of loot is nearby, or whether the people in an area are easy
your skill proficiencies and your proficiency with thieves’ marks or will provide a safe house for thieves on the run.
tools. Your proficiency bonus is doubled for any ability check
you make that uses either of the chosen proficiencies.
ROGUE TALENT
At 6th level, you can choose two more of your proficiencies Starting at 2nd level, you may gain one rogue talent, abilities
(in skills or with thieves’ tools) to gain this benefit. that represent your ability to function under pressure or
perform specialized tasks, either by quick thinking, good use
SNEAK ATTACK of skill, special aptitude towards magic, or by lightning-fast
Beginning at 1st level, you know how to strike subtly and reflexes.
exploit a foe’s distraction. Once per turn, you can deal an Whenever you qualify for another talent (at levels 2, 5, 7,
extra 1d6 damage to one creature you hit with an attack if 11, 15, and 18, you can choose another talent or gain
you have advantage on the attack roll. The attack must use a another use of an existing talent. All abilities have DCs of 8 +
finesse or a ranged weapon. You don’t need advantage on your proficiency bonus + your Strength or Agility modifier
the attack roll if another enemy of the target is within 5 feet (your choice) if they allow a saving throw..
of it, that enemy isn’t incapacitated, and you don’t have You may also choose to gain a hunter or warrior talent you
disadvantage on the attack roll. qualify for.
The amount of the extra damage increases as you gain
levels in this class, as shown in the Sneak Attack column of
ROGUISH ARCHETYPE
the Rogue table. At 3rd level, you choose an archetype that you emulate in the
exercise of your rogue abilities: Assassination, which
THIEVES’ CANT focuses on capturing the opponent unawares a quickly
During your rogue training you learned thieves’ cant, a dispatching of them, Outlaw, which focuses on dueling and
secret mix of dialect, jargon, and code that allows you to swashbuckling, and Subtlety, which attunes one’s self with
hide messages in seemingly normal conversation. Only shadows so much that they begin to aid him. All are detailed
another creature that knows thieves’ cant understands such at the end of the class description. Your archetype choice
messages. It takes four times longer to convey such a grants you features at 3rd level and then again at 9th, 13th,
message than it does to speak the same idea plainly. In and 17th level.
addition, you understand a set of secret signs and symbols

CHAPTER 3: CLASSES | ROGUE (RGE)


77
ABILITY SCORE IMPROVEMENT • Cunning Action. Your quick thinking and agility allow you
to move and act quickly. You can take a bonus action on
When you reach 4th level, and again at 8th, 10th, 12th, 16th,
each of your turns in combat to use the following action:
and 19th level, you can increase one ability score of your Dash, Disengage, or Hide. Only rogues may take this
choice by 2, or you can increase two ability scores of your
talent.
choice by 1. As normal, you can’t increase an ability score • Cloak of Shadows. You may dispel one active spell effect
above 20 using this feature.
on you as a reaction. If the spell’s level is less than half
BLINDSENSE your character level, you automatically succeed. If the
spell’s level is higher, you must succeed on an Intelligence
Starting at 14th level, if you are able to hear, you are aware or Charisma saving throw (DC 10 + spell level) to dispel it.
of the location of any hidden or invisible creature within 10 After being used a number of times equal to your
feet of you. proficiency bonus, this cannot be used again until after a
short rest.
STROKE OF LUCK
• Elusive (requires proficiency + 6 or higher). You are so
At 20th level, you have an uncanny knack for succeeding evasive that attackers rarely gain the upper hand against
when you need to. If your attack misses a target within you. No attack roll has advantage against you while you
range, you can turn the miss into a hit. Alternatively, if you aren’t incapacitated. Only rogues may take this talent.
fail an ability check, you can treat the d20 roll as a 20. • Evasion (requires proficiency of + 3 or higher). You can
Once you use this feature, you can’t use it again until you nimbly dodge out of the way of certain area effects, such as
finish a short or long rest. a 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 half damage, you instead take no
damage if you succeed on the saving throw, and only half
damage if you fail. Only rogues may take this talent.
• Fading Shadow (requires Subtlety specialization or the
Cloak of Shadows talent). You may cast the blink step
spell. After being used, this cannot be used again until
after a short rest.
This talent can be taken multiple times, each time adding
another use of this ability before a short rest.
If your proficiency bonus is + 4 or higher, this acts as the
dimension door spell instead.
ROGUE TALENTS • Fan of Knives. Whenever you use an action to attack with
a light throwing weapon (such as daggers, darts, light
• Agile Leap (requires proficiency of + 3 or higher). You hammers, handaxes, or javelins), you may throw another
may use a bonus action to leap, moving at half your total of the same type as part of the same attack action. You
speed. This movement does not provoke reactions. If you may still use two-weapon fighting to throw a third weapon
have the ability to glide, hover, or fly (via spell, gadget, or as a bonus action. This stacks with the Extra Attack
ability), you may choose to use this ability in mid-air feature, if you possess it (adding one thrown attack with
(effectively changing your trajectory as a double-jump). the first action for each extra attack).
This jump also counts as a dash for the purposes of other You may instead spend your action and bonus action to
abilities. release the same number of weapons weapons as a 20 foot
You are treated as if you always benefit from the jump sphere (all around you), a 15 foot cone (in a quarter-circle),
spell. or a line 30 feet long, 5 feet wide in any direction you
• Alchemical Aptitude (requires Intelligence 13 or choose. This requires the three thrown weapons, and deals
higher). You gain proficiency in alchemist’s supplies, and damage as if they all hit, with an Agility saving throw to
the Alchemy ability (with an effective caster level of 1, half damage.
choosing spells from the alchemist spell list). You gain
three potion recipes, and can store them in an alchemist’s If you have the Sneak Attack feature, you may add one
formula book, even scribing them in Thieves’ Cant (which additional point of damage per sneak attack dice to the
is treated as a cypher). total damage, but only if the target qualifies for a sneak
Rogues often choose three from the following: Alchemists attack. This is an area effect.
acid, alchemist’s fire, alchemist’s frost, false life potion, • Flash Bomber (requires proficiency of + 3 or higher).
healing potion, poison spray potion, rejuvenation potion You may use a bonus action or reaction to activate or make
(sometimes known as a crimson vial) or smoke bomb.

CHAPTER 3: CLASSES | ROGUE (RGE)


78
use of the Use Object action for alchemical items or proficiency bonus, you can treat a d20 roll of 9 or lower as
explosives. This may be used at a number of times equal to a 10. Only rogues may take this talent.
your Intelligence modifier before a short rest. • Dire Strike. You strike at a vulnerable place in the target's
• Insightful Fighting. You gain the ability to decipher an body when you may deal your sneak attack damage.
opponent's tactics and develop a counter to them. As a Instead of dealing extra sneak attack damage, you may
bonus action, you can make a Spirit (Insight) check against impose a condition on the target on a failed Stamina
a creature you can see that isn’t incapacitated, contested saving throw. The weapon damage type determines the
by the target’s Charisma (Deception) check. If you condition, chosen from the below.
succeed, you can use your Sneak Attack against that target
• Blinded (any). The target is blinded until the end of their
even if you don’t have advantage on the attack roll, but not
turn in the next round.
if you have disadvantage. This benefit lasts for 1 minute or
• Kidney Shot (piercing or bludgeoning, requires
until you successfully use this feature against a different
proficiency of + 3 or above). The target is stunned until
target. Only rogues may take this talent.
the end of their turn in the next round.
• Insightful Manipulator (requires proficiency of + 4 or
• Rupture (slashing or piercing). The target begins to bleed
higher). If you spend at least 1 minute observing or
for one minute. At the beginning of every round, it loses a
interacting with another creature outside combat, you can
number of hit points equal to your Agility modifier due to
learn certain information about its capabilities compared
blood loss. Furthermore, unless they take precautions,
to your own. The DM tells you if the creature is your equal,
they leave a trail of blood behind them.
superior, or inferior in regard to two of the following
The creature can attempt another Stamina saving throw
characteristics of your choice:
at the beginning of every round to end this effect. This
• Intelligence, Spirit, or Charisma scores effect is also ended if the target regains a number of hit
• Class levels (if any) points equal to or greater than the bleed damage.
Alternatively, the wounded creature, or a creature within
At the DM’s option, you might also realize you know a
5 feet of it, can use an action to make a DC 15 Spirit
piece of the creature’s history or one of its personality
(Medicine) check, ending the effect of such wounds on it
traits, if it has any. Only rogues may take this talent.
on a success. Creatures that do have blood (or do not
• Master of Intrigue. You gain proficiency with the disguise
require it to survive) cannot be harmed by bleeding.
and forgery kits, and one gaming set of your choice. You
• Sap (bludgeoning). The creature is charmed for one
also learn two languages of your choice.
minute and looks visibly dazed and flat-footed. While
Additionally, you can unerringly mimic the speech patterns
charmed by this effect, the creature is incapacitated and
and accent of a creature that you hear speak for at least 1
has a speed of 0. The effect ends for an affected creature
minute, enabling you to pass yourself off as a native
if it takes any damage or if someone else uses an action
speaker of a particular land, provided that you know the
to shake the creature out of its stupor. The creature can
language.
attempt another Stamina saving throw once every round
• Master of Tactics. You can use the Help action as a bonus
to end this effect. Once a creature is affected by this
action. Additionally, when you use the Help action to aid
ability, it is immune to it until it performs a short rest.
an ally in attacking a creature, the target of that attack can
For each saving throw attempt the target makes against
be within 30 feet of you, rather than within 5 feet of you, if
a dire strike ability, they gain a cumulative + 1 to their
the target can see or hear you.
saving throws against this ability. This applies to saving
• Misdirection (requires proficiency of + 5 or higher). You
throws rolled every round as well as new applications of
can sometimes cause another creature to suffer an attack
effects that were already chosen. The bonus to saving
meant for you. When you are targeted by an attack while a
throws remains for up to 24 hours. If the rupture strike,
creature within 5 feet of you is granting you cover against
for example, has a DC of 14 the first round, the DC
that attack, you can use your reaction to have the attack
decreases to 13 the second round, and 12 the third
target that creature instead of you.
round. If choosing kidney shot, the DC decreases the
• Mutilate Strike. Whenever you can attack as a bonus
more the ability is applied.
action with an off-hand weapon, you may instead add the
• Slippery Mind (requires proficiency of + 4 or higher).
off-hand damage to your main attack action, retaining your
You have acquired greater mental strength. You gain
bonus action. Your bonus action cannot be used to attack
proficiency in Spirit saving throws. Only rogues may take
the same round after using this strike. Once used, this
this talent.
talent cannot be used again for three rounds.
• Swift Slash. Whenever you use the Dash action, you may
• Reliable Talent (requires proficiency of + 3 or higher).
make one free melee attack with a finesse weapon, made
Whenever you make an ability check that lets you add your
at any point during movement. This attack is treated as a

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normal melee attack for all purposes, but is resolved with a DISRUPTING STRIKE [STRIKE]
-2 penalty to hit. Also starting at 3rd level, you gain experience in fighting
If you reduce a creature to 0 hit points as part of this casters. Whenever you deal sneak attack damage with a
attack, you benefit from the blur spell until the beginning melee weapon, you may give up a portion of the damage to
of your turn in the next round. You can use this talent only disrupt the target for one round per 1d6 of sneak attack
once per round, even if you had an ability that allowed given up.
multiple Dash actions in one round (such as Cunning While disrupted, a target of this ability must make a
Action or Haste). Stamina check every time they cast a spell, with a DC equal
• Tricks of the Trade. You may cast the compelled duel to half the melee damage you dealt to them with the sneak
spell, but instead of drawing the target to you, you can attack. On a failed check, the caster’s spell is lost, and the
direct them to a third creature within 30 feet of both of resources are expended without benefit.
you. The target of the compelled duel has advantage to the
DISPATCH
saving throw unless the third creature is one of your allies
Starting at 9th level, whenever attacking a target that is
or is neutral to both of you. After being used, this cannot be
below half hit points, your sneak attack dice improves from
used again until after a short rest. This effect ends if you
1d6 to d10.
attack the target, if the third creature does not defend
itself, or if you end your turn more than 30 feet away from EXPERT POISONER
the target. Starting at 13th level, the Poisoned condition if delivered by
This talent can be taken multiple times, each time adding you also inflicts disadvantage on one saving throw type you
another use of this ability before a short rest. choose for the duration of the condition. You also gather
• Uncanny Dodge (requires proficiency of + 3 or higher). triple the normal amount of crafting materials for poisons
When an attacker that you can see hits you with an attack, when harvesting (such as from raw materials or from
you can use your reaction to halve the attack’s damage creatures).
against you. Only rogues can take this talent.
• Unerring Eye (requires proficiency of + 5 or higher).
VENDETTA
Starting at 17th level, you may mark one target within 100
Your senses are almost impossible to foil. As an action,
feet with an action, and have advantage to all Perception
you sense the presence of illusions, creatures not in their
checks to perceive them, as well as advantage to the first
original form (such as shapechangers), and other magic
attack of every turn against them. The benefits remain for
designed to deceive the senses within 30 feet of you,
one minute, and may be used once before a short rest.
provided you aren’t blinded or deafened. You sense that an
effect is attempting to trick you, but you gain no insight OUTLAW
into what is hidden or into its true nature. This ability can
be used a number of times equal to your Spirit modifier You are a swashbuckler, duelists, or combatant who uses
before replenishing after a long rest. agility and guile to stand toe-to-toe with opponents. Outlaw
rogues are usually pirates and highwaymen.
ROGUE ARCHETYPES RIPOSTE
Starting at 3rd level, you may deflect an incoming attack by
Rogues can choose from the below archetypes.
using a reaction, thereby adding your Proficiency bonus to
ASSASSINATION your AC. If your AC is then high enough to make the enemy
miss after it would have been a success, you can make an
You are deadly master of poisons, who can dispatch various
attack of opportunity against the enemy.
victims with vicious dagger strikes and amazing talents.
Outlaw rogues also gain proficiency with firearms and
Assassins are usually independent agents who perform
explosives.
contracts with various organizations to further their own
goals. REVEALING STRIKE [STRIKE]
Also at 3rd level, a target struck with this ability must make
ASSASSINATE an Agility saving throw opposed by your own. If you succeed,
Starting at 3rd level, you are at your deadliest when you get
the target loses all increases to AC from a single type against
the drop on your enemies. You have advantage on attack
all targets for until the end of your next round. This may be
rolls against any creature that hasn’t taken a turn in the
used to nullify armor bonuses, insight bonuses, or Agility
combat yet. In addition, any hit you score against a creature
bonuses, but not all three.
that is surprised is a critical hit.
A creature that suffers the effects of Revealing Strike
Also, if you don’t already have proficiency with a
cannot be targeted again for 24 hours. This is a strike effect
poisoner’s kit, you gain proficiency in it, and you gain
that costs a bonus action.
advantage to saving throws against your own poisons.

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QUICK COMBATANT Preparing and Casting Spells. Each rogue level provides
Beginning at 9th level, you can attack twice, instead of once, you with 0.5 a caster level in the Mage class (minimum 0).
whenever you take the Attack action on your turn. You follow the normal progression to unlock spell levels (see
If you roll a successful attack roll with one of these the table under the Mana section).
attacks, you may forgo dealing damage with that attack to You prepare the list of Mage spells that are available for
give yourself advantage on the next attack you make. This you to cast, choosing from the mage spell list. Your
may only be done with melee attacks. spellcasting otherwise follows the same rules as the mage
class (with regards to which creatures you can conjure,
DISABLING STRIKE [STRIKE]
spellbooks, etc). Your spellcasting ability is Intelligence.
Starting at 13th level, your keen eye and calculating mind
makes your Sneak Attacks even more potent. Whenever you PREMEDITATION
succeed on an attack that deals Sneak Attack damage, you Also on 3rd level, you may use 3 rounds (counted as 3
may elect to not deal sneak attack damage, and force your actions) to study an enemy. If you do, you may always apply
target to make an Agility saving throw opposed by your own. your sneak attack damage against them (even without
If the target fails the saving throw, it gains one of the advantage or an ally nearby) for one minute, unless the
following conditions at your choice. target moves more than their full speed in one round. In
addition, any hit you score against a creature that is
• Slowed by 1/2 their normal movement rate for until the
surprised is a critical hit.
end of its turn in the next round.
• Blinded for until the end of its turn in the next round. VANISH
• Stunned for until the end of its turn in the next round. Starting at 9th level, you may grant yourself invisibility as a
reaction. This invisibility remains until the end of your next
This is a strike effect that costs a bonus action. A creature
turn. This may be used once per point of Intelligence
cannot suffer more than once against your Disabling Strike
modifier, and replenishes after a short rest.
in 24 hours. If you have the dire strike ability, you can deal
half your sneak attack damage when applying a dire strike. SHADOW DANCE
This is a strike effect that costs a bonus action. A creature Starting at 13th level, you may initiate a shadow dance by
cannot suffer more than once against your Disabling Strike moving more than 10 feet. While in this stance, you grant
in 24 hours. yourself concealment as per the blur spell. Also while in the
stance, creatures affected or distracted by your mage spells
KILLING SPREE
(such as a summoned monster or an image illusion, but not
Starting at 17th level, you tap into your reserves of speed,
the distracted condition) grant you advantage to your first
going into a killing spree. While you are in this state, you
attack at any round. This may be used once per short rest,
may double your movement and gain advantage on your first
and remains so long as you continue moving.
attack at the beginning of every round. Your movement
doesn't provoke opportunity attacks. This state remains for BACKSTAB
1 minute, or until you spend one of your rounds without Starting at 17th level, when you target any creature below
making an attack roll or if you are not targeted with an half hit points with a sneak attack, you may deal double
attack roll. This may be used once per short rest. sneak attack damage. A target subjected to this effect once
cannot be subjected to it again for 24 hours.
SUBTLETY
Your affinity with shadows reached beyond the mundane,
tapping into shadowy arcane powers. Subtlety rogues are
often spies who sell their secrets to the highest bidder.

SHADOW SPELLCASTING
Drawing on mysterious shadow-magics, you can cast spells
to shape that essence to your will. You cast spells drawn
from the Mage spell list, and are restricted to spells from the
Conjuration, Evocation, Enchantment, and Illusion schools.
You may also scribe spells in Thieves’ Cant. You also gain a
spellbook as a 1st-level mage.
You gain bonus spells on your 8th, 14th, and 20th level.
These spells can be of any schools.
Cantrips. At 1st level, you know a number of cantrips
equal to your proficiency bonus.
One of your cantrips must be the mage hand cantrip.

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SHAMAN (SHM) CLASS FEATURES
Commanding chaotic and conflicting elements, a shaman is As a shaman, you gain the following class features.
a force that hears the world tremble and directs its wrath.
HIT POINTS
Communicating with spirits of flame, winds, and stone,
Hit Dice: 1d8 per shaman level
shamans channel the power of the storm, earth, and fire to
Hit Points at 1st Level: 8 + your Stamina modifier
their will. A shaman’s holy symbol is a small ancestral relic
Hit Points at Higher Levels: 1d8 (or 5) + your Stamina
or totem of bone, wood, or iron that can be carried in one’s
modifier per shaman level after 1st
hand.
The elements are chaotic, however, and left to their own PROFICIENCIES
devices, they rage against one another in unending primal Armor: Light armor, medium armor, shields
fury. It is the call of the shaman to bring balance to this Weapons: All simple weapons, bludgeons, axes, daggers,
chaos, acting as moderators among earth, fire, water, and and quarterstaffs
air. The spirit of life is a hidden and elusive one, but Tools: Herbalism kit
shamans often channel healing energies through water until Saving Throws: Spirit, Charisma
they are able and proficient enough to negotiate bringing the Skills: Choose two from History, Insight, Medicine,
dead to life via invoking life spirits. Persuasion, and Religion
As shamans mediate between elemental spirits, it is
EQUIPMENT
unsurprising that such aptitude eventually translates to
You start with the following equipment, in addition to the
connecting with other kinds of spirits as well, including that
equipment granted by your background:
of incorporeal undead (such as banshees or ghosts) or the
shaman’s own ancestors. • (a) a battle axe or (b) a warhammer
• (a) leather armor, or (b) chain shirt
CREATING A SHAMAN • (a) 2 Handaxes or (b) a shield
• (a) a priest’s pack or (b) an explorer’s pack
QUICK BUILD
• A shamanistic focus (or minor totem)
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.

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

You can also change your list of prepared spells by


KALIMAG consulting your totem (treat as a spellbook) after a long rest.
You know Kalimag, the language of elementals and wind, Preparing a new list of shaman spells requires time spent in
earth, fire, and water spirits. You can speak the language study: at least 1 minute per spell level for each spell on your
and use it to leave hidden messages. You and others who list.
know this language automatically spot such a message. If
SPELLCASTING ABILITY
you can speak Kalimag, you can communicate with all other
Spirit is your spellcasting ability for your shaman spells,
shamans and elementals, even if you don’t otherwise share a
since you learn your shaman spells through primal contact
language.
with the elemental forces.
SPELLCASTING You use your Spirit whenever a spell refers to your
spellcasting ability. In addition, you use your Spirit modifier
By 1st level, you have learned to draw on raw elemental when setting the saving throw DC for a shaman spell you
might through meditation and communication with the cast and when making an attack roll with one.
elements.
Spell save DC = 8 + your proficiency bonus + your Spirit
CANTRIPS modifier
At 1st level, you know a number of cantrips equal to your
Spell attack modifier = your proficiency bonus + your Spirit
proficiency bonus. modifier
CONJURING AND BINDING SPELLBOOK – TOTEM
A shaman can conjure and bind aberrations, elementals, At 1st level, your totem contains six 1st-level shaman spells
fiends, oozes, and undead, as well spirit creatures (creatures of your choice. When you level up, you gain 2 additional
with the spirit template). shaman spells of your choice. You may also acquire new
PREPARING AND CASTING SPELLS spells by research, tutelage, or from the spellbooks and
Each shaman level provides you with 1 caster level in the scrolls of spellcasters who have spells you can cast.
shaman class. You follow the normal progression to unlock Your totem is effectively your spellbook, and you may add
spell levels (see the table under the Mana section). spells by meditating with it and burning incense and rare
You prepare the list of shaman spells that are available for herbs.
you to cast, choosing from the shaman spell list.

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83
SPELLCASTING FOCUS While it is turned, you may also opt to calm the elemental,
You can use your shamanistic symbol as a spellcasting focus rendering it passive and not hostile for one minute. If treated
for your shaman spells. These are typically totems, tufts of fairly and listened to, the elemental might reveal why it is
wolf hair, or a carving of your spiritual animal. angered, and may demand from the shaman to address a
problem that is wracking the elementals in the region (or
SHAMANISTIC ART beyond).
Choose one shamanistic art or focus related to how you view
the elements and how they have received you, such as
MANA SURGE
Elemental to focus on bringing the elements’ wrath down, Starting at 2nd level, you may rapidly recover your mana by
enhancement to strengthen yourself through the elements, calling on the primal elements for aid. You can use your
or restoration, in which the elements are in balance. action and bonus action on your turn to regain mana as if
Each art is detailed at the end of the class description. completed a short rest (or rested for one hour).
Your choice grants you art spells and other features when You can use this feature up to one time per every two
you choose it at 1st level. It also grants you additional ways points of proficiency bonus. You regain expended uses when
to use Channel Elements when you gain that feature at 2nd you finish a long rest. Alternatively, if you use this during a
level, and additional benefits at 6th, 8th, and 17th levels. short rest, you are treated as if you rested for two hours.

ART SPELLS ABILITY SCORE IMPROVEMENT


Each art has a list of spells—its art spells—that you gain at
When you reach 4th level, and again at 8th, 12th, 16th, and
the shaman levels noted in the art description. Once you
19th level, you can increase one ability score of your choice
gain an art spell, you always have it prepared, and it doesn’t
by 2, or you can increase two ability scores of your choice by
count against the number of spells you can prepare each
1. As normal, you can’t increase an ability score above 20
day. If you have an art spell that doesn’t appear on the priest
using this feature.
spell list, the spell is nonetheless a shaman spell for you.

CHANNEL ELEMENTS RELEASE ELEMENTAL


Starting at 5th level, when an elemental fails its saving
At 2nd level, you gain the ability to channel elemental energy
throw against your Turn Elemental feature, the creature is
directly, using that energy to fuel magical effects. You start
either dispelled (if conjured by a spell), released from its
with two such effects: Turn Elementals and an effect
bindings (f bound by a spell), returned to its realm of origin,
determined by your art. Some arts grant you additional
or destroyed if its challenge rating is at or below a certain
effects as you advance in levels, as noted in the art
threshold, as shown in the Release Elemental table. This
description. When you use your Channel Elements, you
ability only functions when you declare your intention to
choose which effect to create. You must then finish a short
destroy or dispel it.
or long rest to use your Channel Elements again.
Some Channel Elements effects require saving throws. RELEASE ELEMENTALTABLE
When you use such an effect from this class, the DC equals Shaman Level Releases Elemental of CR…
your shaman spell save DC. Beginning at 6th level, you can 5th 1/2 or lower
use your Channel Elements twice between rests, and 8th 1 or lower
beginning at 18th level you can use it three times between 11th 2 or lower
14th 3 or lower
rests. When you finish a short or long rest, you regain your
17th 4 or lower
expended uses. Releasing elementals is useful to dispel summoned
CHANNEL ELEMENTS: TURN ELEMENTALS elementals. It may also be used to cause a device with an
As an action, you present your shamanistic symbol and elemental engine to instantaneously malfunction with a
speak a prayer dismissing and quelling elementals. Each successful Spellcasting check opposed to the target’s
elemental that can see or hear you within 30 feet of you engineer’s tools check. The device is ruined and the
must make a Spirit saving throw. If the creature fails its elemental stored in is freed. Such elementals usually serve
saving throw, it is turned for 1 minute or until it takes any the shaman for 1 day or until they can return the favor.
damage. Destroying elementals is a secret art known to shamans,
A turned creature must spend its turns trying to move as and is typically only used against elementals that are
far away from you as it can, and it can’t willingly move to a corrupted by fel energies, as elementals are usually
space within 30 feet of you. It also can’t take reactions. For receptive to shamans who turn them (see above).
its action, it can use only the Dash action or try to escape
from an effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge action.

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ELEMENTAL INTERVENTION ELEMENTAL MASTERY
Starting at 1st level, you may change any elemental damage
Beginning at 10th level, you can call on the elements of
type dealt by your shaman spells to another type. This
Azeroth to intervene on your behalf when your need is great.
requires a bonus action.
Imploring the elements’ aid requires you to use your action.
Describe the assistance you seek, and roll a percentile dice. ACCLIMATION
If you roll a number equal to or lower than your shaman Also at 1st level, you are also immune to the hostile effects
level, the elements intervene. The DM chooses the nature of of weather, and can predict it accurately 24 hours in
the intervention; the effect of any shaman spell or art spell advance 50% of the time with an action. You can also sense
would be appropriate. This ability is treated as divine any weather-changing spells when they are being cast within
intervention in all respects. 5 miles of your location, and can roughly identify whether
If the elements intervene, you can’t use this feature again the caster is a friend or foe to the elements or shamans.
for 7 days. Otherwise, you can use it again after you finish a Furthermore, the elements also whisper to you of any
long rest. At 20th level, your call for intervention succeeds threats to them (as if Calling, see Chapter 10), such as
automatically, no roll required. extensive drilling efforts, an upcoming wildfire in a dry area,
or a coming storm in around 24 hours before they take
place.

CHANNEL ELEMENTS: WRATH


At 2nd level, you can spend a Channel Elements use to wield
the power of the elements with unchecked ferocity. When
you roll for any type of elemental damage, you can use a
Channel Divinity attempt to deal maximum damage instead.

ELEMENTAL MIXING
Starting at 6th level, when you roll elemental damage from a
shaman spell of spell level 1 1st or higher, you can apply one
of the following effects.

• Storm Toss. The target takes disadvantage to attack rolls.


• Earth Slide. The target is pushed 10 feet in any direction
you choose.
• Fire Sear. The target is scorched for one round.
• Frost Snap. The target is chilled for one round.

These effects stack with others, whenever possible (such


as by the elemental shock spell). For example, an elemental
SHAMANISTIC ARTS shock that deals Lightning (lightning shock) normally
An Azerothian shaman may choose one of the three imposes the Storm Toss effect. You can also add the Earth
following shamanistic arts. Slide effect to push the target as well.

BONDED ELEMENTAL
ELEMENTAL
Starting at 8th level, you may conjure an elemental and
Your ability to command the elements at long ranges, and render its duration permanent. If the elemental dies, you can
influence and aid their allies at equal distance is renowned perform the ritual again to summon another. This elemental
and respected. Elementalists make up most adventuring does not require concentration to maintain and does not
shamans. count against the normal limit for the bind spell, with a
maximum spell level rendered permanent equal to one-half
ELEMENTAL ART SPELLS
the maximum spell level of the elemental you can bond.
Shaman Level Spells
1st fog cloud, elemental shock ELEMENTAL STORM
3rd animal messenger*, gust of wind When you reach level 17, you gain the ability to summon a
5th call lightning, sending
thunderstorm, snowstorm, or firestorm at your location. The
7th control water, ice storm
9th maelstrom, teleport circle† earth is blanketed by a 5-mile radius centered on you for one
hour. This otherwise acts as control weather, and takes 10
* takes the form of an animal spirit
minutes to cast as normal. However, so long as the
† to areas of elemental power elemental storm is active, you may also use an action to
cause a 10-foot wide cylinder of elemental wrath that deals

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85
10d6 damage (thunder, electricity, cold, or fire, depending
on the storm type). The range of this ability is as far as you unbalancing your enemies. In a 30-foot-sphere centered on
can see within the radius, and the affected creatures are you, you may send a shockwave, dealing 2d6 + your Spirit
entitled an Agility saving throw to half damage. modifier in bludgeoning damage (or your weapon damage,
Whenever you call the elemental cylinder, the dice whichever is higher), with an Agility saving throw to half
damage is reduced by 2d6. When they reach 0d6, the storm damage. You may instead shape this as a 15-foot-long
ends prematurely (even if maintaining concentration), as the cone, or a 30-foot-long line. If you also have the tremor
elemental spirits become calmer. Once used, this ability warrior talent, you may expend a use of tremor. If you elect
cannot be used again until after a long rest. to do so, creatures who fail the Agility saving throw are
also knocked prone.
ENHANCEMENT • Command the Flame. You may cast firebolt as a bonus
Your magic is woven to your combat style, empowering your action or as a reaction.
ability harm their enemies in melee combat. Enhancement
CHANNEL ELEMENTS: ELEMENTALIST COMBAT
shamans usually use two weapons.
At 2nd level, you can spend a Channel Elements use to
ENHANCEMENT ART SPELLS invoke a blessing from the elementals. This blessing boosts
Shaman Level Spells your combat capabilities beyond those even of experienced
1st elemental tongue, shield warriors for 1 minute. While this blessing is active, your
3rd conjure*, earth shield strike and shot effects do not cost a bonus action to apply, so
5th bloodlust, spirit infusion long as they are from the shaman class or from shaman
7th death ward, freedom of movement
spells. Furthermore, if you successfully affect the target with
9th eindfury tongue, true seeing
two attacks, you may push the creature up to 10 feet away
* spirit dire wolf (plus an additional 10 feet for each extra attack), so long as
BONUS PROFICIENCIES it is not more than one size category larger you. If the strike
At 1st level, you gain proficiency with martial weapons. Also, would normally push the enemy, the forced movement does
when you engage in two-weapon fighting, you can add your not stack.
ability modifier to the damage of the second attack. The blessing ends early if you are knocked unconscious,
or if their turn ends without being attacked or attacking a
ELEMENTAL COMMAND hostile creature, or if not casting a non-cantrip shaman spell.
Also at 1st level, you gain increased proficiency and
command over the elements. You may perform any of the FLURRY
following abilities a number of times equal to your Spirit Starting at 6th level, when you take an action to attack, you
modifier. All such uses of elemental command are restored can attack twice instead of once.
after a short rest. SPIRIT WOLVES
• Command the Storm. When a creature within 5 feet of you Starting at 8th level, you can summon two dire wolves with
that you can see hits you with an attack, you can use your the spirit template as an action, which take their turns
reaction to cause the creature to make an Agility saving immediately after yours. The wolves dissipate after 1
throw. The creature takes 2d8 lightning or thunder minute, and do not require concentration. So long as the
damage (your choice) on a failed saving throw, and half as wolves are within 10 feet of you, your movement speed
much damage on a successful one. If they took at least 5 increases to match their own.
points of damage, they are pushed 5 feet away. After using this feature, you must finish a short rest before
• Command the Earth. You may send a tremor through the you can use it again. The DM has the wolves’ statistics, and
earth as a bonus action as an elemental command, applies the spirit template appropriately.

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GREATER INVESTITURES CHANNEL ELEMENTS: LIFE-LINK
Starting at 17th level, you can may cast one of the four Starting at 2nd level, you may channel the elements and
‘Investiture’ spells (Investiture of Flame, Investiture of Wind, spend an action to cast effects spirit link spell (even if you
etc.) with a use of Elemental Command. normally cannot cast it). Furthermore, whenever a creature
While under the effects of one of the spells, whenever you is healed, the healing is also distributed as well. You may
cast the elemental shock spell that deals the same damage add this effect to as an existing spirit link spell as well, so
type as described in the investiture (if any), the spell deals long as you were the one who cast it.
double damage (as if a critical hit). This can stack with a
CLEANSE SPIRIT
critical hit (up to triple damage).
Starting at 6th level, you may use an action to cast the dispel
RESTORATION magic spell (spell level equal to the highest spell level you
can access) to any creature within 30 feet, but not on
You focuses on magic that heals and divines the future—your
objects, areas, or creatures without spirits (such as Undead
totems, as a consequence, are stronger than that of other
or Constructs). This may be used a number of times equal to
paths. Restoration shamans are often thought of as more
your Spirit modifier (minimum 1). You may spend three uses
spiritual than others, and are known as witch-shamans or
to cast the remove curse instead with the same limitations.
spirit-walkers.
All expended uses are replenished at a long rest. To
RESTORATION ART SPELLS unwilling targets, this must be a ranged spell attack.
Shaman Level Spells Also, whenever you dispel any number of magical effects,
1st healing ward, riptide you may choose to reduce the target’s speed by 10 feet for
3rd ancestral guardians, totemic recal until the beginning of their turn in the next round.
5th healing stream, revivify
7th death ward, spirit link totem DEEP HEALING
9th healing stream totem, tranquility (or healing rain) Starting at 8th level, your healing spells heal much more if
ANCESTRAL BLESSING the target is already wounded. If the hit points of a Shaman
healing spell target has less than 50% of their maximum hit
At 1st level, whenever you heal a creature, you add your
points, the benefits of your Ancestral Blessing ability is
Spirit modifier to the total amount of healing given. This
doubled (double your Spirit modifier in extra hit points). If
applies once per spell.
the target is at 0 hit points and is unstable, the benefits
ELUSIVE TOTEMS triple.
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
TOTEM MASTERY
Starting at 17th level, you may activate two totems with the
interrupt an attack, but gives the totem a bonus to AC equal
same reaction. You may also include totems in the spirit link
to your Spirit modifier versus an attack.
spell or effect, despite them being objects and not creatures.
You also increase their hit points by your level (to a total of
Also, whenever one of your totems is attacked (not
three times your level). Totems also gain the benefit of the
necessarily hit), it can move 10 feet in any direction..
Evasion rogue ability when using your Agility saving throw
bonus.

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

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

PACKRAT KNACK FOR IT


Starting at 1st level, you are counted as a Large creature for Starting at 2nd level, you can use your bonus action to make
the purposes of calculating encumbrance, and can carry an Agility (Sleight of Hand) check or use your thieves’ tools
much more than others of your size. to disarm a trap or open a lock.

COBBLE TECH KNOW-HOW


Also starting at 1st level, you may create a cobbled device Also starting at 2nd level, you may reduce the total cost and
from any of the following types: firearm, gadget, or explosive crafting time of engineered devices by 25%. This applies to
(bomb or grenade form only). This takes 3 actions. If a cobbled devices as normal (for a total cost reduction of 5%
gadget, you may petition the DM on what spell effect the the original cost).
gadget replicates, and the DM decides the most fitting Furthermore, you can choose to lower the malfunction
gadget. rate of all devices you create by a number of points equal to
You can expend a number of engineering points equal to half your Proficiency bonus (minimum 1).
your maximum minus 1 point (1 point at 1st level) to cobble.
This costs 20% the original cost (one-fifth), and the device TINKER PATH
can be used once before it automatically suffers a At 3rd level, you choose a path that you emulate in the
malfunction. exercise of your tinker abilities: Bomber who focuses on
This condition cannot be removed, and the cobbled device creating explosives, the Gunner who focuses on creating and
disintegrates after a second use (regardless if it shooting with firearms, and Gadgeteer who focuses on
malfunctions again or functions normally). After cobbling a creating wondrous gadgets, all detailed at the end of the
device that you do not have a blueprint of, there is a 1% class description.
chance you memorize the blueprint for 1 day (usually long Your path choice grants you features at 3rd level and then
enough to write down the formula). After being used once, again at 6th, 10th, and 14th levels.
this cannot be used again until after a short rest. You gain
more uses of this ability, as described in the tinker class FLASH BOMBER
table. Also starting at 3rd level, you also gain the Flash Bomber
talent, as the rogue talent of the same name, but may only
use it for explosives.

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ABILITY SCORE IMPROVEMENT SCAVENGE
When you reach 4th level, and again at 8th, 12th, 16th, and Starting at 10th level, when you gather raw materials for use
19th level, you can increase one ability score of your choice with engineering, you gain triple the total value. This applies
by 2, or you can increase two ability scores of your choice by when harvesting existing devices such as constructs or
1. As normal, you can’t increase an ability score above 20 gadgets.
using this feature.
RELIABILITY
SUPERFUNCTION. Starting at 11th level, whenever a device gains the
Starting at 5th level, your genius allows you to use malfunctioned condition, you may attempt an Intelligence
malfunction rates to your benefit. Whenever you use a check with engineer’s tools against a DC of 20 to remove the
device, there is a chance it performs unexpectedly well—thus condition. This costs a bonus action or reaction. If you
the greater the malfunction rate, the greater the succeed, the condition is negated as if the device didn’t
superfunction rate. malfunction at all.
The rate for a superfunction is similar to the rate for a This consumes a Coolness under Fire use.
malfunction, but based on the maximum dice result. For
instance, an explosive of 2 EP that malfunctions on a roll of EVASION
1 to 3 can superfunction on a roll of 18 to 20. 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, your cobbled devices function twice
before malfunctioning. The chance you can discover a new
blueprint increases to 2% per cobble attempt.
When a device superfunctions, it does not roll for a You can also repurpose an existing gadget you have
malfunction for the duration of the effect (see below, affected instead of paying the cost for a cobbled device. After being
by energy source). It also gains a bonus depending on its used twice as a cobbled device, the gadget gains the
energy source. Choose one benefit the device qualifies for. malfunctioned condition, but returns to its normal purpose.
• Harder: The device cannot lose charges by taking damage You cannot repurpose a cobbled gadget.
(as usual for mechanical engines)
IMPROVED TECH KNOW-HOW
• Better: The next malfunction condition is negated, and the
next use of the device consumes no fuel charges (so long You reduce the malfunction rating by your proficiency bonus
as it doesn’t have only one use) instead of one-half your proficiency bonus (minimum 1).
• Faster: The device gains a 25% increase in movement You may also deal double damage to objects and
speed (if a construct or vehicle) constructs with your melee attacks as a strike effect.
• Stronger: The device deals maximum damage (no need to
roll) with the next (or current) damage roll it makes.
QUICK TECH
Also starting at 15th level, you may permanently alter the
COOLNESS UNDER FIRE invested properties of any device you handle (even those not
Starting at 7th level, you may take 10 on any attack roll with used by you). This takes the same time to cobble a device.
an engineered device or ability check with engineer’s tools. For example, this allows you to increase the damage or
This can be done a number of times equal to your range of a firearm, reduce the hit dice of a construct or
proficiency bonus, and may be replenished with a long rest. vehicle, or triple the malfunction rate of any device you
handle. You may not alter the engine of an engineered
device.

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You cannot reduce a construct’s hit dice by more than half that can target only one creature within the blast. If the
your proficiency bonus. explosive affects only a single creature (either by design or
by fact), this is applied automatically without using a bonus
SHUTDOWN action.
Starting at 17th level, you may expend a use of Coolness
GREATER FLASH BOMBER
under Fire to gain one of the following abilities:
Starting at 10th level, you double the amount of times you
• Shut Down Malfunction. You can negate a malfunction may use the flash bomber talent before a rest, and can use
without rolling a check. any explosive (not just in bomb form).
• Shut Down Device. You can increase the malfunction rate You also gain the remote blueprint for free if you didn’t
of any device within 10 feet of you by 5 points for up to one already have it, and may employ it to trigger your explosive
hour. You can target your own devices to increase the risk normally, and can use it with a reaction.
of malfunction but possibility for superfunction.
EXPLOSIVE RESISTANCE
GREATER RELIABILITY Starting at 14th level, you gain resistance to concussive,
thunder, and bludgeoning damage. Also, whenever you are
Starting at 18th level, the DC to prevent the malfunction is in the area of concussive damage or the blast radius of an
reduced to 15. explosion, you can ‘ride the blast’ and move up to one-half
your speed away from the center of the blast, even if you
ENGINEERING MASTERY
otherwise took no damage from it. This can propel you
Starting at 20th level, you may identify the weaknesses and upward if the explosion takes place under you.
command triggers for any device you see. You gain the This distance is added to the distance the explosion
ability to deduce the operation and design of any device you already moves you (if possible).
operate or have one hour to study, and have a 20% chance to
recreate it from memory. GUNNER
You can also spend a reaction if hit by a weapon attack You are not only a renowned gunsmith, but is also an
made from a construct, trap, or engineered devices to halve excellent marksman. Gunners are often called gunslingers
the amount of damage you take from it. or musketeers, and are usually employed in battlefields.
This does not apply to weapon-like gadgets and devices
(such as firearms or crossbows), and does not stack with QUICK RELOAD
Evasion. Starting when you choose this archetype at 3rd level, you
may use a bonus action to reload a firearm instead of an
TINKER PATHS action.

An Azerothian tinker may choose one of the three below


SPECIAL BULLETS
paths. Starting at 6th level, you gain the Suffused Arrows ability, as
the hunter talent of the same name.
BOMBER
You appreciate the controlled destruction behind a bomb,
terrible surprise beneath a mine, and the terror a rocket
invokes. Bomber tinkers often makes use of mortars and
rocket or mine launchers, to deny enemy mobility as well as
to 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 range of your bombs and rockets by 15 feet,
and the range of your mine’s detection to its blast radius
(beyond its actual position).
Also, any explosive you use is automatically modified by
the careful explosion effect, with no cost to the modification.

CORNER BLAST STRIKE


Starting at 6th level, whenever you use an explosive, you
may center it against one creature in the area of effect,
dealing two additional dice of damage. This is a strike effect

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PRACTICED PRECISION application of the quick use and quick startup modifications,
Starting at 10th level, you do not take disadvantage to your respectively. This has no cost.
ranged attack roll while being within 5 feet of a hostile
EXTENSIVE DESIGNING
creature, even if you don’t attack them in melee first.
Starting at 6th level, you may increase the spell levels
You also gain the Sharpshooter feat for free. If you already
replicated by your gadgets to 1 spell level per Engineering
had it, you gain the Archery fighting style (applicable to
Point invested (maximum 6th level).
firearms only).
EFFICIENT ENGINEERING
FIREARM IMPROVEMENT
Starting at 10th level, your devices never not lose charges
Starting at 14th level, firearms you create always benefit
when they are damaged, and all your devices (except bombs
from one free modification (1 point), chosen from any
and firearms) have double the normal fuel efficiency
modification that applies to firearms.
(gadgets can be used twice for one charge, and constructs
GADGETEER consume fuel once per two hours).

You appreciate the versatility gadgets provide, or prefer to PROTECTIVE SHELL


craft and control constructs such as mechs and vehicles of Starting at 14th level, whenever you are wearing a gadget
all types. Gadgeteers are often the drivers of their own harness, or are within a construct you control or crafted, you
devices, such as the engines of goblin balloons, dwarf steam have resistance to all damage from outside it. This applies
tanks, or gnomish submarines and gyrocopters. after sharing damage with a mecha or suit (possibly taking
only 25% of all damage).
QUICK COOLDOWN
Starting when you choose this archetype at 3rd level, your
gadgets and constructs always benefit from the one

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WARLOCK (WRK)
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.

CREATING A WARLOCK
QUICK BUILD
You can make a warlock quickly by following these
suggestions. First, Charisma should be your highest ability
score, followed by Stamina. Second, choose the charlatan
background. Third, choose the light, prestidigitation, firebolt,
and chill touch cantrips, along with the 1st-level conjure
fiend and immolate.
Second, choose the charlatan background. Third, choose
the light, firebolt, and chill touch cantrips, along with the
following 1st-level spells for your grimoire: burning hands,
charm fiends, chaos bolt, conjure fiends, immolate, and
sleep.

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

HIT POINTS
Hit Dice: 1d6 per warlock level
Hit Points at 1st Level: 6 + your Stamina modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Stamina
modifier per warlock level after 1st.

PROFICIENCIES
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light
crossbows
Tools: None
Saving Throws: Charisma, Spirit
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion

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

• (a) a light crossbow and 20 bolts or (b) any simple weapon


• (a) a component pouch or (b) an arcane focus
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• Demonic grimoire (spellbook)

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

Alternatively, if you use this during a short rest, you are


EREDUN treated as if you rested for two hours.
You know Eredun, the language of fiends and the Burning
Legion. You can speak the language, and do not suffer any
SPELLCASTING
penalty from its curse. If you can speak Eredun, you can Also starting at 1st level, you gain the ability to cast spells,
communicate with all other warlocks and fiends, even if you trafficking in demonic forces most have no hope of
don’t otherwise share a language. understanding or controlling. You have a grimoire
However, you are (due to demonic promises) often more containing spells that show the first glimmerings of your
likely than others to seek out pacts willingly. true power.

DEMONIC STUDIES CANTRIPS


At 1st level, you know a number of cantrips equal to your
Starting at 1st level, the warlock is also initiated into a
proficiency bonus.
warlock circle. You may choose a demonic study, which
describes the way you take to power. You can choose CONJURING AND BINDING
Affliction, the path of the withering magical casters, A warlock can conjure and bind aberrations, elementals,
Demonology, who focus on their demonic allies and fiends, monstrosities, oozes, and undead.
improving them, or Destruction, who summons only the
GRIMOIRE
Hellfire of Hell and no more. Your choice grants you
At 1st level, you have a grimoire (treat as a spellbook)
features when you choose it at 1st level and again at 6th,
containing six 1st-level warlock spells of your choice.
14th, and 18th level.
PREPARING AND CASTING SPELLS
DEMONIC INVOCATION Each warlock level provides you with 1 caster level in the
Starting at 1st level, you may rapidly recover your mana by warlock class. You follow the normal progression to unlock
subjecting yourself to the foul taint of the fel. You can use spell levels (see the table under the Mana section). You
your action and bonus action on your turn to regain mana as prepare the list of warlock spells that are available for you to
if completed a short rest (or rested for one hour). cast, choosing from the warlock spell list.
You can use this feature up to one time per every two Preparing a new list of warlock spells requires time spent
points of proficiency bonus. You regain expended uses when in study: at least 1 minute per spell level for each spell on
you finish a long rest. your list.

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94
SPELLCASTING ABILITY must roll to maintain both spells, however. This costs one
Charisma is your spellcasting ability for your warlock spells, soul shard per spell level.
since you strengthen your magic by summoning and tapping • Soul Magic: With a bonus action, you can force a living
into extraplanar beings. creature or an undead to take disadvantage against a
You use your Charisma whenever a spell refers to your saving throw of one of your warlock spells, or can gain
spellcasting ability. In addition, you use your Charisma advantage to your own attack rolls to such targets. This
modifier when setting the saving throw DC for a warlock functions up to 5th level spells, and costs one soul shard
spell you cast and when making an attack roll with one. per spell level.

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.
WARLOCK FOCUS
SOUL SHARDS
At 3rd level, you may choose to focus on one of two warlock
At 2nd level, you tap into a deep and mysterious magic of focuses.
souls. This wellspring is represented by soul shards, which
• Fiendish Power: The warlock permanently increases their
allow you to weaken your enemies or strengthen your own
maximum amount of soul shards by 2.
spells.
• Fiendish Alliance: The warlock gains a permanent bound
SOUL SHARDS companion that accompanies you on your adventures,
You gain one soul shard by reducing living creatures to 0 hit advises you in the ways of demonology, and teaches you
points or less with your warlock spells or melee attacks, or if magical spells upon the completion of tasks (determined
any creature is killed by one of your demon summons. This by the DM). See Bound Companion for details.
does not also trap the souls of the creatures killed. This companion must be a demon you can summon and
You can have a maximum number of soul shards equal to bind to your service (see the bind spell) that is no larger
your Warlock level. Soul shards fades at a rate of one per than Medium and that has a challenge rating equal to the
hour (or 1 per short rest) if not used. The creature must be a highest level demon you can bind fiends spell. See Bound
qualifying threat to you (such as by having a Challenge Companion and the bind fiend spell for more details.
comparable with your level, or if it is able to reliably or
consistently harm you).
BOND
When a fiend you are bound to is reduced to 0 hit points, you
• Enhanced Conjuring: You may spend one soul shard per may transfer to them your own hit points as a reaction, so
spell level, and quicken any Conjure spell of a casting time long as you are within 10 feet of them. You may only transfer
of 1 minute to cost only a 1 action (though you cannot enough hit points to leave them at 1 hit point. You can also
move for that round). always prepare the conjure fiend spell, even without your
• Enhanced Concentration: When you cast a conjuration spellbook.
warlock spell that requires concentration, you may spend If the bound fiend is killed, you must succeed against a DC
one soul shard to concentrate on the spell, instead of 20 Stamina saving throw or suffer 1d10 arcane damage per
having to concentrate on it yourself. You cannot Challenge of the demon, as its life-force is torn from yours.
concentrate on more than two conjured creatures using As the fiend is dead, you must bond with another.
this ability. When your concentration is disrupted, you

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LEVELING UP A single creature cannot be affected by this more than
The level of the fiend is equal to the highest-level demon you once in the same 24 hours period.
can bind with the warlock’s bind fiend spell.
SOUL SWAP
SPECIAL Starting at 6th level, you may alter the target of a sigil spell
Bonding with a fiend requires spending one hour effect as a bonus action, targeting any eligible target within a
communicating with the creature, and spending the next range equal to the spell’s original range. The spell’s effects
seven hours in activities the fiend considers to be ‘bonding’, take place at the new target’s turn as usual.
such as arsony for imps, bloodshed for felguards, as the DM
SEED OF CORRUPTION
decides.
Starting at 14th level, if you reduce a creature to 0 hit points
ABILITY SCORE IMPROVEMENT with a damaging sigil or single-target channel spell effect,
you may deal the damage again in a 30-foot burst (this does
When you reach 4th level, and again at 8th, 12th, 16th, and not count as an additional hit against the original target).
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by CORRUPTIVE INFLUENCE
1. As normal, you can’t increase an ability score above 20 Starting at 18th level, if any target of a damaging sigil spell
using this feature. or single-target channeling spell effect you cast dies, you
may alter the target without dispelling the effect. Seed of
SOUL VAULT Corruption still triggers as normal.
When you reach 20th level, you may gain two soul shards
DEMONOLOGY
instead of one per every enemy reduced to 0 hit points as a
result of your warlock spells. Your consorting with demons has been noticed and
Also, you may stow your grimoire into the pocket realm appreciated by the forces in the Twisting Nether. A
(known as the soul vault) of your choosing by using 3 soul demonologist often adventures alone, relying on nobody
shards, and can draw it out using 1 soul shard. You do not other than himself and his enslaved demons.
need to physically possess the grimoire at that time, but
BLOOD PACT
must be within 100 feet of it, and spend 1 action to banish it
Starting at 1st level, all demons summoned or bonded to you
into the realm or draw it back again.
gain a bonus to their maximum hit points equal to double
Only you can access the pocket realm, unless you choose a
your level. You may also add your proficiency bonus to all
realm that multiple creatures can enter (in which case, you
your demonic allies attack rolls and saving throws.
can designate the grimoire to appear at any point you
previously conducted a 1-hour ritual to attune the book to DEMONIC ECHOES
the place). Also starting at 1st level, you may count demons as eligible
targets for all creature-specific spells by using a soul shard
WARLOCK STUDIES (such as charm person or hold elemental). You may at any
An Azerothian warlock may choose one of the three below time grant your hit points to them as a reaction on their
archetypes. 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
AFFLICTION from their hit points once every long rest.
Your mastery over sigil spells corrupts and destroys your
enemies. Affliction warlocks are feared exemplars of the art. FEL MIND
Starting at 6th level, you can use Enhanced Concentration
HAUNT without spending Soul Shards.
Starting at 1st level, you gain the Mystic Blast feat, but must
choose to deal fel damage. DARK SECRETS
When casting a damaging sigil spell, you may use a single Starting at 14th level, you gain advantage to all saves versus
soul shard to also use your make a Mystic Blast attack spells, except those who deal holy damage, and gain
against the same target as a bonus action. This still requires immunity to one elemental damage type. You may also use a
a ranged spell attack, but the range of the mystic blast soul shard and a reaction to grant one demonic ally
becomes equal to the range of the sigil spell. advantage to its first attack during a round, or impose
disadvantage to the attacker targeting it.
INFESTATION
Also starting at 1st level, you may use a soul shard to refresh DEMON-SOUL
the duration of a current sigil effect, or to automatically Starting at 18th level, whenever you summon a demonic
succeed on maintaining a sigil effect. creature by a spell or use your demonic alliance ability to
bind a fiend (as per the conjure fiend or bind fiend spells),

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96
you may summon or bind another fiend of the same or lower the spell on one target maintains it on the other so long as
level (these are counted as if concentrating on the same the spell’s duration is active.
spell). Thus, you may summon a succubus and a felguard, or
SEARING MAGICS
an imp and a felhound, or two succubi or felguards and have
Starting at 6th level, you may also target a creature with an
them bound at the same time. Commanding both bound
action to make it more susceptible to your fire and fel
creatures is the same concentration action.
magical damage. If the target is immune to fire or fel, it
When you are killed, your spirit is taken to an demiplane
becomes resistant to the damage. If it is resistant, it loses
(see the spell) that is owned by you, where you return to life
the resistance. If it has no resistance, it becomes vulnerable.
in the matter of 1d10 days, nurtured by any demonic allies
If it was previously vulnerable, it takes triple damage. Once
you have employed, enslaved, or allied with.
used, this ability cannot be used again until after a short rest.
DESTRUCTION INCINERATE
You are a master of chaotic fel-fire, calling down the green Starting at 14th level, whenever you deal fire damage to an
flame to burn and demolish your foes. Destruction warlocks enemy with a spell (though the spell or through your chaos
usually take the Fiendish Power focus, eschewing an actual magic ability), you may use a soul shard to manifest one of
alliance with demons over the awesome destructive power the following effects. This triggers once per round.
of fel magic.
• Burning Blast. If the target is reduced to 0 hit points, you
CHAOS MAGIC can deal 6d6 damage (or the damage they took, whichever
Starting at 1st level, any fire or fel spell you use that deals is lower) in a 30-foot burst centered on the target.
damage also deals an additional 1d6 points of the other type • Lingering Brimfire. The target suffers the burning
(fire deals extra 1d6 fel, or vice versa). Spells that deal both condition for until the end of their turn in the next round.
fire and fel damage gain an additional 1d10 damage from While suffering this condition and taking at least 1 point of
either types (your choice). damage in the same round, the target has disadvantage to
attack rolls and ability checks.
HAVOC • Quickened Infestations. Cast any sigil spell you have
Also at 1st level, you gain the Havoc ability, and can spend a prepared without spending the normal casting time.
soul shard to activate it.
SOUL BURNER
• Havoc: You may spend one soul shard to affect two
Starting at 18th level, you double the range of your fire and
creatures within 30 feet of one another with a single-target
fel spells. If the spell has an area of effect, you may double
damaging or channeling (such inferno blast or drain
the area of effect instead. Your incinerate ability also does
mana), so long as the spell is from the warlock spell list.
not cost a soul shard.
The spell cannot have a range of touch or self. Maintaining

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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.
If you wish to recreate the original 5e Fighter, choose the
following talents the appropriate levels:

• Action Surge as the first talent at 2nd level


• Indomitable as the second talent at 9th level
• Relentless as the third talent at 13th level
• Action Surge as the fourth talent at 17th level

If you wish to recreate something closer to the original


5e Barbarian, choose the following talents the appropriate
levels:

• Berserker Rage as the first talent at 2nd level


• Relentless as the second talent at 9th level
• Persistent Rage as the third talent at 13th level
• Indomitable Might as the fourth talent at 17th level

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

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

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

PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Stamina
Skills: Choose two skills from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, and
Survival

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

if the new roll is a 1 or a 2. The weapon must have the two-


EQUIPMENT
handed or versatile property for you to gain this benefit.
You start with the following equipment, in addition to the
equipment granted by your background: PROTECTION
When a creature you can see attacks a target other than you
• (a) chain mail or (b) leather, longbow, and 20 arrows
that is within 5 feet of you, you can use your reaction to
• (a) a martial weapon and a shield or (b) two martial
impose disadvantage on the attack roll. You must be
weapons
wielding a shield.
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your
FIGHTING STYLE ability modifier to the damage of the second attack.
You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a
SECOND WIND
Fighting Style option more than once, even if you later get to You have a limited well of stamina that you can draw on to
choose again. protect yourself from harm. On your turn, you can use a
bonus action to regain hit points equal to 1d10 + your
ARCHERY
warrior level. Once you use this feature, you must finish a
You gain a +2 bonus to attack rolls you make with ranged
short or long rest before you can use it again.
weapons.

DEFENSE WARRIOR TALENT


While you are wearing armor, you gain a +1 bonus to AC. Starting at 2nd level, you gain one of the following talents,
representing your preferred tactics and adaptability at the
DUELING
field of battle. Choose from between one of the following
When you are wielding a melee weapon in one hand and no
talents. Some abilities can be used for limited times before
other weapons, you gain a +2 bonus to damage rolls with
requiring a rest.
that weapon.
Whenever you qualify for another talent (at levels 9, 13,
GREAT WEAPON FIGHTING and 17), you may choose another talent.
When you roll a 1 or 2 on a damage die for an attack you All abilities have DCs of 8 + your proficiency bonus + your
make with a melee weapon that you are wielding with two Strength or Agility modifier (your choice) if they allow a
hands, you can reroll the die and must use the new roll, even saving throw.

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99
You may also choose to gain a hunter or rogue talent you damage to all creatures within the weapon’s reach of you.
qualify for. This damage is treated as an area effect.
Affected targets are entitled an Agility saving throw to
WARRIOR ARCHETYPE halve the damage. You cannot take any other actions in
At 3rd level, you choose an archetype that you strive to this stance other than maintaining it. You can enter this
emulate in your combat styles and techniques. Choose stance a number of times equal to your proficiency bonus
between the Arms Warrior, a champion in using great- before replenishing on a short rest, and the effects of it
weapons, the Fury Warrior, who focuses on bleeding his remain until the beginning of your turn in the next round.
enemies and debilitating them tactically, or the Protection You may also maintain the stance by extending it (same
Warrior who focuses on defense while reflecting physical action).
damage. All are detailed at the end of the class description. While in this stance, you have advantage against all
The archetype you choose grants you features at 3rd level movement-impairing effects or effects that result in loss of
and again at 7th, 10th, 15th, and 18th level. control for your character, and you do not provoke
reactions from movement if you deal at least 1 point of
ABILITY SCORE IMPROVEMENT damage to a creature. Your speed, however, is halved in
When you reach 4th level, and again at 6th, 8th, 12th, 14th, this stance.
16th, and 19th level, you can increase one ability score of If you are unable to use your action, or if you cannot move
your choice by 2, or you can increase two ability scores of at least 5 feet every round, this stance ends. If you are in
your choice by 1. As normal, you can’t increase an ability this stance more than 3 rounds, you gain the incapacitated
score above 20 using this feature. condition for after you are finished. The condition remains
for 1 round per round you were in the stance beyond the
EXTRA ATTACK first three.
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 TALENTS
• Action Surge (short rest). 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 before you can use it again. Only
warriors may take this talent. This talent can be taken
again at proficiency + 6, gaining another use.
• Aggressive. You may use your bonus action to take the
Dash action, but only to approach a hostile creature that
you can see.
• Berserker Rage. You may cast the berserker rage spell on
yourself as a bonus action. When you rage using this
talent, you do not gain a level of exhaustion at the end
(regardless of how long you rage). This rage continues
until you end it with a bonus action, or until the rage ends
early (as per the spell’s description). This spell cannot be
dispelled, but can be overwhelmed by a calm emotions • Brutal Critical. You can roll one additional weapon
spell or similar effect that would suppress this ability. damage die when determining the extra damage for a
You can enter a rage this way a number of times equal to critical hit with a melee weapon attack. This talent can be
your proficiency bonus before replenishing on a long rest. taken again up to two times (resulting in three additional
Only warriors may take this talent. dice).
• Bladestorm. You may enter this stance with an action. • Execute. Make a normal melee attack or a ranged attack
While in this stance, you whirl with your weapon within 5 feet as an action (you cannot benefit from Extra
outstretched, automatically dealing your melee weapon Attacks). If the attack is successful and the target's

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100
remaining hit points are less than 25%, this is treated as a turn, but attack rolls against you have advantage until your
critical hit. After being used, this cannot be used again next turn.
until after a short rest. If the target is killed or reduced to 0 • Relentless (requires proficiency + 3 or higher). If you
hit points by this strike, you regain the use of it. This talent drop to 0 hit points and don't die outright, you can make a
can be taken multiple times, each time adding another use DC 10 Stamina saving throw. If you succeed, you drop to 1
before requiring a short rest. This is a strike effect. hit point instead. Each time this is used, you increase the
• Hamstring. You may cut a target’s hamstring as part of DC by 5 points. The DC resets once you take a short rest.
this attack. The target’s movement speed is reduced by 10 Rogues and hunters recognize this talent as cheat death.
feet for one minute. Also, whenever they move more than • Retaliation (requires proficiency of + 4 or higher). When
half their speed or whenever they use the Dash action, you take damage from a creature that is within 5 feet of
they fall prone. The target (or an ally) may use an action to you, you can use your reaction to make a melee weapon
roll a Stamina saving throw against this ability, which ends attack against that creature. This ability can be used a
the condition. It ends automatically at the end of a short number of times equal to your proficiency bonus, with the
rest. uses replenishing after a short rest. This is also sometimes
This speed reduction can be applied multiple times, to a known as counterattack or storm of blades by hunters and
minimum speed of 0 (in which case the target is treated as rogues, respectively.
if restrained). This is a strike effect. This strike can be • Shockwave. You may use your action to emit a shockwave
used a number of times equal to your proficiency bonus, from your weapon by slamming it into the ground. This
with the uses replenishing at the end of a short rest. deals your melee weapon attack damage in a 5-foot thick
• Heroic Leap. You may make a heroic leap, jumping up to line 30 feet long, dealing your weapon damage to all
twice your normal distance, and can spend an action at the creatures in the area of effect. Targets in this line that
end. If the action is a melee attack roll, it deals damage succeed on an Agility saving throw take half damage. The
equal to your normal weapon damage in a 10 foot sphere, terrain damaged becomes difficult terrain (such as rubble)
centered on the area you landed on, with an Agility saving if applicable. If you have the multiple attacks, the damage
throw to half damage. The ground is also turned into dealt by this shockwave is equal to the damage of your
difficult terrain (such as rubble) if applicable. Once used, weapon attack, plus the minimum damage of the rest of
this talent cannot be used again until after a short rest. your attacks (lowest dice result). Once this talent is used, it
Only warriors may take this talent. cannot be used again until after a short rest.
• Heroic Throw. You may throw a weapon further than it • Shock Resistant. You are more resilient against effects
can normally go, or throw a melee weapon that does not that would otherwise shock or stun a normal creature. You
have that property. You may increase the range of an have advantage to saving throws against any effect that
existing thrown weapon by 60 feet, or give a melee weapon would cause the stunned condition. If an effect causes the
the thrown property (20/60 feet) for one round. condition as a secondary effect, the advantage applies only
On a hit, the weapon can either return to you after being against the condition. Only warriors may take this talent.
thrown at a target, or knock the target prone (Agility save • Shout. You may use a bonus action to breathe in and
negates), dropping 5 feet from the target. This is a strike shout, emboldening your allies or demoralizing your foes.
effect. The range of this ability is 30 feet, and the shout’s effects
• Indomitable (requires proficiency + 4 or higher). You remain active for one round, ending on the start of your
can reroll a saving throw that you fail. If you do so, you turn in the next round unless extended for another round
must use the new roll, even if it is lower than the initial with another bonus action.
roll. You may use this talent one time per every 2 points of If the target of a shout leaves the range or is defeated, the
your proficiency bonus (once at + 2, twice at + 4, and three effect ends for them. A shout is also a thunder effect that
times at + 6). does not function in areas of silence or if you cannot
• Indomitable Might (requires proficiency + 3 or higher). vocalize.
If you roll a Strength check and the results are less than • Battle. One target within range you choose deals extra

your Strength score, treat the result as your Strength weapon damage equal to your proficiency bonus.
score instead. • Taunting. One target within range is affected as if you

• Persistent Rage (requires proficiency of + 4 or higher, cast the compelled duel spell. Maintaining the shout
and the berserker rage talent). Your rage only ends if you maintains the spell.
are knocked unconscious or if you end your rage willingly. • Intimidating. One target within range is affected as if you

• Reckless Attack. When you make your first attack on your cast the cause fear spell. Maintaining the shout
turn, you can decide to attack recklessly. Doing so gives maintains the spell.
you advantage on melee attack rolls using Strength on this • Rallying. One target within range is affected as if you cast

the heroism spell (treat your Stamina modifier as the

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101
relevant spellcasting modifier). Maintaining the shout
maintains the spell.
WARRIOR ARCHETYPES
• Invigorating. One target within range increases their The warrior can choose from one of the below archetypes.
maximum hit points by one-half your level for one hour
(cannot exceed double their maximum hit points), or can ARMS
spend a single healing dice to heal themselves. This You focus on wielding great weapons, dealing massive
requires maintaining the shout for three rounds. amounts of damage and cleaving through several creatures
After a shout ends, its use is consumed for the short rest. at once. Arms warriors are an inspiring sight on the
This talent can be taken multiple times, each time adding battlefield.
one shout, or two additional uses to an existing shout
before requiring a short rest. Only warriors may take this SWEEPING STRIKES [STRIKE]
talent. Starting at 3rd level, when you successfully attack and
• Stunning Slam. Upon scoring a critical hit with a melee damage a creature with a melee attack, you may deal your
weapon, you can stun their target for until the end of your Strength modifier in damage to any number of creatures you
turn in the next round. This can be negated with a choose that are 5 feet away from it. This is also applied to
successful Stamina saving throw. A creature affected by any area damage you deal with your weapon, if the damage
this ability (whether they successfully save or not) cannot is an area effect.
be affected by it for 24 hours. CHARGE
• Tremor (requires Strength of 15 or higher). You may use
Starting at 7th level, your charge carries a powerful impact.
a bonus action to cause a small localized tremor (usually
If you move at least 10 feet in a straight line right before
by stomping your foot or slamming your fist down), dealing
attacking a creature and you hit it with the attack, that target
your unarmed strike damage in a 5-foot sphere centered
must succeed on a Strength saving throw (DC 8 + your
on you, halved on an Agility save. Those who fail the saving
proficiency bonus + your Strength modifier) or be knocked
throw are also knocked prone. If you have a natural
prone. You cannot make use of your Extra Attacks feature if
weapon, you can use it to determine the damage you deal
you use this ability.
instead. If you use this ability at the end of a Heroic Leap,
you may add + 5 to the total damage. BLOODTHIRST STRIKE [STRIKE]
This talent can be used a number of times equal to your Starting at 15th level, you may, after successfully damaging
proficiency bonus before replenishing after a short rest. an enemy with a melee attack, you gain hit points equal to
• Thunder Clap. You may use your action to cast the double your Proficiency bonus. You may grant half the
thunderstorm spell by slamming your weapon into the benefits to any ally within 30 feet. This is a strike effect that
ground, releasing a wave of force. The spell deals normal costs a bonus action. The enemy must be a qualifying threat
damage, plus your weapon damage roll. You may, instead to you for you to use this ability.
of pushing targets away on a failed saving throw, choose to
MORTAL STRIKE [STRIKE]
their speed by 10 feet for one minute. A creature may
Starting at 10th level, you may severely wound a creature’s
repeat its saving throw at the end of its turn every round to
healing capabilities if you successfully apply a mortal strike.
restore its full speed. This is a supernatural ability. Once
If a creature is affected by a Mortal Strike, they take 50%
this ability is used, it cannot be used again until after a
less healing from all sources for one minute. This is a strike
short rest.
effect that costs a bonus action. A creature cannot be
• Wind Walk. You may use your action to wind-walk,
affected by this ability more than once in 24 hours.
rendering yourself invisible as per the invisibility spell, and
increase your land speed by 10. Unlike normal stances, WEAPON SPECIALIZATION
you must continue moving (at least half your speed) or else Starting at 18th level, you gain an additional effect
this effect dissipates. Your first attack while performing depending on the type of damage your melee weapon deals.
Wind Walk is a critical hit, and ends the invisibility effect. This effect only triggers once per round, and only on a
This is a supernatural ability. Only warriors may take this critical attack. All effects that allow a save refer to the
talent. Once this talent is used, it cannot be used again target’s Stamina saving throw opposed to your Strength,
until after a short rest. 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.

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102
FURY 1d12 + your Stamina modifier. This requires a shield. If this
reduces the damage to 0 points, you may use the same
You equip yourself with two weapons, and slice your
reaction to attack the target with an opportunity attack. You
enemies to ribbons while shouting vengeance. Fury warriors can use this feature a number of times equal to your
make good party members, as inspiring shouts aid their
Stamina bonus (minimum 2 uses). Once all uses are
allies. expended, they are restored after a short rest.
STRIKE THE WOUND You may expend two uses of this ability and benefit an ally
Starting at 3rd level, whenever you hit the same enemy within 5 feet of you with this ability instead of you, reducing
more than once in the same round, your weapon attacks the damage on them as described (and targeting whoever
score a critical hit on a roll one point lower (from 20 to 19- harmed them with an opportunity attack). If whoever struck
20). For example, hitting the same enemy twice increases your ally is not within your melee range for the opportunity
the chance to score a critical hit from 20 (first hit) to 19-20 attack, you may move up to 5 feet to deliver it.
(second hit), to 18-20 (third hit). This reaches a minimum SUNDERING STRIKE [STRIKE]
roll result of 15.
Starting at 7th level, you may sunder an enemy’s armor,
OVERPOWER reducing their AC by a value equal to your Proficiency bonus
Starting at 7th level, if you miss an attack roll against an (but never below that of their AC if unarmored). This effect
enemy, you are counted to have hit the enemy for the remains until the armor is tended to with the appropriate
purposes of your Strike the Wound ability. artisans’ tools during a short rest. Once a creature is
Also, a number of times per short rest equal to your affected by this strike, they cannot be affected by it for 24
Stamina modifier, you may attack again if you miss an hours.
attack. This does not require a separate action from the one This can be applied to natural armor, in which case
used to make the attack. If you make use of this ability, the tending to it does not require artisan tools, and is restored
target is not counted as if they were hit for the purposes of on a short rest.
the Strike the Wound ability unless you successfully hit VIGILANCE
them. Starting at 10th level, your block and tackle ability blocks an
BATTLE COMMANDS additional 1d12 (for a total of 2d12 + your Stamina
Starting at 10th level, you gain the shout talent for free (if modifier). Whenever you perform an opportunity attack
you don’t already have it), and whenever you attack with derived from your block talent, you can add one of the
your off-hand weapon as a bonus action, you maintain a following effects.
shout for no cost. • Destructive Counter. Your opportunity attack deals an
HELLSCREAM additional 2d6 damage.
Starting at 14th level, all hostile creatures within range of • Disarming Counter. Your opportunity attack drops the
your shouts take Thunder damage equal to half your level enemy’s weapon. If they reach for it while threatened by
whenever you shout or maintain one. They are entitled a you, you can make another attack of opportunity.
Stamina saving throw to half damage opposed by your own • Pushing Counter. Your opportunity attack pushes the
Stamina. enemy 5 feet away.
• Repositioning Counter. Your opportunity attack allows you
BLOODY RIBBONS to exchange places with an ally within 5 feet of you.
Starting at 18th level, you may make another attack against
the same enemy whenever you land a critical hit against an VANGUARD
enemy. This critical hit must from a dice roll result. After Starting at 15th level, whenever you start your round with
you make at least five attacks using this ability, you must below half your maximum hit points and have no temporary
rest before you can benefit from it again. hit points, you gain a number of temporary hit points equal
to 1d12 + your Stamina modifier.
PROTECTION Furthermore, using your block and tackle ability to benefit
You are the forward vanguard, decking yourself with heavy an ally expends one use of the ability, not two.
armors and a reliable shield. Protection warriors deflect and IMPROVED SECOND WIND
guarding their allies from attacks, and return damage with Starting at 18th level, you may use Second Wind three times
interest. before requiring rest.
BLOCK AND TACKLE Furthermore, whenever you use Second Wind, you gain
Starting at 3rd level, you may use a reaction to block a resistance to any damage you take for one round after use,
weapon attack that hits you, reducing the damage taken by and advantage against any saving throw made against the
first spell that affects you in the next minute.

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

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

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104
• Spectral Sight: You gain the supernatural ability to SORCEROUS THIRST
automatically detect spellcasters, living creatures, as well Starting at 13th level, whenever you perform mana siphon
demons and celestials, so long as they are within your line versus demons to drain their mana, you gain double the
of sight (despite being normally blind) and within 100 feet. normal mana, and they suffer disadvantage to saving throws
This is treated as the detect evil and good spell, constantly against the effect.
active. After one full round of observation, you can also You also gain the Essence Touch hunter talent, but can
detect if a creature has the ability to cast spells (or only affect demons with it. For instance, if you siphon a
possesses innate spellcasting abilities). Felhound’s mana, you can utilize their Mana Burn innate
ability, or a succubus’s sleep or modify memory spell if you
This vision can penetrate most barriers, but is blocked by
siphon it instead.
1 foot of stone, 1 inch of common metal, a thin sheet of lead,
or 3 feet of wood or dirt. This power comes at a cost--most DARK MASTERY
colors are faded to the character. Although this does not Starting at 17th level, you can access the Demonic Doom,
mean everything is in black or white, the character suffers Gate, and Foresight warlock spells as if 6th level spells, and
disadvantage to any color-based Perception check. can cast them normally.
If you can access higher-level spells, you can cast one of the
DARK METAMORPHOSIS
aforementioned spells once every long rest for no cost
Starting at 9th level, your suffusion with demonic power
instead.
almost overwhelms your original potential. You can attack
twice, instead of once, whenever you take the Attack action
on your turn.
Furthermore, your attunement with fel power has left you
much stronger, if scarred. You may use a bonus action to
metamorphosize into a demonic creature or return to your
original form. You may stay in this state 10 minutes, and
gain the following benefits while in this form:

• Fel Hide. You gain the benefit of the demon skin spell (up
to the highest-level spell you can cast), and gain resistance
to fel damage.
• Fel Might and Might. Your Strength and Charisma scores
increases by two points (up to a maximum of 18 each).
• Fel Physiology. You gain wings, horns, and claws.
• Wings. You can glide, and your jump distance is tripled MOUNTAIN KING (WARRIOR)
(this can stack with the jump spell).
The mountain kings, or thanes as they are known in Khaz
For every 10 feet of distance you fall, you can glide 30
Modan, are the mightiest dwarven warriors under the
feet in any direction. You can also instead take no fall
mountain. Wielding both enchanted warhammers and hand
damage so long as you can exercise your wings. If you
axes, these fierce fighters live to test themselves against
are restrained or otherwise encumbered, you cannot
worthy opponents. Unconcerned with their race's
make use of your wings.
preoccupation with mechanical devices and mining precious
• Horn and Claw. You gain a horn and claw attack as an
minerals, Mountain Kings live only for battle. Dedicated to
unarmed strike. These are light melee weapon attacks
safeguarding the Alliance which saved their kingdom during
that deal 1d6 piercing and 1d4 slashing damage
the Second War, the mountain Kings can be counted upon
(respectively, plus your Strength or Agility as normal).
to rally behind any banner that stands between freedom and
These weapons are also magical (with + 1 to attack and
the ever looming shadow of evil.
damage rolls).
Mountain kings boast prodigious combat abilities. They
While in this state, you are treated as a fiend for all spell are ferocious in melee combat, wielding the traditional
purposes (such as charm and dominate spells). This is weapons of their race to decimate their foes. Their attacks
considered a shapeshifting effect. leave opponents stunned and reeling.
Once this feature is used, it cannot be used again until While they do not focus their efforts on discovering the
after a short rest. Also, choose one of the following features secrets of the titans, they have long known of a powerful
to remain in your normal form: wings, claws, or horns. spark within every Ironforge dwarf - and mountain kings
draw upon this spark and fan it into a raging flame. They
• The chosen feature remains indefinitely. You can retract
conjure magic hammers and axes to hurl at their targets,
your claws, but you cannot hide your wings (besides
stunning and slowing them so they can get close enough to
wrapping them around you as a cloak) or horns.

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105
use their real weapons. They transform themselves into Also, you may spend three days studying the defenses of a
silver-sheened creatures of living stone, shrugging off all fortification, castle, or any type of defensive structure. At the
attacks and hacking through flesh and bone with frightening end of the three days, you may use your Stance of the
ease. Mountain without spending a bonus action, and you may
This archetype is restricted to dwarves and creatures who move your full speed without disrupting the stance, and
are of titanic descent. ignore natural difficult terrain in the area with your
movement, so long as it is part of the fortification (a natural
MOUNTAIN KING ARCHETYPE barricade or debris that fell from it).

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 0.5 your Mountain
King level (minimum 0). You do require spellbooks,
however, as the spells manifest in the form of inscriptions
and engravings on your armor, weapons, or runes that you
draw at the spell’s range (treat as tattoos), but otherwise use
the same rules as the mage (effectively treating runes as
mage tattoos).
You may cast spells from the abjuration, evocation, and
transmutation schools, although you may only choose
lightning or thunder-based spells when preparing evocation
spells. Your spellcasting ability is Intelligence.
You may treat the investiture of stone spell as a 5th level
spell instead of a 6th level spell, and stoneskin as a 3rd level
spell instead of a 4th level spell.

THUNDERLORD
Also starting at 3rd level, you gain the Thunder Clas warrior
talent (if you didn’t already have it), and can use it a number
of times equal to your proficiency bonus before requiring a
rest, not once per rest.

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. The stance ends if you
choose to end it or if you move more than half your normal
speed. The stance ends if you choose to end it or if you move
SHADOW HUNTER (HUNTER)
more than half your normal speed Troll shadow hunters are the highest authority of the jungle
BLEED AND BASH trolls. Their spirit powers both bless and curse, and they
walk the line of dark and light in hope of saving the future of
Starting at 10th level, when you land a critical hit with a
their people. Their dark gods, the Loa, channel themselves
slashing weapon, you reduce the target's speed to half for 1
through the shadow hunters when they use their ceremonial
hour or until the damage you dealt is fully healed. When you
Rush'kah masks. In some circles, Shadow Hunter is a title
land a critical hit with a bludgeoning weapon, the target
bestowed equally among hunters of this specialization and
must succeed on a Stamina saving throw or be stunned for 1
witch doctors.
round.
Like other practitioners of voodoo, shadow hunters deal
TITANIC AVATAR with the darker aspects of the spirit world. Unlike witch
Starting at 15th level, whenever you cast the stoneskin spell doctors (who excel in channeling voodoo magic and
through your Titanic Spark spellcasting feature, the cost of alchemy), Shadow Hunters claim a strong bond with the
the material component (regardless of the target) is 25 gp Loa, animal spirits thought to be divine in nature.
instead of 100, and you also gain the benefits of the Enlarge Able to channel the essence of some of these extremely
spell. potent beings - and often acting with their blessing, conduit,

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106
and mortal champions - shadow hunters gain special • Ogoun Mask. You can cast the polymorph spell, although
abilities only the Loa can grant. As they grow in experience, the spell can only turn hostile creatures into frogs. This
the shadow hunters' bond with the Loa strengthens and ability remains for one hour. If you are later able to
their connection to these powerful voodoo spirits eventually prepare the spell, it instead costs 2 less mana points
gives them the ability to curse and heal at a whim. (minimum 1) while the mask is active (this cancels out the
This archetype is restricted to worshipers of the Loa, penalty from the Loa spellcasting feature above).
which are overwhelmingly trolls. Shadow hunters typically • Dambala Mask. The second twin of the Ogoun mask acts
utilize Warglaives for combat (see equipment). exactly as above, but you can only cast the polymorph to
turn you into a snake.
SHADOWHUNTER ARCHETYPE
DARK MASK
LOA SPELLCASTING Starting on 15th level, you can wear the ultimate mask; the
Starting upon gaining this archetype, you access the unnamed Dark Mask, and can spend two turns of invoking it
shaman’s spell list. You do not gain the increased to manifest the strongest voodoo magic possible, which
spellcasting capabilities or access to higher spell levels, but allows you to cast the big bad voodoo spell. Once this feature
you add all shaman spells of spell levels you can access to is used once, it cannot be used again until you complete a
your hunter spell list (including totems, healing spells, and long rest
elemental 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.

MASK MAGIC
Starting from 3rd level, you can wear various Rush'kah
masks can provide blessings, channeling the power of
chosen Loa. It costs a bonus action to wear a mask, and
each can be used once before a long rest.

• Legba Mask. The hunter may cast the concentration aura


spell as part of the action to don the mask.
• Lukou Mask. This mask allows you to add your Spirit
modifier to the final number of hit points healed by your
hunter or shaman spells. This can be added to the final
damage to undead cured by said 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 hunter lightning spells. This mask grants the
benefit for one hour.

VOODOO RITUALIST
Starting from 7th level, you may triple the casting time of
your hunter spells via a magical (and often noisy) mask-
dance to heighten it by one spell level. This increase does
not stack with itself, and can increase the spell level beyond
your normal maximum.
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., applying to ritual spells normally.

ADVANCED MASK MAGIC


Starting at 11th level, you can add new masks to your
SPELL BREAKER (WARRIOR)
repertoire. Elven warriors trained to disrupt and contort magical
energies, the Spell Breakers are a valuable addition to the
• Bwonsamdi Mask. You gain the ability to perform a
Alliance, and work well in concert with the High Elven
Crusader Strike as a paladin of your level, and can use
magically-focused military.
hunter or shaman spells to fuel the ability. This ability
remains for one hour.

CHAPTER 3: CLASSES | SPECIAL AND RACIAL SPECIALIZATIONS


107
Spell Breakers can cast a small amount of spells, and STEAL MAGIC
mostly prefer abjurations such as Shield and Dispel Magic, At 15th level, you may transfer a dispelled magical effect to
and evocations such as Arcane Missile, and Mana Burn. another eligible creature within 30 ft. as a free action. The
This warrior martial archetype is restricted to elves, new target is entitled a saving throw, or you must succeed
commonly High Elves and Blood Elves. on an attack roll to affect them (as if you cast the initial
spell). This may be applied to sigil effects.
SPELLBREAKER ARCHETYPE
CONTROL SUMMONS
SPELLCASTING At 18th level, you may force a summoned creature to serve
When you reach 3rd level, you augment your martial you and count you as an ally instead of sending it back to
prowess with the ability to cast spells. where it came from when you successfully dispel the magics
Cantrips. At 1st level, you know a number of cantrips summoning it. This does not count versus creatures that are
equal to your proficiency bonus. not summoned by spells or ones that are controlled by the
Preparing and Casting Spells. Each spell breaker level bind spell.
provides you with 0.5 levels in the mage class (or level 1 at
3rd level). You follow the normal progression to unlock spell WITCH DOCTOR (SHAMAN)
levels (see the table under the Mana section). You prepare
spells from the mage spell list, but only spells from the A curious blend of alchemy and shamanistic spirit magic,
Abjuration, Divination, Evocation, or Transmutation schools. witch doctors are most common among trolls, though few
Your spellcasting otherwise follows the same rules as the orcs take up the art, especially those who wish to broaden
mage class with regards to spellbooks, conjuring and their skill set with the power of alchemy. Skilled at not only
binding, and other concerns. Your spellcasting ability is simply brewing potions and alchemical goods, but also at
Intelligence. awakening the spirits of the ingredients that go into his
goods, a witch doctor at work can be unsettling. Between
SPELL RESISTANCE crooning and chanting to the herbs and animal parts that go
When you choose this archetype at 3rd level, you gain the into their brew, shaking rattles to supposedly ‘wake up the
ability to be exceptionally resistant to spells and spell-like spirits’, to bursting into dance to appease them and make
abilities, gaining advantage versus all spells that allow for them favor him, a witch doctor inspires fear, respect, and
spell resistance. confusion.
If you succeed in saving against a spell with both saving The witch doctor's arcane magical art is formed from the
throws (the one granted by advantage as well as your normal ability to twist and turn nature through a crude yet effective
one), you may use a reaction to absorb residual mana, science called juju.
gaining mana points equal to the spell’s level. This is a Witch doctors teach that worthy trolls receive dominion over
normal mana-restorative effect. various aspects of nature upon their death - whether plants,
ABJURING KNIGHT weather, beasts, or even disease. When witch doctors exhibit
Starting at 7th level, you may cast the dispel magic spell their supernatural powers to cure the sick, control nature, or
with half the normal mana cost (minimum 1), and always assist in battle, it is said that ancestral spirits are riding
have it prepared at your highest-level spell accessed. them.
You may also throw a two-bladed sword, treating it as a Witch doctors usually name their totems ‘Wards’, and use
thrown weapon with a range of 10/30 feet. This may deliver masks as their spellbooks.
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. This does not count against the
normal limit of spells prepared.

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 an
effect from an ally, you may direct the mana-burning effect to
any hostile creature within 30 feet of you (though in this
case they are entitled a Spirit saving throw).
You may also cast dispel magic (as per Abjuring Knight) as
a strike effect, as if you possessed the Spell Strike feat (if
you don’t already have it).

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108
WITCH DOCTOR ART SPIRITUAL INTERVENTION
When you reach level 17, you gain the ability to invoke the
WITCH DOCTOR ART SPELLS spirits of loa to aid you. You can spend your action and
Shaman Level Spells bonus action in a ritualistic dance. At the start of your turn in
1st dissonant whispers, sleep the next round, you can change a prepared spell you have to
3rd fear, divine shield (or big voodoo) any other spell on the shaman spell list of a level you can
5th banshee’s curse, blight cast. Once this feature is used a number of times equal to
7th drain life, polymorph (hex)
your Spirit bonus, it cannot be used again until you complete
9th big bad voodoo, eyebite
a long rest.
WEIRD JUJU If you also expend a use of your elemental intervention
Starting at 1st level, you gain proficiency in Alchemy, ability, you can alter one spell you have prepared with a spell
Alchemist’s Supplies, and the Poisoner’s Kit. You can from any other spell list you choose, so long as it is of a level
choose up to one alchemist spells to cast as a potion, and you can cast. This spell remains prepared for 8 hours, after
gain access to another alchemist spell whenever you level which it fades and your previous prepared spell returns. This
up. These spells can only be made into potions (as if you counts as a successful use of the elemental intervention
were an alchemist). You can scribe potion formulae into ability, and does not require a roll to succeed.
your totem, and do not require a formula book.
You also know the vicious mockery cantrip. BOUND COMPANIONS
CHANNEL ELEMENTS: VOODOO WITCHERY Characters’ class abilities sometimes provide companions.
At 2nd level, you can spend a Channel Elements use to re- Companions are creatures that have lower challenge rating
awaken fading magics. This can extend concentration spells than the character, and join the character in their
one more round, and reset the durations of a spell or potion adventures free of charge.
whose duration ended or were dispelled. If the duration These creatures do not grant XP when killed, and do not
ended normally, it regains half the duration it once had. This consume XP when fighting, but are effectively bound to the
cannot affect instantaneous spells or spells with a duration character who has the ability, leveling up with them in some
more than 24 hours. capacity (gaining hit dice, ability score increases, etc., as
This usually involves dancing and waving fetishes at the detailed in the class entry).
target. The ability that provides the bound companion determines
PERSONAL MOJO the creature type (usually beast), the CR, and whether the
Starting at 8th level, you gain proficiency in magically- companion gains special abilities.
infused potions beyond regular science. You gain the
following abilities.
CONTROLLING THE COMPANION
The companion obeys its master’s commands as best as it
• Rage Mojo. You may change any potion you handle for
can. It takes its turn on its master’s initiative.
one minute to cause the target to become enraged, as the
On the master’s turn, the companion can be verbally
berserker rage spell.
commanded where to move (no action required by you) or
• Personalized Mojo. When creating potions, you can make
what to do. If the creature has a special bond, the master
it personalized for one creature by mixing a part of them
may or may not be able to command it telepathically,
(hair, nail clippings, a tear, etc.) into it. This potion
depending on the bond’s description.
functions only for the target, and is treated as if heightened
Bound companions otherwise act on their own, unless
one spell level (this can exceed your normal maximum
given a clear command from their master, in which case
spell level).
they fulfill the command as best as they can.
• Spirit Mojo. You can change any potion you have to
The master is always aware of the bound companion’s
another potion you can make, so long as they have the
normal course of action. If the master is incapacitated or
same quality. This can be done once per short rest.
absent, the companion acts as it normally would, but also
• Shaka Mojo. This potion is imbued with the spirit of
protects its master and itself.
excellence. When a shaka potion you made is used and
For example, a hunter with a panther companion is
you roll for damage or healing, it deals the maximum effect
attacked in an ambush. The panther, if commanded to fight,
instead. You may have only one shaka mojo potion active
would normally attack the weakest enemy from behind. If
at any given time.
the hunter uses an attack to command the panther to fight in
• Strange Mojo. This potion houses a tiny, wild spirit. When
sync with him, the panther obeys and fights as its master
this potion is consumed with others, roll twice for
wishes.
miscibility and choose your favored result

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109
CHAPTER 4: PERSONALITY AND BACKGROUND
elves, void elves, and blood elves. Nazja is spoken by naga.
CHARACTER DETAILS A debased sub-dialect of Nazja is Nerglish, the speech of
murlocs.
STANDARD LANGUAGES • 4. Kalimag has four distinct dialects for the prime
Typical elementals, such as Aquan for water elementals, Auran for
Language Speakers Script Special
Common Humans, Common Dailects: air elementals, Ignan for fire elementals, and Terran for
worgen Gutterspeech1 earth elementals.
Dwarven Dwarves Runic — • 5. Low Common is often spoken by furbolgs, gnolls,
Draenei Draenei, Eredic Uncursed Eredun2 kobolds, ogres, and most humanoids or giants with low
broken
Intelligence. It is also an easier language to learn,
Draconic Dragons Runic —
Elven3 Elves Elven Dialects: Darnassian, requiring only one-quarter the normal learning time.
Thalassian, Naga • 6. Orcish script is relatively new, and before adopting
Eredun Fiends, Eredic Cursed Common, they used pictograms (as Taur-ahe uses today).
warlocks
• 7. The troll tongue is curiously close to Common. Knowing
Gnomish Gnomes Dwarven —
Goblin Goblins Common Common can learn Troll is one half the normal time of
Kalimag4 Elementals, Runic Aquan, Auran, Ignan, learning a language.
shamans Terran
Low — Common Requires ¼ the learn INSPIRATION
Common5 time for Common
Orcish6 Orcs Common — Inspiration is a rule the player can use to grant them
Ogre Ogres Ogre — benefits for playing their character in a way that’s true to his
Pandaren Pandaren Pandaren — or her personality traits, ideal, bond, and flaw (collectively
Shath’yar Void being, Corrupted — known as personality). By using inspiration, you can draw on
faceless runic
a personality trait (compassion for the downtrodden) to give
Taura-he Tauren Pictograms —
Titan Titans, earthen Runic — you an edge in negotiating with the Beggar Prince.
Troll7 Trolls Zandali —
GAINING INSPIRATION.
• 1. Gutterspeech is often known as the language of the Gaining inspiration occurs when a character gives in to a
forsaken, and is a dialect of Common influenced by flaw, reaffirms a bond, or otherwise suffers a narrative or
dwarven, low common, and a hint of Thieves’ Cant. Any mechanical penalty due to their personality (also known as a
creature that knows one component language of Setback).
Gutterspeech can learn it with half the normal time of A rogue with the flaw ‘I'm always in debt. I spend my ill-
learning a language. gotten gains on decadent luxuries faster than I bring them
• 2. Demons of the Burning Legion speak the tongue of their in’ can invoke it when attempting to negotiate a favor. In this
kind, Eredun, which is a perversion of Titan using their case, the DM may rule that the opposing character
own script. Any creature that is not also a fiend that recognizes the character's flaw, and does not trust the
deliberately speaks Eredun without being also bound to character enough to aid them, thereby depriving them of a
demons, must make a Spirit save every year (DC 15) or helpful ally and forcing them to find another one or to make
lose 1 point of Spirit, and shift one step towards Lawful due without aid.
Evil. If the character is Evil, the spirit loss remains until Any mechanical penalties must be equivalent to the
the character pledges themselves to the Burning Legion or benefit of inspiration, such as granting an enemy inspiration
a representative of them, such as by Calling them or or disadvantage on a necessary skill check or saving throw.
serving them in a substantial way, in which case the A character may also gain inspiration after suffering a
attribute is restored. setback (such as losing a loved one who was their bond, or
This is a Curse effect, and the Remove Curse removes this betraying their ideal out of necessity or bitterness). If this
penalty forever. Characters who gain access to Eredun occurs, a character may choose to change one of their traits,
through special abilities (such as the warlock or demon ideals, or bonds. By doing so, a character develops, and the
hunter) do not suffer from this curse, although ones gained character has another point of Inspiration (up to a maximum
by training or by background do. of 2).
• 3. The elven tongue remains remarkably unchanged
SPENDING INSPIRATION.
throughout the centuries, but many dialects have been
When inspired, a character can gain a bonus to performing
born. Darnassian is spoken by night elves. A dialect of
actions that fit their traits, support their ideals, or aid their
Darnassian is spoken by the Nightborne (known as
Shalassian). Thalassian is spoken by Highborne, high

CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS


110
bonds. A character with inspiration may spend it to gain one BACKGROUNDS
of the following effects.
The Warcraft universe has its own native twist on
• Advantage to a single saving throw, ability check, or attack backgrounds. You may use any of the below backgrounds
roll. with the appropriate customization options.
• Roll a 1d6, and add the result to one d20 roll or your AC
against one attack. You may declare this after you know ACOLYTE
the result of the attack. You are a religious devotee. Acolytes tend to live somewhat
• Impose disadvantage to a single saving throw, ability sheltered lives as priests and aides in major religions, until
check, or attack roll of a creature attacking you. the call to adventure sounds. Acolytes serving in the Church
Special Inspiration. Upon hearing of the murder of his of the Holy Light are most common, but there are also other
brother Muradin, King Magni Bronzebeard was inspired to faiths with established hierarchies, such as the Troll faith in
forge Ashbringer, a blade he would have otherwise been the Loa.
unable to create. VARIANT ACOLYTE: CULTIST
It was Mannoroth’s taunt to Garrosh Hellscream that You have dedicated your life (and very soul) to the service of
provoked him into a terrible fury, allowing him to land a a cult. This could be anything from a benign splinter
blow that slew the demon king of the pit lords. organization away from the main church of the Holy Light to
A DM may allow spending Inspiration for a special benefit, the dark Cult of the Damned, various demon cults (such as
such as temporary access to a feat (Infusionist), crafting an with many orcish clans), the Cult of Shadow, among others.
artifact, regaining a use of an ability with no remaining uses With this variant, you are trained in hiding your faith and
(Berserker rage), or another appropriate effect loyalties from others. You may also be part of the Shadow
PERSONALITY Council, venerating the Old Gods.
It is always advisable to consult with the DM and other Rather than training in Insight and Religion, you may
players on how your traits, ideals, bonds, and flaws exchange one of the proficiencies with Deception or
synchronize with one another and your character concept, Intimidation.
and to ensure that your character's personality is distinct VARIANT ACOLYTE: SISTER OF ELUNE
enough to gain and spend inspiration reliably in situations You are part of the Sisterhood of Elune, a matriarchal
where they are the narrative 'stars'. At the same time, it religious/military organization that holds great sway in Night
should be infrequent enough to not prove disruptive to Elven society. The sisterhood is the gateway of a night elven
normal gameplay (such as choosing to take a setback for sister joining the priesthood of Elune (becoming a Priestess
inspiration). of the Moon), or a member of the Watchers organization.
If you play a mage, for example, you may choose to adopt Elite Watchers are elevated to being Wardens, legendary
the background of a scholar and choose the following jailors of the enemies of Night Elven society.
personality. Rather than training in Insight and Religion, you may
Trait. I'm used to helping out those who aren’t as smart exchange one of the proficiencies with Stealth. Also, rather
as I am, and I patiently explain anything and everything to than having 5 sticks of incense, you instead have an insignia
others. of rank in the priesthood, and a bow of your choice that was
Ideal. Knowledge. The path to power and self- the tool of your training in the favored weapon of the moon
improvement is through knowledge. goddess.
Bond. I've been searching my whole life for the answer to
a certain question. CHARLATAN
Flaw. I can’t keep a secret to save my life, or anyone
You are a special sort of criminal who specializes in taking
else’s.
advantage of others. Charlatans tend to live in urbanized
The aspects of the mage's personality synchronize well. If
areas where they have many marks (targets) and areas
you allow a critical secret to slip (flaw), risking an ally's
where they can retreat if discovered.
career or life, you gain Inspiration, which can possibly be
Anyone can become a charlatan, but they are common
used to answer a question you spent your whole life studying
among human cities due to their urban nature.
(Bond).
If your ally loses their career or possibly even their life, CRIMINAL
your character is traumatized enough to warrant character
You are a criminal—who breaks the law for fun and profit.
development, changing your ideal from knowledge to either
Criminals come from every walk of life and every type of
power (Knowledge is the path to power and domination) or
environment, and they range from petty thievery to outright
friendship (depending on how you wish to handle the
murder and assassinations.
character’s personality progression).

CHAPTER 4: PERSONALITY AND BACKGROUND


111
VARIANT CRIMINAL: OPERATIVE
You are part of a state or organization’s intelligence force. Instead of a crowbar, you may start with a dagger that
Operatives may belong to the Stormwind’s SI:7, the Defias doubles as a signet of rank (called the Shadowstalker), and
Brotherhood’s operation cells, Ravenholdt, the Shadow one memento of your Deathstalker test.
Council’s eyes and ears, or the Alterac Syndicate.
VARIANT FEATURE: UNDEAD STALKER
Operatives act in the shadows or in brief flashes of activity
When conducting a mission, you intuitively know how to
to complete a critical mission, before retreating to safe
utilize your undead nature for best effect, recognizing and
houses and deliver their quarry, whether it be information or
easily applying unusual tactics such as waiting underwater
proof of a kill.
for hours before leaping out for a kill, staking out a position
for days or even weeks without sleep, or tracking in hostile
terrains without tire or need to eat.
Furthermore, hidden agents loyal to the Deathstalkers or
the Forsaken recognize your authority and influence, and
they defer to you if they are of a lower rank. You can invoke
your rank to exert influence over other members and
requisition simple equipment or horses for temporary use.
You can also usually gain access to friendly military
encampments and fortresses where your rank is recognized.
Hidden shelters of the Deathstalkers are found all over the
world in places where the Forsaken are active.

VARIANT CRIMINAL: UNCROWNED


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

CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS


112
The Darkmoon Faire showcases the weird and have something they might like to listen to (such as an offer
extraordinary once a month. Gathering the exotic from to invest or useful products of your making).
around the world, Silas Darkmoon presents the Darkmoon
VARIANT GUILD ARTISAN: GUILD CRAFTER
Faire as a celebration of the wonders and mysteries found in
Gnome and forsaken alchemists and gnomish and dwarven
Azeroth. The faire spends most of its time in parts unknown
tinkers often boast membership in a guild that could support
but is available from time to time by accessing portals in
their crafting endeavors, from providing training in rare
Elwynn Forest and Mulgore, which are teleportation circles
material recipes to financial aid when a project becomes too
conjured by forces (apparently) unknown to Darkmoon Isle.
expensive (in return for a percent on future income, of
It often takes three days to set up the new attractions
course!).
(from exotic vendors selling alien mounts and magic item
Furthermore, your guild may possess engineering
shops, to being launched from the Darkmoon Cannon to win
blueprints, alchemy formulae, or even infusion matrices they
tokens), and remains active for one week—afterwards, the
might share with you, in return for services rendered or for
portals close, and the faire goes on the move once more.
reduced cost in comparison to other sources.
FOLK HERO VARIANT GUILD ARTISAN: THORIUM BROTHER
Before stepping onto the world stage, you first saved a lone The Thorium Brotherhood (TB Ltd.) is a group of Dark Iron
village near to your heart. A Folk Hero may rise from dwarves who are not members of the Dark Iron clan. On the
anywhere he or she is needed; wherever a monster pillages cliffs overlooking the region called the Cauldron, in the far
or a child cries out, they’ll be there. north of the Searing Gorge, the dwarves of the Thorium
Folk heroes arise from exceptional circumstances. Many Brotherhood have established a base of operations, Thorium
heroes of Azeroth started as folk heroes, questing to resolve Point. From here, they keep a close eye on the Dark Iron
family feuds in Elwynn to bringing closure to widowed orcs dwarves' activities in the Searing Gorge and beyond.
of the Barrens. The Thorium Brotherhood comprises many exceptionally
talented craftsmen, and the blacksmiths of the Brotherhood
GUILD ARTISAN are rumored to be among the finest Azeroth has ever seen.
You are a person of business. Artisans learned a trade and They possess the knowledge required to make the arms and
practice it well, usually accompanied by a union of like- armaments of Ragnaros, the Fire Lord, but lack the
minded individuals. manpower to obtain the materials required for the crafting.
Most artisans are found in large urban settlements, A daunting task, no doubt, but gaining access to the
offering training or apprenticeship in the knowledge of how Thorium Brotherhood's secrets should prove to be a reward
to create rare materials. Many guilds exist in Azeroth, such well worth the effort.
as the Alliance’s MEGA (Mechanical Engineering Guild, VARIANT GUILD MERCHANT: CARTEL MEMBER
Associated), and the Great Anvil Smiths of Ironforge, or the A cartel refers to a large group of goblin traders. Goblin
independent (Goblin Experimental Engineering cartels often compete with other cartels, such as in the
Korporation). Trade Wars. These organizations are normally led by trade
VARIANT GUILD ARTISAN: COMPANY OWNER princes, but they don't have to be; for example, although the
You may have chosen to start your own enterprise over Venture Company is a cartel, its leader Mogul Razdunk is
joining the employ of a guild or company. This requires not a trade prince.
great initiative and persistence, as other companies may After the goblins overthrew the Zandalari trolls, they
wish to force a merger to take advantage of your innovations celebrated their new found freedom by turning on each
or to get rid of a competitor. other, creating chaos as countless feuds were waged and
alliances formed. Soon enough they were split into various
VARIANT FEATURE: CHIEF EXECUTIVE OFFICER different groups, with the most powerful of these known as
Thanks to your initiative and ambition, people are inclined to the cartels. However, as the battles raged on and it became
think the best of you or take your word seriously. When
entering a market you are known in, people assume you are
there on serious business, from investment to searching for SIGNS ALONG THE ROAD TO DARKMOON FAIRE
apprentices to even searching for a place to sell your wares. Ahead of You, Down the Path
The common folk make every effort to accommodate you A Majestic, Magical Faire!
Ignore the Darkened, Eerie Woods
and avoid your displeasure, and merchants and other
Ignore the Eyes That Blink and Stare
company owners treat you as an equal. Fun & Games & Wondrous Sights!
You can secure an audience with a local merchant or Music & Fireworks to Light up the Night!
company owner if you need to, and with a little work, you Do Not Stop! You're Nearly There!
might secure an audience with a local noble as well, if you Behold, My Friend: THE DARKMOON FAIRE!

CHAPTER 4: PERSONALITY AND BACKGROUND


113
clear no one was actually winning, the cartels realized it was You may replace your language with Eredun (corrupted).
in their mutual interests to broker a truce. Despite this, the You also start with a demon hunter’s pack instead of a
conflict would never really end, as the goblins now turned to monster hunter’s pack.
trade, doing battle in the economic arena. For years to come The demon hunter's pack includes a chest, a crowbar, a
the cartels were rivals, constantly outshining and hammer, a holy symbol (such of Elune or the Holy Light), a
outsmarting each other as they continued in their quest for flask of holy water, a set of manacles, a silver mirror, a flask
wealth and power. of oil, a tinderbox, and three torches. Purchasing the pack
As a cartel member, you do not create but trade, and earn costs 33 gp, which is cheaper than buying its contents
a living by maximizing profit by selling to the neediest individually.
individuals or organizations. You may use honorable means, Source: This background is adopted from the Haunted
but there is no love lost between goblins and the other races One background (from Curse of Strahd)
of Azeroth—establishing monopolies, sabotaging the
competition, and selling basic living expenses are cutthroat HERMIT
prices to starving buyers made trade princes trade princes, You are a person who lives in isolation. Hermits prefer the
after all! peace and quiet of solitude to the bustle of towns and
Rather than proficiency with artisan’s tools, you might be villages. For whatever reason they have reentered society
proficient with navigator’s tools, a vehicle, or an additional once more.
language. And instead of artisan’s tools, you can start with a
mule and a cart, or a permanent free pass on goblin balloons
VARIANT HERMIT: SLUMBERING DRUID (DRUID ONLY)
Druids of Azeroth are more attuned to the world’s dream-
for yourself and your adventuring companions.
realm, the Emerald Dream, than any other creature. The
HAUNTED ONE great Malfurion Stormrage was in this slumber ever since
the War of the Ancients, nearly 10,000 years before Orcs
You have faced terrible darkness, and it has left its mark on
emerged on Azeroth, as well as his fellow druids of many
you. Haunted ones are born from terrible circumstances,
circles, such as the Druids of the Talon, Druids of the Claw,
such as being subject to demonic possession or the
and Druids of the Antler.
influence of the Old Gods.
Today, the Cenarion Circle consists of many such hermit
VARIANT HAUNTED ONE: ILLIDARI druids from many races, from Night Elves to Tauren to
You are of the Illidari—the faction of Illidan Stormrage, and Worgen, even to the odd promising human or high elf
you represent his will as part of a force made of demon apprentice. The Cenarion Circle often gathers at seasonal
hunters and warlocks. The Illidari also include demonic periods (such as solstices and seasonal holy days) to discuss
forces that chose to serve him over the Legion. the issues the world faces, from the spread of the mysterious
The most elite of Illidan's armies are his demon hunter Emerald Nightmare to portents and omens they notice
servitors, night elves and blood elves trained to be the during the Emerald Sleep.
Betrayer's mightiest enforcers, the bane of demonkind.
VARIANT FEATURE: EMERALD SLEEP
Zealously loyal to their master, the Illidari demon hunters
You can dream the Emerald Dream, a plane of thought and
have a strong identity and a close bond, although their heavy
fey, ruled by the great green dragon Ysera and overseen by
fel corruption and demonic techniques have inspired dread
the demigod Cenarius. It is a vast, ever-changing spirit world
in their fellow elves.
that exists outside the boundaries of the physical world.
While most creatures often tap into the Emerald Dream
while sleeping by accident, you may enter it willingly
whenever they sleep, although you cannot shape anything
within it beyond a few moments.
Within the dream, you may call out the spirit-form of
another slumbering druid and communicate with them, but
only so long as both you and they have been slumbering for
at least 6 hours. You can slumber even if you normally do
not need to sleep. While sleeping, you can awaken in
response to any stimuli they specify.
Malfurion himself awoke only to answer the clarion call of
the Horn of Cenarius, blown by his wife Tyrande
Whisperwind in answer to the Burning Legion descending
on the ancient forest of Ashenvale.

CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS


114
Special. If you are under the effects of the slumber druid in the wilds for years at a time away from greater
spell, you can remain in the Emerald Dream so long as the civilization. They live off the land and survive using their
spell is still active. wits.
Every race has its members who chose to live apart from
NOBLE urban civilization.
You are an aristocrat or important member of society.
VARIANT OUTLANDER: HEADHUNTER (TROLL ONLY)
Nobles exist in all societies, even if they aren’t legally
You are capable combatant and survivalist who serves
defined as such. There is always a cultural, spiritual, or
himself or his tribe, walking the wilderness and putting
economic elite in every civilization, regardless of the title
down threats to your people while living far from them. This
itself.
could be for noble or spiritual reasons.
You may be a noble of the Stormwind House of Nobles,
Instead of proficiency in a musical instrument, you may be
dissatisfied with the role the Alliance has or your fellow
proficient with one artisan tool of your choice or the
nobles (egged on by nobles such as Lady Prestor), or a high
herbalism kit. You can also replace your staff with an
tribesman in orcish society. While few night elven nobles
herbalism kit.
have remaining grievances after they witnessed the folly of
Queen Azshara during the War of the Ancients, some do VARIANT OUTLANDER: SPIRIT WALKER (TAUREN AND
long for the days where they ruled and the Sisterhood of ORC ONLY)
Elune and the Druids were not calling the shots. You are a spirit walker, a mystical, white-furred tauren.
Where the nobles of Alterac turned to serve or join the Believed to be the ill omen of a coming age, white tauren are
criminal Syndicate, high elven noble refugees have decided held in near reverence by their people, often becoming
to fight back for their homelands. reclusive priests who wander the land in search of kindred
spirits. Spirit walkers maintain balance between the world
VARIANT NOBLE: KNIGHT
of the living and the spirit realm.
There are many knightly orders on Azeroth, from the noble
As a spirit walker, your fur is pearly-white, and your eyes
Knights of Stormwind and the remnants of the Silver Hand,
reflect the life of a thousand souls.
to the Argent Dawn or Scarlet Crusade orders. Orcish
Their bodies are vessels, conduits from the realm of the
raiders also have a position of importance in the Horde and
dead to the world of the living. As a spirit walker, you are
in their tribes, often serving as advisors and councilors as
often looked upon with awe and fear by their brethren. A
well as generals and commanders.
spirit walker strong enough to bear the weight of so many
VARIANT FEATURE: MOUNTED WARRIOR souls achieves a mystical transcendence, embodying the
Instead of taking the Position of Privilege or Retainers collective will and experience of the generations that are
feature, you may instead acquire a racial mount appropriate reaching out to him.
for your race (such as a horse for humans, a riding wolf for Alternatively, instead of being a tauren, you might be an
orcs, etc.). orc from the Shattered Hand clan.

VARIANT NOBLE: TRIBAL ELITE VARIANT FEATURE: CONDUIT OF SPIRITS


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

CHAPTER 4: PERSONALITY AND BACKGROUND


115
VARIANT FEATURE: GOBLIN BALLOON PASS
When you need to, you can secure free passage on a goblin
balloon for yourself and your adventuring companions. You
might sail on the balloon you served on, or another balloon
you have good relations with (perhaps one captained by a
former crewmate). Because you’re calling in a favor, you
can’t be certain o f a schedule or route that will meet your
every need. Your Dungeon Master will determine how long it
takes to get where you need to go. In return for your free
passage, you and your companions are expected to assist the
crew during the voyage, but you do not require a permanent
pass.

VARIANT SAILOR: MARINER OR REAVER


Marines (or mariners) are, depending on their faction, either
footmen or grunts specialized in the support of naval and
army operations on land and at sea.
As a mariner, may have served aboard the various airships
and gunships of the Alliance or the Horde, and are often
VARIANT SAGE: KIRIN TOR AGENT working alongside sailors. The human nation of Kul’tiras is
You are (or were) employed in Dalaran, whether an agent of specialized in naval warfare and as such has a high number
the mage-court itself, a graduate, a mage-guard, or one of the of marines among its forces. Mariners tend to operate under
factions that rule the city. The magical city of Dalaran is standard five-year contracts when signing on with a new
ruled by a council of mages, and is usually influenced by the crew as evidenced by the crew of the Wavestrider. While
interests of several factions. By the time of the Third War, human marines are almost always found among the crews
there were many powerful wizards’ guilds, who trained of Alliance gunships, it seems the orcish equivalent for them
apprentices and served as a curious mix of faction, guild, is "reaver", for reavers can be found among almost all orc
and students’ activities clubs. gunships.
By the time of the War of the Lich King, the Sunreavers Instead of a lucky charm, you may choose to receive an
and Silver Covenant factions dominated the political scene. insignia of rank instead.
You may replace one skill proficiency from your
background with Deception, Investigation, or Persuasion. SOLDIER
Instead of common clothes, your clothes might be violet You are a combatant who participated in a war or trained as
(representing the kingdom itself), or be of a color associated such. With war being the fact of life in Azeroth, there is no
with one of the guilds. Also, you gain one of the following end in sight for work, whether it be for a militia, professional
equipment depending on your role in Dalaran: a graduate’s standing army, or as a mercenary.
staff (if you were a graduate) or a signet ring of a faction (if
you were a faction member).
VARIANT SOLDIER: MILITIAMAN
You are trained in a town militia, practicing weaponry
SAILOR common to your race and ready at a moment’s notice to
answer the call to arms.
You are a sailor, one who makes their way in the world as
traders, merchants, naval personnel, or even as smugglers VARIANT FEATURE: CALL TO ARMS
or pirates when times get lean. Sailors can be found near You answer to the call to arms—and give it as well. Villagers,
any major body of water or in ports. militiamen, city-folk, and city guards usually trust your word
regarding any danger you identify and properly
VARIANT SAILOR: GOBLIN BALLOONIST (USUALLY
communicate, and you can temporarily acquire equipment
GOBLIN ONLY)
that can aid confront the threat from them, such as mounts
The job of a balloonist is a risky but profitable venture in the
or weapons. Your background and steadfastness also usually
world of Azeroth, as it is gradually becoming the medium of
allows such strangers to be friendlier to you so long as you
choice for transport across terrestrial lands. As a balloonist,
maintain your duties.
you may have faced high winds, aerial foes, or delivered your
charges (or cargo) across active battlefields to their VARIANT SOLDIER: MAGE GUARD
destinations. You are trained to guard and protect mages or other
Instead of proficiency in vehicles (water), you may be spellcasters. You could have been trained in the Violet City
proficient in vehicles (air). of Dalaran, have been cloistered with the priests of

CHAPTER 4: PERSONALITY AND BACKGROUND | SPECIAL AND RACIAL SPECIALIZATIONS


116
Northshire Abbey, or have been a childhood friend or sibling well as the necessary Rogue.
to a mage. You may replace one skill proficiency from your
Rather than training in Athletics and Intimidation, you background with Insight or Religion.
may exchange one of the proficiencies with Arcana or
VARIANT SOLDIER: FARSTRIDER (HIGH ELF AND BLOOD
Investigation.
ELF USUALLY)
VARIANT FEATURE: SPECIAL INVESTIGATOR You are part of the High Elven Order of Farstriders, a
You are trained in taking down wizards and finding evidence paramilitary organization that is a similar reflection to the
of them. You could have been trained in Dalaran by the Kirin night elven Sentinels. After the destruction of Quel’Thalas,
Tor’s wardens, or be a superstitious villager who fears dark the Farstriders began diminishing in importance, especially
magic. after the blood elves’ newfound obsession with fel magic.
Whenever you visit a settlement, commoners and law Rangers form the scout and advanced skirmishing forces
enforcement are more likely to trust you with reports of of Quel’Thalas, while seekers are specialized assassins who
strange events, such as missing persons, reports of demonic infiltrate enemy lands and perform dangerous missions.
activity, unknown magical paraphernalia such as magic You may replace one skill proficiency from your
circles burnt into grass, or reports of people speaking in background with Nature or Perception. Also, instead of
tongues. proficiency with vehicles (land), you may gain proficiency
While many such instances were pranks or the confused with an herbalism or disguise kit.
spellcasting or apprentice mages, some are omens of darker
VARIANT FEATURE: WANDERER
things. You can also usually tell the difference between the
You may gain the wanderer background feature of the
two when observing clues, such as a suspect’s residence.
Outlander instead of the Military Rank feature of the soldier
You are usually recommended to keep the results of your
background.
investigation secret and report back to your superiors.
VARIANT SOLDIER: SENTINEL
VARIANT SOLDIER: CRUSADER
You are part of the Night Elven Order of Sentinels, a
A crusade was the only answer to humanity in the fallen
religious/military organization that protects and
domains of Lordaeron and Dalaran. The undead armies of
preemptively destroys threats to the night elves and their
the Scourge were a tide that could not be pushed back save
lands.
by the sword and the prayer.
You may replace one skill proficiency from your
You might have once been a member of the disbanded
background with Religion, Investigation, or Stealth.
Order of the Silver Hand, a farmer who threw down his
farming tools and took up a rusted militia sword, or a youth URCHIN
who chose to leave the safety of the southern lands to fight
back against the encroaching darkness under the mantle of A child of the streets. Urchins can be found in the dirty
the Light. Not every crusader is from the Paladin class, as streets begging for coin, pocketing what isn’t theirs, and
they also boast Hunters and Priests among their rank, as generally trying to grow up to be criminals or charlatans.

VARIANT URCHIN: REFUGEE


In many cases, an urchin could have been born in comfort or
even opulence. You have been forced from your home to
another land, either from war (such as the humans of
Stormwind or the high elves of Silvermoon), disease (such
as the humans of southern Lordaeron escaping the Undead
Plague), civil conflict (such as the instability in Westfall), or
the very destruction of your world (as the Mag’har orcs).

VARIANT FEATURE: SOMETHING LEFT BEHIND


You have access to a unique and powerful secret. The exact
nature of this secret depends on the nature of your exile or
status as refugee. It may be a secret about the event that
caused you to escape, knowledge of a treasure or valuable
memento. It might be information that would be damaging
to the organization that drove you away, and hence the
reason for your choice to adventure. Work with your DM to
determine the details of your secret and its impact on the
campaign.

CHAPTER 4: PERSONALITY AND BACKGROUND


117
CHAPTER 5: EQUIPMENT

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

Gunpowder. Deals 1d6 fire damage to each creature in


DESCRIPTION
10 feet per 1 pound of mass. Setting an ounce of gunpowder
Powder Horn. Carrying two pounds of gunpowder, this fire
to burn brightly, shedding bright light in 30 feet for 1 round,
and water-resistant horn is required almost always for a
and dim light in the same radius for another round, before
tinker on the go.
extinguishing. Exploding gunpowder cannot deal more than
Powder Keg. Containing twenty pounds of gunpowder,
10d6 at any time (with 10 pounds and upwards of mass), but
this keg is very flammable, but it is a sure sight for sore
its range does increase by 10 feet for every pound.
dwarven eyes. If exposed to flame, the barrel explodes for
Bullets and Pellets. These pieces of ammunition typically
10d6 concussive damage in a 200 feet sphere, with a DC 10
come in ammo bags or packs, and are used by firearms.
Agility save to half damage. If left exposed, the damage is
Specially-shaped bullets can be used to seal slashing
instead fire damage.
damage instead.

WEAPONS AND ARMOR


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

check, but suffers disadvantage to the roll if the target is


DESCRIPTION
aware of the attacker.
Attack Claws. These claws may be attached to a hand, and
Greathammer. This iconic paladin weapon is favored by
allow for a user to perform somatic components without
the Order of the Holy Light. This is based on the maul.
occupying the hand. They are usually favored by orcish
Moonglaive. This circular blade has three dagger-like
shamans who enter melee after conjuring elementals or
blades jutting from its sides. Uncommonly seen but easy to
placing totems. This is based on the dagger.
train with, Moonglaives are favored by the night elves of
Bayonet. This dagger-like blade can be attached to a
Kalimdor. This is based on the shortsword.
firearm or crossbow, allowing it to make melee weapon
Spiked Chain. A 10-foot chain marked with a large hook,
attacks. Longer bayonets can act as shortswords instead
this spiked chain is a dangerous and rare weapon to see in
(attached to medium and heavy firearms or crossbows).
the battlefield. Some variants come with a hook, in which
Garrote Wire. This weapon can be used to start a grapple
case the weapon can deal piercing damage as well. A
with an attack roll instead of making a Strength (Athletics)

CHAPTER 5: EQUIPMENT | SPECIAL AND RACIAL SPECIALIZATIONS


118
hooked spiked chain can tether on a successful hit (see cards and boards are minor magic items, woven with spells
Chapter 9). meant to automatically adjudicate the rules and free the
Sword, Two-Bladed. Typically used only by elven players from having to manually keep track of the numbers.
swordsmen of great agility, the two-bladed sword is almost Cards are keyed to the buyer by touching them, and will
iconic of the high elven military Two-bladed swords can be attempt to fly to the buyer after being played or discarded if
used to attack as if using two weapons, despite being a the buyer is nearby (as if with the mage hand cantrip), unless
single weapon that is used with one hand. This is based on physically prevented from doing so.
the longsword. Both the cards and the boards can be disenchanted, but
Syringe. This needle is a specifically-designed weapon to will yield no components that would be of use in crafting
inject injury poisons, plagues, and offensive potions into equipment useful to adventurers. Decks have rarity as magic
targets who are stabbed with it. After a successful attack items, however, with Common rarity at +0 bonus,
roll, you may use a bonus action to inject the target with the Uncommon at + 1, Rare at + 2, and Very Rare at + 3.
contents of the syringe. This is based on the dagger.
• Portable board. The decks replicate the Prestidigitation
Totem, Tauren Large. unwieldy, but very intricately-
and minor illusion cantrips, but only to serve the game’s
made, tauren totems are iconic of the tauren peoples. A
function.
tauren totem can be treated as a shaman’s totem for the
• Full-size board. Fuller sets are physically larger, and can
purposes of scribing spells. This is based on the greatclub.
serve the players with more detail than the portable board,
Warglaive. This night elf weapon is a crescent-shaped
adding illusory fountains, lights, minor movement, terrain
blade about 4 feet long with a hilt in the center of the back
re-textures of the board, and minor self-repair as if also
edge. Demon hunters favor these weapons. This is based on
containing the light, dancing lights, and mending cantrips.
the scimitar.
• Basic Set. These are enough cards to play Hearthstone
Some weapons are described as if based off another
with. This set has no deck bonus, but can be of a specific
weapon (for example, the greathammer and the maul). If
build. Each set is flavored to act as a specific class. This
proficient with the original weapon (the maul), one week of
does not pre-determine the deck structure (see below), but
training confers proficiency to the second (greathammer)..
usually suggests one (warlocks lean to spell or minion

TOOLS builds, paladins lean towards hero or endurance builds,


etc.)
Besides the normal tools in the Player’s Handbook, the • Card Pack. The card pack has 5 random cards. Roll 1d10
Warcraft universe has its own share of tools and items. for each pack opened. On a roll of a 10, you get cards good
enough to add you a + 1 deck bonus.
TOOLS
Every twenty packs opened automatically give you a + 1
Item Cost Weight
Engineer’s tools 50 gp 10 lb. deck bonus.
Infusion kit 100 gp 5 lb. The detect magic spell reveals auras of the illusion and
Gaming kit transmutation schools around both the decks and the cards.
Heartstone set An Intelligence (Arcana) check reveals the following:
Portable board 3 gp 5 lb. DC 10. The cards and the deck have complementary
Full-size board 10 gp 20 lb. enchantments. Like a lock and a key, they are useless and
Basic set 1 gp 1/2 lb.
effectively inert without each other.
Card pack 5 sp —
DC 15. The magical patterns encode the rules of the
Jihui set 1 gp 1/2 lb.
game. For example, a board will flash red instead of the
Engineer’s Tools. These toolsets include various tools such usual blue and refuse to activate if an illegal deck is inserted
as a collection of fuses, wrenches, nails, wires, and assorted (such as one with fewer or more than 30 cards or cards
common spare parts. incompatible with the class theme).
Infusion Kit. These toolsets include an inscription plate, DC 20. The magical patterns of the board are basically
various brushes that can draw with magical ink, scales to series of instructions detailing what action to perform for
measure infusion dusts, magnifying glasses of different everything the players might attempt, encoded in a whole
sizes, and strips of vellum to help design and inscribe complicated system built atop the primal language of the
infusion matrices. arcane. The pattern of each card is more like a description
Hearthstone Set. Hearthstone is a magical card game of its statistics and effect that can be "read" by a suitable
popular in inns and taverns across Azeroth. Its mascot is magic device (which is the board).
Harth Stonebrew, a dwarven innkeeper who, within the Jihui Set. The board game known as jihui is one of the
game's fiction, runs a special inn that always appears to most prominent games found throughout Pandaria, mostly
travelers in need, no matter where they are. Hearthstone

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119
among the pandaren. It is gaining in popularity outside the (if playing tactically), Spirit (if anticipating and preparing for
continent, however. enemy counters), or Charisma (if relying on psychological
tactics and reading the enemy).
HEARTHSTONE The contested roll is as follows.

RULES Hearthstone Roll Modifier = your proficiency bonus (if


A collectible card game in which players obtain cards by proficient in the gaming set) + your chosen mental ability
purchasing packs, Hearthstone uses game decks of 30 cards score modifier + your deck bonus (from + 0 to + 3)
with each player.
During a match, each of the two players controls a The higher dice result wins. In case of a tie, both checks
character called a hero (usually appearing as they do) and are rerolled (which can represent anything from a rematch
can play cards drawn from their deck each turn, which are to a forced change in tactics).
divided into minions (creatures that fight on the battlefield), You have advantage on this check if you somehow learn
spells (which affect the battlefield), weapons (which are about the contents of your opponent's deck, the order in
equipped by heroes, allowing them to attack), and hero cards which your cards will be drawn, or some other method of
(which replace the hero with another one with different cheating.
abilities). The goal of the game is to destroy the enemy hero You have disadvantage to this check if you have a build
by dealing enough damage to bring it down to zero health. weakness (such as using an Endurance build against a Spell
Periodically, expansions to the game are released, build).
creating new opportunities for deck-building. This changes DECK-BUILDING AND DECK BONUS
the game, making some current decks obsolete due to The deck bonus reflects the current competitive value of a
‘power creep’ and requiring players to build new ones to stay deck. It ranges from 0 to + 3. On average, it takes about
competitive. twelve packs to collect enough card synergy to raise the
PREREQUISITES deck bonus by 1. Some decks are pre-designed, having an
At a minimum, each player needs a basic set (1 gp, as established beck bonus, but usually can be improved by
above). One board is also needed to play the game. Basic opening card packs.
sets and packs can generally be bought in taverns and DECK STRUCTURE
general stores in any moderate-to-large settlement. A A deck can be built to serve one tactic at the expense of
portable board is compact enough to be carried around and another. Starter decks have no special strengths or
allow the game to be played in the field; full-size, stationary weaknesses, but you may choose one tactic over the course
boards are typically installed in taverns and gambling dens, of collecting cards.
and have greater magical effects (see Magic below).
DECK STRENGTHS
RESOLVING A HEARTHSTONE MATCH Deck Structure Strong Versus
Proficiency with Hearthstone as a game set allows you to Minion Hero
add your proficiency bonus to any ability check you make Hero Spell
using that tool. For a normal game, you may use Intelligence Spell Endurance
Endurance Minion

Hearthstone Minion Deck. This deck relies on multiple weak cards to


overwhelm individual strong ones, such as by using
summoning cards and cards that spawn more minions every
round. This tactic is also sometimes known as ‘zerging’ in
some circles. It is weak against the Endurance build, since
the defensive style the build employs outlasts and exhausts
Minion builds’ cards.
Hero Deck. This tactic relies on one powerful card (or few
powerful ones) and supportive cards that increase the power
of the hero (or central card) and weaken the enemy. Hero
builds can destroy Spell builds before they gather power, but
are vulnerable to Minion builds which can overwhelm the
build’s ability to withstand multiple enemies.
Spell Deck. This tactic relies on using special spell cards
to destroy several cards at once, but takes time to build up.
Spell builds can out-damage the slower and more defensive

CHAPTER 5: EQUIPMENT | TOOLS


120
Endurance builds, but need more time to gather power,
which makes it vulnerable against the quick and decisive
TREASURES
action of Hero builds.
INFUSED ITEMS
Endurance Deck. This tactic relies on a defensive
mindset to outlast and exhaust the opponent's cards while Death knights’ runeblades are always greater attunement
whittling down the opponent. Endurance builds can reduce weapons.
Minion builds to nothing while taking very little damage in A character may only have one greater attuned item.
return over a longer game period, but it is vulnerable to
ANNIHILATOR
Spell cards, which can crush Endurance builds the longer
Weapon (battleaxe), rare
the game goes.
You gain a +1 bonus to attack and damage rolls made with
When playing against a deck to which you have a build
this magic weapon.
disadvantage, you roll your d20 with disadvantage.
Whenever this wicked-looking, dark purple battleaxe deals
Every character has a build they prefer that appeals to their
damage to a creature benefitting from an armor bonus to
personality. Choose a build or roll on the table below for
AC, it reduces their bonus to AC by 1 point. The penalty to
existing characters.
armor remains for until the target creature completes a
DECK BUILDS short rest. This reduction can stack (until the armor grants
d6 Build Type no bonus).
1-2 Standard (no weakness of strength)
3 Minion build ARCANITE REAPER
4 Hero build Weapon (greataxe), rare
5 Spell build
This axe is made out of arcanite, one of the hardest
6 Endurance build
substances in existence (AC 23, immune to nonmagical
GAME EXPANSIONS weapon damage, and has 30 hit points), and deals double
Expansions to Hearthstone are released thrice per year: damage to objects.
every early spring, midsummer, and late autumn. Every
expansion release lowers the deck bonus of every existing
BLACK GRASP OF THE DESTROYER
Wondrous item, uncommon
deck, everywhere in the world, by 1, to a minimum of 0.
This reflects the need to buy newly released cards to stay This heavy steel gauntlet has runes carved into the knuckles
competitive with each expansion release. and the back of the hand. With a touch, this allows the user
to cast dispel magic (as the 3rd-level spell). This property
JIHUI can't be used again until the next dawn.

RULES BLADEFIST
A strategic game played on a flat checkered black-and-white Weapon (attack claws), very rare
board, jihui players navigate their pieces to defeat their You gain + 1 to attack and damage rolls made with this
opponents’ pieces (as Chess, popular with Stormwind and magic weapon.
Dalaran’s elite). Unlike with chess, however, jihui pieces This weapon has 3 charges. When attuned to it, you can
also include ships. expend 1 charge to cast the haste spell on yourself. The
Jihui encapsulates much of pandaren philosophy. It weapon regains 1d3 charges every dawn.
simultaneously encourages thoughtfulness and incorporates The Bladefist is a well-known example of orcish attack
impulsiveness. It balances deliberation with chance, but claws. It is well known as the weapon of Kargath Bladefist,
chance can also be punished. For a player to lose to a foe Chieftain of the Shattered Hand Clan and self-proclaimed
who has more pieces on the board is not a great loss. To Warchief of the Fel Horde. This weapon can also be used as
yield to a superior position, regardless of the pieces in play, a prosthetic.
is not considered an honorless loss. While the game's aim is
to eliminate all the opposition's pieces, playing to that point
BLIGHT
Weapon (glaive), rare
is considered ill-mannered and even barbaric. Usually, one
You gain a +1 bonus to attack and damage rolls made with
player finds themselves out-maneuvered and surrenders,
this magic weapon.
though some rely on chance to turn their fortune around and
achieve victory. Playing to a standstill, having both players' Upon a successful attack against a creature, you may
forces balanced, is considered the greatest victory of them declare that the weapons’ blight ability activates as a bonus
all and shows not only skill, but restraint and discipline. 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.

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121
BOOK OF THE DEAD time after achieving lichdom, the chains hover around its
Wondrous item, rare (attunement optional) arms, becoming a powerful weapon.
This ancient, musty tome is decorated with inlaid bones CRYSTAL BALL
from various creatures. The cover and spine are made from Wondrous item, uncommon
dried skin stretched and treated to remain flexible. The ink
This sphere of green glass is inlaid with a golden base, and
used to write the magical words and runes inside is blood
may be pointed at a direction to see distant events up to a
drawn from the veins of living creatures killed as sacrifices
mile away as clear as if one is adjacent to it. When activated,
when the book was completed. Activating this book requires
the crystal ball may scry up to any point of sight within a
tearing out its spine and destroying it utterly. When the
mile that you can see, or allows you to see an obvious
spine is torn, the pages disintegrate, and the spells bound in
location that is unfamiliar to you and is obstructed by an
the book are unleashed, animating up to two medium or
object (such as behind a corner, behind a door, below a
small skeleton or zombie warriors (equipped with shields
trapdoor). This orb functions as long as you can expend a
and swords) and two medium or small skeleton archers
bonus action, up to a maximum of ten minutes. The orb
(equipped with bows and twenty arrows each). So long as
creates an invisible magical sensor on the location it
you possess the spine, you may command the undead
observes, which can be seen if observers can see invisibility
mentally with a bonus action as long as they are within 60
or have truesight, and cannot be attacked or interacted with
feet of you. This otherwise acts as a 5th level animate
(though it can be dispelled as a 3rd level spell). Once used,
undead spell. After 24 hours, however, regardless of what
this cannot be used again until the next dawn.
happens, the skeletons disintegrate and lie still, and the
Book is utterly consumed. DAWN'S EDGE
You may attune yourself to the book and keep as a Weapon (battleaxe), rare
spellbook, in which case all necromancy spells written it You gain a +1 bonus to attack and damage rolls made with
cost 1 less mana point when cast by you. this magic weapon.
BRAINSPLINTER The battleaxe has 3 charges. While using it, you can use
Weapon (dagger), very rare (requires attunement) an action and expend 1 charge to cast the daylight spell
(centered on the battleaxe), or a bonus action to ignore the
You gain a +2 bonus to attack and damage rolls made with
damage resistance of an undead or fiendish creature for 1
this magic weapon.
minute per charge expended. You may also cast the detect
When striking a spellcaster, the dagger’s damage lingers
evil and good spell as a b onus action by expending 1 charge
and disrupts concentration (DC 10 or half damage as
(the range increases to 60 feet).
normal) for 1d4 rounds after being hit. If hit again, the
The battleaxe regains all charges by the next dawn.
counter resets. Activating this quality costs a bonus action,
and is a strike effect.

CHAINS OF THE UNDYING MAGE


Weapon (spiked chain), rare (requires attunement)
You gain + 1 to attack and damage rolls made with this
Arcanite Reaper
magic weapon.
While wielding this spiked chain, you may use your
Intelligence for attack and damage rolls with the spiked
chains instead of Strength. Also, if you are a spellcaster with
the mage spell list, you gain the following benefits:

• Death Magic. You may add the following spells to your


mage spell list: death coil, death pact, desecration, drain
life, death ward, and elemental tongue (cold only).
• Cold Focus. You can perform somatic components of
spells while you use this weapon in both hands. This
weapon counts as a spellcasting focus for your mage
spells.
• Intuitive Use. You gain proficiency with spiked chains.

Mages and wizards sworn to the Lich King that manage to


achieve lichdom are wrapped with these seemingly
mundane chains. However, once a lich awakens the first

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122
Felo’melorn chaotic energy. This property of the armor can't be used
again until the next dawn.

FEARBREAKER
Weapon (mace or tauren totem), very rare (requires
attunement)
You gain + 2 to attack and damage rolls made with this
magic weapon.
When attuned to and wielding this weapon, you may cast
the fear ward spell, treating the mace as the totem. Once
used, this cannot be used again until the next dawn.

FELO'MELORN
Weapon (longsword), legendary (requires attunement)
DEMONIC FIGURINE You gain a +3 bonus to attack and damage rolls made with
Wondrous item, legendary this magic weapon.
This sword has 3 charges. While attuned to it, you can
This onyx figurine is told of in legends as powerful artifacts
send by the Burning Legion to pave the world for its expend 1 charge and cast any one of the following spells as
an action.
inevitable return. Featuring a baleful demon with claws
outstretched and a single hoof raised, the figurine can be • Flame Strike
pointed to a creature, unleashing a ray of doom. This is • Elemental Tongue (Fire only), spell level 4
treated as the demonic doom spell, and the figurine
Special. Felo'melorn can always be remade when
maintains channeling until the entire duration has ended.
destroyed, and gains an additional charge if destroyed by a
The figurine possesses malevolent cunning, and uses the
foe and reforged by who was attuned to it. It can have a
spell to wreak the most devastation it could before it is
maximum number of charges equal to 6.
ended. Destroying a figurine unleashes the Doomguard,
If the blade itself is used to kill who it is attuned to, it loses
which is fully present (as if by an uncontrolled bind spell).
all extra charges and returns to its original number of
DOOMHAMMER charges.
Weapon (warhammer), uncommon (greater attunement) Flamestrike in common, Felo’melorn is an ancient
Beyond the bonuses of the weapon upon attunement (see Highborne runeblade once wielded by Dath'Remar
Greater Attunement), this weapon is treated as a thrown Sunstrider, even before the War of the Ancients. It is
weapon (20/60 feet). Also, the elemental tongue spell costs rumored to have once been his favored weapon, and over
instead one less point of mana. If you cannot cast the spell, it many generations was passed down through the Sunstrider
can be cast two times (spell level 1) before uses are dynasty. During the Third War, Anasterian Sunstrider
replenished at dawn. wielded the sword in battle against Arthas Menethil, but
The Doomhammer is a powerful enormous hammer that Frostmourne severed the blade and he was defeated. Later,
was crafted long ago in a pool of elemental lava on the orc Kael'thas Sunstrider, last of the Sunstrider line, recovered it
homeworld of Draenor. It is a namesake relic passed down and had it reforged, with ‘magic, hatred and a burning need
from father to son, and was given to Thrall as a testament of of revenge.’
faith and honor during the salvation of the orcs. Although GOREHOWL
the hilt of the hammer has been replaced, the actual
Weapon (greataxe), legendary (requires attunement)
hammerhead itself, crafted of elementally-treated black
You gain a +3 bonus to attack and damage rolls made with
granite, has endured as a testament of the crafter's skill.
this magic weapon.
EMBRACE OF THE TWISTING NETHER You may swing the axe as an action to cast the fear spell.
Armor (chainmail), rare (requires attunement) Furthermore, once attuned to this axe, you may choose to
You gain a +1 bonus to AC while you wear this magic armor. gain one of the following warrior talents:
By speaking the command word, you become ethereal (as • Brutal Critical
if subject to the banishment spell). The banishment spell • Weapon Mastery
remains for full duration (one minute) unless the command
word is spoken to cancel it. If the command word is not Gorehowl, the axe of Hellscream, has a heavy blade that is
spoken and the duration of one minute passes, you are notched and stained, with sharp, wicked curves. Small holes
banished to the Twisting Nether, the realm of demons and dot the blade near the handle; when the wielder swings the
axe, air whistles through these holes. The sound keens over

CHAPTER 5: EQUIPMENT | TREASURES


123
the battlefield, magically strengthened and imbued with MANA BLADE
otherworldly power. Gorehowl is one of Azeroth's most Weapon (any sword), rare
feared and notorious weapons. You gain a +1 bonus to attack and damage rolls made with
HAMMER OF THE TITANS this magic weapon.
Weapon (greathammer), rare This weapon may cast the mana burn spell. Once used,
this property cannot be used again until the next dawn.
You gain a +1 bonus to attack and damage rolls made with
This blade can also mana burn as a bonus action as a
this magic weapon.
strike effect.
The greathammer may be swung hard at the ground as an
Mana blades can also take the form of a warglaive (if
action. All creatures within 10 feet suffer the damage of a
taking the form of a scimitar).
normal attack and must pass a Strength saving throw of 15
or fall prone. MANA STONE
Wondrous item, rare
HEARTHSTONE
Wondrous item, rare This cerulean-blue semi-solid stone is nearly translucent,
and shines with an internal blue light. While the stone is in
A user may have only one hearthstone at any given time, and
the possession of a caster, their passive mana regeneration
it is attuned as a Teleport Circle. Requiring 3 actions (object
(such as from resting) increases by 25%.
interaction) to activate, the hearthstone teleports the user to
A mana stone might be crushed in a caster’s fist, restoring
where they last called home. When used, it takes a day to
mana points as if the user rested for 4 hours (while applying
recharge. An adventurer may alter his hearthstone’s location
the normal benefit).
to any indoor building he has spent more than 24 hours in,
These stones are said to be shards of enchanted
which replaces the teleport circle’s location.
runestones that are dipped in mana fountains, but such
This stone is given to every adventurer who leaves his city.
rumors are unsubstantiated, as the secret of creation is in
HORN OF STORMWIND the elusive hands of the most talented infusionists. This is
Wondrous item, rare treated as a non-consumable (although it can be consumed).
This lion-emblazed horn can be blown as a bonus action to MYSTIC WAND
cast the devotion aura spell (as a 3rd level spell). The horn Wondrous item, common (requires attunement by a
performs the concentration required. Once used two times, spellcaster)
it cannot be used again until the next dawn.
A wand of minor power allows you to gain the benefits of the
JAINA'S LOCKET Mystic Blast feat without gaining the feat itself. Each wand is
Wondrous item, rare (requires attunement) attuned to a specific energy type.
You may use this locket to cast the teleport spell, but only to The common version of the wand deals one dice of
a destination inside the borders of Dalaran. The locket treats damage (1d6 fire, cold, lightning, or acid, or 1d4 holy,
Dalaran as a place with 'permanent circle' familiarity for the unholy, fel, or arcane). For each step of rarity, it deals an
purposes of the teleport spell, and if no specific location is additional dice (up to 5 dice at Legendary, as below).
specified in Dalaran, it teleports the user directly to the
Common 1 dice
Central Square, under the statue of Archmage Antonidas. Uncommon 2 dice
Other magical lockets like Jaina's Locket exist, usually Rare 3 dice
providing one-way teleportation to a specific city or region. Very Rare 4 dice
Legendary 5 dice
LIGHT'S VENGEANCE
Weapon (greathammer), uncommon (greater attunement) ORKENBLADE
Weapon (longsword), rare (requires attunement)
Beyond the bonuses of the weapon upon attunement (see
Greater Attunement), whenever you use this weapon for a You gain + 1 to attack and damage rolls made with this
Crusader's Strike, you may choose to grant yourself magic weapon.
resistance to any one damage type for one round. When attuned to and wielding this weapon, you gain the
This greathammer with a marble-white head and favored enemy hunter talent, as a hunter of your level, but
mahogany shaft is infused with holy magic and consecrated must choose orcs as your favored foe.
to be carried by paladins of the Order of the Silver Hand. It PHANTOM BLADE
has the potential to grow stronger with the wielder. Weapon (longsword), rare
You gain a +1 bonus to attack and damage rolls made with
this magic weapon.

CHAPTER 5: EQUIPMENT | TREASURES


124
Upon a successful attack against a creature, you may Very Rare blades (such as Quel’Zaram) has three abilities,
declare that the weapons’ phantom touch ability activates as and has a +2 bonus to attack and damage.
a bonus action. If phantom touch takes place, the targeted A dulled Prismatic Blade must be re-ignited to act in its
creature is subject to a faerie fire spell (centered on the full capacity.
creature only) for one minute. If affected once, the creature When subject to a true dragon's breath weapon by itself
is immune against further uses for 24 hours. (such as by being in the area of the breath weapon and not
being wielded, tricking a dragon to breathe upon it, or
PRISMATIC BLADE
leaving it in the mouth of a dying dragon), there is a chance
Weapon (longsword), rare (requires attunement)
the blade is re-enchanted. This depends on the age of the
You gain + 1 to attack and damage rolls while using this dragon. On a failed enchantment, the dragon cannot try
magic weapon. While wielding this longsword, you can add again until it advances to the next age category.
your Dexterity modifier to attack and damage rolls instead of
your Strength modifier. Age Change of Enchantment
If you are wielding this sword and not benefiting from a Wyrmling 1%
Young 25%
shield, add a +2 bonus to your AC.
Adult 50%
This magic weapon has 4 charges, regaining 1d4 charges Ancient 100%
daily at dawn. It may have one of the following abilities.

• Augment. With an action, you may cast the enhance ability Merging. Prismatic blades can be merged together in very
spell. This can affect anything touching the blade rare instances, such as the blades Shalla'tor and Ellemayne
(including yourself or any ally you touch). This costs 1 merging into Shalamayne.
charge. If a character manages to merge two prismatic blades, the
• Guard. With an action, you can cast the power word shield blade turns into a greatsword (such as Quel’Zaram), and
spell. This can affect anything touching the blade occupies only one attunement slot. The rarity of the merged
(including yourself or an ally you touch). This costs 1 blade is one step higher than the average of the two, and
charge. gains a + 1 additional bonus to attack and damage.
• Weave. With an action, you may cast the prismatic spray Shalla’tor and Ellamayne are act as normal Prismatic
spell. This costs 4 charges. Blades, but are Very Rare in quality and have a +2 bonus to
• Unweave. You may cast the dispel magic spell as part of attack and damage. They have the Augment, Guard, and
drawing the blade (free action), or with an action if it is Unweave abilities. By merging together, Shalamayne
already drawn. This spell is limited to touch range, becomes Legendary rarity, has a +3 bonus to attack and
however, and can affect anything touching the blade damage rolls, and its Unweave ability functions as spell level
(including yourself, an ally you touch, or any spell targeting 8.
you). This costs 2 charges. The spell’s level is equal to 4 if PUZZLE BOX OF YOGG-SARON
the rarity is Rare, 6 if Very Rare, and 8 if Legendary. Wondrous item, very rare (requires attunement)
There are many Prismatic Blades. Three of the best This cube of metallic-like material is actually a puzzle box.
known are Quel'Serrar, Quel’Zaram, and Quel'delar. All Its sides can be manipulated by pushing and twisting,
such blades are ancient, forged by dragons long ago and though it is unknown of anyone managed to solve it.
gifted to the kaldorei to aid them in the War of the Ancients. The user may attempt a DC 25 Intelligence check to begin
Currently, most remain dull and forgotten, though it can cracking the puzzle box. Upon each success, the bearer of
be re-forged by heating in dragon-fire, and being quenched in the box gains an additional ability as they make significant
dragon blood (which gives it the reputation of being a advancement to opening the puzzle-box. The user should
dragon-slaying blade). record successes and failures simultaneously.
A dulled Prismatic Blade has 0 charges, but otherwise
acts otherwise same way. Successes Ability
1 Can cast confusion 1/long rest
The greater the rarity of the prismatic blade, the more
2 Advantage to saving throws versus mind-affecting
abilities it may have. effects
3 Gain + 1 to your Intelligence score
SECRETS OF THE PRISMATIC BLADES: AWAKENING AND 4 Can cast mind blank 1/long rest
REFORGING 5 Gain + 1 to your Intelligence score
6 Gain immunity to the Confusion effects, and has a
"What I offer to you now is one such blade, unfired, permanent tongues effect
unheated, untreated - the most raw and basic form. Now
you merely need to find a dragon that will willing enchant
the blade…"

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125
Successes Ability QUEL’SERRAR
1 Afflicted with shoret-term madness whenever failing a Weapon (longsword), rare
check to use the puzzle box
2 Madness can only be supressed, but lesser restoration You gain + 2 to attack and damage rolls made with this
no longer removes it magic weapon.
3 Take -1 to your Spirit score While wielding this weapon, you gain a +2 bonus to AC
4 Take disadvantage to saving throws versus illusions,
and suffers long-term madness when failing a check to (natural armor). This stacks with other sources of natural
use the puzzle box instead armor. As a reaction, you may grant yourself spell resistance
5 Take -1 to your Spirit ccore (advantage to any saving throw) against a spell that targets
6 Gain one indefinite madness you. After benefitting three times from the spell resistance
property, it can’t be used again until the next dawn.
Whenever attempting to solve the puzzle-box, the user Quel’Serrar, sometimes known as the Prismatic Blade,
hears one of the below quotes in their mind (as telepathy, was forged by dragons and granted to the night elves during
choose randomly). the War of the Ancients. Currently, it remains dull and
forgotten, though it can be reforged by heating in dragon-
d20 Verse
1 At the bottom of the ocean even light must die. fire, and being quenched in dragon blood (which gives it the
2 The silent, sleeping, staring houses in the backwoods always reputation of being a dragon-slaying blade).
dream. It would be merciful to tear them down.
3 There is no sharp distinction between the real and the QUILEN STATUETTE
unreal. Wondrous item, rare
4 Even death may die.
You can use an action to hold the statuette aloft and speak
5 There is a little lamb lost in dark woods.
6 All places, all things have souls. All souls can be devoured. the command word. Doing so conjures a Quilen, as if you
7 What can change the nature of a man? had cast the animate constructs spell (spell level 5). The
8 Do you dream while you sleep or is it an escape from the statuette can't be used this way again until the next dawn.
horrors of reality? This statuette, carved during the brief reign of Mogu
9 Look around. They will all betray you. Flee screaming into
emperor Kang of Pandaria, was part of an experiment to
the black forest.
10 In the land of Ny'alotha there is only sleep. bind Quilen servants in small stones. This experiment was
11 Y'knath k'th'rygg k'yi mrr'ungha gr'mula. abandoned as the Quilen thus bound were greatly
12 The void sucks at your soul. It is content to feast slowly. diminished in power and thus deemed unworthy.
13 The drowned god's heart is black ice.
14 It is standing right behind you. Do not move. Do not RELIC OF POWER
breathe. Wondrous item, uncommon (requires attunement)
15 Have you had the dream again? A black goat with seven eyes
that watches from the outside. Relics are items that hold minor abilities that strengthen
In the sunken city, he lays dreaming. specific spells the relic is attuned to. Relics can always
16 Open me! Open me! Open me! Then only will you know double spellbooks or similar manuals (such as totems, idols,
peace.
etc.). Relics must be carried to convey their bonus.
17 You resist. You cling to your life as if it actually matters. You
will learn. Bones Relic. The earth shield spell remains for double
18 The tortured spirits of your ancestors cling to you, the normal duration.
screaming in silence. Apparently they are quite numerous. Corpses Relic. The corpse explosion spell costs half
19 Beneath the shadow of the darkened spire, there is no light, mana, and does not affect you or your allies.
no mercy, only void, and the chaos within.
20 You will all be alone in the end. Cosmic Relic. The moonfire and sunfire spells cost one
less mana point.
Despair Relic. The rune array spell costs one less mana
Quel’Serrar point.
Divinity Relic. The flash of light spell one less mana point.
Claw Relic. You may add your Spirit modifier to damage
rolls with strike spells on the druid spell list
Crying Wind Relic. The carrion swarm spell costs half
mana.
Eternal Rest Relic. The consecration spell costs half
normal mana, and restrains fiends and undead who failed
their saving throws for one round.
Guarded Evil Relic. The death coil spell grants temporary
hit points equal to your Spirit modifier to whoever it heals
for one hour

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126
Grace Relic. The dispel magic spell has advantage to SAGEBLADE
dispel necromancy and conjuration spells Weapon (shortsword), rare (requires attunement)
Health Relic. The rejuvenation spell costs one less mana You gain a +1 bonus to attack and damage rolls made with
point this magic weapon.
Hope Relic. The seal array spell costs one less mana While wielding this shortsword, you may use your
point Intelligence or Charisma for attack and damage rolls with
Impact Relic. The elemental shock spell costs one less the sageblade instead of Strength or Dexterity. You may also
mana point gain the benefit of the Spell Strike feat for up to three times.
Inner Passion Relic. The holy fire spell costs half mana Once used three times, the spell strike property can’t be
Lifebringer Relic. The holy light spell costs half mana used again until the next dawn.
Righteous Relic. The holy fire spells remains for double
the normal duration SARONITE MINDCRUSHER
Solar Relic. The sunfire and sunbeam spells cost half Weapon (mace), rare
mana You gain a +1 bonus to attack and damage rolls made with
Steamcaller Relic. The healing stream spell costs half this magic weapon.
mana You may declare a mind crushing strike, dealing 1 point of
Storm Relic. The lightning bolt and lightning storm spells mana burn for every 4 points of damage dealt. This
cost half mana otherwise acts as the mana burn spell. This only functions
Surging Seas Relic. The riptide spell costs one less mana against arcane spellcasters and fiends. This is a strike effect.
point Once the mana burning feature is used three times, it cannot
Vengeful Heart Relic. The death coil spell costs half be used again until the next sundown.
mana
SCIMITAR OF THE SIROCCO
Walking Dead Relic. The animate undead spell retains
Weapon (scimitar), very rare (requires attunement)
telepathic communication up to ten times the normal
distance You gain a +2 bonus to attack and damage rolls made with
Wracking Relic. The holy nova and exorcism spells cost this magic weapon.
half normal mana. It also has the following additional properties. When one
of these properties is used, it can't be used again until the
ROYAL SWORD OF STORMWIND next dawn.
Weapon (greatsword), very rare (requires attunement) Flame. While wielding this weapon, you may brandish it
You gain + 3 to attack and damage rolls made with this at any area within 100 feet, causing a column of fire to rise
magic weapon. up, as per the flame strike spell.
Once attuned to this greatsword, you may gain the Scorch Strike. When you hit with a melee attack using
Inspiring Leader feat (regardless of your actual Charisma the scimitar, you can cause the target to take an extra 2d6
score). A creature can benefit from the temporary hit points fire damage. This is a strike effect that costs a bonus action.
granted by this feat twice before a short rest. Searing Blitz. Before you attack with the scimitar, you
This blade had only one bearer—the general of may declare a searing blitz. When you move, you gain + 2 to
Stormwind, who was the Lion of Azeroth, Sir Anduin AC versus attacks of opportunity, and leave a trail of
Lothar. The blade was broken during his climactic battle lingering flame behind you. This trail can have a maximum
against Orgrim Doomahammer, and the pieces of the blade length of half your speed, acts as normal fire, and deals 1d6
were then carried by his second-in-command, the paladin fire damage to creatures moving through it. It remains for
Turalyon, who still retains the pieces. one minute, and is 5-feet wide and 5-feet high.

RUNESPEAR SPELL SHIELD AMULET


Weapon (halberd), very rare (requires attunement) Wondrous item, uncommon
You gain + 2 to attack and damage rolls made with this This acts as a 3rd-level counterspell spell, but the effect
magic weapon. must include you as a target. Once used, it cannot be used
While attuned to this weapon, you may increase your again until the next dawn.
Stamina score by 2 (maximum 22).
SPIRITUAL ESSENCE
This halberd was wielded by the chief of Bloodhoof
Rarity varies (based on the target's level)
Tauren, and remains as a symbol of their tenacity and will.
Spiritual essence can be consumed to add experience points
equal to 1/5th the target's total experience points value (if
possessing class levels), or their XP appropriate to their
challenge (if a monster).

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Spiritual essence can never be found, and can be created SULFURAS, HAND OF RAGNAROS
by casting a capture essence spell that is equal in spell level Weapon (maul), legendary (requires attunement)
to half the target's HD or Challenge, succeeding in capturing You gain a +3 bonus to attack and damage rolls made with
the essence (as per the spell) and then casting the wish spell, this magic weapon.
or using divine intervention or similar abilities to draw out It also has the following additional properties. When one
spiritual essence. A creature turned into Spirit Essence does of these properties is used, it can't be used again until the
not give experience to whoever defeated it. next dawn.
Each attempt to draw spiritual essence has a 25% chance Pyroblast. You may cast the pyroblast spell (while
of succeeding, otherwise the creature must be resurrected, concentrating, the hammer increases in brightness).
fully healed, and then subjected to the same experience Immolation Aura. You may cast the immolation aura spell
again. (spell level 5). This does not require concentration, and
The entity that created the spiritual essence cannot also continues until its full duration ends.
use it. A single given creature can only benefit once from Elemental Tongue. You may cast the elemental tongue
consuming spiritual essence, as consuming it also bestows a (Fire) at spell level 3.
shard of the consumed creature's mind to the one who This can be created by obtaining the Eye of Sulfuras, a
consumed it, usually warping their thoughts and inflicting a Sulfuron ingot, and the smithing plans that show the
minor type of insanity, or causing them to hear hammer’s internal construction with the Sulfuron Hammer,
hallucinations (usually as if the consumed creature is and passing a DC 20 Intelligence check with smith’s tools.
speaking to them). A creature whose essence is consumed
cannot be resurrected, as their soul is obliterated and SULFURON HAMMER
consumed. Weapon (maul), very rare (requires attunement)
Demons of great power usually make spiritual essence of You gain a +3 bonus to attack and damage rolls made with
particularly tenacious victims to torment them, as the this magic weapon.
creature is always aware of what is around it, but cannot This weapon can be perfected into Sulfuras, Hand of
communicate (is treated as if beyond death, so Speak with Ragnaros, a legendary weapon (see above).
Dead cannot function either). This represents artifacts such
SUNSTRIDER LONGBOW
as the Skull of Gul’dan.
Weapon (longbow), legendary (requires attunement)
For this purpose, if Gul'dan is a 20th level warlock, then
his Spirit Essence will yield 71,000 XP (one-fifth of You gain + 3 to attack and damage rolls made with this
355,000), usually enough to raise the level of a Demon magic weapon.
Hunter. This longbow has 6 charges. While attuned to it, you can
expend 1 charge and cast any one of the following spells as a
STAFF OF SORCERER-THANE THAURISSAN shot spell
Weapon (staff), very rare (requires attunement by a druid,
mage, shaman, or warlock) • black arrow (2 charges)
• searing shot (1 charge)
You have resistance to fire damage while you hold this
• tranquilizing shot (1 charge)
magic staff. If you already have resistance, you are immune
• viper shot (1 charge)
to fire damage.
The staff has 10 Charges. While holding it, you can use an The longbow regains 1d4 expended charges daily at dawn.
action to expend 1 or more of its Charges to cast one of the Dath'Remar Sunstrider, the ancestor of Kael'thas
following Spells from it, using your spell save DC: Burning Sunstrider, owned this bow in ages past. It was passed
Hands (1 charge), Fireball (3 charges), or Wall of Fire (4 down through the generations until finally given to Sylvanas
charges). Windrunner, Ranger-General of Quel'Thalas, with whom it
The staff regains 1d6 + 4 expended Charges daily at dawn. still remains.
If you expend the last charge, roll a d20. On a 1, the staff
THE PLANAR EDGE
blackens, crumbles into cinders, and is destroyed.
Weapon (battleaxe), very rare (requires attunement)
Sorcerer-Thane Thaurissan was the leader of the Dark
Iron dwarves during the War of the Three Hammers. When You gain a +1 bonus to attack and damage rolls made with
he lost Ironforge to the Bronzebeard clan, Thaurissan this magic weapon.
retreated to the Redridge Mountains and founded a city in While wielding it, you can use it to cast the gate spell as an
his name. In a desperate attempt to defeat his enemies, action, and it remains open for 2d4 rounds. This property of
Thaurissan accidentally summoned the demigod Ragnaros, the battleaxe can't be used again until the next dawn.
which resulted in the sorcerer-thane's immediate death and
the formation of the volcanic peak of Blackrock Mountain.

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128
TIRIOSH, NIGHTMARE OF AGES TRUESILVER CHAMPION
Weapon (dagger), very rare (requires attunement) Weapon (greatsword), rare (requires attunement)
You gain + 2 to attack and damage rolls made with this You gain a +2 bonus to attack and damage rolls with this
magic weapon. magic weapon. While holding this weapon, you may utter
With a bonus action, the dagger can split into two identical the inscription upon the blade, granting you 15 temporary
ones with the same statistics, so long as they are held by hit points. Once this feature is used, it cannot be used again
you. until the next dawn.
Once attuned to this dagger, you gain the ability to climb
TWIN BLADES OF AZZINOTH
faster than normal; climbing no longer costs you extra
Weapon (warglaive), rarity varies (greater attunement)
movement. In addition, when you make a running jump, the
distance you cover increases by a number of feet equal to Beyond the bonuses of the weapon upon attunement (see
your Dexterity modifier. You also reduce any fall damage Greater Attunement), whenever you cast the mage armor
you take by 25 points of damage (minimum 0). spell, you gain 1 additional point of AC.
This dagger looks like a monstrous fang. When twisted in Furthermore, upon a successful attack against a creature,
a specific way, it breaks into two identical thinner blades. If you may declare that the weapons’ mana burn ability
one dagger is more than 30 feet away from another, the one activates as a bonus action as a [strike] effect. Once used,
furthest to you disappears, and re-appears bonded to the this property cannot be used again until the next dawn. The
first dagger. spell level of the mana burn spell depends on the current
rarity of the weapon.
TROL'KALAR
Weapon (longsword), rare (requires attunement) Rarity Spell Level (Mana Burned)
Uncommon 4 (1d4 + 1)
You gain + 1 attack and damage rolls made with this magic
Rare 6 (2d4 + 1)
weapon. Very Rare 9 (3d4 + 1)
Once attuned to this longsword, it may be used to apply Legendary 11 (4d4 + 1)
the Mortal Strike warrior ability. If you already have this
ability, the longsword deals one additional dice of damage The most well-known twin-blade is that that once
against any creature that has regeneration or the rapid belonged to the doom guard Azzinoth, whose blades were
regeneration feature (such as trolls).. claimed by Illidan Stormrage. Twin-blades are warglaives
The dread sword known as the Trol'kalar (troll slayer, in employed by demonic felguards, and are specifically created
the ancient tongue), was first known to be wielded by to increase in power with the demon. As demon hunters
Strom's most capable warlord, Lord Ignaeus Trollbane, often count as demons, twin-blades can increase in power in
during the Troll Wars. After the war and with the departure the hands of demon hunters as well.
of Thoradin's ruling descendants the Trollbane family
VAL’ANYR, HAMMER OF ANCIENT KINGS
ascended to the throne. The Trol'kalar image changed by
Weapon (mace), very rare
also becoming a true emblem of power in that region, being
rightly wielded only by the direct descendants of Lord You gain + 2 to attack and damage rolls made with this
Ignaeus as a symbol of rulership over the glorious Kingdom magic weapon.
of Stromgarde. You may the power word shield spell as a bonus action, but
only at a range of touch, or to a target of a healing spell you
Twin Blades of cast. Once this feature is used three times, it cannot be used
Azzinoth again until the next dawn.

VERDANT SPHERE
Wondrous item, rarity varies (requires attunement)
Verdant spheres are mana stones attuned to ley lines to the
point of drawing power from them. Many types of verdant
spheres exist, each with different powers drawn upon the ley
line's attunements. Legend has it the orb siphons a portion
of the essence of every evil outsider slain by its owner. The
orb draws on the essence of these demons for its own
powers, the spirits writhing in torment within it for all
eternity. The truth of the matter, however, is that there are
simply powerful arcane tools, sometimes known as
mooncrystals in Quel’Thalas. The Blood Mage Prince
Kael'thas Sunstrider is known to have the largest collection

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on Verdant Spheres, possessing the Attunement, Fire, and Regeneration (Legendary). You regain 15 hit points at
Demonic Drain spheres. the end of each hour, provided that you have at least 1 hit
When inactive, they appear to be fist-sized orbs of opaque point.
glass. When activated by a caster's command, they burst into Reserve (Rare). This sphere spells cast into it, holding
flame of a color attuned to the user and hover above their them until you use them. It can store up to 3 levels worth of
heads. Some casters prefer to disguise them behind an spells at a time. When found, it contains 1d4 - 1 levels of
illusion, however, or keep them inactive until needed. When stored spells chosen by the DM.
you use an action to toss one of these spheres into the air, Any creature can cast a spell of 1st through 3rd level into
the sphere orbits your head at a distance of 1d3 feet and the sphere by touching it as the spell is cast. The spell has
confers a benefit to you. Thereafter, another creature must no effect, other than to be stored in the sphere. If the sphere
use an action to grasp or net the stone to separate it from can't hold the spell, the spell is expended without effect. The
you, either by making a successful attack roll against AC 24 level of the spell determines how much space it uses.
or a successful DC 24 Dexterity (Acrobatics) check. You can This uses the spell’s level, save DC, attack bonus, and
use an action to seize and stow the stone, ending its effect. spellcasting ability of the original caster, but is otherwise
A stone has AC 24, 10 hit points, and resistance to all treated as if you cast the spell. The spell cast from the
damage. It is considered to be an object that is being worn sphere is no longer stored in it, freeing up space.
while it orbits your head and shoulders, and is thus only Strength (Very Rare). Your Strength score increases by
subject to being damaged when it is specifically targeted. 2, to a maximum of 20.
Absorption (Very Rare). You can use your reaction to Sustenance (Rare). You don't need to eat or drink.
cancel a spell of 4th level or lower cast by a creature you can
VOODOO DOLL
see and targeting only you.
Wondrous item, rare (requires attunement by any
Once the stone has canceled 20 levels of spells, it burns
spellcaster who can cast Speak with Dead)
out and loses its magic. If you are targeted by a spell whose
level is higher than the number of spell levels the stone has A voodoo doll seems innocent, but it is actually a house of a
left, the stone can't cancel it. Hexer spirit. Hexer spirits bound to a voodoo doll are
Agility (Very Rare). Your Agility score increases by 2, to a servitors to whoever is attuned to the doll, serving them in
maximum of 20. return for favors.
Attunement (Very Rare). You can attune yourself to two A voodoo doll may be attuned with a target with one hour
other infused items. This sphere itself does not require of contact with a remaining body part or piece (such as a
attunement. finger, hair, or fingernail). So long as the target does not
Awareness (Rare). You can't be surprised. take the measures to end the bond (such as by replacing the
Demonic Drain (Rare). Draining mana from demons finger or removing a hand, cutting all their hair, or clipping
grants double the normal mana amount possible. all their fingernails, as determined by the DM), the Hexer
Fortitude (Very Rare). Your Stamina score increases by spirit is always aware of where the target is, as if under the
2, to a maximum of 20. effects of a locate creature spell.
Fire (Very Rare). The area of your fire spells are doubled. The Hexer spirit can be allowed to leave the voodoo doll to
Frost (Very Rare). The area of your cold spells are use its Carry Voodoo power, which allows the owner of the
doubled. doll to cast a spell for the Hexer to carry, or harm the doll
Greater Absorption (Legendary). You can use your and order the hexer spirit to use its Withering Touch ability
reaction to cancel a spell of 8th level or lower cast by a on the target (usually until they die, or the victim is at the
creature you can see and targeting only you. Once the stone point where the witch doctor wants them).
has canceled 50 levels of spells, it burns out and loses its The DM has the Hexer Spirit’s statistics (Monster Guide).
magic. If you are targeted by a spell whose level is higher WARDEN’S CLOAK
than the number of spell levels the stone has left, the stone Wondrous item, rare (requires attunement)
can't cancel it.
Specially constructed for the night elves' wardens, these
Insight (Very Rare). Your Spirit score increases by 2, to a
green velvet cloaks bear a fringe of deadly, razor-sharp
maximum of 20.
blades along the hem, resembling the wings of an owl. While
Intellect (Very Rare). Your Intelligence score increases
wearing it, you gain the following benefits:
by 2, to a maximum of 20.
Leadership (Very Rare). Your Charisma score increases • You gain a +1 bonus to AC
by 2, to a maximum of 20. • You may conjure two daggers. This does not cost an
Mastery (Legendary). Your proficiency bonus increases action, but the daggers remain until the end of your turn,
by 1. afterwards they disappear.
Protection (Rare). You gain a +1 bonus to AC.

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130
Wardens who don this cloak are usually talented with Spells. While holding this staff, you can use an action to
knife-throwing (taking the fan of knives rogue talent). expend 1 or more of its charges to cast one of the following
spells from it, using your spell save DC: death ward (4
WISP AMULET
charges), finger of death (7 charges), holy aura (8 charges),
Wondrous item, rare
holy nova (heightened to 4th level; 4 charges), holy light
The wearer of this amulet may transform into a wisp for up (heightened to 4th level; 4 charges), death coil (heightened
to 1 minute. This is a polymorph effect. This property of the to 4th level; 4 charges), animate undead (heightened to 4th
amulet can’t be used again until the next sundown. The DM level; 4 charges), Dispel Magic (3 charges), protection from
has the wisp’s statistics. evil and good (1 charge), hallow/unhallow.

ARTIFACTS ASHBRINGER
Weapon (greatsword), artifact (requires attunement)
ANATHEMA AND BENEDICTION This sword can be wielded as a magic greatsword that
Weapon (staff), artifact (requires attunement) grants a + 3 to attack and damage rolls made with it. Any
This staff can be wielded as a magical quarterstaff that undead destroyed by this sword is burnt to ash, utterly
grants a + 3 to attack and damage rolls made with it. destroying the corpse. The weapon’s additional damage is
The staff has 50 charges. It regains 4d6 + 2 expended treated as fire or holy damage (whichever is most beneficial).
charges daily at dawn. If you expend the last charge, roll a Ashen Strike. If this blade slays an undead spellcaster
d20. On a 1, the ancient wood that keeps the Anathema and who has bonded (or animated) undead, the spells are
Benediction heads away from one another crumble, and the instantaneously dispelled.
two gravitate towards one another, before clashing, and Light-Blessed Sight. While attuned to this blade, you have
disappearing. On a 20, the staff regains 1d6 charges. After the benefits of true seeing against undead, but only to the
one year of disappearing, the staff re-forms elsewhere in range of 30 feet.
Azeroth with full charges. During the assault on Blackrock Spire in the Second War,
Strike of the Cursed and Blessed. When you hit with a Highlord Mograine of the Silver Hand claimed a mysterious
melee attack using the staff and use 1 charge, you can dark crystal from a dead orc warlock. The crystal was the
expend 1 charge to cause one of the two opposing heads to "living embodiment of shadow," and originated from
strike. If choosing Anathema, the staff deals an extra 2d8 Draenor. Upon touching it, Mograine's hand became tainted,
shadow damage to any target it hits. If choosing his hand becoming like that of an undead's, which could not
Benediction, the staff instead deals 2d8 holy damage to any be healed. It was soon realized that the crystal could be
target it hits. This is a strike effect and requires a bonus purified when subjected to the Holy Light, absorbing it to
action to activate as normal. become a crystal of purity. Set into a greatsword and forged
Channel Divinity. You can use 3 charges to regain a use by King Magni Bronzebeard of Ironforge, it became a
of your channel divinity ability (if you have it). This can be weapon to strike down and cripple the relentless onslaught
used once until the next dawn. of the Undead Scourge in Lordaeron. Although it succeeded
in containing the Scourge's efforts to spread south
throughout the Eastern Kingdoms, its true strength can
possibly rival that of Frostmourne.

Ashbringer

Anathema

Benediction

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131
ATIESH, GREATSTAFF OF THE GUARDIAN demon arises to kill the collector and retrieve the staff to his
Weapon (staff), artifact (requires attunement) demon master.
This staff can be wielded as a magical quarterstaff that Atiesh, Greatstaff of the Guardian is a powerful staff
grants a + 3 to attack and damage rolls made with it. If passed down through the line of the Guardians of Tirisfal up
attuned to Atiesh, you may use an action to summon it to until and including Medivh, the last Guardian. It is currently
your possession, regardless of where it currently is (this acts wielded by Medivh's former apprentice, Khadgar. The staff
as a plane shift spell). was born from the "seed of hate" and grants its wielder
The staff has 50 charges. It regains 4d6 + 2 expended "power unending". It was passed down by each Guardian of
charges daily at dawn. If you expend the last charge, roll a Tirisfal to its successor. This ancient wooden staff has a red
d20. On a 1, the staff temporarily loses its powers for until sash tied to the head, on which a raven was sculpted.
the next dawn and becomes a + 1 magical quarterstaff. FROSTMOURNE
Guardian Magic. While attuned to the artifact, any spell Weapon (greatsword), artifact (requires attunement)
you cast is treated as heightened by one level, and you gain
This greatsword can be wielded as a magical greatsword
advantage to all dealings with outsiders, fey, undead, and
that grants a + 3 to attack and damage rolls made with it. It
elementals.
scores a critical hit on a roll of 19 or 20, and deals an extra
Spells. While holding this staff, you can use an action to
2d10 slashing damage to undead.
expend 1 or more of its charges to cast one of the following
If the sword isn't bathed in blood within 1 minute of being
spells from it, using your spell save DC: fear (3 charges),
drawn from its scabbard, its wielder must make a DC 15
gate (9 charges; opens to anywhere, or Karazhan if
Charisma saving throw. On a successful save, the wielder
unspecified), glyph of warding (can heighten to any level; 1
take 3d6 psychic damage. On a failed save, the wielder is
charge per level), phantom steed (3 charges), plane shift (7
dominated by the Lich King (either via the spirit of Ner’Zhul
charges), Polymorph (4 charges), private sanctum
or by the blade’s own consciousness which serves it), as if by
(heightened to 6th level; 6 charges)
the dominate monster spell, and the sword demands that it
Watchers. While attuned to this artifact, ravens are drawn
be used to serve the Scourge. The spell effect ends when the
to you and often remain close, observing and warning you of
sword's demand is met.
any dangers they can notice.
Soul Stealer. The sword traps the souls of the dead. You
Destroying the Staff. The only way to destroy the staff is
gain the Blood Death Knight’s Blood Strike ability. If this
either to have it cloven in two by a Titan’s weapon, affected
strike reduces the target to 0 hit points, it also steals the soul
by the elemental attacks of the four Elemental Lords of
of the target, and retains it in the blade (as the capture
Azeroth for one entire day, being consumed by an Old God
essence spell, level 10, or CR 20). The sword can contain up
for one hour, or being targeted with an archdemon’s spell (if
to 200 CR in the blade. You have advantage to any roll to
said spell is 9th level or higher). The destruction of the staff
keep the souls imprisoned in the sword.
breaks it into forty-two pieces (the head, tail, and forty
While attuned to the artifact, any necromancy or
shards), and curses it to be bound with a powerful demon
abjuration spell you cast is treated as heightened by one
(Atiesh, the Hand of Sargaras; treat as an Eredar Warlock).
level, and you gain advantage to all dealings with undead.
If the staff’s pieces are ever brought together again, the
Spells. While the sword is on your person, you can use an
action to cast one of the following spells (saving throw 18)

Frostmourne

Thori’dal, the Stars’


Fury

Atiesh, Greatstaff of
the Guardian

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132
from it: enslave undead (level 5), death coil (level 5), or THORIDAL, THE STARS’ FURY
finger of death. Once you use the sword to cast a spell, you Weapon (longbow), artifact (requires attunement)
can't cast that spell again from it until the next midnight. This bow can be wielded as a magic longbow that grants a +
You can also cast speak with dead at will any corpse or use 3 to attack and damage rolls made with it.
the spell to speak to any soul trapped in the blade (forcing Thoridal can generate its own spectral arrows when used
them to speak what they know). to attack, or can use normal arrows.
Telepathic Speech. While the sword is on your person, Arcane Arrows. When you expend an arrow to attack
you have a telepathic bond with the Lich King, and he is able with Thoridal, it deals an additional 1d8 arcane damage on a
to target you for any enchantment or necromancy spells hit, even when the arrow has its own special effect (such as
(such as dominate person, possession, or animate undead). an Arrow of Slaying).
If you are the Lich King, your telepathic bond extends to Spectral Arrows. If you do not use a projectile, the bow
anyone who willingly serves you (including enslaved and creates its own spectral ammunition. The attack deals extra
animated undead). damage equal to your Charisma modifier on a hit, and half
Sentience. Frostmourne is a sentient lawful evil weapon the damage dealt is arcane damage. Spectral arrows are
with an Intelligence of 15, a Spirit of 13, and a Charisma of white and translucent, and whoever sees it in flight at first
16. It has hearing and darkvision out to a range of 120 feet. believes it is a shooting star.
Personality. The sword's purpose is to serve the Lich Arrowsmith. Whoever is attuned to Thoridal can craft
King wholly and fully. Killing the enemies of the scourge magical arrows as if they were infusionists (using their own
(members of the Alliance or Horde, followers of the Holy proficiency bonus for Infusion), though the arrows are
Light, and the Burning Legion if the Lich King wills it), designed to be used exclusively by the bow.
serving the Cult of the Damned, and slaying servants of good The legendary bow resonates with the power of the
all help fulfill this goal. Sunwell. The origins and history of the weapon remain a
Destroying the Sword. The sword is destroyed should the mystery.
Lich King himself be destroyed by fel or holy magic, and if it
is targeted with a wish spell and a Charisma check THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER
contested with the Charisma of the sword. Weapon (longsword), artifact (requires attunement)
The sword must be within 30 feet of the creature, or the This sword can be wielded as a magic longsword that grants
spell fails. If the sword wins the contest, nothing happens, a + 3 to attack and damage rolls made with it. While
and the wish spell is wasted. If the sword loses the contest, wielding this longsword, you have resistance to lightning
it is destroyed. and thunder damage.
The shards of a destroyed Frostmourne can be used to Thunderfury, Blessed Blade of the Windseeker is the
forge Shadowmourne. legendary sword once wielded by Thunderaan, Prince of Air.
Shadowmourne can take the form of a greatsword, The prince, son of Al'Akir the Windlord, was attacked by
longsword, greathammer, or greataxe. Its rarity decreases to Ragnaros the Firelord, in an attempt to heighten the already
Legendary (and thus can be destroyed without special impressive power that the fire elemental held.
conditions), its personality changes to follow the crafter’s, Ragnaros succeeded; however, Thunderaan's power could
and loses the following features: Telepathic Speech and not be completely taken into his form. What remained of
Soul Stealer, but retains all other features (bonus to attack Thunderaan was placed in a talisman of elemental binding,
and damage, spells, sentience, and magical weapon status). which was broken into two pieces. The pieces were then
Frostmourne is a powerful blade crafted by demons on the given to the Firelord's two lieutenants, Baron Geddon and
orders of Archimonde, bound with Ner’Zhul’s spirit into a Garr, respectively the left and right halves. These two halves
shard of ice, and then hurled as a comet onto the highest are known as the [Bindings of the Windseeker].
peak of Icecrown, Azeroth’s Roof of the World. Its greatest
(and only) wielder was Prince Arthas, now known as the
Lich King after his mental union with Ner’Zhul.
Frostmourne, as much as the Lich King, is the ruler of
Northrend.
This blue-gray runeblade has a steel skull fixed into the
guard, and a tough leather grip, and the runes across the
width of the sword give hints of the thousands of tortured
souls imprisoned in the wicked soul-stealing blade. The relic
of the master of the dead, it holds great power over them. Thunderfury, Blessed
Blade of the
Windseeker

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133
Very Rare. If possessing all set pieces, you may cast the
ARMOR SETS fade spell at will, or the invisibility spell three times before
Armor sets are found as treasure, although they can be spell-weaving the power of the armor is expended,
crafted. In case of crafting, the character must be able to replenishing after the next sundown.
craft a full set (at the highest rarity). Commonly worn by commanders of the Defias
For example, a druid who wishes to craft the Cenarion Brotherhood, this suit of dark armor is ideal camouflage for
Raiment must possess the materials and ability to craft Very skulking rogues. The Defias set is a suit of black leather
Rare armor (the rarity of the entire set). armor that completely covers the wearer’s body, save for her
AVATAR RAIMENT ARMOR fingers and face – the latter is usually hidden behind one of
Armor (cloth), variant (requires attunement), pieces the brotherhood’s trademark red scarves.
(Vestment and cowl, gloves, mantle, arm wraps) CENARION RAIMENT
• Uncommon. If possessing one set piece, you may add your Armor (studded leather), variant (requires attunement),
spellcasting ability modifier again to any amount of hit pieces (Vestments, helm, bracers, belt)
points restored by Flash of Light or Flash of Shadow. This • Uncommon. If possessing one set piece, other creatures
also applies to the amount of damage the spell would deal don’t gain advantage on attack rolls against you as a result
if targeting an undead or fiend. of being hidden from you.
• Rare. If possessing two to three set pieces, you may use a • Rare. If possessing two to three set pieces, you may use
bonus action to Dash, but only to approach a wounded or the druid’s wild shape ability as a 2nd level druid. If you
unconscious ally. already have the wild shape ability, you may use wild
• Very Rare. If possessing all set pieces, whenever you heal shape one more time per rest while wearing the armor, or
a target threatened by a hostile creature who has less than gain one Blessed Beast feral wild shape option to benefit
quarter their maximum hit points, your healing spells heal from one wild shape attempt (chosen once attuned to the
25%. This can stack with similar abilities, but does not armor).
affect sigil spells. • Very Rare. If possessing all set pieces, the horns of the
This white and gold armor set is suffused with great divine raiment remain in wild shape, granting you a natural
power, abjuring the wearer’s face from view into a attack that deals 2d6 damage at medium size. Before
benevolent (or malevolent) shadow. going into a wild shape, you can designate three spells to
be cast upon your horns, which can then either be
BLACKENED DEFIAS ARMOR discharged as per the Spell Strike feat on the target of
Armor (leather), variant (requires attunement), pieces your natural attack or be cast by touching the target with
(Armor, gloves, boot, belt) your horns.
• 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.
• Cenarion Raiment

Blackened Defias
Armor

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134
Created in Moonglade by the druids of the Cenarion These enchanted vestments were originally fashioned by the
Circle, the Cenarion raiment is worn by some of its most master craftsmen of the Kirin Tor, the reigning magical
powerful champions as they strive to protect and preserve council of Dalaran before the Third War. Only Dalaran's
nature against the unnatural forces that threaten it. The most elite archmagi are deemed worthy to don this
Cenarion raiment features a thick brown leather robe astonishing attire.
covered in leaves and other symbols of nature – most The Regalia itself is crafted of fine crimson silk, purple
prominently the sticks and leaves protruding from the velvet, and gold cord. Its belt has emeralds within, and the
wearer’s shoulders and the antlers resting upon his head. robes are set with a single emerald above the heart. Within
the flared sleeves lies space for small pouches of spell
DESTROYER ARMOR
components. To retrieve and manipulate these spell
Armor (plate), variant (requires attunement), pieces
components, the gloves are open-fingered.
(breastplate, great helm, girdle, gauntlets)
JUDGMENT ARMOR
• Uncommon. If possessing one set piece, whenever you
Armor (plate), variant (requires attunement), pieces (Plate,
deal or suffer a critical hit, you are hasted (as the spell of
crown, bindings, belt)
the same name) for until the end of your turn in the next
round. • Uncommon. If possessing one set piece, you have a +5
• Rare. If possessing two to three set pieces, whenever you bonus to your passive Spirit (Perception) and passive
use your action to Dash, you can use a bonus action to Intelligence (Investigation) scores.
make one melee weapon attack or to shove a creature. If • Rare. If possessing two to three set pieces, you may cast
you move at least 10 feet in a straight line immediately the bless or aid spells up to three times (total of both
before taking this bonus action, you either gain a +5 bonus spells) before the power of the armor is expended,
to the attack’s damage roll (if you chose to make a melee replenishing on the next dawn. If you already have the
attack and hit) or push the target up to 10 feet away from spell readied, you may instead cast the spell for half
you (if you chose to shove and you succeed). normal cost so long as you wear the armor.
• Very Rare. If possessing all set pieces, whenever you suffer • Very Rare. If possessing all set pieces, you may cast the
a critical hit, it turns into a normal hit. You still gain the arcane armor spell up to three times before the power of
haste effect (as the bonus at Uncommon quality). You also the armor is expended, replenishing after the next
gain the Aggressive talent if you don't already have it. If sundown. The spell is heightened to 6th level and remains
you do, you can gain one warrior talent of your choice so for one hour. You also have the constant benefits of the
long you wear the armor. bless and aid (3rd-level; or + 10 to your maximum hit
points) spells active. The benefit of the aid spell
Worn by great mercenary captains, this plate of gold, rust-
replenishes itself upon a short rest.
red, and pale blue armor casts an ominous shadow.
Though the Silver Hand is a noble establishment, there
MAGISTER REGALIA
comes a time when pleasantries must end and justice must
Armor (cloth), variant (requires attunement), pieces (Robe,
be done. The commanding, faceless aspect of justice and
crown, mantle, bindings)
judgement is represented by this armor, which is worn by
• Uncommon. If possessing one set piece, your spell save paladins acting as inquisitors and executioners as they
DC and spell attack bonus each increase by 2. deliver sentence upon the enemy.
• Rare. If possessing two to three set pieces, if you aren't Clad in black, red, and gold, paladins in this full-body
wearing armor, your base Armor Class is 15 + your armor cut an imposing figure. The armor is a combination of
Dexterity modifier. both cloth and leather for easier movement as well as metal
• Very Rare. If possessing all set pieces, you have advantage plates to protect vital areas. Each piece is ornately detailed
on saving throws against spells and other magical effects. with icons and imagery that represent justice.

Judgement
Armor

Magister
Regalia

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135
Plagueheart Raiment The robes of the magi of the Magical Kingdom of Dalaran
Armor (cloth), variant (requires attunement), pieces (Robe, are scholars, rulers, and forces that fight evils such as the
circlet and mask, gloves, sandals) Burning Legion, the Scourge, and even renegade mages
within their own ranks. The Robes of the Violet Citadel are
• Uncommon. If possessing one set piece, your spells that
suffused with magical powers that support and protect the
requires you to make an attack roll (including sigil spells)
magi that earned the right to wear them.
have their ranges doubled.
These violet robes are threaded with gold and blue that
• Rare. If possessing two to three set pieces, and can add the
have high collars, and a black skullcap lined with silver
necrotic aura spell to your spell list, so long as you wear
thread (or a wide hood for female magi).
the armor.
• Very Rare. If possessing all set pieces, you have the SILVER HAND BLESSED PLATE
constant effects of Darkvision, and Demon Skin (3rd-level; Armor (plate), variant (requires attunement), pieces (Plate,
or 9 temporary hit points). You also no longer need to gauntlets, greaves, belt)
breathe. The temporary hit points from demon skin
• Uncommon. If possessing one set piece, you may treat the
replenish upon a short rest.
sunbeam spell as a 2nd level spell. It is always prepared so
Originally designed by Burning Legion mad scientists, this long as you wear the armor.
colorful set is known to be worn by agents of the Legion who • Rare. If possessing two to three set pieces, you gain 30
deal with biological and chemical warfare, as well as living temporary hit points at the beginning of every day. These
members of the Cult of the Damned that need protection temporary hit points may only be used to reduce damage
from the Scourge’s plague. While designed as protective to your maximum hit points (such as by the draining
gear, as a result of its origins, the gear collects and stores attacks of undead), and do not apply against normal
plagues within itself, offering these plagues as an added damage.
level of defense. • Very Rare. If possessing all set pieces, when you heal a
This unusual, chaotic-looking armor features patterns of creature with a holy light spell or Lay on Hands, a radiant
black, orange, yellow, and bright green. Curved spines burst of light protects them. Hostile creatures within 5 feet
protrude from the shoulders, and the wearer’s face is of a creature healed by this spell must make an Agility
obscured by a strange, bug-eyed mask. saving throw or be blinded for 1 round. If the hostile
creatures are fiends or undead, they may instead take holy
ROBES OF THE VIOLET CITADEL
damage equal to double the spell’s level (your choice for
Armor (cloth), variant (requires attunement), pieces (Robe,
either).
skullcap or hood, gloves, boots)
This set of armor is worn by the Knights of the Silver Hand
• Uncommon. You have advantage on Stamina saving
in battle, this armor is blessed by the Holy Light to aid the
throws that you make to maintain your concentration on a
righteous men and women of the Order against evil
spell when you take damage.
influences. Made of steel and silver and gold, and mantled
• Rare. If possessing two to three set pieces, you have the
with a blue cloak, the knights of the order fight with the full
constant benefits of mage armor, and you gain 10
righteous cause of the Alliance.
temporary hit points at the beginning of every day.
Made of steel and silver and gold, and mantled with a blue
• Very Rare. If possessing all set pieces, you always have the
cloak on one shoulder, the knights of the order fight with the
spells blizzard (at 3rd level), blink step (at 2nd level) and
full righteous cause of the Holy Light.
conjure elemental spells prepared (choose one elemental,
spell is 3rd level). Furthermore, you may cast such spells
for no cost. You may cast these spells a total of three times
Plagueheart
before the spell-weaving capabilities of the robes is Robes of the
Regalia
exhausted until the next dawn. Violet Citadel

Silver Hand
Blessed Plate

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136
ENHANCEMENTS Wildhammer dwarves often enhance their light hammers
with this enhancement for use atop their flying gryphons.
Weapons and armors may be enhanced with the secret
knowledge of infusionists. Enhancements can be applied to SINGLE-USE ENHANCEMENTS
any weapon, and take up one step of rarity. An infusionist Temporary enhancements to weapons or ammunition can
can stack many different enhancements on a single weapon also be infused to contain a strike or shot effect if it is
or armor, increasing the bonus. prepared specifically to hold it with the an infusion kit.
This costs the same for the difference between the two steps Ammunition are treated as both consumables and
of rarity. ammunition (enchanting 20 pieces of ammunition costs one-
half the normal cost of the same quality).
SINGLE-USE ENHANCEMENTS. Despite the names below, ammunition infusions can be
Temporary enhancements to weapons or ammunition can used interchangeably between ammunition such as arrows,
also be infused to contain a strike or shot effect if it is
crossbow bolts, bullets, and more. Ammunition infusions
prepared specifically to hold it with the Infusion skill. fade after a successful hit, and can be reused if they missed.
Ammunition are treated as both consumables and
For the purposes of spellcasting ability rolls for strike
ammunition (enchanting 10 pieces of ammunition costs one-
effects, treat the bonus as + 4.
fourth the normal cost of the same quality). Single use enhancements may be also stored into stones
Despite the names below, ammunition infusions can be
or gems, which can be sold by themselves.
used interchangeably between ammunition such as arrows,
crossbow bolts, bullets, and more. Ammunition infusions Infusion Rarity Shot
fade after a successful hit. Arcane Uncommon Shot [Arcane Shot]; + 1d3 arcane
For the purposes of spellcasting ability rolls for strike damage, dispel magic (1st level)
effects, treat the bonus as + 4. Fire Uncommon Shot [Searing]; + 1d6 fire damage
Black Rare Shot [Black Arrow]; + 3d4 shadow
Single use enhancements may be stored into stones or
damage, animate undead i
gems, which can be sold by themselves. Sleep Uncommon Shot [Tranquilizing Shot]; or 5d8 hit points
of sleep
Enhancement Name Rarity Properties
Ricochet Weapon + 1 Bounces as an attack action,
then returns
Storm Weapon + 1 Extra thunder damage, returns

RICOCHET WEAPON
Weapon (thrown weapons), one step
This weapon can be thrown to ricochet off one target and
into another. If it does not normally have the thrown
property, it becomes a thrown weapon 20/60 ft.
When you make a ranged attack with this weapon, it can
fly out and target another creature within range, counting its
current target as its point of attack for the purposes of range.
This costs an attack action. When the weapon cannot make
any more attacks (such as you running out of attack actions),
it returns to your hand at the end of your turn in the same
round. EPIC BOONS
The weapon can ricochet up to a maximum number of
times equal to once per rarity grade (twice if uncommon, six The Warcraft universe has its own share of epic boons, as
times if legendary, etc.), so long as you have the attacks to described in the Dungeon Master’s Guide.
expend. BOON OF ALIEN TECHNOLOGY
Night elven huntresses often enhance their moonglaives Your effective proficiency bonus for engineer’s tools
with this weapon. increases by 1. This does not stack with other proficiency-
STORM WEAPON increasing effects.
Weapon (thrown weapons), one step BOON OF GRAND SORCERY
This weapon deals extra thunder damage equal to 1 per step Your caster level increases by 1.
of rarity. Furthermore, when thrown, the storm weapon
BOON OF TRUE CELERITY
returns at the same round, and may be used again with
Your mana pool increases by 5 points, provided you have an
another attack action.
active mana pool.

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137
Alchemist’s Acid. By using this potion, up to two
SKILL OR TOOL PRODUCTS creatures or objects within 5 feet of one another take 1d6
The products below are created by skill or tool use, except acid damage.
infusion (which is detailed under treasures above). Alchemist’s Fire. By using this potion, the creature or
object takes 1d10 fire damage. If an object is unattended
JEWELCRAFTING KIT and flammable, it catches on fire.
Artisan tools that focus on jewelcrafting can create gems Alchemist’s Frost. By using this potion, the creature or
and crystalline objects such as soul gems, which are used in object takes 1d8 cold damage and suffers the chilled
various spells (such as the capture essence spell) condition for one round.
A character may use these tools to identify gemlike Antimagic Potion. By using this potion, a barrier arises
magical objects, or pass a DC 20 Intelligence check with a on the creature and up to 10 feet from it, blocking spells
jewelcrafting kit to increase worked gem value by 20% by with a spell level of 3 or less. This remains for one minute.
cutting it (if raw) or perfecting the cut (if already cut). A Elemental Armor Icon. By using this potion, a protective
failed check reduces cost by 10%. sheet of the elements surrounds the target, acting as the
elemental armor spell for up to 1 hour or until the spell’s
POTIONS AND ALCHEMY benefit is consumed (whichever comes first).
False Life Spray. By using this potion, the character gains
These items replace the alchemical mixtures in the Player’s
1d4 + 4 temporary hit points that remain for one hour.
Handbook. All potions (regardless of form) weigh 1 pound
Healing Potion. By using this potion, character regains
(unless the container is heavier), and can be used by
1d8 + 4 hit points (if living), or takes 1d8 + 4 holy damage (if
imbibing or pouring on a creature or object (whichever
undead or fiend).
applies better). Potions are described in more detail in
Chapter 7 under Alchemist’s Supplies.

Potion Name Quality Spell (Level)


Alarm Stick Common alarm (1st level)
Alchemist’s Acid Common (1/2) acid splash (cantrip)
Alchemist’s Fire Common (1/2) fire bolt (cantrip)
Alchemist’s Frost Common (1/2) frost bolt (cantrip)
Antimagic Potion Rare globe of invulnerability
Elemental Armor Common elemental armor (1st level)
Icon
False Life Spray Common false life (1st level)
Healing Potion Common holy light (1st level)
Healing Potion, Common holy light (2nd level)
major
Healing Potion, Uncommon holy light (3rd level)
greater Life Potion. By using this potion, the creature is revived to
Heroism Pill Common heroism (1st level) life and restored to 1 hit point. This must be used within a
Life Potion Uncommon revivify (3rd level) minute of death, and does not work against creatures that
Light Stick Common (1/2) light (cantrip) died of old age, and cannot restore body parts.
Mana Potion Special drain mana (4th level)
Light Stick. By using this potion, a bright glow emits,
Mind Scream Common (1/2) vicious mockery (cantrip)
Spray shining brightly for 20 feet, and dimly for 20 feet beyond
Mutation Potion Common mutate (one mutation) that. This remains for 1 hour.
Noxious Fumes Common (1/2) poison spray (cantrip) Mana Potion. By using this blue potion, the character
Rejuvenation Pill Common rejuvenation (1st level) regains mana points.
Skill Potion Common shift skill (1st level)
Sparing Potion Common (1/2) spare the dying (cantrip) • Minor: Uncommon, restores mana as if you rested for 1
Smoke Bomb Common fog cloud (1st level) hour.
• Moderate: Rare, restores mana as if you rested for 2
DESCRIPTIONS hours.
Alarm Stick. By using this potion, you become mentally
• Greater: Very Rare, restores mana as if you rested for 3
aware of any creature of a size of Tiny or larger entering a
hours.
20-foot cube. Your awareness reaches up to 1 mile. The
The rarity can be treated as if the spell’s level is ½ by
imbiber can designate creatures that do not trigger the
reducing the sphere’s radius to 5 feet
alarm.

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138
Mind Scream Spray. By using this potion, the creature This is a magical manufactured poison, created by mixing
takes 1d4 psychic damage, and suffers disadvantage to their deathweed (a natural herb) and essence of death (a magical
next attack. component derived from the corpses of burnt undead).
Mutation Potion. By using this potion, the character gains
CRIPPLING POISON
one mutation from the mutate spell. This remains for ten
Injury, uncommon
minutes.
Noxious Fumes. By using this potion, the target takes A creature subjected to this poison must succeed on a
1d12 poison damage if they fail a Stamina saving throw. Stamina saving throw or become poisoned for 1 minute. The
Rejuvenation Pill. By using this potion, the creature Poisoned creature is slowed as the spell of the same name.
regains 1d4 hit points. At the beginning of the creature’s On a successful saving throw (made only once per turn), the
turn the next round, they must roll 1d20 + 4 versus a DC of poison ends.
11 to regain another 1d4 hit points. If they fail their check, This is a magical manufactured poison, created by mixing
the pill’s effects end prematurely. deathweed (a natural herb) and essence of pain (a magical
While under the benefits of this pill, the imbiber is component derived from blood of weak demons).
resistant to poison damage. After one minute, this pill’s PARALYTIC POISON
benefits end regardless if they succeeded on the required Injury, uncommon
roll.
A creature subjected to this poison must succeed on a
Skill Potion. By using this potion, the creature’s skill
Stamina saving throw or become poisoned for 1 minute. The
becomes greater, gaining a bonus to a single skill check
Poisoned creature is paralyzed as the hold spell. On a
• Minor: Common, + 2 successful saving throw (made only once per turn), the
• Moderate: Uncommon, + 3 poison ends.
• Greater: Rare, + 4 This is a magical manufactured poison, created by mixing
• Supreme: Very rare, + 5 deathweed (a natural herb) and dust of decay (a magical
• Legendary: Legendary, + 6 component derived from cremated undead).

Sparing Potion. By using this potion, a creature that has SERPENT VENOM
0 hit points becomes stable. This has no effect on undead or Injury, uncommon
constructs. A creature subjected to this poison must succeed on a
Smoke Bomb. By using this potion, a 20-foot-radius Stamina saving throw, taking 10 (3d6) poison damage on a
sphere of fog arises from the point of use. The sphere failed save, or half as much damage on a successful one.
spreads around corners, and its area is heavily obscured. It This is a mundane natural poison, created from drawing
lasts for 1d6 x10 minutes (30 minutes) or until a wind of poison from a snake’s venom sacs. The rarity affects the
moderate or greater speed (at least 10 miles per hour) venom’s power.
disperses it.
Rarity Damage
POISONS AND PLAGUES Common 1d6
Uncommon 3d6
POISONS Rare 5d6
Very Rare 7d6
Poisons can be weaponized and employed in battle, usually Legendary 9d6
by holding them in containers and releasing them to form
clouds (if inhaled), coating them with weapons (if injury), or
SHADOW WOUND POISON
any other method as detailed under the poisoner’s kit (see Injury, rare
below). A creature subjected to this poison must succeed on a
Stamina saving throw or become poisoned for 1 hour. The
EXHUMED CORPSE FUMES Poisoned creature recovers only one-half the normal amount
Inhaled, common
of healing from spells and effects that restore hit points. This
A creature subjected to this poison must succeed on a includes regeneration and similar effects, doubling the
Stamina saving throw or take 7 (2d6) poison damage. At the duration between healing (alternatively, halving the healing
beginning of their turn every round the poison remains gained).
active, the character takes 7 (2d6) poison damage again, and This is a magical manufactured poison, created by mixing
is treated as if poisoned until the beginning of their turn the deathweed (a natural herb) and essence of agony (a magical
next round. On a successful saving throw, the poison ends. component derived from blood of strong demons).

CHAPTER 5: EQUIPMENT | POISONS AND PLAGUES


139
MIND-NUMBING POISON Every 24 hours that elapse while poisoned, the target must
Injury, uncommon repeat the saving throw, reducing its hit point maximum by
A creature subjected to this poison must succeed on a 5 (2d4) on a failure. This is considered a poison effect, and
Stamina saving throw or take 5 (2d4) psychic damage. At resistance against poison halves the reduction. The disease
the beginning of every round the poison remains active, the cannot reduce the target’s maximum hit points below 1, but
character takes 5 (2d4) psychic damage again, and is if the creature dies and the disease remains uncured, it rises
distracted. The DC of the distraction is 10 + ½ the damage as an undead creature bound to the service of the Lich King
dealt by this poison. On a successful saving throw, the as if the bind spell was cast on it.
poison ends. If succeeding on three saving throws, the disease becomes
This is a magical manufactured poison, created by mixing latent, but does not fade away. So long as the disease
deathweed (a natural herb) and essence of mana (a magical remains, the reduction to maximum hit points cannot be
component derived from blood of spellcasters). removed, and it can be awakened again by another dose of
the plague. This disease, despite being ingested, corrupts
TRUTH SERUM the air and earth it affects, affecting any exposed food with
Uncommon, ingested the plague. When particles of the plague fall on the earth,
A creature subjected to this poison must succeed on a DC strange fungus grows, giving a hint to the disease’s origin.
11 Stamina saving throw or become poisoned for 1 hour. This land is considered blighted (as per the hallow/unhallow
The Poisoned creature can't knowingly speak a lie, as if spell, although the land is not also unhallowed).
under the effect of a zone of truth spell. The plague can be suppressed with the lesser restoration
This is a magical manufactured poison, created by mixing spell or a restoration spell, and the reduction to maximum
peacebloom (a natural herb) and essence of mana (a magical hit points can also be removed with the greater restoration
component derived from blood of spellcasters). spell, but the plague cannot be cured save by a wish spell or
the divine intervention ability (if it opposes that of the semi-
DISEASES divine Lich King).
This is a magical manufactured disease, created by an
CRYPT FEVER
unknown fungus and suffused with necromantic magic. So
Common, contact
far, only the Cult of the Damned (or those who infiltrated its
Any creature that is affected by this disease suffers a alchemist and necromancer ranks) know how to make it.
weakened immune system, and must succeed on a DC 13
Stamina saving throw against disease or become poisoned
until this disease is cured.
So long as the creature is poisoned, they a -2 penalty to all
saving throws against disease and poison effects, and suffers
two additional points of poison damage if inflicted by any
disease or poison.
Symptoms manifest 2d4 hours after infection and include
fever and coughing, and while in the grips of this disease,
victims’ skins pale.
Any creature comes into touch contact with an infected
creature once they begin showing their symptoms must
make a DC 8 Stamina saving throw or also become infected
with this disease. Once a creature succeeds on this save, it is
immune to being infected from that particular infected
creature for 24 hours.
At the end of each long rest, an infected creature can
make a DC 13 Constitution saving throw. On a successful
save, the penalty to saving throws and additional poison
damage taken is reduced by 1 point. When the effect drops
to 0, the creature recovers from the disease.

UNDEAD PLAGUE
Rare, ingested
Any creature that is affected by this disease must succeed on
a DC 15 Stamina saving throw against disease or become
poisoned until the disease is cured.

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DEVICES AND ENGINEERING
EXPLOSIVES
Stores sell bombs, mines, and rockets as if the designer’s Int
modifier is + 2. A character proficient with engineer’s tools
can increase the DC of any explosive to be equal to their
own after handling it for its normal crafting time.

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

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


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

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

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

feet away. This requires an Agility save to half damage.


DESCCRIPTIONS
Machine guns do not require training to use.
Blunderbuss. A larger, heavier, and easier-to-use
Longrifle. Favored of the iconic dwarven sniper, longrifles
boomstick, the Blunderbuss can be altered to shoot a cone
have great range, great damage, and great practical use.
of bullets in a 15-foot cone, dealing 2d8 damage, with an
They are however expensive, and difficult to deploy ideally.
Agility save to half. As Blunderbusses do not require attack
Pistol, Flintlock. Known as a good backup weapon, the
rolls (though still requiring an attack action), they do not
flintlock pistol does not deal a lot of damage compared to its
require proficiency to use, and can be used while adjacent to
heavier counterparts, but both can be used easily (as they
an enemy without penalty. A Blunderbuss is also known in
are light weapons).
some circles as a scattergun.
Pistol, Revolver. A great backup weapon, the revolver
Boomstick. Known as a favored dwarven weapon,
balances good damage with a great ammunition reserve.
boomsticks are intricately designed with special markings to
Very reliable.
denote the company, issue date, and a small piece of war
Siege Cannon. This huge-sized piece of artillery can blast
advice in dwarven.
through walls like paper (dealing double damage to objects,
Crossbow, Auto. This crossbow acts as a heavy crossbow
effectively 8d12, or 52 damage). This acts as a huge rifle,
that deals 1d10 piercing damage. This does not have the
and increases in dice to d12. Due to its size, it must be
loading quality.
mounted on a solid surface, and cannot be carried.
Crossbow, Air. This crossbow acts as a light crossbow
Sniper Rifle. A moderately powerful and long-range
that deals 1d8 piercing damage. It is silent when shot.
precision silenced weapon
Gun, Machine. This gun deals 3d8 piercing damage to
any number of creatures standing in a 5-foot wide line 30

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

Buzz Saw. This gadget can be used by any character


DESCRIPTIONS
proficient with a shortsword. This weapon (when active and
Antimagic Ray. When used, this wand-like gun shoots a
consuming 1 charge for Phlogiston), deals 2d6 slashing
purple anti-magic ray. If this strikes a spellcaster, it burns
damage (plus the user’s Strength or Agility as normal)
1d4 mana points from them, as per the spell mana burn.
instead of the normal damage for a shortsword, and target
Elementals required for the anti-magic ray device are pure
has disadvantage to attack rolls for one round. This
mana elementals (such as mana wyrms and arcane
otherwise acts as a gadget that replicates the Druid’s Swipe
elementals).
and Shred spell.
Army Knife. When used, this device summons all tools an
Caltrop Bomb. When used, this box releases a four bags
adventurer needs, such as a hammer, a pair of scissors, etc.,
of caltrops into the air to fall over an area within 30 feet,
just short of Alchemy and Poisoning tools, and includes 60
filling a 10-foot square area. Any creature that enters the
feet of spider-silk rope. It requires a minute to summon up a
area must succeed on a DC 15 Agility saving throw or stop
single use of this army knife, and fifteen to return one charge
moving and take 1 piercing damage. Until the creature
in (which is independent from the fifteen minutes it takes to
regains at least 1 hit point, its walking speed is reduced by
recharge it). It may also deal damage as a normal dagger.
10 feet. A creature moving through the area at half speed
Auto-Factory. Usually employed by goblin tinkers in war,
doesn't need to make the saving throw. Once used, this can
this large object unfolds to resemble a horse-sized factory.
be refilled with replacement caltrops. There is a 75% chance
The whirrs and whistles inside are indicative of some
that a used bag of caltrops can be used again.
process within. The factory remains active for 2d4 minutes,
Flamethrower. The flamethrower can be aimed and used
and churns out a clockwork goblin once every five rounds.
with an action. If no malfunction occurs, it releases a 15-foot
The constructs conjured by the auto-factory are controlled by
cone of flames. Targets in the cone must make an Agility
the user of the device, but the user can command only one
saving throw. On a failed save, the targets take 3d6 points of
construct every round, while the others repeat the same
fire damage, or half the amount on a successful save. The
action given to them until the factory stops working. The
flames ignite any flammable objects in the area that are not
auto-factory is costly, however. For each construct created,
being worn or carried.
the factory requires one vial of phlogiston, and 5 lb. (or 50
Flashlight. The flashlight can be aimed and activated with
gp) of raw materials.
an action. If no malfunction occurs, it emits a 20-foor radius
glow of bright light, and emits 20 feet of dim light after that.

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

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normal damage. A mortar may be loaded with up to eight saving throw. On a failed save, the targets take 3d8 points of
pints of oil, and may be used again after 1d4 rounds. holy damage and is blinded until the beginning of your next
Pulley Gun. This hand-cannon can shoot one to two ropes turn, or half the amount of damage on a successful save.
at opposite ends. Each rope has a hook at its end, and each Undead and oozes suffer disadvantage to this save. At the
extend to up to 90 feet per action of use. If the hooks target beginning of your round, you may redirect the light normally.
an object, they attach to it, and can carry up to 140 pounds This sheds bright light for 30 feet and dim light for the next
of weight. If the hook targets a creature, they take 3d8 30 feet after that. The light is treated as sunlight.
piercing damage, and the hooks are destroyed. A pulley gun Trap Launcher. This heavy machine can lob a trap to up
has a wheel for transport along the ropes, and allows for to 90 feet, priming the trap on the point of impact. The trap
movement at a rate of 60 feet per round either up or down launcher may be loaded with up to eight pints of oil, and may
the ropes’ ends. A pulley gun that shoots one rope but can be be used again after a cooldown of one minute.
used twice is known as a mechanical grappling hook. Water Gun. The water pump is a 2-foot long, 8-inch thick
Reflective Cylinder. The reflective cylinder is a 2-foot cylinder that can hold up to 3 gallons of any liquid (or 16
long, 8-inch thick cylinder that is usually strapped to the quarts). The water pump can be used with an action to
back of the user, and is attached to a winding mechanism in release one quart of liquid in a line up to 90 feet away,
the user's hand. The cylinder can be deployed as a reaction stopping at impact with the first object. The target must
when the user takes elemental damage, unfurling and succeed on an Agility saving throw or else take 1d8
countering the elemental damage with a sheet of specially- bludgeoning damage on a failed save and a secondary effect
treated and reinforced glass. The user gains resistance to depending on the liquid. A successful save halves the initial
the elemental damage, and the next time the user hits with a damage and negates the secondary effect.
melee attack on the next turn, the reflective cylinder reflects
• Water. If the liquid is water, attack also extinguishes
1d6 points of the absorbed damage to the target of the user's
flames. Fire-based creatures or those vulnerable to water
attack. The character must be able to use their hands or
take double damage from this and do not employ any
similar limbs to deploy the cylinder.
resistances towards this damage.
Remote. This small machine can activate any mine,
• Oil. If the liquid is oil or another flammable liquid, the user
gadget, or construct that is keyed to it. Keying a
may use a bonus action to set the liquid on fire as it is
technological device to a remote takes one minute and a DC
released (necessitating another malfunction check), setting
10 Intelligence check with engineer’s tools. Using a remote
the liquid is set aflame (regardless of malfunction). Targets
is a bonus action on the creature’s round, or a reaction
who failed their save take 1d6 fire damage and are ignited
outside their round. Each use consumes one charge of
until they extinguish the flame with an action and a
battery power, and the remote can hold up to eight batteries
successful Agility save (taking an additional 1d6 points of
and triggered devices at any given time. A remote can
damage per round until they pass a DC equal to the
activate any device it is bonded to as long as both of them
gadget's DC).
are within 150 feet of each other. This effect can penetrate
• Contaminated Water. If the liquid is a contaminated water
barriers, but 2 feet of rock, 2 inches of common metal, or a
or liquid (such as sewage water), the target must also save
thin sheet of lead blocks it. It tied to an explosive that
versus any contact, injury, or ingested poison or disease
normally explodes on impact, it can hold the explosive until
that is carried by the water. If using sewage water, the
the remote is used (effectively, the bomb is waiting for the
target is most likely to be contaminated by Crypt Fever,
signal).
Filth Fever, Slimy Doom, and Blinding Sickness (see
Rocket Boots. These heavy boots strapped with a small
Contagion for details, duration 7 days), although other
backpack may be activated with an action. Per use, this
diseases or poisons may be built into the waters
consumes one pint of oil, and gives the user a flying speed of
60 feet, usable for one minute. At the end of the duration, TRAPS
the user falls unless they are on solid ground. The device
Traps are often-hostile gadgets that perform a single use
cools down for one minute after it stops being used. The
(and are thus priced as consumables). They can be deployed
backpack can hold up to eight pints of oil for the rocket
and
boots.
Spring Boots. These pair of springy boots triples your
jumping distance for 1 minute per use.
Sun Gun. The sun-gun can be focused and used with an
action. If no malfunction occurs, it releases a foot beam of
brilliant and wholesome light that sears all targets in a 30-
foot long 5-foot wide line for 1d4 rounds. Every round, all
creatures that are within the light must make a Stamina

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primed with an action, and they become active after being triggered, or ends their turn in this area must make an
primed by one round. Whenever a creature moves to 10 feet Agility save or fall prone.
or closer to a trap, it triggers and discharges its effect. The Wagon Clamp This trap clamps down on the triggering
DCs are equal to that of a device. creature or vehicle for one minute, dealing 1d8 piercing
Once used, fixing a trap costs half the time and gold to damage to the wheel (possibly breaking it). While captured,
make them. the target is restrained. A successful Stamina save by the
vehicle or creature halves the damage dealt and reduces the
TRAPS restraint for one round. A creature may use its action to
Trap Name Quality Mass Properties open the clamp. Most wooden wheels have 5 (2d4) hit
Freezing Common 1 lb. 2 EP: Freezes target (one
points. This costs 10 gp, weighs 1 lb., and requires 2 EP.
trap minute), deals 1d4 cold damage
Oil slick Common 1 lb. 2 EP: Makes the ground This is usually used to destroy vehicle wheels, but can be
trap slippery for one minute employed as bear traps
Immolation Rare 2 lb. 4 EP: Burns the target with
trap intense flames CONSTRUCTS
Wagon Common 1 lb. 2 EP: Deals 1d8 damage and
clamp restrains. CONSTRUCTS
DESCRIPTIONS Challenge
Construct Rating Properties
Freezing Trap. This trap unleashes a super-compressed
Battle chicken 4 Construct
blast of cold that freezes the triggering creature for one
Combat armor 1 Construct (mecha/suit)
minute, and deals 1d4 cold damage to them. While frozen, Glaive thrower 1 Construct(vehicle, push)
the target is restrained. A successful Stamina save halves Gyrocopter 1 Construct(vehicle, requires
the damage dealt, and reduces the restraint for one round. A proficiency + 3)
creature may use its action to break the ice. Rip tire 1/4 Carries explosives
Immolation Trap. This trap burns the triggering creature Shredder 2 Construct (mecha)
Steam engine 2 Construct(vehicle)
for one minute, dealing 2d6 fire damage. Over the next
Turret 1/4 Shoots firearms/crossbows
minute, whenever the creature starts its turn, it must roll a
(requires remote)
d20. On a 9 or lower, the effect triggers again, dealing an Zeppelin 3 Construct (vehicle)
additional 1d6 damage or giving them disadvantage to any
next d20 roll. After triggering twice, the trap’s effects ends. DESCRIPTIONS
Oil Slick Trap. This trap spews slippery oil in a 10-foot The descriptions of Constructs are present in the World of
radius, rendering it into difficult terrain for one minute. Each Warcraft 5e Conversion Monster Guide or are under
creature who enters, is within the radius when the trap is development

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146
CHAPTER 6: CUSTOMIZATION OPTIONS
normal downtime training to learn a new language or
MULTICLASSING training with a set of tools (takes 250 days, and costs 1 gp
Multiclassing in Warcraft works as in core 5e. per day), although the DM may reduce the time to train
There are many instances in lore where a character has dramatically with a quest or event (subject to shared
training in two distinct classes (such as the legendary adjudication).
paladin Uther Lightbringer, who, having trained as a knight,
adding the experience of a priest before being called a FEATS
paladin). Multiclassing is a viable tool to replicate special
classes, concepts, or characters who seem to have abilities STRIKE FEATS
from several classes. These are effects that modify a successful attack roll and
For instance, the night elven Wardens and high elven cost a bonus action. If a strike effect calls for a saving throw,
Farstriders seem to be both rogues and hunters. the DC is equal to 8 + proficiency bonus + Strength (or
Tauren chieftains also seem to be both warriors with Agility if using a finesse or light weapon).
minor affinity to shamanism.
Demon hunters may also augment their tracking abilities BREW MASTERY
by taking a level in hunter, just as enhancement shamans Prerequisites: Ki
may augment their martial power by taking a level in warrior You gain two brew recipe upon gaining this feat, and may
and choosing specific talents. learn more by finding recipes throughout the world or by
training.
CHANGING CLASSES
Several classes intersect in theme with others. A character • Fortifying Brew (1 Ki point). All creatures who drink this
may change their class to another one near them after brew increase their maximum hit points by 1 per monk
accomplishing a quest and undergoing character level (max is equal to double the imbiber’s original hit
development. points). If the character later suffers from a reduction to
maximum hit points, it is reduced from the benefit of
CHANGING CLASSES
Fortifying Brew first. This benefit ends if the creature is
Old Class New Class
reduced to 0 hit points. This does not stack with aid spell.
Paladin Death knight
Shaman and Mage Warlock • Elusive Brew (1 Ki point). All creatures who drink this
brew can use a reaction to perform the Dodge action. Each
ATTRIBUTE CHANGE reaction is a single use.
Changing from a casting class to another with a different • Dizzying Haze (1 Ki point). All creatures who drink this
spellcasting ability score also affects the creature’s mental brew suffer from light obstruction to perception, and lose
abilities. 10 feet of speed for one minute. The creature can make a
If you have different spellcasting ability scores, you may Stamina saving throw to negate the obstruction to vision
move up to 4 ability score points from the old class’s and negate the reduction to speed. If targeted with a fire
spellcasting ability score to the new class’s spellcasting spell or effect, the creature suffers from the burning
ability score. The old attribute cannot end up lower than 8, condition, but takes 1d4 points of fire damage instead of
or higher than 18 (before applying increases from race, 1d6. The target can attempt an Agility saving throw
class, feats, etc.). The ability score total that can be changed against your ki DC to avoid suffering the burning
is 4 (or one-half the character’s total level from the old class, condition. Unlike most brews, the benefit of this brew can
whichever is higher) be used once.
For example, turning from a shaman to a warlock, for • Mana Tea (2 Ki). All creatures who drink this brew can
instance, drains Spirit and bolsters Charisma as Fel magic regain 2 Ki, or 2 points of mana. As normal mana
suffuses the shaman’s being. If the shaman (16 Spirit, 12 regeneration effects, this effect has a cooldown of an hour
Charisma) chooses to start turning her back on the elements (even if used for Ki). Unlike most brews, the benefits of
and kneeling to the Burning Legion, her journey to this brew can be used once.
becoming a Warlock begins, moving up to 4 points from • Thunder Focus Tea (2 Ki). All creatures who drink this
Spirit to Charisma (for a total of 12 Spirit, 16 Charisma). If brew reduce the mana or Ki cost for area-of-effect and
the shaman was level 20, she can move up to 10 points multi-target spells by 1 point (minimum 1 mana, minimum
instead (10 Spirit, 18 Charisma, as Charisma cannot be 0 Ki). Each reduction is one use.
higher than 18 before modifications are applied). • Tigereye Brew (1 Ki). All creatures who drink this brew
Changing from a class to another in downtime is also can add their Spirit bonus to melee weapon damage rolls.
viable, as is changing a talent chosen. This is resolved as Each application is one use.

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• Ki Guard Brew (2 Ki). All creatures who drink this brew IMPROVED REGENERATION
take 2 less points of damage from weapon attack rolls. Prerequisite: Troll, Stamina of 13 or higher
This is an aura bonus. Each reduction is one use.
• You increase your Stamina score by 1 to a maximum of
You may brew and imbue as much drinks as your Ki 20.
allows, though the ki dissipates naturally over the course of • You regain 1 hit point at the end of each hour, provided
three days. This is considered a ki feature, and has the same you have at least 1 hit point remaining.
DC to resist. • You regenerate lost limbs in three days instead of one
week, unless they were taken willingly (such as to escape
INFUSIONIST
bonds), or if they are cauterized.
Prerequisite: Four or more caster levels, Intelligence 15 or
higher SPELL STRIKE [STRIKE]
You prepare one additional cantrip (total is your proficiency When you make a melee or ranged attack, you may use the
bonus + 1). Furthermore, cantrips never cost mana for you. strike’s bonus action to apply the effects of a direct-target
spell to the struck creature. The spell targets the creature
MAGICAL SUFFUSION struck, and cannot target anyone else, such as you, an area,
Prerequisite: Ability to cast arcane or divine spells, access to or an adjacent creature. The creature is still entitled a saving
cantrips throw if the spell allows it, but if the spell targets AC, the
You gain increased proficiency with cantrips. Your cantrips effect does not call for another roll.
count as if you are 4 levels higher to determine the damage This is declared before the strike is made, and a spell that
dealt with them. is designated to discharge is lost harmlessly if the attack
Cantrips also never cost mana for you. fails. This cannot be applied to a strike spell.

MYSTIC BLAST SPELL STANCE [STANCE]


Prerequisite: Ability to cast arcane or divine spells You may cast a single spell as part of entering this stance,
You can make a ranged spell attack as an action, dealing which costs a bonus action. There is no movement
1d6 damage per maximum spell level you can access. This restriction on entering this stance.
damage can be dealt to creatures within 30 ft. So long as you remain in the stance, the spell remains
This does not cost mana, and can be done at will as a active. The spell requires the normal mana cost or
supernatural ability, so long as you have at least 1 mana resources, but its casting time is integrated into entering the
point for each d6 of damage. If you are exhausted from low stance, so long as it has a casting time of one action or
mana, you cannot make use of this ability unless you are no quicker.
longer exhausted. The damage’s type is chosen by you upon The spell must have a target of (self) or touch and can
gaining this feat, and can be acid, cold, electricity, or fire. target one allied creature (you are always your own ally).
This may be used with the Spell Strike feat. Examples are holy light, see invisibility, haste, tongues,
Special. You may instead deal arcane, fel, thunder, unholy, mutate, shield, and most general 'buff' spells. This feat can
or holy damage with your Mystic Blast, but it deals 1d4 be used once every five minutes.
damage instead per spell level, and you must be able to cast
a spell with the aforementioned descriptors.

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CHAPTER 7: USING ABILITY SCORES, SKILLS, AND TOOLS
To better facilitate and replicate the ability to craft, mine, equal to 50 x spell level (if a spell or alchemical formula), or
and refine materials into weapons, there are a few changes 75 x Engineering Points invested (if a blueprint).
to the skill system, by including Gathering and Refining The DM may impose additional requirements, such as
skills. requiring an elemental crystal for a firethrower (elemental
engine) or a blueprint of a normal vehicle to make a similar
FORMULA DISCOVERY design.
Making new spells, alchemical formulae, and blueprints for
engineering are all highly complicated tasks. It takes 2
ITEM CREATION COMPLEXITY
weeks to study a new spell, formula, or blueprint, and Items have cost to create in Crafting Points, scaling with its
requires an amount of gold pieces dedicated for research quality or rarity. 1 crafting point roughly corresponds to 25
gp.

ITEM CREATION AND COMPLEXITY COST TABLE


Item Quality Crafting Cost Proficiency 1 Spell Level 2 EP3 and Max. CR
Common 20 points +0 0 (cantrip) 1
Uncommon 80 points + 2 (apprentice) 1-2 2
Rare 320 points + 3 (journeyman) 3-4 3
Very Rare 1,280 points + 4 (expert) 5-6 4
Legendary 4 5,120 points + 5 (artisan) 7-8 5
Artifact 20,480 points + 6 (master) 9+ 6
The cost of larger objects increases the cost by x2 per size category.
1 Consumables (scrolls, explosives, potions, etc.) cost 1/4th the cost of an item of their rarity (or one quality grade lower than their current
quality).
2 Caster level is equal to the crafting class level (or hit dice, depending on proficiency's source)
3 Engineering Points spent
4 Legendary and above items usually also requires a quest to attune it to some magical source, such as the High Elven Sunwell, the
Scourge's Frozen Throne, an elemental plane's lord, or the Night Elves' World Tree. This is subject to the DM's discretion. Artifacts also
usually require a lengthy quest that might alter the setting as a whole, and are usually infused by creatures of great power.

Note. Potions of Healing (of all types) are exempt from the
normal rules creating alchemical items, costing 50 gp (or 2 GATHERING TOOLS
crafting points) for the normal potion of healing (restores
2d4 + 2 hit points).). Any tool that allows for the collection or preservation of
raw materials may be used to gather raw materials. These
raw materials have a value that can be spent for crafting,
such as alchemy (Alchemy Points), engineering
(Engineering Points), Infusion (Infusion Points), or other
crafting tools.
Crafting potions consumes alchemy points (usually in the
form of herbs, creature body parts, etc.), while engineering
consumes minerals, wires, etc.

Artisan Tools Task Performed


Mining Collects metals, identifies metals and minerals,
and general mining
Skinning Collects hides, skins, and identifies quality of
leather

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HARVESTING NODES and the harvester, who decide upon what kind of general
materials you acquired, judging by the environment,
A DM is recommended to place minor and major nodes on
resources, and skill used.
the game map or reference it to important areas. As nodes,
they usually attract attention of other characters and Proficiency CP/day CP/week
creatures, such as golems and spellcasters in places where +2 — ¼
infusion points are, and fey and druids where alchemical +3 1/3 2
points are. Engineering points (or appropriate base +4 1 6
+5 4 25
materials) can be drawn from mines or mining nodes, where
+6 15 100
kobolds, miners, and dwarves live, or are generated
workshops. Nodes can be rewards for quests, and can be
For example, a 5th level druid proficient in a herbalism
referenced in-character.
kit, for example, can spend a week on harvesting minerals
MINOR NODE from assorted herb locations or from small gardens, gaining
Gain 20 crafting points 2 CP after working. This allows the druid to make a
Common potion (costs 5 CP) every three weeks, but a
Minor nodes are minor one-use harvesting deposits. These
material of Rare quality (or appropriate for the druid’s level)
are usually expended and replenish slowly over time or with
every nearly 4 years (or 1 rare potion every year).
DM discretion, but also include minor pools of mana, minor
If in an enchanted grove, this acts as a node (see above),
lay lines (for ID), a small to medium busy engineering
and has much better yield (although field gathering is not
workshop or junkyard (for ED), or a copse or forest grove
restricted).
filled with alchemical plants (for AP). Most nodes take a day
to harvest materials from. MONSTER NODES
Some monsters act as nodes. A monster that is harvested
MODERATE NODE
for a particular body part has the rest of its body parts
Gain 80 crafting points (replenish every month)
damaged in the attempts to extract value.
Moderate nodes include centers of power such as mana
If harvesting a consumable (such as a poison), one dose can
fountains or a lay line intersection (for ID), a large
be created per hit dice with no cost. A monster that can be
engineering workshop or junkyard (for ED), and an
harvested usually shows signs of it, and are listed as below
alchemical ingredient farm or a grove. Moderate nodes
(although a DM can add more). A single monster of the
attract great attention, and in most settings, are limited to a
below proficiency can provide CP for a number of items of
total of ten nodes.
the below listed quality.
Major Node: Gain 320 crafting points (replenish every
Willing Harvest. A creature may choose to donate their
month)
blood or replaceable body parts for the purposes of
Major nodes are usually sparse, rarely appearing more harvesting crafting points, but can only donate up to 1/20th
than five known instances. This includes the literal center of their normal maximum every month, or their CP value once
ley lines on a planet, a major mine system that accesses every two years. Doing this on extended durations causes
extremely rare metals, or the center of an ancient, magical exhaustion (even if the creature is normally immune to the
forest blessed by the fey and gods. condition).
Major nodes are either seats of powers for major Harvester Level. If the harvester’s proficiency is less than
organizations, or are a battlefield for major powers to the target monster’s, this requires a DC 20 skill check, or
contest over. half the materials are lost, and the character can make
Examples are Tower of Karazan, the Sunwell, the Tree of another attempt (each time halving, until it can provide only
Eternity, Blackrock Spire, and the Maelstrom for Infusion 1 CP).
Points. Creatures with a CR less than 1/2 do not count towards
For example, a 1st level warrior proficient in mining tools, harvesting, unless they are especially valuable (as
for example, can spend a day in a minor node (an iron mine), adjudicated by the DM).
harvesting 20 CP after working. If not rich enough to qualify
as a node, this acts instead as harvesting on the field (such Very
as scraping poor-quality iron, see below). Monster CP Common Uncommon Rare Rare Legendary
+2 5 1/4 — — — —
GATHERING RAW MATERIALS ON THE FIELD +3 20 1 1/4 — — —
+4 80 4 1 1/4 — —
This use allows the user to gather materials over time. This +5 160 8 4 1 1/4 —
is markedly less efficient than extracting from a node. The +6 320 16 8 4 1 ¼
user can spend one day in gathering. The results of a
gathering raw materials effort are judged jointly by the DM

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Dragons. Dragon CP can create Armor (from leather or dismantled materials (for Engineering points), or
bone), weapons (for bone weapons), alchemy mixtures deconstructed reagents (for Alchemy points).
(enchanted dragon blood), and fire-based infusions This process is a simple complexity task (1 hour). At the
Constructs. Constructs CP can create armor (from end of the duration, the item is destroyed, and the crafter
plating), weapons, engineering devices (any), and infusion gains half the CP invested to create it.
matrixes (if the construct had magical ability or a magical In the case of legendary objects and artifacts, normal
engine) diffusion does not work, and the item must be destroyed as
Fey/Fiend/Celestial. Fey CP can create alchemy mixtures per the normal listed process for that item.
(enchanted blood or tears), and infusions
INFUSION DRAIN
For example, a 15th level dragon, when slain, provides
Upon the destruction of a legendary item or artifact, it has a
160 CP worth of materials. An alchemist drawing from its
50% chance of dropping infusion dust relevant, even if not
corpse can create 8 common, 4 uncommon, 1 rare, or
intentionally diffused. Attuned items cannot be diffused
materials enough for 1/4 the cost of a very rare item (or four
unless their attuned character is slain, or when the
times that in potions).
attunement is willingly surrendered (a mental non-action),
Should the same dragon decide to donate some of their
unless the infusionist can succeed on 3 opposed Spirit
blood, they could donate up to 8 CP (enough for a common
saving throws against the owner. This check can be done
potion or two common poisons) instantly, or 96 points over
once per year against a single character.
the year (for a rare item).
Disenchanting legendary or artifact items also usually
SCAVENGING MATERIALS requires a quest or a journey to where the item was created,
subject to DM discretion.
A crafter can also harvest the materials from an item they
destroy.
The crafter gains 1/2 the crafting cost of broken-down
items. This is called diffusion dust (for Infusion points),

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PRODUCTION TOOLS Item
Crafting
Time DC
Very simple item (stick) 10 minutes 5
Any tool that can create a product out of materials is Simple item (simple weapon) 1 hour 10
classified as a production skill. The time it takes to make a Moderate item (martial weapon, light armor) 1 day 15
product and the raw materials it takes depends on the cost Complex item (medium armor, lock) 1 week 20
Highly complex item (heavy armor) 2 weeks 25
of the item and its complexity.
Most production skills are artisan tools, and require
Per stage above highly complex (or Highly Complex II,
proficiency in the tools used, but some are given to or
etc.), the time doubles per increment (1 month, 2 months, 3
restricted by race or class only (the engineer’s tools and
months, etc.), although the DC does not increase.
infusion kit).
Crafting takes the specified time, cut down to the nearest
Artisan Tool Task Performed ten minutes.
Alchemist’s Created potions, elixirs, and concoctions In the above example, the first-level rogue (if proficient
supplies* with smith’s tools), can begin to forge a dagger (simple
Engineer’s tools† Creates constructs, gadgets, firearms, and
weapon) if she has access to all the tools she needs (the DM
bombs
Herbalism kit Creates minor potions from herbalism may possibly require a forge to smelt raw iron into ingots).
Infusion kit† Creates infusion matrixes that are applied on As a simple complexity item, it would take her one day if she
weapons etc has all the required materials and succeeds on a DC 10
Jewelcrafting kit Creates jewelry Crafting check.
Leatherwork kit Created leather-based items and armos
Poisoner’s kit Created poisons and plagues
Smithing tools Creates weapons, armor, and metallic trinkets
PORODUCTION TOOLS
Tailoring kit Creates cloth-based items (such as clothes,
boots, and hats Tool Ability Score Task Performed
Alchemy Intelligence Creates potions, elixirs, and
* Proficiency in alchemist’s supplies can be improved with the concoctions
Alchemy ability (see below). Engineering Intelligence Creates constructs, gadgets,
† Proficiency in engineer’s tools and the infusion kit are restricted
firearms, and bombs
to abilities granting proficiency Infusion Intelligence Creates infusion matrixes that are
applied o weaons, etc.
Poisoner’s Kit Intelligence Creates poisons and plagues

ALCHEMIST’S SUPPLIES
Alchemist's supplies function as described normally in the
Player's Handbook, but you may gain increased benefit and
mastery with the Alchemy ability (as granted by the
Alchemist class).
Using alchemist's supplies allows you to craft magical
potions that hold the power of a spell within them. A
character who has access to a spell and the Alchemy ability
can craft potions of the chosen spells. This costs the same
resources as casting the spell normally in material
components (or mana, if required), and costs alchemy
crafting points (AP) in materials.
The Alchemist class do not need to spend mana to
CRAFTING RULES prepare spells into potions, and have their own spell list.
Crafting takes four components: If you do not normally have access to magic spells, but
have an effective spellcaster level (or caster level) due to the
• Time roughly equivalent to the complexity of the end
Alchemy ability (such as from the Alchemist class), you may
product.
choose which spell list to access for your alchemical potions.
• Raw materials equal to one-third that of the end product.
If you have neither (such as by training to gain proficiency in
• Proficiency with the tools (or skill) relevant.
alchemist’s supplies), you treat your caster level as 1, and
• Success on the Crafting check.
access to one spell list you have. You cannot make potions of
At the end of the allotted crafting time, and if the check is level higher than 1 (due to the limitation of caster level).
successful, the user crafts the item in question. Prerequisites. Alchemy requires at least 1 level in a
spellcasting class and proficiency in the tools.

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Activation. A potion can be activated by use, which is a another potion that demands concentration, the newer one
Use Object action, such as drinking a bottle's contents, takes precedence and dispels the effects of the old one that
coating a spray on the user, or spreading an oil. Potions can required concentration.
also be thrown to release their effect on impact, in which Concentration (partial) spells and channeled spells cannot
case they are a thrown improvised weapon at a range of be made into potions, but sigil spells can be.
20/60 ft. If the spell originally affects an area, the potion
affects the area as well. POTION FORMS
The character can add their proficiency bonus to attack if Potions take different forms, such as bombs, medicine pills,
they are proficient in alchemist's supplies. The DC is lotions, spray bottles, sticks, or amulet-like icons that
specified on creation. If the user has the Alchemy ability, the crumble to release their essence.
attack bonus and DC of potions they use is modified by In all such circumstances, they act the same as potions so
Intelligence. long as they weigh similarly, can be applied by the same
For instance, the alchemist's fire potion stores the fire bolt action, and used at touch or thrown range as described
cantrip, dealing 1d10 fire damage to the target. This can be above. Note that some abilities allow for quicker use of
an attack roll (or spell attack, if possessing the Alchemy alchemical items.
ability).
If the spell stored in the potion has a casting time more MIXING POTIONS
than an action, it starts activation on the user after the Potions used in conjunction with one another have
original casting time is completed. For instance, an imbibed unpredictable effects. In the Warcraft universe, the potion
resurrection potion activates after 1 hour (if the target still miscibility rule is applied (Dungeon Master’s Guide, pg. 160)
qualifies). Potion miscibility applies normally. The rules are reflected below for convenience.
Creation. See the Item Creation table under Skills.
Concentration Spells. The duration of a potion with a VARIANT: MIXING POTIONS
duration of concentration depends on its final concentration A character might drink one potion while still under the
duration. effects of another, or pour several potions into a single
container. The strange ingredients used in creating potions
Original Concentration Duration Potion Duration can result in unpredictable interactions. When a character
Up to 1 minute 2d4 rounds mixes two potions together, you can roll on the Potion
Up to 10 minutes 2d4 x 10 rounds
Miscibility table. If more than two are combined, roll again
Up to 1 hour 2d4 x 10 minutes
And so on… for each subsequent potion, combining the results. Unless
the effects are immediately obvious, reveal them only when
Imbibed potions do not require concentration (even if they they become evident.
originally required it), but one creature cannot benefit from
more than one such demanding potion. In effect, ingesting a
potion is treated as concentrating on it, and if drinking

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When a device first malfunctions, it gains the
POTION MISCIBILITY malfunctioned condition. See Appendix A.
d100 Result Saving Throw. The saving throw for technological devices
1 The mixture creates a magical explosion, dealing 6d10
arcane damage to the mixer and 1d10 arcane damage to (if one is called for) is equal to 8 + proficiency bonus invested
each creature within 5 feet of the mixer + Intelligence (of user, or + 2 if generic).
2-8 The mixture becomes an ingested poison of the DM's Using Technological Devices. Devices can be used
choice automatically if one knows how to use them (point and
9-15 Both potions lose their effects
shoot, press a button, etc.) as a Use Object action unless the
16-25 One potion loses its effect
26-35 Both potions work, but with their numerical effects and device describes otherwise. All devices also have a have a
durations halved. A potion has no effect if it can't be chance to malfunction when activating.
halved in this way Using a bomb or firearm is treated like using weapons of
36-90 Both potions work normally
the same type.
91-99 The numerical effects and duration of one potion are
doubled. If neither potion has anything to double in this
way, they work normally Device Complexity Cost
100 Only one potion works, but its effect is permanent. Explosives Simple As a consumable of the same rarity
Choose the simplest effect to make permanent, or the Firearm Moderate As an item of the same rarity
one that seems the most fun. For example, a potion of Gadget As potions As potions
healing might increase the drinker's hit point maximum Constructs Very complex As per CR (see Item Creation Costs)
by the minimum amount healed, or oil of etherealness
might permanently trap the user in the Ethereal Plane. At
Concentration Spells. The duration of a gadget with a
your discretion, an appropriate spell, such as dispel
magic or remove curse, might end this lasting effect duration of concentration depends on its final concentration
duration. This acts as concentration potions (see alchemist’s
HERBALISM KIT supplies above) for all purposes.
An herbalism kit counts as if an alchemist kit, but you may Charges. Charges depend on energy sources. By default,
choose up to two alchemical formulae to learn. These still the energy source is mechanical (clockwork, springs, etc.).
must be written down (and usually stored in a book or See Energy Sources below for reference.
notes). You are not counted as if proficient when it comes to Technological Modifications. An Engineering Point may
other alchemical formulae. be spent to add a different effect instead of increasing the
scope (damage if firearm or explosive, hit dice if construct or
ENGINEERING KIT mecha, or maximum spell replicated if a gadget).
Alternatively, an Engineering Point may be gained in
Engineering allows for one to create technological devices. exchange for a penalty on the item (usually to offset a bonus
Such devices are non-magical items that are created with to a particular area). With technological modifications, a
engineer’s tools, and are classified into groups, according to character can decrease the radius of an explosive but
general type: bombs, firearms, gadgets, and constructs. Most increase its damage (or vice versa). These are listed under
engineering items deal concussive damage. each.
Creating a Technological Device. When designing an
engineered item, the final cost, DC, and effects of the item EXPLOSIVES
depend entirely on the amount of Engineering Points Examples. The Big One, hand grenades, goblin land mines,
invested. A character can invest a number of Engineering siege rockets, siege breaching charge
Points equal to the user’s Proficiency bonus (expertise does
Also known as explosives by default, these are light thrown
not apply to increase this maximum). A character may
weapons.
willingly spend less than their maximum engineering points
Using Explosives. Explosives can be used as an attack
to lower the cost (and thus the difficulty of resisting the
action, with the effect reliant on the form the explosive
device).
takes.
Devices have an effective rarity equal to the number of
Explosives call for a saving throw at the point of impact,
Engineering Points invested into them (see the Item
and require a successful activation check (to check for
Creation Cost table). Expertise does not increase the
malfunction). They affect a 10-ft-radius sphere, and call for
amount of engineering points derived from the skill.
an Agility saving throw to halve the damage dealt. A bomb
Malfunction Rate. The malfunction rate is a dice result
can be heard clearly up to 100 feet away. If thrown past
(without modifiers) from 1 to the number of EP invested in
normal range, the saving throw is done with advantage due
the device. A natural 1 is the minimum malfunction rate.
to distance. If you have an ability that would negate
Effectively, the more advanced the device, the higher the
disadvantage when throwing a weapon beyond normal
chance for a malfunction. Tinkers can lower this by
range, the targets of your explosives do not benefit from
spending points, or with certain modifications.
advantage.

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Bombs deal 1d6 concussive damage per proficiency bonus time of crafting). Changing a fuse costs a bonus action and
invested to craft (minimum 1 point). Bombs may be thrown access to an engineer’s tools.
indirectly, placed as a mine, or crafted into a rocket. A bomb
MODIFICATIONS
weighs 1 pound per proficiency bonus it was crafted of.
Careful Explosion (1 EP). The explosive’s (any type)
A bomb may be designed to send shrapnel, in which case
damage can be controlled. It can exclude a number of 5-foot
it deals half slashing damage instead of half bludgeoning
squares equal to 2 + your intelligence modifier, and can be
damage. If a bomb explodes near another bomb, they both
designated by the user when the bomb explodes.
set off, and the damage stacks (up to triple the highest
Firework (1 EP). The explosive (any type) releases a
amount of damage dice and area).
sharp whistle and a ringing blast. A creature who fails their
PLANT EXPLOSIVES saving throw against this explosive must also roll a Stamina
Besides thrown, set, or launched, an explosive can be saving throw. Upon a failed save, roll 1d4 to see the effect.
planted on targets with an Agility (Sleight of Hand) check
opposed to Spirit (Perception). This check is made with Roll Potion Duration
1 Target is blinded for 1 minute
disadvantage if the fuse is instantaneous.
2 Target is deafened for 1 minute
If the planting goes unnoticed, the target suffers 3 Target is blinded and deafened for 3 rounds
disadvantage to their saving throw against the explosive. 4 Target loses their reaction for until the end of your
turn in the next round
EXPLOSIVE FORMS
• Bomb Form (or Grenade Form). A thrown bomb is Reliable Device (1 EP). The device’s function is
treated as a light thrown weapon. By default, an controlled. Its malfunction rating is reduced by 2 points for
instantaneous fuse has the bomb (also known as a each EP invested. This modification also does not increase
grenade) explode at the end of the user’s current turn, but the malfunction rating.
can be modified by different fuses (which are available in Sapper (1 EP). The explosive (any type) deals double
an engineer’s tools). damage to structures, but half to creatures (constructs are
• Mine Form. A bomb in mine form takes an action to prime creatures for this purpose).
in an adjacent 5-foot square, and triggers whenever a Solid Coating (1 EP). The explosive has a solid coating.
target moves over it. A mine can be seen with a Spirit The explosive deals damage on impact as if a light hammer.
(Perception) check, and disarmed with an Agility check This damage is also added to the explosive’s own damage.
using thieves’ tools. The DC for both is equal to the This damage scales with the size of the explosive (assumes
explosive’s DC. A mine is counted as a trap for the normal small size). The explosive otherwise does not
purposes of abilities. explode prematurely from being damaged, and only
• Rocket Form. A bomb in rocket form can be used as a explodes as a result of malfunction, contact (if in mine form),
ranged weapon. The rocket’s range is 60/120 feet. It is sabotage, reaching maximum distance (if in rocket form),
treated as a thrown weapon, not a projectile weapon. Its being launched (such as from a siege weapon cannon), or
other properties (such as explosion radius, saving throw activation by the fuse.
DC, and weight) does not otherwise change. When a Special Effect (1 EP). The explosive (any type) may
rocket reaches its maximum range, it explodes regardless manifest a cantrip (or a spell of level equal to half the
of whether it reached its target or not. If it misses its engineering points spent, round down). If it is a direct effect,
target, it continues along the path without guidance, it targets the space the bomb was tossed only. If this is an
usually exploding at some other point (such as at the area of effect, it takes place in its original spell area or in the
maximum range or upon impact with a wall). area of effect of the bomb (whichever is shorter).
Water (1 EP). The explosive is waterproofed, and can be
FUSES used underwater. This is usually joined with the Focused
Depending on the fuse of a bomb, they can explode on Explosive modification to retain damage at the expense of
various times. range.
• Instantaneous fuse. The grenade explodes at the end of Widened Explosion (1 EP). The explosive (any type)
its user’s turn explosive radius increases by 10 feet per engineering point
• Delayed fuse. The grenade explodes after 1d4 rounds, spent.
starting at the end of the user’s turn Focused Explosive (-1 EP). The explosive (bomb or mine)
• Long fuse. The grenade explodes after one minute area of effect is reduced to a single 5 foot-square.

A character may also make fuses that are predesigned to FIREARMS


explode after a specific number of rounds (determined at the
Examples. Heavy and medium rifles, boomstick, siege
cannons, and sniper rifles.

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Using Firearms. Firearms are ranged ammunition invested. This modification also does not increase the
weapons with a range of (200/800) if medium or heavy, and malfunction rating.
(150/600) if light. They come in light, medium, and heavy Scattershot (1 EP). The firearm deals damage in a cone
varieties. They require bullets for ammunition, which act as instead of a direct attack (and therefore does not suffer from
normal ammunition. A firearm has a capacity of 1 bullet per disadvantage when used while in melee, and does not
EP point spent in it, so long as the increase is not based on a require proficiency). The damage is in a 15’ Cone per
modification. When ammunition is consumed, the firearm Proficiency bonus spent on this ability. This uses two bullets
must be reloaded with the use of an action. A firearm gives or pellets per shot. A shot calls for an Agility saving throw
as much sound as an explosive when it is used. Some against the device’s DC for half damage. The user may
features use multiple bullets when used (such as scattershot spend another proficiency bonus to double the cone’s range
or automatic shot). Firearms require reloading with instead of increasing damage.
gunpowder and ammunition (cost of each is detailed under Silent (1 EP). The firearm’s sound is muffled, and imposes
equipment). A firearm weighs 5 pounds if a light weapon, 10 no penalty to the user’s Stealth check when used.
if medium, and 15 if heavy. Sniper (1 EP). The firearm’s range doubles.
Firearms deal 1d6 piercing damage per proficiency bonus Water (1 EP). The firearm is waterproofed, and can
if medium. If light, they deal 1d4 piercing damage. If heavy, function in water normally. This reduces the firearm’s range
they deal 1d8 piercing damage. Depending on the by quarter, however.
ammunition type, a firearm can deal different types of
damage.

CROSSBOWS
Crossbows are similar to firearms, using mechanical
(clockwork) engines. The reload property counts as a single
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.
If upgraded, crossbows lose the loading property, and
require an action to reload, but have increased damage and
ammo capabilities.

TOUCH-BLAST STRIKE
When making a melee attack with a firearm ready (such as GADGETS
fighting with a saber and then shooting, or stabbing with a
Examples. Mind remote (gnomish), rocket boots (goblin),
bayonet and then firing), you may declare a touch-blast
pulley gun, and rocket launcher.
strike. In this case, you may use a bonus action to shoot the
firearm, and you do not take disadvantage from shooting in Using Gadgets. These technological devices act like items
melee. If the melee attack already successfully hit the target, that replicate spells. Gadgets have eight charges of a spell
the firearm attack is furthermore made with advantage. This upon creation. Using a gadget takes the same action it takes
is a special strike effect. to cast the spell. Each use of a gadget consumes one charge.
After being used, a gadget must cool down for 1 minute.
MODIFICATIONS Casting a spell through a gadget is not counted as a real
Automatic Fire (1 EP). The firearm deals damage in a line spell, and thus is not subject to effects dependent on magic
instead of a direct attack (and therefore does not suffer from type, schools, and can be used against creatures that are
disadvantage when used in melee, and does not require immune to or resistant to magic. A gadget may store one
proficiency). The damage is in a 5-foot wide line with length spell level every two Engineering Points invested (maximum
equal to the firearm’s initial range. This uses three bullets or 3rd level spells).
pellets. A shot calls for an Agility saving throw the device’s A gadget’s properties and charges depend on its energy
DC for half damage. source, which must be chosen during creation (such as
Alter Capacity ( + /- 1 EP). The firearm alters its current electricity, gas/oil, mechanic, etc.), subject to DM approval.
ammo capacity by 2 points. If adding to its ammo capacity,
reduce the EP by 1 point. If reducing its ammo capacity, GADGET HARNESS
increase EP by 1 point. If the spell replicated by the gadget has a range or target
Reliable Device (1 EP). The device’s function is controlled. of self or personal, or grants or affects movement speed
Its malfunction rating is reduced by 2 points for each EP (such as fly or feather fall), the gadget must also be worn on
a harness, which is treated as leather armor. One cannot

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wear a harness and armor heavier than light at the same of construction by 25%, but allows enough air for four hours
time, and a harness can only hold one gadget (which must if at full capacity.
be changed and re-aligned with 3 rounds of work before
CONSTRUCTS AND DRIVERS
being switched).
Constructs and vehicles may require drivers when
If a spell is a touch spell that may also target other
controlled from within. It takes a bonus action and 5 ft. of
creatures, creating it as a harness increases the spell’s
movement to enter or leave a mecha (besides the action to
duration by 25% instead.
start and the warming up time). A driver can control a
MODIFICATIONS construct or vehicle directly instead of their own character.
Long Cooldown (-1 EP). The gadget requires an hour to cool When the user performs an action or moves from within the
down. This cannot be used with quick use. construct, the action is performed instead by the construct
Low Charge (-1 EP). The gadget can contain only one instead (using the construct’s proficiency bonus, Strength
charge. score, movement speed, and abilities) instead of that of the
Quick Use (1 EP). The gadget may be used again within pilot’s own, except with ranged attacks, spellcasting, and
1d4 rounds instead of an entire minute. If applied again, the skill checks (which use the driver’s bonuses, if they wish).
gadget can be used again at the end of your turn in the next For example, a Dwarven siege engine driver can use his
round. action to either shoot the siege engine’s cannons or peer out
Reliable Device (1 EP). The device’s function is controlled. of the siege engine and shoot their personal rifle.
Its malfunction rating is reduced by 2 points for each EP
MECHA
invested. This modification also does not increase the
A construct that can be entered is usually called a mecha.
malfunction rating.
The mecha cannot be smaller than its user.
CONSTRUCTS A user within a mecha or suit gains ¾ cover versus any
attack from outside, but takes 1/4 the damage suffered by
Examples. Golems, Robots, Mecha and Vehicles
the mecha. If the damage cannot harm the mecha and
Using Constructs. Constructs require an action (Use bypasses it (such as psychic damage), it deals full damage to
Object) to activate or deactivate. Once activated, the the user if it has line of sight and effect.
construct takes 1 minute to begin acting. A construct can be The user does not benefit from any damage or condition
activated faster if modified, and if programmed to activate on resistances or immunities the mecha has, and may be
a certain trigger, take only one round instead (such as an targeted (though the user still benefits from 1/4 damage
intrusion or being hit). Constructs act like creatures of the shield).
construct type. They obey those who hold control over them
(or who drive them, if mecha and vehicles). Constructs have VEHICLES
eight charges, with one charge consumed per hour. Some siege weapons can’t normally move (and are
The construct may have a Challenge of 1 per Engineering designated by Push), and others require fuel as mecha.
Point spent, and may be custom-built from any construct in Vehicles may deal siege damage or normal damage
the Monster Guide. Engineering points may also be spent on (declared during creation). Siege damage falls under normal
modifications (see below). categories of nonmagical slashing/bludgeoning, etc., but if
Constructs take orders when the user communicates it to designated as siege attacks, it deals double damage to
them via touching and/or manipulating knobs/controls on structures, and half to creatures.
them, or otherwise issuing a spoken command when NON-CONSTRUCT VEHICLES
adjacent to them. Constructs may be programmed to behave A vehicle with no inborn engineering mechanisms that
independently, or when controlled by the user (in the latter warrant a challenge rating, such as ships or carts, are not
case, it is treated as a mount). In the case of independent considered constructs, but are considered items instead.
behavior, commanding the construct requires knowing how For example, a large submarine can hold enough air for
the device was programmed (activation codes, hidden four hours to two medium creatures or one large creature
command word, etc.) to control it. A construct that is under a (which treats it as a suit). If only one medium creature drives
character’s control can be deactivated as described above. the submarine (or two small creatures), the air supply is
The DC of any ability used by a construct is equal to 8 + double as long, and remains for eight hours. If one small
the crafter’s proficiency bonus + the crafter’s Intelligence creature, they exhaust the air supply in sixteen hours.
modifier.
A construct’s properties and charges also depend on its HEALING CONSTRUCTS
energy source (see Energy Sources below). Restoring hit points to a construct device is a moderate-
Note. Constructs have their own air supply if designed for complexity task, and restores 1d8 hit points + the
air or underwater (or if specified so). This increases the cost character’s proficiency bonus. Each instance of fixing a

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construct consumes 1 engineering crafting point (1 EP, or Alchemical Engine (Potions). The device is powered by
25 gp of materials). alchemical powers. The engine consumes one dose of potion
to activate the device. The engine grants 5 charges per
GADGETS ON CONSTRUCTS
quality of the potion (potion of alarm would grant 5 charges).
Constructs can be used to mount defensive gadgets, rockets,
Arcane/Mana Engine (Mana). The device is powered by a
firearms, and other weapons. These modifications are
combination of mana-focusing lenses and raw arcane
external (and thus can be stolen, targeted, or sabotaged).
energies. The device can hold up to 8 mana points, and
The user (or any fellow riders) may make use of these
consumes 1 mana point per hour of activation. So long as
resources as if the item is within reach so long as they are
enough mana is in the device, it is active. Mana can be
within the construct (such as mounting firearms for an ally
invested by linking a caster’s mana-flow to the device, which
to use).
begins feeding off their own mana reserves, refueling the
Firearms and gadgets on a vehicle or mech still require
device’s fuel charges with mana. This can be done once per
actions to reload or clear an issue, but if the vehicle has
long rest.
other occupants, they may instead use their actions to
After charging a device, the caster’s own mana circulation
reload, leaving the shooter free to use the firearm constantly
is disrupted, and requires a Spell attack against a DC equal
the next round.
to the double the amount of mana invested into the device.
MODIFICATIONS On a failed check, the character cannot cast spells for an
Coated Interior (1 EP). Any creature that enters the hour. A device cannot feed off the mana signatures of two
construct (such as a vehicle or mecha) gains 5 temporary hit different casters, and must expend all its charges first.
points against damage from outside it. This does not apply Combustion (Oil/Gas/Powder). The device is powered by
against magic damage (such as arcane, holy, or psychic). combustion. So long as fuel remains in the tank, the device
This can also represent airbags. is active. A charge is gained by one pint of liquid oil,
Quick Startup (1 EP). The construct takes one round to phlogiston, or gas. A device’s tank is usually large enough
activate. for eight pints (a gallon). Gas and oil are usually kept in
Reliable Device (1 EP). The device’s function is controlled. traveling tanks. A pint of gas or vial of phlogiston usually
Its malfunction rating is reduced by 2 points for each EP costs 50 gold. For the purposes of energy sources, firearms
invested. This modification also does not increase the and bombs use combustion, but two ounces of gunpowder
malfunction rating. per use for firearms, and one pound per bombs. You do not
Special Movement (1 EP). The construct can swim, climb, have to pay an additional cost with bombs, but must supply
or fly. See below the speeds granted. gunpowder and bullets (or pellets) for firearms.
Electricity (Batteries). The device is powered by batteries.
Proficiency Speed A charge is gained per single battery. So long as enough
+2 —
charges remain in the device, it is active. Any single battery
+3 15
+4 30 functions for one hour before expiring. A single battery costs
+5 60 50 gold, and weighs one pound, and can store up to 1
+6 90 charge. Batteries are tiny items made of iron, and have the
appropriate statistics. A battery can be charged by electricity
The engineer may reduce the existing land speed by 5 feet spells (in which case recharging it acts as a mana engine).
to add it to special movement, up to a minimum land speed Granting an electrical engine more charges than its
of 0 feet. Fly requires a minimum proficiency of + 4. maximum automatically causes a malfunction.
Elemental (Spirits). The device is powered by elemental
ENERGY SOURCES
spirits (of any Challenge), with one charge per Challenge
A device’s energy source determines how often it can
rating. Only a called or natural elemental can be used (not a
recharge, how it malfunctions, and various other traits. If
conjured or temporary one), usually trapped in a Capture
making a new device, the energy source is adjudicated
Essence spell’s focus). The device regenerates charges as
between the player and DM, such as a DM allowing
the elemental rests (1d4 per day, cannot exceed maximum
alchemical, combustion, and mechanical engines for
charge). A trapped elemental calls out for creatures that can
firearms (alchemical fire-spitters, regular firearms, and
aid them (such as Shamans and witch doctors), and typically
augmented crossbows, respectively) but banning
pledge aid or reward for being released (though they are
necromantic engines for the same task (if the technology
under no compulsion to actually fulfill their promise).
hasn’t reached that level, or the tinker would have not yet
Mechanical (Clockwork/Springs). The device is powered
conceivably known of the secrets of that energy source).
by springs, gears, and clockwork mechanisms. A charge is
For example, using a gadget to cast the mana burn spell is
gained by winding the mechanism designated in the device
possible by using the arcane or alchemical engines, but not if
or creature. It is a very simple task to grant one charge. If
combustion, mechanical, or steam.

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the gadget is damaged, or if the construct or mecha suffer a RUNEBLADES
critical hit, it loses one charge.
A death knight's runeblade rarity automatically increases
Necromancy (Souls). The device is powered by a
necromantic crystal (of any Challenge rating chosen), with with his level. Upon reaching 5th level, the blade becomes
uncommon in quality, rare at level 10, etc. Upon reaching
one charge per point of Challenge (maximum 10).
Necromancy souls are stored in soul gems (created via the 20th level, the runeblade may reach Legendary quality if the
Lich King allows it. Typically, the Lich King will elevate only
capture essence spell). The device does not naturally
one runeblade to legendary quality, with the chosen Death
regenerate charges, but it regains charges if it kills (or
reduces to 0 hit points) any living creature directly (charges Knight being his champion until the blade is destroyed or
the Death Knight disappoints him.
regained equal to half the target’s Challenge or level, cannot
be applied to single-use devices). Soul gems can be broken
either manually or by attempting to revive the characters POISONER’S KIT
trapped within them. A character proficient with a poisoner’s kit may gain
Most necromancy devices have a backup engine (usually immunity to any disease or poison they know how to create
mechanical or electricity). by subjecting themselves to it and surviving the ordeal. This
Steam (Coal). The device is powered by steam-power. A requires three survivals of the poisoning or the disease, and
charge is gained by burning coal (or any similar, slow- no more than three times over the course of a year. A poison
burning material). A steam-powered device requires a small or disease must be recovered from naturally to count
furnace (either within it, as a mecha or construct, or outside towards immunity.
it if a gadget), and four pounds of coal grants one charge
over five minutes of burning. A gadget may be charged by Rarity Complexity
steam-power, and not directly powered by it, following the Common Very Simple
same rules. When charging a device, the furnace may be Uncommon Simple
Rare Moderate
resupplied with coal until all charges are set. The furnace
Very Rare Complex
can hold up to thirty-two pounds of coal (enough for 8 Legendary and artifact Highly Complex
hours).
Using Poisons. Applying poisons is a Use Object action if
INFUSION KIT they are not used as weapons. If applied to a weapon,
poisons retain potency for one minute or until used. Poisons
The infusion skill allows for the infusion, diffusion, and
are applicable to up to three hits. A creature multiple times
manipulation of magical items via infusion dust. A magical
with a single poison suffers disadvantage to the saving throw
item, when created, requires investing crafting: Infusion
of the poison.
Dust (ID) to reach a level of rarity (from Common,
Depending on the vector of the poison, it takes different
Uncommon, Rare, Very Rare, Legendary, or Artifact).
shapes.
Prerequisites. Infusion requires at least 5 levels in a
spellcasting class and an Intelligence of 15 or higher to • Cracking eggshells made of pottery or porcelain delivers
become proficient with. You can use the Infusionist feat to inhaled poisons (treat as potions in regards to range, with
gain access to the proficiency with the infusion kit. a 10-foot radius cloud), and are treated as improvised
weapons.
Character • Applying poisons to a door handle delivers contact
Level Item Rarity Complexity
poisons.
1st Uncommon Item becomes a + 1 weapon
3rd Uncommon Item becomes magical (if a • Applying poisons to the tip of an arrow or within a syringe
weapon) delivers injury poisons.
5th Rare Item becomes a + 2 weapon or • Applying poisons to a bowl or cooked meal delivers
+ 1 armor
ingested poisons.
7th Very Rare Item becomes a + 3 weapon
17th Legendary and artifact Item becomes a + 3 armor The default DC of each poison is 13, although proficient
have DCs (8 + proficiency + Intelligence modifier).
CONDITIONAL RARITY Crafting poisons requires proficiency in a poisoner’s kit
If crafting a greater attunement weapon and adding and materials. Poisons can be crafted using alchemical
conditions for its improvement in rarity, the total cost of the crafting points of the same components, or ingredients of
item is reduced by 15%. This is subject to joint player-DM the same cost (such as coming across 100 gp worth of a
approval. lesser demon’s blood, or 200 gp worth of deathweed). Their
cost is that of a consumable under the appropriate rarity
(see item creation costs in CP).

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CHAPTER 8: ADVENTURING
BETWEEN ADVENTURES
LOCATIONS AND SETTLEMENTS
Just as creatures, locations and settlements have statistics.
These statistics detail the population of the settlement, its
size, military, and common encounters in it.
Using the location sheet, a DM can use the encounters
of power from what it identified as an ancient being
(whether they be events, combat, or traps) and give structure
beyond the western seas, somewhere in south Kalimdor.
to exploring it. Characters may also harvest resources from
• Gnoll Raid (South and Southwest): One Westfall brigade,
an area (as per the rules above).
led by a knight fighting one squad of Riverpaw gnolls.
SAMPLE LOCATION: ELWYNN FOREST Alternatively, 1d6 gnolls skulk the countryside heading
back or to a farmstead at the edge of Goldshire or a small
Location. East of Stormwind, middle-south Eastern
village under Goldshire’s protection to torch it.
Kingdoms
• Defias Wagon Clamp (any road): The Defias Brotherhood
Terrain type. Forest
set a wagon clamp trap here to cripple traveling wagons.
Resources. Echo Ridge Mine (uncommon quality iron node,
• Wandering Boss: Hogger and 1d6 gnolls
occupied by kobolds), 2 miles of unoccupied farmland
• Murloc Attack (near water only): Two murlocs hide in the
FEATURES (CLOCKWISE) thrushes, throwing a net at the most mobile-looking
opponent and attack them with their spears and harpoons,
• Goldshire (Large Settlement, Kingdom of Stormwind).
intent on dragging the corpse back home for seasoning.
Goldshire is a large settlement, one of the major human
• Wildlife: 1d6 wolves roam the land, searching for easy
presences in the Kingdom of Stormwind, and is the
prey. Instead, the encounter could feature 1d4 very
birthplace of many a human hero in times ancient and
aggressive boars.
recent, nestled as it is in the peaceful forests and glades of
southern Azeroth. DESCRIPTION
• Northshire Abbey. Abbey stronghold, led by Brother Elwynn lies below the southern foothills of Blackrock
Samuel (paladin 2) and Priestess Anetta (priest 2) Mountain. The forest is a labyrinthine mixture of rushing
• Northshire Vine Fields. This farmland is 2 miles large, rivers, various lakes, gold mines, and forests of magnificent
but is occupied by the rogue Defias Brotherhood, who trees and lush glades. Its rich farmland is a result of
drove off the farmers. frequent rains. Recently several of the lakes have been found
• Echo Ridge Mine. This abandoned mine is infested with a to be inhabited by hostile murlocs. Stormwind City itself sits
tribe of 1d10 x 10 kobolds. proudly in the northwestern hills of the region, its gates
• Thunder Falls. This waterfall has an abandoned cottage opening down onto the Forest. East of Stormwind and
nearby, and is a good destination for a picnic. behind a thick wall lies the peaceful Northshire Valley and
its Abbey.
ENCOUNTERS (ROLL ONCE PER EXPLORATION ROUND)
HOGGER
• Defias Thugs. 1d4 Defias Brotherhood cutpurses or
Riverpaw Marauder Extraordinaire
watchmen
• Blackrock Raiders (North and Northeast): 1d4 Orc Hogger is a powerful gnoll who has a deserved reputation of
clansmen raiding the edges of Northshire depravity and strength. He is a 3rd level gnoll warrior with
• Creepy Children (Goldshire only): 2d4 children walk in the following focuses:
curious sync with one another, and at some nights when Talent (rage), fighting style (great weapon fighting) and
they believe no-one is watching, they gather in a random archetype (arms).
inn room in Goldshire, draw a pentagram, and stare at it Hogger carries an uncommon-quality magical + 1
until day breaks, before they return to their normal lives. A battleaxe that looks like a cleaver. Retrieving proof of killing
Spirit (Insight) check against a DC of 17, followed with an Hogger yields 600 gp in bounty
Intellignece (Arcana) check against a DC of 20 reveals that Location: East of Stormwind, middle-south Eastern
one of the children is especially talented, and is a shadow Kingdoms
priest of 3rd level, and has charmed or convinced the rest Terrain Type: Forest
to partake in his rituals. The shadow priest hears whispers Resources: Echo Ridge Mine (uncommon iron node), 2
miles of unoccupied farmland

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160
STRUCTURES AND prevent, such as by sending outriders to harry or defeat the
crew, sabotage with thieves’ tools, use their own siege
STRONGHOLDS weapons, building the stronghold in marshy terrain or
behind moats, or preparing (or digging) tunnels that end
DAMAGING STRONGHOLDS behind enemy lines. The below chart assumes average
damage, and walls one foot thick. Interior walls are half as
Each 10 x 10 foot section (whether it be wall, room, or door)
thick (and take half the time to destroy).
of a stronghold can be damaged. It has AC and hit points
Note. This assumes concentrated bombardment on the
relevant to its material, and is immune to poison and psychic
same 10 by 10 foot section. Usually in war, attacking
damage.
commanders open multiple points of entry to overwhelm
Reducing a section to 0 hit points destroys it and might
and demoralize defenders.
cause connected sections to buckle and collapse at the DM’s
discretion (usually if the attacker has the plans of the Damage
stronghold or is knowledgeable of masonry, such as having Weapon per Minute Stone (1 ft. Thick) Wood (1 ft. Thick)
proficiency with the relevant artisan tool). A destroyed Ballista* 160 2 minutes 1 minute 6 rounds
Cannon* 440 9 rounds 7 rounds
section suppresses a stronghold function (such as punching
Trebuchet* 440 1 minute 7 rounds
into a storage room or prison wall, exposing the contents or Mangonel* 270 1 minute 4 rounds 1 minute 2 rounds
releasing prisoners, respectively). Ram 160 2 minutes 1 minute 6 rounds
A stronghold can be damaged with one spell that affects
* With these weapons, it is assumed the attacker has a full crew
all sections in the spell’s area. If the effect or spell affects to maintain one attack per round (crew ranging from 3 to 5 for 3
only one side of the stronghold (such as from the outside), to 5 actions each, see the individual descriptions of siege
add all hit points together, with the damage causing an weapons in the Dungeon Master’s Guide, page 256). Without a
indent equal to the amount of increments of damage full crew for the siege weapon, the damage takes longer (five
times the normal time for trebuchets, for example).
compared to inches.
Collapsing Buildings. A collapsing structure damages
Therefore, a cottage made of wood that is enveloped in the
nearby creatures within half the structure’s height. Said
area of an earthquake or death and decay spell applies its
creatures must make an Agility saving throw or else take
damage to all sections; possibly bringing down the
5d6 bludgeoning damage, and is knocked prone, and is
stronghold with the single spell. If attacking with a fire bolt
buried in the rubble, requiring a DC 20 Strength (Athletics)
spell cast by an 11th level spellcaster (3d10, average of 16
check as an action to escape. The DM can adjust the DC
damage), however, every two hits cause 32 damage,
higher or lower, depending on the nature of the rubble. On a
equivalent to 1 inch of wood burnt out.
successful save, the creature takes half as much damage and
Hit Points per Damage doesn’t fall prone or become buried. The DM can waive the
Material AC Inch Wall (1 foot) Threshhold damage entirely and entrap a character in a small area that
Stone 17 30 360 10 has not caved in, though this still requires the above check to
Wood 25 25 300 5
escape.

With spells like death and decay and earthquake, it typically VEHICLES
takes one minute of damage to reduce a building’s floor to
Vehicles that move without their own power (such as being
rubble with this spell (average of 21 damage per round for
pushed or dragged by muscle or wind) are not constructs at
death and decay and 50 per round for earthquake, before
all, and are treated as normal vehicles in the Dungeon
comparing to the Damage Threshold).
Master’s Guide. Siege weapons that are not attached to
SIEGE WEAPONS AND BOMBARDMENT constructs must also be driven this way.
Siege weapons take a number of rounds on average, to Engines may be added to a non-construct vehicle or siege
destroy or breach a wall section. Setting up siege weapons is weapon, altering its speed and reducing the crew required to
therefore a critical step that stronghold defenders must move it. Engines are considered gadgets.

CHAPTER 8: ADVENTURING
161
VEHICLE TABLE
Type Cost Speed Crew/ Passengers Cargo AC HP Threshold
Goblin Zeppelin 25,000 gp 9 mph 20/40 10 tons 15 300 10
Juggernaut 40,000 gp 3 mph 60/400 250 tons 17 600 20

Goblin Zeppelin (or Goblin Balloon). The goblin zeppelin traps. Exploring a smaller section or a trap takes one
has one medium-sized engine, which counts as 10 crew action as normal.
members (5,000 gp), leaving the ship requiring only 10 crew
A character can perform these activities with a 1-hour
members. Without the engine, the goblin zeppelin acts as a
action.
normal airship, and loses ½ a mile of speed, and 9 tons of
cargo. • Cast a spell with a casting time of 1 hour
Juggernaut. The juggernaut has one huge-sized engine • Take a short rest.
that counts as 30 crew members (costs 15,000 gp), leaving
For eight hours, a character can take a long rest. At the
the ship requiring only 30 crew members. Without the
end of every hour, the following occurs:
engine, the juggernaut acts as a normal warship, and loses
½ a mile of speed, and 50 tons of cargo • One torch is fully exhausted
• One-sixth of a lantern’s oil is burnt out
VEHICLE AND SIEGE WEAPON ENGINES • Carefully search a large area (such as a large room or
Engines are uncommon-quality devices, and count as 10
small structure) for secret rooms, doors, or traps.
crew members if medium-sized, cost 5,000 gp, and consume
• A random encounter occurs (as appropriate for the region)
fuel as a construct (in 1-hour increments)
For each size category larger, they count as 10 more crew A character can perform these activities with a 1-day
members, cost an additional 5,000 gp, and consume double action.
the same fuel per size category. Creating an engine is a • Finding a resource node is usually easy and within plain
complexity 4 task (28 days). sight, such as a grove with uncommon herbs or a vein with
special minerals. If they are not recognized, searching for
ADVENTURING SCALES them (such as via prospecting) takes a day for each 1-mile
square, and may require a Spirit check with the
ENCOUNTER appropriate tool proficiency.
This is the scale appropriate for combat and adventuring • Gather materials from a resource node (see harvesting
(wherein a round is 6 seconds), other scales become more under gathering skills)
appropriate with different activities to help manage and
organize the players’ times. LORE – RESURRECTION AND
EXPLORATION IMMORTALS
When exploring a region (such as the tunnels of Ironforge,
the woods of Quel’Thalas or Zul’Aman), unmapped
RESURRECTION
dungeons (such as the Deadmines or Blackrock Mountain), Resurrection in the Warcraft universe’s lore is a contentious
or 1 minute or 1 hour rounds. The DM may decide to work subject; player characters can be revived, but important
on 1 minute rounds (if the region is small, densely NPCs usually die permanently.
populated, or if the characters have high movement speeds Resurrection is possible and expensive, although several
or are mounted), 1 hour rounds (if the region is large, factors make it easier, and some make it impossible.
sparsely populated, or if the characters are on foot), or 1 day
• Intact Corpse. An intact corpse is required for
rounds (if the activities take long, but not longer than
resurrection with the following spells: Revivify (3rd level),
moderate-complexity tasks).
and Raise Dead (5th level). Missing body parts are not
Overland travel usually takes place while using
restored with these spells, and an armless corpse becomes
exploration rounds.
an armless raised character. If the limb is required for life
The below rules supplant those in the Dungeon Master’s
(such as a head), the resurrection fails.
Guide
• Free Soul. Some spells and effects trap the soul, such as
A character can perform these activities with a 1-minute
the imprisonment spell (9th level), or the capture essence
action.
spell (minimum 2nd level). Being alive also prevents
• Cast a spell with a casting time of 1 minute returning to life, as the soul is technically trapped in the
• Carefully search a moderate area (such as a room or body it inhabits. An animated undead is treated as an
hallway, roughly 20x20 feet) for secret rooms, doors, or imprisoned soul. A trapped soul must be freed before

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162
resurrected (such as breaking the imprisonment spell, Alliance, Horde, and Independent (see Scourge) city of
destroying the capture essence focus, or destroying an populace 1,000 or higher, or any fort or citadel (but not
animated undead). every small military outpost), and is also attuned to its
If a soul is trapped in a focus (such as the capture essence military and civil leaders. Access to the Altar is usually
spell or a soul-stealing sword), the one who casts the spell restricted--as those who sabotage it undermine a great
or evokes the effect must contest their spellcasting weapon.
attribute with the target. On a success of two out of three The altar cannot resurrect a creature that is not dead, or
rolls, the focus that traps the soul is broken and the soul is one not willing to return, or a creature that has already
freed. Focuses that can be broken this way are explicitly underwent a transformation that changed what it was (living
stated to be subject to this effect. being into an undead, or a demon), or a creature whose soul
• Willing Target. The target must be willing to return. Some is stolen or trapped.
characters, upon a fulfilled life, find that they cannot (or
• Altar of Kings. Made by materials provided by Kirin Tor to
are unwilling) to be revived. This cancels the spell without
serve the Alliance and her people, the Altar of Kings, acts
consuming any material components.
as a harness for the derelict life forces of fallen human
• Material Components. Spells that raise the dead require
champions (including their allies the dwarves and high
expensive material components, such as diamonds (or
elves). The specifics of this building's magical properties
their dust), alchemical reagents, or anything that can stand
are among the most guarded secrets in all human realms.
in for the price. For example, a cherished wedding band
• Altar of Storms. Used by the Orcish Horde and created by
can pay the price of the spell if it has a comparable price
utilized elven runestones corrupted by fel magic, the altars
(even if not exact), as well as a magical item with an
of storms were used to create Ogre Magi during the
infusion cost comparable to the spell’s cost.
Second War (and to a lesser extent, the Third War). After
Resurrection Sickness. Spells that revive inflict the war ended, they became reinfused with shamanistic
resurrection sickness. The target takes a -4 penalty to attack magic to recall the lingering spirits of heroes back to life.
rolls, saving throws, and ability checks. Whenever they take • Altar of Darkness. Built with dark magics in blighted
a long rest, the penalty decreases by 1 point until it is grounds, this structure serves as a channeling nexus for
eliminated entirely. the Scourge's dark restorative powers. When a hero falls
in battle, his essence may be recalled to this site, where it
RESURRECTION ALTARS
is given new, unholy life. Altars of darkness are utilized by
Altars of resurrections are known center points of power,
the Forsaken and the Scourge.
usually built in intersections of lay energies or in hallowed
• Altar of Elders. So powerful is the Night Elven bond with
areas. It is these sites, once erected, that heroes may be
the Ancients, that even upon their death and the death of
resurrected to do battle once again (for an offering of gold).
their ancient allies, their life energies may be recalled, and
To be restored via an Altar of Resurrection, a character must
their spirit made tangible in the waking world once again.
be at least of 5th level or higher and attune themselves with
For this to occur, a nexus must be constructed, a
one altar (which takes a day of being less than 30 feet from
channeling place to collect and restore life energies. This
it, and costs nothing). The offering may be paid with coin, or
place is the altar of elders.
with the sacrifice of any similarly-valued object (such as
breaking an ancestral blade, or the sacrifice of a being IMMORTALS
within two levels from the target). If a creature dies on a
Immortals such as celestials and fiends (sometimes known
plane different from where its altar is located, it cannot be
as outsiders), undead, and fey have different natures than
revived by the altar.
mortals such as humanoids, beasts, etc. and do not age or
The Altar takes one hour to revive a creature whose spirit
die of aging.
is called out to, and besides the offering and a sure way to
Additionally, outsiders cannot be destroyed unless killed
identify the target, the target’s corpse is not required. The
under certain conditions.
resurrected creature appears unarmed, unarmored, and
unclothed, and has no starting possessions. If the character • They must be killed on their native plane (the Twisting
died while affected by a curse, they retain the curse, but their Nether for demons, and the native realm for celestials), or
bodies are free from any nonmagical diseases or poisons. a plane heavily influenced by it, or
The character is also at full hit points and mana, and retains • They must be gated in physically (via a gate or plane shift,
any prepared and set spells, and takes a penalty of -4 on all or similar effects) such as when the lich Kel’Thuzad
d20 checks. Each long rest removes -1 from this penalty invited the archdemonic Archimonde via a gate to Azeroth
until the penalty is wholly removed. during the Third War.
Summoning a character’s spirit this way costs 100 gold
Few spellcasters know that outsiders do not die unless
per level of the target. Altars of Resurrection are in every
under these conditions (most of those who do know are

CHAPTER 8: ADVENTURING
163
warlocks who share this information sparingly). If a creature before the beginning of the Third War, the Plague of
is bonded without being invited or gated in, they reform as Undeath is the strongest and most reliable tool to create
normal. intelligent undead (see equipment).
Due to the difficulties of killing demons under these Should the Lich King’s telepathic control of his undead
conditions, they are usually banished, trapped (either in minions waver (either by suffering damage to himself of the
gems, or spell focuses such as by the capture essence spell, Frozen Throne), there is a chance that these free-willed
or by spells such as Imprisonment), or imprisoned instead of undead will summon back their spirits to their bodies,
destroyed. In the case of the capture essence spell, becoming intelligent undead—in many cases, joining the
ambitious spellcasters might even use the creature’s spirit to ranks of the Forsaken.
fuel infusions or to power engineering devices, though they Intelligent undead usually appear in traumatic events that
run the risk the creature escapes. would cause their spirit to linger and return (executed
Forsaken and other intelligent undead is another special unjustly, betrayed and killed by a loved one, died with
case. So long as an undead is intelligent, it can be raised or broken oaths or severe regrets, slain on unholy ground, etc.,
revived by the normal raising spells (Revivify, Raise Dead, as determined by the DM). Spellcasters may attempt to
and Resurrection). Unintelligent undead are usually ‘revived’ replicate these circumstances with the bind undead spell.
by repeated animation. Casting the bind spell on a corpse in an area that was
Some undead often have special conditions to destroy significant to the person while alive may summon his spirit
beyond resurrection. For example, liches can only be killed if to be bound as an undead. Animating and then binding a
their phylacteries are destroyed. human farmer in the ruins of a market he used to sell his
Although undead also require their body parts to be wares in, an elven farstrider in her archery range, or an orc
available to be raised through these spells, it is easy to in his hut are all likely to return a sliver of the creature’s
simply stitch body parts together with a sewing kit (or use spirit, returning their mental attributes to normal. These
body parts from other corpses), although the undead’s head undead, if released from the binding, join the ranks of the
is a vital and irreplaceable part. Forsaken.
The resurrection spell can, however, revert an undead Fey. Fey slain reform in the Emerald Dream, but do not
creature to living, so long as its soul is free, but only if it is regain physical bodies, such as the elder fey Cenarius.
heightened to 9th level (also known as True Resurrection). Constructs. Constructs are considered functionally
Creating intelligent undead requires more than just immortal, and can be fixed and recrafted by a character with
animating them; the Plague of Undeath was an unholy a sufficiently high proficiency in engineering, although they
concoction suffused with necromantic and soul magics, and cannot be restored if missing critical components (subject to
animated by semi-sentient will. Created by the Lich King joint DM-player adjudication).

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CHAPTER 9: COMBAT
ACTIONS IN COMBAT
ATTACK
When using an action to make an attack, some abilities
(such as the Extra Attack feature or Haste) allow multiple
attacks. In this case, each attack is called a single attack
action. can choose to make it heal them instead. Death Coil is also a
This conversion also makes use of several effects that [healing], though it can only heal the undead and demons,
affect combat, such as strike and stance effects. The while dealing shadow damage at the will of the caster to
character must choose to use their bonus action to fight other creatures.
(with an off-hand weapon or cast a spell or use an item) or to DAMAGE TYPES
use a strike effect if they have one. Different attacks, damaging spells, and other harmful effects
• Strikes and Shots. These are abilities or spells that deal different types of damage. Damage types have no rules
consume a bonus action to execute and grant an additional of their own, but other rules, such as damage resistance, rely
effect on the first successful attack (or a number of on the types. The damage types follow, with examples to
successful attacks, depending on the description). When help a DM assign a damage type to a new effect.
using a strike effect, the use of a bonus action prevents Arcane. Arcane is pure magical energy focused into a
using two-weapon fighting and use of off-hand natural damaging form. Most effects that deal arcane damage are
attacks. Any character using a strike or shot effect can spells, including magic missile and spiritual weapon. Effects
declare whether or not to use them for each attack action, that used to deal force damage deal arcane damage instead.
or to withhold the effect until before the end of the Concussive. Concussive damage is half bludgeoning, half
duration. Shot spells are strike spells, but are restricted to thunder. Most effects that deal concussive damage as fueled
ranged weapons. by explosives.
• Stances. These are abilities or spells that restrict the Holy. Holy is a form of divine power focused to harm or
character’s movement, but grant the bonus so long as they heal (if it also has the healing descriptor), such as a paladin’s
are conscious and acting. They usually require an action or smite or a holy light spell. Most effects that deal holy
a bonus action to enter (depending on the description). damage are fueled by divine beings. Effects that used to deal
Some stances require moving less than half a character’s radiant damage deal holy damage instead.
maximum speed, while others require constant movement. Shadow. Shadow is the polar opposite of the holy light,
• Tether. A character can tether another using rope, chain, and can also be used to harm or heal different creature
or another mechanism to restrain its range of movement, types, such as a death knight’s runic strike or death coil.
without having to restrain the character (such as by a spell Most effects that deal shadow damage are fueled by dark
or using grappling). beings such as void lords. Effects that used to deal necrotic
• If tethering two creatures, one side can perform the shove damage deal shadow damage instead.
action, but instead of pushing away, the creature moves Fel. Fel damage is a semi-sentient form of magic that
closer on a successful check. The creatures moves the suffuses and corrupts living beings, and are usually spells,
same distance as they would if they were shoved normally. such as a warlock’s orb of annihilation or a fiend’s explosive
• If a character uses a grappling hook, they can tether a death. Most effects that deal fel damage are fueled by fiends
target reliably with a successful ranged attack roll, and or the lords of the Burning Legion. Effects that used to deal
then use their action the next round to pull them closer. necrotic damage and were of a demonic source deal fel
damage instead.
A character can only benefit from aura at any given time
(their choice), and auras can usually counter other ones. DAMAGE CLASS
Often times, certain abilities describe damage classes.
DAMAGE AND HEALING Physical damage includes bludgeoning, piecing, slashing
Effects that deal holy damage and can heal the living give Elemental damage includes acid, cold, fire, and lightning.
the option for the spellcaster to either heal or deal damage. Magic damage includes arcane, holy, shadow, thunder,
The same goes for effects that deal shadow damage and and fel.
heal (though it can only heal the undead or demons). These Some damage effects deal one-half one damage and one-
spells have the [healing] descriptor, or otherwise only harm. half another, such as concussive damage. In this case, divide
For example, the holy light spell is a [healing] spell that the damage into its component halves before applying
can deal holy damage. If targeting a living being, the caster resistances.

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165
CHAPTER 10: SPELLCASTING
Whether it comes in the form of a healer’s gentle touch or high elves and humans. Demons are the masters of the
the wrath of a warlock’s fiery rain, magic is a way of life in arcane, and the Lich King and his Scourge spellcasters are
Azeroth. For good or evil, magic has infiltrated the world also talented.
and shows no sign of leaving. The dark siren call of the The path of the divine is less fraught with paradox and
arcane and the gentle but firm tapping of divine energies doom. Arcane casters call it the weaker path, while divine
both color the world and affect its inhabitants. The way of casters calmly state that it is the subtler of the two. Focused
magic is often a dangerous road to travel, yet most set out on support magic and healing, adherents of the divine can
confidently on a journey that they do not expect to end in also call down the destructive forces of nature. Divine
doom. practitioners are usually orcs, tauren or night elves.
The path of the arcane magic user is dark and Ironforge dwarves and humans also have their divine magic
questionable. Arcane power is undeniably the strongest users.
magic branch; arcanists can command elements, monsters This chapter introduces the mana system, and the
and even undead with their power. It was the use of these mechanics that facilitate its function.
powers, however, that attracted the most destructive forces
to Azeroth — not once, but many times in the past ten SPELLCASTING ABILITY
thousand years. Even with history proving time and again Depending on the character’s class or race, they may gain
that arcane use leads to damnation, there is no lack of spellcasting abilities (also known as a caster level).
arrogant new arcanists on Azeroth who believe that they can Spellcasting can either be arcane (drawn from studying
control the forces at work. Arcane magic users are usually esoterica,

CHAPTER 10: SPELLCASTING


166
complex ley patterns, and ancient tomes and runes) or For example, a 10th level paladin with 16 ( + 3) Spirit has
divine (drawn from revering and being granted powers from a caster level of 5, allowing him to prepare 8 spells, and
powerful entities, such as the Elven goddess Elune, the Holy access up to 3rd level spells. He may prepare 2 3rd level
Light, the Unholy Shadow, or the Lich King). spells, 3 2nd level spells, and 3 1st level spells, or any
Regardless of source, merely gaining spellcasting combination of which. If casting the 1st level holy light spell,
capabilities grants the character the ability to cast spells and the paladin may choose to heighten it to 3rd level (costs 6
maintain a mana pool to fuel their powers. The spellcaster mana) instead of a 1st level spell (costs 4 mana) to heal 3d8
needs to have spells readied and prepared, and also requires + 3 instead of 1d8 + 3.
the mana necessary to fuel them.
The character’s caster level is different from (but is SPELL LEVEL TABLE
affected by) their character level and hit dice, and Caster Level Spell Level Accessed
determines access to new spell levels (representing mastery 1 1 (and cantrips if specified by class)
3 2
of magic), while the spellcaster’s proficiency bonus 5 3
determines the cost of magic spells and mana pool size 7 4
(which represents their practical training). 9 5
11 6
KNOWN AND PREPARED SPELLS 13 7
15 8
The caster level of the spellcaster is determined by the 17 9
ability that grants spellcasting. Mages gain 1 caster level for
every level in the mage class, while paladins gain half the SPELLBOOKS
normal rate. A spellcaster can only prepare spells if their Spellbooks are a collection of scrolls, a book, or objects that
caster level is 1 or higher. The below table shows the spell contain the method of casting a spell, such as magic words,
level accessed by caster level. Unlike with normal fractions, name of the forces invoked, and required hand gestures.
caster levels are rounded up at the point they are gained. Unlike in other campaign settings, all spellcasters in the
For example, the hunter’s spellcasting is at 0.5 a caster Warcraft universe require some form of spellbook or
level per level in hunter, but gain the Spellcasting feature at external house of their spells. Spellbooks are important
level 2 (preventing spellcasting to be done at level 1). A level objects for spellcasters, therefore, and are often traded
10 mage and level 10 hunter have caster levels of 10 and 5, among trusted members of the same profession.
respectively, allowing the mage can access 5th level spells, For example, a shaman completing his apprenticeship will
and the hunter to access 3rd level spells. be given a master totem (spellbook) that describes how
Merely having a high enough caster level is not enough to invoking the elements may be done, while a mage graduate
begin casting, however; a character must also prepare and from Dalaran’s magical universities will have already
access the relevant spell. scribed a spellbook over the course of her study. A spellbook
PREPARED AND KNOWN SPELLS can be a dying gift from a friend or loved one, or valuable
A character can prepare a total number of spells equal to loot taken from a rival or enemy on the field of battle.
their caster level plus their spellcasting attribute modifier. When a spellcaster finds a spell that is present their
These spells can be of any spell level the character can class’s spell list that they can cast (having the required level),
access and cast (being of the required caster level and spell they may spend the required time and resources to decipher
list). and copy it.
Some class abilities grant extra spells to the total. These Copying a spell into your spellbook involves reproducing
are often described as ‘you always have this spell prepared’. the basic form of the spell, then deciphering the unique
These can exceed the normal limit of prepared and known system of notation used by the spellcaster who wrote it. You
spells. must practice the spell until you understand the sounds or
gestures required, then transcribe it into your spellbook
HEIGHTENING SPELLS using your own notation.
A caster may cast a lower-level spell with additional mana as For each level of the spell, the process takes 2 hours and
costs 50 gp (or 2 Infusion Points per level). The cost
if it were a few spell levels higher. This is termed
heightening. Spells that can be heightened gain various represents material components you expend as you
effects when they are heightened at specific spell levels. This experiment with the spell to master it, which can be
can only be done if the caster level of the spellcaster is high anything from fine inks (for a mage) to sacrificing rare
enough to heighten the spell to said level. reagents (for a shaman or druid), or costly incense (for a
paladin).
A character can always heighten a spell. In most cases, the
difference between one spell level and another is 1 mana
point.

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167
Once you have spent this time and money, you can A known spell-tattooist is the demon hunter Illidan
prepare the spell just like your other spells, and the spell is Stormrage, although many demon hunters also scribe spells
fully scribed in your spellbook. onto their skin

REPLACING THE BOOK SPELLS PREPARED FROM 1ST LEVEL OR HIGHER


A spellcaster can copy a spell from one spellbook to
A spellcaster may ready any spell they can access (and have
another—for example, if they wish to back up their spellbook
the required minimum caster level). This requires being
or grant one to a student. This does not require deciphering.
tutored, praying for a spell, studying one, or finding spells in
It takes only 1 hour and 10 gp per spell level to copy the
scrolls or spellbooks. A spellcaster may always use a
spell.
spellbook they find, or scribe the spell from a spellbook they
If you lose your spellbook, you can use the same
don’t own to a spellbook they do own.
procedure to transcribe the spells that you have prepared
There are several ways to gain access to and ready spells.
into a new spellbook. Filling out the remainder of your
spellbook requires you to find new spells to do so, as • 1st level: The first level of any spellcasting class
normal. For this reason, many spellcasters keep backup instantaneously grants a number of readied spells, such as
spellbooks in a safe place, or even scribe their spells onto by gaining a grimoire, spellbook, libram (holy spellbook)
their strongholds—chapels of the Holy Light often have basic etc.
priest and paladin spells scribed onto the stone walls, woven • Leveling Up: When leveling up, the spellcaster gains 2
into prayers, while the druids of Ashenvale may visit the spells of any spell level they can cast. They are treated as if
Ancients to be blessed with an idol of the Ancients that they have spent their pastime performing research (see
performs a similar task. below or Discovery on chapter 4).
After preparing a spell, referring to a spellbook is not • Scribing a Spell: Drawing new runes with rare inks,
required except to change the spell. carving a dedication on a shaman totem, or reproducing a
After preparing a spell, referring to a spellbook is not spell in a mage’s spellbook or scroll into another one all
required except to change the spell require acute understanding of spellcasting, time, and
materials. This is described in more detail above under
SPELL LEVEL TABLE
Spellbooks.
Class Spellbook (or equivalent)
• Research: A character can research and create their own
Alchemist Formula Book
Death spell (effectively preparing a spell in their spell lists they
Knight Runeblade could not find yet) by spending two weeks in research and
Druid Idol the cost of scribing the spell. This works exactly as the
Hunter Idol (as druid), totem (if shadow hunter) skill discovery ability (see chapter 4).
Mage Spellbook
• Tutelage: Spellcasters may gain spells directly from other
Paladin Libram
Priest Libram spellcasters or magical beings such as celestials, fey,
Spellbook (if subtelty), spell tattoos (if demon demons, undead, or monstrosities. Tutelage costs the
Rogue hunter) same as scribing a new spell, but is often done for free in
Shaman Totem (often known as a master totem) return for a service or fulfilling a quest. Druids, shamans,
Warlock Grimoire
and warlocks usually resort to being tutored by powerful
Spellbook (if spellbreaker), spell tattoos (if
Warrior mountain king) beings (such as Cenarius taught Malfurion Stormrage, the
elementals taught Thrall, and demonic cults teach
Special spellbooks exist, also known as Relics. See warlocks) in exchange for services (usually related to
Treasures under Chapter 5: Equipment. defeating their enemies or reducing their influence.

VARIANT SPELLBOOK: SPELL TATTOOES ICONIC SPELLS


A character may tattoo spells onto their skins, scales, or Some spells, such as Holy Light, Divine Shield, and
clothes to hold their spells besides normal spellbooks. This Revivify (for paladins); Create Food and Water and Teleport
costs the same as normal scribed spells, and the creature's (for mages); Elemental Shock and Astral Recall (for
body is treated to be the spellbook. However, whenever the shamans) may be offered for free in exchange for class
creature fails a death saving throw, one tattooed spell has a quests, and are not commonly traded among equals of the
25% chance to be destroyed (the chance increases by 50% if relevant profession.
the damage scars, such as acid, fire, or fel damage). Subject to DM adjudication, these spells cannot be gained
A medium character can scribe up to 50 pages worth onto by other methods (such as being researched, chosen at 1st
their skin (such as chest, arms, legs, etc.). For smaller level, or gained when leveling up). It is advised that a DM
creatures, the pages are halved, and for larger creatures, the employing this rule clarify this stance before the game starts.
pages are doubled.

CHAPTER 10: SPELLCASTING


168
MANA their proficiency bonus, as well as 1 per the highest-level
spell they can cast.
When gaining spellcasting ability, the character also gains a
Mana is spent on casting spells, and spells fail when the
pool of mana points equal to their spellcasting ability score mana pool doesn’t have enough mana for the spell (unless
(Intelligence for mages, charisma for paladins, etc.) plus
the spell itself costs 0 mana).

Caster Proficiency Spell Level


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

Exception. Healing spells always cost a minimum of 1


MANA COST OF SPELLS
mana point, unless an ability explicitly states otherwise
The higher the spellcaster’s proficiency bonus and ability to
A character regains spent mana through active methods or
channel magic, the lower the mana cost of spells. By default,
passive regeneration.
every spell has a base cost of 6 mana minus the character’s
proficiency bonus. Each spell level also costs 1 mana point PASSIVE REGENERATION
for every spell level. Rest. A character regains a number of mana points equal to
Cantrips cost half the cost for 1st level spells (round down, their proficiency bonus per hour of not casting spells, or every
minimum 0) minus 1 (includes the bonus from minor spells per short rest. A character regains all spent mana points after
below). a full night’s rest.
Minor Spells. At a certain point, spellcasters master Attune with Lay Line. Ley lines intersect and react with
handling mana to the point where they barely spend any for pure waters, creating moonwells and mana fountains,
spells. All minor spells have their final cost reduced by 1 allowing those who remain around them to regain + 25%
(minimum 0). Minor spells include cantrips (already increased mana regeneration per hour when within 30 feet of
included above), spells of a level 3 levels below the the source.
maximum accessed spell (already included above), strike
ACTIVE REGENERATION
(and shot), stance, and sigil spells, as well as casting the
Mana Restorative Abilities. Abilities of powerful spellcasting
same spell a second time the next round (deduction does not
classes such as Invocation for mages, Ancient Power for
stack for multiple castings).
druids, and Desperate Prayer for priests all restore mana, as
For example, a 13th level spellcaster (proficiency + 5)
well as certain spells (the warlock’s Life Tap), items (Mana
treats cantrips as if they cost no mana, and treats cantrips as
potions), and locations (Mana fountains). Unless otherwise
if they cost 1 mana at levels 1 to 12. Repeat-casting a 5th
stated, a character can only use mana restorative abilities
level spell costs 6 mana the first time, and 5 each time
once every hour (such as a drink from a mana potion or mana
afterwards.
fountain).

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Mana Tap. Mana fountains can be found in the wild or Naaru or other angelic and celestial creatures, or be called by
sometimes within temples and arcane sanctums (which are them in turn for an urgent quest delivered in a dream.
built around it). Drinking from a mana fountain can be done In all such cases, calling a creature is a critical mechanic in
only once per long rest (although the benefit to mana the Warcraft universe that has driven many events. If not for
regeneration remains indefinitely). This takes an action, and Gul’dan answering the Legion’s call, he might have never
allows them to regain mana as if they rested for one hour. developed as warlock, and employed his fel might to corrupt
An example of a mana fountain is the high elves’ Sunwell in the orcs. Also, if not for humans hearing the call of the Naaru,
Quel’Thalas (which, unlike normal mana fountains, grants the they might have never known the Holy Light.
benefits within the city of Silvermoon, and not just when in
CALL (MECHANIC)
proximity), and the night elves’ Moonwells.
You can send out a mental plea, message, or beseech a
Mana Siphoning (Mana Vampirism). An obscure and
creature that can listen, even if not on your plane. Roll on the
often frowned-upon practice is mana siphoning (commonly
following table to determine the power that heard your call.
known as mana vampirism), allowing a character to regain
Upon establishing the connection, each party receives a shard
mana by feeding on another who has mana remaining as an
of the other party’s name. This does not require the ability to
action by touching them (with hands, fingers, or even by a
cast spells, but does require a skill check (chosen by the
kiss) and draining out their mana. This restores to the
power, and DC set by the DM, depending on the strength of
character up to one-half the target’s remaining mana pool
the power that chooses to answer). Commonly, a servitor’s
(cannot exceed the character’s normal mana maximum) by
name is sent instead of the power itself.
drawing it out. The target must be helpless, willing, or dead.
Depending on the nature of your plea, it can be heard
If the creature is helpless (asleep, paralyzed, etc.) but not
clearer by one power than by others. For instance, requests
dead nor willing, it is entitled a Stamina saving throw
for power might be heard by the Old Gods or the Burning
(opposed to the drinker’s Stamina) to resist. When drained
Legion, while requests for aid might be heard of more benign
once, a creature cannot be drained again for 24 hours. If done
powers such as the Wild Gods or the Holy Light. Sometimes,
to an unwilling or dead target, vampirism could have a hidden
a call can be intercepted by a third party, such as a demon
and corruptive influence on the feeder (inflicting an arcane
hunter hearing a budding warlock’s call to the Burning
disease, leaving a mark, or causing an addiction to continue
Legion.
vampirism).
Note. Fiends such as demons always have active mana d10 Power Servitor
pools. Creatures that do not have mana (or do not use them) 1 Burning Warlocks, demons, cultists
are normally immune to the effects of such spells. Siphoning Legion
mana from fiends via vampirism usually causes the influence 2 Dragon Dragons, aligned mages, cultists of the
Aspects dragon
of Fel magic to appear on the target (causing green to invade 3 Order Titatns, remaining servitors (titanic observers,
the character’s coloration in skin, eye color, or even blood), watchers
and causing them to be more receptive to demonic influences 4 Holy Light Naaru, celestials, holy priests, paladins
(can take any form). 5 Lich King1 Death knights, death priests, lawful evil
undead, cultists of the damned
CALLING, CONJURING, AND BINDING 6 Spirits2 Shamans, neutral or good elementals, neutral
or good ghosts, spirit beings
The Warcraft universe has many historical instances of 7 Void Old Gods, shadow priets, void veings,
calling out to a creature, conjuring it, and then binding it to (Shadow) aberrations (forgotten ones), evil elementals
8 Voodoo/Loa Loa, some druids and priests, shadow
servitude. hunters, witch doctors
Druids of Ashenvale can call out to creatures they heard of 9 Wild Gods3 Druids, beasts, some shamans
but never witnessed to speak with them and learn their 10 Roll Again If the result is another 10, the power that
secrets (allowing them to Wild Shape into them), while contacts you is a version of you from a
parallel universe or timeline
hunters may call out to beasts native to their region to bind
them for temporary service. • 1. This can represent other death gods in the case of the
Failed mages of harsh masters or teachers may succumb to Lich King’s destruction or weakening, such as certain Loa
the temptation of calling an imp or similar demonic force that (Bwonsamdi and Lukou)
can teach them a spell they must learn (accepting tutoring • 2. This can represent anything from ancestral ghosts or
instead of having to do exhausting research), and established restless spirits in your area, your own ancestors, elemental
warlocks can conjure and bind said creatures to deliver them spirits, or beings from the Shadowlands
information about such students to further drive them into • 3. This includes the Elune, the Moon Goddess, beings from
dark magic. the Emerald Dream, or other natural powers.
Paladins and priests of the holy light might attempt to call
If you have a creature’s name, you can invite a projection of
out to greater forces than the ones in Azeroth, such as the
them to meet you in your native realm or conjure it with the

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Conjure spell, so long as the creature type is of one in your exorcism or banishment spells, being killed, being charmed
class list (see Conjuring and Binding under your class). or commanded to return to their own realm, or being bound
The projection can choose to answer or reject your call, by another caster and then dismissed).
depending on what you wish from it or offer it. You may
If you are successful, the creature is bound to you for the
deceive the creature by calling it for a different reason, but
duration of its task (if it was given a task).
projections can also deceive you, and claim to serve powers
they in reality hate. Usually, this depends on your reputation, CASTING A SPELL
and deceptive practitioners of this ability usually find their
Spellcasting may be interrupted if the spellcaster is harmed
calls rejected or answered by similarly deceptive forces.
while casting or channeling the spell (such as channeling or
The projection, upon accepting the invitation into your
stance spells, or when struck with a held action). This is
realm, is under no compulsion to behave in any particular
called a distraction.
way, and may choose to appear in a form unlike its true one.
When hit this way, the spellcaster must succeed on a
The projection is an intangible magical impression of the
concentration check (Stamina saving throw), DC 10 or half
creature, and has none of their capabilities (spellcasting, hit
the damage dealt (whichever is higher) or the spell fails (and
points), except that it can move at a fly speed of 30 feet per
the mana is spent uselessly).
round and can hover, and can appear as whatever form it
This acts similarly to casting spells in situations that are
wishes. It can speak any language it can, but only you can
difficult to cast spells in (such as while on being a storm-
hear it.
tossed ship or while being distracted by wind and rain).
It appears within 90 feet of you, and cannot move further
away or contact another creature than you. CONCENTRATION
The projection remains until you choose to dismiss it, Some spells require a lesser degree of concentration than
which requires a successful Charisma saving throw against a normal. These spells are described as Concentration
DC of 10. If the creature wishes to resist being dismissed, the (Partial) spells.
DC is 8 + the creature’s Proficiency bonus + the creature’s Spells with this duration allow you to concentrate on the
Charisma modifier. spell itself and another concentration spell at the same time,
You may repeat this saving throw once per round, but if you including another Concentration (Partial) spell
fail three times, the impression is not bound to 90 feet of you,
and can attempt to contact another being (such as by calling it
MANA-LESS CASTING
Resilient spellcasters can cast magic on nothing, channeling
in turn). Such actions are usually taken by chaotic beings or
the mana around them instead of their own. Attempting to
ones who believe they have unfinished business (such as
cast a spell without sufficient mana points left (or attempting
spirits and ghosts) or beings that expect (or can sense)
to cast a spell without spending mana at all) requires a
spellcasters nearby that can conjure and bind them.
Stamina saving throw to cast a spell. The DC is equal to 20
EXTRAPLANAR BINDING RULES + spell level. You take a penalty to the saving throw equal to
Performing extraplanar binding is a difficult task that half the amount of mana below 0.
requires many steps, but can be rewarding. If successful, the spell is cast, but count the mana cost
against the current pool (this can reach a negative value,
• First, you must know the name of the creature you wish to
increasing the DC). On a failure, the spellcaster suffers one
bind. This can be gained by learning it from a teacher,
level of exhaustion. This level of exhaustion is only lifted
reading it in a book, or calling out to a creature (although
when the spellcaster is at full mana points.
the risk with lying projections usually deters rash
conjurations). MULTICLASSING
• Second, you must prepare the conjure spell to conjure the
specific creature you named Multiclassing in the World of Warcraft 5e RPG is similar to
• Third, you must prepare the bind spell to bind the specific its state in 5e; you add your levels in spellcasting together to
creature you need. determine your total caster level (0.5 for each level in
Optionally, you may conjure the creature into an inverted Paladin, 1 for each level in Priest, etc.) to learn your
magic circle spell to keep it from causing chaos or leaving maximum spell level. You may also make use of both spell
the bind spell’s range while you cast the bind spell lists, but only to the maximum spell level you can access in
• Fourth, you must cast the bind spell, and the target must either lists (a level 1 Mage and level 10 Paladin cannot cast
fail their saving throw. 3rd level mage spells). The mana is drawn from a single
• Fifth, you must negotiate terms of binding, such as pool.
servitude for a time or task, and pay the cost of the binding. You also refer your proficiency bonus when addressing
You may alternatively choose to release it, in which case it mana costs, and not your caster level.
can act freely until dismissed by other means (such as the

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SPELLBOOKS Quel’thalas are particularly susceptible to arcane
withdrawal.
Spellbooks contain spells and casting formulae, and are
If cursed with this dreadful affliction, one must meditate
required for a caster to have and prepare their spells in. for thirty minutes every day (this does not contribute to short
After preparing a spell, referring to a spellbook is not
rests), or else suffer disadvantage to their saving throws
required except to change the spell. versus magic (and grant advantage towards any check to
Tattoos. A character may tattoo spells onto their skins,
affect them with an arcane spell), as their bodies begin draw
scales, or clothes to hold their spells besides normal
in any kind of mana, and reduce their maximum mana pool
spellbooks. This costs the same as normal scribed spells, by 1 point. Meditation requires a Spirit score of 11 or higher,
and the creature's body is treated to be the spellbook. If
or a DC 10 Spirit saving throw.
killed or reduced to 0 hit points, one tattooed spell may be
If one’s maximum mana is reduced to 0 from this effect,
too harmed and rendered unintelligible, and is lost (such as they typically transform into mindless mana addicts, who
if the damage dealt was acid or fire). This can be fixed by
relentlessly seek out mana fountains and similar restorative
paying half the cost to scribe it. A medium character can effects (such as potions) and gather there, viciously savaging
scribe up to 50 pages worth onto their skin (such as chest,
anyone who seeks to take away their light (and are
arms, legs, etc.). For smaller creatures, the pages are halved,
derogatorily known as mana junkies). Drawing mana and
and for larger creatures, the pages are doubled. A known restoring it actively, such as drinking from mana fountains,
spell-tattooist is the demon hunter Illidan Stormrage.
potions of any type that contain arcane spells, and magical
WITHDRAWAL (OPTIONAL RULE) vampirism (see above) restores the addict’s maximum mana
Arcane magic is known to be addictive--and tapping into vast pool to full after a long rest, and grants immunity against the
energies more than once and losing it afterwards causes effects of arcane withdrawal for a number of days equal to
severe mental and physical stress. High elves after the fall of their Stamina modifier.
Addiction to fel magic can also be represented by this rule.

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CHAPTER 10: SPELLCASTING
173
CHAPTER 11: SPELLS
This chapter describes the most common spells in the move faster than half their speed. As for all concentration
worlds Warcraft. The chapter begins with the spell lists of spells, this spell is broken if concentration is lost.
the spellcasting classes. The remainder contains spell
SIGIL
descriptions, presented in alphabetical order by the name of
These are spells that have an initial direct effect (and a
the spell.
diminished effect on a miss). After the initial effect, the sigil
Some classes have specific names for a spell. These
‘pulses’ every round afterwards, repeating the initial effect
names are italicized next to the normal spell name.
every round. This requires a successful sigil roll. This is a
Spells can be cast by any character who has access to
spell attack roll against an DC of 10 + 1 for every spell level
mana and a spell list. Whenever a class references being
(DC 12 for spell level 2, for example). A successful check
able to cast spells from a specific spell list, refer to the below
sustains the sigil and allows the initial effect to re-apply,
list under the appropriate name.
while a failed check ends the spell prematurely. A sigil can
ARRAY be sustained to its maximum duration (usually a minute). A
Spells with the array tag have several sub-spells. When natural 20 on sustaining sigil effect sustains it for two
preparing a spell with the array tag, you must choose to rounds (extending it beyond the normal duration, if
prepare one spell of the array (each of which may have their possible). A sigil roll does not cost an action.
own spell levels and different effects). Some arrays give
SEALS
circumstantial access to other spells. In this case,
These are personal spells (with a target of ‘you’) that are also
heightening the spell in the array count as if heightening that
cast as part of your movement (consumes base half
spell.
movement, cannot be used if already spent). A creature may
Blessings. This array includes beneficial spells that are
be under the effects of one seal at any given time, and most
activated by consuming half your movement, and may target
seals have a duration of one minute. Seals may be released
yourself or an ally. A creature can have only one blessing
(termed judgment or release), and impose the additional
active on them at any given time, with most blessings active
effect specified under the spell. These are considered
on a duration of five minutes (and are thus mostly useful for
beneficial spells. Only paladins may cast seals. Death
one encounter). These are considered beneficial spells.
Knights may cast seals, but only those marked as runic
AURAS spells.
Spells with the aura tag are spells that emit an aura
SHIELD
centered on the character, usually reaching 15 feet away,
These spells benefit from several priestly abilities.
and typically remaining for a few minutes, moving with the
user. Auras universally require concentration, with many TOTEMS
being Concentration (Partial). A character can only benefit These relics cast specific spells they are imbued with power
from aura at any given time (their choice), and auras can from the caster. Totems usually remain for one minute, and
usually counter other ones. If subject to harmful auras, the require a reaction to activate each round. They can be
character is subject to all they fail to resist (as normal for moved with a bonus action and a gesture (maximum speed
spells), rolled upon entering the aura or being affected by it. is equal to the caster’s speed).
Aura bonuses do not stack with other aura bonuses. Totems have 7 AC, and hit points equal to double the level
Creatures affected by auras automatically sense where they of the caster. Destroying a totem by reducing it to 0 hit
are emanating from. points deactivates the effect and dispels the spell as normal.
Aura Spike. An aura spike is the ability to focus an aura’s Whenever the totem is subjected to a saving throw, they use
power to perform a secondary effect. This is useable on a the caster’s bonus. Also, when heightening a totem based on
reaction. You can make a number of aura spikes equal to the another spell (such as an Elemental Shock Totem, based on
highest-level spell you can cast (or the spell’s level). All aura the Elemental Shock spell), heightening the totem acts as if
spike uses are replenished on a long rest. heightening the spell for the same number of spell levels.

CHANNEL
Superscripted denotes the source of the spell if it is not
These spells are most demanding concentration spells, and
from the Player’s Handbook.
require the investment of one action every round to maintain
the spell. If the caster cannot invest the required actions, the • EE = Elemental Evil (Also appears in Xanathar’s Guide to
spell ends. Above the required action, the spellcaster cannot Everything
• XGtE = Xanathar’s Guide to Everything.

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SPELLS BY CLASS
Protection, Good/Evil Sunbeam Modified
ALCHEMIST (ALC) Purify Food/Drink Vampiric Touch 9TH LEVEL
Ray of Sickness Water Breathing
Foresight – Celerity
CANTRIPS RejuvenationWoW5eRPG
4TH LEVEL Shapechange
Sanctuary
Acid Splash Trap the Soul
Shield
Blade Ward Blight True Polymorph
Silent Image
Create BonfireEE Compulsion
Sleep
Disrupt Undead Shift SkillWoW5eRPG
Confusion DEATH KNIGHT
Death Ward ¬– Spirit Shield
Fire Bolt Modified
Guidance
Thunderstorm
Greater Invisibility
(DKN)
Light 2ND LEVEL Polymorph
Minor AlchemyWoW5eRPG Stone Shape 1ST LEVEL
Mending Alter Self Stone Skin Abandonment AuraWoW5eRPG
Mold EarthEE Aid – Increase toughness Bane
Poison Spray – Noxious Fumes Berserker RageWoW5eRPG 5TH LEVEL
BindWoW5eRPG
or Poison Bomb Blindness/Deafness Cause FearXGtE
Cone of Cold
Produce Flame Blur Charm Modified
Cloudkill
Frost Bolt Calm Emotions – Sedative Gas Compelled Duel – Dark
Creation
Shocking Grasp Continual Flame – Lingering Command
Contagion
Spare the Dying Flare Command
Dominate Modified
ThunderclapEE Corpse ExplosionWoW5eRPG Conjure Modified
Dream
Vicious Mockery Darkvision Death Coil Modified
Geas
Enhance Ability Death PactWoW5eRPG
Modify Memory
1ST LEVEL Enlarge/Reduce Detect Evil and Good
Mislead
Gentle Repose Detect Magic
Alarm Greater Restoration
Hold Modified Detect Poison and Disease
BindWoW5eRPG Skill EmpowermentXGtE
Invisibility Divine Favor
Burning Hands Raise Dead Modified
Lesser Restoration Flash of ShadowWoW5eRPG
Cause FearXGtE Magic Weapon – Weapon Oil
Command 6TH LEVEL Heroism – Grim Resolve
Pass Without Trace Icy Touch
Charm Protection from Poison Awaken – Homunculus Mind
Color Spray Protection from Evil and Good
Ray of Enfeeblement Create HomunculusXGtE Purify Food and Drink
Conjure Modified ScorcherEE (Aganazzar’s Disintegrate – Dissolution
Chromatic Orb Runic ArrayWoW5eRPG
Scorcher) Flesh to Stone Searing Smite
Death Coil Modified See Invisibility – Ghost-Eye Heal
Death PactWoW5eRPG Shield of Faith
Drops Heroes’ Feast – Ambrosia Thunderous Smite
Detect Poison/Disease Shatter Mass Suggestion
Detect Magic Wrathful Smite
Silence TransformationXGtE (Tenser’s
Disguise Self Spider Climb – Sticky Limbs Transformation) – Cannot use
Dissonant Whispers 2ND LEVEL
Suggestion potions while active
Endure Elements Unholy FrenzyWoW5eRPG True Seeing Aid – Unholy Resolve
Entangling Roots Web Branding Smite
Expeditious Retreat Zone of Truth – Truth Serum 7TH LEVEL Capture EssenceWoW5eRPG
Explosion – Alchemical Corpse ExplosionWoW5eRPG
ExplosionWoW5eRPG 3RD LEVEL Etherealness Desecration
Faerie Fire Firestorm Find Steed
False Life Daylight Regenerate Earth Shield ¬– Bone Shield
Feather Fall – Bouncy Body Feign Death – Heartstopper Resurrection Modified HoldWoW5eRPG
Fog Cloud Serum Simulacrum – Living Lesser Restoration
Elemental Armor Fear – Fear Toxin Homunculus Locate Object
Grease Haste – Emboldening vapors Magic Weapon
Heroism Nondetection 8TH LEVEL
Necrotic AuraWoW5eRPG
Hideous Laughter Plant Growth – Alchemical Protection from Poison
Antipathy/Sympathy
Identify fertilizer Unholy FrenzyWoW5eRPG
Clone
Illusory Script Protection from Energy – Zone of Truth
Feeblemind
Inner Fire – Invigorating Alchemical dampener
Horrid WiltingEE (Abi-Dalzim’s
vaporsWoW5eRPG Remove Curse 3RD LEVEL
Horrid Wilting)
Jump Revivify Modified
Incendiary Cloud Aura of Vitality
Longstrider Slow
Mind Blank Blinding Smite
Magic Aura Speak with Dead – Corpse Tap
MutateWoW5eRPG Stinking Cloud Crusader's Mantle

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Darkness ThunderclapEE Tiger’s Maul 5TH LEVEL
Dispel Magic Wrath Warding WindEE
Elemental Weapon Antilife Shell
Magic Circle 1ST LEVEL 3RD LEVEL Awaken
Remove Curse Commune with Nature
Abandonment Aura – Primal Call Lightning Control WindsEE
Revivify Modified
RoarWoW5eRPG Cyclone Contagion
Telekinesis – Death Grip
Absorb ElementsEE Daylight DawnXGtE
Unholy AuraWoW5eRPG
Animal Friendship Dispel Magic Dominate Modified
4TH LEVEL Aspect ArrayWoW5eRPG Erupting EarthEE Geas
Beast BondEE Feign Death Greater Restoration
Death Ward BindWoW5eRPG Flame ArrowsEE Insect Plague
Distraction AuraWoW5eRPG Charm Modified Lunar CurseWoW5eRPG Investiture of FlameEE
Drain Life Conjure Modified Meld into Stone Investiture of IceEE
Find Greater SteedXGtE Create or Destroy Water Plant Growth Investiture of StoneEE
Locate Creature Detect Magic Protection from Energy Investiture of WindEE
Shadow of MoilXGtE Detect Poison and Disease Revivify Modified MaelstromEE
Staggering Smite Earth TremorEE Shooting StarWoW5eRPG Raise Dead Modified
StrangulateWoW5eRPG Entangle Slumber Reincarnate
Entangling RootsWoW5eRPG Sleet Storm Scrying
5TH LEVEL FadeWoW5eRPG Speak with Plants StarfallWoW5eRPG
Faerie Fire Spirit InfusionWoW5eRPG Teleportation Circle – only to
Aligned Weapon Modified – was
Fog Cloud Sunbeam Modified natural glades
Holy Weapon,XGtE
Goodberry SunfireWoW5eRPG Transmute RockEE
Banishing Smite
Ice KnifeEE Tidal WaveEE TranquilityWoW5eRPG
Circle of Power
Inner Fire – Mark of the Wall of WaterEE Tree Stride
Cloudkill
WildWoW5eRPG Water Breathing Wall of Stone
Contagion
Healing Word Water Walk Wrath of NatureXGtE
CrippleWoW5eRPG
Jump Wind Wall
Danse MacabreXGtE
Longstrider 6TH LEVEL
Destructive Wave 4TH LEVEL
MoonfireWoW5eRPG
Death and DecayWoW5eRPG Bones of the EarthEE
Purify Food and Drink
Dispel Evil and Good Blight Druid GroveXGtE
SnareXGtE
Dominate Modified Confusion Find the Path
Speak with Animals
Geas Control Water Heal
RejuvenationWoW5eRPG
Mass Revivify – Can only target Detonate ManaWoW5eRPG Heroes’ Feast
ResolveWoW5eRPG
intelligent undeadWoW5eRPG Elemental BaneEE Move Earth
Swipe and ShredWoW5eRPG
Mind FreezeWoW5eRPG Freedom of Movement Primordial WardEE
Thunderstorm Modified
Negative Energy FloodXGtE Giant Insect Transport via Plants
Raise Dead Modified 2ND LEVEL Grasping Vine Wall of Thorns
Teleportation Circle – Only to Guardian of NatureXGtE Wind Walk
circles made by Mages Animal Messenger Hallucinatory Terrain
Hallow/Unhallow Modified Barkskin Ice Storm 7TH LEVEL
Vulnerability AuraWoW5eRPG Beast Sense Locate Creature
Blink StepWoW5eRPG] Polymorph Fire Storm
DRUID (DRD) Darkvision Stone Shape Mirage Arcane
Dust DevilEE Stoneskin Plane Shift
EarthbindEE Wall of Fire Regenerate
CANTRIPS
Enhance Ability Watery SphereEE Resurrection Modified
Control FlamesEE Find Traps
Create BonfireEE Flame Blade
Druidcraft Flaming Sphere
FrostbiteEE Gust of Wind
Guidance Healing SpiritXGtE
GustEE Heat Metal
InfestationXGtE Hold Modified
Magic StoneEE Lesser Restoration
Mending Locate Animals or Plants
Mold EarthEE Locate Object
Poison Spray MoonbeamWoW5eRPG
Produce Flame Pass without Trace
Primal SavageryXGtE Protection from Poison
Resistance Retribution Aura – Thorns
Shape WaterEE AuraWoW5eRPG
Shillelagh SkywriteEE
Thorn Whip Spike Growth

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Reverse Gravity SnareXGtE 1ST LEVEL Darkness
WhirlwindEE Spike Growth Darkvision
Alarm Detect Thoughts
8TH LEVEL 3RD LEVEL Arcane ArmorWoW5eRPG Dragon’s BreathXGtE
Arcane Missile Modified Earthen GraspEE (Maximilian’s
Animal Shapes Conjure Barrage BindWoW5eRPG earthen grasp)
Antipathy/Sympathy Daylight Burning Hands EarthbindEE
Control Weather Flame ArrowsEE CatapultEE Enlarge/Reduce
Earthquake Lightning Arrow Cause FearXGtE Flaming Sphere
Feeblemind Nondetection Charm Modified Freezing Sphere Modified
Sunburst Plant Growth Chromatic Orb (Otiluke's freezing sphere)
Tsunami Protection from Energy Color Spray Gentle Repose
Speak with Plants Conjure Modified
9TH LEVEL Gust of Wind
Revivify - Can only revive an Comprehend Languages Hold Modified
animal companion Modified Create/Destroy Water – Can
Foresight Invisibility
Water Breathing create or destroy only one-half
Shapechange Knock
Water Walk the normal quantity
Storm of Vengeance Levitate
Wind Wall Detect Magic Locate Object
HUNTER (HTR) 4TH LEVEL
Disguise Self Magic Aura
Earth TremorEE Magic Mouth
Freedom of Movement Elemental ArmorWoW5eRPG Magic Weapon
1ST LEVEL
Grasping Vine Expeditious Retreat Mana BurnWoW5eRPG
Absorb ElementsEE Guardian of NatureXGtE ExplosionWoW5eRPG Mirror Image
Alarm Locate Creature FadeWoW5eRPG MuteWoW5eRPG
Animal Friendship Stoneskin False Life ParasiteWoW5eRPG
Aspect ArrayWoW5eRPG Feather Fall Phantasmal Force
Beast BondEE 5TH LEVEL Find Familiar PyrotechnicsEE
BindWoW5eRPG Frostfire Bolt Ray of Enfeeblement
Charm Modified Commune with Nature Fog Cloud Rope Trick
Conjure Modified Conjure Volley Grease ScorcherEE (Aganazzar’s
Detect Magic Dominate Modified Ice knifeEE Scorcher)
Detect Poison and Disease Raise Dead - Can only raise an Icy Touch Scorching Ray
Ensnaring Strike animal companion [Modified] Identify See Invisibility
FadeWoW5eRPG Steel Wind StrikeXGtE Illusory Script Shadow BladeXGtE
Fog Cloud Swift Quiver Jump Shadow Word Pain – Shadow
Goodberry Tree Stride Longstrider StrikeWoW5eRPG
Hail of Thorns Wrath of NatureXGtE Mage Armor Shatter
Hunter’s Mark Mana ShieldWoW5eRPG SkywriteEE
Jump MAGE (MGE) Protection from Evil and Good Snowball SwarmEE (Snilloc’s
Longstrider Ray of Sickness snowball swarm)
RejuvenationWoW5eRPG CANTRIPS Shield Spider Climb
Shot ArrayWoW5eRPG Silent Image Suggestion
Acid Splash
Speak with Animals Sleep Unholy FrenzyWoW5eRPG
Blade Ward
Trueshot AuraWoW5eRPG SnareXGtE Web
Chill Touch
Zephyr StrikeXGtE Hideous Laughter
Control FlamesEE
Floating Disk 3RD LEVEL
2ND LEVEL Create BonfireEE
Thunderstorm
Dancing Lights Bestow Curse
Unseen Servant
Animal Messenger Fire Bolt Modified Blink
Witch Bolt
Barkskin Friends BlizzardWoW5eRPG
Beast Sense GustEE 2ND LEVEL CatnapXGtE
Cordon of Arrows InfestationXGtE Clairvoyance
Darkvision Light Acid Arrow Modified Counterspell
Find Traps Mage Hand Alter Self Create Food and Water
Flare Mending Arcane ExplosionWoW5eRPG Dispel Magic
Healing SpiritXGtE Message Arcane Lock Enemies AboundXGtE
Hold Modified Minor Illusion BanishmentWoW5eRPG Erupting EarthEE
Lesser Restoration Mold EarthEE Berserker RageWoW5eRPG Fear
Locate Animals or Plants Poison Spray Blindness/Deafness Feign Death
Locate Object Prestidigitation Blink StepWoW5eRPG Fireball
Pass without Trace FrostbiteEE Blur Fire NovaWoW5eRPG
Protection from Poison Frost Bolt Capture EssenceWoW5eRPG Flame ArrowsEE
Shadow Word Pain –Shadow Shocking Grasp Cloud of Daggers Fly
StrikeWoW5eRPG True Strike Continual Flame Frost NovaWoW5eRPG
Silence ThunderclapEE Crown of Madness Gaseous Form

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Glyph of Warding
Haste
5TH LEVEL Soul CageXGtE
TransformationXGtE (Tenser’s
PALADIN (PLD)
Hypnotic Pattern Amplify MagicWoW5eRPG Transformation)
Tiny Hut Animate Objects True Seeing 1ST LEVEL
Life TransferenceXGtE Arcane OrbWoW5eRPG Wall of Ice Abandonment Aura – Aura of
Lightning Bolt Modified CloudkilI
MightWoW5eRPG
Magic Circle CombustionWoW5eRPG 7TH LEVEL BindWoW5eRPG
Major Image Cone of Cold
Arcane Sword Bless
Mind SpikeXGtE Contact Other Plane
Crown of StarsXGtE CeremonyXGtE
Minute MeteorsEE (Melf’s Control WindsEE
Etherealness Charm Modified
Minute Meteors) Creation
Finger of Death Command
Nondetection CrippleWoW5eRPG
Forcecage Compelled Duel
Phantom Steed Danse MacabreXGtE
Mirage Arcane Conjure Modified
Protection from Energy DawnXGtE
Magnificent Mansion Detect Evil and Good
Remove Curse Death and DecayWoW5eRPG
Plane Shift Detect Magic
Sending Dominate Modified
Prismatic Spray Detect Poison and Disease
Sleet Storm Dream
Pyroblast Modified Devotion AuraWoW5eRPG
Slow EnervationXGtE
Power Word PainXGtE Divine Favor
Stinking Cloud Far StepXGtE
Project Image Flash of Light Modified
Sunbeam Modified Flame Strike
Reverse Gravity Heroism
Telekinesis Modified Geas
Sequester Holy Light Modified
Thunder StepXGtE Hand Modified
Simulacrum Protection from Evil and Good
Tidal WaveEE ImmolationEE
Symbol Purify Food and Drink
Tiny ServantXGtE Living BombWoW5eRPG
Teleport Renewing LightWoW5eRPG
Tongues Legend Lore
WhirlwindEE Seal ArrayWoW5eRPG
Vampiric Touch Mind FreezeWoW5eRPG
Searing Smite
Wall of SandEE Mislead
Modify Memory 8TH LEVEL Shield of Faith
Wall of WaterEE Thunderous Smite
Water Breathing Negative Energy FloodXGtE Antimagic Field Wrathful Smite
Passwall Antipathy/Sympathy
4TH LEVEL Scrying Clone 2ND LEVEL
Seeming Control Weather
Arcane BarrageWoW5eRPG Skill EmpowermentXGtE Aid – Holy Resolve
Demiplane
Arcane Eye Spell Steal BanishmentWoW5eRPG
Feeblemind
Black Tentacles Steel Wind StrikeXGtE Blessing ArrayWoW5eRPG
Horrid WiltingEE (Abi-Dalzim’s
Blight Synaptic StaticXGtE Branding Smite
Horrid Wilting)
Brilliance AuraWoW5eRPG Telepathic Bond ConsecrationWoW5eRPG
Illusory DragonXGtE
Confusion Teleportation Circle DenounceWoW5eRPG
Incendiary Cloud
Control Water Transmute RockEE Divine ShieldWoW5eRPG
Maddening DarknessXGtE
Detonate ManaWoW5eRPG Wall of Force ExorcismWoW5eRPG
Maze
Dimension Door Wall of LightXGtE Find Steed – Divine Steed
Mighty FortressXGtE
Drain ManaWoW5eRPG Wall of Stone Hammer of JusticeWoW5eRPG
Mind Blank
Elemental BaneEE Hold – Repentance Modified
Power Word Stun
Fabricate 6TH LEVEL Holy ShockWoW5eRPG
Sunburst
Faithful Hound Lesser Restoration
Arcane Gate Telepathy
Fire Shield Locate Object
Globe of Invulnerability Circle of Death
Contingency 9TH LEVEL Magic Weapon
Greater Invisibility Protection from Poison
Hallucinatory Terrain Create HomunculusXGtE Astral Projection Retribution AuraWoW5eRPG
Ice BlockWoW5eRPG Disintegrate Foresight Shackle EvilWoW5eRPG
Ice Storm Instant Summons Gate Zone of Truth
Inferno BlastWoW5eRPG Irresistible Dance Imprisonment
Locate Creature Eyebite InvulnerabilityXGtE 3RD LEVEL
Phantasmal Killer Flesh to Stone Mass PolymorphXGtE
Polymorph Guards and Wards Meteor Swarm Aura of Vitality
Private Sanctum Investiture of FlameEE Power Word Kill Blinding Smite
Resilient Sphere Investiture of IceEE Psychic ScreamXGtE Create Food and Water
Secret Chest Investiture of StoneEE Prismatic Wall Crusader AuraWoW5eRPG
Sickening RadianceXGtE Investiture of WindEE Shapechange Crusader's Mantle
Stone Shape Mental PrisonXGtE Time Stop Daylight
Storm SphereEE Mass Suggestion True Polymorph Dispel Magic
Stoneskin Move Earth Weird Elemental Weapon
Vitriolic SphereEE Possession Modified Wish Holy Nova – Holy Wrath
Wall of Fire Programmed Illusion Modified
Watery SphereEE ScatterXGtE Magic Circle

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Remove Curse Flash of Light Modified 3RD LEVEL Locate Creature
Revivify – Redemption Modified Flash of ShadowWoW5eRPG Mind VisionWoW5eRPG
Sunbeam Modified Guiding Bolt Banshee’s CurseWoW5eRPG Stone Shape
Holy Light Modified Beacon of Hope
4TH LEVEL Inner FireWoW5eRPG Bestow Curse 5TH LEVEL
Mind BlastWoW5eRPG Clairvoyance
Aura of Life Create Food and Water Aligned Weapon Modified – was
Protection from Evil and Good
Aura of Purity Daylight Holy Weapon,XGtE
Purify Food and Drink
Concentration AuraWoW5eRPG Dispel Magic Commune
Sanctuary
Death Ward Enemies AboundXGtE Contagion
Shield of Faith
Find Greater SteedXGtE Feign Death CrippleWoW5eRPG
Renewing LightWoW5eRPG
Locate Creature Globe of Invulnerability – DawnXGtE
Staggering Smite 2ND LEVEL Antimagic Shell Modified Dispel Evil and Good
Glyph of Warding Dominate Modified
5TH LEVEL Aid – Power Word Fortitude Holy NovaWoW5eRPG Flame Strike
Augury Life TransferenceXGtE Geas
Aligned Weapon Modified – was
Banishment Modified LightwellWoW5eRPG Greater Restoration
Holy Weapon,XGtE
Blindness/Deafness Magic Circle Hallow/Unhallow Modified
Banishing Smite
Calm Emotions Mass Healing Word Mass Cure Wounds – Hope of
Circle of Power
Continual Flame Meld into Stone Healing
Destructive Wave
DenounceWoW5eRPG Mind FlayWoW5eRPG Insect Plague
Dispel Evil and Good
Enhance Ability – Blessing of Mind SpikeXGtE Legend Lore
Geas
Strength/Agility, etc. Protection from Energy Mass RevivifyWoW5eRPG
Hallow/Unhallow Modified
ExorcismWoW5eRPG Power Word Shield Modified Raise Dead Modified
Mass Revivify – Mass
Find Traps Psychic HorrorWoW5eRPG Scrying
RedemptionWoW5eRPG
Gentle Repose Remove Curse Synaptic StaticXGtE
Raise Dead – Champions Arise
Hold Modified Revivify Modified Vampiric AuraWoW5eRPG
Modified
Holy FireWoW5eRPG Sending Wall of LightXGtE
Resistance AuraWoW5eRPG
Lesser Restoration Speak with Dead
Locate Object 6TH LEVEL
PRIEST (PRS) Mana BurnWoW5eRPG
Spirit Guardians
Sunbeam Modified Blade Barrier
MuteWoW5eRPG Tongues
CANTRIPS Find the Path
Orb of AnnihilationWoW5eRPG Water Walk Forbiddance
Guidance Prayer of Healing
Harm
Light Protection from Poison 4TH LEVEL Heal
Mending Shackle EvilWoW5eRPG
Control Water Heroes’ Feast
Resistance Shadow Word PainWoW5eRPG
Death Ward Mental PrisonXGtE
Smite Silence
Detonate ManaWoW5eRPG Planar Ally
Spare the Dying Spiritual Weapon
Divination True Seeing
Thaumaturgy Warding Bond
Drain LifeWoW5eRPG Word of Recall
Toll the DeadXGtE Unholy FrenzyWoW5eRPG
Zone of Truth Freedom of Movement
Vicious Mockery
Guardian of Faith 7TH LEVEL
Word of RadianceXGtE
Divine Word
1ST LEVEL Etherealness
Fire Storm
Bane Plane Shift
Bless Power Word PainXGtE
BindWoW5eRPG Regenerate
Cause FearXGtE Resurrection Modified
CeremonyXGtE Symbol
Charm Modified Temple of the GodsXGtE
Command
Conjure Modified 8TH LEVEL
Create or Destroy
Water Antimagic Field
Death Coil Modified Control Weather
Death PactWoW5eRPG Earthquake
Detect Evil and Good Holy Aura
Detect Magic
Detect Poison and
9TH LEVEL
Disease Astral Projection
FadeWoW5eRPG Gate
Fear WardWoW5eRPG Mass Heal
Psychic ScreamXGtE

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SHAMAN (SHM) Thunderstorm Modified
Witch Bolt – Sticky Lightning
Curse of Weakness –
Weakening HexWoW5eRPG
Control WindsEE
Curse of Shadows – Veil of
CycloneWoW5eRPG ShadowsWoW5eRPG
CANTRIPS 2ND LEVEL Daylight Dominate Modified
ControlFlamesEE Dispel Magic – Purge Fire Nova TotemWoW5eRPG
Ancestral GuardiansWoW5eRPG
Create BonfireEE Elemental Shock TotemWoW5eRPG Flame StrikeWoW5eRPG
Animal Messenger
Blade Ward Erupting EarthEE Geas
Banishment Modified
Fire Bolt Modified Feign Death Greater Restoration
Barkskin
FrostbiteEE Fireball Hallow/Unhallow Modified
Berserker Rage – Fury
Frost Bolt Fire NovaWoW5eRPG Healing Stream TotemWoW5eRPG
HexWoW5eRPG
Guidance Glyph of Warding Mass Cure Wounds – Hope of
Blessing Array – Only Blessing
Invoke ElementsWoW5eRPG Healing StreamWoW5eRPG Healing
of Wisdom; named Blessing
Light Life TransferenceXGtE Legend Lore
of WaterWoW5eRPG
Magic StoneEE Lightning Bolt – Chain MaelstromEE
Calm Emotions – Ancestral
Mending Lightning Modified Mass Revivify – Ancestral Vision
Calm
Message Lightning StormWoW5eRPG Modified
Capture EssenceWoW5eRPG
Mold EarthEE Meld into Stone Raise Dead – Reincarnate
Curse of Agony – Hex of
Produce Flame Protection from Energy Modified
PainWoW5eRPG
Resistance Revivify – Ancestral Sight Resistance TotemWoW5eRPG
Continual Flame
Shocking BoltWoW5eRPG Modified Scrying
Darkvision
Shocking Grasp Remove Curse – Cleanse Spirit Spirit Link TotemWoW5eRPG
Divine Shield – Big
Shape WaterEE Sending Spiritual ReincarnationWoW5eRPG
VoodooWoW5eRPG
ThunderclapEE Sleet Storm Steel Wind StrikeXGtE
Dust DevilEE
True Strike Speak With Dead Teleportation Circle – Astral
EarthbindEE
Spirit Guardians Recall
Earth ShieldWoW5eRPG
1ST LEVEL Spirit InfusionWoW5eRPG TranquilityWoW5eRPG
Earthen GraspEE (Maximilian’s
Spirit LinkWoW5eRPG Transmute RockEE
Absorb ElementsEE earthen grasp)
Sunbeam Modified Wall of Stone
Animal Friendship ¬– Bestial Enhance Ability
Tidal WaveEE Windfury Tongue
Grace Flame ArrowsEE
Tongues
Aspect Array Flame Blade 6TH LEVEL
Wall of SandEE
BindWoW5eRPG Flaming Sphere
Wall of WaterEE
Burning Hands Freezing Sphere Modified Big Bad VoodooWoW5eRPG
Water Breathing
Charm Modified (Otiluke's freezing sphere) Bones of the EarthEE
Water Walk
Conjure Modified Gust of Wind Find the Path
Wind Wall
Create or Destroy Water Healing SpiritXGtE Forbiddance
Detect Magic Heat Metal 4TH LEVEL Heal
Detect Poison and Disease Hold Modified Heroes’ Feast
Earth TremorEE Lava BurstWoW5eRPG Arcane Eye – Eye of Kilrogg Investiture of FlameEE
Elemental Armor – Lightning Lesser Restoration Blight Investiture of IceEE
Shield if choosing Locate Animals or Plants Brilliance Aura – Mana Investiture of StoneEE
lightningWoW5eRPG Locate Object TideWoW5eRPG Investiture of WindEE
Elemental ShockWoW5eRPG Pass without Trace Control Water Mana Tide TotemWoW5eRPG
Elemental TongueWoW5eRPG Protection from Poison Divination – Spirit Visitations Move Earth
Entangle PyrotechnicsEE Earthbind TotemWoW5eRPG Possession Modified
Fear WardWoW5eRPG ScorcherEE (Aganazzar’s Elemental BaneEE Primal AttunementWoW5eRPG
Feather Fall Scorcher) Fire Shield Primordial WardEE
Fog Cloud Scorching Ray - Fire Beam Freedom of Movement – Grace True Seeing
Healing WardWoW5eRPG See Invisibility – Ghost Sight of Air Wind Walk
Hellish Rebuke Shatter - Erosion Ice Storm Word of Recall
Hex ArrayWoW5eRPG SkywriteEE Locate Creature
Ice KnifeEE Snowball SwarmEE (Snilloc’s Polymorph – Spirit Animal, 7TH LEVEL
Lightning OrbsWoW5eRPG snowball swarm) Ghost Wolf, or Hex
Divine Word
Purify Food and Drink Spike Growth - Earth Spikes Resilient Sphere – Solid Wind
Etherealness – Spirit Walk
RiptideWoW5eRPG Spiritual Weapon Stone Shape
Fire Storm
Sanctuary Totemic RecallWoW5eRPG Stoneskin
Plane Shift
Sleep – Slumber Hex Warding WindEE Storm SphereEE
Pyroblast – Molten Blast
Speak with Animals Wind ShearWoW5eRPG Vitriolic SphereEE
Modified
Spirit StrikeWoW5eRPG Wall of Fire
3RD LEVEL Regenerate
Shadow Bolt – Spirit Bolt or Watery SphereEE
Resurrection Modified
Shadow Shock (witch doctor BloodlustWoW5eRPG Reverse Gravity – Upturned
or shadow hunter)WoW5eRPG 5TH LEVEL
Call Lightning Earth
Shift Skill – Ancestor’s Conjure Elemental Commune Windfury Tongue Totem
MemoryWoW5eRPG TotemWoW5eRPG Cone of Cold WhirlwindEE
Stasis TrapWoW5eRPG Clairvoyance – Far Sight Contact Other Plane

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8TH LEVEL ExplosionWoW5eRPG MuteWoW5eRPG Blight
FadeWoW5eRPG Orb of AnnihilationWoW5eRPG Confusion
Control Weather False Life ParasiteWoW5eRPG Control Water
Earthquake Feather Fall PyrotechnicsEE Detonate ManaWoW5eRPG
Horrid WiltingEE (Abi-Dalzim’s Find Familiar Ray of Enfeeblement Dimension Door
Horrid Wilting) Fog Cloud Rope Trick Drain LifeWoW5eRPG
Incendiary Cloud Grease ScorcherEE (Aganazzar’s Drain ManaWoW5eRPG
Sunburst Hellish Rebuke Scorcher) Divination
Tsunami Hex Array – Only Death Scorching Ray– Eye Beam – Elemental BaneEE
HexWoW5eRPG Deals fel damage, no longer Fire Shield
9TH LEVEL Icy Touch requires S component Globe of Invulnerability
Astral Projection Identify See Invisibility Modified
Foresight Illusory Script Serpent WardWoW5eRPG Greater Invisibility
Gate ImmolateWoW5eRPG Shadow BladeXGtE Hallucinatory Terrain
Mass Heal Jump Shadow Word PainWoW5eRPG Ice BlockWoW5eRPG
Meteor Swarm Longstrider Shackle EvilWoW5eRPG Ice Storm
Imprisonment Mage Armor Suggestion Inferno BlastWoW5eRPG
Storm of Vengeance Mana ShieldWoW5eRPG Unholy Frenzy - Curse of Locate Creature
Mind BlastWoW5eRPG RecklessenessWoW5eRPG Phantasmal Killer
WARLOCK (WRK) Protection from Evil and Good Web Polymorph
Ray of Sickness Private Sanctum
Shadow BoltWoW5eRPG 3RD LEVEL Resilient Sphere
CANTRIPS
Shield Secret Chest
Bestow Curse
Acid Splash Silent Image Shadow of MoilXGtE
Blink
Blade Ward Sleep SoulshatterWoW5eRPG
Carrion Swarm
Chill Touch Hideous Laughter Vitriolic SphereEE
Clairvoyance
Control FlamesEE Floating Disk Wall of Fire
Curse of TonguesWoW5eRPG
Create BonfireEE Thunderstorm
Curse of WeaknessWoW5eRPG 5TH LEVEL
Dancing Lights Unseen Servant
Dispel Magic
Fire Bolt Modified Witch Bolt
Enemies AboundXGtE Amplify MagicWoW5eRPG
Friends
2ND LEVEL Fear Animate Objects
GustEE
Flame ArrowsEE Arcane OrbWoW5eRPG
InfestationXGtE
Acid Arrow Modified Fireball Cloudkill
Light
Alter Self Fire Nova CombustionWoW5eRPG
Mage Hand
Arcane ExplosionWoW5eRPG Fly Cone of Cold
Mending
Arcane Lock Frost NovaWoW5eRPG Contact Other Plane
Message
BanishmentWoW5eRPG Gaseous Form Contagion
Minor Illusion
Blindness/Deafness Glyph of Warding Creation
Poison Spray
Blink StepWoW5eRPG Haste CrippleWoW5eRPG
Prestidigitation
Capture EssenceWoW5eRPG Hypnotic Pattern Curse of ShadowsWoW5eRPG
FrostbiteEE
Continual Flame Magic Circle Danse MacabreXGtE
Frost Bolt
Crown of Madness Mind Flay – Shadow- Death and DecayWoW5eRPG
Shocking Grasp
Curse of AgonyWoW5eRPG SpeechWoW5eRPG Dominate Modified
Toll the DeadXGtE
Darkness Mind SpikeXGtE Dream
True Strike
Darkvision Minute MeteorsEE (Melf’s EnervationXGtE
Detect Thoughts Minute Meteors) Far StepXGtE
1ST LEVEL
Dragon’s BreathXGtE Nondetection Flame Strike – Flame
Absorb ElementsEE Enlarge/Reduce Phantom Steed CrashWoW5eRPG
Alarm ExorcismWoW5eRPG Protection from Energy Geas
BindWoW5eRPG Flaming Sphere Rain of FireWoW5eRPG Hand Modified
Burning Hands Freezing Sphere Modified Remove Curse ImmolationEE
Cause FearXGtE (Otiluke's freezing sphere) Sending Living BombWoW5eRPG
CatapultEE Gentle Repose Slow Legend Lore
Chaos BoltWoW5eRPG Gust of Wind Spirit Link – Fel BondWoW5eRPG Mind FreezeWoW5eRPG
Charm Modified Hold Modified Stinking Cloud Mislead
Color Spray Immolation AuraWoW5eRPG Telekinesis Modified Modify Memory
Conjure Modified Knock Thunder StepXGtE Negative Energy FloodXGtE
Comprehend Languages Levitate Tongues Passwall
Demon SkinWoW5eRPG Life TapWoW5eRPG Vampiric Touch Scrying
Detect Magic Locate Object Water Breathing Seeming
Detect Evil and Good Magic Aura Skill EmpowermentXGtE
Disguise Self Magic Mouth 4TH LEVEL Soul StoneWoW5eRPG
Elemental ArmorWoW5eRPG Magic Weapon Soul WellWoW5eRPG
Arcane Eye – Eye of Kilrogg
Expeditious Retreat Mana BurnWoW5eRPG Synaptic StaticXGtE
Black Tentacles

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Telepathic Bond Power Word PainXGtE
Teleportation Circle Prismatic Spray
Wall of Force Project Image
Wall of LightXGtE Pyroblast – Soul Fire Modified
Vampiric AuraWoW5eRPG Reverse Gravity
Sequester
6TH LEVEL Simulacrum
Symbol
Arcane Gate
Teleport
Circle of Death
Contingency 8TH LEVEL
Disintegrate
Instant Summons Antimagic Field
Irresistible Dance Antipathy/Sympathy
Eyebite Clone
Flesh to Stone Control Weather
Forbiddance Demiplane
Guards and Wards Feeblemind
Investiture of FlameEE Incendiary Cloud
Investiture of IceEE Maddening DarknessXGtE
Investiture of StoneEE Maze
Investiture of WindEE Mind Blank
Mental PrisonXGtE Power Word Stun
Mass Suggestion Sunburst
Possession Modified Telepathy
Programmed Illusion Trap the Soul
ScatterXGtE
Soul CageXGtE 9TH LEVEL
True Seeing
Astral Projection
7TH LEVEL Demonic DoomWoW5eRPG
Foresight
Arcane Sword Gate
Crown of StarsXGtE Imprisonment
Etherealness Meteor Swarm
Finger of Death Power Word Kill
Fire Storm Psychic ScreamXGtE
Forcecage Time Stop
Mirage Arcane Weird
Magnificent Mansion Wish
Plane Shift

SPELL DESCRIPTIONS
Array. Spells with the array tag have several sub-spells.
When preparing a spell with the array tag, you must choose
to prepare one spell of the array (each of which may have
their own spell levels and different effects). Some arrays give
circumstantial access to other spells. In this case,
heightening the spell in the array count as if heightening that
spell.
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 are most demanding concentration
spells, and require the investment of one action every round
to maintain the spell. If the caster cannot invest the required
actions, the spell ends. Above the required action, the
spellcaster cannot move faster than half their speed. As for

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182
all concentration spells, this spell is broken if concentration Heightened. For each spell level above 1st, the extra
is lost. damage increases by 1 point (up to 5 extra points of damage
Sigil. These are spells that have an initial direct effect at spell level 5).
(and a diminished effect on a miss). After the initial effect, Note. This spell suppresses and is suppressed by the
the sigil ‘pulses’ every round afterwards, repeating the initial devotion aura spell.
effect every round. This requires a successful sigil roll. This
ALIGNED WEAPON
is a spell attack roll against an AC of 10 + 1 for every spell
5th-level evocation
level (DC 12 for spell level 2, for example). A successful
check sustains the sigil and allows the initial effect to re- Casting Time: 1 bonus action
apply, while a failed check ends the spell prematurely. A sigil Range: Touch
can be sustained to its maximum duration (usually a Components: V, S
minute). A natural 20 on sustaining sigil effect sustains it for Duration: Concentration, up to 1 hour
two rounds (extending it beyond the normal duration, if You imbue a weapon you touch with power aligned to the
possible). Holy Light or the Forgotten Shadow. Until the spell ends,
Seals. These are personal spells (with a target of ‘you’) the weapon emits bright light in a 30-foot-radius and dim
that are also cast as part of your movement (consumes base light for an additional 30 feet, colored golden white (if Holy
half movement, cannot be used if already spent). A creature Light) or pale violet (if Forgotten Shadow). In addition,
may be under the effects of one seal at any given time, and weapon attacks made with it deal an extra 2d8 extra damage
most seals have a duration of one minute. Seals may be on a hit (holy damage if Holy Light, or shadow damage if
released (termed judgment or release), and impose the Forgotten Shadow). If the weapon isn’t already a magic
additional effect specified under the spell. These are weapon, it becomes one for the duration.
considered beneficial spells. Only paladins may cast seals. As a bonus action on your turn, you can dismiss this spell
Death Knights may cast seals, but only those marked as and cause the weapon to emit a lasting blast. Each creature
runic spells. of your choice that you can see within 30 feet of you must
Shield. These spells benefit from several priestly abilities. make a Stamina saving throw. On a failed save, a creature
Totems. These relics cast specific spells they are imbued takes 4d8 damage (holy or shadow), and it is blinded for 1
with as a reaction from the caster. Totems usually remain minute. On a successful save, a creature takes half as much
for one minute, and require a reaction to activate each damage and isn’t blinded. At the end of each of its turns, a
round. They can be moved with a bonus action (maximum blinded creature can make a Stamina saving throw, ending
speed is equal to the caster’s speed). the effect on itself on a success.
Totems have 7 AC, and hit points equal to double the level Special. If aligned to the Forgotten Shadow, the weapon
of the caster. Destroying a totem by reducing it to 0 hit may, at your will, shed no light instead. In that case,
points deactivates the effect and dispels the spell as normal. releasing the spell deals extra 1d8 shadow damage.
Whenever the totem is subjected to a saving throw, they use AMPLIFY MAGIC
the caster’s bonus. Also, when heightening a totem based on 5th-level abjuration
another spell (such as an elemental shock totem, based on
Casting Time: 1 action
the elemental shock spell), heightening the totem acts as if
Range: 60 feet (15-foot radius sphere)
heightening the spell for the same number of spell levels.
Components: V, S
ABANDONMENT AURA Duration: Concentration, up to 1 minute.
1st-level abjuration [aura] You amplify magical effects in the area of effect. All spells
Casting Time: 1 bonus action cast from or into the area of effect are heightened one spell
Range: Self (15-foot radius) level. If the spell cannot be heightened (or if heightening has
Components: V no effect), it heals 25% more, damages 25% more, or
Duration: Concentration (partial), up to 1 hour remains for 25% longer.
Destructive energy radiates from you in an aura with a 15- Dampen Magic. This spell may be reversely cast. If so, the
foot radius. Until the spell ends, the aura moves with you, spells cast into or from the area of effect are counted one
centered on you. Each creature hostile to you that is in the level lower (if eligible).
aura takes 1 extra point of damage from all weapon attacks. ANCESTRAL GUARDIANS
A creature can negate this effect if they succeed on a Spirit 2nd-level abjuration [sigil] [healing]
saving throw once within the aura’s area.
Casting Time: 1 action
This spell is suppressed by the protection from good and
Range: Touch (one creature)
evil (and similar abjurations).
Components: V, S
Duration: Up to one minute

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183
You conjure spirits to guard and advise the target in battle, ARCANE BARRAGE
tapping into the target's ancestral bonds. The target regains 4th-level evocation
2d4 hit points. At the beginning of every round, the caster Casting Time: 1 action
must succeed on a sigil roll to affect the target again. Range: 120 feet (10-foot-radius sphere)
Also, so long as this sigil is active, the target also takes 1 Components: V, S
less point of damage from weapon and spell attacks and Duration: Instantaneous
effects for that round. The reduction to damage is an aura You create two large glowing bursts of violet force, sending
effect. them to a single enemy within range. The bursts two
Constructs gain no benefit from this spell. intertwine, striking the enemy and dealing 6d8 + 6 damage
Heightened. The healing increases by one dice per every to the target, and creating a fantastic display of magical
level ,bove 2nd, and reduction to damage increases by one force.
point per every two levels above 2nd. The blast explodes outward from the target in a 10-foot
Special. If the caster and the target share ancestry, the radius, affecting other creatures. Each creature in the 10-
damage reduction increases by 1 point. foot-radius area besides the initial target takes the same
ARCANE ARMOR damage described above on a failed Agility save, and is
1st-level abjuration pushed 5 feet away from the center of the blast (or the initial
target). They take only half as much damage and are not
Casting Time: 1 action
pushed on a successful saving throw.
Range: Personal (Self)
Heightened. The spell deals an extra 1d8 + 1 damage per
Components: V, S, M (Focus crystal that costs 10 gp)
every level above level 4.
Duration: 1 hour
A protective field guards you. Upon casting this spell, you ARCANE EXPLOSION
may choose one magic school or energy type, and gain 2nd-level evocation
advantage to all saves versus that school or resistance Casting Time: 1 bonus action
versus that damage type for the duration of the spell. Range: Self
You, however, gain disadvantage to saving throws that Components: V
belong to spells that another school (see table below), or Duration: Instantaneous
vulnerability to damage from its opposing type. You expel a tremendous burst of arcane energy. Each
You cannot gain resistance to an effect you are already creature and unattended object within 10 feet of you must
resistant to, but you can gain resistance to an effect you are make a Dexterity saving throw. A creature takes 2d4 + 2
vulnerable against (becoming neutral). You cannot gain arcane damage on a failed save, or half as much damage on
vulnerability to an effect you are immune to. a successful one.
Additionally, if the target is a creature, it must succeed on
SCHOOL
a Strength saving throw or be pushed 10 feet away from you
School Opposing School
Abjuration Evocation and knocked prone.
Illusion Divination Heightened. The spell deals an extra 1d4 + 1 damage per
Conjuration Transmutation every level above level 2.
Enchantment Necromancy
ARCANE ORB
5th-level evocation [totem]
ENERGY
Casting Time: 1 action
Energy Type Opposing Type
Range: 30 feet
Fire Cold
Acid Lightning or thunder Components: V, S
Holy Shadow or fel Duration: 1 minute
You create a swirling orb of magical force that periodically
Special. If you become vulnerable to a school, you gain expels arcane energy. When you cast this orb, you may use a
disadvantage to saving throws, and attackers that affect you reaction for it to emit an arcane explosion centered on the
using that school or energy type have advantage to attacks orb itself, as the spell arcane explosion.
against you.
ASPECT ARRAY
Heightened. When cast as a level 6 spell, you gain
1st-level transmutation [array]
resistance to the damage type or advantage versus the
school chosen without gaining vulnerability or disadvantage Casting Time: 1 action
to the opposite type or school. Range: Personal (Self)
Components: V, S
Duration: Concentration, up to 10 minutes

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You adopt yourself to an aspect of a beast or a terrain, them with abjuration magic to a transitory state, causing
deriving power from your bond with the land or the spirits them to become ethereally unstable (becoming restrained,
that reside there. You must recognize the creature or terrain and gaining resistance to all damage). At the end of the
(or a comparable one) to adopt their aspect. duration (if you were able to concentrate for an entire
You gain one aspect from the below array. minute), they are banished to their original plane of
existence. The creature may attempt a Strength saving
• Chameleon (level 2). As the blur spell
throw at the beginning of its turn every round to suppress
• Cheetah (level 1). As the expeditious retreat spell
the restrained condition for 1 round.
• Desolate Terrain (level 1). You have advantage against
Heightened. If heightened to level 4, you can target other
travel hazards, and against exhaustion from forced
creatures as well as fiends and celestials. For every spell
marches, starvation, and thirst
level above 4th, you may also target one additional creature
• Eagle (level 2). You and one beast companion you have
per spell level.
may score a critical hit on a roll of 19 or 20.
If the target is native to the plane of existence you’re on,
• Hawk (level 2). Ranged attacks at long range do not
you banish the target to a harmless demiplane. While there,
impose disadvantage on your attack roll, and you reduce
the target is incapacitated instead of being ethereally
cover one grade (from half-cover to none, three-quarters to
unstable. The target remains there until the spell ends, at
half-cover. This cannot reduce full cover).
which point the target reappears in the space it left or in the
• Lion (level 2). Whenever you and one ally stand in
nearest unoccupied space if that space is occupied.
opposing sides from a target, both of you have advantage
If the target is native to a different plane of existence than
to attack rolls against them.
the one you’re on, the target is banished with a faint popping
• Monkey (level 1). You gain climb speed equal to one-half
noise (even if not a fiend, celestial, or bound), returning to its
your normal speed.
home plane once the saving throw fails. It is not fully sent
• Mountain Terrain (level 1). You're acclimated to high
back until 1 minute of passes with your concentration. If
altitude, including elevations above 20,000 feet.
your concentration breaks before the minute passes, the
• Rejuvenating Woods (level 1). You have advantage to any
target reappears in the space it left or in the nearest
save maintain the rejuvenation or riptide spells on
unoccupied space if that space is occupied. Otherwise, the
yourself.
target doesn't return.
• Shark (level 1). You gain swim speed equal to one-half
your normal speed. BANSHEE’S CURSE
• Turtle (level 3). Whenever you take the Dodge action, you 3rd-level necromancy [sigil] [curse]
also gain resistance to all weapon damage. If the target Casting Time: 1 action
has disadvantage to attacking you from the Dodge action Range: 60 feet
and fails to hit you with both rolls (one from the attack, and Components: V, S
another from the disadvantage), you may make an attack Duration: Up to 1 minute
of opportunity against them. You suffuse the regretful curse of the banshee on a target
• Terrain Adaption (level 1). As the arcane armor spell within range. Make a ranged spell attack against the target.
(resists one energy damage, vulnerable to another). This On a hit, the target takes 3d4 damage. The damage is half
covers volcanos (fire/cold), frozen poles (cold/fire), storm shadow, and half thunder. At the beginning of every round,
plains (lightning/acid), and corrosive swamps the caster must succeed on a sigil roll to affect the target
(acid/lightning). This can be heightened as normal for again.
arcane armor, but can only cover elemental damage. Also, so long as the spell is active, the target must roll a d6
Heightened. For every spell level above the chosen whenever they declare an action. On a result of a 2 or lower,
aspect’s level, you may grant the benefits to two allies. the action fails. On a result of 3 or higher, the action takes
For example, heightening the Cheetah aspect to 3rd level place as normal. This effect cannot trigger more than once
allows you to grant the bonus to up to 4 allies (often called per round.
Aspect of the Cheetah Pack). If the ranged spell attack misses, the spell deals half the
initial damage and has no other effect.
BANISHMENT Heightened. The damage increases by one dice per every
2nd-level abjuration spell level above 3rd.
Casting Time: 1 action
BERSERKER RAGE
Range: 60 feet
2nd-level transmutation
Components: V, S
Duration: Concentration, up to 1 minute Casting Time: 1 action
One fiend, celestial, bound, or conjured creature you target Range: 30 feet (one creature)
must make a Charisma saving throw. On a failure, you shunt Components: V, S, M (a red napkin)

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Duration: Special, up to 1 minute Components: V, S
You cause one creature to go into a murderous rampage. Duration: Concentration, up to 1 minute
The target must succeed on a Stamina saving throw or else You raise your hand, and are summon the strength of
gains the following benefits. A willing creature can choose to powerful Loa spirits. Choose up to six creatures in a 30-foot-
fail on the saving throw. radius sphere centered on you, granting them 6d8
temporary hit points so long as the spell is active.
• They have advantage on Strength Checks and Strength
Furthermore, the temporary hit points can also be spent to
saving throws.
absorb spells (3 hit points per spell level).
• When they make a melee weapon Attack using Strength,
If the shield manages to absorb all damage from an effect
they gain a bonus to the damage roll equal to their
or absorb a spell, the warded creatures are protected against
proficiency bonus.
any secondary effects (as if immune). This can be
• They have Resistance to bludgeoning, piercing, and
determined after a saving throw.
slashing damage.
The spell cannot be overwhelmed with one attack. If
• The target is treated as if distracted for the purposes of
reduced to 0 temporary hit points with one attack, the spell
spellcasting (DC is equal to your spell DC).
ends with 1 hit point instead. This can occur only once for
The rage ends early if the target is knocked unconscious, every instance of the spell being cast.
or if their turn ends without being attacked or attacking a You cannot include yourself in this spell’s targets. You can
hostile creature, or if not taking at least one point of damage channel this effect instead of merely concentrating, during
in that turn. which the shields regain 5 hit points per round of
The benefits of this spell are not gained if the target is channeling. If you cannot maintain line of sight to a shielded
wearing heavy armor. ally, the effect fades from them (but returns should they
A creature affected by this spell makes another Stamina return to your line of sight). A creature affected by this spell
saving throw at the end of its turn. On a successful save, the cannot benefit from it again for 24 hours.
effect ends for it. If the rage continues for more than two Heightened. For every spell level above 6th, the number
rounds, the creature gains one level of exhaustion at the end of temporary hit points increases by 2d8
of the rage.
BIND
A creature cannot benefit from this spell more than once
1st-level abjuration (ritual)
per their own proficiency bonus per every long rest.
Casting Time: 1 hour
BIG BAD VOODOO Range: 60 feet
6th-level abjuration Components: V, S, M (bond payment, see below)
Casting Time: 1 action Duration: Special
Range: 30-foot-radius sphere, centered on you You bind a creature from the type related to your
spellcasting list (see Conjuring and Binding under your
class) with a maximum Challenge equal to the spell's level.
At the completion of casting, the target must make a
Charisma saving throw. On a failed save, the target creature
is bound to serve you, either for the duration of a chosen
task or a certain amount of time. You may also release it (see
unrestricted below).
The binding effect is not permanent, however. When
casting the binding spell, you may choose in which way the
bond will be broken between you and the servitor.

• Bonded for a Task. You may bond a creature for a task you
specify (such as retrieving information, casting a spell,
stealing an object, or helping you clear a dungeon) with the
parameters you specify. Upon completion of the task, the
bond lessens, and the creature returns to its native realm
(or to its original form). If you specified reporting back as
part of its bond, it cannot return unless it reports to you the
results of its task. The creature can wait until it is certain
beyond reasonable doubt that you cannot (or will not)
return, at which case it returns to its original realm.

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• Duration of Time. If the creature is bound to serve for a
specific pre-determined duration (such as 1 day, week, or a
year and a day), and is automatically freed after the
duration ends (as described above). Examples of a
duration is guarding you for a time, providing council for a
time, or providing a sustained service (such as scouting
duties).
• Unrestricted. You may give the creature its own bond,
effectively freeing it to enter your current realm without a
directive. This option is usually taken if you have other
methods of controlling the bound creature, or if you wish
for it to cause blind havoc.

If the creature was brought about by another spell (such


as the conjure spell), it can be a valid target for this spell (the
creature is still entitled a saving throw, although the
creature must be within range for the entire casting time). A
successful binding breaks the conjure effect, and makes the
creature effectively present, giving it abilities and removing
restrictions the Conjure spell place on it. If you were the one
who cast the Conjure spell, the maximum duration of the
Conjure spell extends to match the casting time of the Bind
spell. You still lose concentration, however, and the target is
free-willed while the Bind spell is being cast.
Presence. A bound creature is not treated as if conjured.
It can conjure other creatures if able, is not connected
telepathically to you, is nor automatically friendly to you or
your allies, nor can it be dispelled with dispel magic or
similar effects. Its presence is complete, and it is treated as
an independent character. They can die (granting XP to
whoever defeats them) and gain XP by themselves (allowing
them to level up, possibly beyond the ability of the binding
spell to contain them). Despite the fact that they are not
automatically friendly, they cannot refuse a direct order from
you, or take direct action against you if they were bonded for
a task or a time. Unrestricted creatures are not limited this
way, and may take direct action against you, or return
whenever they wish.
Negotiations. Depending on your relationship with the
servitor, the bound creature may attempt to break free of the
binding after it is successfully established (either by
convincing you that it is in your best interests, or conspiring
to aid another force to hurt or blackmail you to release the
spell). You can re-negotiate the terms of the binding by re-
casting the spell so long as it hasn't ended yet. If the terms
become more difficult, bonded creatures usually take this
negatively, perverting your intent, twisting your words to
achieve a different outcome, or similar mischief.
A bound creature shows recognizable signs of being
bonded to you, either by a mark, tattoo, chains, bracers (or
any form stated by you or determined by the setting—for
instance, elementals of Warcraft usually bear binding
bracers them).

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A creature already bound by another can still be subject to +2 bonus to damage rolls. While under the benefits of this
this spell, which requires three opposed spellcasting checks blessing, your pupils dilate, but are not any more sensitive
to break the first binding (or repel the attempt). to light than usual. This is an aura effect.
Bond Payment. It is costly to establish a bond with a • Blessing of Protection (level 3). This potent blessing
creature. The creature requires a material component equal protects the target. The target gains the effect of a Divine
in cost to 100 gp per Challenge of the creature, which is Shield spell. However, the spell ends for the target if they
consumed (if a consumable) or claimed (if not) by the attack or cast any spell.
creature. If the creature was bound for a duration instead of • Blessing of Sacrifice (level 1). This potent blessing
a task, the payment changes. creates a spiritual connection between you and the subject.
This can take the form of anything, such as valuable gems Each time the subject takes hit point damage, half of it
for an earth elemental, a relic of that cost for a celestial, or a transfers to you. If you and the subject move out of range
necromantic crystal or onyx gems for undead. of each other, the spell ends immediately. The halved
damage is not counted as if resistance, but does not stack
BINDING COST with it. The target and you must be within clear,
Duration Cost unobstructed vision and within 15 feet of one another.
1 day 10% binding cost • Blessing of Wisdom (level 2). This powerful blessing aids
1 week 50% binding cost
spellcasters, aiding their mana expenditures in battle. For
1 month 100% binding cost
1 year 200% binding cost the duration of the blessing, the base spell cost for spells
cast by the target cost 1 less mana (minimum 1).
Creatures whose interests align with yours may halve or Heightened. Blessing of Might. For each level above 2nd,
waive the payment entirely. A non-hazardous task is also you add + 1 to the damage roll increase, to a maximum of +
usually halved. 5.
The payment is also influenced by the place and
circumstances of bonding (a blessed place might reduce the BLINK STEP
cost of binding a Celestial), while a horde of mindless 2nd-level conjuration
undead may require only living sacrifices to serve. This is Casting Time: 1 bonus action
determined by the DM (negotiating for the other side). Range: Personal
You can have multiple bonded creatures, but no more than Components: V
double your level at the same time. Excess creatures are Duration: Instantaneous
automatically freed from their bonds, and may choose to You shunt yourself dimensionally, teleporting yourself to an
return to their normal plane (of conjured) or become unoccupied spot in within 30 feet. You cannot teleport
unrestricted. You are always aware of how tenuous your yourself to an area you cannot see, or into an object.
hold is on your bound creatures and whether a creature You may also teleport others with you, but each additional
breaks free or not. creature halves the distance remaining, and must be within
Note. This spell is also known as enslave undead or touch range from you.
enslave demons (when used against existing undead and Special. This spell may also be cast as a reaction. In this
fiends, respectively), and Create Undead when used to bind case, casting it when being hit gives you resistance to all
permanent undead. damage as well as teleports you.
This spell can only command or bind creatures that
BLIZZARD
already stand before you.
3rd-level evocation [channel]
BLESSING ARRAY Casting Time: 1 action
2nd-level transmutation [array, blessing] Range: 150 feet, in a 15-feet-wide, 60-feet-high cylinder.
Casting Time: special (half movement) Components: V, S, M (crushed glass and water)
Range: Touch Duration: Channeling, up to 1 minute
Components: V, S You whisper the magic words, and a cold light emanates
Duration: 5 minutes from your hands. A freezing cloud materializes 40 feet above
You gain one blessing of the below array. the target, raining down shards of ice and heavy snow,
dealing 4d6 points of damage in the area for every round of
• Blessing of Kings (level 4). You or any target creature
channeling. The damage is half cold, and half slashing
gains + 2 to all d20 rolls until the duration of the spell
damage, with an Agility saving throw to half damage.
ends. This applies to attack rolls, saving throws, skill
Creatures that fail their saving throw for half damage also
checks, and ability checks.
have their speed reduced by 10 feet.
• Blessing of Might (level 2). You gain supernatural
awareness of the vulnerabilities in your enemies. You gain

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The heavy snow and hail obscures all sight, including Depending on the creature type, the focus crystal can
darkvision, beyond 5 feet. The cloud can deal damage to perform multiple things.
creatures flying under it as well, and imposes the same Humanoid, Giants, Beast, Fey, Monstrosity, Dragon,
obscuration to sight to creatures below the cloud. As a Undead: Soul Gems, which fuel Necromancy devices.
bonus action, you can move the cloud that calls down the Undead can be consumed as Quintessence (see below).
blizzard up to 30 feet. Elemental: Elemental Gems, which fuel elemental-
Heightened. Per level above 3rd, add one dice of damage powered devices
per every spell level above 3rd level. Outsiders: Quintessence, which can be consumed
Construct, Plant, Ooze cannot be targeted by this spell.
BLOODLUST
If the spell is cast ritually with expending double the
3rd-level transmutation
normal mana cost, the target of the effect suffers
Casting Time: 1 action disadvantage to the essence-capturing, and any attempts to
Range: 30 feet release the essence have disadvantage. A creature trapped
Components: V, S, M (a drop of dried blood or sand) in the focus of the spell can be freed by destroying the focus
Duration: Concentration, up to 1 minute or by casting a raising spell (see resurrection under the
Choose a willing creature you can see within range. Until introduction).
the spell ends, the target is immune to fear, has + 2 to AC, Quintessence restores 1d6 hit points or 2 mana points per
advantage on Agility saving throws, and can make an Challenge of the absorbed creature. This is a mana-
additional action on each of its turns, and gains temporary restorative effect that imparts incredible pain to the trapped
hit points equal to your spellcasting modifier. creature. Once consumed, the creature can still be
This action can only be used for the attack (one weapon resurrected, but suffers double the normal resurrection
attack only), Dash, Disengage, Hide, or Use Object action. sickness (or 1 point of resurrection sickness if revived by
When the spell ends, the target can’t move or take actions other means).
until after its next turn. Heightened. The maximum Challenge rating of the
BRILLIANCE AURA creature whose essence is imprisoned is double the spell
4th-level transmutation [aura] level.

Casting Time: 1 bonus action CARRION SWARM


Range: 15- foot-radius sphere, centered on you 3rd-level evocation [sigil]
Components: V, S Casting Time: 1 action
Duration: Concentration (partial), up to 10 minutes Range: Personal (Self)
A pulsing aura of cerulean power radiates from you in an Components: V, S, M (a corpse or egg of a beetle, spider, or
aura with a 15-foot radius. Until the spell ends, the aura other vermin)
moves with you, centered on you. Choose up to two allied Duration: Up to 1 minute
creatures in range. For the duration of the aura, and so long You release a torrent of poisonous spiders, beetles and other
as the creatures are both friendly and within range, the vermin from hand to bite and infest your opponents. Each
mana spell cost for their spells is reduced by 1 (minimum 1). creature in a 30-foot cone must make a Stamina saving
Heightened. For every spell level above 4th, you may throw, or take 3d8 bludgeoning, piercing, and slashing
benefit an additional creature. At spell level 8, the mana cost damage on a failed save, or half as much damage on a
is reduced by 2 points instead (minimum 1). successful saving throw.
CAPTURE ESSENCE (RITUAL) At the beginning of every round, the caster must succeed
2nd-level abjuration (ritual) on a sigil roll to affect the targets again (even if they are no
longer within the normal range).
Casting Time: 10 minutes
Also, as long as the spell is active for that target, they are
Range: Touch
considered poisoned until the beginning of their turn in the
Components: V, S, M (Focus crystal that costs 50 gp)
next round.
Duration: Instantaneous, or ten minutes until discharge
Whenever a creature dies while being poisoned by this
You draw an essence-capturing magic circle or seal that can
spell, a carrion beetle is conjured where they once stood
remain up to ten minutes before discharging. While the seal
(exploding from the corpse). The DM has the carrion
is active, any creature you designate that is reduced to 0 hit
beetle’s statistics.
points within 10 feet of the seal (or any surface you inscribe
Heightened. The damage increases by one dice per every
it upon) must make a Spirit saving throw or else have its
spell level above 3rd.
essence absorbed by the seal in question. The creature must
Special. If you are a corporeal undead, you may target one
have a Challenge equal to or less than double the spell level.
creature that suffers under this sigil, and transfer some of

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189
their lost life force to you. You regain hit points equal to one- If the target is already subject to an active sigil spell, you
half the damage dealt by the spell in the same round. may cause up to two sigils to pulse at once (as if two rounds
have passed, no check required).
CHAOS BOLT
If the target is already burning, they take triple the normal
1st-level evocation
fire damage and suffer one level of exhaustion instead
Casting Time: 1 action (Stamina saving throw halves the extra damage and negates
Range: 60 feet the exhaustion).
Components: V, S If the ranged spell attack misses, the spell deals half the
Duration: Instantaneous initial damage and has no other effect.
You throw a greenish-violet bolt of crackling chaotic
energies. Make a ranged spell attack on a target within CONSECRATION/DESECRATION
range. Targets struck by this bolt suffer 2d8 fel damage. 2nd-level evocation
If the target is already subjected to an active sigil spell, you Casting Time: 1 action
may force the target to suffer a sigil pulse as if one round Range: 30 feet
passed (does not require a sigil roll to maintain). Components: V, S
Heightened. When cast as a 2nd level spell or higher, the Duration: Concentration, up to 1 minute
damage increases by 2d8 for each spell level above 2nd. You call upon the Holy Light to sanctify an area of a 15-foot
Special. This spell costs half mana if you spend a Soul sphere, dealing 2d8 holy damage to all enemies of the Holy
Shard when casting (does not alter casting time). Light within this area of effect. If the enemy is a fiend or
undead, they take 50% extra damage and also move at half
CHARM
normal speed.
1st-level enchantment
Creatures aligned to or who follow the Light take no
Casting Time: 1 action damage. Creatures that are neutral to it take half damage.
Range: 60 feet For the duration of the spell, the area of effect is treated as
Components: V, S hallowed (as per the spell Hallow/Unhallow, but cannot bind
Duration: 1 hour an extra effect to the area).
You attempt to charm one creature you can see within Special. When cast by a Death Knight or a priest that
range. When preparing this spell, you can choose to be able follows the Lich King or demonic forces (such as high-level
to charm your creature type, beasts, or one creature type acolytes), this deals shadow damage and increased damage
your class can bind (see binding under spellcasting). to celestials and those who directly channel the Holy Light,
It must make a Spirit saving throw, and does so with and is called Desecration instead.
advantage if you or your companions are fighting it. If it fails Heightened. The damage increases by 1d8 per level.
it is charmed by you until the spell ends or until you or your
companions do something harmful to it. The charmed CONCENTRATION AURA
creature regards you as a friendly acquaintance. When the 4th-level abjuration [aura]
spell ends it knows it has been charmed. This only affects Casting Time: 1 bonus action
the creature type specified by the spell (a charm undead Range: Self (15-foot radius)
cannot also charm a humanoid). Components: V
Heightened. When cast as a spell of 2nd level or higher, Duration Concentration (partial), up to 1 hour
you can target one additional creature for each spell level A mantle o:f warm serenity radiates from you in an aura with
above 1st. They must be within 30 ft. of each other when you a 15-foot radius. Until the spell ends, the aura moves with
target them. You can instead choose to target one additional you, centered on you. Each allied creature in the area gains
creature type to the charm spell instead (charm person at advantage on Stamina saving throws to maintain their
level 2 can be charm person and Elementals). concentration on spells.
Aura Spike. Causing this aura to spike allows you to add
COMBUSTION
+4 bonus to a Stamina saving throw to maintain a spell to
5th-level evocation
any allied creature in the aura (including yourself).
Casting Time: 1 action Heightened. If this spell is cast as a 5th level spell, the
Range: 60 feet bonus to the Stamina saving throw is a +5 bonus instead.
Components: V, S Note. This spell suppresses and is suppressed by the
Duration: Instantaneous Distraction Aura spell
You invoke a combustion in a target within range. Make a
ranged spell attack on a target within range. On a success, CONJURE
the target combusts, suffering 8d8 fire damage. 1st-level conjuration (transmutation if constructs or plants,
necromancy if undead)

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190
Casting Time: 1 minute (or 1 action if creature is a beast, constructs and plants act like the objects of their focus; fey
fey, or plant) and animals defend themselves and seek refuge; and
Range: 30 feet celestials and fiends promote their far-reaching aims.
Components: V, S, M (a focus related to the creature, or an An independent creature can be controlled again by
object of specific rarity). casting the spell again on them, or by compelling it with
Duration: Concentration, up to 1 hour other means, such as Charm or Dominate spells. The spell
When preparing this spell, you must choose a specific remains until the duration of the spell ends. If the spell is
creature type tied to your spellcasting list (see Conjuring and dispelled, the creature(s) all disappear at once.
Binding under your class’s spellcasting entry). You can Heightened. The maximum Challenge of conjured
conjure a creature of that type when casting this spell. creatures increase, multiplied by the spell's level. If
Choose one of the following options when preparing this heightening the option that summons specific creatures, you
spell: may summon additional numbers (Conjure Fiend: Imp may
only conjure imps, but if heightened to 3rd level, it conjures
• One creature of Challenge 1/2 (or half the spell's level)
3 imps at once).
• Two creatures of Challenge 1/4 (or quarter the spell's
Material Component. The spell requires a material
level)
component or focus that is related to the conjured creature.
• Four creatures of Challenge 1/8 (or the spell's level
A celestial may require a page from a holy book, a fire
divided by 8)
elemental may require burning incense, and a focus for the
You may also choose to prepare this spell to conjure a magic is required with undead, constructs, and plants of
specific creature or suite of identical creatures, in which similar size (corpses or disembodied limbs, tables or chairs,
case, you can double the Challenge rating above (but cannot and trees or bushes, respectively). The DM describes the
choose other creatures, even of the same creature type). For required material component for spells that conjure specific
instance, a mage can conjure elementals. If not specifying a creatures.
specific elemental (minor water elemental), the mage can Note. The conjured creature is not an actual creature, but
conjure any creature from the elemental creature type. is more a spell construct animated by the creature's
Spellcasters that conjure specific creatures also usually have personality (formed of magic, ectoplasm, or temporarily
a connection to them (friendship or mutual bonded to the realm). Killing it does not reward XP or hurt it
acknowledgement). in any real way. If you wish to conjure a permanent and 'real'
When casting this spell, the creature appears in an ally, see the Bind spell. If choosing a focus material for a
unoccupied space you can see in range, and is friendly to construct, the object may not be harder than iron,
you and your companions for the duration. Roll initiative for sophisticated in design (such as a gadget or vehicle), hold
the creature, which has its own turns. The creature can anything within (such as a chest), or nailed into place (such
telepathically understand any command, and will execute as a door or treehouse). If the creature destroyed is a plant
them (no action required by you), so long as it doesn't violate or construct, the magical energies draw the remains back to
its alignment or nature. where the original object stood and attempt to reform the
If you don’t issue any commands to the creature, it focus (though it might look damaged), moving at a speed of
defends itself from hostile creatures but otherwise takes no 20 per round..
actions. The telepathy only functions if you maintain line of
CORPSE EXPLOSION
sight to the creature or if you remain within 100 feet. A
2nd-level necromancy
conjured creature is dimensionally unstable, and cannot
conjure or summon others even if they have spells that Casting Time: 1 bonus action
normally allow them to, and despite them obeying their Range: 30 feet
conjurer’s commands, they take their own actions and are Components: S
controlled by the DM when not told specific instructions Duration: Instantaneous
(such as which spells or ability to use, etc.). You suffuse a nearby corpse or an undead creature that
Once the duration of the spell ends or the creature is serves you (conjured, but not bonded) with unholy energies,
reduced to 0 hit points, the magic dissipates. If the focus was filling it with so much corruption that it explodes then and
an object (such as a couch targeted with animate there. A creature in the affected area can make an Agility
constructs), it resumes the object’s original purpose. saving throw. On a failed saving throw, they take 4d8
If you cease concentrating on this spell or if your damage and are poisoned for one minute. The damage is
concentration breaks before the duration ends, the creature half poison, and half shadow. On a successful saving throw,
(or creatures) becomes independent in its actions, and is they take half damage and are not poisoned.
controlled by the DM. Typically this means that undead and An exploded corpse is desecrated and difficult to raise or
elementals rampage and attack without discrimination; animate, and requires that they be healed up to half the

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damage dealt by corpse explosion. A corpse cannot be
targeted more than once with the same spell.
Heightened. You may deal an additional 2d6 damage per
every spell level above 2nd.

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

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

CURSE OF AGONY
2nd-level necromancy [sigil] [curse]
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 1 minute
You curse one living target within range with searing agony,
setting their nervous system ablaze. Make a ranged spell
attack against the target. On a hit, the target suffers 2d4 fel

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damage. At the beginning of every round, the caster must Duration: Concentration, up to 1 hour
succeed on a sigil roll to affect the target again. Upon casting this spell, you must succeed on a ranged touch
Also, so long as the spell is active, the target is treated as if attack to affect a target. On a successful hit, you may curse
they gained a level of exhaustion for one round (even if they them with weakness. The target deals only half damage with
are normally immune to the condition, so long as they are weapon and spells attacks (indirect damage such as sigils,
living) until the beginning of their turn in the next round. If bleeding effects, and other abilities are unaffected).
the ranged spell attack misses, the spell deals half the initial
CYCLONE
damage and has no other effect.
3rd-level evocation
Heightened. The damage increases by one dice per every
level above 2nd. Casting Time: 1 action
Special. Whenever the sigil roll succeeds, the target takes Range: 60 feet, in a 10-feet-wide, 30-foot-high cylinder.
1d4 additional damage the next round. This stacks up to a Components: V, S
number of d4s equal to the spell level. Duration: Concentration, up to 1 minute
You target one creature in the area to be affected by a
CURSE OF SHADOWS powerful cyclone of rising winds. The creature, once
5th-level necromancy [curse] affected, is entitled an Agility saving throw to be unaffected
Casting Time: 1 action and be moved out of the cylinder radius (to any direction
Range: 60 feet chosen). If the character cannot move away, it is affected
Components: V, S regardless, but takes half damage from any falls or cyclone
Duration: Concentration, up to 1 hour damage.
Upon casting this spell, you must succeed on a ranged touch The creature targeted rises vertically so long as you are
attack to affect a target within range. On a successful hit, you concentrating on the spell, and remains in the middle of the
may curse them with the inability to quickly heal. The target cyclone (15 feet in the air). At the end of each round, the
receives only half (-50%) the normal amount of healing from creature may make another Agility saving throw to escape
spells and effects that restore hit points. This includes the cyclone, falling out of it and halving fall damage. The
regeneration and similar effects, doubling the duration creature cannot otherwise move away, unless they can fly
between healing (alternatively, halving the healing gained). and succeed in an Acrobatics check against your spell DC,
Alternatively, this spell can weaken the target’s mana or manage to latch onto a nearby surface and succeed on an
restoration, affecting mana points instead. Athletics check. If they attempt to cast spells, they are
treated as if distracted, and all attacks made by them are
CURSE OF TONGUES
made with concealment from the winds. Only one creature
3rd-level necromancy [curse]
can be held by the cyclone at any given time.
Casting time 1 action You may use your action to drop the original target
Range: 60 feet creature and lift another one, or to toss the creature.
Components: V, S Dropping a Creature. Dropping a creature forces the
Duration: 1 hour original target to suffer fall damage from its midair height
You target one target within range with the curse of tongues, (15 feet for medium creatures, or 1d6 fall damage) and
stealing their voice and causing them to speak in no other subjects another within the cyclone’s area of effect to being
language than the dark tongue of Eredun. On a failed Spirit lifted by the cyclone.
saving throw, the target is cursed, causing them to speak Tossing a Creature. Tossing a creature with cyclone’s full
only Eredun. power raises them to the maximum height (30 feet for
Any spell that has a verbal component requires double the medium creatures) and drops them from that height to any
normal time to cast. If the target is a good-aligned character, area within 15 feet away. A successful Agility saving throw
they take 1 point of Psychic damage whenever they speak when hurled halves the fall damage and drops the creature
Eredun. This damage is inflicted once per round of speech. at any chosen point between the target area and the
Special. Due to the effect being temporary, there is no risk cyclone’s area.
of losing Spirit points by being forced to speak in Eredun. As a bonus action, you can move the cyclone up to 30 feet.
Creatures that can speak uncorrupted Eredun are immune Special. Depending on the creature’s size, the cyclone’s
to the effects of this spell. strength is affected.
CURSE OF WEAKNESS Using an action to toss the target instead doubles their
3rd-level necromancy [curse] midair height (to the maximum height allowed by the spell)
for every action spent.
Casting Time: 1 action
For example, small and tiny creatures are lifted 20 and 30
Range: 60 feet
feet into the air once caught by the cyclone, respectively,
Components: V, S
while large creatures are only lifted 10 feet. If tossing a tiny

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

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If the creature dies while under the effects of demonic A hostile creature can negate this effect if they succeed on
doom, its corpse is destroyed, and a column of fire appears, a Spirit saving throw once within the aura’s area.
dealing the original sigil damage in 10 feet, centered on the Heightened. For each spell level above 1st, allied
corpse. A doomguard is conjured on the spot of its death, creatures in the aura’s area of effect take 1 less point of
and it remains for a minute. The DM has the Doomguard's damage (up to 5 less points of damage at spell level 5).
statistics. By default, it is uncontrolled, requiring the Charm Note. This spell suppresses and is suppressed by the
or Dominate Fiends spell to control. abandonment aura spell.
Special. A doomguard is only summoned if the targeted
DISTRACTION AURA [LEVEL 4]
creature is of CR 2 or higher.
4th-level abjuration [aura]
DENOUNCE Casting Time: 1 bonus action
2nd-level abjuration Range: Self (15-foot radius)
Casting Time: 1 reaction, which you take when a creature Components: V
within range is hit with a critical hit Duration: Concentration (partial), up to 1 hour
Range: 60 feet An unnatural deathly buzz radiates from you in an aura with
Components: V, S a 15-foot radius. Until the spell ends, the aura moves with
Duration: Instantaneous you, centered on you. Each hostile creature in the area suffer
You may cast this spell as a reaction against any creature hit disadvantage on Stamina saving throws to maintain their
with a critical hit. Make a ranged spell attack against the concentration on spells. A creature can negate this effect if
attacker. On a success, their hit then is no longer a critical they succeed on a Spirit saving throw once within the aura’s
hit. area.
Heightened. If heightened to 4th level, this spell can be Aura Spike. Causing this aura to spike forces a single
used twice with the same reaction. hostile creature in the aura that already failed the saving
throw to act as if they were distracted for the purposes of
DETONATE MANA
spellcasting.
4th-level evocation
Note. This spell suppresses and is suppressed by the
Casting Time: 1 action Concentration Aura spell
Range: 30 feet
Components: V, S DIVINE SHIELD
Duration: Instantaneous 2nd-level abjuration
You target an area with a 10-foot sphere of black-purple anti- Casting Time: 1 action
magic. Where the sphere explodes, all creatures that can use Range: Personal (Self)
mana lose 1d4 + 1 mana points, and take 2 arcane damage Components: V, S
for every mana point lost. Duration: Concentration, up to 1 minute
If the creature loses more than 3 mana points this way, You raise your hand, and are protected by the grace of the
they are subjected to a dispel magic effect (spell level equal Holy Light. A powerful shielding ward protects you, granting
to the Detonate Mana spell level – 2). you 4d8 temporary hit points so long as the spell is active.
Heightened. increases by 1d4 points per every two levels Furthermore, the temporary hit points can also be spent to
above 4 (2d4 + 1 at level 6).. absorb spells (3 hit points per spell level).
Special. Demons always have active mana, and can If the shield manages to absorb all damage from an effect
always be targeted with mana burn. If they have no mana, or absorb a spell, you are protected against any secondary
they still take 2 points of arcane damage per potential mana effects (as if immune). This can be determined after a saving
burn point. throw.
The spell cannot be overwhelmed with one attack. If
DEVOTION AURA
reduced to 0 temporary hit points with one attack, the spell
1st-level abjuration [aura]
ends with 1 hit point instead. This can occur only once for
Casting Time: 1 bonus action every instance of the spell being cast.
Range: Self (15-foot radius) Heightened. For every spell level above 2nd, the number
Components: V of temporary hit points increases by 2d8
Duration: Concentration (partial), up to 1 hour
Protective energies radiate from you in an aura with a 15- DOMINATE
foot radius. Until the spell ends, the aura moves with you, 5th-level enchantment
centered on you. Each allied creature in the area reduce the Casting Time: 1 action
number of hit point damage they take from weapon attacks Range: 60 feet
1. This cannot reduce the damage below 1 point. Components: V, S

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

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Heightened. For each spell level above 2nd, you gain ELEMENTAL SHOCK TOTEM
resistance to another attack taken in the same combat 3rd-level abjuration [totem]
round. Casting Time: 1 action
ELEMENTAL ARMOR Range: 30 feet
1st-level abjuration Components: V, S
Duration: 1 minute
Casting Time: 1 action
Once you place this totem, you may use a reaction to target
Range: Self
any creature within 30 feet of it with a blast of elemental
Components: V, S, M (an object struck by the element)
energy, as the spell Elemental Shock.
Duration: 1 hour
This totem otherwise functions as all other totem spells.
A protective magical field surrounds you, manifesting as a
Special. This spell costs 1 less mana point than normal for
spectral element. You can choose to make the armor Fire,
its spell level.
Frost, or Lightning.
You gain 5 temporary hit points for the duration of the ELEMENTAL TONGUE
spell. If a creature hits you with a weapon or spell attack 1st-level evocation [strike]
while these hit points remain, they may manifest one of the Range: Self
following effects: Components: V, S
• All. The attacker take 1 point of elemental per point of Duration: 1 minute, or one use (whichever comes first)
damage they deal (maximum equal to the remaining You may apply this strike to any melee weapon attack. This
temporary hit points). The target must be within melee deals additional 1d6 damage, chosen from any type of
reach. elemental damage. This deals an additional effect as
• All. You may gain resistance against the damage (only if Elemental Shock.
the armor’s element matches the damaging element). This Heightened. You deal an additional 1d6 elemental
reduces the temporary hit points by 5. damage or one additional use from any of the above
• Frost or Lightning only. The target is chilled for one elements per level above 1st.
round. ENTANGLING ROOTS
• Fire only. Target is scorched for one round. 1st-level conjuration
Heightened. The temporary hit points increase by 5 for Casting Time: 1 action
every level above 1st. Range: 60 feet
Components: V, S
ELEMENTAL SHOCK
Duration: Concentration, up to 1 minute
1st-level evocation
By targeting one creature within range, you sprout thorny
Casting Time: 1 action vines and weeds that constrict on them. The creature must
Range: 60 feet succeed on a Strength saving throw or else be restrained by
Components: V, S the entangling weeds so long as you concentrate. While the
Duration: Instantaneous, plus 1 round creature is restrained, they take 1d4 damage every round
You send a resounding burst of elemental energy, dealing (the type is either piercing, slashing, or bludgeoning).
2d8 damage from any of the elemental damage. Depending They may use an action every round to make a Strength
on the element, the target is affected by the following, until check against your DC again. On a success, it frees itself,
the beginning of their turn in the next round. With a and the plants wilt away.
successful Stamina saving throw, the target resists the Heightened. The damage dealt increases by 1d4 per level
secondary effect, and halves the initial damage. above 1st and can entangle another creature within 5 feet.
• Storm (lightning). The target takes disadvantage to attack EXORCISM
rolls.
2nd-level evocation
• Earth (acid). The target is pushed 10 feet in any direction
Casting Time: 1 action
you choose.
Range: 30 feet
• Fire (fire). The target is scorched for one round.
Components: V, S
• Frost (cold). The target is chilled for one round.
Duration: Instantaneous
Heightened. The initial damage increases by 2d8 per level You call upon the Holy Light (or forcefully expel fel or
above 1st. shadow magic from the target) to harm fiends or undead.
Special. This spell costs 1 less mana point than normal Make a ranged spell attack. If the target is a fiend or undead,
for its spell level. they take 4d10 holy damage.

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If the target is a creature under a possession or
possession spell by an undead or fiend, only the possessing
creature takes the damage, and the victim may re-roll
against the possession effect with advantage.
If the target is charmed or dominated by an undead or
fiend, or is a conjured or bound undead, the target creature
may (instead of being damaged) have the spell dispelled if it
is of a spell level 2nd or lower. If higher, you must succeed
on a spellcasting ability check against a DC of 10 + spell
level.
Alternatively, if the target is an unrestrained creature, the
exorcism spell can send it back to its origin plane if the
target fails a Charisma saving throw. If it succeeds, you may
still deal damage to it on a successful spell attack.
Heightened. The damage increases by 2d10 for each spell
level above 2nd.

EXPLOSION
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (empty egg shell)
Duration: Instantaneous, or up to 3 rounds
You draw power into the material, and then release it to
explode either instantaneously or delayed for up to three
rounds. This explosion deals 2d6 concussive damage in a
10-foot radius sphere and knocks them prone. If a creature
passes an Agility saving throw, they take only half damage
and are not knocked prone.
The explosion also releases a splash of damage beyond
the explosive’s area, dealing 2 point of damage of the same
type 5 feet away from the blast. A successful Agility saving
throw against this effect negates the damage entirely.
Heightened. For each level above 1st, you add an
additional 1d6 damage (and one additional point of splash
damage).
Special. When preparing the spell, you can instead make
the explosion deal fire, cold, lightning, or acid damage.

FADE
1st-level illusion
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute
Any creature you touch is heavily obscured from all viewers
for one minute, or until they attack a creature.

FEAR WARD
1st-level abjuration [totem]
Casting Time: 1 action
Range: 15 feet
Components: V, S
Duration: 1 minute

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Once you place this totem, it emits an aura with a reaction. Components: V, S
This aura spreads in a 15-foot pulse, granting all allies Duration: Instantaneous
advantages to saving throws versus fear effects. A creature of your choice that you can see is healed 1d4 +
your spellcasting modifier. If the target is an undead or
FIRE NOVA
fiendish creature, the target takes the damage specified as
3rd-level 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) spell attack.
Components: V, S Heightened. The healing increases by 1d4 for each level
Duration: Instantaneous above 1st.
You release a burst of flame in the area, creating a burning
sphere centered on you, igniting the very air around you. Any FLASH OF SHADOW
creature within a 20-foot radius sphere suffer 8d6 fire 1st-level evocation [healing]
damage, and are entitled an Agility saving throw to half Casting Time: 1 reaction or bonus action
damage. The heat spreads around corners. Range: 60 feet
If a target struck by this spell has been harmed by the Components: V, S
Elemental Shock (Fire) or Firebolt spells and failed their Duration: Instantaneous
saving throw to half damage, they take extra damage equal Reaction: A creature in range is hit with an attack, or a
to the spell level on the start of their round, and are living creature moves within range.
scorched for one round. A creature of your choice that you can see is healed 1d4 +
Heightened. When you cast this spell as 4th level spell or your spellcasting modifier if it is an undead or fiend. If the
higher, the initial damage increases by 1d6 per spell level target is a living or celestial creature, the target takes the
above 3rd. damage specified as shadow damage. This has no effect on
constructs.
FIRE NOVA TOTEM
If you target an unwilling creature, you require a ranged
5th-level evocation [totem]
spell attack.
Casting Time: 1 action Heightened. The healing increases by 1d4 for each level
Range: 30 feet above 1st
Components: V, S
Duration: 1 minute FREEZING SPHERE
Once you place this totem, you may use a reaction to have it 2nd-level evocation
release the effects of a 3rd level Fire Nova, as the spell of the Casting Time: 1 action
same name. Neither you nor your totems can be harmed by Range: 30 feet
this ability. Components: V, S, M (small crystal sphere)
Duration: Instantaneous, or up to 1 minute.
FLARE
You create a frigid globe of transparent blue ice brimming
2nd-level evocation
with elemental energies. Once you cast this spell, you can
Casting Time: 1 action retain the globe or throw it up to the range of the spell,
Range: Maximum range of ranged weapon causing it to explode in a 10-foot radius sphere. The
Components: V, S, M (ranged weapon) explosion releases a burst of numbing cold. All creatures in
Duration: 1 minute the area must succeed on a Stamina saving throw or take
You shoot a blazing projectile that arcs through the air, to 4d8 cold damage in the area on a failed saving throw, or half
any point within range. the projectile sheds medium light for the normal amount passing the save. If the globe strikes a
its active duration, removing most conditions that allow a body of water or a liquid with similar freezing points, the
creature to hide and revealing what is in the location (such spell freezes the liquid within its active radius to a depth of 6
as darkness or light mist). This spell dispels a 10-foot cube inches for 1 minute. Creatures that were swimming or that
of fog or mist (or attempts to as dispel magic, if a Fog Cloud were in the water at the moment must succeed on an
spell is at its level or higher). additional Strength saving throw as an action versus your
FLASH OF LIGHT spell DC or be restrained.
1st-level evocation [healing] You can throw the sphere further than the spell's normal
range by retaining it and releasing it via a sling with an
Casting Time: 1 bonus action or reaction, which you take
attack action (up to the sling's normal range). After 1 minute
when a creature in range is hit with an attack, or an
of being conjured, the sphere shatters.
undead or fiend moves within range.
Heightened. When cast as a 3rd level spell, the damage
Range: 60 feet
increases by 2d8 per level above 3rd. When heightened to

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4th level, the range increases to 100 feet, and the radius Components: V, S, M (a glass or crystal bead that shatters
increases to 20 feet. When heightened to 6th level, the range when the spell ends)
increases to 300 feet, and the radius increases to 30 feet. Duration: Concentration, up to 1 minute
When heightened to 8th level, the range increases to 400 An immobile, faintly shimmering barrier springs into
feet, and the radius increases to 40 feet. existence in a 10-foot radius around you and remains for the
Special. The spell can freeze damaging surfaces (such as duration.
fires and liquids) that deal less damage on average than the Any spell of 3rd level or lower cast from outside the
spell itself. Since lava deals 20d6 points of fire damage barrier can't affect creatures or objects within it, unless the
(average 70), only a level 8 Freezing Sphere (average 72) spell higher leveled.
can freeze a surface of lava. Such a spell can target creatures and objects within the
barrier, but the spell has no effect on them. Similarly, the
FROST BOLT
area within the barrier is excluded from the areas affected
Evocation cantrip
by such spells.
Casting Time: 1 action Heightened. When you cast this spell as a spell of 5th
Range: 60 feet level or higher, the barrier blocks spells of one level higher
Components: V, S for each spell level above 4th.
Duration: Instantaneous
You use your action to fire a bolt of frost at a creature you HAMMER OF JUSTICE
can see. Make a ranged spell attack. On hit, the target takes 2nd-level evocation
1d8 cold damage, and is chilled for 1 round. Casting Time: 1 bonus action
The spell's damage increases by 1d8 when you reach 5th Range: Self
level (2d8), 11th level (3d8), and 17th level (4d8). Components: V
Duration: 1 minute, or two uses (whichever comes first)
FROST NOVA
You may apply this strike to any melee weapon attack. On a
3rd-level evocation
successful damage roll, the target of this ability must
Casting Time: 1 action succeed on a Stamina saving throw or else be stunned until
Range: 150 feet the beginning of their turn in the next round.
Components: V, S, M (drop of water)
Duration: Instantaneous HAMMER OF WRATH
You release a burst of frost in the area, creating a freezing 2nd-level evocation [strike]
blast centered on you, igniting the very air around you. Any Casting Time: 1 reaction, which you take when a creature is
creature within a 20-foot radius sphere suffer 8d6 cold reduced to below one-half hit points
damage and the chilled condition, and are entitled an Agility Range: 60 feet
saving throw to half damage (a successful save negates the Components: V
condition). The cold spreads around corners. Duration: Instantaneous
Heightened. The damage increases by 1d6 for each level Make a melee weapon attack roll against a creature within
above 3rd. 60 feet as if they were in melee range. A spectral version of
your weapon flies ahead and strikes the foe at a distance,
FROSTFIRE BOLT
dealing damage equal to your normal melee attack, plus an
1st-level evocation
additional 2d8 thunder damage.
Casting Time: 1 action Heightened. The extra thunder damage increases by 1d8
Range: 60 feet for each level above 2nd.
Components: V, S
Duration: Instantaneous, plus 3 rounds HALLOW/UNHALLOW
You shoot a bolt of blue fire and red ice at a single enemy 5th-level evocation
within range. Make a ranged spell attack, and on a success, Casting Time: 24 hours
the target takes 2d6 damage. The damage is half fire, and Range: Touch
half cold. The target is also chilled for three rounds. Components: V, S, M (500 gp in oils and incense, which the
Heightened. The damage increases by 1d6 fire and 1d6 spell consumes)
frost each. Duration: Until dispelled
You touch a point and infuse an area around it with holy (or
GLOBE OF INVULNERABILITY
unholy, ancient, or elemental) power. The area can have a
4th-level abjuration
radius up to 60 feet, and the spell fails if the radius includes
Casting Time: 1 action an area already under the effect a hallow spell. Depending
Range: Self on your casting class, you can rely on one power. You may

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repeat a hallowing on another area within the radius of the • Energy Protection. Affected creatures in the area have
original hallow, in which case the chained spell costs less resistance to one damage type of your choice, except for
materials (15 CP per 60 feet of hallowed ground). bludgeoning, piercing, or slashing.
Druids rely on the power of ancients; priests can rely on • Energy Vulnerability. Affected creatures in the area have
holy or unholy power; paladins rely on holy power; death vulnerability to one damage type of your choice, except for
knights rely on unholy power; and shamans rely on bludgeoning, piercing, or slashing.
elemental power. The affected area is subject to the • Elemental Activity (Elemental power only). The
following effects. hallowed area is attuned to elementals. It is treated as an
First, celestials, elementals, fey, fiends, or undead (chosen inverted magic circle, but only for the purposes of binding
by the caster) can’t enter the area, nor can such creatures elementals. If convinced to perform a task that serves the
charm, frighten, or possess creatures within it. Any creature elemental powers, you gain advantage to Charisma checks
charmed, frightened, or possessed by such a creature is no to convince them, and the gold cost for the spell is reduced
longer charmed, frightened, or possessed upon entering the by three-fourths.
area. You can exclude one or more of those types of • Everlasting Rest. Dead bodies interred in the area can’t
creatures from this effect. If such barred creature attempts be turned into undead.
to enter the area, it must succeed on three Charisma saving • Extradimensional Interference. Affected creatures can’t
throws. If it fails on two saving throws, it cannot attempt re- move or travel using teleportation or by extradimensional
entry for one week. or interplanar means so long as they are within the area.
Second, you can bind an extra effect to the area. Choose • Fear. Affected creatures are frightened while in the area.
the effect from the following list, or choose an effect offered • Silence. No sound can emanate from within the area, and
by the DM. Some of these effects apply to creatures in the no sound can reach into it. Tongues. Affected creatures
area; you can designate whether the effect applies to all can communicate with any other creature in the area, even
creatures, creatures that follow a specific deity or leader, or if they don’t share a common language.
creatures of a specific sort, such as orcs or trolls. When a
Special. When hallowing inside a building, the spell’s
creature that would be affected enters the spell’s area for the
effects are limited by it, becoming a shapeable spell. So long
first time on a turn or starts its turn there, it can make a
as the spell’s area of effect fills at least half the building, it
Charisma saving throw. On a success, the creature ignores
can be treated as affecting all of it.
the extra effect until it leaves the area.
HEALING STREAM
• Bloom (Ancient power only). The area blooms of plant
3rd-level evocation [healing]
life. It gains 4 cp worth of herbalism and alchemy
materials, or can support large trees. This can be even Casting Time: 1 action
used in hostile environments (such as deserts or in the Range: 60 feet
Outland), but it is more easily dispelled (dispeller gains Components: V, S
advantage to dispel). Duration: Instantaneous
• Blight (Unholy only). The area is blighted to kill plants You may target a single creature with a chained healing
and corrupt all life. It loses three-quarters of all herbalism spell. The target is healed 5d8 hit points, and the spell’s
and alchemy materials, and sterilizes the land (as if salted). effects are then transferred (and diminished) to another
In a blighted area, undead can rest and restore hit dice creature you choose within 30 feet of the original target. The
normally without using magic or special abilities (such as secondary target heals 3d8 hit points, and the effect arcs
cannibalism or vampirism). Binding undead in an area of again, losing two dice for each target after the first (until it
blight costs only one-half the normal cost. reached 0d8). This spell has no effect on constructs and
• Blessed (Holy only). The area is blessed to provide all undead.
allied creatures with the benefits of the Bless spell Heightened. The healing increases by 1d8 for each level
(useable up to three times at any given 24 hours). above 3rd.
• Courage. Affected creatures can’t be frightened while in HEALING STREAM TOTEM
the area from any source. 5th-level evocation [totem] [healing]
• Darkness. Darkness fills the area. Normal light, as well as
Casting Time: 1 action
magical light created by spells of a lower level than the
Range: 30 feet
level you used to cast this spell, can’t illuminate the area.
Components: V, S
• Daylight. Bright light fills the area. Magical darkness
Duration: Concentration, up to 1 minute
created by spells of a lower level than the level you used to
Once you place this totem, you may use your reaction every
cast this spell can’t extinguish the light.
round to cause it to emit healing energies as the spell
healing stream, restoring 8d6 hit point per round to all

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creatures within 30 feet. This healing acts exactly as normal You attempt to hold a creature you can see within range.
healing from the healing stream spell of 3rd level; you may When preparing this spell, you can choose to be able to hold
choose the targets of the spell. one creature type your class can bind (see binding under
spellcasting).
HEALING WARD
It must make a Spirit saving throw. If it fails, it is
1st-level evocation [totem] [healing]
paralyzed until the spell ends. At the end of each of its turns,
Casting Time: 1 action the target can make another saving throw. On a success, the
Range: 30 feet spell ends on the target.
Components: V, S Special. If choosing to exclusively affect beasts, the spell’s
Duration: 1 minute level is decreased to 1st level instead, as their minds are
Once you place this totem, you may use your reaction every more malleable.
round to cause it to emit healing energies, restoring 1 hit Heightened. When you cast this spell as a 3rd level spell
point per round to all creatures within 30 feet. This healing or higher, you can target one additional creature for each
acts exactly as normal healing from the holy light spell. spell level above 3rd. They must be within 30 ft. of each
Heightened. The ward heals one additional hit point, or other when you target them. You can instead choose to
remains for one additional minute per spell level target an additional creature type to the hold spell instead
HEX ARRAY (hold person at level 2 can be hold person and Elementals at
1st-level transmutation [array] level 3).

Casting Time: 1 action HOLY FIRE


Range: 60 feet 2nd-level evocation [sigil]
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
You inflict one hex of the below array. Components: V, S
• Bone Lock (level 3). As the slow spell. Duration: Up to 1 minute
• Death Hex (level 1). You place a curse on a creature that A blast of holy fire burns a creature within range, creating a
you can see within range. Until the spell ends, you deal an pulsing blaze within their very spirit that throws off their
extra 1d6 shadow damage to the target whenever you hit it aim.
with an attack. Also, choose one ability when you cast the Make a ranged spell attack against the target. On a hit, the
spell. The target has disadvantage on ability checks made target is affected by the holy fire, taking 2d4 holy damage. At
with the chosen ability. the beginning of every round, the caster must succeed on a
• Dream Eat (level 2). You can deal 2d6 psychic damage to sigil roll to affect the target again.
a sleeping target per spell level, healing one-half the Also, so long as the spell is active, the target takes double
damage you deal. If the target dies from this, they are damage against the smite cantrip if you cast it. If the ranged
instead trapped in eternal sleep (this is treated as a curse spell attack misses, the spell deals half the initial damage
effect. Breaking the curse awakens the target normally). and has no other effect.
• Fortune (level 1). As the bless spell. Heightened. The damage increases by one dice per every
• Love Hex (level 1). As the charm spell, but can affect any level above 2nd.
creature type, so long as that finds you attractive. Special. This may be cast as unholy fire, dealing shadow
• Misfortune (level 1). As the bane spell. damage instead.
• Spell Steal Hex (level 5). As the spell steal spell. This still HOLY LIGHT
requires you to prepare the dispel magic spell. 1st-level evocation [healing]
Heightened. Death Hex. When you cast this spell using a Casting Time: 1 action
spell slot of 3rd or 4th level, you can maintain your Range: 30 feet
concentration on the spell for up to 8 hours. When you use a Components: V, S
spell slot of 5th level or higher, you can maintain your Duration: Instantaneous
concentration on the spell for up to 24 hours. With the grace of the Holy Light, you bring life to the living,
and harm to the unsanctified. The creature you target
HOLD
regains a number of hit points equal to 1d8 + your
2nd-level enchantment
spellcasting ability modifier. If you target an undead or a
Casting Time: 1 action fiend with this ability, they take holy damage equal to the hit
Range: 60 feet points they would normally gain. If you target an unwilling
Components: V, S, M (a small, straight piece of iron) creature, you require a ranged spell attack.
Duration: Concentration, up to 1 minute Constructs gain no benefit from this spell.

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Heightened. The healing increases by 1d8 per level above ICY TOUCH
1st. 1st-level evocation

HOLY NOVA Casting Time: 1 action


3rd-level evocation Range: Touch
Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Range: Personal (Self)
You reach forward, freezing your target’s joints and breath.
Components: V, S
Make a melee spell attack against a creature you touch. If
Duration: Instantaneous
you succeed, the target takes 3d6 cold damage, and is
You release a burst of holy energy a 30-foot radius sphere.
chilled for one round.
All living allies are healed 3d8 hit points, while all living
enemies take 3d4 holy damage. IMMOLATION AURA
Creatures harmed by this spell are entitled a Spirit saving 2nd-level abjuration [aura]
throw to half damage. The light spreads around corners. Casting Time: 1 action
Fiends and undead take the damage in d8 instead of d4. Range: Personal (Self)
Heightened. The healing increases by 1d8, and the Components: V, S
damage by 1d4 for each level above 3rd. Duration: Concentration, up to 1 hour
HOLY SHOCK You surround yourself with a burning green fire that reaches
2nd-level evocation [healing] 5 feet away. For the duration of the aura, any creature that
attacks you with a weapon in reach of the aura or who
Casting Time: 1 action
begins its round within range takes 2d6 fire damage, with an
Range: 30 feet
Agility save to halve damage.
Components: V, S
You may also use a bonus action on your turn to add half
Duration: Instantaneous
your total fire damage to any of your attacks. The latter
You release a burst of energy that heals or harms. You may
effect is a strike effect.
target a creature as a ranged spell attack. On a success, it
Heightened. The damage dealt by your aura increases by
either regains 2d8 hit points, or is dealt the same amount of
1d6 per level above 2nd.
holy damage. This can only heal the living, but can also deal
damage to them if you wish. On a ranged dice result of 18 to IMMOLATE
20, this is considered a critical hit and either heals or harms 1st-level evocation [sigil]
double normal damage. Constructs gain no benefit from this Casting Time: 1 action
spell. Range: 60 feet
Heightened. The healing increases by 1d8 per two levels Components: V, S
above 2nd. Duration: Up to 1 minute
ICE BLOCK You infuse your target with flickering green hellfire. Make a
4th-level abjuration ranged spell attack against a creature within range.
On a hit, the target is affected by the spell, taking 1d6
Casting Time: 1 reaction, which you take when you are
damage. This damage is treated as both fire and fel. At the
targeted with an attack or harmful effect.
beginning of every round, the caster must succeed on a sigil
Range: Personal (Self)
roll to affect the target again.
Components: V, S
Also, so long as the spell is active, the target suffers -4 to
Duration: Concentration, up to 1 hour
the first saving throw they make until the beginning of their
You become encased in a block of ice, protecting you from
turn in the next round. If the ranged spell attack misses, the
damage. A thick block of ice protects you, granting you 6d6
spell deals half the initial damage and has no other effect.
temporary hit points so long as you channel the spell.
Heightened. The damage increases by one dice per spell
Furthermore, you gain resistance to all types of damage but
level above 1st.
fire, as well as immunity to cold damage.
If the block manages to absorb all damage from an effect, INFERNO BLAST
you are protected against any secondary effects (as if 4th-level evocation [sigil]
immune). Casting Time: 1 action
While encased in ice and concentrating, you are Range: 60 feet
incapacitated. When the ice is destroyed or when you cease Components: V, S
channeling, you may cast any spell as a bonus action or a Duration: Up to 1 minute
reaction (so long as its normal casting time is 1 action or You infuse your target with pure arcane flame. Make a
quicker). ranged spell attack against a creature within range. On a hit,

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the target is affected by the spell, taking 4d6 fire damage. At
the beginning of every round, the caster must succeed on a
sigil roll to affect the target again.
Also, so long as the spell is active, the blast from the spell
target's splashes on the area around the target. All creatures
adjacent to the target take half the initial damage the target
takes. If the ranged spell attack misses, the spell deals half
the initial damage and has no other effect.
Heightened. The damage increases by one dice per spell
level above 4th.

INNER FIRE
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Five minutes
A wreath of faith burns within a creature you designate
within range. The creature gains +1 bonus to damage rolls,
and their armor increases by 1. This is an aura bonus.
Heightened. You can increase the bonus to AC and
damage rolls by + 1 each for every two spell levels above 1st
(up to a +3 bonus to AC and damage rolls at spell level 5).

INVOKE ELEMENTS
Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You can create one of the following effects:
You create a tiny, harmless illusion that predicts the
weather for the next 24 hours; your voice booms three times
as loud; you conjure a spark of lightning or flame that can
light or snuff a small campfire, torch, or candle; cause such
flames to flicker and change color for 1 minute; you cause
harmless tremors for 1 minute; you chill, warm, a small
amount of liquid, or freeze it for 1 minute.
You can have up to three of these 1-minute effects active at
once.

LAVA BURST
2nd-level evocation [sigil]
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 1 minute
You blast your target with sticky elemental lava. Make a
ranged spell attack against the target. On a hit, the target is
affected by the spell, taking 2d6 fire damage. At the
beginning of every round, the caster must succeed on a spell
attack roll to affect the target again.
Also, so long as the spell is active, the target suffers
additional half damage ( + 50%) from any Elemental Shock

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spell you cast. If the ranged spell attack misses, the spell You conjure orbs of lightning to surround a creature within
deals half the initial damage and has no other effect. range. Any object or creature that starts its turn within 5 feet
Heightened. The damage increases by one dice per spell of the creature or comes within that range is affected by the
level above 2nd. lightning orbs on a failed Agility saving throw, taking 1d8
Special. If the victim of this spell is targeted with any lightning damage, and can’t take reactions until their next
water or cold spell or effect, the lava solidifies, inflicting a turn.
slow effect instead of increased vulnerability to elemental The lightning ignites flammable objects in the area that
shock spells. aren’t being worn or carried.
Heightened. The damage increases by 1d8 per every two
LIFE TAP
spell levels above 2nd.
2nd-level necromancy
Casting Time: 1 action LIGHTNING STORM
Range: Personal (Self) 3rd-level evocation
Components: V, S, M (Drop of the caster’s blood) Casting Time: 1 action
Duration: Instantaneous Range: Personal (Self)
You draw a drop of blood, and sacrifice your life-force for Components: V, S
mana. You lose one-fourth your maximum hit points and Duration: Instantaneous
regain up to one-fourth your maximum mana points. You You release a storm of lightning in the area, electrifying the
may benefit from this spell only once every hour, as a mana- very air around you in a burst of lightning. Any creature
restorative effect. within a 20-foot radius sphere suffers 8d6 lightning damage,
Special. This spell does not cost mana. and are entitled an Agility saving throw to half damage. The
lightning creeps around corners, and does not harm the
LIGHTNING BOLT
character's totems.
3rd-level evocation
All targets harmed by this spell that have failed their saves
Casting Time: 1 action
to half damage have a 50% chance to either be pushed back
Range: Personal (Self), 100-foot line, or 100 feet (one
10 feet or lose their reactions for their round.
creature), see description
Heightened. When cast as a 4th level spell or higher, the
Components: V, S, M (a bit of fur and a rod of amber,
initial damage increases by 1d6 per spell level above 3rd.
crystal, or glass)
Duration: Instantaneous LIGHTWELL
A stroke of lightning forming a line of 100 feet long and 5 3rd-level evocation [totem] [healing]
feet wide blasts out from you in a direction you choose. Each Casting Time: 1 action
creature in the line must make an Agility saving throw. A Range: 30 feet
creature takes 8d6 lightning damage on a failed save, or half Components: V, S
as much damage on a successful one. Duration: 5 minutes
Alternatively, you may cause the lightning bolt to lance You call down a well of light for ten minutes that lands on
and jump between multiple targets instead of affecting the five-foot square specified. Whenever a creature touches
creatures in a line. The spell affects up to two targets within the lightwell, you may use your reaction to heal them 1d8 +
150 feet. Creatures struck by this take the damage as your spellcasting modifier in hit points. This is treated as a
normal. Holy Light spell (level 1). A single creature cannot benefit
The lightning ignites flammable objects in the area that from the lightwell more than three times before they require
aren’t being worn or carried. a short rest.
Heightened. When cast this spell as a 4th level spell or Heightened. The lightwell remains for five more minutes
higher, the damage increases by 1d6 per spell level above more per every spell level above 3rd, to a maximum of 30
3rd. If casting the spell to leap between targets, the spell can minutes, and the spell level of the Holy Light spell increases
affect an additional target per every two levels heightened by one level per level heightened.
above 3rd (3 at 5th, 4 at 7th, and 5 at 9th).
LIVING BOMB
LIGHTNING ORBS 5th-level evocation [sigil]
1st-level evocation
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 30 feet Components: V, S
Components: V, S, M (a bit of fur and a rod of amber, Duration: Up to 1 minute
crystal, or glass) You infuse your target with a seed of arcane fire or frost in
Duration: Concentration, up to 1 minute the target’s chest cavity (or comparable part of their body).

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Make a ranged spell attack against the target. On a hit, an Heightened. The number of mana points drained
elemental bomb nests into the target, dealing 5d6 fire or increases by 1d4 points per every two levels above 2 (2d4 at
cold damage. At the beginning of every round, the caster level 4, 3d4 at level 6, 4d4 at level 8).
must succeed on a sigil roll to affect the target again. Special. Demons always have active mana, and can
Also, so long as the spell is active, the damage from the always be targeted with mana burn. If they have no mana,
spell is added up to a total pool of damage. If the spell ends they still take 2 points of arcane damage.
without being dispelled, the target (and every creature within
MANA SHIELD
10 feet away) suffer the total damage dealt by the spell again
1st-level abjuration
(Stamina saving throw halves the damage for the target, and
Agility save halves for those adjacent). Casting Time: 1 action
If the ranged spell attack misses, the spell deals half the Range: Personal (Self)
initial damage and has no other effect. Components: V, S, M (a sapphire worth at least 10 gp,
Heightened. The damage increases by one dice per spell which the spell consumes)
level above 5th. Duration: 1 hour
You raise a transparent blue shield of force. This effect
LUNAR CURSE remains only so long as you have at least 1 mana point in
3rd-level necromancy [curse] your pool. For every 2 points of damage you take that are not
Casting Time: 1 action internal (such as from starvation), you may sacrifice 1 mana
Range: Touch point to negate.
Components: V, S Effects that target your mana pool do so directly. This
Duration: Concentration, up to 1 minute cannot reduce the damage below half the original damage
You touch a humanoid to imbue a sliver of the lunar curse dealt.
within them. If the creature fails on a Spirit saving throw Heightened. A single mana point can absorb 1 additional
and you maintain concentration and line of sight to it for up hit point per every three levels above 1 (3 hit points per
to 1 minute, the creature is cursed to turn into a were- mana at spell level 4, and 4 hit points per mana point at level
creature (such as a Worgen or werewolf). 8).
The cursed creature begins suffering psychological Special. This spell does not cost mana to cast.
torment and their body begins their transfiguration. For
MANA TIDE TOTEM
three days, they will avoid gatherings of their same kind. At
6th-level transmutation [totem]
this stage, a break curse can reverse the spell if the target
can succeed on a spellcasting check versus your own, or one Casting Time: 1 action
dispel magic for each of the three days of transformation. Range: 30 feet
Otherwise, this moves to the third stage. Components: V, S
At the end of the three days, the target's transformation Duration: 1 minute
will be complete, and they will become Worgen (or any were- Once you place this totem, you may use a reaction to have it
creature chosen by you). Initially-transformed Worgen release the effects of a 4th level Mana Tide (or brilliance
cannot transform back to humans (or their original creature aura). This totem otherwise functions as all other totem
type) until after 1 week of rampaging violence (though they spells.
may attempt a Wisdom saving throw once every day to end MASS REVIVIFY
the rampage). 5th-level necromancy
MANA BURN Casting Time: 3 rounds
2nd-level evocation Range: 30 feet
Casting Time: 1 action Components: V, S, M (diamonds or alchemical reagents
Range: 30 feet worth 300 gp per target, which the spell consumes)
Components: V, S Duration: Instantaneous
Duration: Instantaneous Choose up to 6 targets within 30 feet of a point you choose
You target a creature that has mana within 30 feet. A ray of within range. Each creature that has died within the last
black-purple anti-magic leaps out, and strikes the target, minute returns to life with 1 hit point.
draining them of mana. You must make a ranged spell This spell can't return to life a creature that has died of old
attack with the ray. On a success, the target loses 1d4 + 1 age, nor can it restore any missing body parts.
mana points. For every mana point lost, the target takes two Special. This spell can target any creature type except
points of arcane damage. Constructs, Celestials, or Fiends.
The target is entitled a Spirit saving throw. On a success, MIND BLAST
the mana and hit points lost are halved. 1st-level evocation [sigil]

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Casting Time: 1 action spell Mute. This spell effect can remain for as long as you
Range: 60 feet concentrate.
Components: V, S Heightened. The interrupted spell is automatic if the
Duration: Up to 1 minute spell’s level is less than or equal to Mind Freeze’s level.
You concentrate, searing your enemy’s mind with a surge of
MIND VISION
psychic energy that causes it to reel internally. Make a
4th-level divination
ranged spell attack against a creature within range. On a hit,
the target takes 1d4 psychic damage. At the beginning of Casting Time: 1 action
every round, the caster must succeed on a sigil roll to affect Range: 60 feet
the target again. Components: V, S
Also, so long as the spell is active, the target has Duration: Concentration, up to 1 minute
disadvantage to their next skill check until the beginning of You focus your mental powers into seeing through the
the next round. target’s eyes, hearing through their ears, and sensing
If the ranged spell attack misses, the spell deals half the through them. This can be negated on a successful Spirit
initial damage and has no other effect. saving throw. On a failed saving throw, the target shares all
Heightened. The damage increases by one dice per spell images, sounds, words and sensory messages they receive
level above 1st. with you.
You may (so long as the spell is active) attempt to charm
MIND FLAY or dominate the target with another spell, and both spells
3rd-level evocation [sigil] can be concentrated on at the same time.
Casting Time: 1 action At the beginning of the target’s turn every round, they may
Range: 60 feet attempt another Spirit saving throw to end this effect.
Components: V, S
MINOR ALCHEMY
Duration: Up to 1 minute
Transmutation cantrip
You focus your mental powers into creating a nexus of
Casting Time: 1 action
damaging psychic power in your enemy’s mind. Make a
Range: Touch
ranged spell attack against a creature within range. On a hit,
Components: V, S
the target takes 3d4 psychic damage. At the beginning of
Duration: 1 hour
every round, the caster must succeed on a sigil roll to affect
You can create one of the following temporary alterations to
the target again.
a nonmagical object:
Also, so long as the spell is active, the target is slowed
If you possess an antitoxin vial, you may use this cantrip
until the beginning of their turn in the next round (as the
on it to allow it to heal the imbiber 1 hit point. The vial must
spell of the same name). If the ranged spell attack misses,
be consumed during the spell’s duration.
the spell deals half the initial damage and has no other
You perform a special alchemical procedure on one object
effect.
composed entirely of wood, stone (but not a gemstone), iron,
Heightened. The damage taken increases by one dice per
copper, or silver, transforming it into a different one of those
every level above 3rd.
materials..
MIND FREEZE For each 10 minutes you spend performing the procedure,
5th-level abjuration you can transform up to 1 cubic foot of material. After 1
Casting Time: 1 reaction, which you take when you see a hour, the material reverts to its original substance. The
creature within 60 feet casting a spell residual effects of alchemy can be noticed with a successful
Range: 60 feet Intelligence check with Alchemist’s Supplies, or a
Components: S Perception check.
Duration: Instantaneous, plus Concentration for up to 1 MOONFIRE
minute 1st-level evocation [sigil]
You attempt to interrupt the creature by freezing its tongue
Casting Time: 1 action
in its place, and its hands from performing the spell’s
Range: 60 feet
gestures.
Components: V, S
If the caster is casting a spell of 5th level or lower, they
Duration: Up to 1 minute
automatically fail, and the target is silenced (as the spell
You call down a 5-foot wide, 30-foot high cylinder of astral
Mute), and Deafened (as Deafness). If they are casting a
moonlight that suffuse the target’s very core. Make a ranged
spell of 6th level or higher, make an ability check using your
spell attack against the target. On a hit, the target takes 1d6
spellcasting ability versus a DC of 10 + spell’s level. On a
success, the creature’s spell fails and is silenced as per the

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holy damage. At the beginning of every round, the caster MUTE
must succeed on a sigil roll to affect the target again. 2nd-level illusion
Also, if the target is shapeshifting, or is under the effects of Casting Time: 1 action
a polymorph spell or comparable effect, they must make a Range: 60 feet
saving throw whenever they take the damage or else revert Components: V, S
to their normal form. This cannot overwhelm curse effects Duration: Concentration, up to 1 minute
unless Moonfire is cast from a level 5 spell slot. You target a creature within range, forcing it to make a
Also, if the target is shapeshifting, or is under the effects of Spirit saving throw. If it fails, the target is isolated from all
a polymorph spell or comparable effect, they must make a sound, causing it to be silenced and deafened. This prevents
saving throw whenever they take the damage or else revert it from performing the verbal components of spells, and
to their normal form. This cannot overwhelm curse effects rendering it immune to Thunder damage and effects of a
unless Moonfire is cast as a 5th level spell. spell equal to the spell’s level or lower.
Heightened. The damage taken increases by one dice per Heightened. You may target another creature within 30
every level above 1st. feet of the original target for every spell levels above 2nd (2
MUTATE creatures at level 4, 3 at level 6, and 4 at level 8).
1st-level transmutation [array] NECROTIC AURA
Casting Time: 1 action 2nd-level abjuration [aura]
Range: Touch Casting Time: 1 bonus action
Components: V, S, M (hair, nail clip, or a piece of the Range: Self (15-foot radius)
target’s body) Components: V
Duration: 10 minutes Duration: Concentration (partial), up to 1 hour
You transmute the touched target to gain one of the below Withering curses radiates from you in an aura with a 15-foot
mutations. You can choose one of the following mutations in radius. Until the spell ends, the aura moves with you,
the array. centered on you. Each hostile creature in the area that is
• Adhesive. The target becomes stickier. They gain reduced to 0 hit points or fails a death saving throw restores
advantage to grapple checks and checks related to 1d4 hit points to you and two allies of your choice that are
climbing or holding. within the aura’s range.
• Ability Score Boost. The target gains + 2 to one attribute, Undead and constructs do not restore hit points this way,
but -2 to the opposite attribute. Strength is opposed to neither do creatures with insignificant life-forces (such as
Intelligence, Agility to Spirit, and Stamina to Charisma. harmless critters or sickly victims).
• Bite. The target gains a bite melee weapon attack. Bite is Heightened. For each spell level above 2nd, you may add
treated as a light natural attack, and deals piercing an ally to the total who can be healed (up to 5 allies at spell
damage as a dagger of the target’s size (1d4 for medium level 5).
creatures). Note. This spell suppresses and is suppressed by the
• Claws. This is treated as Bite, but instead deals slashing Retribution Aura spell.
damage, and is treated as a shortsword of the target’s size ORB OF ANNIHILATION
(1d6 for medium creatures). 2nd-level evocation
• Longer Limbs. One of the target’s limbs lengthen. This
Casting Time: 1 action
increases the target’s reach by 5 feet for attack rolls done
Range: 50 feet
through that limb (bite, kick, armed melee attacks, etc.) or
Components: V, S
movement speed (if legs or tails) by 10 feet.
Duration: Instantaneous
• Resistant Skin. The target gains energy resistance 5
You throw a crackling sphere of black and purple energy at a
against one energy type.
target or 5-foot-intersection in range. This requires a ranged
• Thicker Skin. The target gains a natural armor bonus
spell attack against a primary target or 5-foot square. The
equal to + 2. This does not stack with normal armor.
orb deals 4d6 points of fel damage on the target (or target 5-
• Sensitive Eyes. The target’s eyes become more sensitive.
foot-square).
They gain darkvision 60 feet, or increase the range of
The target’s maximum hit points is reduced by one-half
existing darkvision by 30 feet.
damage dealt by this spell. After being affected once by this,
Heighten. You can increase the bonus to attribute the creature cannot be affected by reduction to maximum hit
mutation or armor by + 1 for every spell level above 1st level, points until 24 hours pass.
or energy resistance by 5 points above level 1. Alternatively, Creatures within 5 feet of the impact take half the fel
you may add another mutation for every two spell levels this damage and their hit points are not reduced (Agility saving
is heightened. throw halves the damage).

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If targeting an object or a structure (such as a wall), the
spell deals triple normal damage, and ignores hardness.
Heightened. You may increase both the initial and
secondary damage by 1d6 per level above 2nd.

PARASITE
2nd-level conjuration [sigil]
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Up to 1 minute
You summon a parasitic conjured creature into the target.
Make a ranged spell attack against any creature within
range. The target suffers 2d6 poison damage. At the
beginning of every round, the caster must succeed on a sigil
roll to affect the target again.
Also, so long as the spell is active, the target is treated as if
poisoned.
If the creature dies while under the effects of parasite, its
poisonous fume arises from the corpse, dealing 2d6 damage
in a 5 foot-radius sphere, centered on the corpse. The
parasite is summoned on the spot of its death, and it
remains for a minute, as if you conjured it.
You can implant any creature that as part of the spell so
long as it is one size category smaller than the target, and if
the conjure spell you refer to is lower than the parasite spell
in spell level.
Heightened. The damage increases by 1d6 per spell level
above 2nd.
Note. You must choose the creature to serve as the
parasite beforehand, and it must be a creature you can
conjure.

POWER WORD SHIELD


3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: One hour
The utterance of the holy word of shielding grants any one
ally within range 15 temporary hit points. A creature can
benefit from this Power Word only once for any given hour.
Heightened. Increase the temporary hit points gained by
this spell by 10 points per level above 3rd.

POLYMORPH
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within
range into a new form. An unwilling creature must make a
Spirit saving throw to avoid the effect. The spell has no
effect on a shapechanger or a creature with 0 hit points.

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The transformation lasts for the duration, or until the The spell’s base damage is 12d6. If at the end of your turn
target drops to 0 hit points or dies. The new form can be any the bead has not yet detonated, the damage increases by
beast whose challenge rating is equal to or less than the 1d6.
target's (or the target's level, if it doesn't have a challenge If the glowing bead is touched before the interval has
rating). The target's game statistics, including mental ability expired, the creature touching it must make an Agility saving
scores, are replaced by the statistics of the chosen beast. It throw. On a failed save, the spell ends immediately, causing
retains its alignment and personality. the bead to erupt in flame. On a successful save, the creature
The target assumes the hit points of its new form. When it can throw the bead up to 150 feet. When it strikes a creature
reverts to its normal form, the creature returns to the or a solid object, the spell ends, and the bead explodes. The
percentage of hit points its old form ended with (for fire damages objects in the area and ignites flammable
example, ending the spell at ½ hit points would leave the objects that aren’t being worn or carried.
target with half their normal hit points). If the spell ended Heightened. When you cast this spell as an 8th level spell
from the target’s hit points being reduced to 0 or below, the or higher, the base damage increases by 1d6 for each spell
target reverts back with 1 hit point. level above 7th.
The creature is limited in the actions it can perform by the Special. Some effects count as a round of concentration
nature of its new form, and it can't speak, cast spells, or take for a pyroblast spell.
any other action that requires hands or speech.
PRIMAL ATTUNEMENT
The target's gear melds into the new form. The creature
6th-level abjuration
can't activate, use, wield, or otherwise benefit from any of its
equipment. Casting Time: 10 minutes
Range: Touch
PSYCHIC HORROR Components: V, S
3rd-level illusion Duration: 24 hours
Casting Time: 1 action You invoke elemental spirits to protect an area outdoors or
Range: Personal (Self) underground. The area can be as small as a 30-foot cube or
Components: V, S as large as a 9-foot cube, usually centered on a totem or
Duration: Concentration, up to 1 minute monolith. If you cast this spell in the same area every day for
You project a phantasmal current of fear all around you, a year, the spell lasts until dispelled.
creating a blast of mental energy. Each creature within a 20- The spell creates the following effects within the area.
foot radius sphere centered on you must succeed on a Spirit When you cast this spell, you can specify creatures as
saving throw or drop whatever they are holding and become friends who are immune to the effects. You can also specify
frightened for the duration. While frightened, the creature a password that, when spoken aloud, makes the speaker
can only use the Dash action to move away from you by the immune to these effects.
safest route available to it unless there is nowhere to move. The entire warded area radiates magic. A dispel magic
If the creature ends its turn in a location where it does not cast on the area, if successful, removes only one of the
have line of sight to you, they can make a Spirit saving following effects, not the entire area. That spell’s caster
throw. On a successful save, the spell ends for that creature. chooses which effect to end. Only when all its effects are
gone is this spell dispelled.
PYROBLAST
7th-level evocation [channel] • Blessing of Air. You can fill any number of 5-foot squares
Casting Time: 1 action on the ground with thick fog, making them heavily
Components: V, S obscured. The fog reaches 10 feet high. In addition, every
Range: 150 feet foot of movement through the fog costs 2 extra feet. To a
Duration: Channeling, up to 1 minute creature immune to this effect, the fog obscures nothing
A beam of yellow light flashes from your pointing finger, and looks like soft mist, with motes of blue light floating in
then condenses to linger at a chosen point within range as a the air.
glowing bead for the duration. When the spell ends, either • Blessing of Earth. You can fill any number of 5-foot
because your concentration is broken or because you decide squares with debris or withdraw them as a reaction. This
to end it, the bead blossoms with a low roar into an becomes difficult terrain. A creature can also benefit from
explosion of flame that spreads around corners. Each cover behind the debris, but this costs 5 feet of movement
creature in a 20-foot-radius sphere centered on that point to take cover behind.
must make an Agility saving throw. A creature takes fire • Blessing of Fire. Whenever a creature friendly to you takes
damage equal to the total accumulated damage on a failed 10 feet of movement in the area, it is propelled ahead 5
save, or half as much damage on a successful one. additional feet. The area is also warmly-heated,

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• Blessing of Water. Any creature in the area that regains hit Duration: Instantaneous
points from a spell 1st level or higher regains an additional You return a dead (or destroyed intelligent undead) creature
amount of hit points equal to your Spirit modifier you touch to life, provided that it has been dead no longer
(minimum 1). than 10 days. The creature returns to life with 1 hit point.
• Elemental Guardians. Up to four minor elementals of each This spell also neutralizes any poison and cures
type (air, earth, fire, water) arise to guard the attuned area, nonmagical Diseases that affected the creature at the time it
except that they cannot speak. If any creature not immune died. This spell doesn't, however, remove magical Diseases,
to this effect enters the warded area, the elemental curses, or similar effects, if these aren't first removed prior
guardians fight until they have driven off or slain the to casting the spell, they take effect when the creature
intruders. The elemental guardians also obey your spoken returns to life.
commands (no action required by you) that you issue while This spell closes all mortal wounds, but it doesn't restore
in the area. If you don't give them commands and no missing body parts.
intruders are present, the elemental guardians do nothing. Coming back from the dead is an ordeal. The target
The elemental guardians can‘t leave the warded area. suffers from resurrection sickness (see resurrection under
When the spell ends, the magic animating them chapter 1: introduction).
disappears.
REJUVENATION
• Additional Spell Effect. You can place your choice of one of
1st-level evocation [sigil] [healing]
the following magical effects within the warded area:
• A constant gust of wind in two locations of your choice
Casting Time: 1 action
• Spike growth in one location of your choice
Range: 60 feet
• Wind wall in two locations of your choice
Components: V, S
Duration: Up to 1 minute
To a creature immune to this effect, the winds are a With the grace of the nature, you envelop one living creature
fragrant, gentle breeze, and the area of spike growth is within range with a blessing that rapidly closes wounds and
harmless. rejuvenates the target. The target regains 1d4 hit points. At
RAIN OF FIRE the beginning of every round, the caster must succeed on a
3rd-level evocation [channel] sigil roll to affect the target again.
Also, so long as the spell sigil is active, the target also
Casting Time: 1 action
gains resistance to poison damage, or suppresses one level
Range: 150 feet, in a 15-feet-wide, 60-feet-high cylinder.
of exhaustion until the beginning of their turn the next
Components: V, S, M (crushed glass and water)
round. Undead and constructs gain no benefit from this
You whisper the magic words, and a hot, red light emanates
spell.
from your hands. A burning cloud materializes 40 feet above
Heightened. The healing taken increases by one dice per
the target, raining down meteorites and clumps of fire,
every level above 2nd.
dealing 4d6 points of damage in the area for every round of
Special. If the target is reduced to 0 hit points or below,
channeling. The damage is half fire, and half bludgeoning
they automatically stabilize.
damage, with an Agility saving throw to half damage.
Creatures that fail their saving throw for half damage also RESISTANCE AURA
have their speed reduced by 10 feet. 5th-level abjuration [aura]
The meteorites set fire to combustibles and damages Casting Time: 1 bonus action
objects in the area. It can melt metals with low melting Range: Self (15-foot radius)
points, such as lead, gold, copper, silver or bronze.. Components: V
The cloud can deal damage to creatures flying under it as Duration: Concentration (partial), up to 1 hour
well, and imposes the same obscuration to sight to creatures An elemental protective ward radiates from you in an aura
below the cloud. As a bonus action, you can move the cloud with a 15-foot radius. Until the spell ends, the aura moves
that calls down the rain of fire up to 30 feet. with you, centered on you. Choose one of the following
Heightened. Per level above 3rd, add one dice of damage damage types: cold, fel, fire, or shadow. The first each turn
per every spell level above 3rd level. the affected targets take damage of the chosen type, they
RAISE DEAD suffer 10 (3d6) less points of damage of that type. This
5th-level necromancy cannot reduce the damage below 1 point.
Note. This spell suppresses and is suppressed by the
Casting Time: 1 hour
vulnerability aura spell.
Range: touch
Components: V, S, M (a diamond or alchemical reagents RENEWING LIGHT
worth 500 gp, which the spell consumes) 1st-level evocation [sigil] [healing]

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

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212
Casting Time: 1 action you dealt. You may grant this healing to any ally within 30
Range: Touch feet. This healing has no effect on constructs. This applies to
Components: V, S, M (diamonds or alchemical reagents your first attack in a given round.
worth 300 gp, which the spell consumes) Worm Rune (DKN 4). While under the effects of this rune,
Duration: Instantaneous your strikes infuse the enemy with a virulent magical
You touch a creature that has died within the last minute. ailment that spawns a worm under the target’s skin. A living
That creature returns to life with 1 hit point. This spell can't target suffers 2d6 damage every round so long as the target
return to life a creature that has died of old age, nor can it is not healed from the incubating worm. If the target loses at
restore any missing body parts. If you target undead, they least 10 hit points from the bleeding, the worms increase in
return as normal undead (and are not returned to life). size, and form a visible tumor under the target’s skin. At this
Special. This spell can target any creature type except point, releasing the rune has an additional effect. If the
Constructs, Celestials, or Fiends. target is subject to a healing spell, roll 1d4. On the result of a
3 or higher, the worms shrivel and die without effect.
RIPTIDE
Release. Releasing the rune has the following effect when
1st-level evocation [sigil] [healing]
released.
Casting Time: 1 action Blood Rune. If releasing the rune with a Runic Strike, the
Range: 60 feet target takes bleed damage equal the damage the rune dealt
Components: V, S for one minute. A successful Stamina save halves the
Duration: Up to 1 minute damage and the duration.
You may target a living creature within range with a curative Frozen Wastes Rune. The target of the Death Knight’s
blast of waters. The target regains 1d4 hit points. If you Runic Strike instantly suffers 2d4 extra points of damage of
target an undead or a fiend with this ability, they take holy the rune’s type, the target is chilled for one round.
damage equal to the hit points they would normally gain. If Worms Rune. If the worm deals at least 10 hit points of
you target an unwilling creature, you require a ranged spell damage and is released, it explodes into a spray of blood.
attack. At the beginning of every round, the caster must The target must succeed on a Stamina saving throw or
succeed on a sigil roll to affect the target again. suffer the 5d6 shadow damage. Also, regardless if the target
Also, so long as the spell is active, a single spell that succeeds or fails on the saving throw, the amount of hit
affects the target while under the sigil’s effects is subject to a points the worm gathered heals all undead creatures you
dispel effect (as if a dispel magic spell was 1st level). The designate within 30 feet, or harms all living creatures you
dispel effect requires spending a reaction. designate within the same range. The amount of healing or
Heightened. The healing taken increases by one dice per harm is equal to the amount of hit points it dealt when
every level above 2nd. The effective level of the dispel magic incubating.
also increases by one level. Heightened. Plague Rune. The base damage increases
RUNIC ARRAY by 1d6 damage per level above 1st.
1st-level necromancy [array, rune, strike] Heightened. Blood and Frozen Wastes Runes. The
damage taken per hit increases by 1d4 per spell level.
Casting Time: 1 bonus action
Range: Self SEAL ARRAY
Components: V 1st-level transmutation [seal]
Duration: 1 minute or one strike per level Casting Time: special (half movement)
You gain one rune of the below array. If any spell of this Range: Personal (Self)
array is used, you may release the rune, granting you the Components: V, S
benefit of a runic strike as if you sacrificed mana for a spell Duration: 1 minute
of the rune you chose You gain one seal of the below array. If any spell of this array
Plague Rune (DKN 1). Your weapon deals 1d6 extra is used, you may release the seal, granting you the benefit of
points of damage on its first attack in a given round. The a crusader strike as if you sacrificed mana for a spell of the
damage can be cold or poison. You gain one seal of the below array. If any spell of this array
Blood Rune (DKN 2). Your weapon deals 1d4 extra points is used, you may release the seal, granting you the benefit of
of damage on its first attack in a given round. The damage a crusader strike as if you sacrificed mana for a spell of the
can be fire or fel. seal of the spell level you chose.
Frozen Waste Rune (DKN 1). Your weapon deals 1d4 Seal of Insight (level 3). While under the effects of this
extra points of damage on its first attack in a given round. seal, each time you strike an opponent in melee, you reduce
The damage can be cold or shadow. the mana cost of your next paladin spell by 1 mana point
Vampiric Rune (DKN 2). After you make this attack, you (minimum 1). This does not stack with other mana-reduction
regain a number of hit points equal to half the total damage effects, but can stack with itself.

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Seal of Justice (level 2). While under the effects of this Heightened. You can target an additional undead or
seal, each time you strike an opponent in melee, you reduce fiendish creature for each level above 3rd. The targets must
their speed by 10 feet. This penalty stacks, and is removed be within 30 feet of each other when you target them.
after 1 round.
SHADOW BOLT
Seal of Light (level 2). While under the effects of this seal,
1st-level evocation
each time you strike an opponent in melee, you heal 1d4 hit
points. You may halve the amount of hit points gained and Casting Time: 1 action
grant them to any ally within 30 feet. Range: 60 feet
Seal of Righteousness (level 1). Any weapon you wield Components: V, S
deals 1d4 extra damage on its first attack in a given round. Duration: Instantaneous then 1 round
This damage can be holy or fire damage. You shoot a blast of shadowy energy at a creature within
Release. Releasing the seal has the following effect when range. Make a ranged spell attack against the target. Targets
released struck by this bolt suffer 2d8 shadow damage.
Seal of Insight. The reduction to mana costs of your If the target is already subjected to an active sigil spell, you
paladin spells remains for one round per spell level of the may force the target to suffer a sigil pulse as if one round
seal. passed (does not require a sigil roll to maintain).
Seal of Light. The seal restores 2d4 hit points to you (you Heightened. When you cast this spell as a 2nd level spell
may grant half of the amount to any ally). or higher, the damage increases by 2d8 for each spell level
Seal of Righteousness. The target of the Paladin’s above 2nd.
Crusader Strike instantly suffers 2d4 extra points of damage Special. This spell costs half mana.
of the rune’s type, and the target can’t take reactions for one SHADOW WORD PAIN
round. 2nd-level evocation [sigil]
Heightened. Seal of Light. The value of healing increases
Casting Time: 1 action
by 1d4 per level above 2nd. Upon releasing the seal, you
Components: V, S
regain an additional 2d4 hit points per level as well.
Range: 60 feet
Heightened. Seal of Righteousness. The damage taken
Duration: Up to 1 minute
per hit increases by 1d4 per spell level.
You speak a word of shadowy power that affects one
SERPENT WARD creature within range. Make a ranged spell attack against
2nd-level evocation [totem] the target. On a hit, the target suffers 2d4 shadow damage.
Casting Time: 1 action At the beginning of every round, the caster must succeed on
Range: 30 feet a sigil roll to affect the target again.
Components: V, S Also, so long as the spell is active, the target is treated as if
Duration: 1 minute they are blinded against you until the beginning of their turn
Once you place this totem, you may use a reaction to have it the next round. If the ranged spell attack misses, the spell
release the effects of the fire bolt cantrip, manifesting a deals half the initial damage and has no other effect. If the
snake-head that releases the bolt of flame, as the cantrip of creature dies while under the effects of shadow word pain,
the same name. The cantrip treats your character level as if you are aware of their corpse’s general location to up to one
5 levels lower for the purposes of damage (minimum 1d10 mile.
as normal). Heightened. The damage taken increases by one dice per
every level above 2nd.
SHACKLE EVIL
2nd-level necromancy SHIFT SKILL
1st-level transmutation
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V, S, M (a dip of holy water or a bone) Range: Touch
Duration: Concentration, up to 1 minute Components: V, S
Choose any two undead or fiends that you can see within Duration: 10 minutes
range. The targets must succeed on a Spirit saving throw or You imbue a creature with a measure of your skill. The
be paralyzed for the duration. At the end of each of their target gains a bonus to a single skill equal to your
turns, the targets can make another Spirit saving throw. On proficiency bonus (up to + 2). This does not stack with an
a success, the spell ends for the target. existing proficiency bonus.
This otherwise acts as the Hold spell, but can only affect Heightened. For every spell level above 1st, the bonus you
undead and fiends, and may hold double the normal amount can grant increases by + 1 (maximum + 6 at spell level 4).
of creatures.

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

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immune to this effect. A creature may roll a Stamina saving sleeping target would be able to perceive should they be
throw to reduce the duration of sleep to one round. awake.
Venom Shot (level 1). Your arrow is enchanted with a While resting this way, the sleeper does not age, and all
poisonous agent. If you strike an enemy with this hit, you poisons, curses, and diseases are suspended (they continue
deal an additional 1d8 poison damage. This damage is acting once you awaken).
halved on a successful Stamina saving throw. Heightened. When you cast this spell using a higher level
Viper Shot (level 1). Your arrow is enchanted with an spell, the maximum duration increases, according to the
anti-magic agent. If you strike an enemy with this hit, they below..
lose 1d2 mana points. For every mana point lost, the target 24 hours, 10 days, 30 days, 1 year and a day, 20 years, 200
takes 2 points of arcane damage. This damage is halved on a years.
successful Spirit saving throw.
Wing Clip Shot (level 2). Your arrow is enchanted to
strike a creature’s hamstring or movement joint. If you strike
an enemy with this hit, they take an additional 1d6 weapon
damage, have their speed reduced by 10 feet, and can’t take
reactions until the start of their next turn.
Wyvern Shot (level 3). Your arrow is enchanted with a
debilitative agent. If you strike an enemy with this hit, you
reduce the target’s maximum hit points by 3d4 for one hour.
This damage to hit points is halved on a successful Stamina
saving throw. A creature cannot be affected by this more
than once at any given hour, and when the duration ends,
their maximum is restored. If a creature’s maximum is
reduced below their current hit points, the excess is treated
as temporary hit points (if the maximum is restored, these
temporary hit points return to be actual hit points).
Heightened. Arcane Shot. The strike’s damage increases
by 1, and the dispel magic effect increases by 1 level per
SOUL STONE
level above 2nd.
5th-level necromancy
Heightened. Black Shot. The strike’s damage increases
by 1d4 per each two spell levels beyond 3rd. The spell level Casting Time: 1 action
also increases by 1. Range: Personal (Self)
Heightened. Concussive Shot. The duration remains for Components: V, S
one round more per level above 2nd. At the end of the Duration: 1 hour
target’s round, they are entitled another save to end the Once you cast this spell, you create a crystal-like green stone
concussive effect. that resembles a heart. You may grant other creatures a soul
Heightened. Tranquilizing Shot. You roll an additional stone with each casting.
2d8 of tranquilizer per level above 1st. A creature that possesses a soul stone can restore
Heightened. Venom Shot. You roll an additional 1d8 themselves to life for up to 1 minute after they die, as if by
poison damage per level above 1st. the Revivify spell.
Heightened. Viper Shot. For every two spell levels above Heightened. You create an additional soul stone for each
2nd, you deal an additional 1d2 mana damage. casting per level above 5th.
Heightened.Wyvern Shot. You roll an additional 1d4 Special. A creature benefitting from a soul stone takes -1
points per every two levels above 3rd. to all rolls until they take a long rest (stacks up to -5, after
which the soul stone does not function). You cannot cast this
SLUMBER spell more than once in a single 24 hours period.
3rd-level enchantment
SOUL WELL
Casting Time: 1 action
5th-level conjuration (ritual)
Range: Touch
Components: V, S Casting Time: 1 action
Duration: Up to 24 hours. Range: Self (5 mile radius sphere)
This spell sends a willing creature that can sleep into Components: V, S
magical sleep. The caster may designate up to three Duration: 1 hour
conditions to cause the sleeper to wake up (such as after 24 You create a soul-well, which links any creature who has a
hours, when a horn is blown, etc.), but only conditions the soul stone to you. If a creature dies within a 5-mile radius

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of the well, it is revived via soul stone spell, and are Casting Time: 1 action
teleported to the Soul Well, emerging from it without their Range: Personal (Self)
gear (and typically covered with a coat of ectoplasm). This Components: V, S
is a teleportation effect, and it is blocked by normal spells Duration: Concentration (partial), up to 1 minute
that prevent teleportation. You infuse yourself with a totemic spirit that affects only you.
Heightened. For each spell level above 5th, the range of Choose one of the three spirits below, and you gain the
the soul well increases by 1 mile. chosen benefit for as long as the spell is active.
Bear. You gain climb speed of 10 feet per round, are able
SOULSHATTER
to deal 1d6 damage with your melee unarmed attack
4th-level enchantment
(instead of your normal damage, at your choice), and gain
Casting Time: 1 action 2d6 temporary hit points.
Range: 60 feet Eagle. You double your normal movement speed and
Components: V, S jumping distance, and constantly benefit from the Feather
Duration: Concentration, up to 1 minute Fall spell.
You release a wave of regret and sorrow that washes over Wolf. You gain +1 to melee damage rolls per ally adjacent
everyone in the area, imposing a heavy feeling of depression to the target (maximum equal to spell level), and your allies
and sorrow. All targets within a 20-foot sphere must make a gain +2 to attack rolls against one target you designate
Charisma saving throw or else lose its ability to feel within 5 feet of you. This is an aura bonus.
motivated or compelled to fight, causing them to stop Heightened. For each spell level above 3rd, the maximum
fighting. This spell suppresses fear and charmed effects, as duration of the spell increases by 2 minutes.
well as all morale bonuses until the spell ends, causing the
targets to become indifferent to everyone else. If the targets SPIRIT LINK
witness their friends or allies being harmed by you or your 3rd-level abjuration
allies, they gain another saving throw versus this effect, but Casting Time: 1 action
will otherwise remain as it was. Range: 30 feet
Components: V, S
SPELL STEAL
Duration: Concentration, up to 1 hour
5th-level abjuration
You may target up to four creatures within 30 feet of one
Casting Time: 1 action (if reaction is not triggered), or another with this spell (yourself included), and all of which
reaction, which you take when you see a creature within are deeply linked in a network of abjuration magics.
60 feet casting a spell. Whenever one of the linked creatures is damaged, they
Range: 30 feet share up to 5 hit points of damage taken by one of the
Components: V, S creatures in the spirit link among the rest, distributing the
Duration: Instantaneous plus 12 Hours damage evenly amongst them all. This requires one reaction
You attempt to steal the magic of a spell from a creature as it every round to activate, though the damage is totaled before
is releasing it. If the creature is casting a spell of 4th level or distributed.
lower and fails a Spirit saving throw, you steal the spell or The damage, once shared, is considered untyped damage,
an ongoing spell effect. You can cast this spell normally which bypasses immunities, vulnerabilities, and resistances.
without spending mana within the next 12 hours or until you If any ally is reduced to 0 hit points, the spell ends
take a long rest, whichever comes first. prematurely.
To steal a 5th level spell, the creature must fail on a Spirit Heightened. You can share an additional 5 hit points per
saving throw, and you must succeed on a dispel attempt (see two spell levels above 3rd.
the Dispel Magic spell)
You may only hold on to one stolen spell at a time. If you SPIRIT LINK TOTEM
cast this spell again before using a stolen spell, that spell is 5th-level conjuration [totem]
replaced with the spell you steal then. Casting Time: 1 action
Special. You can only prepare this spell if you also have a Range: 30 feet
Dispel Magic spell prepared two levels lower than the spell Components: V, S
steal. Duration: Concentration, up to 1 hour
Heightened. You automatically succeed in stealing spells You plant the totem in the ground anywhere within 30 feet.
lower 1 level than the Spell Steal spell. Increasing the spell All willing allies are linked with the Spirit Link spell, up to a
steal’s level allows you to steal spell effects of higher level. maximum of one creature per spell level. Whenever a
creature is damaged, you may use your reaction to share the
SPIRIT INFUSION
damage taken among the rest. You may use an action to
3rd-level transmutation
change the targets of the spirit link.

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This spell otherwise acts as a totemic version of Spirit failed saving throw, a creature or object struck by the star
Link. takes 5d6 damage. The damage is half arcane, and half
Special. Unlike most totem spells, this is a concentration magical bludgeoning damage. On a successful saving throw,
effect. the creature takes half damage.
. A creature who fails the saving throw for half damage is
SPIRIT STRIKE
also pushed 5 feet away from the center of the blast.
1st-level evocation [strike]
Special. This spell requires line of sight to the sky,
Range: Self although it does not require a specific time. If the spell is
Components: V, S cast at night, the shooting star deals additional holy damage
Duration: 1 minute, or one use (whichever comes first) instead of arcane damage.
You may apply this strike to any melee natural unarmed Heightened. When heightened to level 7, you can call
attack. You may choose one aspect to strike as. three meteors instead of two. This increases by one meteor
• Bear. You may initiate a grapple as part of the strike. for every 2 spell levels beyond 7th (3 at level 7, 4 at level 9).
• Eagle. Your movement after this strike does not provoke STASIS TRAP
attacks of opportunity. 1st-level conjuration [totem]
• Wolf. You may (as a bonus action) knock the target prone
Casting Time: 1 action
if they fail an Agility saving throw.
Range: 30 feet
SPIRITUAL REINCARNATION Components: V, S
5th-level conjuration Duration: 10 minutes
Casting Time: 10 minutes You plant the totem in the ground anywhere within 30 feet.
Range: Personal (Self) It is visible for 1 round, before becoming invisible for the
Components: V, S, M (rare oils and herbs or alchemical rest of its duration (gaining advantage to Stealth, with a
reagents worth 500 gp, which the spell consumes). Stealth bonus equal to yours). Once invisible, it is effectively
Duration: Instantaneous, plus up to 1 minute active. If a creature moves within 10 feet of the totem during
After you cast this spell, your soul is tethered to your body its activity, you are notified of the presence, and you are
beyond the limited scope of death. aware of their creature type and direction of movement (but
If you die within 1 week of casting this spell, you may nothing more).
spend mana equal to half the cost of this spell level to keep If you use your reaction to send the mental command, the
your soul tethered around your corpse for up to 1 minute. So totem explodes into a shower of sparks easily seen from up
long as your soul is tethered this way, you can return to your to a mile, lighting up the totem and the area for one round.
body and revive it (as the spell revivify). All creatures 10 feet away from the totem must make an
If you do not return to your body within the minute of Agility saving throw or be stunned until the beginning of
tethering, the spell ends, and you die normally. their turn the next round.
This spell may be detected as if a normal active spell (via Heightened. The trap remains for ten more minutes more
detect magic or abilities that detect magical auras). If the per every level, to a maximum of 100 minutes.
spell is dispelled, you die as if you didn’t return to your body. STRANGULATE
Special. This spell does not cost mana to initially cast. 4th-level necromancy
Heightened. If cast as a 7th level spell, your soul can
Casting Time: 1 action
remain tethered for up to 10 minutes. If cast as a 9th level
Range: 60 feet
spell instead, it can remain tethered up to 1 hour
Components: V, S
STARFALL Duration: Concentration, up to 1 minute
5th-level evocation [channel] Choose a humanoid that you can see within range. The
Casting Time: 1 action target must succeed on a Stamina saving throw or be
Range: Personal (Self) paralyzed and lifted ten feet above the ground for the
Components: V, S duration. On each of their turns, the target may make
Duration: Channel, up to 10 minutes another saving throw. On a success, the spell ends for the
You point to the open sky, calling down a cylinder of normal target, and they drop without taking falling damage. While
light centered on you, 60 feet wide, and 100 feet high. the creature is paralyzed this way, they are also choking.
At the beginning of every round where you channel the After the spell’s effects end, the target is affected by the
spell (the first round does not count), choose any two points Mute spell for one round per round of complete
within the cylinder. Each creature in a 10-foot radius sphere strangulation.
at the point of impact must make an Agility saving throw as
a shooting star blazes down to smash into the area. On a

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SUNBEAM Components: V, S
3rd-level evocation Duration: Concentration, up to 1 minute
Casting Time: 1 action You can manipulate creatures or objects within range with
Range: Self your mind. If attempting to move a creature, make an ability
Components: V, S, M (a lens) check with your spellcasting ability opposed by the
Duration: Concentration, up to 1 minute creature's Strength check. If you win, you can move the
A beam of brilliant light flashes out from a brilliant mote in creature up to 15 feet, and the creature is restrained. You
your hand in a 5-feet-wide, 30-feet long line. Each creature in can move an unattended object up to 500 lb. up to 15 feet
the line must make a Stamina saving throw. On a failed within the range of this spell.
save, a creature takes 3d8 holy damage and is blinded until You can channel this spell to suspend a creature in mid-
your next turn. On a successful save, it takes half as much air, or to damage it every round by constricting (dealing 1d6
damage and isn’t blinded by this spell. Undead and oozes per spell level). If the target is larger than you, it has
have disadvantage on his saving throw. You can alter the advantage to the saving throw.
line of radiance as an action on the beginning of any turn Special. Death Knights usually call this spell Death Grip,
until the spell ends. Your hand emits bright light in a 30-foot and mages and warlocks often use this spell to restrain and
radius and dim light for an additional 30 feet. The light is bring down aerial creatures (calling it Aerial Shackles
treated as sunlight. instead).
Heightened. The spell’s reach increases by 10 feet per Heightened. Per every 2 levels above 3rd level, you
spell level above 3rd, and increases in damage by 1d8 per increase the spell's range by 30 feet, speed of movement by
spell level. 15 feet per round, and the maximum mass of moved objects
by 500 lb.
SUNFIRE
3rd-level evocation [sigil]
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (Leaf of any plant)
Duration: Instantaneous, plus one minute
You call down a beam of brilliant sunlight that suffuses the
target’s being. Make a ranged spell attack against the target.
On a hit, the target takes 3d4 arcane damage. At the
beginning of every round, the caster must succeed on a sigil
roll to affect the target again.
Also, so long as the spell is active, the target takes -4 to their
saving throws against the Moonfire spell, as well as any fire
spell. If the ranged spell attack misses, the spell deals half
the initial damage and has no other effect. TIGER'S MAUL
Furthermore, 2nd-level transmutation [strike]
Heightened. The damage taken increases by one dice per Components: V, S
every level above 1st. Duration: 1 minute, or two uses (whichever comes first)
You may apply this strike to any melee natural unarmed
SWIPE AND SHRED
attack. This deals additional 2d6 damage, and allows you to
1st-level evocation [strike]
make an attack roll to trip the target. If the creature is
Range: Self already prone by this ability, it provokes an attack of
Components: V, S opportunity from you (and only you) when it stands up.
Duration: 1 minute, or one use (whichever comes first) Heightened. You deal an additional 1d6 damage per level
You may apply this strike to any melee natural unarmed above 2nd.
attack. This deals additional 1d6 damage, and the target
suffers disadvantage to attack rolls for one round. TOTEMIC RECALL
Heightened. You deal an additional 1d6 damage per spell 2nd-level evocation
level above 2nd. Casting Time: 1 action
Range: Personal (Self)
TELEKINESIS
Components: V, S, M (splinter of wood)
3rd-level transmutation
Duration: Instantaneous
Casting Time: 1 action You may recall any of your totems within 60 feet. So long as
Range: 30 feet the totem has at least one round remaining and cost at least

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219
1 mana point to place, you regain mana equal to 1 per totem Components: V
recalled. Duration: Concentration (partial), up to 1 hour
Special. This spell does not cost mana to cast. It does also A malicious, gnawing miasma of energy radiates from you in
does not count as a mana restorative effect. an aura with a 15-foot radius. Until the spell ends, the aura
moves with you, centered on you. All allied creatures within
TRANQUILITY
the aura’s range increase their movement speed by 10 feet,
5th-level evocation [channel]
and regenerate 3 hit points every hour so long as they are on
Casting Time: 1 action the move. This does not stack with other regenerative
Range: Personal (Self) abilities, or healing from resting (such as if by spending a hit
Components: V, S, M (a live rose) dice in a moving caravan). This healing does not heal
Duration: Channeling, up to 1 minute constructs.
A soft magical rain-like light descends within the area Furthermore, all hostile creatures within the aura that
around you in a cylinder 15 feet wide, and 60 feet high. have 0 hit points and are stable are no longer stable on a
When you invoke this rain, you can choose for the power to failed Spirit saving throw.
concentrate on up to six targets, or wash on every creature Aura Spike. Causing this aura to spike forces a single
and object in the area. creature in the aura that has 0 hit points and is not stable to
• Concentrated Rain. Up to six creatures of your choice that fail a death saving throw.
you can see regain hit points equal to 3d8 + your Heightened. For each spell level above 3rd, allied
spellcasting ability modifier. The rain-like light appears to creatures in the aura’s area of effect heal 1 additional hit
concentrate on the targets. The targets are healed at the point per hour (up to 5 hit points per hour at spell level 5).
beginning of your turn every round. Note. This spell suppresses and is suppressed by the
• General Drizzle. You may treat this spell as if a channeled Crusader Aura spell.
spell. All living and natural creatures (including natural UNHOLY FRENZY
structures and plants) in the area are healed 2d4 + 1 2nd level necromancy
points of damage per round of channeling. Undead and
Casting Time: 1 action
constructs gain no benefit from Tranquility, and are not
Range: 30 feet
harmed by it.
Components: V, S
Any creature who benefits from this spell also seems to Duration: Concentration, up to 1 minute
become younger and healthier for their age (remaining until The caster imbues his target with the endurance and energy
the spell's duration ends). Plants briefly grow buds (or of the undead. The transmuted creature moves and acts
attempt to, if too old) and show a healthy lustrous sheen, quicker than normal. Choose a creature that you can see
before returning to their previous state. within range. Until the spell ends, the target’s speed is
doubled, it gains a +2 bonus to AC, it has advantage on
TRUESHOT AURA
Agility saving throws, and it gains an additional action on
1st-level abjuration [aura]
each of its turns. That action can be used only to take the
Casting Time: 1 bonus action Attack (one weapon attack only), Dash, Disengage, Hide, or
Range: Self (15-foot radius) Use an Object action.
Components: V For each round of acting under the spell, the target of this
Duration: Concentration (partial), up to 1 hour spell takes 7 (2d6) points of damage. This damage bypasses
An aura of clarity radiates from you in an aura with a 15-foot resistances, and is untyped. A Stamina may be rolled, but a
radius. Until the spell ends, the aura moves with you, successful save removes both the benefits and penalties of
centered on you. Each allied creature in the area deals 1 the spell. When the spell ends, the target can’t move or take
extra point of damage with their ranged weapon attacks. actions until after its next turn, as a wave of lethargy sweeps
Heightened. For each spell level above 1st, allied over it.
creatures deal 1 extra point of damage (up to 5 extra points
of damage at spell level 5). VAMPIRIC AURA
Note. This spell cannot affect creatures within the area of 5th-level abjuration [aura]
a Devotion Aura spell, or those under the effect of a Casting Time: 1 bonus action
protection from good and evil spell (or similar abjurations). Range: Self (15-foot radius)
Components: V
UNHOLY AURA
Duration: Concentration (partial), up to 1 minute
3rd-level abjuration [aura]
A hungering emptiness radiates from you in an aura with a
Casting Time: 1 bonus action 15-foot radius. Until the spell ends, the aura moves with you,
Range: Self (15-foot radius) centered on you. The first time each turn an allied living

CHAPTER 11: SPELLS


220
creature deals melee weapon damage to a hostile creature Heightened. For each spell level above 2nd, the initial
that is not a construct or elemental, the regain 1 point of blast increases in damage by 1d8
damage for each point of damage they deal (maximum 5
WINDFURY TONGUE
points).
5th-level evocation [strike]
Note. This spell is suppressed by the protection from good
and evil (and similar abjurations). Range: Self
Components: V, S
VULNERABILITY AURA Duration: 1 minute, or five uses (whichever comes first)
5th-level abjuration [aura] Over the next minute, whenever your turn starts (including
Casting Time: 1 bonus action this turn), you must roll a d20. On a 17 or higher, you may
Range: Self (15-foot radius) make another attack with the same action.
Components: V Heightened. The required dice result to trigger the extra
Duration: Concentration (partial), up to 1 hour attack is 1 point less on the d20 for every two spell levels
A forbidding, debilitating presence radiates from you in an above 5th, to a result of a result of a 15 or higher on the d20.
aura with a 15-foot radius. Until the spell ends, the aura
WINDFURY TONGUE TOTEM
moves with you, centered on you. Choose one of the
7th-level evocation [totem]
following damage types: cold, fel, fire, or shadow. The target
must succeed on a Spirit saving throw or be affected by the Casting Time: 1 action
spell for its duration. The first time each turn the affected Range: 30 feet
targets take damage of the chosen type, they suffer extra 10 Components: V, S
(3d6) damage of that type. The extra damage cannot exceed Duration: 1 minute
the total original damage. Once you place this totem, it emits an aura with a reaction.
Note. This spell suppresses and is suppressed by the This aura spreads in a 15-foot pulse, granting all allies the
resistance aura spell. effect of a Windfury tongue of 5th level.
Heightened. If cast as a 9th level spell, the required dice
WIND SHEAR result is a 16 instead.
2nd-level evocation
WRATH
Casting Time: 1 reaction
Evocation cantrip
Range: 60 feet
Components: S Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
Reaction. If a creature within range casts on or Components: V, S
concentrates on a spell or uses a ranged attack. Duration: Instantaneous
You release shearing line of wind towards any creature that You release a blast of nature magic towards any creature or
is the process of casting or concentrating on a spell. Make a object within range. Make a ranged spell attack. On a hit, the
ranged spell attack. On a hit, the target takes 3d8 slashing target takes 1d8 bludgeoning, slashing, or lightning damage
damage, and one of the following effects occur (your choice). (choose one), and you can cast entangling roots for half
normal mana with a bonus action if targeting the same
• If the target was casting a spell, they must succeed on a creature.
concentration check with disadvantage or else lose their The spell's damage increases by 1d8 when you reach 5th
spell. If the spell's level is lower than the Wind Shear spell, level (2d8), 11th level (3d8), and 17th level (4d8).
the DC is also increased by 5 points.
• If the target was making a ranged attack roll, they make
the attack with disadvantage.

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221
APPENDIX A: CONDITIONS
There are several new conditions that are mechanically
useful. DISTRACTED
When a creature cannot concentrate on spellcasting (such
BLEEDING as by being damaged, affected by specific spells, or abilities),
This condition causes a creature to lose the number of hit they must succeed on a Stamina saving throw or lose the
points specified at the beginning of its turn each round due spell they are about to cast, channel, or concentrate on.
to blood loss. Unless the character takes precautions, they Effectively, this condition is inflicted whenever a spellcaster
leave a trail of blood behind them. is subject to one of the above conditions, and may negate it
The creature can attempt another Stamina saving throw with a successful saving throw.
at the beginning of every round to end this effect. This effect The DC of the saving throw is equal to 10 or one-half
is also ended if the target regains a number of hit points damage dealt. If the condition was brought on by an ability,
equal to or greater than the bleed damage they take every it is instead the ability DC (or 8 + proficiency + the relevant
round. The wounded creature, or a creature within 5 feet of attribute modifier), and if inflicted by a spell, it is the spell
it, can also use an action to make a DC 15 Spirit (Medicine) DC.
check, ending the effect of such wounds on it on a success.
Creatures that do have blood (or similar functions) cannot be MALFUNCTIONED
harmed by bleeding, subject to the DM’s option.
This condition can apply to engineered devices when it
BURNING malfunctions (rolls a result on the d20 to activate from 1 to
its number of Engineering Points invested). The item can
This condition causes a creature to take ongoing fire so long
still be used again, but its malfunction rate doubles (round
as they are still alight. The target takes 1d6 points of fire
up). If a malfunctioned device malfunctions again, it has a
damage per round (or higher, as specified by the ability).
If the target or a creature within 5 feet of it uses an action serious drawback, either breaking entirely (becoming
to put out the flames, or if some other effect douses the useless), backfiring, or losing all its charges.
flames (such as the target being submerged in water), the This condition can be removed with one hour of work or at
target is no longer burning. the end of a short rest by a character who is familiar with the
device’s operation (such as one who has a schematic or
CHILLED blueprint) or is proficient with engineering and the weapon.
Usually inflicted by cold spells, the chilled condition reduces For Example: A tinker shoots with an Uncommon quality
the target’s primary movement speed by 10 feet until the rifle (EP 3), dealing 3d8 damage. If his attack roll is between
start of the caster’s turn in the next round. This condition 1 and 3, the device malfunctions, gaining the condition,
can stack if applied from different spells or abilities. If the which increases the malfunction rate to 1-6. If the tinker
target’s speed is reduced to 0, they are restrained until their uses the device again (either out of desperation or
speed is no longer 0, as ice coats their body. confidence of a good roll) and results in a 1-6 on a d20, it
backfires or jams, depending on the device class (see below).
CHOKING BOMBS
When a creature that needs to breathe barred from doing so On a second malfunction with a bomb or mine (or attack roll
by an attack (such as a grapple check to choke or the with a rocket), there is a chance for each (roll 1d6).
strangulate spell), a creature is choking. While choking, the
creature is silenced, and must succeed on a Stamina saving Roll Effect
throw against the choker’s DC (8 + proficiency bonus + 1-2 The explosive does not explode
Strength modifier) or instantly lose their remaining rounds 3-4 Delayed explosion (1d4 rounds)
5-6 Explosive splashes in the wrong direction (see splash below)
of breath. When a creature runs out of breath, it can survive
for an additional number of rounds equal to its Constitution
Splash. Roll a 1d8. Clockwise, each number represents a
modifier (minimum 1 round). At the start of its next turn, it
direction (1 represents forward, 5, backwards, 3 on the right,
drops to 0 hit points and is dying or knocked unconscious
7 on the left). The explosive flies off to that direction instead
for one hour. Normally, a creature can hold their breath for
of its original direction.
number of rounds equal to their Stamina score.
To choke a creature already grappled, the grappler must FIREARMS
spend all their movement to tighten their grip, thereby On a second malfunction with an attack roll with a firearm, it
forcing the Stamina saving throw. This can be done multiple has one of the two effects, with a chance for each (roll 1d6).
times so long as the target is still grappled.

APPENDIX A: CONDITIONS
222
Roll Effect CONSTRUCT (OR VEHICLE)
1-3 The firearm jams, requiring a minute to clean it out to use On a second malfunction with an activation roll with a
again
4-6 The gunpowder inside backfires (see backfire below) construct (regardless of type), it either shuts down, is
haywire, burns fuel, or runs slowly (roll a d4).
Backfire. The firearm deals its normal damage in a 10-
Roll Effect
foot-sphere centered on the firearm itself. The user and any
1 Construct remains inactive for one hour
affected creature may perform an Agility check against the 2 Construct activates normally, but is hostile to anything in
device DC for half damage. The damage dealt is half fire, sight (until restarted), or cannot target any creature (if a
half bludgeoning, and the firearm takes the same damage, mecha). If a vehicle, nothing happens
and does not apply resistance of any type, automatically 3 The construct is active, but burns fuel at double normal rate
(until restarted)
bypassing its damage threshold (if possible). 4 The construct is active, but be slowed (as the spell) (until
restarted)
GADGET
On a second malfunction with the activation roll with a SCORCHED
gadget, it is either drained or overheated. There is a chance
for each (roll 1d4). Usually inflicted by fire spells, the scorched condition
reduces the target’s weapon damage by a number of points
Roll Effect equal to 2 (or if brought on by a hostile creature, a number of
1-2 The device loses 1d4 charges. If this reduction takes it to -1 damage points equal to their proficiency bonus).
charge, the gadget cannot be used until it regains full
charges
3-4 The device’s cool down is one hour (or short rest)
Construct (or Vehicle). On a second malfunction with an
activation roll with a construct (regardless of type), it either
shuts down, is haywire, burns fuel, or runs slowly (roll a d4)

APPENDIX A: CONDITIONS
223
APPENDIX B: GODS OF THE WARCRAFT UNIVERSE
Dozens of entities are revered in the Warcraft universe, some races personify their faiths in the form of a god, but
often forming cults, churches, and organizations around understand that their “god” is really just a symbol of their
central tenants. philosophical beliefs, not an actual being. Others, such as
Most races possess some sort of cultural faith that reflects Firelord Ragnaros, are seen by some to have achieved a god-
their values, fears, and hopes. Some worship gods or like status. The Warcraft universe does has powerful,
demigods as actual beings (either as a God, gods, or immortal beings, such as Elune, the Old Gods and the
demigods is debatable among the races themselves), while Titans, and their influence greatly affects the world.

Entity Alignment Class Symbol


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

Sargeras created it with the purpose of destroying all world-


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

APPENDIX B: GODS OF THE WARCRAFT UNIVERSE


224
as Mu'sha), the only true deity on Azeroth. Druidism is unfaithful, for true dedication takes years, and positivity
historically tied to worshipping Elune and the rest of the prevents time eroding an adherent’s will). In some respects,
Wild Gods, and both faiths are close enough to be it can be described as divine humanism.
considered one.
REPRESENTATIVES
The druids and priestesses seek guidance — or
Naaru, providing healing and protection
interference — from the spirits, asking the small spirits for
The holy light whispers and grants power to those who
small tasks and entreating Elune or one of the other wise
follow their ideals, regardless if they show the same
and powerful spirits of the forests for more significant tasks.
alignment as the entity itself. In a dark world with few good
They see their forests as havens for living spirits, and as
forces, the holy light is one of the few shining sources of
such are bound to defend them. It has become the highest
goodness in the world, with its representatives.
priority for the Cenarion Circle to heal the corruption of
The Holy Mark is an upright line middling two half-circles
their precious forests caused by the demonic and undead
one pointing up, and one pointing down (or as the Celtic
invasion of the Third War. As the spirits have served them
Cross without the middle line).
for thousands of years, the druids seek to give back to the
spirits by healing the very living woods.

FORGOTTEN SHADOW
TENANTS
The three virtues of the Forgotten Shadow are death (where
death is the gateway to ascension, but must be balanced
with life), compassion (though often reserved for other
cultists, the forgotten shadow believes that bettering the self
positively influences the universe in a positive cycle), and
ascension (where the follower of the forgotten shadow gains
the power to transcend death, becoming invulnerable,
invincible and eternal. In essence, he becomes a god.)

REPRESENTATIVES
The cult is acknowledged only in the lands of the Forsaken.
The Cult of Forgotten Shadows (or Cult of the Forgotten
Shadow) is a group considered heretical by most, who
LICH KING
believe that dark energy practitioners are just as vital to the TENANTS
survival of life and reality (which they call "the Shadow") as The Lich King has no real tenants, but idolizing him as a
wielders of the Light. The cult preaches balance, mandating paragon of mastery over death led to the development of the
that shadow priests must never forget the dangers of falling priesthood of the Forgotten Shadow. The Lich King himself
too deep into the dark energies they manipulate, for it is desires complete dominion over Azeroth and banishing the
often too hard to find one's way back to the Shadow from Burning Legion from it. Whether the army he builds is to
the deep reaches of the darkness. Those who upset the stand against the Void Lords’ attempts to take over the
balance end up mad, or worse, serving the Void Lords. planet and conquer the world-spirit Azeroth for himself is
The Cult of Forgotten Shadow teaches that the Forsaken known only to him.
of Azeroth were too weak to ascend. Their undead state is a
curse brought on by that weakness. Once the Forsaken learn REPRESENTATIVES
to master themselves and control the world around them, The Scourge and the Cult of the Damned
they shake off that curse and become what they always Created initially as the precursor to an invasion by the
should have been. Burning Legion after their previous failures, the Scourge
broke free from their demonic masters and aided in the
HOLY LIGHT Legion’s defeat at Mount Hyjal in the Third War. Under the
iron rule of the dread Lich King, a being formed of Ner’zhul
TENANTS (the former orc shaman and warchief of the Shadowmoon
Tenants. The three virtues of the Holy Light are respect clan) and Arthas Menethil (the former human paladin and
(where one must respect all that is, and the connections crown prince of Lordaeron), the Scourge built up their
things share with one another in the universe), compassion power base on the Arctic continent of Northrend. Their
(as a follower of the holy light believes that bettering the influence spreads throughout Northrend, as well as the
universe benefits himself in return as a positive cycle), and Plaguelands in northern Lordaeron and southern
tenacity (training under the Holy Light that weeds out the
Quel’Thalas, and even Kalimdor to a small degree. A

APPENDIX B: GODS OF THE WARCRAFT UNIVERSE


225
terrifying and insidious enemy, the Scourge remains
perhaps the most dangerous threat to the world of Azeroth.

TITANS
TENANTS
The virtues of titans are order (banishing chaos and
ordering the Great Dark Beyond), compassion (imbuing
their power and protecting lesser races until they reach their
full potential), and preservation (destroying corruptive
influences such as Old Gods, Void Lords, and demons of all
kinds).

REPRESENTATIVES
The creations of the Titans are usually considered their
representatives. Although most are missing in Azeroth, there
are yet relics left from the primordial days where Titans
visited the planet.
The titans are a race of colossal, planet-sized cosmic VOID LORDS
beings, composed of arcane magic and the primordial
TENANTS
matter from which the universe was born. They roamed
Polar opposite of the Holy Light
across the cosmos like walking worlds, imbued with the raw
power of creation itself. The titans used this incredible force REPRESENTATIVES
to find and awaken others of their kind. Hailing from the far The Old Gods and their servants
reaches of the cosmos, they shaped and brought life and The void lords are monstrous entities composed of pure
order to countless worlds across the Great Dark Beyond. shadow energy who dwell within the Void, a terrifying and
They were described as perfect and majestic beings who are nightmarish outer realm. Merciless and cruel beyond
akin to gods. Knowledge of them is very scarce, and there imagination, they seek only to twist reality into a realm of
are more legends and theories of them than facts, with the eternal torment, and ultimately to devour all matter and
only ones who have an inkling of their powers (or even their energy and the universe itself.
existence) are beings the Titans directly interacted with eons However, only the most powerful of the void lords can
ago, such as the leaders of the Dragonflights, the Old Gods, actually manifest in the physical universe, and only for
and the Titans’ creations (such as the Earthen). limited amounts of time for their energies quickly seep into
Unknown to most in Azeroth, the Titans are heavily tied to nothingness. They thus must consume untold amounts of
the cosmic force known as the arcane. In fact, it is their very matter and energy to maintain their presence.
lifeblood, for the original Well of Eternity, an enormous lake In their struggle to impose dominion over reality, they
of volatile arcane energies, was literally the literal blood of conflicted with the Titans, and, lacking the power to subdue
Azeroth's world-soul. They are also uniquely susceptible to or dominate them, have targeted them in their infancy,
fel magic. A world-soul is the name given to the spirit of a corrupting still-sleeping World-souls. Void Lords send seeds
titan. The first and most vulnerable stage of a titan's life, of corruption and create servitor beings in other realms,
world-souls are powerful, nascent titan souls who originate creating the Old Gods, monstrous beings of ancient power
as masses of energy spun out into the cosmos at the that spread across a World-soul’s surface, eventually
moment of its creation, eventually finding comfort in the corrupting the Titan sleeping within into rising as a Dark
warmth of a sun. In time, a planet coalesces around the Titan who serves the Void Lords.
newly-formed world-soul, protecting it as it grows. These The Void Lords are a font of shadow power, being what
nascent titan souls exist within the fiery cores of a small could be considered the true embodiment of the Forgotten
number of worlds scattered throughout the Great Dark Shadow’s ideals. However, that is not the only
Beyond; there they slumber for ages, suffusing the planets interpretation. Followers of the Forgotten Shadow may wish
they inhabit with Spirit energy as generations of life live and to struggle against the wills of the Void Lords and the Old
die upon them, before eventually awakening as living worlds, Gods, just as the practitioners of fel magic may struggle
and emerging as titans. Azeroth is one such world, and the against the influence of the Burning Legion. Perhaps, when
titan within it is feared to possibly be the greatest titan of all, all is said and done, the Forgotten Shadow is able to
should he awaken. distance itself as a philosophy from its origin as an
expression of the Void Lords’ will.

APPENDIX B: GODS OF THE WARCRAFT UNIVERSE


226
VOODOO AND THE LOA Loa spirits such as Bwonsamdi and other various Loa
resembling spirits of trolls have no connection to the Wild
TENANTS gods or the Emerald Dream.
Voodoo is a type of nature worship, where sacrifices and They are in fact, ancient and powerful troll ancestors that
cannibalism intertwine. It is a type of dark magic that keeps now live in the Shadow Lands. Not all trolls that die become
high reverence for nature and its wilds such as animals. Loa. What makes a troll spirit a loa is a mystery, though it is
While the practice can be dangerous, it is known to greatly speculated that it has something to do with the amount and
benefit its practitioners. Trolls specifically, have always been type of magics they acquired during life.
followers of this ancient craft. Those trolls who practice the There are several known Loa, including but not limited to
voodoo magics hold it to high regard and are a very the following
important part of troll society. While it is a form of magic, it
• Hakkar the Blood God
is only an extension of its masters, the Loa spirit
• Shirvallah, the Tiger.
REPRESENTATIVES • Rhunok, the Arctic Bear.
Shadow Hunters, Troll High Priests (discipline priests), and • Lukou, Loa of Healing and Respite.
Witch Doctors • Ogoun, Loa of War
Voodoo and Loa worship is a syncretic faith, mixing • Dambala, Loa of serpents and treachery.
elements of Druidism (following the Wild Gods, except • Bwonsamdi, Loa of the cemeteries and the restful sleep of
Elune) and Ancestor Worship (venerating ancestors who are the dead.
now immortal in the Shadowlands, such as Bwonsamdi and • Shango, Controller of the Realm of Storms.
Lukou). • Zanza, worshiped by the Zandalar Tribe.
Followers of the Loa and users of voodoo worship the • Gonk the Great Hunter, is an ancient spirit Zandalarian
Wild Gods directly, except Elune, instead admiring the tales.
savagery and viciousness of the ancient beings. All Wild
Each Loa has a favored and hated animal
gods are Loa, but not all Loa are Wild gods, however, as the

APPENDIX B: GODS OF THE WARCRAFT UNIVERSE


227
APPENDIX C: PLANES OF EXISTENCE
THE COSMIC FORCES REALMS OF EXISTENCE
LIGHT AND SHADOW THE GREAT DARK BEYOND
Light and Shadow are the most fundamental forces in The Great Dark Beyond represents the physical universe. It
existence. Although contradictory by their very nature, they is an infinite living realm composed of innumerable stars,
are bound together on a cosmic scale. One cannot exist worlds, and mortal civilizations.
without the other. Azeroth – the world of Warcraft – is merely one of the
Pure Light and Shadow dwell in the realm outside the countless worlds drifting through the vast reaches of the
border of reality, but shades of their presence are found in Great Dark Beyond.
the physical universe. Light manifests as holy magic, while Few beings have the ability to survive in the airless frozen
Shadow (also referred to as “The Void”) manifests as sky that is the Great Dark Beyond, but some have explored
shadow magic. these regions, namely the Draenei and the Titans.
It is possible to contact another world or civilization
LIFE AND DEATH
across the Great Dark Beyond, usually with aid of the Gate
The forces of Life and Death hold sway over every living
spell as if the world is on another plane of existence.
thing in the physical universe. The energies of Life,
The Gate spell can also be made permanent to link two
commonly known as nature magic, promote growth and
worlds and planets (such as was done between Azeroth and
renewal in all things. Death, in the form of necromantic
Draenor through the Black Gate), but this requires casting
magic, acts as a counterbalance to Life. It is an unavoidable
the spell every day for one year. The DM may require
force that breeds despair in mortal hearts and pushes
additional prerequisites, such as construction of a physical
everything toward a state of entropic decay and eventual
gate or a quest.
oblivion.
THE TWISTING NETHER
ORDER AND DISORDER
An astral dimension that lies in parallel with the Great Dark
The forces of Order and Disorder govern the cosmic
Beyond, the Twisting Nether is a place where the forces of
systems of the physical universe. Order is most commonly
Light and Void bleed together, engulfing this realm in
perceived in reality as arcane magic. This type of energy is
perpetual strife. At times, the volatile magics that pervade
innately volatile, and wielding it requires intense precision
the Twisting Nether intrude upon the physical universe,
and concentration. Conversely, Disorder is manifested as
warping reality beyond measure.
highly destructive fel magic. This brutal and extremely
Fiends and Celestials originate from the Twisting Nether,
addictive energy is fueled by drawing life from living beings.
which is known to Humans and other adherents to the Holy
Despite being addictive when exposed to it over long
Light as Heaven or Hell (depending on the region in the
periods and volatile in nature, arcane magic is also highly
unexplored realm).
structured and more inclined to transmutation more than
evocation, making it a force of building, as opposed to fel, THE EMERALD DREAM
which is a force of pure destruction. The Emerald Dream is an ethereal realm of spirits and
untamed nature that exists alongside the world of Azeroth.
THE ELEMENTS
Incredible beings known as the keepers forged the Emerald
The elements of fire, air, earth, and water serve as the basic
Dream to act as a map for the evolutionary path of Azeroth’s
building blocks of all matter in the physical universe.
flora and fauna. The two realms are bound as one: as life
Shamanic cultures have long sought to live in harmony with,
ebbs and flows across the physical world, the spiritual
or assert dominion over, the elements. To do so, they call
energies that saturate the Emerald Dream keep pace with it.
upon the primordial forces of Spirit and Decay. Those who
Although tied to the physical world, the Emerald Dream is
seek to bring balance to the elements rely on Spirits
a place that most mortal minds will find alien and surreal.
(sometimes referred to as the “fifth element” by shaman, or
But some of those minds, by channeling druidic magic, can
“chi” by monks). This life-giving force interconnects and
enter a state of dreaming and consciously navigate the
binds all things in existence as one. Decay is the tool of
Emerald Dream. Their thoughts can also shape and
shamans or witch doctors seeking to subjugate and
influence portions of this verdant spirit realm, but the
weaponized the elements or Loa themselves.
imprint that these dreamers leave behind is never
permanent, and can be contested by other dreamwalkers.
In the dreamways, time and distance are mutable. Spirits
flow like the living winds though lush tracks of constantly
shifting primordial woodlands. What appears tangible one

APPENDIX C: PLANES OF EXISTENCE


228
moment becomes intangible the next; seemingly physical universe. Many believe that mortal souls are drawn
impermeable landmarks transform in the blink of an eye. into this dark place at the point of death, where they remain
forever after. Still others hope that their souls will go to a
THE SHADOWLANDS
brighter place, rather than language for eternity within the
Like the Emerald Dream, the Shadowlands are tangentially
cold confines of the Shadowlands.
linked to the world of Azeroth. Yet whereas the Emerald
Undead spellcasters (especially necromancers and liches)
Dream represents life, the Shadowlands represent death.
are familiar with the Shadowlands, and the Lich King is
They are nightmarish realms of decay, labyrinthine spiritual
suspected to have explored the realm multiple times,
planes teeming with the souls of the dead who have passed
drawing strange creatures from it to serve him, and binding
from the world of the living.
them to his service.
The origins of the Shadowlands remain uncertain, but
they have existed ever since mortal life first arose in the

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APPENDIX D: CLASSES IN LORE
Due to natural affinities, historic inclinations, and cultural joining the secretive Grand Apothecary Society of Undercity,
reasons, each race in Azeroth has certain ways to approach and few choose to take the path of the mutant, becoming
each class, archetype, and talent choice.

ALC: ALCHEMISTS
DRAENEI
Draenei alchemists are often support-based, and although
they are few in number and influence, are appreciated for
what they could lend to war efforts, especially healing or
exorcism potions. Draenei often take the construct
homunculi, crafting constructs that appear as Elekk, the
draenei racial mount.

DWARVES
Ironforge dwarves appreciate the flexibility potions serve.
Ironforge dwarf alchemists often use potions to support
their allies and scatter their foes, such as the explosion and
mold earth potions. In many cases, dwarves who take the
alchemist class mix their craft with brewery, making beer-
potions that have the distinct taste, but without the undead monstrosities.
intoxicating effect that might jeopardize allies’ safety in war.
GNOMES
Ironforge dwarves often take the homunculus weird science,
Gnomes compete for dominance with goblins over alchemy.
choosing to craft constructs that also look like mechanical
Gnome alchemists primarily choose to support their allies
dwarves.
with healing and battlefield support potions. To gnomes,
Dark Iron dwarves are excellent alchemists, and usually
alchemy is a long game that emphasizes preparation for
focus on fire-based offensive and support potions. Their
every contingency, survivability, and sustainability. Gnomes
volcanic homeland (Blackrock Mountain and the
usually take the path of the transmutor.
surrounding areas) provide many nodes for alchemy. Dark
irons often choose the explosive potions weird science GOBLINS
(choosing fire). Goblins find themselves the kings of the alchemical
profession. A goblin alchemist takes advantage of explosion
ELVES
potions to scatter their enemies and destroy their
Night Elves of Kalimdor do not have a strong tradition of
fortifications, and mutation potions to empower homunculi
alchemy, preferring to instead rely on divine magics for
and their allies. Goblins often take the path of the mutant or
support. In other cases, night elven alchemists often choose
the transmutor.
spells that appear on the hunter or druid spell lists.
High Elves, Nightborne, Void Elves, and Blood Elves often HUMANS
treat alchemy as an inferior art to arcane magic, but would Human alchemists usually share the perception of power
be foolish to discount its flexibility. Whether they be mana, and mystery with mages. Isolated hermits may follow the
healing, or revivifying potions, alchemy is respected—at least path of the mutant, while more studious ones take the path
as a tool. of the transmutor.

FORSAKEN ORCS
Forsaken alchemy is more than an economic commodity or Orc traditions of alchemy are rare, but an increasing amount
a frivolity—it is the origin of their suffering. As most of orcs studied troll alchemy from witch doctors. Orcs often
Forsaken were created after succumbing to the Lich King’s take the path of the mutant.
dreaded Undead Plague, most see alchemy as a tool that
PANDAREN
could make or break them. Being undead, Forsaken
Pandaren traditions of alchemical discovery are well-
alchemists find surviving failed experiments easier, should
entrenched, and almost always follow the path of the
they explode into poisonous fumes (only so long as the
transmutor. Such potions often have tasty twist, or touch of
poisons or diseases are not magical in nature). Forsaken
alcohol in them, as the tradition of alchemy with pandaren
alchemists are always in demand, as healing does not come
originates from the culture’s appreciation to fine drink.
easily to the dead. Most choose to join the apothecary path,

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230
TAUREN lifetime of suffering caused them to make and break more
Tauren traditions of alchemy are very rare, but a few are oaths and bonds than one could normally do with one
exploring this new art, and usually take the path of the lifetime. Those who do not adopt such an outlook are usually
transmutor. intensely spiritual, seeing their constant brushes with the
afterlife as a message to them.
TROLLS
Forest Trolls and Ice Trolls have ancient traditions of HUMANS
mixing shamanistic powers and alchemy as shamanistic Humans were the original and first Death Knights. Arthas
witch doctors. Taking the voodoo out of the potion is hard, Menethil, the once crown prince of Lordaeron and Lich King
but possible. Forest troll alchemists usually take the was the first human Death Knight to adopt the mantle by
transmutor or mutant paths, and they soon develop their choice. Many paladins traveled to Northrend to possibly
own aura of mystery and ‘get-out-of-de-way-I’m-brewin’. hunt down the mystery of the undead plague after it
devastated the Eastern Kingdoms, though few managed to
WORGEN
survive the journey, and many succumbed to the same dark
Worgen history of alchemy is still new, but is rapidly
path Arthas followed, choosing to serve their once crown-
developing as Wargen alchemists attempt to find a way to lift
prince and breaking their holy oaths.
their curse. Worgens’ sporadic inclinations often lead them
to take the mutant path, however.

DKN: DEATH KNIGHTS


The first death knights were made by the orc warlock
Gul’dan, creating them by bonding the dead knights of
Stormwind with the spirits of his Shadow Council warlocks.
Mounted on skeletal steeds and bearing scepters of power,
they served as terrible foes who scattered the Grand
Alliance with their horrific powers.
Second and third generation of death knights in lore were
introduced during the Second War and during the War of
the Lich King—these are undead who were trained and
cursed by the dark blade Frostmourne to carry out the Lich
King’s will.
Humans, especially former paladins, make up the most of
Death Knight orders.

DRAENEI
Draenei Death Knights are new, as per the War of the Lich ORCS
King, being third-generation Death Knights. Their Orc tradition in being Death Knights is shrouded in mystery
previously-holy powers become tainted and lost, gaining a and myth. Originally, the wicked warlock Gul’dan bound the
necromantic twist instead. souls of the Shadow Council (warlocks that once served
ELVES him) into the corpses of the strongest knights of Stormwind
Night Elves that were forced into servitude often eschew during the beginnings of the Second War, granting the
heavy armor and rely on stealth, or choose to be battle- undead creatures scepters of power, first among which was
archers, drawing shortsword runeblades only to end Teron Gorefiend. These orc spirits bound in human bodies
wounded enemies. have a stronger tradition of warlock and fel magic than most
High Elves and Blood Elves forced into servitude to the Death Knights, and it shows in their list of chosen spells;
Lich King are usually the embittered remnants of the taking spells that intersect and cross over from the Warlock
citizens of Quel’Thalas slain in Arthas’s march to conquer and Death Knight spell lists.
Silvermoon during the Third War (making most of them TROLLS
second or third-generation death knights). Such elves are Ice Trolls death knights are the only type of Troll familiar
usually thought to be dead by their surviving families. with the art. Due to powerful ice troll witch doctor magics
FORSAKEN and potions (which conferred protection against the undead
Forsaken Death Knights personify tragedy and spiritual plague) and a strong Ice Troll state of Zul’Drak in Northrend
misfortune; slain and raised to the service of the Lich King (which protected against repeated Scourge incursions and
once, and then bonded to the Frozen Throne once more, starvation tactics), the Scourge was unable to fully conquer
Forsaken death knights are bitter, cynical individuals whose them until the War of the Lich King took place. However, the

APPENDIX D: CLASSES IN LORE


231
Lich King crippled their numbers, suffusing many trolls with razing of Silvermoon by the Scourge, though should these
necromantic magic. A few ice troll death knights emerged exceptional elves survive, their knowledge and touch with
from this, often wandering the wastes half-mad. nature will surely help heal the land from the unholy blight
the Scourge left. Void Elves and Nightborne have a similar
DRD: DRUIDS approach.

DWARVES FORSAKEN
Wildhammer Dwarves have a minor tradition in druidism, Forsaken and Humans traditions in druidism are primitive
but they usually lean to shamanism instead. Those who do and mostly faded, usually reserved for village wise-folk in
take this path often choose to adopt a gryphon as a flying Tirisfal Glades before the Third War devastated Lordaeron.
form, and a wolverine for a ground form. Should these mysterious druids survive both Arthas’s
undoing of their homeland and the following Forsaken
conquest of the land, they might have many things to share
with the world. Those who have survived to become
Forsaken are often known as blight druids—mysterious
figures who eschew shapeshifting and focus on alchemical
remedies to ailments that affect the dead.

TAUREN
Tauren druids have a complex history. It is believed that
Tauren learned druidism from Cenarius the same way Night
Elves did, with Cenarius appearing to them in a different
form, with the tauren Xarantaur possibly being an earlier
student than Malfurion Stormrage. However, due to tauren
nomadic lifestyles, several calamities that decimated their
numbers in Kalimdor, and a propensity for adopting
shamanistic traditions and ancestor-worship, druidism faded
over the millennia. Tauren druids are adept shapeshifters to
large creatures, and often cast druid spells that deal
ELVES elemental damage.
Night Elves were the first druids, learning from Cenarius, TROLLS
the demigod son of Elune (the goddess of the moon) and Forest Troll and Ice Troll druids are connected with the Loa
Malorne (the Ancient stag-god, bound to earth). The first of in a way different than Witch Doctors or Shadow Hunters.
such students is the archdruid Malfurion Stormrage (and his Whereas the two channel their semi-divine powers, druids
twin brother, the wayward Illidan). It was through Malfurion (or shapeshifters) channel their animal forms.
Stormrage was druidism introduced into night elves as a
cultural and religious movement, and it was druidism which
WORGEN
was a strong weapon that was ultimately instrumental in Worgen traditions in druidism are new, taught by Night
stopping the Burning Legion from conquering Azeroth in the Elves once the Worgen chose to join the Alliance to temper
War of the Ancients ten-thousand years before the First War their natural shapeshifting tendencies with distinct druidic
even started. Night elf druids draw from a powerful and traditions thousands of years old.
ancient tradition, as druids have been awakened from HTR: HUNTERS
enchanted slumber during the Third War to fight once more
against the Legion and its demon pawns. DWARF
Night elven druids fall into distinct orders, depending on Ironforge Dwarf traditions are usually sharpshooting,
which wildshape form they prefer: the Druids of the Claw eschewing magical talents and substituting them with
(bears), Talon (stormcrows), Fang (snakes), Antler (stags), precision dwarven engineering. Animal companions of
and the Pack (or Scythe, wolves). dwarves are usually those found in the high altitudes of
High Elf tradition of druids is hidden and often confused Khaz Modan, such as bears or boars.
for esoteric arcane techniques. Finding spiritual connection Wildhammer Dwarves who take the path of the hunter
with their distant night elven brethren after the high elves’ often join the gryphon riders—adopting a gryphon as an
exile, high elf druids aided in crafting and raising the animal companion once they acquire an egg and are
Runestones that protected the forests of Quel’Thalas against powerful enough to assert control over the fiercely
the sight of the Burning Legion. Circles of high elf druidism independent creatures. Wielding stormhammers (see magic
are most likely faded or dead following the conquest and items) or taking the Heroic Throw talent, these hunters clear

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232
the skies of any threat to the Alliance, be they ground forces, engineering, taking constructs instead, or a vicious raptor in
troll bat riders, or even dragons. case of goblins.

ELVES ORCS
Night Elf hunters usually join the ranks of the army, Orcs of the Horde first learned the ways of the hunter from
especially the respected Sentinels as archers or huntresses forest trolls on Lordaeron, or developed such skills from
(who employ thrown moonglaives (see equipment).) and take evolving their scouting traditions from Draenor. Animal
the favored by Elune hunter talent. Animal companions of companions for orcs are usually boars.
night elves are usually saber cats (who also double as
FORSAKEN
combat mounts).
Forsaken hunters are often known as dark rangers.
Nightborne do not often follow the path of the hunter, as
Reflections to Quel’Thalas’s Farstriders just as a Death
the urbanized dwellers of Suramar have little exposure to
Knights to a Paladin, these hunters adopt elven traditions
the elements. Now that the dome has fallen, Nightborne may
with a deathly twist, employing poisons, conjuring undead
follow in the footsteps of their elven kin.
via black arrows, preparing spells such as Silence and
High Elf, Void Elves, and Blood Elf hunters with special
taking talents like the Suffused Arrows, Terrifying Tracker,
skills join the ranks of the ancient and prestigious Farstrider
Essence Touch, Iron Willed Hunter, or Magic-User’s
order, led by the Ranger-General of Silvermoon (often kept
Nemesis, these dark rangers are a terror to enemies of the
in House Windrunner). Silent and adept in deploying
Forsaken who find easily themselves all alone or separated
guerrilla tactics, these rangers have guarded the forests of
from their allies. Forsaken animal companions are usually
Quel’Thalas against its many foes ever since the exile of
wildlife who carry mundane plagues the Forsaken is
High Elves from Kalimdor. Slipping as ghosts between the
immune to.
woods, dancing a deadly dance with troll hunters, be they
axe-throwers or headhunters, Farstriders are always a sight HUMANS AND WORGEN
to sore Elven eyes. The most renowned ranger-general is Human and Worgen traditions usually follow elven or
Sylvannas Windrunner. dwarven traditions.
Chosen talents are usually suffused arrows, primeval
TAUREN
awareness, favored terrain (forests), dread ambusher, and
Tauren have been masters of the hunt since the dawn of the
master of tactics, or talents that help infiltration and
world. Such tauren are usually known as plains walkers, and
sabotage of enemy ranks. Animal companions of night elves
employ thrown spears (taking the Heroic Throw talent).
are usually dragonhawks (who often double as flying
mounts), or none at all as the hunter relies on themselves or TROLLS
their allies instead.. Forest Trolls and Ice Trolls traditions are either
headhunting, axe-throwing, or even bat-riding. Headhunters
are spear-throwers who often rely on rage carrying them
through thick and thin, releasing spears or setting traps
from the shadows or behind the cover of trees. Axe-throwers
are more versatile, using handaxes as melee and ranged
weapons, favoring their versatility, often taking the Leap
talent). Animal companions for trolls are usually raptors
drawn from distant isles.
The Shadow Hunter archetype is one trolls often takes to
cement their authority by tapping into shamanistic and
ancestral magic touched and tempered with Loa power.

MGE: MAGES
DRAENEI
Draenei mages are well-respected, often employed in war
efforts to raise up abjurations and ward off demons or
capture them (via banishment, magic circle, and capture
GNOMES essence), as well as supporting and empowering allied
Gnomes and Goblins often become sharpshooters due to troops and debilitating enemies (via time magic such as
their natural aptitude for engineered weapons. Animal haste or slow) and employing dimensional magic such as
companions are usually eschewed due to proficiency with plane shift to lead charges. Such mages often take the
arcane specialization.

APPENDIX D: CLASSES IN LORE


233
DWARVES
Dwarves have a weak tradition in arcane magic, except the
odd infusionist-focused crafter (often known as runemages).
Among Dark Iron dwarves, however, their natural
inclination to fire magic and their elemental overlords’
hatred to demons lead them to adopting arcane magic to
burn and debilitate their foes, often taking the fire
specialization.

ELVES
Night Elves have long since shunned arcane magic for what
it has done to the world, and due to it being the beacon that
attracted the attentions of the Burning Legion. Night Elves
who answered the call to master the arcane arts are known,
however, such as Illidan Stormrage, who walked the page of
the mage, then warlock, then demon hunter. The Highborne,
an ancient faction of Night Elves who refused to abandon
the art after the conclusion of the War of the Ancients were
exiled by the great druid Malfurion Stormrage. These elves
have sailed across the sea to a new land, and named it
Quel’Thalas, slowly changing in appearance to become High
Elves.
Nightborne consider themselves the inheritors of the
Highborne, the caste of elite Night Elven society who
mastered magic. This isolation caused them to perfect their Highborne, an ancient faction of Night Elves who refused to
magic, but not test it to the times. Nightborne magi may abandon the art after the conclusion of the War of the
have more exclusive spells than other magi, or sophisticated Ancients were exiled by the great druid Malfurion
uses of existing spells, but are sure to hungrily pursue Stormrage. These elves have sailed across the sea to a new
knowledge to learn what advancements made by the world land, and named it Quel’Thalas, slowly changing in
in the field of arcane magic. appearance to become High Elves.
High Elves and Void Elves may not have invented arcane
magic, but they did invent organized study and utilization of FORSAKEN
it. It was the High Elves who taught humanity to wield Forsaken mages who take the path of the school of
magic, and high elven mages are known as the authors of necromancy are often ostracized as Lich-Kings-to-be,
many (if not nearly all) ancient spellbooks and treatises on causing many Forsaken mages to take the frost or arcane
mysterious ley magic. High elven mages often look down specialization (if not turning to the Warlock’s fel magics). In
upon other spellcasters and employ pure arcane spells with most cases, however, Forsaken mages take a supporting
pride (such as arcane missile, mana burn, detonate mana, role in Forsaken armies, slowing down and debilitating their
and teleport), and are overwhelmingly of the arcane foes.
specialization. Void Elf mages often take up the title ‘Locus GNOMES
Researcher’ after transforming. Gnomes who take the path of the mage adopt high elven
Blood Elves who survived the coming of Arthas and the practices in working the arcane, finding themselves well
Scourging of Quel’Thalas have grown embittered indeed; suited (and possibly even poised to surpass the old masters).
the scourge’s necromantic magics has sullied their land and Gnome mages see little conflict in the idea of mixing magic
slew 90% of their populace, scarring their homeland. Many and engineering, and are often the pioneers in arcane
mages have abandoned their old magics, taking up fel magic technologies, such as crafting arcane golems, magical
and becoming Warlocks instead. Those few who didn’t are sensors, and other technologies.
known as magisters, and act similarly in fashion as how high
elves acted, though focusing more on destruction than GOBLINS
utilityNight Elves have long since shunned arcane magic for Goblin mages are inclined to adopt the fire specialization
what it has done to the world, and due to it being the beacon and choice transmutation spells, often adopting such spells
that attracted the attentions of the Burning Legion. Night into potion forms. Although goblins are relatively new to
Elves who answered the call to master the arcane arts are accessing arcane power, they adopt it with zeal, usually
known, however, such as Illidan Stormrage, who walked the employing such magics to gain an edge over rivals in
page of the mage, then warlock, then demon hunter. The business and politics.

APPENDIX D: CLASSES IN LORE


234
HUMANS against Chen’s, enriching both the dwarven and pandaren
Human mages have founded the city of Dalaran, and make schools of monkhood.
some of the most distinguished and powerful mages of
HUMANS
Azeroth. Although high elves perfected the study of magic,
Human who took up the monk class usually learned the path
humans institutionalized it, founding Dalaran to be a neutral
from the dwarves.
observer in the use of magic. Powerful organizations such as
the mysterious Guardians of Tirisfal, Tirisgarde, and the ORCS
Council of the Six protected Azeroth from the Burning Orc monks are few—Orgrimmar’s beginning was aided by
Legion, Guardians, and regulated arcane magic, the wandering Brewmaster Chen Stormstout, and few orcs
respectively, aided with the wisdoms learned by the tales the have taken up the golly monk’s path.
High Elves gave regarding the War of the Ancients. Human
PANDAREN
mages array across all specializations, and few study
Pandaren are the original monks of the Warcraft universe,
specific schools of magic in a more focused way. Diversity in
learning a combat dance to train themselves to revolt
approaching the arcane is the rule, not the exception with
against their oppressive Mogu overlords, Pandaren
humans.
managed to overcome and overthrow their oppressors, and
ORCS AND TROLLS ushered in a golden age where reason, gentleness, and
Orc and Troll mages are very few, as orcs with the aptitude reflection dominated Pandaria for 10,000 years. Pandaren
for spellcasting often lean towards shamanism (for divine) or monks usually join the powerful Shado-Pan, and these often-
warlock (for arcane). serious monks may eschew alcohol for tea, or see it as a way
to connect to their subconscious.
MNK: MONKS
WORGEN
Monks who take the brewmaster tradition often take the
Worgen are unusual monks, who learned to exercise better
Brew Mastery feat to augment their versatility.
control over their Worgen shape, and hopefully weaken the
DWARVES curse enough to suppress it.
Dwarves monks are few and far in between, but are often
temped to join the ranks of Brewmasters, regardless of clan,
PLD: PALADINS
once the wandering monk Chen Stormstout challenged the DRAENEI
great Dwarven brewer Grimbooze Thunderbrew into a Draenei who walk the righteous path of the paladin have
brewing contest. This amicable interaction initiated many done so for tens of thousands of years. Nearly immortal with
dwarves into the idea of unarmed combat, and once Chen the aid of the blessed Naaru, Draenei paladins have fought
left, began exploring the idea of being a monk in a wholly the Burning Legion across countless battlefields, and are an
organic way. When Chen returned to aid King Magni inspiration to their allies and a terror to their enemies.
Bronzebeard fight in the Third War against the Scourge, Draenei paladins often take the Holy or Retribution paths.
more dwarves tested their new traditions of monkhood
DWARVES
Dwarves who take up paladinhood are universally Ironforge
dwarves, as the tradition of the Holy Light is powerful
among their people, despite new discoveries of their Titan
origins. Most dwarven paladins belong to the Order of the
Silver Hand.

ELVES
Elves who take the holy vows are only High Elves or Blood
Elves. Although High Elves have membership in the Silver
Hand, having retained their ties with the Alliance as the
priestly brethren despite Quel’Thalas’s distance, Blood
Elves are a weapon of necessity. Following the re-opening of
the Dark Portal, newly Horde-aligned Quel’Thalas has
attacked and defeated a Draenei garrison, capturing the
Naaru M’uru. To feed their mana addition, the elves began
to drain mana from it, but Magister Astalor Bloodsworn felt
this was not the true potential of their treasure; he drained
holy power from the Naaru, and granted it to blood elf
warriors, turning them into paladins. Lady Liadrin, a former

APPENDIX D: CLASSES IN LORE


235
priestess of the Holy Light found this development promising paladins betrayed the order and disbanded it; the
intriguing, and volunteered to be the first of the Blood remaining knights splintered and either fell to extremism
Knights. The order became an elite force in the army of (forming the Scarlet Crusade), forsook their vows and joined
Silvermoon, despite the consternations of the few remaining their once-brother (became Death Knights in service to the
faithful and traditional elements of blood elven society Scourge), or were scattered to help as much as they could in
(especially the Farstriders). Employing red ranseurs (treat a broken world. Despite this, the Order found a new home in
as a pike), Blood Knights fight alongside spellbreakers, Stormwind, and will stand fast and faithful—once they
farstriders, and magisters to protect Quel’Thalas, although protected all Mankind against the demonic-driven Horde,
they believe the Light has forsaken them. now they will stand to protect all Life.

FORSAKEN
Forsaken who once walked the path of the Light could not
channel holy power without feeling immense pain—a stark
difference from the serenity and comfort it once provided.
Few such individuals continue down such a path, often
forsaking it for the path of the warrior or adopting to their
tragic fate and becoming death knights.

TAUREN
Tauren paladins are something of a curiosity—some would
explain their origins as druids who followed the sun rather
than the moon, and some would point to ancient traditions
lost even to Tauren, who once heard the whispers of the
Holy Light eons ago. Although few druids can explain the
intricacies of the origin of their strength, tauren paladins
exist regardless, channeling light drawn from the sun.
Suffused with divine powers, these warriors are known as
Sunwalkers.

PRS: PRIESTS
DRAENEI
Draenei have been worshipers of the Light for at least as
long as they have known the Naaru, and draw their wisdom
and power from them, becoming the first known race that
has adopted the holy priesthood. The most well-known
draenei priest is the prophet Velen.

DWARVES
Ironforge dwarves that followed the Holy Light were many
before the Third War and the recent discoveries of the
HUMANS Titans, the possible fathers of the dwarves. Despite an
Human have a strong tradition to hold up to. Archbishop apparent conflict of faith (as the Titans wielded pure arcane
Alonsus Faol perceived that the pious Clerics of Northshire, rather than divine might), dwarf priests remain as pillars of
who suffered such terrible attrition in the First War, were ill- order in their respective societies.
suited for the dangers of combat. Along with many of the Wildhammer dwarves lean more towards shamanism, but
surviving priests, he sought those of only the greatest virtue may take up the discipline priesthood once they learn of the
among the knighthood of Lordaeron and tutored them in the balance between Light and Shadow.
ways of holy magic, or sought out priests with strong Dark Iron dwarves, should they turn to faith, often choose
physiques and combat training. Led by Uther the to heed the echoes of the Void and become Shadow Priests,
Lightbringer, it rested upon these paladins — christened the due to the history of Elemental (and thus Old God) dominion
Knights of the Silver Hand — to heal the wounds sustained over their peoples.
in combat and to restore faith in the promise of freedom ELVES
from orcish tyranny. The Order of the Silver Hand suffered Night Elves of Kalimdor have a ten-thousand year old
greatly in the Third War: Lordaeron, the spiritual heart of tradition of a female-only priesthood, the Sisterhood of
humanity fell; Prince Arthas Menethil, one of the most Elune. Night elf priestesses of this sisterhood are proficient

APPENDIX D: CLASSES IN LORE


236
archers and support their allies from a distance, raining new religion based on a self-centered version of their former
arrows and spells into enemy ranks, and supporting allies faith. This philosophy centers around self-empowerment and
who fall back. a desire to balance life with death. One darker path a few
High Elves of Quel’Thalas who never left the priesthood Forsaken have taken secretly is the death priesthood, either
remained true to their former human and dwarven allies, of willingness to sacrifice anything for survival, lingering
despite the high elves' official departure from the Alliance loyalties to the Lich King, or another secretive purpose.
following the Second War. Many altruistic priests of Death priests in Forsaken society are often obliterated once
Quel'Thalas refused to abandon their roles as healers and discovered, as few Forsaken wish to relinquish their wills
agreed to remain in Lordaeron, despite the edicts from their again to the Dark Lord of the Dead.
reclusive masters in Silvermoon. After the Third War, many
GNOMES
joined holy orders such as the Scarlet or Argent Crusades.
Gnomes approach the Holy Light differently, but with no
High elf priests often take the Holy specialty.
less devotion.
Blood Elves of Quel’Thalas who have taken up the
moniker and the thirst for vengeance still wield the Light GOBLINS
due to their burning conviction. Although their experience Goblins priests are uncommon, and their culture’s
and knowledge of the Holy Light aided Silvermoon (now inclination to seek out power and influence often leads them
Horde-aligned) to capture and drain holy magic from the to adopt the discipline or shadow priesthoods.
Naaru to empower their Blood Knight brothers, their
HUMANS
conviction never wavered in the righteousness of their cause
Humans formed the Clerics of Northshire, human priests
(though their methods still invokes doubt in many cases).
who served the kingdom of Stormwind during the First War.
Void Elves are vessels to the Void, but are not necessarily
Humans have heard the whisperings of the Holy Light eons
conduits of it. While many Void Elves take the path of the
ago, and tapped into this power, forming cults around its
Shadow Priesthood, it is not uncommon to follow the path of
study, and then instituted churches. Expressions that signal
Discipline to balance the forces of Light and Shadow.
the Holy Light’s dominion over human mentality makes
itself shown with the farewell expression, ‘Light be with
you’, or the curse ‘Light burn you!’. Such priests take the
path of the Holy priesthood.
Few humans who are sensitive to such whispers heard the
Void instead, joining the elusive Shadow priesthood. These
men and women feel drawn to join dark orders such as the
apocalyptic Cult of the Twilight Hammer to bring darkness
to Azeroth, but are not compelled to. Should they master
theses shadowy psychic powers, shadow priests can gain
strength as manipulators and controllers of nations.
Disillusioned and power-hungry priests, as well as those
who fear age and loss of beauty may turn to the Cult of the
Damned (previously, the Brotherhood of Eternal Life). These
priests join the ranks of the damned as death priests who
serve the Lich King in return for eternal life and to escape a
dark afterlife.

ORCS
Orc priesthoods are uncommon, as shamanism is closer to
FORSAKEN their cultural traditions. Cultists who hear the call of the
Lich King or the echoes of the Void join the death or shadow
Forsaken who once followed the tenets of the Holy Light
priesthoods, respectively.
altered their philosophy upon their transformation. Most
Forsaken have abandoned religion, just as they believe it PANDAREN
abandoned them. Some still adhere to their old faiths, such Pandaren practices show they have an understanding of the
as the Holy Light. Priests of the Holy Light in particular Holy Light. They, like some practitioners of the faith, believe
struggle to reconcile the philosophy that guided their life in peaceful resolutions at all times. Their clerics emphasize
with their unfortunate new condition. Some balance their the control of negative emotions like fear, sorrow, anger,
old beliefs with their new forms, but most Forsaken priests fury, or any other form of emotional turmoil. The clerics of
belong to The Cult of Forgotten Shadow, adopting the this race do in fact refer to the power they wield as "the
shadow priesthood. Lost and hurt, these priests founded a Light." Although their inclinations align with holy

APPENDIX D: CLASSES IN LORE


237
priesthoods, Pandaren priests are few, and shamanism is
more common.

TAUREN
Tauren priesthoods are relatively new and mysterious
institutions, as shamanism is more entrenched and
established. These priests tap into the Sun for divine
power, drawing from the Holy Light of creation, becoming
part of the holy priesthoods.

TROLLS
Forest Trolls and Ice Trolls, much like the witch doctors of
troll tribes, are comprised of spiritual advisers and
caretakers. With trolls being naturally superstitious and
spiritual, it allows the various troll priests to manipulate
the spiritual energy of the world in order to either heal or
harm their targets. The Loa (semi-divine animal spirits)
have elements of Light and Shadow within them, leaving
the troll priests who draw their power from them to be of
the discipline priesthood. Tapping into darker voodoo
magic, however, reaches into the Void, treating the priest
as of the shadow priesthood.

WORGEN (blink step), and talents that would help initiate and escape
Worgen history of any priesthood is still new, and follows
combat (fan of knives, hunter’s dread ambusher, and leap).
their human origins.
High Elves, Void Elves, and Blood Elves who take up the
RGE: ROGUES rogue path often take up the subtlety or assassination
specializations, focusing on talents that have an ambushing
DRAENEI or magical theme (hunter’s dread ambusher, cloak of
Draenei rogues are few and far in between except among shadows). Void Elf rogues often take up the title of
the Broken—who lean towards the subtlety specialization, Ghostblade..
due to shadow or fel influence on them.
FORSAKEN
DWARVES Forsaken who take up the rogue class often take the path of
Ironforge dwarves who take up the rogue class often serve the Lightslayer, extinguishing light wherever they find it —
as elite scouts or infiltrators, taking the assassination specifically, the followers of the Holy Light. The lightslayer
specialization, or the outlaw if sailors on airships or one of embraces the teachings of the Forgotten Shadow and
the Alliance’s naval fleets. develops personal power by slaying their hated foes.
Wildhammer dwarves who take up the rogue class often Embracing the subtlety path and choosing hunter talents
take the outlaw specialization, serving as ambushers and (favored enemy, scarred hunter, fading shadow, hunter’s
scouts in the highlands, often taking the hunter talent sense, and primeval disruption), these fanatical assassins
favored terrain (hills) put out the Holy Light to make way for the Forsaken’s way
Dark Iron dwarves who take up the rogue class act as of life. Since the awakening of the Lich King, a few
Ironforge dwarves in this respect, but also lean towards Lightslayers have joined the Scourge, hunting in the
employing poisons and traps and talents such as the flash darkness and making many moves against the Lord of the
bomber, and hunter’s dread ambusher. Frozen Throne end with a knife in the dark. Deathstalkers
are Forsaken rogues who take up the assassination
ELVES specialization and focus on poisons and ambushing, and
Night Elves who take the rogue path are either advanced
often employ high elven or blood elven ambush tactics.
scouts that serve the Sentinels, or one of the mysterious
Wardens, who hunt and capture enemies of the Night Elves. GNOMES AND GOBLINS
Sentinels who do not take the hunter class take the Gnomes and Goblins who take up the rogue path usually
assassination specialization. Wardens take up the subtlety take the assassination rogue and employ poisons (usually
specialization, and prepare spells that would incapacitate inhaled) and explosives or alchemical products, respectively.
and capture their quarries (such as shadow word pain, Taking the reliable talent and flash bomber talents to aid
which wardens call shadow strike), evade their enemies

APPENDIX D: CLASSES IN LORE


238
them to avoid malfunctions and quickly deploy or use Elves lost their immortality, and when many of them were
potions. slain during the Battle of Mount Hyjal. Often called night elf
witches, these shamans eschew displays of elemental might,
HUMANS AND WORGEN
and focus more on invoking ancestral spirits and
Humans and Worgen who take up the rogue path are usually
communicating with them.
agents of a guild or state (such as the SI:7 of Stormwind, the
Defias Brotherhood, the Syndicate, or Ravenholdt). Humans GOBLINS
trained by other races usually adopt their paths (such as a Goblins who take up the shaman’s path often see it as a
human who was raised by high elves or dwarves), but their challenge. Lacking traditional spiritualism, goblins make use
diversity leads to them being equally adept at taking any of sharp tongues and quick wit to negotiate their way to
role. Outlaw human rogues are often swashbucklers upon power. Often employed in driving ships faster by invoking air
the high seas or highwaymen. Worgen who take up this path spirits or healing a particularly accident-prone cartel boss,
often utilize their alternate forms to serve as terror troops goblin shamans walk a very thin line between profiteering
who slay stragglers in a dramatic or terrifying way. from their craft and the demands of spirits (although many
goblins are fond to discover that their natural predilection
ORCS
towards exploding things sets well with fire spirits).
Orc rogue traditions are not unheard of, but are rare, usually
Often called planar dealers, goblin shamans are too
either taking the outlaw or assassination specializations.
shrewd by half for one who is unprepared to deal with them.
Garona Halforcen is perhaps the most famous half-orc
assassin, who slew King Llayne of Stormwind, sealing ORCS
humanity’s defeat in the famous war. Orc rogues usually Orc tradition in shamanism is wholly original and has a very
operate in cells, and take talents that would support one long history. On Draenor, (now Outland) the orcs were
another and aid in infiltration (such as master of tactics and shamanistic and practiced ancestral worship. Elemental
master of intrigue). Strength-based orc rogues are also influence on Draenor was significant, and orcish shamans
sometimes sought for as bouncers in goblin towns. found the strength in the elements to bring down ogre high
society, becoming free to dominate the land. Ever since the
TROLLS
Burning Legion turned its eye on Draenor, however,
Forest Trolls and Ice Trolls traditions in the rogue class are
shamanism began to dwindle and weaken. Some of the most
used in parallel with the hunter class—aiding in infiltration,
vilified orcs were once shaman; Zuluhed the Whacked,
scouting, poisoning, and intimidation of their foes.
Ner'zhul (now the Lich King), and even Gul'dan (the first
SHM: SHAMANS Orcish warlock) were all shaman. The archdemon Kil'jaeden
distorted the shaman's connection with their spirits in the
DRAENEI sacred mountain of Oshu'gun, taking on the form of the
Draenei shamans are common among the Broken, as many shaman's ancestors to convince them that the Draenei were
turned to follow the elements after losing their connection enemies. The ensuing massacres upon several draenei
with the Holy Light, with Elder Akama being prime. A few hunting parties offended the spirits, who eventually denied
unbroken Draenei may also take up the shaman path, often the shaman their powers. Driven
walking down the Enhancement path, and employing the
use of two weapons (usually hammers or axes) and
channeling fire or lightning through their strikes.

DWARVES
Wildhammer dwarves who take up the shaman class are
very common, and often invoke not only elemental power,
but also tapping into ancestral magic. Due to dwarves’
affinity with earth magic (being descendent from Earthen),
the path of the shaman comes easy to them when
conversing with earth spirits, and is similarly easy to
negotiate with air spirits, as Wildhammer dwarves balance
both being Wildhammer and being dwarf.

ELVES
Night Elves who take the shaman path are very rare, but
are not wholly ignored. Often serving as guardians to crypts
and meditators to ancestors, their presence has become
more pronounced following the Third War, when Night

APPENDIX D: CLASSES IN LORE


239
Cut off from their elemental powers, former shaman PANDAREN
turned to the powers of the Burning Legion, becoming Pandaren shamans are not unknown, but not particularly
warlocks (though many tried to hang onto their roots, it was many. Pandaren have affinities to all elements, but earth and
impossible), and were used as pawns to invade Azeroth, water most strongly, and this is reflected in the spells a
bringing forth the First War. Pandaren shaman prepares.
Shamanism in the orcs was all but nonexistent until
TAUREN
Thrall, son of the deceased Durotan and future chieftain of
Tauren shamans are almost universally known as Spirit
the Frostwolf clan, grabbed hold of the reins of Warchief of
Walkers, taking the Restoration path and focusing on
the New Horde. This ushered in a new generation of
divinations and abjurations.
shamanism, breaking the crippling lethargy of the captive
orcs while outlawing the dark magic of the Burning Legion. TROLLS
At the time of the internment camps, "shaman" was a Troll shamans are very common. It is unknown to the
derogatory term for someone who told fantastical and shamans of other races if the semi-divine Loa act as spirits a
unbelievable stories. Shamanism is now in good repute, shaman must negotiate with, as troll shamans have several
though, as the New Horde was led for a long time by Thrall, unique powers, taking the Witch Doctor path. A witch
a shaman of great power. doctor’s invocations are closer to that of a priest’s prayers; a
Orcish shamans are often spread across Elemental and witch doctor can strike lightning into their foes with the
Enhancement specializations, and ones who frequently power granted by the Loa Storm-God Shango, and aid allies
employ divinations (such as Clairvoyance, or Far Sight as by mending their wounds with the might of the Loa Healing-
known for shamans) are known as Far Seers, a name that God Lokou. They would also have to be clever, cunning and
transcends the limits of race. Orc shamans often employ ruthless in order to save their tribe, or stop anyone who
spells such as Bloodlust, Elemental Armor (preferring came in their tribe’s way.
Lightning Shield), Dispel Magic (or Purge), as well as
Earthquake. TNK: TINKERS
DRAENEI
Draenei who take up the tinker class are well-versed in the
gadgeteer path, either due to creating and maintaining
crystalline Naaru technology, or through the creation of
powerful defensive turrets. Draenei tinkers often pair up
with mages to fuel their arcane-engine devices, and are
widely considered to be the innovators behind this
technology.

DWARVES
Dwarves are the first tinkers of Azeroth, having advanced
from normal blacksmithing to crafting the first firearms
and explosives. Wildhammer dwarves shirk from these
disruptive technologies, but Ironforge and Dark Iron
dwarves both maintain them and utilize them on large
scales.

ELVES
Elves do not often take up the tinker path, most preferring
to follow the path of the arcane or nature magic to fulfill
their needs.

GNOMES
Gnomes learned engineering from the dwarves, and
surpassed their teachers. Most gnomes take the gadgeteer
path, maintaining scouting vehicles or protective suits such
as the Gnomish Combat Suit and employing rocket-
launchers. Gnome tinkers prefer efficiency and reliability,
often sacrificing power for sustainable use. Well-known
gnomish inventions are the gyrocopter, mind remote, and
the army knife.

APPENDIX D: CLASSES IN LORE


240
GOBLINS Blood Elves make common warlocks, especially after the
Goblin rivalries with gnomes usually centers around destruction of the Sunwell, the font of the high elves’ arcane
innovations in alchemy and engineering. Usually taking the magic. Many blood elves who once walked the path of the
bomber or gadgeteer path, these goblin tinkers prefer mage abandoned it to walk the path of the destruction
grandiose projects and spectacular explosions. Well-known warlock, naming themselves blood mages..
goblin inventions are the shredder mecha, jumper cables,
GNOMES AND GOBLINS
and rocket boots.
Gnomes and Goblin warlocks are often inconspicuous, for
FORSAKEN many underestimate their small statures and assume
Forsaken tinkers are uncommon, but not unknown. Working weakness. To compensate, gnome and goblin warlocks often
with necromancy engines and similar weird sciences with take the demonology or destruction paths.
fellow alchemists, these tinkers are known for several Forsaken
innovations that reach beyond the grave. Well-known Forsaken warlocks are very common, often taking the
forsaken inventions include the reflective cylinder and the affliction path to whittle down their foes and cripple them in
meat wagon vehicle. battle. The Dreadlords, agents of the Burning Legion have
found common cause with the forsaken in fighting the Lich
HUMANS
King once he turned his back on the Legion, and when one
Human tinkers are not common, and usually gather in guilds
such dreadlord (the demon Varimathras) was bound by the
and organizations where funding is available. Human
forsaken leader Sylvannas Windrunner, the demonic powers
tinkers of Stormwind may have been wronged enough to
of the fel were freely given by the dreadlord adviser of the
turn to serving the Defias Brotherhood, which managed to
Banshee Queen.
infiltrate most tinker guilds in Stormwind.
HUMANS
WRK: WARLOCKS Humans who walk the warlock path are often failed students
of mage academies who yearn for an easy route to power, or
DRAENEI
especially brilliant ones who believe they might succeed
Draenei warlocks are few and isolated individuals, as the
where other warlocks have failed.
heavy prejudice against the use of fel magic makes such
activities subject to immediate scrutiny and investigation. ORCS
Draenei, the exiled ones, fled their homeland Argus once Orc tradition in the warlock class are well-ingrained;
two of its three political leaders took the path of warlock Gul’dan was the first orc warlock, and it was his lust for
magic (Kil’jaeden and Archimonde, although Velen aided the power that was his greatest strength and weakness. Orc
others escape). Draenei warlocks who accept the taint warlocks often follow the destruction or affliction paths, and
change in appearance and increase in size, becoming Eredar usually shun the demonology path, having well-recognized
warlocks. Most Eredar warlocks take the path of the dangers of allowing demons to get too close.
destruction, although a few take the path of demonology.
TROLLS
ELVES Trolls who take the warlock path are few and far in between,
Night Elves have an ill experience with fel magic; those as those with spellcasting aptitude often take the path of the
who took up the path either abandoned it entirely under priest or witch doctor instead.
threat of death or became demon hunters instead, such as
Illidan Stormrage. WAR: WARRIORS
Nightborne have loyalists to Thalyssra that have opted to
DRAENEI
take the magic of the Legion and use it against them, or for
Draenei natural affinities lead many to adopt the paladin
the aims of the Nightborne people. There are also less
class rather than the warrior class. A few however
scrupulous members of Nightborne society who may simply
distinguish themselves as pure warriors, often leading the
fear the withdrawal the loss of the Nightwell might cause,
charge and raising banners, guiding their allies with
and have preemptively joined the Legion as some Blood
powerful shouts and opening up enemies’ ranks with talents
Elves have.
such as shout, and heroic leap. A few draenei gladiators
High Elves have compunctions regarding fel magic, and
remain from the days of imprisonment by the orcs—those
rightly fear and shun it, preferring traditional arcane magic,
who retain their talents often tap into inner reserves of
either for its root in their culture, fear, or distrust of the
strength by using the fury talent, and obliterate enemies by
chaotic magics.
employing hammer and axe.
Void Elf warlocks adopt the title ‘Rift Warden’ after their
transformation, using their power to watch the gates to the
outer realms and guard against a Void takeover.

APPENDIX D: CLASSES IN LORE


241
DWARF HUMANS
Ironforge dwarves who take up the warrior path often end Human warriors often take the arms or protection
up taking the mountain king specialization. In most cases, specialization, and most prefer the action surge talent for its
however, Ironforge dwarves choose talents that increase flexibility. One of the most well-recognized human warriors
their survivability and deal damage in an area. hail from Stormwind, such as King Varian Wrynn. Human
Wildhammer dwarves who take the warrior path are often mounted warriors include various orders such as the
known as highlanders, taking the arms specialization and Knights of Stormwind, whose ability to run down enemies
focusing on talents that increase their survivability and was instrumental in granting humanity the edge in several
mobility, often also taking the favored enemy or favored battles.
terrain talents.
ORCS
Dark Iron dwarves who take the path of the warrior are
Orcs warriors often take up the arms specialization, and
often vanguards of the armies of Blackrock Mountain, taking
choose a series of talents that are often referred to as
the protection specialization and protecting allies.
blademaster (as high elven blademasters). Other warriors
ELVES prefer a more brutal fighting style by channeling their
Night Elves who take the warrior path often take up the bow natural reserves of fury, taking talents that augment it as
or greatsword and choose talents that aid their allies and brutal critical, persistent rage, and reckless attack, and often
slow their foes, such as the hamstring talent and chosen taking up the fury specialization. Orc mounted warriors
abilities from the hunter talent list. Night elven warriors include orcish raiders, whose hit and run tactics and
often take up the arms specialization, such as Commander proficient use of nets is a professional harassing force.
Jerod Shadowsong, although due to the natural affinities of
TROLLS
night elves towards nature, most take the hunter path
Trolls of every type are well-known warriors, often channeling
instead.
their reserves of furyanger as the orcs, but adopting the fury
High Elves and Blood Elves who take the warrior path
specialization and utilizing axes instead. The survivability of
often end up as spellbreakers (taking the specialization of
troll berserkers is legendary, and many take a few hunter
the same name) or blademasters (agile combatants who take
talents such as dread ambusher and favored terrain, as well
up talents that grant them mobility and versatility, such as
as favored enemy to make a deadly hunter-warrior hybrid.
wind walk, weapon mastery, retaliation, and heroic leap,
similar to orcish blademasters, though traditions are WORGEN
definitely from different origin). Worgen warriors are new, but are well-respected for their
Void Elf warriors often take up the title of Rift Blade, viciousness. Employing their natural weapons means most
adopting the Arms specialty and serving as support troops to worgen warriors are capable of combat when deprived of
Rift Wardens. their weapons, and most worgen take talents that increase
their damage and mobility., and sometimes take levels in
GNOMES AND GOBLINS
Hunter to become capable ambushers and resilient front-line
Gnomes and Goblins make for rare warriors, and often take
combatants.
the path of the rogue or hunter instead. The few daring who
decide to defy the limitations of their stature often adopt
‘dirty fighting’ techniques, such as choosing certain talents
from the various talent lists, such as heroic leap, insightful
combatant, and dread ambusher.

FORSAKEN
Forsaken warriors are common and spread across multiple
specializations. They usually adopt talents that increase
their power at the expense of their safety, such as reckless
attack, rage, and heroic leap, as Forsaken can naturally heal
themselves faster than others with cannibalize. Forsaken
warriors are also adept at ambushing, either by lying in wait
underground or underwater, and often take the dread
ambusher talent as well.

APPENDIX D: CLASSES IN LORE


242
APPENDIX E: INSPIRATIONAL READING
Arthas: Rise of the Lich King [Book] / auth. Golden The Sundering [Book] / auth. Knaak Richard A. // War of
Christie. - 2009. the Ancients Trilogy. - 2005.

Beyond the Dark Portal [Book] / auth. Rosenberg Aaron The Well of Eternity [Book] / auth. Knaak Richard A. // War
and Golden Christie. - 2008. of the Ancients Trilogy. - 2004.

Cycle of Hatred [Book] / auth. DeCandido Keith R.A.. - Thrall: Twilight of the Aspects [Book] / auth. Golden
2006. Christie. - 2011.

Dawn of the Aspects [Book] / auth. Knaak Richard A.. - Tides of Darkness [Book] / auth. Rosenberg Aaron. - 2007.
2013.
Vol'jin: Shadows of the Horde [Book] / auth. Stackpole
Day of the Dragon [Book] / auth. Knaak Richard A.. - 2001. Michael. - 2013.

Jaina Proudmoore: Tides of War [Book] / auth. Golden War Crimes [Book] / auth. Golden Christie. - 2014.
Christie. - 2012.
World of Warcraft Chronicle [Book] / auth. Blizzard
Lord of the Clans [Book] / auth. Golden Christie. - 2001. Entertainment. - 2016. - Vol. 1.

Night of the Dragon [Book] / auth. Knaak Richard A.. - World of Warcraft Chronicle [Book] / auth. Blizzard
2008. Entertainment. - 2017. - Vol. 2.

Of Blood and Honor [Book] / auth. Metzen Chris. - 2001. World of Warcraft Chronicle [Book] / auth. Blizzard
Entertainment. - 2018. - Vol. 3.
Rise of the Horde [Book] / auth. Golden Christie. - 2006.
World of Warcraft: Wolfheart [Book] / auth. Knaak Richard
Stormrage [Book] / auth. Knaak Richard A.. - 2010.
A.. - 2011.
The Demon Soul [Book] / auth. Knaak Richard A. // War of
World of Warcraft; Illidan [Book] / auth. King William. -
the Ancients Trilogy. - 2004.
2016.
The Last Guardian [Book] / auth. Grubb Jeff. - 2002.

APPENDIX E: INSPIRATIONAL READING


243

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